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test2/source/blender/blenkernel/intern/mesh_boolean_convert.cc

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/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
/** \file
* \ingroup bke
*/
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_object_types.h"
#include "BKE_attribute.hh"
#include "BKE_customdata.h"
#include "BKE_material.h"
#include "BKE_mesh.hh"
#include "BKE_mesh_boolean_convert.hh"
#include "BLI_alloca.h"
#include "BLI_array.hh"
#include "BLI_math.h"
#include "BLI_math_matrix.hh"
#include "BLI_mesh_boolean.hh"
#include "BLI_mesh_intersect.hh"
#include "BLI_span.hh"
#include "BLI_task.hh"
#include "BLI_virtual_array.hh"
namespace blender::meshintersect {
#ifdef WITH_GMP
constexpr int estimated_max_facelen = 100; /* Used for initial size of some Vectors. */
/* Snap entries that are near 0 or 1 or -1 to those values.
* Sometimes Blender's rotation matrices for multiples of 90 degrees have
* tiny numbers where there should be zeros. That messes makes some things
* every so slightly non-coplanar when users expect coplanarity,
* so this is a hack to clean up such matrices.
* Would be better to change the transformation code itself.
*/
static float4x4 clean_transform(const float4x4 &mat)
{
float4x4 cleaned;
const float fuzz = 1e-6f;
for (int i = 0; i < 4; i++) {
for (int j = 0; j < 4; j++) {
float f = mat[i][j];
if (fabsf(f) <= fuzz) {
f = 0.0f;
}
else if (fabsf(f - 1.0f) <= fuzz) {
f = 1.0f;
}
else if (fabsf(f + 1.0f) <= fuzz) {
f = -1.0f;
}
cleaned[i][j] = f;
}
}
return cleaned;
}
/* `MeshesToIMeshInfo` keeps track of information used when combining a number
* of `Mesh`es into a single `IMesh` for doing boolean on.
* Mostly this means keeping track of the index offsets for various mesh elements. */
class MeshesToIMeshInfo {
public:
/* The input meshes, */
Span<const Mesh *> meshes;
/* Numbering the vertices of the meshes in order of meshes,
* at what offset does the vertex range for mesh[i] start? */
Array<int> mesh_vert_offset;
/* Similarly for edges of meshes. */
Array<int> mesh_edge_offset;
/* Similarly for polys of meshes. */
Array<int> mesh_poly_offset;
/* For each Mesh vertex in all the meshes (with concatenated indexing),
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* what is the IMesh Vert* allocated for it in the input IMesh? */
Array<const Vert *> mesh_to_imesh_vert;
/* Similarly for each Mesh poly. */
Array<Face *> mesh_to_imesh_face;
/* Transformation matrix to transform a coordinate in the corresponding
* Mesh to the local space of the first Mesh. */
Array<float4x4> to_target_transform;
/* For each input mesh, whether or not their transform is negative. */
Array<bool> has_negative_transform;
/* For each input mesh, how to remap the material slot numbers to
* the material slots in the first mesh. */
Span<Array<short>> material_remaps;
/* Total number of input mesh vertices. */
int tot_meshes_verts;
/* Total number of input mesh edges. */
int tot_meshes_edges;
/* Total number of input mesh polys. */
int tot_meshes_polys;
int input_mesh_for_imesh_vert(int imesh_v) const;
int input_mesh_for_imesh_edge(int imesh_e) const;
int input_mesh_for_imesh_face(int imesh_f) const;
const MPoly *input_mpoly_for_orig_index(int orig_index,
const Mesh **r_orig_mesh,
int *r_orig_mesh_index,
int *r_index_in_orig_mesh) const;
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
void input_mvert_for_orig_index(int orig_index,
const Mesh **r_orig_mesh,
int *r_index_in_orig_mesh) const;
void input_medge_for_orig_index(int orig_index,
const Mesh **r_orig_mesh,
int *r_index_in_orig_mesh) const;
};
/* Given an index `imesh_v` in the `IMesh`, return the index of the
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
* input `Mesh` that contained the vertex that it came from. */
int MeshesToIMeshInfo::input_mesh_for_imesh_vert(int imesh_v) const
{
int n = int(mesh_vert_offset.size());
for (int i = 0; i < n - 1; ++i) {
if (imesh_v < mesh_vert_offset[i + 1]) {
return i;
}
}
return n - 1;
}
/* Given an index `imesh_e` used as an original index in the `IMesh`,
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
* return the index of the input `Mesh` that contained the vertex that it came from. */
int MeshesToIMeshInfo::input_mesh_for_imesh_edge(int imesh_e) const
{
int n = int(mesh_edge_offset.size());
for (int i = 0; i < n - 1; ++i) {
if (imesh_e < mesh_edge_offset[i + 1]) {
return i;
}
}
return n - 1;
}
/* Given an index `imesh_f` in the `IMesh`, return the index of the
* input `Mesh` that contained the `MPoly` that it came from. */
int MeshesToIMeshInfo::input_mesh_for_imesh_face(int imesh_f) const
{
int n = int(mesh_poly_offset.size());
for (int i = 0; i < n - 1; ++i) {
if (imesh_f < mesh_poly_offset[i + 1]) {
return i;
}
}
return n - 1;
}
/* Given an index of an original face in the `IMesh`, find out the input
* `Mesh` that it came from and return it in `*r_orig_mesh`,
* and also return the index of that `Mesh` in `*r_orig_mesh_index`.
