Commit Graph

58 Commits

Author SHA1 Message Date
Sergey Sharybin
f493e2f23a Merge branch 'blender-v3.1-release' 2022-03-01 11:46:53 +01:00
Sergey Sharybin
629f22f161 Fix T95997: Crash when entering edit mode
The issue was uncovered by the 0f89bcdbeb, but the root cause goes
into a much earlier design violation happened in the code: the modifier
evaluation function is modifying input mesh, which is not something
what is ever expected.

Bring code closer to the older state where such modification is only
done for the object in edit mode.

---

From own tests works seems to work fine, but extra eyes and testing
is needed.

Differential Revision: https://developer.blender.org/D14191
2022-03-01 11:46:38 +01:00
Brecht Van Lommel
96492903aa Merge branch 'blender-v3.1-release' 2022-02-28 19:18:22 +01:00
Brecht Van Lommel
44b0c70919 Fix T92288, T96041: instancing of shared mesh objects without modifiers broken
New code from the vertex normal refactor cfa53e0fbe combined with older code
from 592759e3d6 that disabled instancing for custom normals and autosmooth
meant that instancing was always disabled.

However we do not need to disable instancing for custom normals and autosmooth
at all, this can be shared between instances just fine.
2022-02-28 18:32:27 +01:00
Hans Goudey
7f68185d34 Merge branch 'blender-v3.1-release' 2022-02-18 15:17:01 -06:00
Hans Goudey
969c4a45ce Cleanup: Use functions for accessing mesh normal dirty state
It's better not to expose the details of where the dirty flags are
stored to every place that wants to know if the normals are dirty.
Some of these places are relics from before vertex normals were
computed lazily anyway, so this is more of an incrememtal cleanup.
This will make part of the fix for T95839 simpler.
2022-02-18 13:21:36 -06:00
Hans Goudey
1850a0b2ab Mesh: Avoid creating incorrect original index layers
Currently, whenever any BMesh is converted to a Mesh (except for edit
mode switching), original index (`CD_ORIGINDEX`) layers are added.
This is incorrect, because many operations just convert some Mesh into
a BMesh and then back, but they shouldn't make any assumption about
where their input mesh came from. It might even come from a primitive
in geometry nodes, where there are no original indices at all.

Conceptually, mesh original indices should be filled by the modifier
stack when first creating the evaluated mesh. So that's where they're
moved in this patch. A separate function now fills the indices with their
default (0,1,2,3...) values. The way the mesh wrapper system defers
the BMesh to Mesh conversion makes this a bit less obvious though.

The old behavior is incorrect, but it's also slower, because three
arrays the size of the mesh's vertices, edges, and faces had to be
allocated and filled during the BMesh to Mesh conversion, which just
ends up putting more pressure on the cache. In the many cases where
original indices aren't used, I measured an **8% speedup** for the
conversion (from 76.5ms to 70.7ms).

Generally there is an assumption that BMesh is "original" and Mesh is
"evaluated". After this patch, that assumption isn't quite as strong,
but it still exists for two reasons. First, original indices are added
whenever converting a BMesh "wrapper" to a Mesh. Second, original
indices are not added to the BMesh at the beginning of evaluation,
which assumes that every BMesh in the viewport is original and doesn't
need the mapping.

Differential Revision: https://developer.blender.org/D14018
2022-02-18 10:51:00 -06:00
Hans Goudey
7773393d35 Cleanup: Pass const Scene to mesh evaluation 2022-02-14 12:05:54 -06:00
Campbell Barton
c434782e3a File headers: SPDX License migration
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
2022-02-11 09:14:36 +11:00
Hans Goudey
c0674aa145 Fix T95334: Crash with no vertex normals in multires bake
This is partially caused by a stupid mistake in cfa53e0fbe
where I missed initializing the `vert_normals` pointer in
`MResolvePixelData`. It's also caused by questionable assumptions
from DerivedMesh code that vertex normals would be valid.

