2023-05-31 16:19:06 +02:00
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/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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2002-10-12 11:37:38 +00:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup bke
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2011-02-27 20:40:57 +00:00
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*/
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2002-10-12 11:37:38 +00:00
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#include "MEM_guardedalloc.h"
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2020-08-28 16:10:17 +02:00
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/* Allow using deprecated functionality for .blend file I/O. */
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2020-08-28 15:45:11 +02:00
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#define DNA_DEPRECATED_ALLOW
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2020-03-19 09:33:03 +01:00
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#include "DNA_defaults.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_key_types.h"
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2020-05-07 15:55:52 +02:00
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#include "DNA_material_types.h"
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2012-02-19 22:17:30 +00:00
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#include "DNA_mesh_types.h"
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2018-06-26 17:45:00 +02:00
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#include "DNA_meshdata_types.h"
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2020-03-19 09:33:03 +01:00
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#include "DNA_object_types.h"
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2002-10-12 11:37:38 +00:00
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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
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#include "BLI_bounds.hh"
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2020-08-28 15:45:11 +02:00
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#include "BLI_endian_switch.h"
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2020-03-05 14:53:23 +01:00
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#include "BLI_ghash.h"
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#include "BLI_hash.h"
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2023-04-14 17:58:13 +02:00
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#include "BLI_implicit_sharing.hh"
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2021-12-22 11:04:03 -06:00
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#include "BLI_index_range.hh"
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2017-02-22 09:40:46 +01:00
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#include "BLI_linklist.h"
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2021-07-13 12:10:34 -04:00
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#include "BLI_listbase.h"
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Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
2023-08-09 11:39:20 +03:00
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#include "BLI_math_matrix.h"
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2022-02-15 10:27:03 -06:00
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#include "BLI_math_vector.hh"
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2017-02-22 09:40:46 +01:00
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#include "BLI_memarena.h"
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2023-08-29 17:00:33 +02:00
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#include "BLI_ordered_edge.hh"
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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
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#include "BLI_resource_scope.hh"
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2023-08-29 17:00:33 +02:00
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#include "BLI_set.hh"
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Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:54:24 -04:00
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#include "BLI_span.hh"
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2013-09-20 11:14:08 +00:00
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#include "BLI_string.h"
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2021-12-22 11:04:03 -06:00
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#include "BLI_task.hh"
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2024-01-19 14:32:28 +01:00
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#include "BLI_time.h"
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2020-03-19 09:33:03 +01:00
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#include "BLI_utildefines.h"
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2022-05-29 11:02:10 +02:00
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#include "BLI_vector.hh"
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2022-08-31 09:09:01 -05:00
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#include "BLI_virtual_array.hh"
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2011-01-07 18:36:47 +00:00
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2020-03-06 15:38:52 +01:00
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#include "BLT_translation.h"
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2020-04-03 13:07:36 +02:00
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#include "BKE_anim_data.h"
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Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:54:24 -04:00
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#include "BKE_attribute.hh"
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Geometry Nodes: support baking data block references
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.
This implements the design proposed in #108410 to support referencing
data-blocks (only materials for now) in the baked data. The task also describes
why this is not a trivial issue. A previous attempt was implemented in #109703
but it didn't work well-enough.
The solution is to have an explicit `name (+ library name) -> data-block`
mapping that is stored in the modifier for each bake node and simulation zone.
The `library name` is necessary for it to be unique within a .blend file. Note
that this refers to the name of the `Library` data-block and not a file path.
The baked data only contains the names of the used data-blocks. When the baked
data is loaded, the correct material data-block is looked up from the mapping.
### Automatic Mapping Generation
The most tricky aspect of this approach is to make it feel mostly automatic.
From the user point-of-view, it should just work. Therefore, we don't want the
user to have to create the mapping manually in the majority of cases. Creating
the mapping automatically is difficult because the data-blocks that should
become part of the mapping are only known during depsgraph evaluation. So we
somehow have to gather the missing data blocks during evaluation and then write
the new mappings back to the original data.
While writing back to original data is something we do in some cases already,
the situation here is different, because we are actually creating new relations
between data-blocks. This also means that we'll have to do user-counting. Since
user counts in data-blocks are *not* atomic, we can't do that from multiple
threads at the same time. Also, under some circumstances, it may be necessary to
trigger depsgraph evaluation again after the write-back because it actually
affects the result.
To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It
allows gathering tasks which write back to original data in a synchronous way
which may also require a reevaluation.
### Accessing the Mapping
A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier.
This map allows getting the `ID` pointer that should be used for a specific
data-block name that is stored in baked data. It's also used to gather all the
missing data mappings during evaluation.
### Weak ID References
The baked/cached geometries may have references to other data-blocks (currently
only materials, but in the future also e.g. instanced objects/collections).
However, the pointers of these data-blocks are not stable over time. That is
especially true when storing/loading the data from disk, but also just when
playing back the animation. Therefore, the used data-blocks have to referenced
in a different way at run-time.
This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the
run-time data of various geometry data-blocks. If the data-block is cached over
a longer period of time (such that material pointers can't be used directly), it
stores the material name (+ library name) used by each material slot. When the
geometry is used again, the material pointers are restored using these weak name
references and the `BakeDataBlockMap`.
### Manual Mapping Management
There is a new `Data-Blocks` panel in the bake settings in the node editor
sidebar that allows inspecting and modifying the data-blocks that are used when
baking. The user can change what data-block a specific name is mapped to.
Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00
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#include "BKE_bake_data_block_id.hh"
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Refactor BKE_bpath module.
The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
2021-11-29 14:20:58 +01:00
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#include "BKE_bpath.h"
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2024-01-29 18:57:16 -05:00
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#include "BKE_deform.hh"
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2023-11-16 11:41:55 +01:00
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#include "BKE_editmesh.hh"
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2023-11-19 18:36:19 -05:00
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#include "BKE_editmesh_cache.hh"
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2002-10-12 11:37:38 +00:00
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#include "BKE_global.h"
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2024-01-20 19:17:36 +01:00
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#include "BKE_idtype.hh"
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2024-01-30 14:42:07 -05:00
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#include "BKE_key.hh"
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2024-01-15 12:44:04 -05:00
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#include "BKE_lib_id.hh"
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2024-01-18 12:20:42 +01:00
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#include "BKE_lib_query.hh"
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2023-12-01 19:43:16 +01:00
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#include "BKE_main.hh"
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2002-10-12 11:37:38 +00:00
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#include "BKE_material.h"
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2023-03-12 22:29:15 +01:00
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#include "BKE_mesh.hh"
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2023-08-02 22:14:18 +02:00
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#include "BKE_mesh_legacy_convert.hh"
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#include "BKE_mesh_runtime.hh"
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#include "BKE_mesh_wrapper.hh"
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2023-11-14 09:30:40 +01:00
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#include "BKE_modifier.hh"
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2023-08-02 22:14:18 +02:00
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#include "BKE_multires.hh"
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2023-10-09 23:41:53 +02:00
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#include "BKE_object.hh"
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2002-10-12 11:37:38 +00:00
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2023-09-22 03:18:17 +02:00
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#include "DEG_depsgraph.hh"
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#include "DEG_depsgraph_query.hh"
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2009-05-26 04:17:47 +00:00
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2023-08-28 15:01:05 +02:00
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#include "BLO_read_write.hh"
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2020-08-28 15:45:11 +02:00
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2022-02-22 12:43:53 -05:00
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using blender::float3;
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2023-12-12 20:53:16 -05:00
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using blender::int2;
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Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:54:24 -04:00
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using blender::MutableSpan;
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2023-12-12 20:53:16 -05:00
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using blender::OffsetIndices;
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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
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using blender::Span;
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Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
2022-09-23 09:38:37 -05:00
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using blender::StringRef;
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Mesh: Move hide flags to generic attributes
This commit moves the hide status of mesh vertices, edges, and faces
from the `ME_FLAG` to optional generic boolean attributes. Storing this
data as generic attributes can significantly simplify and improve code,
as described in T95965.
The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`,
using the attribute name semantics discussed in T97452. The `.` prefix
means they are "UI attributes", so they still contain original data
edited by users, but they aren't meant to be accessed procedurally by
the user in arbitrary situations. They are also be hidden in the
spreadsheet and the attribute list by default,
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when the hide status is used. When the flags are removed
completely, requirements will decrease when hiding is unused.
Further notes:
* Some code can be further simplified to skip some processing when the
hide attributes don't exist.
* The data is still stored in flags for `BMesh`, necessitating some
complexity in the conversion to and from `Mesh`.
* Access to the "hide" property of mesh elements in RNA is slower.
The separate boolean arrays should be used where possible.
Ref T95965
Differential Revision: https://developer.blender.org/D14685
2022-08-11 12:54:24 -04:00
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using blender::VArray;
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2022-05-29 11:02:10 +02:00
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using blender::Vector;
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2022-02-22 12:43:53 -05:00
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2020-03-06 15:38:52 +01:00
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static void mesh_tessface_clear_intern(Mesh *mesh, int free_customdata);
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static void mesh_init_data(ID *id)
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{
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2023-07-07 07:35:56 -04:00
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Mesh *mesh = reinterpret_cast<Mesh *>(id);
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2020-03-06 15:38:52 +01:00
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BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(mesh, id));
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MEMCPY_STRUCT_AFTER(mesh, DNA_struct_default_get(Mesh), id);
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2023-07-25 21:15:52 +02:00
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CustomData_reset(&mesh->vert_data);
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CustomData_reset(&mesh->edge_data);
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2023-07-24 22:06:55 +02:00
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CustomData_reset(&mesh->fdata_legacy);
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2023-07-25 21:15:52 +02:00
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CustomData_reset(&mesh->face_data);
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2023-12-19 20:38:59 -05:00
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CustomData_reset(&mesh->corner_data);
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2020-03-06 15:38:52 +01:00
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2022-10-12 20:55:26 -05:00
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mesh->runtime = new blender::bke::MeshRuntime();
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2020-03-06 15:38:52 +01:00
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2024-01-19 14:32:28 +01:00
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mesh->face_sets_color_seed = BLI_hash_int(BLI_check_seconds_timer_i() & UINT_MAX);
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2020-03-06 15:38:52 +01:00
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}
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static void mesh_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
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{
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2023-07-07 07:35:56 -04:00
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Mesh *mesh_dst = reinterpret_cast<Mesh *>(id_dst);
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const Mesh *mesh_src = reinterpret_cast<const Mesh *>(id_src);
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2020-03-06 15:38:52 +01:00
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2022-10-12 20:55:26 -05:00
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mesh_dst->runtime = new blender::bke::MeshRuntime();
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mesh_dst->runtime->deformed_only = mesh_src->runtime->deformed_only;
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mesh_dst->runtime->wrapper_type = mesh_src->runtime->wrapper_type;
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mesh_dst->runtime->wrapper_type_finalize = mesh_src->runtime->wrapper_type_finalize;
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mesh_dst->runtime->subsurf_runtime_data = mesh_src->runtime->subsurf_runtime_data;
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mesh_dst->runtime->cd_mask_extra = mesh_src->runtime->cd_mask_extra;
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2023-02-09 15:56:05 +01:00
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/* Copy face dot tags and edge tags, since meshes may be duplicated after a subsurf modifier or
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* node, but we still need to be able to draw face center vertices and "optimal edges"
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* differently. The tags may be cleared explicitly when the topology is changed. */
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2023-02-06 13:24:40 -05:00
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mesh_dst->runtime->subsurf_face_dot_tags = mesh_src->runtime->subsurf_face_dot_tags;
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2023-02-09 15:56:05 +01:00
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mesh_dst->runtime->subsurf_optimal_display_edges =
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mesh_src->runtime->subsurf_optimal_display_edges;
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2020-03-06 15:38:52 +01:00
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if ((mesh_src->id.tag & LIB_TAG_NO_MAIN) == 0) {
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/* This is a direct copy of a main mesh, so for now it has the same topology. */
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2022-10-12 20:55:26 -05:00
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mesh_dst->runtime->deformed_only = true;
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2020-03-06 15:38:52 +01:00
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}
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2023-04-23 15:16:30 -04:00
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/* This option is set for run-time meshes that have been copied from the current object's mode.
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2020-08-11 21:46:06 +10:00
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* Currently this is used for edit-mesh although it could be used for sculpt or other
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2023-04-23 15:16:30 -04:00
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* kinds of data specific to an object's mode.
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2020-08-11 21:46:06 +10:00
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*
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* The flag signals that the mesh hasn't been modified from the data that generated it,
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* allowing us to use the object-mode data for drawing.
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*
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2023-04-23 15:16:30 -04:00
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* While this could be the caller's responsibility, keep here since it's
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2020-08-11 21:46:06 +10:00
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* highly unlikely we want to create a duplicate and not use it for drawing. */
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2022-10-12 20:55:26 -05:00
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mesh_dst->runtime->is_original_bmesh = false;
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2020-03-06 15:38:52 +01:00
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2022-11-18 17:02:30 -06:00
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/* Share various derived caches between the source and destination mesh for improved performance
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* when the source is persistent and edits to the destination mesh don't affect the caches.
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* Caches will be "un-shared" as necessary later on. */
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Geometry: Cache bounds min and max, share between data-blocks
Bounding box calculation can be a large in some situations, especially
instancing. This patch caches the min and max of the bounding box in
runtime data of meshes, point clouds, and curves, implementing part of
T96968.
Bounds are now calculated lazily-- only after they are tagged dirty.
Also, cached bounds are also shared when copying geometry data-blocks
that have equivalent data. When bounds are calculated on an evaluated
data-block, they are also accessible on the original, and the next
evaluated ID will also share them. A geometry will stop sharing bounds
as soon as its positions (or radii) are changed.
Just caching the bounds gave a 2-3x speedup with thousands of mesh
geometry instances in the viewport. Sharing the bounds can eliminate
recalculations entirely in cases like copying meshes in geometry nodes
or the selection paint brush in curves sculpt mode, which causes a
reevaluation but doesn't change the positions.
**Implementation**
The sharing is achieved with a `shared_ptr` that points to a cache mutex
(from D16419) and the cached bounds data. When geometries are copied,
the bounds are shared by default, and only "un-shared" when the bounds
are tagged dirty.
Point clouds have a new runtime struct to store this data. Functions
for tagging the data dirty are improved for added for point clouds
and improved for curves. A missing tag has also been fixed for mesh
sculpt mode.
**Future**
There are further improvements which can be worked on next
- Apply changes to volume objects and other types where it makes sense
- Continue cleanup changes described in T96968
- Apply shared cache design to more expensive data like triangulation
or normals
Differential Revision: https://developer.blender.org/D16204
2022-11-15 13:46:55 -06:00
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mesh_dst->runtime->bounds_cache = mesh_src->runtime->bounds_cache;
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2023-08-25 23:06:06 +02:00
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mesh_dst->runtime->vert_normals_cache = mesh_src->runtime->vert_normals_cache;
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mesh_dst->runtime->face_normals_cache = mesh_src->runtime->face_normals_cache;
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2024-01-15 11:18:25 -05:00
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mesh_dst->runtime->corner_normals_cache = mesh_src->runtime->corner_normals_cache;
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2023-04-22 13:46:11 +02:00
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mesh_dst->runtime->loose_verts_cache = mesh_src->runtime->loose_verts_cache;
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mesh_dst->runtime->verts_no_face_cache = mesh_src->runtime->verts_no_face_cache;
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2022-11-18 16:05:06 -06:00
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mesh_dst->runtime->loose_edges_cache = mesh_src->runtime->loose_edges_cache;
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2023-12-19 14:57:49 +01:00
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mesh_dst->runtime->corner_tris_cache = mesh_src->runtime->corner_tris_cache;
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mesh_dst->runtime->corner_tri_faces_cache = mesh_src->runtime->corner_tri_faces_cache;
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2023-08-30 23:41:59 +02:00
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mesh_dst->runtime->vert_to_face_offset_cache = mesh_src->runtime->vert_to_face_offset_cache;
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mesh_dst->runtime->vert_to_face_map_cache = mesh_src->runtime->vert_to_face_map_cache;
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mesh_dst->runtime->vert_to_corner_map_cache = mesh_src->runtime->vert_to_corner_map_cache;
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mesh_dst->runtime->corner_to_face_map_cache = mesh_src->runtime->corner_to_face_map_cache;
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Geometry Nodes: support baking data block references
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.