* Finally, return the index of the corresponding `MPoly` in that `Mesh`
* in `*r_index_in_orig_mesh`. */
const MPoly *MeshesToIMeshInfo::input_mpoly_for_orig_index(int orig_index,
const Mesh **r_orig_mesh,
int *r_orig_mesh_index,
int *r_index_in_orig_mesh) const
{
int orig_mesh_index = input_mesh_for_imesh_face(orig_index);
BLI_assert(0 <= orig_mesh_index && orig_mesh_index < meshes.size());
const Mesh *me = meshes[orig_mesh_index];
const Span<MPoly> polys = me->polys();
int index_in_mesh = orig_index - mesh_poly_offset[orig_mesh_index];
BLI_assert(0 <= index_in_mesh && index_in_mesh < me->totpoly);
const MPoly *poly = &polys[index_in_mesh];
if (r_orig_mesh) {
*r_orig_mesh = me;
}
if (r_orig_mesh_index) {
*r_orig_mesh_index = orig_mesh_index;
}
if (r_index_in_orig_mesh) {
*r_index_in_orig_mesh = index_in_mesh;
}
return poly;
}
/* Given an index of an original vertex in the `IMesh`, find out the input
* `Mesh` that it came from and return it in `*r_orig_mesh`.
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
* Also find the index of the vertex in that `Mesh` and return it in
* `*r_index_in_orig_mesh`. */
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
void MeshesToIMeshInfo::input_mvert_for_orig_index(int orig_index,
const Mesh **r_orig_mesh,
int *r_index_in_orig_mesh) const
{
int orig_mesh_index = input_mesh_for_imesh_vert(orig_index);
BLI_assert(0 <= orig_mesh_index && orig_mesh_index < meshes.size());
const Mesh *me = meshes[orig_mesh_index];
int index_in_mesh = orig_index - mesh_vert_offset[orig_mesh_index];
BLI_assert(0 <= index_in_mesh && index_in_mesh < me->totvert);
if (r_orig_mesh) {
*r_orig_mesh = me;
}
if (r_index_in_orig_mesh) {
*r_index_in_orig_mesh = index_in_mesh;
}
}
/* Similarly for edges. */
void MeshesToIMeshInfo::input_medge_for_orig_index(int orig_index,
const Mesh **r_orig_mesh,
int *r_index_in_orig_mesh) const
{
int orig_mesh_index = input_mesh_for_imesh_edge(orig_index);
BLI_assert(0 <= orig_mesh_index && orig_mesh_index < meshes.size());
const Mesh *me = meshes[orig_mesh_index];
int index_in_mesh = orig_index - mesh_edge_offset[orig_mesh_index];
BLI_assert(0 <= index_in_mesh && index_in_mesh < me->totedge);
if (r_orig_mesh) {
*r_orig_mesh = me;
}
if (r_index_in_orig_mesh) {
*r_index_in_orig_mesh = index_in_mesh;
}
}
/**
* Convert all of the meshes in `meshes` to an `IMesh` and return that.
* All of the coordinates are transformed into the local space of the
* first Mesh. To do this transformation, we also need the transformation
* obmats corresponding to the Meshes, so they are in the `obmats` argument.
* The 'original' indexes in the IMesh are the indexes you get by
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
* a scheme that offsets each vertex, MEdge, and MPoly index by the sum of the
* vertices, edges, and polys in the preceding Meshes in the mesh span.
* The `*r_info class` is filled in with information needed to make the
* correspondence between the Mesh MVerts/MPolys and the IMesh Verts/Faces.
* All allocation of memory for the IMesh comes from `arena`.
