Commit Graph

23348 Commits

Author SHA1 Message Date
Jacques Lucke
dec459e424 Cleanup: move some files that use nodes to C++ 2022-11-18 11:08:52 +01:00
Jeroen Bakker
bc886bc8d7 Cleanup: Use int64_t for size methods.
- BKE_pbvh_pixels.hh
2022-11-18 10:45:06 +01:00
Leon Schittek
8d77973dd7 Fix T99125: Curve mapping widget removes all vector points
Add a new flag value `CUMA_REMOVE` to explicitly tag duplicate points
for removal. This prevents a bug where all curve points with vector
handles were deleted, when removing duplicate curve points while
updating the widget. This happened, because the flag value used to tag
points for removal was the same as the value of `CUMA_HANDLE_VECTOR`
used to store the handle type of the curve point.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16463
2022-11-17 22:00:17 +01:00
Leon Schittek
9de35e396b Fix T99125: Curve mapping widget removes all vector points
Add a new flag value `CUMA_REMOVE` to explicitly tag duplicate points
for removal. This prevents a bug where all curve points with vector
handles were deleted, when removing duplicate curve points while
updating the widget. This happened, because the flag value used to tag
points for removal was the same as the value of `CUMA_HANDLE_VECTOR`
used to store the handle type of the curve point.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16463
2022-11-17 21:54:30 +01:00
Sergey Sharybin
609a681fb5 Merge branch 'blender-v3.4-release' 2022-11-17 17:51:23 +01:00
Sergey Sharybin
52c3214776 Fix distortion regression test after recent commit
The 1a1341c387 made it so that when ID's path changes the ID is
tagged for the source re-evaluation. Another factor here is that
there is a code in the read file which replaces alternative path
slash with the native one.

Typically it is not a problem since IDs are re-evaluated on load,
but the movie clip has the special handling on load to calculate
the image sequence length and initialize principal point.

This change makes it so that the principal point is only reset
when the clip resolution changes. This is something which is
also useful for cases when a non-centered primncipal point is
used and someone accidentally clicks on the clip reload button.
It is not really ideal but covers most of the common cases.
Ideally the principal point will be stored in relative or
normalized space.

The remaining part is that there is now extra image sequence
length calculation after file load. This needs more careful
look.
2022-11-17 17:50:13 +01:00
Julian Eisel
67869432f2 Asset system: Remap local asset ID pointers as part of UI remapping
After checking with @mont29, this is much prefered over calling this in
BKE directly.
2022-11-17 11:55:38 +01:00
Hans Goudey
9a09adb7af Fix: Missing bounding box dirty tag when clearing mesh geometry
Similar to 801451c459.
2022-11-16 18:30:04 -06:00
Hans Goudey
bf0180d206 Sculpt: Remove some normal calculation with deformed sculpting
Remove unnecessary (and No-op) normal calculation when sculpting on top
of deformed coordinates. Examples are shape keys and deform modifiers.
On a 1 million face mesh, this saved 100ms per stroke update.
This function actually did nothing since cfa53e0fbe,
so that large improvement comes for free.

Conceptually this is correct because when sculpting on deformed
coordinates, we don't change the positions of the base mesh directly.
In the future it might be better to allocate a separate array for
normals when using deformed coordinates, but it's not clear that's
necessary yet.
2022-11-16 18:22:09 -06:00
Hans Goudey
c481549870 Cleanup: Remove unused node clipboard type handling 2022-11-16 18:01:34 -06:00
Hans Goudey
845a3573f5 Cleanup: Improve curves comments 2022-11-16 17:54:51 -06:00
Hans Goudey
145839aa42 Fix T102365: Wireframe skips edges after recent cleanup
10131a6f62 replaced use of the `ME_EDGERENDER` flag with
`ME_EDGEDRAW`. However, left over from previous refactors, code
for leaving edit mode set that flag based on the edge angle. Edge angle
wireframe hiding is currently supposed to be adjustable with the
wireframe overlay settings. This patch restores the previous behavior
from before the cleanup commit.

Differential Revision: https://developer.blender.org/D16451
2022-11-16 16:49:02 -06:00
Hans Goudey
87ace7207d Revert "Sculpt/Paint: Use cached triangulation when building PBVH"
This reverts commit 676137f043.

This change worked locally with a specific test file and local changes,
but didn't work in general, since we don't reliably retrieve the new
looptris after setting them the first time. This can be improved again
in the future, but probably along with a more general look about ownership
is handled with PBVH.
2022-11-16 14:29:12 -06:00
Hans Goudey
676137f043 Sculpt/Paint: Use cached triangulation when building PBVH
This avoids recalculation of looptri derived triangulation whenever
switching to sculpt mode or whenever the PBVH is rebuilt, which can
happen after strokes in some situations. In my tests actually building
the PBVH is much more expensive (300ms), but this saves 6ms when
switching to sculpt mode and in other situations.