The fix used here is to create a temporary mesh with the data necessary
to compute vertex normals, and ensure them here. This is used because
normal calculation is only implemented for `Mesh` and edit mesh, not
`DerivedMesh`. While this might not be great for performance, it's
potentially aligned with future refactoring of this code to remove
`DerivedMesh` completely. Since this is one of the last places the data
structure is used, that would be a great improvement.

Differential Revision: https://developer.blender.org/D13960
2022-02-10 10:10:45 -06:00
Hans Goudey
0b4cf2984f Fix: Remove incorrect assert in mesh modifier evaluation
Since we have a node that sets a mesh's auto smooth angle
(unfortunately, in retrospect), we generally can't assume at all
that value is the same as whatever input mesh. Similar asserts
were removed previously in 8216b759e9. While the attempt
at assertions to clarify assumptions is noble, this one doesn't
make sense anymore.

I found this while investigating T95479.

Differential Revision: https://developer.blender.org/D14009
2022-02-04 14:19:04 -06:00
Hans Goudey
b2f5540a02 Fix: Remove incorrect assert in mesh modifier evaluation
Since we have a node that sets a mesh's auto smooth angle
(unfortunately, in retrospect), we generally can't assume at all
that value is the same as whatever input mesh. Similar asserts
were removed previously in 8216b759e9. While the attempt
at assertions to clarify assumptions is noble, this one doesn't
make sense anymore.

I found this while investigating T95479.

Differential Revision: https://developer.blender.org/D14009
2022-02-04 10:32:21 -06:00
Hans Goudey
2f591adc1a Fix T95334: Crash with no vertex normals in multires bake
This is partially caused by a stupid mistake in cfa53e0fbe
where I missed initializing the `vert_normals` pointer in
`MResolvePixelData`. It's also caused by questionable assumptions
from DerivedMesh code that vertex normals would be valid.

The fix used here is to create a temporary mesh with the data necessary
to compute vertex normals, and ensure them here. This is used because
normal calculation is only implemented for `Mesh` and edit mesh, not
`DerivedMesh`. While this might not be great for performance, it's
potentially aligned with future refactoring of this code to remove
`DerivedMesh` completely. Since this is one of the last places the data
structure is used, that would be a great improvement.

Differential Revision: https://developer.blender.org/D13960
2022-02-03 10:35:50 -06:00
Hans Goudey
57f6aa4d83 Cleanup: Remove unused "_ex" version of function 2022-01-30 18:15:38 -06:00
Hans Goudey
79032a8513 Cleanup: Remove unused DerivedMesh flag
The value of this flag was never used.
2022-01-30 18:11:20 -06:00
Hans Goudey
23775f3914 Cleanup: Remove unused DerivedMesh functions
Remove functions and function pointers that were never set or never
used at all. The "tessface" original index handling in `subsurf_ccg.c`
can be removed because the data was never used.
2022-01-30 18:06:47 -06:00
Hans Goudey
14427f5aaa Cleanup: Remove unused DerivedMesh normal handling
This function and flags weren't used outside of DerivedMesh
code, and since the plan is to remove the data structure, it makes
sense to remove complexity where possible.
2022-01-30 17:01:03 -06:00
Sergey Sharybin
0f89bcdbeb Fix depsgraphs sharing IDs via evaluated edit mesh
The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like

  T93855: Cycles crash with edit mode and simultaneous viewport and final render

The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:

- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
  is affected by modifiers, which are on the object level.

This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).

There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.

There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.

Tested scenarios:

- Various modifiers configurations of objects sharing mesh and be part of the
  same scene.

- Steps from the reports: T93855, T82952, T77359

This also fixes T76609, T72733 and perhaps other reports.

Differential Revision: https://developer.blender.org/D13824
2022-01-25 14:32:23 +01:00
Sergey Sharybin
780633ec4b Cleanup: Unused function 2022-01-14 17:37:14 +01:00
Sergey Sharybin
301bb5afa5 Cleanup: Remove unused functions 2022-01-14 17:06:16 +01:00
Hans Goudey
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
Clément Foucault
d43b5791e0 BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).

####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.