*/
static IMesh meshes_to_imesh(Span<const Mesh *> meshes,
Span<const float4x4 *> obmats,
Span<Array<short>> material_remaps,
const float4x4 &target_transform,
IMeshArena &arena,
MeshesToIMeshInfo *r_info)
{
int nmeshes = meshes.size();
BLI_assert(nmeshes > 0);
r_info->meshes = meshes;
r_info->tot_meshes_verts = 0;
r_info->tot_meshes_polys = 0;
int &totvert = r_info->tot_meshes_verts;
int &totedge = r_info->tot_meshes_edges;
int &totpoly = r_info->tot_meshes_polys;
for (const Mesh *me : meshes) {
totvert += me->totvert;
totedge += me->totedge;
totpoly += me->totpoly;
}
/* Estimate the number of vertices and faces in the boolean output,
* so that the memory arena can reserve some space. It is OK if these
* estimates are wrong. */
const int estimate_num_outv = 3 * totvert;
const int estimate_num_outf = 4 * totpoly;
arena.reserve(estimate_num_outv, estimate_num_outf);
r_info->mesh_to_imesh_vert.reinitialize(totvert);
r_info->mesh_to_imesh_face.reinitialize(totpoly);
r_info->mesh_vert_offset.reinitialize(nmeshes);
r_info->mesh_edge_offset.reinitialize(nmeshes);
r_info->mesh_poly_offset.reinitialize(nmeshes);
r_info->to_target_transform.reinitialize(nmeshes);
r_info->has_negative_transform.reinitialize(nmeshes);
r_info->material_remaps = material_remaps;
int v = 0;
int e = 0;
int f = 0;
/* Put these Vectors here, with a size unlikely to need resizing,
* so that the loop to make new Faces will likely not need to allocate
* over and over. */
Vector<const Vert *, estimated_max_facelen> face_vert;
Vector<int, estimated_max_facelen> face_edge_orig;
/* To convert the coordinates of meshes 1, 2, etc. into the local space
* of the target, multiply each transform by the inverse of the
* target matrix. Exact Boolean works better if these matrices are 'cleaned'
* -- see the comment for the `clean_transform` function, above. */
const float4x4 inv_target_mat = math::invert(clean_transform(target_transform));
/* For each input `Mesh`, make `Vert`s and `Face`s for the corresponding
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
* vertices and `MPoly`s, and keep track of the original indices (using the
* concatenating offset scheme) inside the `Vert`s and `Face`s.
* When making `Face`s, we also put in the original indices for `MEdge`s that
* make up the `MPoly`s using the same scheme. */
for (int mi : meshes.index_range()) {
const Mesh *me = meshes[mi];
r_info->mesh_vert_offset[mi] = v;
r_info->mesh_edge_offset[mi] = e;
r_info->mesh_poly_offset[mi] = f;
/* Get matrix that transforms a coordinate in meshes[mi]'s local space
* to the target space. */
const float4x4 objn_mat = (obmats[mi] == nullptr) ? float4x4::identity() :
clean_transform(*obmats[mi]);
r_info->to_target_transform[mi] = inv_target_mat * objn_mat;
r_info->has_negative_transform[mi] = math::is_negative(objn_mat);
/* All meshes 1 and up will be transformed into the local space of operand 0.
* Historical behavior of the modifier has been to flip the faces of any meshes
* that would have a negative transform if you do that. */
bool need_face_flip = r_info->has_negative_transform[mi] != r_info->has_negative_transform[0];
Vector<Vert *> verts(me->totvert);
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
const Span<float3> vert_positions = me->vert_positions();
const Span<MPoly> polys = me->polys();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const Span<MLoop> loops = me->loops();
/* Allocate verts
* Skip the matrix multiplication for each point when there is no transform for a mesh,
* for example when the first mesh is already in the target space. (Note the logic
* directly above, which uses an identity matrix with a null input transform). */
if (obmats[mi] == nullptr) {
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
threading::parallel_for(vert_positions.index_range(), 2048, [&](IndexRange range) {
for (int i : range) {
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
float3 co = vert_positions[i];
mpq3 mco = mpq3(co.x, co.y, co.z);
double3 dco(mco[0].get_d(), mco[1].get_d(), mco[2].get_d());
verts[i] = new Vert(mco, dco, NO_INDEX, i);
}
});
}
else {
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
threading::parallel_for(vert_positions.index_range(), 2048, [&](IndexRange range) {
for (int i : range) {
float3 co = math::transform_point(r_info->to_target_transform[mi], vert_positions[i]);
mpq3 mco = mpq3(co.x, co.y, co.z);
double3 dco(mco[0].get_d(), mco[1].get_d(), mco[2].get_d());
verts[i] = new Vert(mco, dco, NO_INDEX, i);
}
});
}
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
for (int i : vert_positions.index_range()) {
r_info->mesh_to_imesh_vert[v] = arena.add_or_find_vert(verts[i]);
++v;
}
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
for (const MPoly &poly : polys) {
int flen = poly.totloop;
face_vert.resize(flen);
face_edge_orig.resize(flen);
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const MLoop *l = &loops[poly.loopstart];
for (int i = 0; i < flen; ++i) {
int mverti = r_info->mesh_vert_offset[mi] + l->v;
const Vert *fv = r_info->mesh_to_imesh_vert[mverti];
if (need_face_flip) {
face_vert[flen - i - 1] = fv;
int iedge = i < flen - 1 ? flen - i - 2 : flen - 1;
face_edge_orig[iedge] = e + l->e;
}
else {
face_vert[i] = fv;
face_edge_orig[i] = e + l->e;
}
++l;
}
r_info->mesh_to_imesh_face[f] = arena.add_face(face_vert, f, face_edge_orig);
++f;
}
e += me->totedge;
}
return IMesh(r_info->mesh_to_imesh_face);
}
/* Copy vertex attributes, including customdata, from `orig_mv` to `mv`.
