This replaces the older dynamic c array macros with blender::Vector in
bmesh_polygon_edgenet. This is the only remaining use of the old array
machinery and removal of `BLI_array.h / .c` can happen immediately
afterwards.
See #103343
Pull Request: https://projects.blender.org/blender/blender/pulls/119975
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.
Pull Request: https://projects.blender.org/blender/blender/pulls/125811
`BMVert.copy_from_vert_interp()`'s description and the name `vert_pair`
implies two verts, but the argument itself was described and typed as a
single `BMVert`.
Ref: !122974
The type for `bpy_struct.keyframe_insert()`'s `options` parameter was
instead applied to a non-existent `flag` parameter.
The description and type for `mathutils.Vector.Repeat()`'s `vector`
parameter was instead applied to a non-existent `tuple` parameter.
Also fix a reference to `BMElemeSeq` instead of `BMElemSeq`.
Ref: !122734
- `BMLayerItem.copy_from(other)` had a typo in its docstring that prevented `other` being typed.
- `BMesh.from_object()` and `BMesh.from_mesh()` had untyped arguments.
- `BMVert.copy_from_vert_interp()`'s `fac` argument was untyped.
- `remove(item)` method of `BMVertSeq`, `BMEdgeSeq` and `BMFaceSeq` had no type for `item`.
- `get()` method of `BMEdgeSeq` and `BMFaceSeq` had "sequence" in the description of `verts` but not in the type.
Pull Request: https://projects.blender.org/blender/blender/pulls/122374
Make the naming consistent with the recent change from "loop" to
"corner". Avoid the need for a special type for these triangles by
conveying the semantics in the naming instead.
- `looptris` -> `corner_tris`
- `lt` -> `tri` (or `corner_tri` when there is less context)
- `looptri_index` -> `tri_index` (or `corner_tri_index`)
- `lt->tri[0]` -> `tri[0]`
- `Span<MLoopTri>` -> `Span<int3>`
- `looptri_faces` -> `tri_faces` (or `corner_tri_faces`)
If we followed the naming pattern of "corner_verts" and "edge_verts"
exactly, we'd probably use "tri_corners" instead. But that sounds much
worse and less intuitive to me.
I've found that by using standard vector types for this sort of data,
the commonalities with other areas become much clearer, and code ends
up being naturally more data oriented. Besides that, the consistency
is nice, and we get to mostly remove use of `DNA_meshdata_types.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/116238
The version of BM_elem_attrs_copy that took a map used a reference
the version without a map didn't, which is fairly confusing.
Pass by pointer now unless this is part of a wider refactor
to move to references everywhere.
Continuation of fix for #115776. Removes attribute copy functions
that calculate the map inline, this is error prone as it's easy to
call these functions from a loop which may result in poor performance.
Fixes#115776
Create a minimal structure that contains the instructions necessary to
copy from one custom data format to another. This structure is similar
to the one used in dfacaf4f40. It should have been used in
9175d9b7c2, which instead introduced quadratic performance
relative to the number of layers when copying every element.
In this commit, copying the entire mesh and adding new custom data
are explicitly changed to use the new map to speed up copying many
elements at a time.
The non-map attribute copy functions are also changed to check for when
the source and result BMeshes are the same. In that case it's much
faster to call the "same format" function from 9175d9b7c2.
For numbers, the timings are arbitrarily influenced by how many layers
I add in my testing. With 50 or so layers, a 10x difference is easily
observable though.
Pull Request: https://projects.blender.org/blender/blender/pulls/115824
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
Store paint masks as generic float attributes, with the name
`".sculpt_mask"`. This is similar to 060a534141, which made
the same change for face sets. The benefits are general
consistency, nicer code, and more support in newer areas
that deal with attributes like geometry nodes.
The RNA API is replaced with one created in Python. The new
API only presents a single layer as an attribute class, so it
should be simpler to use in general:
- Before: `object.data.vertex_paint_masks[0].data[0].value`
- After: `object.data.vertex_paint_mask.data[0].value`
Pull Request: https://projects.blender.org/blender/blender/pulls/115119
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
The cleanup of blenkernel last weeks , caused the house of cards to
collapse on top of bf_gpu's shader_builder, which is off by default
but used on a daily basis by the rendering team.
Given the fixes forward in #110394 ran into a ODR violation in OSL that
was hiding there for years, I don't see another way forward without
impeding the rendering teams productivity for "quite a while" as there
is no guarantee the OSL issue would be the end of it.
the only way forward appears to be back.
this reverts :
19422044eda670b53abe0f541db97cbe516e8c813e88a2f44c4e64b772f59547e7a31707fe6c5a57
The problematic commit was 07fe6c5a57
as blenkernel links most of blender, it's a bit of a link order issue
magnet. Given all these commits stack, it's near impossible to revert
just that one without spending a significant amount of time resolving
merge conflicts. 99% of that work was automated, so easier to just
revert all of them, and re-do the work, than it is to deal with the
merge conflicts.
Pull Request: https://projects.blender.org/blender/blender/pulls/110438