Commit Graph

195 Commits

Author SHA1 Message Date
Hans Goudey
2a4323c2f5 Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.

This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.

The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.

Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.

Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
  similar to `.corner_verts`, etc. The period means that it the data
  shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
  of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
  `MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.

Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
Jacques Lucke
7eee378ecc Custom Data: support implicit sharing for custom data layers
This integrates the new implicit-sharing system (from fbcddfcd68)
with `CustomData`. Now the potentially long arrays referenced by custom
data layers can be shared between different systems but most importantly
between different geometries. This makes e.g. copying a mesh much cheaper
because none of the attributes has to be copied. Only when an attribute
is modified does it have to be copied.

Also see the original design task: #95845.

This reduces memory and improves performance by avoiding unnecessary
data copies. For example, the used memory after loading a highly
subdivided mesh is reduced from 2.4GB to 1.79GB. This is about 25%
less which is the expected amount because in `main` there are 4 copies
of the data:
1. The original data which is allocated when the file is loaded.
2. The copy for the depsgraph allocated during depsgraph evaluation.
3. The copy for the undo system allocated when the first undo step is
  created right after loading the file.
4. GPU buffers allocated for drawing.

This patch only gets rid of copy number 2 for the depsgraph. In theory
the other copies can be removed as part of follow up PRs as well though.

-----

The patch has three main components:
* Slightly modified `CustomData` API to make it work better with implicit
  sharing:
  * `CD_REFERENCE` and `CD_DUPLICATE` have been removed because they are
    meaningless when implicit-sharing is used.
  * `CD_ASSIGN` has been removed as well because it's not an allocation
    type anyway. The functionality of using existing arrays as custom
    data layers has not been removed though.
  * This can still be done with `CustomData_add_layer_with_data` which
    also has a new argument that allows passing in information about
    whether the array is shared.
  * `CD_FLAG_NOFREE` has been removed because it's no longer necessary. It
    only existed because of `CD_REFERENCE`.
  * `CustomData_copy` and `CustomData_merge` have been split up into a
    functions that do copy the actual attribute values and those that do
    not. The latter functions now have the `_layout` suffix
    (e.g. `CustomData_copy_layout`).
* Changes in `customdata.cc` to make it actually use implicit-sharing.
* Changes in various other files to adapt to the changes in `BKE_customdata.h`.

Pull Request: https://projects.blender.org/blender/blender/pulls/106228
2023-04-13 14:57:57 +02:00
Campbell Barton
741d8dc1e2 Cleanup: format, use C++ nullptr & function style casts 2023-04-13 13:13:57 +10:00
Hans Goudey
7966cd16d6 Mesh: Replace MPoly struct with offset indices
Implements #95967.

Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.

The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.

Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.

Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.

Some:
- The offset integer array has to be one longer than the face count to
  avoid a branch for every face, which means the data is no longer part
  of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
  until more reusable CoW from #104478 is committed. That will be added
  in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
  copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
  structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
  corners, but just in case, meshes with mismatched order are fixed by
  versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
  necessary here unfortunately. It should be worth it in 3.6, since
  that's the best way to allow loading meshes from 4.0, which is
  important for an LTS version.

Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Jacques Lucke
84c93f3a06 Cleanup: use eCustomDataType instead of int
This makes the APIs more correct and simplifies debugging, because
some debuggers can now show the enum name instead of the integer.

Pull Request: https://projects.blender.org/blender/blender/pulls/106268
2023-03-29 17:10:49 +02:00
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Campbell Barton
2bc331981d Cleanup: function style casts, remove UNUSED(..) & use nullptr in C++ 2023-03-29 14:37:53 +11:00
Hans Goudey
16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

Split the `MLoop` struct into two separate integer arrays called
`corner_verts` and `corner_edges`, referring to the vertex each corner
is attached to and the next edge around the face at each corner. These
arrays can be sliced to give access to the edges or vertices in a face.
Then they are often referred to as "poly_verts" or "poly_edges".

The main benefits are halving the necessary memory bandwidth when only
one array is used and simplifications from using regular integer indices
instead of a special-purpose struct.