* `mv` is in `dest_mesh` with index `mv_index`.
* The `orig_mv` vertex came from Mesh `orig_me` and had index `index_in_orig_me` there. */
static void copy_vert_attributes(Mesh *dest_mesh,
const Mesh *orig_me,
int mv_index,
int index_in_orig_me)
{
/* For all layers in the orig mesh, copy the layer information. */
CustomData *target_cd = &dest_mesh->vdata;
const CustomData *source_cd = &orig_me->vdata;
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
int ty = source_cd->layers[source_layer_i].type;
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
if (StringRef(source_cd->layers->name) == "position") {
continue;
}
const char *name = source_cd->layers[source_layer_i].name;
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
/* Not all layers were merged in target: some are marked CD_FLAG_NOCOPY
* and some are not in the CD_MASK_MESH.vdata. */
if (target_layer_i != -1) {
CustomData_copy_data_layer(
source_cd, target_cd, source_layer_i, target_layer_i, index_in_orig_me, mv_index, 1);
}
}
}
/* Similar to copy_vert_attributes but for poly attributes. */
static void copy_poly_attributes(Mesh *dest_mesh,
const Mesh *orig_me,
int poly_index,
int index_in_orig_me,
Span<short> material_remap,
MutableSpan<int> dst_material_indices)
{
CustomData *target_cd = &dest_mesh->pdata;
const CustomData *source_cd = &orig_me->pdata;
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
int ty = source_cd->layers[source_layer_i].type;
if (ty == CD_MPOLY) {
continue;
}
const char *name = source_cd->layers[source_layer_i].name;
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
if (target_layer_i != -1) {
CustomData_copy_data_layer(
source_cd, target_cd, source_layer_i, target_layer_i, index_in_orig_me, poly_index, 1);
}
}
/* Fix material indices after they have been transferred as a generic attribute. */
const VArray<int> src_material_indices = orig_me->attributes().lookup_or_default<int>(
"material_index", ATTR_DOMAIN_FACE, 0);
const int src_index = src_material_indices[index_in_orig_me];
Fix T99592: Exact Boolean: Skip empty materials, add index-based option **Empty Slot Fix** Currently the boolean modifier transfers the default material from meshes with no materials and empty material slots to the faces on the base mesh. I added this in a2d59b2dac9e for the sake of consistency, but the behavior is actually not useful at all. The default empty material isn't chosen by users, it just signifies "nothing," so when it replaces a material chosen by users, it feels like a bug. This commit corrects that behavior by only transferring materials from non-empty material slots. The implementation is now consistent between exact mode of the boolean modifier and the geometry node. **Index-Based Option** "Index-based" is the new default material method for the boolean modifier, to access the old behavior from before the breaking commit. a2d59b2dac9e actually broke some Boolean workflows fundamentally, since it was important to set up matching slot indices on each operand. That isn't the cleanest workflow, and it breaks when materials change procedurally, but historically that hasn't been a problem. The "transfer" behavior transfers all materials except for empty slots, but the fundamental problem is that there isn't a good way to specify the result materials besides using the slot indices. Even then, the transfer option is a bit more intuitive and useful for some simpler situations, and it allows accessing the behavior that has been in 3.2 and 3.3 for a long time, so it's also left in as an option. The geometry node doesn't get this new option, in the hope that we'll find a better solution in the future. Differential Revision: https://developer.blender.org/D16187
2022-11-28 12:42:08 -06:00
if (material_remap.index_range().contains(src_index)) {
const int remapped_index = material_remap[src_index];
dst_material_indices[poly_index] = remapped_index >= 0 ? remapped_index : src_index;
}
else {
dst_material_indices[poly_index] = src_index;
}
BLI_assert(dst_material_indices[poly_index] >= 0);
}
