Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.
The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.
Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/113465
Mainly to simplify code and also add some add type safety, replace
`GSet` with `blender::Set` for the storage of BMesh triangles and
vertices on each PBVH node. Some initial tests point to better
performance too, but the numbers are hard to verify so far.
Because of the larger `PBVHNode`, memory usage slightly increases
(observed a 2% increase with a 1M face grid) for regular Mesh sculpting,
but it seems `Set` is more memory efficient than `GSet`, because I also
observed a 10% decrease in memory usage for dynamic topology.
In the future nodes can be split in a more data-oriented fashion to
reduce memory usage overall.
This also makes it simpler to switch to another type in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/113907
In 3.6 the names of node group sockets were using char arrays, but now
use allocated strings. The RNA system assigns nullptr to such strings
when assigning an empty string through python (UI assignment appears to
always generate a valid string). This creates issues with many STL
functions, in particular assigning nullptr to `std::string` will crash.
We have to check for valid pointers before using them in places that
don't handle nullptrs.
Pull Request: https://projects.blender.org/blender/blender/pulls/113924
When renaming a layer to a (long) name that was already taken
by another layer, Blender would crash.
This was because the memory for the unique string was held by
`std::string` which cannot grow.
The solution is to use `char unique_name[MAX_NAME]`.
This node allows splitting up a geometry into groups. A group is defined as all
elements with the same group id. The output contains an instance per group.
The `Group ID` output can be used for further deterministic processing.
The node supports meshes, curves, point clouds and instances. It only works
on the top-level geometry, so it does not go into nested instances because it
also generates new instances.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/113083
Previously, Grease Pencil used a radius convention where
1 "px" = 0.001 units. This "px" was the brush size which would be
stored in the stroke thickness and then scaled by the point pressure
factor. Finally, the render engine would divide this thickness value by
2000 (we're going from a thickness to a radius, hence the factor of
two) to convert back into blender units.
Store the radius now directly in blender units. This makes it
consistent with how hair curves handle the radius.
* Removes the scaling in the render engine.
* Makes sure the grease pencil primitives use the correct radii
* Changes the drawing tool to work with screen space radius
* Draws the drawing tool cursor in screen space
* Makes sure the scaling is done when converting from legacy
grease pencil objects
* Makes sure the scaling is done when loading previous files
Consequences for the draw tool:
* Since the tool has a radius input in pixels, it now works in screen space. This is a pretty big change to how it works by default before, so a new option will have to be added that allows the brush to be in "Scene" space. This is similar to how it works in sculpt mode. But this is a bigger change, so I would like to split that into a separate PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/113770
Previously the first group of deform modifiers didn't need to access
original coordinates explicitly because the deformation wasn't included
in the mesh positions. After d20f992322 the mesh is deformed
directly though, so the original coordinates need to be added first.
In the case of this report, the particle system (which is a "deform"
modifier for reasons) didn't have original coordinates to work with, so
it created the child particles at the deformed positions from the shape
keys every time. Though for some reason it only did that for renders.
Pull Request: https://projects.blender.org/blender/blender/pulls/113679
See #105317
In 46cf093270, face maps were just converted to an integer
attribute. While the internal data remains the same that way, we lose
the names and some convenient methods of interaction. This commit
additionally converts each face map to a separate boolean attribute
using the old name. This does require that no attributes were using that
name already.
Each boolean attribute can be thought of as a selection, accessible in
geometry nodes and properly interpolated by mesh processing
algorithms. The selections no longer have to be unique, meaning
one face can be part of multiple selections.
Pull Request: https://projects.blender.org/blender/blender/pulls/113769
Copy custom data and flag from the original edge to the ones created
from it when splitting a long edge.
Unfortunately, can not use generic "example" edge approach as there
is a temporary flag BM_ELEM_TAG is re-applied in a loop: the new
edges can not be tagged with this tag. Additional complication is
that even we clear this tag from the input edge before splitting it
this tag is re=applied via long_edge_queue_face_add().
Hence, use our own simple function to copy minimal subset of data and
tags.
Co-Authored-By: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/113783
- More consistent naming of variables in diagram and code.
- Use C++ array and span, and make them short-lived, without
trying to reuse them.
Co-Authored-By: Hans Goudey <hans@blender.org>
This was the last use of `CustomDataAttributes`. It's not very useful
nowadays because we have a lower level (`CustomData`) and higher level
(`AttributeAccessor`) API.
As part of this I removed the ability to `reserve` instances which was
useful when adding instances one by one. Generally, such code should
eventually be rewritten to handle more instances at once, instead of
handling them one by one. This will lead to better performance and
is more in line with how other geometry types (like mesh) are handled.
