Commit Graph

23348 Commits

Author SHA1 Message Date
Joseph Eagar
af8a449ca5 blender-v3.4-release: fix more merge discrepencies in pbvh.c 2022-11-22 12:48:39 -08:00
Joseph Eagar
0f3b3ee679 Merge branch 'blender-v3.4-release' 2022-11-22 12:48:29 -08:00
Joseph Eagar
f5e99abb60 blender-v3.4-release: Rearrange function order to fix merging
BKE_pbvh_sync_visibility_from_verts was in the wrong spot
relative to master, was leading to very nasty merge errors.
2022-11-22 12:45:09 -08:00
Joseph Eagar
40ac3776db Merge branch 'blender-v3.4-release' 2022-11-22 12:41:54 -08:00
Joseph Eagar
acf8f6220d Sculpt: Fix box face sets not working for multires 2022-11-22 12:30:36 -08:00
Joseph Eagar
df788ecfd9 Sculpt: Standardize face set undo steps, optimize memory usage
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.

Fixes T101203.

Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
2022-11-22 12:14:14 -08:00
Joseph Eagar
a777c09d5f Sculpt: Standardize face set undo steps, optimize memory usage
Currently the face set of every single face is saved for every sculpt undo step.
When only changing the face sets of a small section of the mesh, this can be quite
wasteful. It also makes face sets a special case compare to all other sculpt undo step
types, which makes the whole system more complex and harder to improve.

Fixes T101203.

Reviewed By: Hans Goudey
Differential Revision: https://developer.blender.org/D16224
Ref D16224
2022-11-22 12:13:33 -08:00
Hans Goudey
aa1a51ff9f Merge branch 'blender-v3.4-release' 2022-11-22 13:52:30 -06:00
Hans Goudey
3f294a37f5 Fix: Use after free when removing attribute
We currently check multiple dynamic attribute providers for the
attribute ID, even after it has been removed (which can free the name).
This was used as a simple way to remove multiple attributes with the
same name (dealing with name collisions). However, that doesn't happen
in practice at this point, since so much code has moved to the
attribute API which checks for it.
2022-11-22 13:48:58 -06:00
Joseph Eagar
fa8a59689b Sculpt: fix const error 2022-11-22 11:14:36 -08:00
Joseph Eagar
c3e919b317 Sculpt: Fix broken multires hidden undo
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.

Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.
2022-11-22 11:11:03 -08:00
Joseph Eagar
a2a72d89b1 Sculpt: Fix broken multires hidden undo
Wrote a new API method, BKE_pbvh_sync_visibility_from_verts
that flushes vertex hidden flags to edges & faces.

Fixes not being able to sculpt outside a face set after
undoing the fkey hide-all-but-this operator.
2022-11-22 10:56:39 -08:00
Hans Goudey
8990983b07 Cleanup: Use const arguments for custom normals 2022-11-22 11:48:16 -06:00
Germano Cavalcante
ed82bbfc2c Cleanup: use designated initializers in C 2022-11-22 10:48:16 -03:00
Germano Cavalcante
02c6136958 Fix compile error with msvc
error C2059: syntax error: '}'
2022-11-22 09:13:16 -03:00
Sergey Sharybin
7dea18b3aa Tracking: Store lens principal point in normalized space
This avoids need to do special trickery detecting whether the principal
point is to be changed when reloading movie clip. This also allows to
transfer the optical center from high-res footage to possibly its lower
resolution proxy without manual adjustment.

On a user level the difference is that the principal point is exposed in
the normalized coordinates: frame center has coordinate of (0, 0), left
bottom corner of a frame has coordinate of (-1, -1) and the right top
corner has coordinate of (1, 1).

Another user-visible change is that there is no more operator for setting
the principal point to center: use backspace on the center sliders will
reset values to 0 which corresponds to the center.

The code implements versioning in both directions, so it should be
possible to open file in older Blender versions without loosing
configuration.

For the Python API there are two ways to access the property:
- `tracking.camera.principal_point` which is measured in the normalized
  space.
- `tracking.camera.principal_point_pixels` to access the pixel-space
  principal point.

Both properties are not animatable, so there will by no conflict coming.

Differential Revision: https://developer.blender.org/D16573
2022-11-22 11:49:56 +01:00
Sergey Sharybin
294ff0de43 Cleanup: More clear function name
Make it explicit in the name that track index is the one used for
selection (previously it read as if the track index is within its
list).
2022-11-22 11:49:56 +01:00
Sergey Sharybin
f383dfabf7 Cleanup: Simplify public tracking API
Remove functions which are a trivial accessor.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
ea969ccc02 Refactor: Replace marker visibility macro with function
Also optimize sub-optimal request for active object for every
call of the check.