/* Similar to copy_vert_attributes but for edge attributes. */
static void copy_edge_attributes(Mesh *dest_mesh,
const Mesh *orig_me,
int medge_index,
int index_in_orig_me)
{
CustomData *target_cd = &dest_mesh->edata;
const CustomData *source_cd = &orig_me->edata;
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
int ty = source_cd->layers[source_layer_i].type;
if (ty == CD_MEDGE) {
continue;
}
const char *name = source_cd->layers[source_layer_i].name;
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
if (target_layer_i != -1) {
CustomData_copy_data_layer(
source_cd, target_cd, source_layer_i, target_layer_i, index_in_orig_me, medge_index, 1);
}
}
}
2021-02-25 16:34:27 +11:00
/**
* For #IMesh face `f`, with corresponding output Mesh poly `poly`,
* where the original Mesh poly is `orig_poly`, coming from the Mesh
* `orig_me`, which has index `orig_me_index` in `mim`:
* fill in the `orig_loops` Array with corresponding indices of MLoops from `orig_me`
* where they have the same start and end vertices; for cases where that is
* not true, put -1 in the `orig_loops` slot.
* For now, we only try to do this if `poly` and `orig_poly` have the same size.
* Return the number of non-null MLoops filled in.
*/
static int fill_orig_loops(const Face *f,
const MPoly *orig_poly,
const Mesh *orig_me,
int orig_me_index,
MeshesToIMeshInfo &mim,
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
MutableSpan<int> r_orig_loops)
{
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
r_orig_loops.fill(-1);
const Span<MLoop> orig_loops = orig_me->loops();
int orig_mplen = orig_poly->totloop;
if (f->size() != orig_mplen) {
return 0;
}
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
BLI_assert(r_orig_loops.size() == orig_mplen);
/* We'll look for the case where the first vertex in f has an original vertex
* that is the same as one in orig_me (after correcting for offset in mim meshes).
* Then see that loop and any subsequent ones have the same start and end vertex.
* This may miss some cases of partial alignment, but that's OK since discovering
2021-02-25 16:34:27 +11:00
* aligned loops is only an optimization to avoid some re-interpolation.
*/
int first_orig_v = f->vert[0]->orig;
if (first_orig_v == NO_INDEX) {
return 0;
}
/* It is possible that the original vert was merged with another in another mesh. */
if (orig_me_index != mim.input_mesh_for_imesh_vert(first_orig_v)) {
return 0;
}
int orig_me_vert_offset = mim.mesh_vert_offset[orig_me_index];
int first_orig_v_in_orig_me = first_orig_v - orig_me_vert_offset;
BLI_assert(0 <= first_orig_v_in_orig_me && first_orig_v_in_orig_me < orig_me->totvert);
/* Assume all vertices in an mpoly are unique. */
int offset = -1;
for (int i = 0; i < orig_mplen; ++i) {
int loop_i = i + orig_poly->loopstart;
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
if (orig_loops[loop_i].v == first_orig_v_in_orig_me) {
offset = i;
break;
}
}
if (offset == -1) {
return 0;
}
int num_orig_loops_found = 0;
for (int mp_loop_index = 0; mp_loop_index < orig_mplen; ++mp_loop_index) {
int orig_mp_loop_index = (mp_loop_index + offset) % orig_mplen;
const MLoop *l = &orig_loops[orig_poly->loopstart + orig_mp_loop_index];
int fv_orig = f->vert[mp_loop_index]->orig;
if (fv_orig != NO_INDEX) {
fv_orig -= orig_me_vert_offset;
if (fv_orig < 0 || fv_orig >= orig_me->totvert) {
fv_orig = NO_INDEX;
}
}
if (l->v == fv_orig) {
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const MLoop *lnext =
&orig_loops[orig_poly->loopstart + ((orig_mp_loop_index + 1) % orig_mplen)];
int fvnext_orig = f->vert[(mp_loop_index + 1) % orig_mplen]->orig;
if (fvnext_orig != NO_INDEX) {
fvnext_orig -= orig_me_vert_offset;
if (fvnext_orig < 0 || fvnext_orig >= orig_me->totvert) {
fvnext_orig = NO_INDEX;
}
}
if (lnext->v == fvnext_orig) {
r_orig_loops[mp_loop_index] = orig_poly->loopstart + orig_mp_loop_index;
++num_orig_loops_found;
}
}
}
return num_orig_loops_found;
}
/* Fill `cos_2d` with the 2d coordinates found by projection MPoly `poly` along
* its normal. Also fill in r_axis_mat with the matrix that does that projection.