This also adds the ability to move and assign `Instances` just like we can
move and assign `CurvesGeometry`.
Before bd00324c26, strip lengths were changed in
`rna_NlaStrip_frame_start_ui_set` and `rna_NlaStrip_frame_end_ui_set`
so as not to be shorter than NLASTRIP_MIN_LEN_THRESH.
This prevented `BKE_nlameta_flush_transforms` from working with
zero-length strips.
But now, in some cases, strip can be zero length.
Therefore, consider this case and avoid division by zero.
Pull Request: https://projects.blender.org/blender/blender/pulls/110121
This helps solving the problem encountered in #113553. The problem is that we
currently can't support link-drag-search for nodes which have a dynamic declaration.
With this patch, there is only a single `declare` function per node type, instead of
the separate `declare` and `declare_dynamic` functions. The new `declare` function
has access to the node and tree. However, both are allowed to be null. The final
node declaration has a flag for whether it depends on the node context or not.
Nodes that previously had a dynamic declaration should now create as much of
the declaration as possible that does not depend on the node. This allows code
like for link-drag-search to take those sockets into account even if the other
sockets are dynamic.
For node declarations that have dynamic types (e.g. Switch node), we can also
add extra information to the static node declaration, like the identifier of the socket
with the dynamic type. This is not part of this patch though.
I can think of two main alternatives to the approach implemented here:
* Define two separate functions for dynamic nodes. One that creates the "static
declaration" without node context, and on that creates the actual declaration with
node context.
* Have a single declare function that generates "build instructions" for the actual
node declaration. So instead of building the final declaration directly, one can for
example add a socket whose type depends on a specific rna path in the node.
The actual node declaration is then automatically generated based on the build
instructions. This becomes quite a bit more tricky with dynamic amounts of sockets
and introduces another indirection between declarations and what sockets the node
actually has.
I found the approach implemented in this patch to lead to the least amount of
boilerplate (doesn't require a seperate "build instructions" data structure) and code
duplication (socket properties are still only defined in one place). At the same time,
it offers more flexibility to how nodes can be dynamic.
Pull Request: https://projects.blender.org/blender/blender/pulls/113742
Previously the first group of deform modifiers didn't need to access
original coordinates explicitly because the deformation wasn't included
in the mesh positions. After d20f992322 the mesh is deformed
directly though, so the original coordinates need to be added first.
In the case of this report, the particle system (which is a "deform"
modifier for reasons) didn't have original coordinates to work with, so
it created the child particles at the deformed positions from the shape
keys every time. Though for some reason it only did that for renders.
Pull Request: https://projects.blender.org/blender/blender/pulls/113679
The goal of this patch is to allow us to use dynamic node declarations
for various nodes in a future version without breaking forward compatibility.
The same kind of change should be added to Blender 3.6.
The code added here is not supposed to end up in `main`, so it has to be
removed when merging the release branch.
Pull Request: https://projects.blender.org/blender/blender/pulls/113497
No functional changes
Make the code more readable by doing the following
* rename `BKE_keyingset_free` to `BKE_keyingset_free_paths` since that is what it does
* invert `if` and return early to reduce indentation
* add enum value `MODIFYKEY_SUCCESS` to explicitly state the return value, instead of eModifyKey_Returns(0)
* return `INSERTKEY_NOFLAGS` instead of eInsertKeyFlags(0)
* move variables closer to their usage
Pull Request: https://projects.blender.org/blender/blender/pulls/113666
This commit makes using (most of) `BKE_report` API safe in
multi-threaded situation.
This is achieved by adding a `std::mutex` lock to the `ReportList`
struct (in a slightly convoluted way unfortunately, due to this being a
DNA struct). This lock is then used to make most operations on
`Reportlist` data thread-safe.
Note that while working on this, a few other minor issues aroze in
existing usages of Reportlist by the WM code, mainly the fact that
`wm_init_reports` and `wm_free_reports` were both useless:
- init was called in a context where there is not yet any WM, so it
was doing nothing.
- free was called on a WM that would be later freed (as part of Main
freeing), which would also call cleanup code for its `reports` data.
Both have been removed.
Further more, `wm_add_default` (which is the only place where a WM ID is
created) did not initialize properly it reports data, this has been
fixed.
This change is related to the wmJob thread-safety tasks and PRs (#112537,
!113548).
Pull Request: https://projects.blender.org/blender/blender/pulls/113561
Significantly reduce the amount of manual memory management by
replacing owning pointers with `blender::Array`. This also simplifies
counting the size of the undo steps and iterating over the array values
in some cases.