Old python exporter in 3.0 and earlier ordered faces by material,
but the new C++ exporter in 3.1+ did not, and was just writing them
in whatever is the order of the mesh data structure.
This mostly does not cause problems, except in some apps e.g.
Procreate -- for large enough meshes, this lack of
"order by material" (which ends up having more usemtl lines)
ends up creating more mesh subsets than necessary inside Procreate.
The change is not computationally heavy, e.g. exporting 6-level
subdivided Monkey mesh goes 1085ms -> 1105ms on my machine.
Reviewed By: @howardt
Differential Revision: https://developer.blender.org/D14368
Also fixes missing code to read/write/free/copy color management settings
in various places. This can't be set through the UI currently, but still
should be handled consistently.
This is patch D14349 from Aras Pranckevicius.
The logic in the code was _completely different_ from the documentation
and what the python exporter in 3.0 did. The new code assumed that
"export material groups" meant "append material name to the object name",
and was only ever kicking in when the "export object groups" option was
also checked. But the proper behavior (as in 3.0 exporter & the online docs),
is to emit g objectname_materialname before each usemtl line. Which is something entirely else.
This is patch D14347 from Aras Pranckevicius.
Instead of scaling "the scene" (i.e. transform vertices by object matrix,
then multiply by scale factor), it was instead first applying the scale
factor in local space, and then transforming by the object matrix.
This applies patch D14343 from Aras Pranckevicius, with a description:
The new 3.1+ OBJ exporter did not have correct logic when faced with
non-uniform & mirrored (negative on odd number of axes) object scale:
- Normals were not transformed correctly (should use inverse transpose of the matrix),
and were not normalized,
- Face order was not "flipped" when transform has negative scale on odd number of axes
(visible when using "face orientation" viewport overlay).
- Rename ED_view3d_win_to_delta `mval` argument to `xy_delta` as it
as it was misleading since this is an screen-space offset not a region
relative cursor position (typical use of the name `mval`).
Also rename the variable passed to this function which also used the
term `mval` in many places.
- Re-order the output argument of ED_view3d_win_to_delta last.
use an r_ prefix for return arguments.
- Document how the `zfac` argument is intended to be used.
- Split ED_view3d_calc_zfac into two functions as the `r_flip` argument
was only used in some special cases.
Added call to ensure that the USD plugins are registered
when opening a USD cache archive. This is to avoid USD
load errors due to missing USD file format plugins when
opening blender files that contain USD transform cache
constraints and mesh sequence cache modifilers.
Fixes T94396
When exporting generated coordinates, the subdivision export code was
using the schema for the non-subdivision case, which is invalid as
non-initialized. This typo existed since the initial commit for the
feature (rBf9567f6c63e75feaf701fa7b78669b9a436f13dd).
1. Now handles cyclic strokes correctly.
2. Added a sharp threshold value to allow preservation of sharp corners.
Reviewed By: Antonio Vazquez (antoniov), Aleš Jelovčan (frogstomp)
Ref D14044
This commit renames enums related the "Curve" object type and ID type
to add `_LEGACY` to the end. The idea is to make our aspirations clearer
in the code and to avoid ambiguities between `CURVE` and `CURVES`.
Ref T95355
To summarize for the record, the plans are:
- In the short/medium term, replace the `Curve` object data type with
`Curves`
- In the longer term (no immediate plans), use a proper data block for
3D text and surfaces.
Differential Revision: https://developer.blender.org/D14114
I noticed that there were a few variables that should not be visible per default.
It seems to me to simply be an oversight, so I went ahead and cleaned them up.
Reviewed By: Sybren, Ray molenkamp
Differential Revision: http://developer.blender.org/D14132
This patch reverses the dependency between `BLI_math_vec_types.hh` and
`BLI_math_vector.hh`. Now the higher level `blender::math` functions
depend on the header that defines the types they work with, rather than
the other way around.
The initial goal was to allow defining an `enable_if` in the types header
and using it in the math header. But I also think this operations to types
dependency is more natural anyway.
This required changing the includes some files used from the type
header to the math implementation header. I took that change a bit
further removing the C vector math header from the C++ header;
I think that helps to make the transition between the two systems
clearer.
Differential Revision: https://developer.blender.org/D14112
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Fixes T95384. New exporter was missing a fix for T94516 that recently got applied to the python exporter.
Also changed the obj export tests code so that when save_failing_test_output is requested and MTL result is different from the golden expectation, it is saved as well, similar to how it's done for the OBJ file result.
This change from Aras further parallelizes wihin large meshes (the previous one
just parallelized over objects).
Some stats: on A Windows machine, AMD Ryzen (32 threads):
(one mesh) Monkey subdivided to level 6: 4.9s -> 1.2s (blender 3.1 was 6.3s; 3.0 was 49.4s).
(one mesh) "Rungholt" minecraft level: 8.5s -> 2.9s (3.1 was 10.5s; 3.0 was 73.7s).
(lots of meshes) Blender 3 splash: 6.2s -> 5.2s (3.1 was 48.9s; 3.0 was 392.3s).
On a Linux machine (Threadripper, 48 threads, writing to SSD):
Monkey - 5.08s -> 1.18s (4.2x speedup)
Rungholt - 9.52s -> 3.22s (2.95x speedup)
Blender 3 splash - 5.91s -> 4.61s (1.28x speedup)
For details see patch D14028.
Also fixed conflicts due to the change in file writing in the new obj exporter
in master, and fixed one of the tests that was added in master but not 3.1.
The new wavefront .obj exporter in 3.1 was producing slightly invalid parm line syntax (missing u), and was not setting first/last N params to zeroes and ones for curves with "endpoint" flag properly.
This is a patch from Aras Pranckevicius, D13927. See that patch for full
details. On Windows, the many small fprintfs were taking up a large amount
of time and significant speedup comes from using snprintf into chained buffers,
and writing them all out later.
On both Windows and Linux, parallelizing the processing by Object can also lead
to a significant increase in speed.
The 3.0 splash screen scene exports 8 times faster than the current C++ exporter
on a Windows machine with 32 threads, and 5.8 times faster on a Linux machine
with 48 threads.
There is admittedly more memory usage for this, but it is still using 25 times
less memory than the old python exporter on the 3.0 splash screen scene, so
this seems an acceptable tradeoff. If use cases come up for exporting obj files
that exceed the memory size of users, a flag could be added to not parallelize
and write the buffers out every so often.
Previously, the new obj exporter was only exporting per-vertex normals for faces
marked as "smooth". But a face can have custom normals, as soon as the normals
data layer exists. This change makes it follow the behavior of USD & Collada
exporters and the old Python one, which also export per-vertex normals as soon
as the layer is there. (From Patch D13957.)
Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL`
However, the is unnecessary as withen the functions themselves have checks for building without internationalization.
This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary.
Reviewed By: mont29, LazyDodo
Differential Revision: https://developer.blender.org/D13929
Changes to recent addition: c85c52f2ce.
Having both BLI_paths_equal and BLI_path_cmp made it ambiguous
which should be used, as `BLI_paths_equal` wasn't the equivalent to
`BLI_path_cmp(..) == 0` as it is for string equals macro `STREQ(..)`.
It's also a more specialized function which is not used for path
comparison throughout Blender's internal path handling logic.
Instead rename this `BLI_path_cmp_normalized` and return the result of
`BLI_path_cmp` to make it clear paths are modified before comparison.
Also add comments about the conventions for Blender's path comparison
as well as a possible equivalent to Python's `os.path.samefile`
for checking if two paths point to the same location on the file-system.