####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`

####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:57:07 +01:00
Clément Foucault
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

####Motivations:
 - We are aiming to share UBO and SSBO structures between GLSL and C++.
 This means we will use many of the existing vector types and others
 we currently don't have (uintX, intX). All these variations were
 asking for many more code duplication.
 - Deduplicate existing code which is duplicated for each vector size.
 - We also want to share small functions. Which means that vector
 functions should be static and not in the class namespace.
 - Reduce friction to use these types in new projects due to their
 incompleteness.
 - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
 bit of a let down. Most clases are incomplete, out of sync with each
 others with different codestyles, and some functions that should be
 static are not (i.e: `float3::reflect()`).

####Upsides:
 - Still support `.x, .y, .z, .w` for readability.
 - Compact, readable and easilly extendable.
 - All of the vector functions are available for all the vectors types
 and can be restricted to certain types. Also template specialization
 let us define exception for special class (like mpq).
 - With optimization ON, the compiler unroll the loops and performance
 is the same.

####Downsides:
 - Might impact debugability. Though I would arge that the bugs are
 rarelly caused by the vector class itself (since the operations are
 quite trivial) but by the type conversions.
 - Might impact compile time. I did not saw a significant impact since
 the usage is not really widespread.
 - Functions needs to be rewritten to support arbitrary vector length.
 For instance, one can't call `len_squared_v3v3` in
 `math::length_squared()` and call it a day.
 - Type cast does not work with the template version of the `math::`
 vector functions. Meaning you need to manually cast `float *` and
 `(float *)[3]` to `float3` for the function calls.
 i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
 - Some parts might loose in readability:
 `float3::dot(v1.normalized(), v2.normalized())`
 becoming
 `math::dot(math::normalize(v1), math::normalize(v2))`
 But I propose, when appropriate, to use
 `using namespace blender::math;` on function local or file scope to
 increase readability.
 `dot(normalize(v1), normalize(v2))`

####Consideration:
 - Include back `.length()` method. It is quite handy and is more C++
 oriented.
 - I considered the GLM library as a candidate for replacement. It felt
 like too much for what we need and would be difficult to extend / modify
 to our needs.
 - I used Macros to reduce code in operators declaration and potential
 copy paste bugs. This could reduce debugability and could be reverted.
 - This touches `delaunay_2d.cc` and the intersection code. I would like
 to know @howardt opinion on the matter.
 - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
 But according to @JacquesLucke it is not a real problem for now.

I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: https://developer.blender.org/D13791
2022-01-12 12:47:43 +01:00
Clément Foucault
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
Clément Foucault
a2c1c368af BLI: Refactor vector types & functions to use templates
This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.

In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.

Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
  This means we will use many of the existing vector types and others we
  currently don't have (uintX, intX). All these variations were asking
  for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
  should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
  incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
  let down. Most clases are incomplete, out of sync with each others with
  different codestyles, and some functions that should be static are not
  (i.e: float3::reflect()).

Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
  can be restricted to certain types. Also template specialization let us
  define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
  the same.

Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
  caused by the vector class itself (since the operations are quite trivial)
  but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
  usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
  instance, one can't call len_squared_v3v3 in math::length_squared() and
  call it a day.
- Type cast does not work with the template version of the math:: vector
  functions. Meaning you need to manually cast float * and (float *)[3] to
  float3 for the function calls.
  i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
  float3::dot(v1.normalized(), v2.normalized())
  becoming
  math::dot(math::normalize(v1), math::normalize(v2))
  But I propose, when appropriate, to use
  using namespace blender::math; on function local or file scope to
  increase readability. dot(normalize(v1), normalize(v2))

Consideration:
- Include back .length() method. It is quite handy and is more C++
  oriented.
- I considered the GLM library as a candidate for replacement.
  It felt like too much for what we need and would be difficult to
  extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
  copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
  know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
  But according to @Jacques Lucke (JacquesLucke) it is not a real problem
  for now.

I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.

Reviewed By: brecht, sergey, JacquesLucke

Differential Revision: http://developer.blender.org/D13791
2022-01-12 12:19:39 +01:00
Hans Goudey
5e8b42bf86 Cleanup: Remove unused DerivedMesh functions 2021-12-29 12:37:01 -06:00
Campbell Barton
ffc4c126f5 Cleanup: move public doc-strings into headers for 'blenkernel'
- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.