Should be no functional changes.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
4d1a116cdf Refactor: Simplify tracking active element accessor API
Use active object accessor, and then access data from the
object. There is no need to have an API call for shortcut
of all object fields.

Should be no functional change.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
1300da6d39 Cleanup: More clear function name in tracking module
Make it more obvious in the name that an operation is not
cheap, and that the function operates on a tracks from
object and does not need a global tracking structure.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
016f9c2cf5 Cleanup: Variable naming in tracking files
Make it obvious that the object is the motion tracking one, and
not the ID_OB type.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
953f719e58 Cleanup: Variable scope in tracking files 2022-11-22 11:49:56 +01:00
Sergey Sharybin
1168665653 Refactor: Remove trivial accessor functions from tracking 2022-11-22 11:49:56 +01:00
Sergey Sharybin
fe38715600 Refactor: Unify storage for motion tracking camera and objects
Historically tracks and reconstruction for motion tracking camera
object were stored in the motion tracking structure. This is because
the data structures pre-dates object tracking support, and it was
never changed to preserve compatibility.

Now the compatibility code supports more tricks and allows to change
the ownership without breaking any compatibility. This is what this
change does: it moves tracks from motion tracking structure to the
motion tracking camera object, and does it in a way that no
compatibility is broken.

One of the side-effects of this change is that the active track is
now stored on motion tracking object level, which allows to change
active motion tracking object without loosing active track. Other
than that there are no expected user-level changes.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
4d497721ec Refactor: Streamline tracking data copying a bit
Prepare the code to more easily support pointers remapping
for tracking objects.

Should be no functional changes.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
3c479b9823 Movie clip: Remove special selection synchronization function
The function is already doing a lot of memory indirections and
sub-optimal lookups, so for the simplicity and robustness of the
system might as well just do copy-on-write update.
2022-11-22 11:49:56 +01:00
Sergey Sharybin
7411fa4e0d Cleanup: Better const-correctness in tracking code 2022-11-22 11:49:56 +01:00
Hans Goudey
89349067b6 Merge branch 'blender-v3.4-release' 2022-11-21 18:01:29 -06:00
Hans Goudey
b53c4fa8da Fix T102522: Geometry nodes boolean doesent respect material index
The refactor in f1c0249f34 incorrectly placed the material index
remapping before the transfer of generic attributes. Now that the
material index is a generic attribute, it was overwritten.
2022-11-21 15:49:18 -06:00
Joseph Eagar
25ddb576ff Cleanup: add ATTR_FALLTHROGUH 2022-11-21 10:43:12 -08:00
Hans Goudey
be1745425c Nodes: Remove "level" building pass on update
The node level was an indication of how deep the node was in the tree.
It was only used for detecting link cycles. Now that the node topology
cache from 25e307d725 exists, this calculation can be removed
completely.

The level calculation was quadratic and very slow on larger node trees.
In the mouse house file with a few thousand nodes, it took 23ms on
every single update. Another benefit is storing slightly less runtime
data, though this was only 2 bytes per node.

Differential Revision: https://developer.blender.org/D16566
2022-11-21 11:34:22 -06:00
Hans Goudey
b391037424 Nodes: Use topology cache for node exec node list
Instead of generating a dependency sorted node list whenever evaluating
texture or EEVEE/viewport shader nodes, use the existing sorted array
from the topology cache. This may be more efficient because the
algorithm isn't quadratic. It's also the second-to-last place to
use `node.runtime->level`, which can be removed soon.

Differential Revision: https://developer.blender.org/D16565
2022-11-21 11:30:49 -06:00
Sergey Sharybin
b0e38f4d04 Cleanup: Strict compiler warnings
Remove `private:` from the PBVHFaceIter. This is not really a C++
class, and the C++ code generates a lot of warnings about unused
fields.

Also mark function static and run clang-format.
2022-11-21 16:57:46 +01:00
Wannes Malfait
e83f46ea76 Geometry Nodes: Use Mesh instead of BMesh in split edges node
Rewrite the edge split code to operate directly on Mesh instead
of BMesh. This allows for the use of multi-threading and makes
the node around 2 times faster. Around 15% of the time is spent
just on the creation of the topology maps, so these being cached
on the mesh could cause an even greater speedup. The new node
gave identical results compared to the BMesh version on all the
meshes I tested it on (up to permutation of the indices).

Here are some of the results on a few simple test cases:
(Intel i7-7700HQ (8 cores) @ 2.800GHz , with 50% of edges selected)
|       | 370x370 UV Sphere | 400x400 Grid | Suzanne 4 subdiv levels |
| ----- | ----------------- | -------------- | --------------------- |
| Mesh  | 89ms              | 111ms          | 76ms                  |
| BMesh | 200ms             | 276ms          | 208ms                 |

Differential Revision: https://developer.blender.org/D16399
2022-11-20 15:42:10 -06:00
Joseph Eagar
42c30f3b9c Sculpt: Fix missing const in recent commit 2022-11-20 08:17:02 -08:00
Joseph Eagar
6b3cee2538 Sculpt: Face iterator API
This patch adds basic face iterators to the sculpt API.  The interface is similar to the existing vertex iterators.  It's not C++ (though it does mark private fields in PBVHFaceIter as private if compiling under C++).