The cost is the possibility of higher memory usage because the cache
will live in the original main database mesh. However, the impact of
that will be smaller when the shared cache concept from D16204 is
applied to this data too.
2022-11-16 13:35:27 -06:00
Hans Goudey
25b3515324 Cleanup: Remove unnecessary mesh normals debugging function
This assertion function came from when derived normal data was stored
as custom data layers, which made it harder to keep track of whether
it was allocated and propagated. Nowadays it's all relatively easy to
predict, so there's no point in keeping this function around-- it only
makes code longer and more complex looking.
2022-11-16 13:07:49 -06:00
Hans Goudey
6cf4999e50 Cleanup: Slightly improve mesh normals and runtime comments
Also resolved an unused variable warning caused by an earlier cleanup.
2022-11-16 12:54:48 -06:00
Hans Goudey
89ca298210 Cleanup: Don't set mesh normals directly for metaballs
At the cost of a memory copy, this allows using a C++ type to store
normals in mesh runtime data in upcoming patches.
2022-11-16 12:37:35 -06:00
Hans Goudey
801451c459 Fix: Missing clearing of mesh triangulation data
Missed in e412fe1798
2022-11-16 11:25:54 -06:00
Bastien Montagne
6077fe7fae Merge branch 'blender-v3.4-release' 2022-11-16 18:00:48 +01:00
Bastien Montagne
1a1341c387 Fix T101326: Missing updates when updating ID file paths.
This code mainly tags IDs with `ID_RECALC_SOURCE` when one of their file
paths is modified by `BKE_bpath_foreach_path_id`.

In addition, a check is added to `BKE_sound_evaluate` to call similar
code as when `ID_RECALC_AUDIO` is used.

Finally, Sergey added some changes to relations buildings between
components for Sound IDs in the depsgraph, linking `PARAMETER` to
`AUDIO`.

Maniphest Tasks: T101326

Differential Revision: https://developer.blender.org/D16528
2022-11-16 17:58:24 +01:00
Germano Cavalcante
5a05fa8f74 Merge branch 'blender-v3.4-release' 2022-11-16 11:01:29 -03:00
Bastien Montagne
59641042a7 Fix T101836: Blender crashes upon render finish when clearing unused data during a render.
Imgaes which are render results and the like should not be considered as
unused, even if they do not have actual users.

NOTE: this does not apply to 'regular' images, which should be purged by
the recursive purge code, even if they are currently shown in an Image
Editor (this is not actual data usage).
2022-11-16 14:56:58 +01:00
Hans Goudey
1aa851e939 Mesh: Don't tag normals and triangluation dirty when translating
This only applies to procedural operations rather than edit mode
operations, but it might save some recalculations of these caches
for the transform geometry node in some cases.
2022-11-15 23:58:34 -06:00
Hans Goudey
90fb1cc4e6 Cleanup: Remove unnecessary dirty normal tags
These were redundant for one of a few reasons:
- A call to `BKE_mesh_tag_coords_changed` was correct instead
- A mesh has dirty normals when created from scratch anyway
- The call was redundant with `BKE_mesh_runtime_clear_geometry`
2022-11-15 20:28:39 -06:00
Hans Goudey
e412fe1798 Cleanup: Simplify freeing and clearing mesh runtime data
Separate freeing and clearing mesh runtime data in a more obvious way.
This makes it easier to see what data is meant to be cleared on certain
changes, rather than conflating it with freeing all of the runtime
caches.

Also comment and reduce the surface area of the "mesh runtime" API.
The redundancy in some functions made it confusing which one should
be used, resulting in subtle bugs or unnecessary boilerplate code.

Also, now bke::MeshRuntime is able to free all the data it owns by
itself, which makes this area easier to reason about. That required
changing the interface of a few functions to avoid passing Mesh when
they really just dealt with some runtime struct.

With more RAII semantics in the future, more of this manual freeing
will become unnecessary.
2022-11-15 20:26:33 -06:00
Hans Goudey
87ba0dcaca Merge branch 'blender-v3.4-release' 2022-11-15 18:55:18 -06:00
Hans Goudey
f7e0317b96 Fix T102537: Curve subdivide mishandles single point curves
Also, single point cyclic Catmull Rom curves aren't evaluated properly.
Cyclic is meant to make no difference in that case. Now they correctly
evaluate to a single point.
2022-11-15 18:52:19 -06:00
Chris Blackbourn
60523ea523 Cleanup: format 2022-11-16 12:59:47 +13:00
Hans Goudey
e8f4010611 Geometry: Cache bounds min and max, share between data-blocks
Bounding box calculation can be a large in some situations, especially
instancing. This patch caches the min and max of the bounding box in
runtime data of meshes, point clouds, and curves, implementing part of
T96968.