Ref T92709
2021-12-07 17:38:48 +11:00
Hans Goudey
27b70428c1 Cleanup: Avoid using C++ keyword as variable name 2021-12-02 11:20:22 -05:00
Hans Goudey
3211c80a31 Fix T92815: Incorrect handling of evaluated meshes from curves
Evaluated meshes from curves are presented to render engines as
separate instance objects now, just like evaluated meshes from other
object types like point clouds and volumes. For that reason, cycles
should not consider curve objects as geometry (previously it did,
meaning it retrieved a second mesh from the curve object as well
as the temporary evaluated mesh geometry).

Further, avoid adding a curve object's evaluated mesh as data_eval,
since that is special behavior for meshes that is arbitrary. Adding an
evaluated mesh there but not an evalauted pointcloud is arbitrary,
for example. Retrieve the evaluated mesh in from the geometry set
in BKE_object_get_evaluated_mesh now, to support that change.

This gets us closer to a place where all of an object's evaluated data
is stored in geometry_set_eval, and we just have helper functions
to access specific geometry components.

Differential Revision: https://developer.blender.org/D13118
2021-11-05 19:20:47 +01:00
Jacques Lucke
2b12b4cd7d Fix: make sure geometry owns mesh before taking ownership
Differential Revision: https://developer.blender.org/D13075
2021-11-03 10:42:48 +01:00
Hans Goudey
219058c213 Geometry Nodes: Remove implicit realizing and conversion
This commit removes the implicit conversion from points to a mesh
that used to happen before the next modifier. It also removes the
implicit realizing of instances that happened before another modifier.

Now we have specific nodes for both of these operations, the
implicit conversions make less sense, and implicit instance
realizing has already been removed in other nodes.

This adds another geometry nodes modifier before modifiers that would
have realized instances implicitly before. Currently adding another
data-block during versioning after linking means that an assert needs
to be changed. That should be made unnecessary by T92333.

Differential Revision: https://developer.blender.org/D12722
2021-10-19 08:39:10 -05:00
Campbell Barton
ed38d0c25d Cleanup: split BKE_mesh_calc_normals_poly function in two
Remove the 'only_face_normals' argument.

- BKE_mesh_calc_normals_poly for polygon normals.
- BKE_mesh_calc_normals_poly_and_vertex for poly and vertex normals.

Order arguments logically:

- Pair array and length arguments.
- Position normal array arguments (to be filled) last.
2021-08-13 13:33:03 +10:00
Campbell Barton
1ef275963d Cleanup: use C++ style comments for disabled code 2021-08-12 14:34:41 +10:00
Hans Goudey
3b6ee8cee7 Refactor: Move vertex group names to object data
This commit moves the storage of `bDeformGroup` and the active index
to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility
functions are added to allow easy access to the vertex groups given
an object or an ID.

As explained in T88951, the list of vertex group names is currently
stored separately per object, even though vertex group data is stored
on the geometry. This tends to complicate code and cause bugs,
especially as geometry is created procedurally and tied less closely
to an object.

The "Copy Vertex Groups to Linked" operator is removed, since they
are stored on the geometry anyway.

This patch leaves the object-level python API for vertex groups in
place. Creating a geometry-level RNA API can be a separate step;
the changes in this commit are invasive enough as it is.

Note that opening a file saved in 3.0 in an earlier version means
the vertex groups will not be available.

Differential Revision: https://developer.blender.org/D11689
2021-07-13 12:10:34 -04:00
Campbell Barton
7a084c2eee Cleanup: minor changes to edit-mesh API calls
Rename:

- EDBM_mesh_free -> EDBM_mesh_free_data
  BKE_editmesh_free -> BKE_editmesh_free_data

  Since this doesn't free the edit-mesh pointer.

- BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches

  Since this no longer uses derived-mesh, match naming for the related
  object function BKE_object_free_derived_caches.

