[Bf-blender-cvs] [3f8a8d1757a] soc-2020-io-performance: Silence normal being zero warnings in mesh validate.
Ankit Meel
noreply at git.blender.org
Tue Aug 18 12:32:22 CEST 2020
Commit: 3f8a8d1757ade3d40f1b3eebaff11e0d78cf3327
Author: Ankit Meel
Date: Tue Aug 18 14:30:32 2020 +0530
Branches: soc-2020-io-performance
https://developer.blender.org/rB3f8a8d1757ade3d40f1b3eebaff11e0d78cf3327
Silence normal being zero warnings in mesh validate.
===================================================================
M source/blender/io/wavefront_obj/intern/wavefront_obj_ex_mtl.cc
M source/blender/io/wavefront_obj/intern/wavefront_obj_im_mesh.cc
===================================================================
diff --git a/source/blender/io/wavefront_obj/intern/wavefront_obj_ex_mtl.cc b/source/blender/io/wavefront_obj/intern/wavefront_obj_ex_mtl.cc
index 895fe38ed76..f8f8c4577da 100644
--- a/source/blender/io/wavefront_obj/intern/wavefront_obj_ex_mtl.cc
+++ b/source/blender/io/wavefront_obj/intern/wavefront_obj_ex_mtl.cc
@@ -163,10 +163,9 @@ static const char *get_image_filepath(const bNode *tex_node)
*/
void MaterialWrap::init_bsdf_node(StringRefNull object_name)
{
- BLI_assert(export_mtl_);
if (!export_mtl_->use_nodes) {
fprintf(stderr,
- "No Principled-BSDF node found in the material node tree of: %s.\n",
+ "No Principled-BSDF node found in the shader node tree of: '%s'.\n",
object_name.data());
bsdf_node_ = nullptr;
return;
@@ -179,7 +178,7 @@ void MaterialWrap::init_bsdf_node(StringRefNull object_name)
}
}
fprintf(stderr,
- "No Principled-BSDF node found in the material node tree of: %s.\n",
+ "No Principled-BSDF node found in the shader node tree of: '%s'.\n",
object_name.data());
bsdf_node_ = nullptr;
}
diff --git a/source/blender/io/wavefront_obj/intern/wavefront_obj_im_mesh.cc b/source/blender/io/wavefront_obj/intern/wavefront_obj_im_mesh.cc
index e7115defd39..dfd705284e4 100644
--- a/source/blender/io/wavefront_obj/intern/wavefront_obj_im_mesh.cc
+++ b/source/blender/io/wavefront_obj/intern/wavefront_obj_im_mesh.cc
@@ -69,7 +69,11 @@ MeshFromGeometry::MeshFromGeometry(Main *bmain,
create_uv_verts();
create_materials(bmain, materials);
- BKE_mesh_validate(blender_mesh_.get(), true, false);
+ bool verbose_validate = false;
+#ifdef DEBUG
+ verbose_validate = true;
+#endif
+ BKE_mesh_validate(blender_mesh_.get(), verbose_validate, false);
#if 0
add_custom_normals();
#endif
@@ -119,14 +123,17 @@ void MeshFromGeometry::create_polys_loops()
}
for (const FaceCorner &curr_corner : curr_face.face_corners) {
- MLoop *mloop = &blender_mesh_->mloop[tot_loop_idx];
+ MLoop &mloop = blender_mesh_->mloop[tot_loop_idx];
tot_loop_idx++;
- mloop->v = curr_corner.vert_index;
+ mloop.v = curr_corner.vert_index;
+ normal_float_to_short_v3(blender_mesh_->mvert[mloop.v].no,
+ global_vertices_.vertex_normals[curr_corner.vertex_normal_index]);
+
if (blender_mesh_->dvert) {
/* Iterating over mloop results in finding the same vertex multiple times.
* Another way is to allocate memory for dvert while creating vertices and fill them here.
*/
- MDeformVert &def_vert = blender_mesh_->dvert[mloop->v];
+ MDeformVert &def_vert = blender_mesh_->dvert[mloop.v];
if (!def_vert.dw) {
def_vert.dw = static_cast<MDeformWeight *>(
MEM_callocN(sizeof(MDeformWeight), "OBJ Import Deform Weight"));
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