Bounds are now calculated lazily-- only after they are tagged dirty.
Also, cached bounds are also shared when copying geometry data-blocks
that have equivalent data. When bounds are calculated on an evaluated
data-block, they are also accessible on the original, and the next
evaluated ID will also share them. A geometry will stop sharing bounds
as soon as its positions (or radii) are changed.

Just caching the bounds gave a 2-3x speedup with thousands of mesh
geometry instances in the viewport. Sharing the bounds can eliminate
recalculations entirely in cases like copying meshes in geometry nodes
or the selection paint brush in curves sculpt mode, which causes a
reevaluation but doesn't change the positions.

**Implementation**
The sharing is achieved with a `shared_ptr` that points to a cache mutex
(from D16419) and the cached bounds data. When geometries are copied,
the bounds are shared by default, and only "un-shared" when the bounds
are tagged dirty.

Point clouds have a new runtime struct to store this data. Functions
for tagging the data dirty are improved for added for point clouds
and improved for curves. A missing tag has also been fixed for mesh
sculpt mode.

**Future**
There are further improvements which can be worked on next
- Apply changes to volume objects and other types where it makes sense
- Continue cleanup changes described in T96968
- Apply shared cache design to more expensive data like triangulation
  or normals

Differential Revision: https://developer.blender.org/D16204
2022-11-15 13:48:00 -06:00
Hans Goudey
b2d9716b4a Cleanup: Remove DerivedMesh use in UV unwrapping
Previously the UV unwrapping handling for subsurf modifiers used
`DerivedMesh`to implement the subdivision. Since we're trying to remove
`DerivedMesh` in general, and since this just made use of the `Mesh`
data anyway, it's relatively simple to remove it here. Combined with
D15939, this makes it possible to remove more `DerivedMesh` code.

Differential Revision: https://developer.blender.org/D16487
2022-11-15 13:48:00 -06:00
Jacques Lucke
84dce9c1fa Merge branch 'blender-v3.4-release' 2022-11-15 12:11:12 +01:00
Jacques Lucke
5c42e54f6e Fix T101536: missing node tree updates after remapping id
The main problem is that the node tree was not properly updated
after a property in the tree changed. More specifically, the collection
pointer in the Collection Info node was cleared, but the node tree
was not updated after that (usually this is handled by rna updates).

Differential Revision: https://developer.blender.org/D16289
2022-11-15 12:10:09 +01:00
Campbell Barton
f0f97e18c1 Cleanup: quiet unused variable warning 2022-11-15 16:41:50 +11:00
Iliya Katueshenock
efcd587bc2 Geometry Nodes: Image Info Node
This commit adds a new "Image Info" node to retrieve various
information from an image like its width, height, and whether
it has an alpha channel. It is also possible to retrieve the FPS
and frame count of video files.

Differential Revision: https://developer.blender.org/D15042
2022-11-14 18:55:51 -06:00
Richard Antalik
103fe4d1d1 Merge branch 'blender-v3.4-release' 2022-11-14 20:09:02 +01:00
Richard Antalik
970be7e65a Fix T100491: Mouse selection is inaccurate in NLA Editor
Selection range is +/-7 pixels to actual clicked position, but strip selection
was biased towards rightmost strip.

To make selection more intuitive, select closest strip to clicked position, and
stop iterating when strip intersects clicked pixel.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D15728
2022-11-14 19:57:42 +01:00
Hans Goudey
6873aabf93 Cleanup: BVH utils: Remove print, use spans instead of pointers 2022-11-14 11:59:40 -06:00
Brecht Van Lommel
5f4afecbf3 Fix T102421: Image.save() not respecting set image.file_format
The default file type for new ImBuf is already PNG, no need to override it
again in the save method.
2022-11-14 17:14:11 +01:00
Hans Goudey
276d7f7c19 Mesh: Avoid calculating normals when building BVH tree
Though they are sometimes used by users of the BVH tree, mostly
vertex normals when building the BVH tree is unnecessary. Skip it
instead and avoid storing the vertex normals in the BVH tree cache.
They are just calculated in the few places they are actually needed.
This should save at least a few percent of the runtime in some cases
where the normals weren't needed otherwise.
2022-11-14 07:56:53 -06:00
Hans Goudey
cc12d2a5a0 Cleanup: Reduce indentation and variable scope in BVH utils 2022-11-14 07:56:53 -06:00
Hans Goudey
1aaf4ce0a4 Cleanup: Use C++ BitVector instead of BLI_bitmap for BVH utils
This gives a friendlier interface, an inline buffer, RAII, etc.
Also switch some BMesh functions that were only used by the snap
system's use of BVH utils.
2022-11-14 07:56:53 -06:00
Brecht Van Lommel
d7f1430f11 Merge branch 'blender-v3.4-release' 2022-11-14 14:04:13 +01:00
Brecht Van Lommel
4f5f8622f9 Fix image datablock losing movie metadata on undo
The anims data is a runtime cache similar to the image buffer or GPU texture
and needs to be preserved through undo in the same way.