This implements the design proposed in #108410 to support referencing
data-blocks (only materials for now) in the baked data. The task also describes
why this is not a trivial issue. A previous attempt was implemented in #109703
but it didn't work well-enough.
The solution is to have an explicit `name (+ library name) -> data-block`
mapping that is stored in the modifier for each bake node and simulation zone.
The `library name` is necessary for it to be unique within a .blend file. Note
that this refers to the name of the `Library` data-block and not a file path.
The baked data only contains the names of the used data-blocks. When the baked
data is loaded, the correct material data-block is looked up from the mapping.
### Automatic Mapping Generation
The most tricky aspect of this approach is to make it feel mostly automatic.
From the user point-of-view, it should just work. Therefore, we don't want the
user to have to create the mapping manually in the majority of cases. Creating
the mapping automatically is difficult because the data-blocks that should
become part of the mapping are only known during depsgraph evaluation. So we
somehow have to gather the missing data blocks during evaluation and then write
the new mappings back to the original data.
While writing back to original data is something we do in some cases already,
the situation here is different, because we are actually creating new relations
between data-blocks. This also means that we'll have to do user-counting. Since
user counts in data-blocks are *not* atomic, we can't do that from multiple
threads at the same time. Also, under some circumstances, it may be necessary to
trigger depsgraph evaluation again after the write-back because it actually
affects the result.
To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It
allows gathering tasks which write back to original data in a synchronous way
which may also require a reevaluation.
### Accessing the Mapping
A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier.
This map allows getting the `ID` pointer that should be used for a specific
data-block name that is stored in baked data. It's also used to gather all the
missing data mappings during evaluation.
### Weak ID References
The baked/cached geometries may have references to other data-blocks (currently
only materials, but in the future also e.g. instanced objects/collections).
However, the pointers of these data-blocks are not stable over time. That is
especially true when storing/loading the data from disk, but also just when
playing back the animation. Therefore, the used data-blocks have to referenced
in a different way at run-time.
This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the
run-time data of various geometry data-blocks. If the data-block is cached over
a longer period of time (such that material pointers can't be used directly), it
stores the material name (+ library name) used by each material slot. When the
geometry is used again, the material pointers are restored using these weak name
references and the `BakeDataBlockMap`.
### Manual Mapping Management
There is a new `Data-Blocks` panel in the bake settings in the node editor
sidebar that allows inspecting and modifying the data-blocks that are used when
baking. The user can change what data-block a specific name is mapped to.
Pull Request: https://projects.blender.org/blender/blender/pulls/117043
2024-02-01 09:21:55 +01:00
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if (mesh_src->runtime->bake_materials) {
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mesh_dst->runtime->bake_materials = std::make_unique<blender::bke::bake::BakeMaterialsList>(
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*mesh_src->runtime->bake_materials);
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}
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Geometry: Cache bounds min and max, share between data-blocks
Bounding box calculation can be a large in some situations, especially
instancing. This patch caches the min and max of the bounding box in
runtime data of meshes, point clouds, and curves, implementing part of
T96968.
Bounds are now calculated lazily-- only after they are tagged dirty.
Also, cached bounds are also shared when copying geometry data-blocks
that have equivalent data. When bounds are calculated on an evaluated
data-block, they are also accessible on the original, and the next
evaluated ID will also share them. A geometry will stop sharing bounds
as soon as its positions (or radii) are changed.
Just caching the bounds gave a 2-3x speedup with thousands of mesh
geometry instances in the viewport. Sharing the bounds can eliminate
recalculations entirely in cases like copying meshes in geometry nodes
or the selection paint brush in curves sculpt mode, which causes a
reevaluation but doesn't change the positions.
**Implementation**
The sharing is achieved with a `shared_ptr` that points to a cache mutex
(from D16419) and the cached bounds data. When geometries are copied,
the bounds are shared by default, and only "un-shared" when the bounds
are tagged dirty.
Point clouds have a new runtime struct to store this data. Functions
for tagging the data dirty are improved for added for point clouds
and improved for curves. A missing tag has also been fixed for mesh
sculpt mode.
**Future**
There are further improvements which can be worked on next
- Apply changes to volume objects and other types where it makes sense
- Continue cleanup changes described in T96968
- Apply shared cache design to more expensive data like triangulation
or normals
Differential Revision: https://developer.blender.org/D16204
2022-11-15 13:46:55 -06:00
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2023-07-24 22:06:55 +02:00
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/* Only do tessface if we have no faces. */
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const bool do_tessface = ((mesh_src->totface_legacy != 0) && (mesh_src->faces_num == 0));
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2020-03-06 15:38:52 +01:00
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CustomData_MeshMasks mask = CD_MASK_MESH;
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if (mesh_src->id.tag & LIB_TAG_NO_MAIN) {
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2022-06-01 15:11:56 +10:00
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/* For copies in depsgraph, keep data like #CD_ORIGINDEX and #CD_ORCO. */
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2020-03-06 15:38:52 +01:00
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CustomData_MeshMasks_update(&mask, &CD_MASK_DERIVEDMESH);
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}
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2021-11-06 19:16:37 +01:00
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mesh_dst->mat = (Material **)MEM_dupallocN(mesh_src->mat);
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2020-03-06 15:38:52 +01:00
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2021-07-13 12:10:34 -04:00
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BKE_defgroup_copy_list(&mesh_dst->vertex_group_names, &mesh_src->vertex_group_names);
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2022-12-15 14:18:57 -06:00
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mesh_dst->active_color_attribute = static_cast<char *>(
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MEM_dupallocN(mesh_src->active_color_attribute));
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mesh_dst->default_color_attribute = static_cast<char *>(
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MEM_dupallocN(mesh_src->default_color_attribute));
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2021-07-13 12:10:34 -04:00
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2023-12-20 02:21:48 +01:00
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CustomData_copy(&mesh_src->vert_data, &mesh_dst->vert_data, mask.vmask, mesh_dst->verts_num);
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CustomData_copy(&mesh_src->edge_data, &mesh_dst->edge_data, mask.emask, mesh_dst->edges_num);
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2023-12-19 20:38:59 -05:00
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CustomData_copy(
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&mesh_src->corner_data, &mesh_dst->corner_data, mask.lmask, mesh_dst->corners_num);
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2023-07-25 21:15:52 +02:00
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CustomData_copy(&mesh_src->face_data, &mesh_dst->face_data, mask.pmask, mesh_dst->faces_num);
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2023-07-24 22:06:55 +02:00
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blender::implicit_sharing::copy_shared_pointer(mesh_src->face_offset_indices,
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mesh_src->runtime->face_offsets_sharing_info,
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&mesh_dst->face_offset_indices,
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&mesh_dst->runtime->face_offsets_sharing_info);
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2020-03-06 15:38:52 +01:00
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if (do_tessface) {
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2023-07-24 16:32:08 -04:00
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CustomData_copy(
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&mesh_src->fdata_legacy, &mesh_dst->fdata_legacy, mask.fmask, mesh_dst->totface_legacy);
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2020-03-06 15:38:52 +01:00
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}
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else {
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mesh_tessface_clear_intern(mesh_dst, false);
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}
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2021-11-06 19:16:37 +01:00
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mesh_dst->edit_mesh = nullptr;
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2020-03-06 15:38:52 +01:00
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2021-11-06 19:16:37 +01:00
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mesh_dst->mselect = (MSelect *)MEM_dupallocN(mesh_dst->mselect);
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2020-03-06 15:38:52 +01:00
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2021-07-03 23:08:40 +10:00
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/* TODO: Do we want to add flag to prevent this? */
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2020-03-06 15:38:52 +01:00
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if (mesh_src->key && (flag & LIB_ID_COPY_SHAPEKEY)) {
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BKE_id_copy_ex(bmain, &mesh_src->key->id, (ID **)&mesh_dst->key, flag);
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/* XXX This is not nice, we need to make BKE_id_copy_ex fully re-entrant... */
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mesh_dst->key->from = &mesh_dst->id;
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}
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}
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2023-06-03 08:36:28 +10:00
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void BKE_mesh_free_editmesh(Mesh *mesh)
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2022-01-11 15:42:07 +01:00
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{
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if (mesh->edit_mesh == nullptr) {
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return;
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}
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if (mesh->edit_mesh->is_shallow_copy == false) {
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BKE_editmesh_free_data(mesh->edit_mesh);
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}
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MEM_freeN(mesh->edit_mesh);
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mesh->edit_mesh = nullptr;
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}
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2020-03-06 15:38:52 +01:00
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static void mesh_free_data(ID *id)
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{
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2023-07-07 07:35:56 -04:00
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Mesh *mesh = reinterpret_cast<Mesh *>(id);
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2020-03-09 18:40:06 +01:00
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2022-01-11 15:42:07 +01:00
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BKE_mesh_free_editmesh(mesh);
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2021-09-02 15:29:34 +10:00
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2023-04-12 11:27:52 -04:00
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BKE_mesh_clear_geometry_and_metadata(mesh);
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2020-03-06 15:38:52 +01:00
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MEM_SAFE_FREE(mesh->mat);
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2022-10-12 20:55:26 -05:00
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delete mesh->runtime;
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2020-03-06 15:38:52 +01:00
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}
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2020-05-07 15:55:52 +02:00
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static void mesh_foreach_id(ID *id, LibraryForeachIDData *data)
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{
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2023-07-07 07:35:56 -04:00
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Mesh *mesh = reinterpret_cast<Mesh *>(id);
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2023-08-22 15:42:19 +02:00
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const int flag = BKE_lib_query_foreachid_process_flags_get(data);
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2021-10-26 10:40:36 +02:00
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BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, mesh->texcomesh, IDWALK_CB_NEVER_SELF);
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BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, mesh->key, IDWALK_CB_USER);
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2020-05-07 15:55:52 +02:00
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for (int i = 0; i < mesh->totcol; i++) {
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2021-10-26 10:40:36 +02:00
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BKE_LIB_FOREACHID_PROCESS_IDSUPER(data, mesh->mat[i], IDWALK_CB_USER);
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2020-05-07 15:55:52 +02:00
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}
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2023-08-22 15:42:19 +02:00
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if (flag & IDWALK_DO_DEPRECATED_POINTERS) {
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BKE_LIB_FOREACHID_PROCESS_ID_NOCHECK(data, mesh->ipo, IDWALK_CB_USER);
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}
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2020-05-07 15:55:52 +02:00
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}
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Refactor BKE_bpath module.
The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
2021-11-29 14:20:58 +01:00
|
|
|
static void mesh_foreach_path(ID *id, BPathForeachPathData *bpath_data)
|
|
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
Mesh *mesh = reinterpret_cast<Mesh *>(id);
|
2023-12-19 20:38:59 -05:00
|
|
|
if (mesh->corner_data.external) {
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_bpath_foreach_path_fixed_process(bpath_data,
|
2023-12-19 20:38:59 -05:00
|
|
|
mesh->corner_data.external->filepath,
|
|
|
|
|
sizeof(mesh->corner_data.external->filepath));
|
Refactor BKE_bpath module.
The main goal of this refactor is to make BPath module use `IDTypeInfo`,
and move each ID-specific part of the `foreach_path` looper into their
own IDTypeInfo struct, using a new `foreach_path` callback.
Additionally, following improvements/cleanups are included:
* Attempt to get better, more consistent namings.
** In particular, move from `path_visitor` to more standard `foreach_path`.
* Update and extend documentation.
** API doc was moved to header, according to recent discussions on this
topic.
* Remove `BKE_bpath_relocate_visitor` from API, this is specific
callback that belongs in `lib_id.c` user code.
NOTE: This commit is expected to be 100% non-behavioral-change. This
implies that several potential further changes were only noted as
comments (like using a more generic solution for
`lib_id_library_local_paths`, addressing inconsistencies like path of
packed libraries always being skipped, regardless of the
`BKE_BPATH_FOREACH_PATH_SKIP_PACKED` `eBPathForeachFlag` flag value,
etc.).