Example:

```
PBVHFaceIter fd;

BKE_pbvh_face_iter_begin(pbvh, node, fd) {

  /* Face reference and face index */
  PBVHFaceRef face = fd->face;
  int face_index = fd->index;

  /* Can read and modify hide flag if it exist (it may not) */
  if (fd->hide) {
    *fd->hide ^= true; /* toggle hide */
  }

  /* Can read and modify face set if it exists */
  if (fd->face_set) {
    *fd->face_set = something;
  }

  /*Can read vertices*/
  for (int i=0; i<fd.verts_num; i++) {
    float *co = SCULPT_vertex_co_get(ss, fd.verts[i]);
  }
}
BKE_pbvh_face_iter_end(fd);
```

Reviewed By: Brecht Von Lommen and Hans Goudey
Differential Revision: https://developer.blender.org/D16225
Ref D16225
2022-11-20 08:08:26 -08:00
Joseph Eagar
5097105b3c Sculpt: Fix T102567: multires crash with high subdivision levels
Previous fix did not work for ngons.
The pbvh leaf limit minimum is now set
to the maximum ngon's vertex count.
2022-11-20 07:32:21 -08:00
Joseph Eagar
7193e5aa10 Sculpt: Fix T102567: multires crash with high subdivision levels
Previous fix did not work for ngons.
The pbvh leaf limit minimum is now set
to the maximum ngon's vertex count.
2022-11-20 07:30:14 -08:00
Jacques Lucke
2654c523c1 Cleanup: use nullptr in C++ 2022-11-19 11:51:42 +01:00
Hans Goudey
511ac66dab Mesh: Use shared cache for derived triangulation
Use the shared cache system introduced in e8f4010611 for the
"looptris" triangulation cache. This avoids recalculation when meshes
are copied but the positions or topology don't change. The most obvious
improvement is for cases like a large meshes being adjusted slightly
with a simple geometry nodes modifier. In a basic test with a transform
node with a 1 million point grid I observed an improvement of 13%, from
9.75 to 11 FPS, which shows that we avoid spending 6ms recalculating
the triangulation of every update.

This also makes the thread safety for the triangulation data use a
more standard double-checked lock pattern, which is nice because we
can avoid holding a lock whenever the cached data is retrieved.

Split from https://developer.blender.org/D16530
2022-11-18 17:29:24 -06:00
Hans Goudey
12d7994a48 Cleanup: Improve comment about copying mesh shared caches 2022-11-18 17:02:30 -06:00
Hans Goudey
c83e33b661 Cleanup: Sort includes in mesh header 2022-11-18 17:01:38 -06:00
Hans Goudey
05f93b58d3 Fix: Crash when writing mesh after previous commit
Runtime data was accessed after it was explicitly set to null.
2022-11-18 16:24:15 -06:00
Hans Goudey
1ea169d90e Mesh: Move loose edge flag to a separate cache
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.

Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.

The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.

In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.

**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.

Differential Revision: https://developer.blender.org/D16504
2022-11-18 16:05:06 -06:00
Hans Goudey
ab819517fc Fix: Crash when deleting node
Caused by b4c3ea2644 not removing the
dangling pointers to the freed internal links from the vector.
2022-11-18 13:58:36 -06:00
Hans Goudey
f5128f219f Cleanup: Use simpler check for Bezier curves 2022-11-18 13:38:55 -06:00
Jacques Lucke
b4c3ea2644 Cleanup: move internal links of nodes to runtime data
No functional changes are expected.
2022-11-18 13:46:35 +01:00
Jacques Lucke
7b82d8f029 Nodes: move most runtime data out of bNode
* This patch just moves runtime data to the runtime struct to cleanup
  the dna struct. Arguably, some of this data should not even be there
  because it's very use case specific. This can be cleaned up separately.
* `miniwidth` was removed completely, because it was not used anywhere.
  The corresponding rna property `width_hidden` is kept to avoid
  script breakage, but does not do anything (e.g. node wrangler sets it).
* Since rna is in C, some helper functions where added to access the
  C++ runtime data from rna.
* This size of `bNode` decreases from 432 to 368 bytes.
2022-11-18 12:47:02 +01:00
Iliya Katueshenock
6239e089cf Nodes: cache children of frame nodes
This allows for optimizations because one does not have to iterate
over all nodes anymore to find all nodes within a frame.

Differential Revision: https://developer.blender.org/D16106
2022-11-18 11:20:13 +01:00