The commit also starts a renaming from "loop" to "corner" in mesh code.

Like the other mesh struct of array refactors, forward compatibility is
kept by writing files with the older format. This will be done until 4.0
to ease the transition process.

Looking at a small portion of the patch should give a good impression
for the rest of the changes. I tried to make the changes as small as
possible so it's easy to tell the correctness from the diff. Though I
found Blender developers have been very inventive over the last decade
when finding different ways to loop over the corners in a face.

For performance, nearly every piece of code that deals with `Mesh` is
slightly impacted. Any algorithm that is memory bottle-necked should
see an improvement. For example, here is a comparison of interpolating
a vertex float attribute to face corners (Ryzen 3700x):

**Before** (Average: 3.7 ms, Min: 3.4 ms)
```
threading::parallel_for(loops.index_range(), 4096, [&](IndexRange range) {
  for (const int64_t i : range) {
    dst[i] = src[loops[i].v];
  }
});
```

**After** (Average: 2.9 ms, Min: 2.6 ms)
```
array_utils::gather(src, corner_verts, dst);
```

That's an improvement of 28% to the average timings, and it's also a
simplification, since an index-based routine can be used instead.
For more examples using the new arrays, see the design task.

Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
Jacques Lucke
92b607d686 CustomData: add separate function to add layer from existing data
This simplifies the usage of the API and is preparation for #104478.

The `CustomData_add_layer` and `CustomData_add_layer_named` now have corresponding
`*_with_data` functions that should be used when creating the layer from existing data.

Pull Request: https://projects.blender.org/blender/blender/pulls/105708
2023-03-14 15:30:26 +01:00
Hans Goudey
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: https://projects.blender.org/blender/blender/pulls/105416
2023-03-12 22:29:15 +01:00
Hans Goudey
5876573e14 Mesh: Move face shade smooth flag to a generic attribute
Currently the shade smooth status for mesh faces is stored as part of
`MPoly::flag`. As described in #95967, this moves that information
to a separate boolean attribute. It also flips its status, so the
attribute is now called `sharp_face`, which mirrors the existing
`sharp_edge` attribute. The attribute doesn't need to be allocated
when all faces are smooth. Forward compatibility is kept until
4.0 like the other mesh refactors.

This will reduce memory bandwidth requirements for some operations,
since the array of booleans uses 12 times less memory than `MPoly`.
It also allows faces to be stored more efficiently in the future, since
the flag is now unused. It's also possible to use generic functions to
process the values. For example, finding whether there is a sharp face
is just `sharp_faces.contains(true)`.

The `shade_smooth` attribute is no longer accessible with geometry nodes.
Since there were dedicated accessor nodes for that data, that shouldn't
be a problem. That's difficult to version automatically since the named
attribute nodes could be used in arbitrary combinations.

**Implementation notes:**
- The attribute and array variables in the code use the `sharp_faces`
  term, to be consistent with the user-facing "sharp faces" wording,
  and to avoid requiring many renames when #101689 is implemented.
- Cycles now accesses smooth face status with the generic attribute,
  to avoid overhead.
- Changing the zero-value from "smooth" to "flat" takes some care to
  make sure defaults are the same.
  - Versioning for the edge mode extrude node is particularly complex.
    New nodes are added by versioning to propagate the attribute in its
    old inverted state.
- A lot of access is still done through the `CustomData` API rather
  than the attribute API because of a few functions. That can be
  cleaned up easily in the future.
- In the future we would benefit from a way to store attributes as a
  single value for when all faces are sharp.