NOTE: basic unittests were added to master already in
rBdcc500e5a265093bc9cc.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D13381
2021-11-29 14:20:58 +01:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-08-28 15:45:11 +02:00
|
|
|
static void mesh_blend_write(BlendWriter *writer, ID *id, const void *id_address)
|
|
|
|
|
{
|
2022-08-23 13:50:47 -04:00
|
|
|
using namespace blender;
|
2023-11-20 17:42:01 +01:00
|
|
|
using namespace blender::bke;
|
2023-07-07 07:35:56 -04:00
|
|
|
Mesh *mesh = reinterpret_cast<Mesh *>(id);
|
2020-12-14 11:28:08 +01:00
|
|
|
const bool is_undo = BLO_write_is_undo(writer);
|
2021-08-19 11:13:55 +02:00
|
|
|
|
2022-05-29 11:02:10 +02:00
|
|
|
Vector<CustomDataLayer, 16> vert_layers;
|
|
|
|
|
Vector<CustomDataLayer, 16> edge_layers;
|
|
|
|
|
Vector<CustomDataLayer, 16> loop_layers;
|
2023-07-24 22:06:55 +02:00
|
|
|
Vector<CustomDataLayer, 16> face_layers;
|
2021-08-19 11:13:55 +02:00
|
|
|
|
2023-07-07 07:35:56 -04:00
|
|
|
/* Cache only - don't write. */
|
2021-11-06 19:16:37 +01:00
|
|
|
mesh->mface = nullptr;
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->totface_legacy = 0;
|
|
|
|
|
memset(&mesh->fdata_legacy, 0, sizeof(mesh->fdata_legacy));
|
2021-08-19 11:13:55 +02:00
|
|
|
|
|
|
|
|
/* Do not store actual geometry data in case this is a library override ID. */
|
|
|
|
|
if (ID_IS_OVERRIDE_LIBRARY(mesh) && !is_undo) {
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh->verts_num = 0;
|
2023-07-25 21:15:52 +02:00
|
|
|
memset(&mesh->vert_data, 0, sizeof(mesh->vert_data));
|
2021-08-19 11:13:55 +02:00
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh->edges_num = 0;
|
2023-07-25 21:15:52 +02:00
|
|
|
memset(&mesh->edge_data, 0, sizeof(mesh->edge_data));
|
2021-08-19 11:13:55 +02:00
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh->corners_num = 0;
|
2023-12-19 20:38:59 -05:00
|
|
|
memset(&mesh->corner_data, 0, sizeof(mesh->corner_data));
|
2021-08-19 11:13:55 +02:00
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->faces_num = 0;
|
2023-07-25 21:15:52 +02:00
|
|
|
memset(&mesh->face_data, 0, sizeof(mesh->face_data));
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->face_offset_indices = nullptr;
|
2021-08-19 11:13:55 +02:00
|
|
|
}
|
|
|
|
|
else {
|
2023-07-25 21:15:52 +02:00
|
|
|
CustomData_blend_write_prepare(mesh->vert_data, vert_layers, {});
|
|
|
|
|
CustomData_blend_write_prepare(mesh->edge_data, edge_layers, {});
|
2023-12-19 20:38:59 -05:00
|
|
|
CustomData_blend_write_prepare(mesh->corner_data, loop_layers, {});
|
2023-07-25 21:15:52 +02:00
|
|
|
CustomData_blend_write_prepare(mesh->face_data, face_layers, {});
|
2023-11-28 16:58:45 -05:00
|
|
|
if (!is_undo) {
|
|
|
|
|
mesh_sculpt_mask_to_legacy(vert_layers);
|
|
|
|
|
}
|
2021-08-19 11:13:55 +02:00
|
|
|
}
|
|
|
|
|
|
2022-11-18 16:24:15 -06:00
|
|
|
mesh->runtime = nullptr;
|
|
|
|
|
|
2021-08-19 11:13:55 +02:00
|
|
|
BLO_write_id_struct(writer, Mesh, id_address, &mesh->id);
|
|
|
|
|
BKE_id_blend_write(writer, &mesh->id);
|
|
|
|
|
|
|
|
|
|
BKE_defbase_blend_write(writer, &mesh->vertex_group_names);
|
2022-12-15 14:18:57 -06:00
|
|
|
BLO_write_string(writer, mesh->active_color_attribute);
|
|
|
|
|
BLO_write_string(writer, mesh->default_color_attribute);
|
2021-08-19 11:13:55 +02:00
|
|
|
|
|
|
|
|
BLO_write_pointer_array(writer, mesh->totcol, mesh->mat);
|
|
|
|
|
BLO_write_raw(writer, sizeof(MSelect) * mesh->totselect, mesh->mselect);
|
|
|
|
|
|
|
|
|
|
CustomData_blend_write(
|
2023-12-20 02:21:48 +01:00
|
|
|
writer, &mesh->vert_data, vert_layers, mesh->verts_num, CD_MASK_MESH.vmask, &mesh->id);
|
2021-08-19 11:13:55 +02:00
|
|
|
CustomData_blend_write(
|
2023-12-20 02:21:48 +01:00
|
|
|
writer, &mesh->edge_data, edge_layers, mesh->edges_num, CD_MASK_MESH.emask, &mesh->id);
|
2023-07-07 07:35:56 -04:00
|
|
|
/* `fdata` is cleared above but written so slots align. */
|
2023-07-24 22:06:55 +02:00
|
|
|
CustomData_blend_write(
|
|
|
|
|
writer, &mesh->fdata_legacy, {}, mesh->totface_legacy, CD_MASK_MESH.fmask, &mesh->id);
|
2021-08-19 11:13:55 +02:00
|
|
|
CustomData_blend_write(
|
2023-12-19 20:38:59 -05:00
|
|
|
writer, &mesh->corner_data, loop_layers, mesh->corners_num, CD_MASK_MESH.lmask, &mesh->id);
|
2021-08-19 11:13:55 +02:00
|
|
|
CustomData_blend_write(
|
2023-07-25 21:15:52 +02:00
|
|
|
writer, &mesh->face_data, face_layers, mesh->faces_num, CD_MASK_MESH.pmask, &mesh->id);
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
if (mesh->face_offset_indices) {
|
|
|
|
|
BLO_write_int32_array(writer, mesh->faces_num + 1, mesh->face_offset_indices);
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
}
|
2020-08-28 15:45:11 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void mesh_blend_read_data(BlendDataReader *reader, ID *id)
|
|
|
|
|
{
|
2023-07-07 07:35:56 -04:00
|
|
|
Mesh *mesh = reinterpret_cast<Mesh *>(id);
|
2020-08-28 15:45:11 +02:00
|
|
|
BLO_read_pointer_array(reader, (void **)&mesh->mat);
|
2023-08-17 19:45:09 +02:00
|
|
|
/* This check added for python created meshes. */
|
|
|
|
|
if (!mesh->mat) {
|
|
|
|
|
mesh->totcol = 0;
|
|
|
|
|
}
|
2020-08-28 15:45:11 +02:00
|
|
|
|
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
|
|
|
/* Deprecated pointers to custom data layers are read here for backward compatibility
|
|
|
|
|
* with files where these were owning pointers rather than a view into custom data. */
|
2020-08-28 15:45:11 +02:00
|
|
|
BLO_read_data_address(reader, &mesh->mvert);
|
|
|
|
|
BLO_read_data_address(reader, &mesh->medge);
|
|
|
|
|
BLO_read_data_address(reader, &mesh->mface);
|
|
|
|
|
BLO_read_data_address(reader, &mesh->mtface);
|
|
|
|
|
BLO_read_data_address(reader, &mesh->dvert);
|
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
|
|
|
BLO_read_data_address(reader, &mesh->tface);
|
|
|
|
|
BLO_read_data_address(reader, &mesh->mcol);
|
|
|
|
|
|
2020-08-28 15:45:11 +02:00
|
|
|
BLO_read_data_address(reader, &mesh->mselect);
|
|
|
|
|
|
2021-07-13 12:10:34 -04:00
|
|
|
BLO_read_list(reader, &mesh->vertex_group_names);
|
2020-08-28 15:45:11 +02:00
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
CustomData_blend_read(reader, &mesh->vert_data, mesh->verts_num);
|
|
|
|
|
CustomData_blend_read(reader, &mesh->edge_data, mesh->edges_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
CustomData_blend_read(reader, &mesh->fdata_legacy, mesh->totface_legacy);
|
2023-12-19 20:38:59 -05:00
|
|
|
CustomData_blend_read(reader, &mesh->corner_data, mesh->corners_num);
|
2023-07-25 21:15:52 +02:00
|
|
|
CustomData_blend_read(reader, &mesh->face_data, mesh->faces_num);
|
2022-09-07 14:33:29 -05:00
|
|
|
if (mesh->deform_verts().is_empty()) {
|
|
|
|
|
/* Vertex group data was also an owning pointer in old Blender versions.
|
|
|
|
|
* Don't read them again if they were read as part of #CustomData. */
|
2023-12-20 02:21:48 +01:00
|
|
|
BKE_defvert_blend_read(reader, mesh->verts_num, mesh->dvert);
|
2022-09-07 14:33:29 -05:00
|
|
|
}
|
2022-12-15 14:18:57 -06:00
|
|
|
BLO_read_data_address(reader, &mesh->active_color_attribute);
|
|
|
|
|
BLO_read_data_address(reader, &mesh->default_color_attribute);
|
2020-08-28 15:45:11 +02:00
|
|
|
|
2023-01-18 17:17:32 +11:00
|
|
|
mesh->texspace_flag &= ~ME_TEXSPACE_FLAG_AUTO_EVALUATED;
|
2021-11-06 19:16:37 +01:00
|
|
|
mesh->edit_mesh = nullptr;
|
2021-11-10 13:50:00 +01:00
|
|
|
|
2022-10-12 20:55:26 -05:00
|
|
|
mesh->runtime = new blender::bke::MeshRuntime();
|
2020-08-28 15:45:11 +02:00
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
if (mesh->face_offset_indices) {
|
|
|
|
|
BLO_read_int32_array(reader, mesh->faces_num + 1, &mesh->face_offset_indices);
|
|
|
|
|
mesh->runtime->face_offsets_sharing_info = blender::implicit_sharing::info_for_mem_free(
|
|
|
|
|
mesh->face_offset_indices);
|
2023-04-14 17:58:13 +02:00
|
|
|
}
|
|
|
|
|
|
2021-11-06 19:16:37 +01:00
|
|
|
if (mesh->mselect == nullptr) {
|
2020-08-28 15:45:11 +02:00
|
|
|
mesh->totselect = 0;
|
|
|
|
|
}
|
|
|
|
|
|
2021-07-16 11:45:52 +10:00
|
|
|
if (BLO_read_requires_endian_switch(reader) && mesh->tface) {
|
2020-08-28 15:45:11 +02:00
|
|
|
TFace *tf = mesh->tface;
|
2023-07-24 22:06:55 +02:00
|
|
|
for (int i = 0; i < mesh->totface_legacy; i++, tf++) {
|
2020-08-28 15:45:11 +02:00
|
|
|
BLI_endian_switch_uint32_array(tf->col, 4);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2020-03-06 15:38:52 +01:00
|
|
|
IDTypeInfo IDType_ID_ME = {
|
2023-01-16 12:41:11 +11:00
|
|
|
/*id_code*/ ID_ME,
|
|
|
|
|
/*id_filter*/ FILTER_ID_ME,
|
|
|
|
|
/*main_listbase_index*/ INDEX_ID_ME,
|
|
|
|
|
/*struct_size*/ sizeof(Mesh),
|
|
|
|
|
/*name*/ "Mesh",
|
2023-10-04 02:53:31 +02:00
|
|
|
/*name_plural*/ N_("meshes"),
|
2023-01-16 12:41:11 +11:00
|
|
|
/*translation_context*/ BLT_I18NCONTEXT_ID_MESH,
|
|
|
|
|
/*flags*/ IDTYPE_FLAGS_APPEND_IS_REUSABLE,
|
|
|
|
|
/*asset_type_info*/ nullptr,
|
|
|
|
|
|
|
|
|
|
/*init_data*/ mesh_init_data,
|
|
|
|
|
/*copy_data*/ mesh_copy_data,
|
|
|
|
|
/*free_data*/ mesh_free_data,
|
|
|
|
|
/*make_local*/ nullptr,
|
|
|
|
|
/*foreach_id*/ mesh_foreach_id,
|
|
|
|
|
/*foreach_cache*/ nullptr,
|
|
|
|
|
/*foreach_path*/ mesh_foreach_path,
|
|
|
|
|
/*owner_pointer_get*/ nullptr,
|
|
|
|
|
|
|
|
|
|
/*blend_write*/ mesh_blend_write,
|
|
|
|
|
/*blend_read_data*/ mesh_blend_read_data,
|
2023-03-11 18:07:59 +01:00
|
|
|
/*blend_read_after_liblink*/ nullptr,
|
2023-01-16 12:41:11 +11:00
|
|
|
|
|
|
|
|
/*blend_read_undo_preserve*/ nullptr,
|
|
|
|
|
|
|
|
|
|
/*lib_override_apply_post*/ nullptr,
|
2020-03-06 15:38:52 +01:00
|
|
|
};
|
|
|
|
|
|
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
|
|
|
bool BKE_mesh_attribute_required(const char *name)
|
|
|
|
|
{
|
Mesh: Move edges to a generic attribute
Implements #95966, as the final step of #95965.
This commit changes the storage of mesh edge vertex indices from the
`MEdge` type to the generic `int2` attribute type. This follows the
general design for geometry and the attribute system, where the data
storage type and the usage semantics are separated.
The main benefit of the change is reduced memory usage-- the
requirements of storing mesh edges is reduced by 1/3. For example,
this saves 8MB on a 1 million vertex grid. This also gives performance
benefits to any memory-bound mesh processing algorithm that uses edges.
Another benefit is that all of the edge's vertex indices are
contiguous. In a few cases, it's helpful to process all of them as
`Span<int>` rather than `Span<int2>`. Similarly, the type is more
likely to match a generic format used by a library, or code that
shouldn't know about specific Blender `Mesh` types.
Various Notes:
- The `.edge_verts` name is used to reflect a mapping between domains,
similar to `.corner_verts`, etc. The period means that it the data
shouldn't change arbitrarily by the user or procedural operations.
- `edge[0]` is now used instead of `edge.v1`
- Signed integers are used instead of unsigned to reduce the mixing
of signed-ness, which can be error prone.
- All of the previously used core mesh data types (`MVert`, `MEdge`,
`MLoop`, `MPoly` are now deprecated. Only generic types are used).
- The `vec2i` DNA type is used in the few C files where necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/106638
2023-04-17 13:47:41 +02:00
|
|
|
return ELEM(StringRef(name), "position", ".corner_vert", ".corner_edge", ".edge_verts");
|
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
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_ensure_skin_customdata(Mesh *mesh)
|
2014-03-16 21:55:30 +11:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
BMesh *bm = mesh->edit_mesh ? mesh->edit_mesh->bm : nullptr;
|
2014-03-16 21:55:30 +11:00
|
|
|
MVertSkin *vs;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2014-03-16 21:55:30 +11:00
|
|
|
if (bm) {
|
|
|
|
|
if (!CustomData_has_layer(&bm->vdata, CD_MVERT_SKIN)) {
|
|
|
|
|
BMVert *v;
|
|
|
|
|
BMIter iter;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2014-03-16 21:55:30 +11:00
|
|
|
BM_data_layer_add(bm, &bm->vdata, CD_MVERT_SKIN);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2014-03-16 21:55:30 +11:00
|
|
|
/* Mark an arbitrary vertex as root */
|
|
|
|
|
BM_ITER_MESH (v, &iter, bm, BM_VERTS_OF_MESH) {
|
2021-11-06 19:16:37 +01:00
|
|
|
vs = (MVertSkin *)CustomData_bmesh_get(&bm->vdata, v->head.data, CD_MVERT_SKIN);
|
2014-03-16 21:55:30 +11:00
|
|
|
vs->flag |= MVERT_SKIN_ROOT;
|
|
|
|
|
break;
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
}
|
|
|
|
|
}
|
2014-03-16 21:55:30 +11:00
|
|
|
else {
|
2023-12-08 16:40:06 -05:00
|
|
|
if (!CustomData_has_layer(&mesh->vert_data, CD_MVERT_SKIN)) {
|
2021-11-06 19:16:37 +01:00
|
|
|
vs = (MVertSkin *)CustomData_add_layer(
|
2023-12-20 02:21:48 +01:00
|
|
|
&mesh->vert_data, CD_MVERT_SKIN, CD_SET_DEFAULT, mesh->verts_num);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2014-03-16 21:55:30 +11:00
|
|
|
/* Mark an arbitrary vertex as root */
|
|
|
|
|
if (vs) {
|
|
|
|
|
vs->flag |= MVERT_SKIN_ROOT;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
bool BKE_mesh_has_custom_loop_normals(Mesh *mesh)
|
Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:24:48 +01:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
if (mesh->edit_mesh) {
|
|
|
|
|
return CustomData_has_layer(&mesh->edit_mesh->bm->ldata, CD_CUSTOMLOOPNORMAL);
|
Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:24:48 +01:00
|
|
|
}
|
2020-08-07 12:30:43 +02:00
|
|
|
|
2023-12-19 20:38:59 -05:00
|
|
|
return CustomData_has_layer(&mesh->corner_data, CD_CUSTOMLOOPNORMAL);
|
Add Custom Loop Normals.
This is the core code for it, tools (datatransfer and modifier) will come in next commits).
RNA api is already there, though.
See the code for details, but basically, we define, for each 'smooth fan'
(which is a set of adjacent loops around a same vertex that are smooth, i.e. have a single same normal),
a 'loop normal space' (or lnor space), using auto-computed normal and relevant edges, and store
custom normal as two angular factors inside that space. This allows to have custom normals
'following' deformations of the geometry, and to only save two shorts per loop in new clnor CDLayer.