* But before projecting, also transform the 3d coordinate by multiplying by trans_mat.
* `cos_2d` should have room for `poly->totloop` entries. */
static void get_poly2d_cos(const Mesh *me,
const MPoly *poly,
float (*cos_2d)[2],
const float4x4 &trans_mat,
float r_axis_mat[3][3])
{
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
const Span<float3> positions = me->vert_positions();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const Span<MLoop> loops = me->loops();
const Span<MLoop> poly_loops = loops.slice(poly->loopstart, poly->totloop);
/* Project coordinates to 2d in cos_2d, using normal as projection axis. */
const float3 axis_dominant = bke::mesh::poly_normal_calc(positions, poly_loops);
axis_dominant_v3_to_m3(r_axis_mat, axis_dominant);
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
for (const int i : poly_loops.index_range()) {
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
float3 co = positions[poly_loops[i].v];
co = math::transform_point(trans_mat, co);
*reinterpret_cast<float2 *>(&cos_2d[i]) = (float3x3(r_axis_mat) * co).xy();
}
}
/* For the loops of `poly`, see if the face is unchanged from `orig_poly`, and if so,
* copy the Loop attributes from corresponding loops to corresponding loops.
* Otherwise, interpolate the Loop attributes in the face `orig_poly`. */
static void copy_or_interp_loop_attributes(Mesh *dest_mesh,
const Face *f,
MPoly *poly,
const MPoly *orig_poly,
const Mesh *orig_me,
int orig_me_index,
MeshesToIMeshInfo &mim)
{
Array<int> orig_loops(poly->totloop);
int norig = fill_orig_loops(f, orig_poly, orig_me, orig_me_index, mim, orig_loops);
/* We may need these arrays if we have to interpolate Loop attributes rather than just copy.
* Right now, trying Array<float[2]> complains, so declare cos_2d a different way. */
float(*cos_2d)[2];
Array<float> weights;
Array<const void *> src_blocks_ofs;
float axis_mat[3][3];
if (norig != poly->totloop) {
/* We will need to interpolate. Make `cos_2d` hold 2d-projected coordinates of `orig_poly`,
* which are transformed into object 0's local space before projecting.
* At this point we cannot yet calculate the interpolation weights, as they depend on
* the coordinate where interpolation is to happen, but we can allocate the needed arrays,
* so they don't have to be allocated per-layer. */
cos_2d = (float(*)[2])BLI_array_alloca(cos_2d, orig_poly->totloop);
weights = Array<float>(orig_poly->totloop);
src_blocks_ofs = Array<const void *>(orig_poly->totloop);
get_poly2d_cos(orig_me, orig_poly, cos_2d, mim.to_target_transform[orig_me_index], axis_mat);
}
CustomData *target_cd = &dest_mesh->ldata;
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
const Span<float3> dst_positions = dest_mesh->vert_positions();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const Span<MLoop> dst_loops = dest_mesh->loops();
for (int i = 0; i < poly->totloop; ++i) {
int loop_index = poly->loopstart + i;
int orig_loop_index = norig > 0 ? orig_loops[i] : -1;
const CustomData *source_cd = &orig_me->ldata;
if (orig_loop_index == -1) {
/* Will need interpolation weights for this loop's vertex's coordinates.
* The coordinate needs to be projected into 2d, just like the interpolating polygon's
* coordinates were. The `dest_mesh` coordinates are already in object 0 local space. */
float co[2];
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
mul_v2_m3v3(co, axis_mat, dst_positions[dst_loops[loop_index].v]);
interp_weights_poly_v2(weights.data(), cos_2d, orig_poly->totloop, co);
}
for (int source_layer_i = 0; source_layer_i < source_cd->totlayer; ++source_layer_i) {
int ty = source_cd->layers[source_layer_i].type;
if (ty == CD_MLOOP) {
continue;
}
const char *name = source_cd->layers[source_layer_i].name;
int target_layer_i = CustomData_get_named_layer_index(target_cd, ty, name);
if (target_layer_i == -1) {
continue;
}
if (orig_loop_index != -1) {
CustomData_copy_data_layer(
source_cd, target_cd, source_layer_i, target_layer_i, orig_loop_index, loop_index, 1);
}
else {
/* NOTE: although CustomData_bmesh_interp_n function has bmesh in its name, nothing about
* it is BMesh-specific. We can't use CustomData_interp because it assumes that
* all source layers exist in the dest.