Found as part of D15042 development.
2022-11-14 14:03:06 +01:00
Julian Eisel
ea2dda306c Asset system: New asset system code module (with files from BKE)
Adds a new `source/blender/asset_system` directory and moves asset
related files from BKE to it. More asset related code can follow
(e.g. asset indexing, ED_assetlist stuff) but needs further work to
untangle it. I also kept `BKE_asset.h` and `asset.cc` as is, since they
deal with asset DNA data mostly, thus make sense in BKE.

Motivation:
- Makes the asset system design more present (term wasn't even used in
  code before).
- An `asset_system` directory is quite descriptive (trivial to identify
  core asset system features) and makes it easy to find asset code.
- Asset system is mostly runtime data, with little relation to other
  `Main`/BKE/DNA types.
- There's a lot of stuff in BKE already. It shouldn't be just a dump for
  all stuff that seems core enough.
- Being its own directly helps us be more mindful about encapsulating
  the module well, and avoiding dependencies on other modules.
- We can be more free with splitting files here than in BKE.
- In future there might be an asset system BPY module, which would then
  map quite nicely to the `asset_system` directory.

Checked with some other core devs, consensus seems that this makes
sense.
2022-11-14 12:46:34 +01:00
Hans Goudey
5fe146e505 Cleanup: Move mesh_remap.c to C++
To facilitate further mesh data structure refactoring.
2022-11-13 20:27:37 -06:00
Hans Goudey
dc513a0af8 Cleanup: Disable mesh normal debug time printing
Left enabled mistakenly by d63ada602d.
2022-11-13 14:19:20 -06:00
Chris Blackbourn
721fc9c1c9 UV: implement copy and paste for uv
Implement a new topology-based copy and paste solution for UVs.

Usage notes:

* Open the UV Editor

* Use the selection tools to select a Quad joined to a Triangle joined to another Quad.
* From the menu, choose UV > UV Copy
 * The UV co-ordinates for your quad<=>tri<=>quad are now stored internally

* Use the selection tools to select a different Quad joined to a Triangle joined to a Quad.
* (Optional) From the menu, choose UV > Split > Selection

* From the menu, choose UV > UV Paste
 * The UV co-ordinates for the new selection will be moved to match the stored UVs.

Repeat selection / UV Paste steps as many times as desired.
For performance considerations, see https://en.wikipedia.org/wiki/Graph_isomorphism_problem

In theory, UV Copy and Paste should work with all UV selection modes.
Please report any problems.

A copy has been made of the Graph Isomorphism code from https://github.com/stefanoquer/graphISO
Copyright (c) 2019 Stefano Quer stefano.quer@polito.it GPL v3 or later.

Additional integration code Copyright (c) 2022 by Blender Foundation, GPL v2 or later.

Maniphest Tasks: T77911
Differential Revision: https://developer.blender.org/D16278
2022-11-13 12:48:17 +13:00
Hans Goudey
115cf5ef98 Cleanup: Move cloth.c to C++
To support further mesh data structure refactoring.
2022-11-12 12:14:09 -06:00
Jacques Lucke
a6c822733a BLI: improve CPPType system
* Support bidirectional type lookups. E.g. finding the base type of a
  field was supported, but not the other way around. This also removes
  the todo in `get_vector_type`. To achieve this, types have to be
  registered up-front.
* Separate `CPPType` from other "type traits". For example, previously
  `ValueOrFieldCPPType` adds additional behavior on top of `CPPType`.
  Previously, it was a subclass, now it just contains a reference to the
  `CPPType` it corresponds to. This follows the composition-over-inheritance
  idea. This makes it easier to have self-contained "type traits" without
  having to put everything into `CPPType`.

Differential Revision: https://developer.blender.org/D16479
2022-11-12 18:33:31 +01:00
Hans Goudey
1a8516163f Cleanup: Simplify handling of loop to poly map in normal calculation
A Loop to poly map was passed as an optional output to the loop normal
calculation. That meant it was often recalculated more than necessary.
Instead, treat it as an optional argument. This also helps relieve
unnecessary responsibilities from the already-complicated loop normal
calculation code.
2022-11-11 23:27:36 -06:00