Normal manipulation (editing, mixing, interpolating, etc.) shall always happen with plain 3D vectors normals,
and be converted back into storage format at the end.
Clnor computation has also been threaded (at least for Mesh case, not for BMesh), since the process can
be rather heavy with high poly meshes.
Also, bumping subversion, and fix mess in 2.70 versioning code.
2015-02-05 14:24:48 +01:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_free_data_for_undo(Mesh *mesh)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
mesh_free_data(&mesh->id);
|
2019-07-30 18:38:31 +02:00
|
|
|
}
|
|
|
|
|
|
2021-09-02 15:29:36 +10:00
|
|
|
/**
|
|
|
|
|
* \note on data that this function intentionally doesn't free:
|
|
|
|
|
*
|
|
|
|
|
* - Materials and shape keys are not freed here (#Mesh.mat & #Mesh.key).
|
|
|
|
|
* As freeing shape keys requires tagging the depsgraph for updated relations,
|
|
|
|
|
* which is expensive.
|
|
|
|
|
* Material slots should be kept in sync with the object.
|
|
|
|
|
*
|
|
|
|
|
* - Edit-Mesh (#Mesh.edit_mesh)
|
2023-04-12 11:49:30 -04:00
|
|
|
* Since edit-mesh is tied to the object's mode, which crashes when called in edit-mode.
|
|
|
|
|
* See: #90972.
|
2021-09-02 15:29:36 +10:00
|
|
|
*/
|
2023-04-12 11:49:30 -04:00
|
|
|
static void mesh_clear_geometry(Mesh &mesh)
|
2019-07-30 18:38:31 +02:00
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
CustomData_free(&mesh.vert_data, mesh.verts_num);
|
|
|
|
|
CustomData_free(&mesh.edge_data, mesh.edges_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
CustomData_free(&mesh.fdata_legacy, mesh.totface_legacy);
|
2023-12-19 20:38:59 -05:00
|
|
|
CustomData_free(&mesh.corner_data, mesh.corners_num);
|
2023-07-25 21:15:52 +02:00
|
|
|
CustomData_free(&mesh.face_data, mesh.faces_num);
|
2023-07-24 22:06:55 +02:00
|
|
|
if (mesh.face_offset_indices) {
|
|
|
|
|
blender::implicit_sharing::free_shared_data(&mesh.face_offset_indices,
|
|
|
|
|
&mesh.runtime->face_offsets_sharing_info);
|
2023-04-14 17:58:13 +02:00
|
|
|
}
|
2023-04-12 11:49:30 -04:00
|
|
|
MEM_SAFE_FREE(mesh.mselect);
|
|
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh.verts_num = 0;
|
|
|
|
|
mesh.edges_num = 0;
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh.totface_legacy = 0;
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh.corners_num = 0;
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh.faces_num = 0;
|
2023-04-12 11:49:30 -04:00
|
|
|
mesh.act_face = -1;
|
|
|
|
|
mesh.totselect = 0;
|
2023-04-12 11:27:52 -04:00
|
|
|
}
|
2022-09-09 08:24:31 -05:00
|
|
|
|
2023-04-12 11:27:52 -04:00
|
|
|
static void clear_attribute_names(Mesh &mesh)
|
|
|
|
|
{
|
|
|
|
|
BLI_freelistN(&mesh.vertex_group_names);
|
|
|
|
|
MEM_SAFE_FREE(mesh.active_color_attribute);
|
|
|
|
|
MEM_SAFE_FREE(mesh.default_color_attribute);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2020-03-09 18:40:06 +01:00
|
|
|
void BKE_mesh_clear_geometry(Mesh *mesh)
|
|
|
|
|
{
|
|
|
|
|
BKE_mesh_runtime_clear_cache(mesh);
|
2023-04-12 11:49:30 -04:00
|
|
|
mesh_clear_geometry(*mesh);
|
2020-03-09 18:40:06 +01:00
|
|
|
}
|
|
|
|
|
|
2023-04-12 11:27:52 -04:00
|
|
|
void BKE_mesh_clear_geometry_and_metadata(Mesh *mesh)
|
|
|
|
|
{
|
|
|
|
|
BKE_mesh_runtime_clear_cache(mesh);
|
2023-04-12 11:49:30 -04:00
|
|
|
mesh_clear_geometry(*mesh);
|
2023-04-12 11:27:52 -04:00
|
|
|
clear_attribute_names(*mesh);
|
|
|
|
|
}
|
|
|
|
|
|
2012-03-06 16:22:41 +00:00
|
|
|
static void mesh_tessface_clear_intern(Mesh *mesh, int free_customdata)
|
|
|
|
|
{
|
2012-10-31 09:50:24 +00:00
|
|
|
if (free_customdata) {
|
2023-07-24 22:06:55 +02:00
|
|
|
CustomData_free(&mesh->fdata_legacy, mesh->totface_legacy);
|
2012-10-31 09:50:24 +00:00
|
|
|
}
|
|
|
|
|
else {
|
2023-07-24 22:06:55 +02:00
|
|
|
CustomData_reset(&mesh->fdata_legacy);
|
2012-10-31 09:50:24 +00:00
|
|
|
}
|
2012-03-06 16:22:41 +00:00
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->totface_legacy = 0;
|
2012-03-06 16:22:41 +00:00
|
|
|
}
|
|
|
|
|
|
First step to handle missing libs/datablocks when reading a file.
Idea is, instead of ignoring completely missing linked datablocks, to
create void placeholders for them.
That way, you can work on your file, save it, and find again your missing data once
lib becomes available again. Or you can edit missing lib's path (in Outliner),
save and reload the file, and you are done.
Also, Outliner now shows broken libraries (and placeholders) with a 'broken lib' icon.
Future plans are also to be able to relocate missing libs and reload them at runtime.
Code notes:
- Placeholder ID is just a regular datablock of same type as expected linked one,
with 'default' data, and a LIB_MISSING bitflag set.
- To allow creation of such datablocks, creation of datablocks in BKE was split in two step:
+ Allocation of memory itself.
+ Setting of all internal data to default values.
See also the design task (T43351).
Reviewed by @campbellbarton, thanks a bunch!
Differential Revision: https://developer.blender.org/D1394
2015-10-20 14:44:57 +02:00
|
|
|
Mesh *BKE_mesh_add(Main *bmain, const char *name)
|
|
|
|
|
{
|
2023-07-07 07:35:56 -04:00
|
|
|
return static_cast<Mesh *>(BKE_id_new(bmain, ID_ME, name));
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2023-07-24 22:06:55 +02:00
|
|
|
void BKE_mesh_face_offsets_ensure_alloc(Mesh *mesh)
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
{
|
2023-07-24 22:06:55 +02:00
|
|
|
BLI_assert(mesh->face_offset_indices == nullptr);
|
|
|
|
|
BLI_assert(mesh->runtime->face_offsets_sharing_info == nullptr);
|
|
|
|
|
if (mesh->faces_num == 0) {
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
return;
|
|
|
|
|
}
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->face_offset_indices = static_cast<int *>(
|
|
|
|
|
MEM_malloc_arrayN(mesh->faces_num + 1, sizeof(int), __func__));
|
|
|
|
|
mesh->runtime->face_offsets_sharing_info = blender::implicit_sharing::info_for_mem_free(
|
|
|
|
|
mesh->face_offset_indices);
|
2023-04-12 14:56:28 -04:00
|
|
|
|
2023-12-04 15:13:06 +01:00
|
|
|
#ifndef NDEBUG
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
/* Fill offsets with obviously bad values to simplify finding missing initialization. */
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->face_offsets_for_write().fill(-1);
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
#endif
|
2023-04-14 17:58:13 +02:00
|
|
|
/* Set common values for convenience. */
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->face_offset_indices[0] = 0;
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh->face_offset_indices[mesh->faces_num] = mesh->corners_num;
|
Mesh: Replace MPoly struct with offset indices
Implements #95967.
Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.
The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.
Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.
Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.
Some:
- The offset integer array has to be one longer than the face count to
avoid a branch for every face, which means the data is no longer part
of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
until more reusable CoW from #104478 is committed. That will be added
in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
corners, but just in case, meshes with mismatched order are fixed by
versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
necessary here unfortunately. It should be worth it in 3.6, since
that's the best way to allow loading meshes from 4.0, which is
important for an LTS version.
Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
|
|
|
}
|
|
|
|
|
|
2023-12-12 20:53:16 -05:00
|
|
|
Span<float3> Mesh::vert_positions() const
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<const float3 *>(
|
|
|
|
|
CustomData_get_layer_named(&this->vert_data, CD_PROP_FLOAT3, "position")),
|
2023-12-20 02:21:48 +01:00
|
|
|
this->verts_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
MutableSpan<float3> Mesh::vert_positions_for_write()
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<float3 *>(CustomData_get_layer_named_for_write(
|
2023-12-20 02:21:48 +01:00
|
|
|
&this->vert_data, CD_PROP_FLOAT3, "position", this->verts_num)),
|
|
|
|
|
this->verts_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Span<int2> Mesh::edges() const
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<const int2 *>(
|
|
|
|
|
CustomData_get_layer_named(&this->edge_data, CD_PROP_INT32_2D, ".edge_verts")),
|
2023-12-20 02:21:48 +01:00
|
|
|
this->edges_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
MutableSpan<int2> Mesh::edges_for_write()
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<int2 *>(CustomData_get_layer_named_for_write(
|
2023-12-20 02:21:48 +01:00
|
|
|
&this->edge_data, CD_PROP_INT32_2D, ".edge_verts", this->edges_num)),
|
|
|
|
|
this->edges_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
OffsetIndices<int> Mesh::faces() const
|
|
|
|
|
{
|
|
|
|
|
return Span(this->face_offset_indices, this->faces_num + 1);
|
|
|
|
|
}
|
|
|
|
|
Span<int> Mesh::face_offsets() const
|
|
|
|
|
{
|
|
|
|
|
if (this->faces_num == 0) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
|
|
|
|
return {this->face_offset_indices, this->faces_num + 1};
|
|
|
|
|
}
|
2023-07-24 22:06:55 +02:00
|
|
|
MutableSpan<int> Mesh::face_offsets_for_write()
|
2023-04-14 17:58:13 +02:00
|
|
|
{
|
2023-07-24 22:06:55 +02:00
|
|
|
if (this->faces_num == 0) {
|
2023-06-14 09:47:28 -04:00
|
|
|
return {};
|
|
|
|
|
}
|
2023-04-14 17:58:13 +02:00
|
|
|
blender::implicit_sharing::make_trivial_data_mutable(
|
2023-07-24 22:06:55 +02:00
|
|
|
&this->face_offset_indices, &this->runtime->face_offsets_sharing_info, this->faces_num + 1);
|
|
|
|
|
return {this->face_offset_indices, this->faces_num + 1};
|
2023-04-14 17:58:13 +02:00
|
|
|
}
|
|
|
|
|
|
2023-12-12 20:53:16 -05:00
|
|
|
Span<int> Mesh::corner_verts() const
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<const int *>(
|
2023-12-19 20:38:59 -05:00
|
|
|
CustomData_get_layer_named(&this->corner_data, CD_PROP_INT32, ".corner_vert")),
|
2023-12-20 02:21:48 +01:00
|
|
|
this->corners_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
MutableSpan<int> Mesh::corner_verts_for_write()
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<int *>(CustomData_get_layer_named_for_write(
|
2023-12-19 20:38:59 -05:00
|
|
|
&this->corner_data, CD_PROP_INT32, ".corner_vert", this->corners_num)),
|
2023-12-20 02:21:48 +01:00
|
|
|
this->corners_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Span<int> Mesh::corner_edges() const
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<const int *>(
|
2023-12-19 20:38:59 -05:00
|
|
|
CustomData_get_layer_named(&this->corner_data, CD_PROP_INT32, ".corner_edge")),
|
2023-12-20 02:21:48 +01:00
|
|
|
this->corners_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
MutableSpan<int> Mesh::corner_edges_for_write()
|
|
|
|
|
{
|
|
|
|
|
return {static_cast<int *>(CustomData_get_layer_named_for_write(
|
2023-12-19 20:38:59 -05:00
|
|
|
&this->corner_data, CD_PROP_INT32, ".corner_edge", this->corners_num)),
|
2023-12-20 02:21:48 +01:00
|
|
|
this->corners_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Span<MDeformVert> Mesh::deform_verts() const
|
|
|
|
|
{
|
|
|
|
|
const MDeformVert *dverts = static_cast<const MDeformVert *>(
|
|
|
|
|
CustomData_get_layer(&this->vert_data, CD_MDEFORMVERT));
|
|
|
|
|
if (!dverts) {
|
|
|
|
|
return {};
|
|
|
|
|
}
|
2023-12-20 02:21:48 +01:00
|
|
|
return {dverts, this->verts_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
MutableSpan<MDeformVert> Mesh::deform_verts_for_write()
|
|
|
|
|
{
|
|
|
|
|
MDeformVert *dvert = static_cast<MDeformVert *>(
|
2023-12-20 02:21:48 +01:00
|
|
|
CustomData_get_layer_for_write(&this->vert_data, CD_MDEFORMVERT, this->verts_num));
|
2023-12-12 20:53:16 -05:00
|
|
|
if (dvert) {
|
2023-12-20 02:21:48 +01:00
|
|
|
return {dvert, this->verts_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
return {static_cast<MDeformVert *>(CustomData_add_layer(
|
2023-12-20 02:21:48 +01:00
|
|
|
&this->vert_data, CD_MDEFORMVERT, CD_SET_DEFAULT, this->verts_num)),
|
|
|
|
|
this->verts_num};
|
2023-12-12 20:53:16 -05:00
|
|
|
}
|
|
|
|
|
|
2023-12-20 13:13:16 -05:00
|
|
|
namespace blender::bke {
|
|
|
|
|
|
2024-01-18 14:02:27 +01:00
|
|
|
void mesh_ensure_default_color_attribute_on_add(Mesh &mesh,
|
|
|
|
|
const AttributeIDRef &id,
|
|
|
|
|
AttrDomain domain,
|
|
|
|
|
eCustomDataType data_type)
|
|
|
|
|
{
|
|
|
|
|
if (id.is_anonymous()) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (!(CD_TYPE_AS_MASK(data_type) & CD_MASK_COLOR_ALL) ||
|
|
|
|
|