Pull Request: https://projects.blender.org/blender/blender/pulls/104422
2023-03-08 15:36:18 +01:00
Falk David
53bb713eda Refactor: Rename OB_GPENCIL and ID_GD
This renames the `OB_GPENCIL` object type and the `ID_GD` to `OB_GPENCIL_LEGACY` and `ID_GD_LEGACY` respectively.
There is no change for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/105541
2023-03-08 12:35:58 +01:00
Hans Goudey
45cff837bc Cleanup: Use simpler iterator for mesh polygons
Avoid incrementing a pointer, use only indices as a source of truth.
This should ease refactors to change the way polys are stored.
2023-03-03 11:40:43 -05:00
Hans Goudey
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
Hans Goudey
f1f47df56b Cleanup: Remove unused variable 2023-03-01 15:58:01 -05:00
Hans Goudey
b37111c574 Cleanup: Use consistent "vert" term for mesh normals
Use "vert" instead of "vertex" when referring to mesh normals. This was
discussed as part of 1af62cb3bf but never completely
implemented.
2023-02-27 15:52:29 -05:00
Campbell Barton
efb86b75ee Cleanup: comment block formatting 2023-02-27 21:51:57 +11:00
Philipp Oeser
acfafeed88 Fix #103761: creating a color attribute doesn't make it active
Originally caused by 6514bb05ea

More cases where the active/default color attributes were not set
correctly:

[1] Using the old Python vertex_colors API (vertex_colors.new)
[2] OBJ importer
[3] Collada importer
[4] Data Transfer layout (both standalone operator and "Generate Data
    Layers" from the modifier)

Similar to 101d04f41f.

Brought over from https://archive.blender.org/developer/D16977, see
discussion there why some of the code for data transfer is not for the
genereal attribute API.

Pull Request #105020
2023-02-22 15:18:15 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Campbell Barton
a02fa6c40d Cleanup: spelling in comments 2023-02-12 14:23:16 +11:00
Martijn Versteegh
343bb4a5a3 Cleanup: Use const char * for layer names in collada exporter
CustomData layer names should not be written except via the CusomData
api. Therefore use const char * instead of char * when referencing the
layer name.

Pull Request #104585
2023-02-11 01:13:38 +01:00
Hans Goudey
7ca651d182 Mesh: Remove unnecessary edge draw flag
As described in #95966, replace the `ME_EDGEDRAW` flag with a bit
vector in mesh runtime data. Currently the the flag is only ever set
to false for the "optimal display" feature of the subdivision surface
modifier. When creating an "original" mesh in the main data-base,
the flag is always supposed to be true.

The bit vector is now created by the modifier only as necessary, and
is cleared for topology-changing operations. This fixes incorrect
interpolation of the flag as noted in #104376. Generally it isn't
possible to interpolate it through topology-changing operations.

After this, only the seam status needs to be removed from edges before
we can replace them with the generic `int2` type (or something similar)
and reduce memory usage by 1/3.

Related:
- 10131a6f62
- 145839aa42

In the future `BM_ELEM_DRAW` could be removed as well. Currently it is
used and aliased by other defines in some non-obvious ways though.

Pull Request #104417
2023-02-09 15:56:05 +01:00
Philipp Oeser
74aa960398 Cleanup: add newline in Collada error message 2023-01-24 10:53:52 +01:00
Campbell Barton
1e8cc72f85 Cleanup: corrections, clarification to do comments 2023-01-20 15:20:02 +11:00
Campbell Barton
2467becade Cleanup: spelling in comments 2023-01-16 13:57:10 +11:00
Hans Goudey
3a3d9488a1 Refactor: Const correct Custom Data API, prepare for CoW
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.

Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.

Notes:
- The previous "duplicate referenced layer" functions are redundant
  with retrieving layers with write access
- The custom data functions that give a specific index only have
  `for_write` to simplify the API

Differential Revision: https://developer.blender.org/D14140
2023-01-13 17:22:07 -06:00
Hans Goudey
ef68a37e5d Custom Properties: Add boolean type
A proper boolean custom property type is commonly requested. This
commit simply adds a new `IDP_BOOLEAN` type that can be used for
boolean and boolean array custom properties. This can also be used
for exposing boolean node sockets in the geometry nodes modifier.

I've just extended the places existing IDProperty types are used, and
tested with the custom property edit operator and the python console.
Adding another IDProperty type is a straightforward extension of the
existing design.