Also remove `do_tessellate` argument from BKE_editmesh_create,
since the caller can explicitly do this if it's needed,
with the advantage that it can be combined with normal calculation
which is faster on high-poly meshes.
2021-07-13 15:13:33 +10:00
Campbell Barton
9b89de2571 Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXX
Also use doxy style function reference `#` prefix chars when
referencing identifiers.
2021-07-04 00:43:40 +10:00
Brecht Van Lommel
8c3855dc6e Fix broken physics modifiers after cleanup commits
4f3ec0110 and 5a64c687dd should have removed the entire conditional to skip
time depedent modifiers, rather than always enable it.
2021-07-01 12:58:42 +02:00
Campbell Barton
924596abad Cleanup: clang-format, clang-tidy 2021-07-01 10:25:49 +10:00
Hans Goudey
5a64c687dd Cleanup: Fix compiler warning from previous commit
The use_deform argument was always passed as zero or one, so the "< 0"
check is no longer necessary.
2021-06-30 18:03:45 -05:00
Hans Goudey
4f3ec01101 Cleanup: Use bool instead of int, rename variable
The "useDeform" argument was only passed as 1 or 0, so even though
there was an odd "< 0" comparison, it can be passed as a boolean.
2021-06-30 16:41:53 -05:00
Campbell Barton
4b9ff3cd42 Cleanup: comment blocks, trailing space in comments 2021-06-24 15:59:34 +10:00
Leon Zandman
c317f111c1 Cleanup: Spelling Mistakes
This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.

Differential Revision: https://developer.blender.org/D11663

Reviewed by Harley Acheson
2021-06-22 10:54:50 -07:00
Brecht Van Lommel
41af27c582 Fix deadlocks in mesh modifier evaluation and particles
The recent task isolation changes missed two mutex locks that also need task
isolation.

Ref D11603, T89194
2021-06-21 19:25:12 +02:00
Campbell Barton
6db290641e Cleanup: split BKE_mesh_copy_settings into two functions
- BKE_mesh_copy_parameters_for_eval to be used for evaluated meshes only
  as it doesn't handle ID user-counts.

- BKE_mesh_copy_parameters is a general function for copying parameters
  between meshes.
2021-06-17 15:08:19 +10:00
Brecht Van Lommel
542b8da831 Merge branch 'blender-v2.93-release' 2021-05-17 20:18:39 +02:00
Brecht Van Lommel
85be72c1cc Fix T86278: vertex color baking not working with modifiers
As in the old Blender Internal baking code, this still relies on there being a
good mapping to the original vertices.
2021-05-17 19:41:11 +02:00
Campbell Barton
efc6f4675d Cleanup: spelling 2021-05-06 08:09:05 +10:00
Hans Goudey
8216b759e9 Geometry Nodes: Initial basic curve data support
This patch adds initial curve support to geometry nodes. Currently
there is only one node available, the "Curve to Mesh" node, T87428.

However, the aim of the changes here is larger than just supporting
curve data in nodes-- it also uses the opportunity to add better spline
data structures, intended to replace the existing curve evaluation code.
The curve code in Blender is quite old, and it's generally regarded as
some of the messiest, hardest-to-understand code as well. The classes
in `BKE_spline.hh` aim to be faster, more extensible, and much more
easily understandable. Further explanation can be found in comments in
that file.

Initial builtin spline attributes are supported-- reading and writing
from the `cyclic` and `resolution` attributes works with any of the
attribute nodes. Also, only Z-up normal calculation is implemented
at the moment, and tilts do not apply yet.

**Limitations**
 - For now, you must bring curves into the node tree with an "Object
   Info" node. Changes to the curve modifier stack will come later.
 - Converting to a mesh is necessary to visualize the curve data.

Further progress can be tracked in: T87245
Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes

Differential Revision: https://developer.blender.org/D11091
2021-05-03 12:29:17 -05:00
Jacques Lucke
7254463194 Fix T87876: vertex groups missing when mesh is in edit mode
Differential Revision: https://developer.blender.org/D11107
2021-04-28 15:02:59 +02:00