!(ATTR_DOMAIN_AS_MASK(domain) & ATTR_DOMAIN_MASK_COLOR))
|
|
|
|
|
{
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
if (mesh.default_color_attribute) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
mesh.default_color_attribute = BLI_strdupn(id.name().data(), id.name().size());
|
|
|
|
|
}
|
|
|
|
|
|
2023-04-12 11:49:30 -04:00
|
|
|
static void mesh_ensure_cdlayers_primary(Mesh &mesh)
|
2018-06-06 12:20:21 +02:00
|
|
|
{
|
2023-12-20 13:13:16 -05:00
|
|
|
MutableAttributeAccessor attributes = mesh.attributes_for_write();
|
|
|
|
|
AttributeInitConstruct attribute_init;
|
2023-05-10 17:40:37 +02:00
|
|
|
|
|
|
|
|
/* Try to create attributes if they do not exist. */
|
2023-12-20 13:13:16 -05:00
|
|
|
attributes.add("position", AttrDomain::Point, CD_PROP_FLOAT3, attribute_init);
|
|
|
|
|
attributes.add(".edge_verts", AttrDomain::Edge, CD_PROP_INT32_2D, attribute_init);
|
|
|
|
|
attributes.add(".corner_vert", AttrDomain::Corner, CD_PROP_INT32, attribute_init);
|
|
|
|
|
attributes.add(".corner_edge", AttrDomain::Corner, CD_PROP_INT32, attribute_init);
|
2018-06-06 12:20:21 +02:00
|
|
|
}
|
|
|
|
|
|
2023-12-20 13:13:16 -05:00
|
|
|
} // namespace blender::bke
|
|
|
|
|
|
2023-04-19 15:28:53 -04:00
|
|
|
Mesh *BKE_mesh_new_nomain(const int verts_num,
|
|
|
|
|
const int edges_num,
|
2023-07-24 22:06:55 +02:00
|
|
|
const int faces_num,
|
2023-12-20 02:21:48 +01:00
|
|
|
const int corners_num)
|
2018-05-04 11:42:55 +02:00
|
|
|
{
|
2023-04-19 22:10:53 -04:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(BKE_libblock_alloc(
|
|
|
|
|
nullptr, ID_ME, BKE_idtype_idcode_to_name(ID_ME), LIB_ID_CREATE_LOCALIZE));
|
2018-05-04 11:42:55 +02:00
|
|
|
BKE_libblock_init_empty(&mesh->id);
|
|
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh->verts_num = verts_num;
|
|
|
|
|
mesh->edges_num = edges_num;
|
2023-07-24 22:06:55 +02:00
|
|
|
mesh->faces_num = faces_num;
|
2023-12-20 02:21:48 +01:00
|
|
|
mesh->corners_num = corners_num;
|
2018-05-11 10:37:16 +02:00
|
|
|
|
2023-12-20 13:13:16 -05:00
|
|
|
blender::bke::mesh_ensure_cdlayers_primary(*mesh);
|
2023-07-24 22:06:55 +02:00
|
|
|
BKE_mesh_face_offsets_ensure_alloc(mesh);
|
2018-06-06 12:20:21 +02:00
|
|
|
|
2018-05-04 11:42:55 +02:00
|
|
|
return mesh;
|
|
|
|
|
}
|
|
|
|
|
|
2022-12-19 14:56:39 -06:00
|
|
|
static void copy_attribute_names(const Mesh &mesh_src, Mesh &mesh_dst)
|
|
|
|
|
{
|
|
|
|
|
if (mesh_src.active_color_attribute) {
|
|
|
|
|
MEM_SAFE_FREE(mesh_dst.active_color_attribute);
|
|
|
|
|
mesh_dst.active_color_attribute = BLI_strdup(mesh_src.active_color_attribute);
|
|
|
|
|
}
|
|
|
|
|
if (mesh_src.default_color_attribute) {
|
|
|
|
|
MEM_SAFE_FREE(mesh_dst.default_color_attribute);
|
|
|
|
|
mesh_dst.default_color_attribute = BLI_strdup(mesh_src.default_color_attribute);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2021-06-17 14:56:39 +10:00
|
|
|
void BKE_mesh_copy_parameters(Mesh *me_dst, const Mesh *me_src)
|
2019-09-16 10:45:49 +02:00
|
|
|
{
|
|
|
|
|
/* Copy general settings. */
|
|
|
|
|
me_dst->editflag = me_src->editflag;
|
|
|
|
|
me_dst->flag = me_src->flag;
|
|
|
|
|
me_dst->remesh_voxel_size = me_src->remesh_voxel_size;
|
2019-09-27 17:41:05 +02:00
|
|
|
me_dst->remesh_voxel_adaptivity = me_src->remesh_voxel_adaptivity;
|
2019-09-16 10:45:49 +02:00
|
|
|
me_dst->remesh_mode = me_src->remesh_mode;
|
2020-11-02 20:09:41 +01:00
|
|
|
me_dst->symmetry = me_src->symmetry;
|
2019-09-16 10:45:49 +02:00
|
|
|
|
2020-03-05 14:53:23 +01:00
|
|
|
me_dst->face_sets_color_seed = me_src->face_sets_color_seed;
|
2020-09-19 17:18:57 +02:00
|
|
|
me_dst->face_sets_color_default = me_src->face_sets_color_default;
|
2020-03-05 14:53:23 +01:00
|
|
|
|
2019-09-16 10:45:49 +02:00
|
|
|
/* Copy texture space. */
|
2023-01-18 17:17:32 +11:00
|
|
|
me_dst->texspace_flag = me_src->texspace_flag;
|
|
|
|
|
copy_v3_v3(me_dst->texspace_location, me_src->texspace_location);
|
|
|
|
|
copy_v3_v3(me_dst->texspace_size, me_src->texspace_size);
|
2021-07-13 12:10:34 -04:00
|
|
|
|
|
|
|
|
me_dst->vertex_group_active_index = me_src->vertex_group_active_index;
|
2022-09-09 08:24:31 -05:00
|
|
|
me_dst->attributes_active_index = me_src->attributes_active_index;
|
2021-06-17 14:56:39 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BKE_mesh_copy_parameters_for_eval(Mesh *me_dst, const Mesh *me_src)
|
|
|
|
|
{
|
|
|
|
|
/* User counts aren't handled, don't copy into a mesh from #G_MAIN. */
|
|
|
|
|
BLI_assert(me_dst->id.tag & (LIB_TAG_NO_MAIN | LIB_TAG_COPIED_ON_WRITE));
|
|
|
|
|
|
|
|
|
|
BKE_mesh_copy_parameters(me_dst, me_src);
|
2022-12-19 14:56:39 -06:00
|
|
|
copy_attribute_names(*me_src, *me_dst);
|
2019-09-16 10:45:49 +02:00
|
|
|
|
2021-07-15 12:25:36 -04:00
|
|
|
/* Copy vertex group names. */
|
|
|
|
|
BLI_assert(BLI_listbase_is_empty(&me_dst->vertex_group_names));
|
|
|
|
|
BKE_defgroup_copy_list(&me_dst->vertex_group_names, &me_src->vertex_group_names);
|
|
|
|
|
|
2019-09-16 10:45:49 +02:00
|
|
|
/* Copy materials. */
|
2021-11-06 19:16:37 +01:00
|
|
|
if (me_dst->mat != nullptr) {
|
2019-09-16 10:45:49 +02:00
|
|
|
MEM_freeN(me_dst->mat);
|
|
|
|
|
}
|
2021-11-06 19:16:37 +01:00
|
|
|
me_dst->mat = (Material **)MEM_dupallocN(me_src->mat);
|
2019-09-16 10:45:49 +02:00
|
|
|
me_dst->totcol = me_src->totcol;
|
|
|
|
|
}
|
|
|
|
|
|
2019-08-27 18:17:27 +02:00
|
|
|
Mesh *BKE_mesh_new_nomain_from_template_ex(const Mesh *me_src,
|
2023-04-19 15:28:53 -04:00
|
|
|
const int verts_num,
|
|
|
|
|
const int edges_num,
|
|
|
|
|
const int tessface_num,
|
2023-07-24 22:06:55 +02:00
|
|
|
const int faces_num,
|
2024-01-19 12:08:40 -05:00
|
|
|
const int corners_num,
|
2023-04-19 15:28:53 -04:00
|
|
|
const CustomData_MeshMasks mask)
|
2018-04-19 11:03:58 +02:00
|
|
|
{
|
2023-02-27 15:29:35 -05:00
|
|
|
/* Only do tessface if we are creating tessfaces or copying from mesh with only tessfaces. */
|
2023-07-24 22:06:55 +02:00
|
|
|
const bool do_tessface = (tessface_num ||
|
|
|
|
|
((me_src->totface_legacy != 0) && (me_src->faces_num == 0)));
|
2023-02-27 15:29:35 -05:00
|
|
|
|
2023-07-07 07:35:56 -04:00
|
|
|
Mesh *me_dst = static_cast<Mesh *>(BKE_id_new_nomain(ID_ME, nullptr));
|
2018-04-19 11:03:58 +02:00
|
|
|
|
2021-11-06 19:16:37 +01:00
|
|
|
me_dst->mselect = (MSelect *)MEM_dupallocN(me_src->mselect);
|
2018-04-19 11:03:58 +02:00
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
me_dst->verts_num = verts_num;
|
|
|
|
|
me_dst->edges_num = edges_num;
|
2023-07-24 22:06:55 +02:00
|
|
|
me_dst->faces_num = faces_num;
|
2024-01-19 12:08:40 -05:00
|
|
|
me_dst->corners_num = corners_num;
|
2023-07-24 22:06:55 +02:00
|
|
|
me_dst->totface_legacy = tessface_num;
|
2018-04-19 11:03:58 +02:00
|
|
|
|
2021-06-17 14:56:39 +10:00
|
|
|
BKE_mesh_copy_parameters_for_eval(me_dst, me_src);
|
2018-12-08 06:39:46 -06:00
|
|
|
|
2023-07-25 15:23:56 -04:00
|
|
|
CustomData_copy_layout(
|
|
|
|
|
&me_src->vert_data, &me_dst->vert_data, mask.vmask, CD_SET_DEFAULT, verts_num);
|
|
|
|
|
CustomData_copy_layout(
|
|
|
|
|
&me_src->edge_data, &me_dst->edge_data, mask.emask, CD_SET_DEFAULT, edges_num);
|
|
|
|
|
CustomData_copy_layout(
|
|
|
|
|
&me_src->face_data, &me_dst->face_data, mask.pmask, CD_SET_DEFAULT, faces_num);
|
|
|
|
|
CustomData_copy_layout(
|
2024-01-19 12:08:40 -05:00
|
|
|
&me_src->corner_data, &me_dst->corner_data, mask.lmask, CD_SET_DEFAULT, corners_num);
|
2023-02-27 15:29:35 -05:00
|
|
|
if (do_tessface) {
|
2023-04-13 14:57:57 +02:00
|
|
|
CustomData_copy_layout(
|
2023-07-24 22:06:55 +02:00
|
|
|
&me_src->fdata_legacy, &me_dst->fdata_legacy, mask.fmask, CD_SET_DEFAULT, tessface_num);
|
2023-02-27 15:29:35 -05:00
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
mesh_tessface_clear_intern(me_dst, false);
|
|
|
|
|
}
|
2018-04-19 11:03:58 +02:00
|
|
|
|
2018-06-06 12:21:36 +02:00
|
|
|
/* The destination mesh should at least have valid primary CD layers,
|
|
|
|
|
* even in cases where the source mesh does not. */
|
2023-12-20 13:13:16 -05:00
|
|
|
blender::bke::mesh_ensure_cdlayers_primary(*me_dst);
|
2023-07-24 22:06:55 +02:00
|
|
|
BKE_mesh_face_offsets_ensure_alloc(me_dst);
|
|
|
|
|
if (do_tessface && !CustomData_get_layer(&me_dst->fdata_legacy, CD_MFACE)) {
|
|
|
|
|
CustomData_add_layer(&me_dst->fdata_legacy, CD_MFACE, CD_SET_DEFAULT, me_dst->totface_legacy);
|
2023-02-27 15:29:35 -05:00
|
|
|
}
|
2018-04-19 11:03:58 +02:00
|
|
|
|
|
|
|
|
return me_dst;
|
|
|
|
|
}
|
|
|
|
|
|
2023-04-19 15:28:53 -04:00
|
|
|
Mesh *BKE_mesh_new_nomain_from_template(const Mesh *me_src,
|
|
|
|
|
const int verts_num,
|
|
|
|
|
const int edges_num,
|
2023-07-24 22:06:55 +02:00
|
|
|
const int faces_num,
|
2024-01-19 12:08:40 -05:00
|
|
|
const int corners_num)
|
2018-04-19 11:03:58 +02:00
|
|
|
{
|
2019-08-27 18:17:27 +02:00
|
|
|
return BKE_mesh_new_nomain_from_template_ex(
|
2024-01-19 12:08:40 -05:00
|
|
|
me_src, verts_num, edges_num, 0, faces_num, corners_num, CD_MASK_EVERYTHING);
|
2018-04-19 11:03:58 +02:00
|
|
|
}
|
|
|
|
|
|
2023-06-03 08:36:28 +10:00
|
|
|
void BKE_mesh_eval_delete(Mesh *mesh_eval)
|
2019-07-28 15:12:38 +02:00
|
|
|
{
|
|
|
|
|
/* Evaluated mesh may point to edit mesh, but never owns it. */
|
2021-11-06 19:16:37 +01:00
|
|
|
mesh_eval->edit_mesh = nullptr;
|
2021-08-20 16:21:29 +10:00
|
|
|
mesh_free_data(&mesh_eval->id);
|
2019-07-28 15:12:38 +02:00
|
|
|
BKE_libblock_free_data(&mesh_eval->id, false);
|
|
|
|
|
MEM_freeN(mesh_eval);
|
|
|
|
|
}
|
|
|
|
|
|
2023-04-19 15:49:13 -04:00
|
|
|
Mesh *BKE_mesh_copy_for_eval(const Mesh *source)
|
2018-08-16 14:20:36 +02:00
|
|
|
{
|
2023-04-19 15:49:13 -04:00
|
|
|
return reinterpret_cast<Mesh *>(
|
|
|
|
|
BKE_id_copy_ex(nullptr, &source->id, nullptr, LIB_ID_COPY_LOCALIZE));
|
2018-08-16 14:20:36 +02:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BMesh *BKE_mesh_to_bmesh_ex(const Mesh *mesh,
|
2023-06-03 08:36:28 +10:00
|
|
|
const BMeshCreateParams *create_params,
|
|
|
|
|
const BMeshFromMeshParams *convert_params)
|
2009-05-26 04:17:47 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
const BMAllocTemplate allocsize = BMALLOC_TEMPLATE_FROM_ME(mesh);
|
2009-05-26 04:17:47 +00:00
|
|
|
|
2020-12-27 21:46:57 -06:00
|
|
|
BMesh *bm = BM_mesh_create(&allocsize, create_params);
|
2023-12-08 16:40:06 -05:00
|
|
|
BM_mesh_bm_from_me(bm, mesh, convert_params);
|
2009-05-26 04:17:47 +00:00
|
|
|
|
|
|
|
|
return bm;
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BMesh *BKE_mesh_to_bmesh(Mesh *mesh,
|
2018-05-02 11:39:23 +02:00
|
|
|
Object *ob,
|
|
|
|
|
const bool add_key_index,
|
2023-06-03 08:36:28 +10:00
|
|
|
const BMeshCreateParams *params)
|
2018-05-02 11:39:23 +02:00
|
|
|
{
|
2021-11-08 16:54:20 +11:00
|
|
|
BMeshFromMeshParams bmesh_from_mesh_params{};
|
|
|
|
|
bmesh_from_mesh_params.calc_face_normal = false;
|
2022-03-22 09:33:50 -05:00
|
|
|
bmesh_from_mesh_params.calc_vert_normal = false;
|
2021-11-08 16:54:20 +11:00
|
|
|
bmesh_from_mesh_params.add_key_index = add_key_index;
|
|
|
|
|
bmesh_from_mesh_params.use_shapekey = true;
|
|
|
|
|
bmesh_from_mesh_params.active_shapekey = ob->shapenr;
|
2023-12-08 16:40:06 -05:00
|
|
|
return BKE_mesh_to_bmesh_ex(mesh, params, &bmesh_from_mesh_params);
|
2018-05-02 11:39:23 +02:00
|
|
|
}
|
|
|
|
|
|
2019-09-16 10:45:49 +02:00
|
|
|
Mesh *BKE_mesh_from_bmesh_nomain(BMesh *bm,
|
2023-06-03 08:36:28 +10:00
|
|
|
const BMeshToMeshParams *params,
|
2019-09-16 10:45:49 +02:00
|
|
|
const Mesh *me_settings)
|
2018-05-02 11:39:23 +02:00
|
|
|
{
|
2018-06-13 16:42:56 +02:00
|
|
|
BLI_assert(params->calc_object_remap == false);
|
2023-07-07 07:35:56 -04:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(BKE_id_new_nomain(ID_ME, nullptr));
|
2021-11-06 19:16:37 +01:00
|
|
|
BM_mesh_bm_to_me(nullptr, bm, mesh, params);
|
2021-06-17 14:56:39 +10:00
|
|
|
BKE_mesh_copy_parameters_for_eval(mesh, me_settings);
|
2018-05-02 11:39:23 +02:00
|
|
|
return mesh;
|
|
|
|
|
}
|
|
|
|
|
|
2019-09-16 10:45:49 +02:00
|
|
|
Mesh *BKE_mesh_from_bmesh_for_eval_nomain(BMesh *bm,
|
|
|
|
|
const CustomData_MeshMasks *cd_mask_extra,
|
|
|
|
|
const Mesh *me_settings)
|
2018-10-10 12:51:14 +11:00
|
|
|
{
|
2023-07-07 07:35:56 -04:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(BKE_id_new_nomain(ID_ME, nullptr));
|
2024-01-24 20:38:46 +01:00
|
|
|
BM_mesh_bm_to_me_for_eval(*bm, *mesh, cd_mask_extra);
|
2021-06-17 14:56:39 +10:00
|
|
|
BKE_mesh_copy_parameters_for_eval(mesh, me_settings);
|
2018-10-10 12:51:14 +11:00
|
|
|
return mesh;
|
|
|
|
|
}
|
|
|
|
|
|
Mesh: Avoid creating incorrect original index layers
Currently, whenever any BMesh is converted to a Mesh (except for edit
mode switching), original index (`CD_ORIGINDEX`) layers are added.