* A non bmesh version could have the benefit of not copying data into src_blocks_ofs -
* using the contiguous data instead. TODO: add to the custom data API. */
int target_layer_type_index = CustomData_get_named_layer(target_cd, ty, name);
if (!CustomData_layer_has_interp(source_cd, source_layer_i)) {
continue;
}
int source_layer_type_index = source_layer_i - source_cd->typemap[ty];
BLI_assert(target_layer_type_index != -1 && source_layer_type_index >= 0);
const int size = CustomData_sizeof(ty);
for (int j = 0; j < orig_poly->totloop; ++j) {
const void *layer = CustomData_get_layer_n(source_cd, ty, source_layer_type_index);
src_blocks_ofs[j] = POINTER_OFFSET(layer, size * (orig_poly->loopstart + j));
}
void *dst_layer = CustomData_get_layer_n_for_write(
target_cd, ty, target_layer_type_index, dest_mesh->totloop);
void *dst_block_ofs = POINTER_OFFSET(dst_layer, size * loop_index);
CustomData_bmesh_interp_n(target_cd,
src_blocks_ofs.data(),
weights.data(),
nullptr,
orig_poly->totloop,
dst_block_ofs,
target_layer_i);
}
}
}
}
/**
* Make sure that there are custom data layers in the target mesh
* corresponding to all target layers in all of the operands after the first.
* (The target should already have layers for those in the first operand mesh).
* Edges done separately -- will have to be done later, after edges are made.
*/
static void merge_vertex_loop_poly_customdata_layers(Mesh *target, MeshesToIMeshInfo &mim)
{
for (int mesh_index = 1; mesh_index < mim.meshes.size(); ++mesh_index) {
const Mesh *me = mim.meshes[mesh_index];
if (me->totvert) {
CustomData_merge(
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&me->vdata, &target->vdata, CD_MASK_MESH.vmask, CD_SET_DEFAULT, target->totvert);
}
if (me->totloop) {
CustomData_merge(
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&me->ldata, &target->ldata, CD_MASK_MESH.lmask, CD_SET_DEFAULT, target->totloop);
}
if (me->totpoly) {
CustomData_merge(
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&me->pdata, &target->pdata, CD_MASK_MESH.pmask, CD_SET_DEFAULT, target->totpoly);
}
}
}
static void merge_edge_customdata_layers(Mesh *target, MeshesToIMeshInfo &mim)
{
for (int mesh_index = 0; mesh_index < mim.meshes.size(); ++mesh_index) {
const Mesh *me = mim.meshes[mesh_index];
if (me->totedge) {
CustomData_merge(
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&me->edata, &target->edata, CD_MASK_MESH.emask, CD_SET_DEFAULT, target->totedge);
}
}
}
/**
* Convert the output IMesh im to a Blender Mesh,
* using the information in mim to get all the attributes right.
*/
static Mesh *imesh_to_mesh(IMesh *im, MeshesToIMeshInfo &mim)
{
constexpr int dbg_level = 0;
im->populate_vert();
int out_totvert = im->vert_size();
int out_totpoly = im->face_size();
int out_totloop = 0;
for (const Face *f : im->faces()) {
out_totloop += f->size();
}
/* Will calculate edges later. */
Mesh *result = BKE_mesh_new_nomain_from_template(
mim.meshes[0], out_totvert, 0, out_totloop, out_totpoly);
merge_vertex_loop_poly_customdata_layers(result, mim);
/* Set the vertex coordinate values and other data. */
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
MutableSpan<float3> positions = result->vert_positions_for_write();
for (int vi : im->vert_index_range()) {
const Vert *v = im->vert(vi);
if (v->orig != NO_INDEX) {
const Mesh *orig_me;
int index_in_orig_me;
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mim.input_mvert_for_orig_index(v->orig, &orig_me, &index_in_orig_me);
copy_vert_attributes(result, orig_me, vi, index_in_orig_me);
}
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
copy_v3fl_v3db(positions[vi], v->co);
}
/* Set the loopstart and totloop for each output poly,
* and set the vertices in the appropriate loops. */
bke::SpanAttributeWriter<int> dst_material_indices =
result->attributes_for_write().lookup_or_add_for_write_only_span<int>("material_index",
ATTR_DOMAIN_FACE);
int cur_loop_index = 0;
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
MutableSpan<MLoop> dst_loops = result->loops_for_write();
MutableSpan<MPoly> dst_polys = result->polys_for_write();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
MLoop *l = dst_loops.data();
for (int fi : im->face_index_range()) {
const Face *f = im->face(fi);
const Mesh *orig_me;
int index_in_orig_me;
int orig_me_index;
const MPoly *orig_poly = mim.input_mpoly_for_orig_index(
f->orig, &orig_me, &orig_me_index, &index_in_orig_me);
MPoly *poly = &dst_polys[fi];
poly->totloop = f->size();
poly->loopstart = cur_loop_index;
for (int j : f->index_range()) {
const Vert *vf = f->vert[j];
const int vfi = im->lookup_vert(vf);
l->v = vfi;
++l;
++cur_loop_index;
}
copy_poly_attributes(result,
orig_me,
fi,
index_in_orig_me,
(mim.material_remaps.size() > 0) ?