Differential Revision: https://developer.blender.org/D12815
2023-01-13 12:31:27 -06:00
Martijn Versteegh
6c774feba2 Mesh: Move UV layers to generic attributes
Currently the `MLoopUV` struct stores UV coordinates and flags related
to editing UV maps in the UV editor. This patch changes the coordinates
to use the generic 2D vector type, and moves the flags into three
separate boolean attributes. This follows the design in T95965, with
the ultimate intention of simplifying code and improving performance.

Importantly, the change allows exporters and renderers to use UVs
"touched" by geometry nodes, which only creates generic attributes.
It also allows geometry nodes to create "proper" UV maps from scratch,
though only with the Store Named Attribute node for now.

The new design considers any 2D vector attribute on the corner domain
to be a UV map. In the future, they might be distinguished from regular
2D vectors with attribute metadata, which may be helpful because they
are often interpolated differently.

Most of the code changes deal with passing around UV BMesh custom data
offsets and tracking the boolean "sublayers". The boolean layers are
use the following prefixes for attribute names: vert selection: `.vs.`,
edge selection: `.es.`, pinning: `.pn.`. Currently these are short to
avoid using up the maximum length of attribute names. To accommodate
for these 4 extra characters, the name length limit is enlarged to 68
bytes, while the maximum user settable name length is still 64 bytes.

Unfortunately Python/RNA API access to the UV flag data becomes slower.
Accessing the boolean layers directly is be better for performance in
general.

Like the other mesh SoA refactors, backward and forward compatibility
aren't affected, and won't be changed until 4.0. We pay for that by
making mesh reading and writing more expensive with conversions.

Resolves T85962

Differential Revision: https://developer.blender.org/D14365
2023-01-10 01:01:43 -05:00
Hans Goudey
1af62cb3bf Mesh: Move positions to a generic attribute
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.

Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).

This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.

One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.

**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.

The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.

Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.

The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.

**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.

**Future Improvements**
* Remove uses of "vert_coords" functions:
  * `BKE_mesh_vert_coords_alloc`
  * `BKE_mesh_vert_coords_get`
  * `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
  * Currently `reinterpret_cast` is used for those C-API functions

Differential Revision: https://developer.blender.org/D15982
2023-01-10 00:10:43 -05:00
Clément Foucault
8f44c37f5c Cleanup: Rename BLI_math_vec_types* files to BLI_math_vector_types
This is for the sake of consistency and clarity.
2023-01-06 20:09:51 +01:00
Germano Cavalcante
fbc2c4c331 Fix T102853: radius of spot and point lamps shares same value with area lamp size
If we change the radius of a point or spot lamp, we also change the area lamp size.

As shown in T102853, this is bad for animating the lamp type.

The solution is to make the property point to another member of the DNA
struct `Light`.

Differential Revision: https://developer.blender.org/D16669
2023-01-04 12:57:33 -03:00
Germano Cavalcante
22fec7b1a4 Remove deprecated and long unused members of struct Light
The members `soft`, `bleedbias`, `bleedexp` and `contact_spread` were
deprecated in rBd8aaf25c23fa, and are no longer really used.

`soft` is only used by Collada as an extra value for exporting and
importing Blender files in collada.

`bleedexp` and `contact_spread` are only used in versioning to
initialize a default value.

Reviewed By: brecht, fclem

Differential Revision: https://developer.blender.org/D16834
2023-01-04 11:47:33 -03:00
Hans Goudey
6514bb05ea Mesh: Store active & default color attributes with strings
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.

The design is described more here: T98366

The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).

The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.

The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.

Differential Revision: https://developer.blender.org/D15169
2022-12-15 14:21:35 -06:00
Hans Goudey
1ea169d90e Mesh: Move loose edge flag to a separate cache
As part of T95966, this patch moves loose edge information out of the
flag on each edge and into a new lazily calculated cache in mesh
runtime data. The number of loose edges is also cached, so further
processing can be skipped completely when there are no loose edges.

Previously the `ME_LOOSEEDGE` flag was updated on a "best effort"
basis. In order to be sure that it was correct, you had to be sure
to call `BKE_mesh_calc_edges_loose` first. Now the loose edge tag
is always correct. It also doesn't have to be calculated eagerly
in various places like the screw modifier where the complexity
wasn't worth the theoretical performance benefit.