This is incorrect, because many operations just convert some Mesh into
a BMesh and then back, but they shouldn't make any assumption about
where their input mesh came from. It might even come from a primitive
in geometry nodes, where there are no original indices at all.
Conceptually, mesh original indices should be filled by the modifier
stack when first creating the evaluated mesh. So that's where they're
moved in this patch. A separate function now fills the indices with their
default (0,1,2,3...) values. The way the mesh wrapper system defers
the BMesh to Mesh conversion makes this a bit less obvious though.
The old behavior is incorrect, but it's also slower, because three
arrays the size of the mesh's vertices, edges, and faces had to be
allocated and filled during the BMesh to Mesh conversion, which just
ends up putting more pressure on the cache. In the many cases where
original indices aren't used, I measured an **8% speedup** for the
conversion (from 76.5ms to 70.7ms).
Generally there is an assumption that BMesh is "original" and Mesh is
"evaluated". After this patch, that assumption isn't quite as strong,
but it still exists for two reasons. First, original indices are added
whenever converting a BMesh "wrapper" to a Mesh. Second, original
indices are not added to the BMesh at the beginning of evaluation,
which assumes that every BMesh in the viewport is original and doesn't
need the mapping.
Differential Revision: https://developer.blender.org/D14018
2022-02-18 10:51:00 -06:00
|
|
|
static void ensure_orig_index_layer(CustomData &data, const int size)
|
|
|
|
|
{
|
|
|
|
|
if (CustomData_has_layer(&data, CD_ORIGINDEX)) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
2023-03-14 15:30:26 +01:00
|
|
|
int *indices = (int *)CustomData_add_layer(&data, CD_ORIGINDEX, CD_SET_DEFAULT, size);
|
Mesh: Avoid creating incorrect original index layers
Currently, whenever any BMesh is converted to a Mesh (except for edit
mode switching), original index (`CD_ORIGINDEX`) layers are added.
This is incorrect, because many operations just convert some Mesh into
a BMesh and then back, but they shouldn't make any assumption about
where their input mesh came from. It might even come from a primitive
in geometry nodes, where there are no original indices at all.
Conceptually, mesh original indices should be filled by the modifier
stack when first creating the evaluated mesh. So that's where they're
moved in this patch. A separate function now fills the indices with their
default (0,1,2,3...) values. The way the mesh wrapper system defers
the BMesh to Mesh conversion makes this a bit less obvious though.
The old behavior is incorrect, but it's also slower, because three
arrays the size of the mesh's vertices, edges, and faces had to be
allocated and filled during the BMesh to Mesh conversion, which just
ends up putting more pressure on the cache. In the many cases where
original indices aren't used, I measured an **8% speedup** for the
conversion (from 76.5ms to 70.7ms).
Generally there is an assumption that BMesh is "original" and Mesh is
"evaluated". After this patch, that assumption isn't quite as strong,
but it still exists for two reasons. First, original indices are added
whenever converting a BMesh "wrapper" to a Mesh. Second, original
indices are not added to the BMesh at the beginning of evaluation,
which assumes that every BMesh in the viewport is original and doesn't
need the mapping.
Differential Revision: https://developer.blender.org/D14018
2022-02-18 10:51:00 -06:00
|
|
|
range_vn_i(indices, size, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BKE_mesh_ensure_default_orig_index_customdata(Mesh *mesh)
|
|
|
|
|
{
|
2022-10-12 20:55:26 -05:00
|
|
|
BLI_assert(mesh->runtime->wrapper_type == ME_WRAPPER_TYPE_MDATA);
|
2022-07-11 17:25:13 +02:00
|
|
|
BKE_mesh_ensure_default_orig_index_customdata_no_check(mesh);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BKE_mesh_ensure_default_orig_index_customdata_no_check(Mesh *mesh)
|
|
|
|
|
{
|
2023-12-20 02:21:48 +01:00
|
|
|
ensure_orig_index_layer(mesh->vert_data, mesh->verts_num);
|
|
|
|
|
ensure_orig_index_layer(mesh->edge_data, mesh->edges_num);
|
2023-07-25 21:15:52 +02:00
|
|
|
ensure_orig_index_layer(mesh->face_data, mesh->faces_num);
|
Mesh: Avoid creating incorrect original index layers
Currently, whenever any BMesh is converted to a Mesh (except for edit
mode switching), original index (`CD_ORIGINDEX`) layers are added.
This is incorrect, because many operations just convert some Mesh into
a BMesh and then back, but they shouldn't make any assumption about
where their input mesh came from. It might even come from a primitive
in geometry nodes, where there are no original indices at all.
Conceptually, mesh original indices should be filled by the modifier
stack when first creating the evaluated mesh. So that's where they're
moved in this patch. A separate function now fills the indices with their
default (0,1,2,3...) values. The way the mesh wrapper system defers
the BMesh to Mesh conversion makes this a bit less obvious though.
The old behavior is incorrect, but it's also slower, because three
arrays the size of the mesh's vertices, edges, and faces had to be
allocated and filled during the BMesh to Mesh conversion, which just
ends up putting more pressure on the cache. In the many cases where
original indices aren't used, I measured an **8% speedup** for the
conversion (from 76.5ms to 70.7ms).
Generally there is an assumption that BMesh is "original" and Mesh is
"evaluated". After this patch, that assumption isn't quite as strong,
but it still exists for two reasons. First, original indices are added
whenever converting a BMesh "wrapper" to a Mesh. Second, original
indices are not added to the BMesh at the beginning of evaluation,
which assumes that every BMesh in the viewport is original and doesn't
need the mapping.
Differential Revision: https://developer.blender.org/D14018
2022-02-18 10:51:00 -06:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_texspace_calc(Mesh *mesh)
|
2018-11-27 14:17:54 +11:00
|
|
|
{
|
2023-11-19 18:36:19 -05:00
|
|
|
using namespace blender;
|
2023-12-08 16:40:06 -05:00
|
|
|
if (mesh->texspace_flag & ME_TEXSPACE_FLAG_AUTO) {
|
|
|
|
|
const Bounds<float3> bounds = mesh->bounds_min_max().value_or(
|
2023-12-06 09:12:02 -05:00
|
|
|
Bounds(float3(-1.0f), float3(1.0f)));
|
2018-11-27 14:17:54 +11:00
|
|
|
|
2023-01-18 17:17:32 +11:00
|
|
|
float texspace_location[3], texspace_size[3];
|
2023-11-19 18:36:19 -05:00
|
|
|
mid_v3_v3v3(texspace_location, bounds.min, bounds.max);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2023-11-19 18:36:19 -05:00
|
|
|
texspace_size[0] = (bounds.max[0] - bounds.min[0]) / 2.0f;
|
|
|
|
|
texspace_size[1] = (bounds.max[1] - bounds.min[1]) / 2.0f;
|
|
|
|
|
texspace_size[2] = (bounds.max[2] - bounds.min[2]) / 2.0f;
|
2019-09-23 15:31:11 +02:00
|
|
|
|
|
|
|
|
for (int a = 0; a < 3; a++) {
|
2023-01-18 17:17:32 +11:00
|
|
|
if (texspace_size[a] == 0.0f) {
|
|
|
|
|
texspace_size[a] = 1.0f;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2023-01-18 17:17:32 +11:00
|
|
|
else if (texspace_size[a] > 0.0f && texspace_size[a] < 0.00001f) {
|
|
|
|
|
texspace_size[a] = 0.00001f;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2023-01-18 17:17:32 +11:00
|
|
|
else if (texspace_size[a] < 0.0f && texspace_size[a] > -0.00001f) {
|
|
|
|
|
texspace_size[a] = -0.00001f;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2005-07-14 21:57:18 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
copy_v3_v3(mesh->texspace_location, texspace_location);
|
|
|
|
|
copy_v3_v3(mesh->texspace_size, texspace_size);
|
2019-09-23 15:31:11 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
mesh->texspace_flag |= ME_TEXSPACE_FLAG_AUTO_EVALUATED;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_texspace_ensure(Mesh *mesh)
|
2005-07-14 18:04:27 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
if ((mesh->texspace_flag & ME_TEXSPACE_FLAG_AUTO) &&
|
|
|
|
|
!(mesh->texspace_flag & ME_TEXSPACE_FLAG_AUTO_EVALUATED))
|
2023-01-18 17:17:32 +11:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_mesh_texspace_calc(mesh);
|
2013-08-19 09:58:28 +00:00
|
|
|
}
|
2005-07-14 18:04:27 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_texspace_get(Mesh *mesh, float r_texspace_location[3], float r_texspace_size[3])
|
2005-07-14 21:57:18 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_mesh_texspace_ensure(mesh);
|
2005-07-14 21:57:18 +00:00
|
|
|
|
2023-01-18 17:17:32 +11:00
|
|
|
if (r_texspace_location) {
|
2023-12-08 16:40:06 -05:00
|
|
|
copy_v3_v3(r_texspace_location, mesh->texspace_location);
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2023-01-18 17:17:32 +11:00
|
|
|
if (r_texspace_size) {
|
2023-12-08 16:40:06 -05:00
|
|
|
copy_v3_v3(r_texspace_size, mesh->texspace_size);
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2005-07-14 21:57:18 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_texspace_get_reference(Mesh *mesh,
|
2023-01-18 17:17:32 +11:00
|
|
|
char **r_texspace_flag,
|
|
|
|
|
float **r_texspace_location,
|
|
|
|
|
float **r_texspace_size)
|
2017-06-09 15:19:02 +02:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_mesh_texspace_ensure(mesh);
|
2017-06-09 15:19:02 +02:00
|
|
|
|
2023-01-18 17:17:32 +11:00
|
|
|
if (r_texspace_flag != nullptr) {
|
2023-12-08 16:40:06 -05:00
|
|
|
*r_texspace_flag = &mesh->texspace_flag;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2023-01-18 17:17:32 +11:00
|
|
|
if (r_texspace_location != nullptr) {
|
2023-12-08 16:40:06 -05:00
|
|
|
*r_texspace_location = mesh->texspace_location;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2023-01-18 17:17:32 +11:00
|
|
|
if (r_texspace_size != nullptr) {
|
2023-12-08 16:40:06 -05:00
|
|
|
*r_texspace_size = mesh->texspace_size;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2017-06-09 15:19:02 +02:00
|
|
|
}
|
|
|
|
|
|
2012-12-21 07:28:14 +00:00
|
|
|
float (*BKE_mesh_orco_verts_get(Object *ob))[3]
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
Mesh *mesh = static_cast<Mesh *>(ob->data);
|
|
|
|
|
Mesh *tme = mesh->texcomesh ? mesh->texcomesh : mesh;
|
2005-07-18 18:28:16 +00:00
|
|
|
|
2007-12-05 12:40:54 +00:00
|
|
|
/* Get appropriate vertex coordinates */
|
2023-12-20 02:21:48 +01:00
|
|
|
float(*vcos)[3] = (float(*)[3])MEM_calloc_arrayN(mesh->verts_num, sizeof(*vcos), "orco 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
|
|
|
const Span<float3> positions = tme->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
|
|
|
|
2023-12-20 02:21:48 +01:00
|
|
|
int totvert = min_ii(tme->verts_num, mesh->verts_num);
|
2009-11-01 00:06:53 +00:00
|
|
|
|
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 (int a = 0; a < totvert; a++) {
|
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_v3_v3(vcos[a], positions[a]);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2005-07-18 18:28:16 +00:00
|
|
|
|
2012-12-21 07:28:14 +00:00
|
|
|
return vcos;
|
2007-12-05 12:40:54 +00:00
|
|
|
}
|
2005-07-18 19:58:23 +00:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_orco_verts_transform(Mesh *mesh, float (*orco)[3], int totvert, const bool invert)
|
2007-12-05 12:40:54 +00:00
|
|
|
{
|
2023-01-18 17:17:32 +11:00
|
|
|
float texspace_location[3], texspace_size[3];
|
2005-07-18 19:58:23 +00:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_mesh_texspace_get(
|
|
|
|
|
mesh->texcomesh ? mesh->texcomesh : mesh, texspace_location, texspace_size);
|
2005-07-18 19:58:23 +00:00
|
|
|
|
2012-02-23 02:17:50 +00:00
|
|
|
if (invert) {
|
2020-12-27 21:46:57 -06:00
|
|
|
for (int a = 0; a < totvert; a++) {
|
2007-12-11 20:02:21 +00:00
|
|
|
float *co = orco[a];
|
2023-01-18 17:17:32 +11:00
|
|
|
madd_v3_v3v3v3(co, texspace_location, co, texspace_size);
|
2007-12-11 20:02:21 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
2020-12-27 21:46:57 -06:00
|
|
|
for (int a = 0; a < totvert; a++) {
|
2007-12-11 20:02:21 +00:00
|
|
|
float *co = orco[a];
|
2023-01-18 17:17:32 +11:00
|
|
|
co[0] = (co[0] - texspace_location[0]) / texspace_size[0];
|
|
|
|
|
co[1] = (co[1] - texspace_location[1]) / texspace_size[1];
|
|
|
|
|
co[2] = (co[2] - texspace_location[2]) / texspace_size[2];
|
2007-12-11 20:02:21 +00:00
|
|
|
}
|
2005-07-18 19:58:23 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2021-11-22 12:04:37 +01:00
|
|
|
void BKE_mesh_orco_ensure(Object *ob, Mesh *mesh)
|
|
|
|
|
{
|
2023-07-25 21:15:52 +02:00
|
|
|