mim.material_remaps[orig_me_index].as_span() :
Span<short>(),
dst_material_indices.span);
copy_or_interp_loop_attributes(result, f, poly, orig_poly, orig_me, orig_me_index, mim);
}
dst_material_indices.finish();
/* BKE_mesh_calc_edges will calculate and populate all the
* MEdges from the MPolys. */
BKE_mesh_calc_edges(result, false, false);
merge_edge_customdata_layers(result, mim);
/* Now that the MEdges are populated, we can copy over the required attributes and custom layers.
*/
for (int fi : im->face_index_range()) {
const Face *f = im->face(fi);
const MPoly &poly = dst_polys[fi];
for (int j : f->index_range()) {
if (f->edge_orig[j] != NO_INDEX) {
const Mesh *orig_me;
int index_in_orig_me;
mim.input_medge_for_orig_index(f->edge_orig[j], &orig_me, &index_in_orig_me);
int e_index = dst_loops[poly.loopstart + j].e;
copy_edge_attributes(result, orig_me, e_index, index_in_orig_me);
}
}
}
if (dbg_level > 0) {
BKE_mesh_validate(result, true, true);
}
return result;
}
#endif // WITH_GMP
Mesh *direct_mesh_boolean(Span<const Mesh *> meshes,
Span<const float4x4 *> transforms,
const float4x4 &target_transform,
Span<Array<short>> material_remaps,
const bool use_self,
const bool hole_tolerant,
const int boolean_mode,
Vector<int> *r_intersecting_edges)
{
#ifdef WITH_GMP
BLI_assert(meshes.size() == transforms.size());
BLI_assert(material_remaps.size() == 0 || material_remaps.size() == meshes.size());
if (meshes.size() <= 0) {
return nullptr;
}
const int dbg_level = 0;
if (dbg_level > 0) {
std::cout << "\nDIRECT_MESH_INTERSECT, nmeshes = " << meshes.size() << "\n";
}
MeshesToIMeshInfo mim;
IMeshArena arena;
IMesh m_in = meshes_to_imesh(meshes, transforms, material_remaps, target_transform, arena, &mim);
std::function<int(int)> shape_fn = [&mim](int f) {
for (int mi = 0; mi < mim.mesh_poly_offset.size() - 1; ++mi) {
if (f < mim.mesh_poly_offset[mi + 1]) {
return mi;
}
}
return int(mim.mesh_poly_offset.size()) - 1;
};
IMesh m_out = boolean_mesh(m_in,
static_cast<BoolOpType>(boolean_mode),
meshes.size(),
shape_fn,
use_self,
hole_tolerant,
nullptr,
&arena);
if (dbg_level > 0) {
std::cout << m_out;
write_obj_mesh(m_out, "m_out");
}
Mesh *result = imesh_to_mesh(&m_out, mim);
/* Store intersecting edge indices. */
if (r_intersecting_edges != nullptr) {
const Span<MPoly> polys = result->polys();
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const Span<MLoop> loops = result->loops();
for (int fi : m_out.face_index_range()) {
const Face &face = *m_out.face(fi);
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
const MPoly &poly = polys[fi];
for (int corner_i : face.index_range()) {
if (face.is_intersect[corner_i]) {
Mesh: Remove redundant custom data pointers For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-05 11:56:34 -05:00
int e_index = loops[poly.loopstart + corner_i].e;
r_intersecting_edges->append(e_index);
}
}
}
}
return result;
#else // WITH_GMP
UNUSED_VARS(meshes,
transforms,
material_remaps,
target_transform,
use_self,
hole_tolerant,
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boolean_mode,
r_intersecting_edges);
return nullptr;
#endif // WITH_GMP
}
} // namespace blender::meshintersect