The patch also adds a function to eagerly set the number of loose
edges to zero to avoid building the cache. This is used by various
primitive nodes, with the goal of improving drawing performance.
This results in a few ms shaved off extracting draw data for some
large meshes in my tests.

In the Python API, `MeshEdge.is_loose` is no longer editable.
No built-in addons set the value anyway. The upside is that
addons can be sure the data is correct based on the mesh.

**Tests**
There is one test failure in the Python OBJ exporter: `export_obj_cube`
that happens because of existing incorrect versioning. Opening the
file in master, all the edges were set to "loose", which is fixed
by this patch.

Differential Revision: https://developer.blender.org/D16504
2022-11-18 16:05:06 -06:00
Hans Goudey
d158db475b Merge branch 'blender-v3.4-release' 2022-11-14 17:53:25 -06:00
Hans Goudey
db94d030bc Fix T102502: Collada import sets incorrect material indices
The weird code dealing with `MeshPrimitive` didn't increment the
material indices pointer for geometry types besides triangle fans.
Also use a proper accessor to avoid adding a duplicate material
indices attribute, just in case this code is used on existing meshes.
2022-11-14 17:53:02 -06:00
Sergey Sharybin
c047042adf Merge branch 'blender-v3.4-release' 2022-11-08 12:03:07 +01:00
Sergey Sharybin
0d945fe20e Fix deprecation warnings about printf() on macOS
The new Xcode 14.1 brings the new Apple Clang compiler which
considers sprintf unsafe and geenrates deprecation warnings
suggesting to sue snprintf instead. This only happens for C++
code by default, and C code can still use sprintf without any
warning.

This changes does the following:

- Whenever is trivial replace sprintf() with BLI_snprintf.
- For all other cases use the newly introduced BLI_sprintf
  which is a wrapper around sprintf() but without warning.

There is a discouragement note in the BLI_sprintf comment to
suggest use of BLI_snprintf when the size is known.

Differential Revision: https://developer.blender.org/D16410
2022-11-08 12:01:01 +01:00
Hans Goudey
10131a6f62 Cleanup: Mesh: Remove redundant edge render flag
Currently there are both "EDGERENDER" and "EDGEDRAW" flags, which are
almost always used together. Both are runtime data and not exposed to
RNA, used to skip drawing some edges after the subdivision surface
modifier. The render flag is a relic of the Blender internal renderer.
This commit removes the render flag and replaces its uses with the
draw flag.
2022-11-04 20:19:52 +01:00
Sergey Sharybin
f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00
Campbell Barton
9f6a045e23 Cleanup: replace BLI_join_dirfile with BLI_path_join
These functions are almost identical, the main difference being
BLI_join_dirfile didn't trim existing slashes when joining paths
however this isn't an important difference that warrants a separate
function.
2022-10-17 11:38:54 +11:00
Campbell Barton
03eac69c61 Cleanup: restore parenthesis removed in recent commit
Partial revert [0], removed by accident because the -fpermissive
flag was enabled with collada.

[0]: 34477bbfcd
2022-09-26 21:51:43 +10:00
Campbell Barton
34477bbfcd Cleanup: remove redundant parenthesis 2022-09-26 14:23:52 +10:00
Campbell Barton
6275541df7 Cleanup: use ELEM/STR_ELEM/STREQ macros 2022-09-26 14:12:38 +10:00
Campbell Barton
96d88e5614 CMake: remove workaround for GCC 4.5 as 9.3.1 is the minimum version
The -fpermissive flag is best avoided as it suppresses some important
warnings/errors.
2022-09-26 11:52:21 +10:00
Campbell Barton
20276191e5 Cleanup: fix warning in recent parenthesis removal
Regression in [0], this slipped through due to "-fpermissive"
being added to GCC flags, suppressing the error.

[0]: c9e35c2ced
2022-09-26 11:39:24 +10:00
Campbell Barton
21d77a417e Cleanup: replace C-style casts with functional casts for numeric types
Some changes missed from f68cfd6bb0.
2022-09-25 22:31:31 +10:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00