if (CustomData_has_layer(&mesh->vert_data, CD_ORCO)) {
|
2021-11-22 12:04:37 +01:00
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Orcos are stored in normalized 0..1 range by convention. */
|
|
|
|
|
float(*orcodata)[3] = BKE_mesh_orco_verts_get(ob);
|
2023-12-20 02:21:48 +01:00
|
|
|
BKE_mesh_orco_verts_transform(mesh, orcodata, mesh->verts_num, false);
|
|
|
|
|
CustomData_add_layer_with_data(&mesh->vert_data, CD_ORCO, orcodata, mesh->verts_num, nullptr);
|
2021-11-22 12:04:37 +01:00
|
|
|
}
|
|
|
|
|
|
2012-05-05 16:03:57 +00:00
|
|
|
Mesh *BKE_mesh_from_object(Object *ob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2021-11-06 19:16:37 +01:00
|
|
|
if (ob == nullptr) {
|
|
|
|
|
return nullptr;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
|
|
|
|
if (ob->type == OB_MESH) {
|
2023-07-07 07:35:56 -04:00
|
|
|
return static_cast<Mesh *>(ob->data);
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2020-08-07 12:30:43 +02:00
|
|
|
|
2021-11-06 19:16:37 +01:00
|
|
|
return nullptr;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_assign_object(Main *bmain, Object *ob, Mesh *mesh)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2021-11-06 19:16:37 +01:00
|
|
|
Mesh *old = nullptr;
|
2010-09-09 00:14:51 +00:00
|
|
|
|
2021-11-06 19:16:37 +01:00
|
|
|
if (ob == nullptr) {
|
2012-05-06 15:15:33 +00:00
|
|
|
return;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2018-06-17 17:05:51 +02:00
|
|
|
|
2019-09-17 17:24:44 +02:00
|
|
|
multires_force_sculpt_rebuild(ob);
|
|
|
|
|
|
2012-05-06 15:15:33 +00:00
|
|
|
if (ob->type == OB_MESH) {
|
2023-07-07 07:35:56 -04:00
|
|
|
old = static_cast<Mesh *>(ob->data);
|
2019-04-22 09:39:35 +10:00
|
|
|
if (old) {
|
2015-11-09 19:47:10 +01:00
|
|
|
id_us_min(&old->id);
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2023-12-08 16:40:06 -05:00
|
|
|
ob->data = mesh;
|
|
|
|
|
id_us_plus((ID *)mesh);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2018-06-17 17:05:51 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_object_materials_test(bmain, ob, (ID *)mesh);
|
2010-09-09 00:14:51 +00:00
|
|
|
|
2020-05-08 10:14:02 +02:00
|
|
|
BKE_modifiers_test_object(ob);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_material_index_remove(Mesh *mesh, short index)
|
2009-01-04 14:14:06 +00:00
|
|
|
{
|
2022-08-31 09:09:01 -05:00
|
|
|
using namespace blender;
|
|
|
|
|
using namespace blender::bke;
|
2023-12-08 16:40:06 -05:00
|
|
|
MutableAttributeAccessor attributes = mesh->attributes_for_write();
|
2022-08-31 09:09:01 -05:00
|
|
|
AttributeWriter<int> material_indices = attributes.lookup_for_write<int>("material_index");
|
|
|
|
|
if (!material_indices) {
|
|
|
|
|
return;
|
2011-04-24 08:06:26 +00:00
|
|
|
}
|
2023-12-20 13:13:16 -05:00
|
|
|
if (material_indices.domain != AttrDomain::Face) {
|
2022-08-31 09:09:01 -05:00
|
|
|
BLI_assert_unreachable();
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
MutableVArraySpan<int> indices_span(material_indices.varray);
|
|
|
|
|
for (const int i : indices_span.index_range()) {
|
2022-12-13 13:36:48 -06:00
|
|
|
if (indices_span[i] > 0 && indices_span[i] >= index) {
|
2022-08-31 09:09:01 -05:00
|
|
|
indices_span[i]--;
|
2013-08-14 11:29:58 +00:00
|
|
|
}
|
|
|
|
|
}
|
2022-08-31 09:09:01 -05:00
|
|
|
indices_span.save();
|
|
|
|
|
material_indices.finish();
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_mesh_tessface_clear(mesh);
|
2013-08-14 11:29:58 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
bool BKE_mesh_material_index_used(Mesh *mesh, short index)
|
2019-07-31 12:04:52 -07:00
|
|
|
{
|
2022-08-31 09:09:01 -05:00
|
|
|
using namespace blender;
|
|
|
|
|
using namespace blender::bke;
|
2023-12-08 16:40:06 -05:00
|
|
|
const AttributeAccessor attributes = mesh->attributes();
|
2023-04-19 11:21:06 +02:00
|
|
|
const VArray<int> material_indices = *attributes.lookup_or_default<int>(
|
2023-12-20 13:13:16 -05:00
|
|
|
"material_index", AttrDomain::Face, 0);
|
2022-08-31 09:09:01 -05:00
|
|
|
if (material_indices.is_single()) {
|
|
|
|
|
return material_indices.get_internal_single() == index;
|
|
|
|
|
}
|
|
|
|
|
const VArraySpan<int> indices_span(material_indices);
|
|
|
|
|
return indices_span.contains(index);
|
2019-07-31 12:04:52 -07:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_material_index_clear(Mesh *mesh)
|
2013-08-14 11:29:58 +00:00
|
|
|
{
|
2022-08-31 09:09:01 -05:00
|
|
|
using namespace blender;
|
|
|
|
|
using namespace blender::bke;
|
2023-12-08 16:40:06 -05:00
|
|
|
MutableAttributeAccessor attributes = mesh->attributes_for_write();
|
2022-08-31 09:09:01 -05:00
|
|
|
attributes.remove("material_index");
|
2013-08-14 11:29:58 +00:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BKE_mesh_tessface_clear(mesh);
|
2004-03-20 23:59:57 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_material_remap(Mesh *mesh, const uint *remap, uint remap_len)
|
2015-04-28 07:24:56 +10:00
|
|
|
{
|
2022-08-31 09:09:01 -05:00
|
|
|
using namespace blender;
|
|
|
|
|
using namespace blender::bke;
|
2022-09-25 18:33:28 +10:00
|
|
|
const short remap_len_short = short(remap_len);
|
2015-04-28 07:24:56 +10:00
|
|
|
|
|
|
|
|
#define MAT_NR_REMAP(n) \
|
|
|
|
|
if (n < remap_len_short) { \
|
|
|
|
|
BLI_assert(n >= 0 && remap[n] < remap_len_short); \
|
|
|
|
|
n = remap[n]; \
|
|
|
|
|
} \
|
|
|
|
|
((void)0)
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
if (mesh->edit_mesh) {
|
|
|
|
|
BMEditMesh *em = mesh->edit_mesh;
|
2015-04-28 07:24:56 +10:00
|
|
|
BMIter iter;
|
|
|
|
|
BMFace *efa;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2015-04-28 07:24:56 +10:00
|
|
|
BM_ITER_MESH (efa, &iter, em->bm, BM_FACES_OF_MESH) {
|
|
|
|
|
MAT_NR_REMAP(efa->mat_nr);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
2023-12-08 16:40:06 -05:00
|
|
|
MutableAttributeAccessor attributes = mesh->attributes_for_write();
|
2022-09-12 17:17:11 -05:00
|
|
|
SpanAttributeWriter<int> material_indices = attributes.lookup_or_add_for_write_span<int>(
|
2023-12-20 13:13:16 -05:00
|
|
|
"material_index", AttrDomain::Face);
|
2022-08-31 09:09:01 -05:00
|
|
|
if (!material_indices) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
2022-09-12 17:17:11 -05:00
|
|
|
for (const int i : material_indices.span.index_range()) {
|
|
|
|
|
MAT_NR_REMAP(material_indices.span[i]);
|
2015-04-28 07:24:56 +10:00
|
|
|
}
|
2022-09-12 17:17:11 -05:00
|
|
|
material_indices.span.save();
|
2022-08-31 09:09:01 -05:00
|
|
|
material_indices.finish();
|
2015-04-28 07:24:56 +10:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#undef MAT_NR_REMAP
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-13 09:50:24 -05:00
|
|
|
namespace blender::bke {
|
|
|
|
|
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
void mesh_smooth_set(Mesh &mesh, const bool use_smooth, const bool keep_sharp_edges)
|
2009-01-04 14:14:06 +00:00
|
|
|
{
|
2023-12-13 09:50:24 -05:00
|
|
|
MutableAttributeAccessor attributes = mesh.attributes_for_write();
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
if (!keep_sharp_edges) {
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
attributes.remove("sharp_edge");
|
2011-04-24 08:06:26 +00:00
|
|
|
}
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
attributes.remove("sharp_face");
|
|
|
|
|
if (!use_smooth) {
|
|
|
|
|
attributes.add<bool>("sharp_face",
|
|
|
|
|
AttrDomain::Face,
|
|
|
|
|
AttributeInitVArray(VArray<bool>::ForSingle(true, mesh.faces_num)));
|
2004-03-20 23:59:57 +00:00
|
|
|
}
|
|
|
|
|
}
|
2005-07-17 21:24:43 +00:00
|
|
|
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
void mesh_sharp_edges_set_from_angle(Mesh &mesh, const float angle, const bool keep_sharp_edges)
|
2022-05-11 11:54:14 +02:00
|
|
|
{
|
2023-12-13 09:50:24 -05:00
|
|
|
MutableAttributeAccessor attributes = mesh.attributes_for_write();
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
if (angle >= M_PI) {
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
mesh_smooth_set(mesh, true, keep_sharp_edges);
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
return;
|
2022-05-11 11:54:14 +02:00
|
|
|
}
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
if (angle == 0.0f) {
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
mesh_smooth_set(mesh, false, keep_sharp_edges);
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
return;
|
2022-05-11 11:54:14 +02:00
|
|
|
}
|
Fix #114244: Smooth operators destroy sharp edge tags
After the replacement of auto smooth with a modifier, sharp edges are
always used, so the "shade smooth", "shade flat", and "smooth by angle"
operators cleared the attribute. However, often users spend significant
time manually tagging edges sharp, and the operators make it too easy to
lose that data.
To keep the old behavior by default, add an option called "Keep Sharp
Edges". Though this can make the operators "ineffective" at their goal
of changing the way the meshes look, or result in redundant data stored
on the mesh, it's a much safer default, especially as users get used to
the new workflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/117069
2024-01-15 14:05:24 +01:00
|
|
|
if (!keep_sharp_edges) {
|
|
|
|
|
attributes.remove("sharp_edge");
|
|
|
|
|
}
|
2023-12-13 09:50:24 -05:00
|
|
|
SpanAttributeWriter<bool> sharp_edges = attributes.lookup_or_add_for_write_span<bool>(
|
2023-12-20 13:13:16 -05:00
|
|
|
"sharp_edge", AttrDomain::Edge);
|
|
|
|
|
const VArraySpan<bool> sharp_faces = *attributes.lookup<bool>("sharp_face", AttrDomain::Face);
|
2023-12-13 09:50:24 -05:00
|
|
|
mesh::edges_sharp_from_angle_set(mesh.faces(),
|
|
|
|
|
mesh.corner_verts(),
|
|
|
|
|
mesh.corner_edges(),
|
|
|
|
|
mesh.face_normals(),
|
|
|
|
|
mesh.corner_to_face_map(),
|
|
|
|
|
sharp_faces,
|
|
|
|
|
angle,
|
|
|
|
|
sharp_edges.span);
|
Mesh: Replace auto smooth with node group
Design task: #93551
This PR replaces the auto smooth option with a geometry nodes modifier
that sets the sharp edge attribute. This solves a fair number of long-
standing problems related to auto smooth, simplifies the process of
normal computation, and allows Blender to automatically choose between
face, vertex, and face corner normals based on the sharp edge and face
attributes.
Versioning adds a geometry node group to objects with meshes that had
auto-smooth enabled. The modifier can be applied, which also improves
performance.
Auto smooth is now unnecessary to get a combination of sharp and smooth
edges. In general workflows are changed a bit. Separate procedural and
destructive workflows are available. Custom normals can be used
immediately without turning on the removed auto smooth option.
**Procedural**
The node group asset "Smooth by Angle" is the main way to set sharp
normals based on the edge angle. It can be accessed directly in the add
modifier menu. Of course the modifier can be reordered, muted, or
applied like any other, or changed internally like any geometry nodes
modifier.
**Destructive**
Often the sharp edges don't need to be dynamic. This can give better
performance since edge angles don't need to be recalculated. In edit
mode the two operators "Select Sharp Edges" and "Mark Sharp" can be
used. In other modes, the "Shade Smooth by Angle" controls the edge
sharpness directly.
### Breaking API Changes
- `use_auto_smooth` is removed. Face corner normals are now used
automatically if there are mixed smooth vs. not smooth tags. Meshes
now always use custom normals if they exist.
- In Cycles, the lack of the separate auto smooth state makes normals look
triangulated when all faces are shaded smooth.
- `auto_smooth_angle` is removed. Replaced by a modifier (or operator)
controlling the sharp edge attribute. This means the mesh itself
(without an object) doesn't know anything about automatically smoothing
by angle anymore.
- `create_normals_split`, `calc_normals_split`, and `free_normals_split`
are removed, and are replaced by the simpler `Mesh.corner_normals`
collection property. Since it gives access to the normals cache, it
is automatically updated when relevant data changes.
Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609
### Tests
- `geo_node_curves_test_deform_curves_on_surface` has slightly different
results because face corner normals are used instead of interpolated
vertex normals.
- `bf_wavefront_obj_tests` has different export results for one file
which mixed sharp and smooth faces without turning on auto smooth.
- `cycles_mesh_cpu` has one object which is completely flat shaded.
Previously every edge was split before rendering, now it looks triangulated.
Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
|
|
|
sharp_edges.finish();
|
2022-05-11 11:54:14 +02:00
|
|
|
}
|
|
|
|
|
|
2023-12-13 09:50:24 -05:00
|
|
|
} // namespace blender::bke
|
|
|
|
|
|
2023-06-16 08:08:18 -04:00
|
|
|
std::optional<blender::Bounds<blender::float3>> Mesh::bounds_min_max() const
|
2013-09-09 02:11:44 +00:00
|
|
|
{
|
2021-12-22 11:04:03 -06:00
|
|
|
using namespace blender;
|
2023-11-19 18:36:19 -05:00
|
|
|
const int verts_num = BKE_mesh_wrapper_vert_len(this);
|
|
|
|
|
if (verts_num == 0) {
|
2023-06-16 08:08:18 -04:00
|
|
|
return std::nullopt;
|
2021-12-22 11:04:03 -06:00
|
|
|
}
|
2023-11-19 18:36:19 -05:00
|
|
|
this->runtime->bounds_cache.ensure([&](Bounds<float3> &r_bounds) {
|
|
|
|
|
switch (this->runtime->wrapper_type) {
|
|
|
|
|
case ME_WRAPPER_TYPE_BMESH:
|
2023-12-04 15:22:00 -05:00
|
|
|
r_bounds = *BKE_editmesh_cache_calc_minmax(*this->edit_mesh, *this->runtime->edit_data);
|
2023-11-19 18:36:19 -05:00
|
|
|
break;
|
|
|
|
|
case ME_WRAPPER_TYPE_MDATA:
|
|
|
|
|
case ME_WRAPPER_TYPE_SUBD:
|
|
|
|
|
r_bounds = *bounds::min_max(this->vert_positions());
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
});
|
2023-06-16 08:08:18 -04:00
|
|
|
return this->runtime->bounds_cache.data();
|
2013-09-09 02:11:44 +00:00
|
|
|
}
|
2013-06-12 09:35:02 +00:00
|
|
|
|
2023-03-09 18:11:53 +01:00
|
|
|
void Mesh::bounds_set_eager(const blender::Bounds<float3> &bounds)
|
|
|
|
|
{
|
|
|
|
|
this->runtime->bounds_cache.ensure([&](blender::Bounds<float3> &r_data) { r_data = bounds; });
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_transform(Mesh *mesh, const float mat[4][4], bool do_keys)
|
2014-09-01 20:09:31 +10:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
MutableSpan<float3> positions = mesh->vert_positions_for_write();
|
2014-09-01 20:09:31 +10:00
|
|
|
|
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 (float3 &position : positions) {
|
|
|
|
|
mul_m4_v3(mat, position);
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2014-09-01 20:09:31 +10:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
if (do_keys && mesh->key) {
|
|
|
|
|
LISTBASE_FOREACH (KeyBlock *, kb, &mesh->key->block) {
|
2021-11-06 19:16:37 +01:00
|
|
|
float *fp = (float *)kb->data;
|
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 (int i = kb->totelem; i--; fp += 3) {
|
2014-09-01 20:09:31 +10:00
|
|
|
mul_m4_v3(mat, fp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-12 15:38:42 -05:00
|
|
|
mesh->tag_positions_changed();
|
2014-09-01 20:09:31 +10:00
|
|
|
}
|
|
|
|
|
|
2023-03-27 20:51:01 +02:00
|
|
|
static void translate_positions(MutableSpan<float3> positions, const float3 &translation)
|
2013-09-09 02:11:44 +00:00
|
|
|
{
|
2023-03-27 20:51:01 +02:00
|
|
|
using namespace blender;
|
|
|
|
|
threading::parallel_for(positions.index_range(), 2048, [&](const IndexRange range) {
|
|
|
|
|
for (float3 &position : positions.slice(range)) {
|
|
|
|
|
position += translation;
|
|
|
|
|
}
|
|
|
|
|
});
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void BKE_mesh_translate(Mesh *mesh, const float offset[3], const bool do_keys)
|
|
|
|
|
{
|
|
|
|
|
using namespace blender;
|
|
|
|
|
if (math::is_zero(float3(offset))) {
|
|
|
|
|
return;
|
2013-05-30 18:09:19 +00:00
|
|
|
}
|
2018-06-17 17:05:51 +02:00
|
|
|
|
2023-03-27 20:51:01 +02:00
|
|
|
std::optional<Bounds<float3>> bounds;
|
|
|
|
|
if (mesh->runtime->bounds_cache.is_cached()) {
|
|
|
|
|
bounds = mesh->runtime->bounds_cache.data();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
translate_positions(mesh->vert_positions_for_write(), offset);
|
|
|
|
|
if (do_keys && mesh->key) {
|
|
|
|
|
LISTBASE_FOREACH (KeyBlock *, kb, &mesh->key->block) {
|
|
|
|
|
translate_positions({static_cast<float3 *>(kb->data), kb->totelem}, offset);
|
2013-05-30 18:09:19 +00:00
|
|
|
}
|
2013-05-10 10:07:01 +00:00
|
|
|
}
|
2023-03-27 20:51:01 +02:00
|
|
|
|
2023-12-12 15:38:42 -05:00
|
|
|
mesh->tag_positions_changed_uniformly();
|
2023-03-27 20:51:01 +02:00
|
|
|
|
|
|
|
|
if (bounds) {
|
|
|
|
|
bounds->min += offset;
|
|
|
|
|
bounds->max += offset;
|
|
|
|
|
mesh->bounds_set_eager(*bounds);
|
|
|
|
|
}
|
2013-09-09 02:11:44 +00:00
|
|
|
}
|
2012-01-06 00:08:37 +00:00
|
|
|
|
2013-09-09 02:11:44 +00:00
|
|
|
void BKE_mesh_tessface_clear(Mesh *mesh)
|
2012-02-08 11:52:44 +00:00
|
|
|
{
|
2014-04-01 11:34:00 +11:00
|
|
|
mesh_tessface_clear_intern(mesh, true);
|
2012-02-08 11:52:44 +00:00
|
|
|
}
|
2012-05-08 14:58:38 +00:00
|
|
|
|
2013-06-15 09:42:58 +00:00
|
|
|
/* -------------------------------------------------------------------- */
|
|
|
|
|
/* MSelect functions (currently used in weight paint mode) */
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_mselect_clear(Mesh *mesh)
|
2013-06-15 09:42:58 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
MEM_SAFE_FREE(mesh->mselect);
|
|
|
|
|
mesh->totselect = 0;
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_mselect_validate(Mesh *mesh)
|
2013-06-15 09:42:58 +00:00
|
|
|
{
|
Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
2022-09-23 09:38:37 -05:00
|
|
|
using namespace blender;
|
|
|
|
|
using namespace blender::bke;
|
2013-06-15 09:42:58 +00:00
|
|
|
MSelect *mselect_src, *mselect_dst;
|
|
|
|
|
int i_src, i_dst;
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
if (mesh->totselect == 0) {
|
2013-06-15 09:42:58 +00:00
|
|
|
return;
|
2019-04-22 09:39:35 +10:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
mselect_src = mesh->mselect;
|
2021-11-06 19:16:37 +01:00
|
|
|
mselect_dst = (MSelect *)MEM_malloc_arrayN(
|
2023-12-08 16:40:06 -05:00
|
|
|
(mesh->totselect), sizeof(MSelect), "Mesh selection history");
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
const AttributeAccessor attributes = mesh->attributes();
|
2023-04-19 11:21:06 +02:00
|
|
|
const VArray<bool> select_vert = *attributes.lookup_or_default<bool>(
|
2023-12-20 13:13:16 -05:00
|
|
|
".select_vert", AttrDomain::Point, false);
|
2023-04-19 11:21:06 +02:00
|
|
|
const VArray<bool> select_edge = *attributes.lookup_or_default<bool>(
|
2023-12-20 13:13:16 -05:00
|
|
|
".select_edge", AttrDomain::Edge, false);
|
2023-04-19 11:21:06 +02:00
|
|
|
const VArray<bool> select_poly = *attributes.lookup_or_default<bool>(
|
2023-12-20 13:13:16 -05:00
|
|
|
".select_poly", AttrDomain::Face, false);
|
Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
2022-09-23 09:38:37 -05:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
for (i_src = 0, i_dst = 0; i_src < mesh->totselect; i_src++) {
|
2013-06-15 09:42:58 +00:00
|
|
|
int index = mselect_src[i_src].index;
|
|
|
|
|
switch (mselect_src[i_src].type) {
|
|
|
|
|
case ME_VSEL: {
|
Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
2022-09-23 09:38:37 -05:00
|
|
|
if (select_vert[index]) {
|
2013-06-15 09:42:58 +00:00
|
|
|
mselect_dst[i_dst] = mselect_src[i_src];
|
|
|
|
|
i_dst++;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case ME_ESEL: {
|
Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
2022-09-23 09:38:37 -05:00
|
|
|
if (select_edge[index]) {
|
2013-06-15 09:42:58 +00:00
|
|
|
mselect_dst[i_dst] = mselect_src[i_src];
|
|
|
|
|
i_dst++;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
case ME_FSEL: {
|
Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.
The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. The `.` prefix means they are "UI attributes",so they
still contain original data edited by users, but they aren't meant to
be accessed procedurally by the user in arbitrary situations. They are
also be hidden in the spreadsheet and the attribute list.
Until 4.0, the attributes are still written to and read from the mesh
in the old way, so neither forward nor backward compatibility are
affected. This means memory requirements will be increased by one byte
per element when selection is used. When the flags are removed
completely, requirements will decrease.
Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
attribute uses more generic propagation. Previously you couldn't
really rely on edit mode selections being propagated procedurally.
Now it mostly works as expected.
Similar to 2480b55f216c
Ref T95965
Differential Revision: https://developer.blender.org/D15795
2022-09-23 09:38:37 -05:00
|
|
|
if (select_poly[index]) {
|
2013-06-15 09:42:58 +00:00
|
|
|
mselect_dst[i_dst] = mselect_src[i_src];
|
|
|
|
|
i_dst++;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
default: {
|
2022-05-17 15:08:18 +02:00
|
|
|
BLI_assert_unreachable();
|
2013-06-15 09:42:58 +00:00
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2013-06-15 09:42:58 +00:00
|
|
|
MEM_freeN(mselect_src);
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2013-06-15 09:42:58 +00:00
|
|
|
if (i_dst == 0) {
|
|
|
|
|
MEM_freeN(mselect_dst);
|
2021-11-06 19:16:37 +01:00
|
|
|
mselect_dst = nullptr;
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
2023-12-08 16:40:06 -05:00
|
|
|
else if (i_dst != mesh->totselect) {
|
2021-11-06 19:16:37 +01:00
|
|
|
mselect_dst = (MSelect *)MEM_reallocN(mselect_dst, sizeof(MSelect) * i_dst);
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
2019-04-17 06:17:24 +02:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
mesh->totselect = i_dst;
|
|
|
|
|
mesh->mselect = mselect_dst;
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
int BKE_mesh_mselect_find(Mesh *mesh, int index, int type)
|
2013-06-15 09:42:58 +00:00
|
|
|
{
|
2014-07-20 01:30:29 +10:00
|
|
|
BLI_assert(ELEM(type, ME_VSEL, ME_ESEL, ME_FSEL));
|
2013-06-15 09:42:58 +00:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
for (int i = 0; i < mesh->totselect; i++) {
|
|
|
|
|
if ((mesh->mselect[i].index == index) && (mesh->mselect[i].type == type)) {
|
2013-06-15 09:42:58 +00:00
|
|
|
return i;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
int BKE_mesh_mselect_active_get(Mesh *mesh, int type)
|
2013-06-15 09:42:58 +00:00
|
|
|
{
|
2014-07-20 01:30:29 +10:00
|
|
|
BLI_assert(ELEM(type, ME_VSEL, ME_ESEL, ME_FSEL));
|
2013-06-15 09:42:58 +00:00
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
if (mesh->totselect) {
|
|
|
|
|
if (mesh->mselect[mesh->totselect - 1].type == type) {
|
|
|
|
|
return mesh->mselect[mesh->totselect - 1].index;
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
return -1;
|
|
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
void BKE_mesh_mselect_active_set(Mesh *mesh, int index, int type)
|
2013-06-15 09:42:58 +00:00
|
|
|
{
|
2023-12-08 16:40:06 -05:00
|
|
|
const int msel_index = BKE_mesh_mselect_find(mesh, index, type);
|
2013-06-15 09:42:58 +00:00
|
|
|
|
|
|
|
|
if (msel_index == -1) {
|
|
|
|
|
/* add to the end */
|
2023-12-08 16:40:06 -05:00
|
|
|
mesh->mselect = (MSelect *)MEM_reallocN(mesh->mselect,
|
|
|
|
|
sizeof(MSelect) * (mesh->totselect + 1));
|
|
|
|
|
mesh->mselect[mesh->totselect].index = index;
|
|
|
|
|
mesh->mselect[mesh->totselect].type = type;
|
|
|
|
|
mesh->totselect++;
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
2023-12-08 16:40:06 -05:00
|
|
|
else if (msel_index != mesh->totselect - 1) {
|
2013-06-15 09:42:58 +00:00
|
|
|
/* move to the end */
|
2023-12-08 16:40:06 -05:00
|
|
|
std::swap(mesh->mselect[msel_index], mesh->mselect[mesh->totselect - 1]);
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
|
|
|
|
|
2023-12-08 16:40:06 -05:00
|
|
|
BLI_assert((mesh->mselect[mesh->totselect - 1].index == index) &&
|
|
|
|
|
(mesh->mselect[mesh->totselect - 1].type == type));
|
2013-06-15 09:42:58 +00:00
|
|
|
}
|
Bake API - bpy.ops.object.bake()
New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
----------------
The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
------------------
* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
-----------------
Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
---------------------------------------
(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
|
|
|
|
2018-12-17 18:15:41 +11:00
|
|
|
void BKE_mesh_count_selected_items(const Mesh *mesh, int r_count[3])
|
|
|
|
|
{
|
|
|
|
|
r_count[0] = r_count[1] = r_count[2] = 0;
|
2019-02-17 18:05:18 +11:00
|
|
|
if (mesh->edit_mesh) {
|
|
|
|
|
BMesh *bm = mesh->edit_mesh->bm;
|
2018-12-17 18:15:41 +11:00
|
|
|
r_count[0] = bm->totvertsel;
|
|
|
|
|
r_count[1] = bm->totedgesel;
|
|
|
|
|
r_count[2] = bm->totfacesel;
|
|
|
|
|
}
|
|
|
|
|
/* We could support faces in paint modes. */
|
|
|
|
|
}
|
2018-05-08 11:33:31 +02:00
|
|
|
|
2015-05-12 13:57:11 +05:00
|
|
|
/* **** Depsgraph evaluation **** */
|
|
|
|
|
|
2018-07-13 08:36:10 +02:00
|
|
|
void BKE_mesh_eval_geometry(Depsgraph *depsgraph, Mesh *mesh)
|
2015-05-12 13:57:11 +05:00
|
|
|
{
|
2018-05-02 11:46:56 +02:00
|
|
|
DEG_debug_print_eval(depsgraph, __func__, mesh->id.name, mesh);
|
2019-07-02 16:48:28 +02:00
|
|
|
BKE_mesh_texspace_calc(mesh);
|
2019-06-06 12:26:40 +02:00
|
|
|
/* We are here because something did change in the mesh. This means we can not trust the existing
|
|
|
|
|
* evaluated mesh, and we don't know what parts of the mesh did change. So we simply delete the
|
|
|
|
|
* evaluated mesh and let objects to re-create it with updated settings. */
|
2022-10-12 20:55:26 -05:00
|
|
|
if (mesh->runtime->mesh_eval != nullptr) {
|
|
|
|
|
mesh->runtime->mesh_eval->edit_mesh = nullptr;
|
|
|
|
|
BKE_id_free(nullptr, mesh->runtime->mesh_eval);
|
|
|
|
|
mesh->runtime->mesh_eval = nullptr;
|
2019-06-06 12:26:40 +02:00
|
|
|
}
|
2019-07-02 16:48:28 +02:00
|
|
|
if (DEG_is_active(depsgraph)) {
|
2023-07-07 07:35:56 -04:00
|
|
|
Mesh *mesh_orig = reinterpret_cast<Mesh *>(DEG_get_original_id(&mesh->id));
|
2023-01-18 17:17:32 +11:00
|
|
|
if (mesh->texspace_flag & ME_TEXSPACE_FLAG_AUTO_EVALUATED) {
|
|
|
|
|
mesh_orig->texspace_flag |= ME_TEXSPACE_FLAG_AUTO_EVALUATED;
|
|
|
|
|
copy_v3_v3(mesh_orig->texspace_location, mesh->texspace_location);
|
|
|
|
|
copy_v3_v3(mesh_orig->texspace_size, mesh->texspace_size);
|
2019-07-02 16:48:28 +02:00
|
|
|
}
|
|
|
|
|
}
|
2015-05-12 13:57:11 +05:00
|
|
|
}
|