- Replace blender::Map with an array to lookup heap-nodes by edge index.
- Only create the array when the topology influence is used.
These gives ~5-9% overall speedup to operator function.
In C++, in most cases empty braces (aka value initilization) are
the best way to initialize to 0/null (or the default values if
specified in the class/struct declaration).
Replace 3x arguments and a return value with a structure
that stores the neighboring edges & loops.
Also call add_without_duplicates from a loop instead of inlining.
A new parameter, topology influence, is added that causes the
join_triangles operator to prioritize edge joins that create quads with
sensible geometry relative to existing quads, instead of selecting the
'flattest' and 'squarest' next pair and then leaving leftover triangles
with no partners to merge with.
This produces its best results with the face and shape thresholds set to
180 degrees (no hard limits as a restriction against merging) and
topology influence somewhere between 100-130%, depending on the mesh.
Too low and many parallelograms and triangles are left, too high and the
algorithm tries too hard and starts making errors.
Note that both quads already present in the selection, as well as the
quads that are generated during the operator, will influence the
topology around them. This allows the modeler to manually merge a few
quads in key areas of the mesh, as a hint to the algorithm, indicating
what result they way they want to see, and the algorithm will then take
those quads into account and try to build around them according to the
modeler's guidance.
A new checkbox to leave only the remaining triangles selected has also
been added. This helps users visualize what remains to be fixed.
Ref !128610
This replaces the older dynamic c array macros with blender::Vector in
bmesh_polygon_edgenet. This is the only remaining use of the old array
machinery and removal of `BLI_array.h / .c` can happen immediately
afterwards.
See #103343
Pull Request: https://projects.blender.org/blender/blender/pulls/119975
As of 2a56403cb0, bevel weight data is stored as a generic
attribute. The bevel modifier is currently hard-coded to use the
`bevel_weight_edge` attribute as the data source for the weights.
This commit adds a string textbox where the user can specify alternate
attributes for the bevel's edge weights.
The string name field is added as a search button which provides a list
of all attributes in the original mesh. This is meant to work similarly
to geometry nodes, so mismatched attribute data types and domains are
automatically converted/interpolated as necessary. Attributes created
by previous modifiers can also be used, but they won't appear in the
search menu.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/117366
This allows more flexibility about how we store undo data. Potentially
we wouldn't need to store everything segmented per-node if we didn't
expose the `undo::Node` struct.
Part of #118145.
Pull Request: https://projects.blender.org/blender/blender/pulls/127116
Remove call to BM_elem_attrs_copy in face interpolation function.
This was copying custom-data which cleared the faces CD_BM_ELEM_PYPTR,
making the Python objects behave as if it was removed.
While the issue could also be fixed by skipping the PYPTR layer,
copying attributes such as the material & normal in a face-data
interpolation function isn't correct. In cases where this is needed,
it's better the caller handles copying attributes.
The code for marking seams or sharp in a bevel was nonsense
for terminal edges (beveled edges that are the only beveled
edge at a vertex). It was written assuming that either the
number of segments is 1 or there is a mesh ADJ pattern, which
is not the case if there is a terminal edge with segments > 1.
The immediate fix for infinite loops is to project against trying
to execute this code for terminal edges.
Also made current code clearer and removed duplication.
It is a future TODO to make it do something sensible for terminal
edges instead of a no-op. Incidentally I notice that it also doesn't
work for mitered booleans, but it won't infinite loop in that case.
To fix both of these cases, we should try to count boundary vertices
to skip rather than edges to skip.
And same for the `copy_layout` function. These functions do not free any
potentially existing data in destination, but expect it to be uninitialized.
Hopefully these new names will make it more clear and avoid bugs like #122160.
This reverts commit f3c32a36bc and the two followups.
The commit caused issues with both the operator and the modifier.
The operator could be fixed, for the modifier this needs deeper
investigation (see #124836 for a bit more info on this).
Until a better solution is found it is just better to go back to
previous behavior.
Reintroduces #103562 for now
Pull Request: https://projects.blender.org/blender/blender/pulls/125499
This continues the cmake modernization effort and introduces support for
allowing our optional dependencies to integrate properly. TBB is added
here as it's proven troublesome to maintain correctly.
Currently the only Blender project which uses the TBB headers directly
is `blenlib`. However, all downstream projects which require blenlib as
their dependency, and wish to properly make use of its threading
facilities, needed to define various TBB items in their CMake files. Not
only is this unnecessary and arcane, but several projects didn't do this
and ended up not using threading as well as producing ODR violations
along the way[1].
This PR makes TBB a modern dependency and exposes it PUBLIC'ly from
`blenlib`. All downstream projects which depend on blenlib will now
receive everything they require from TBB automatically. This includes
the `WITH_TBB` define, the headers, and the library itself.
[1] blender/blender@05241f47f5
Pull Request: https://projects.blender.org/blender/blender/pulls/124916
The attribute API defined in `attribute.cc` was dependent on
the assumption that `ID`s are always the "direct" owners of attributes.
For Grease Pencil drawings, this is not the case. The Grease Pencil ID
stores the attributes for layers, and the attributes for drawings are stored
in `CurvesGeometry` on the drawings themselves.
In order to make use of `rna_attribute.cc`, we need that API to handle
other types of attribute owners.
This adds an `AttributeOwner` which is basically just a type and a
pointer. We replace the `ID` pointers and pass `AttributeOwner`s instead.
For cases where we have to do a switch based on the type, all the
types are handled and the `default` statment is left out. This ensures
that we get a compiler warning when a new `AttributeOwnerType`
is added.
No functional changes expected.
Pull Request: https://projects.blender.org/blender/blender/pulls/122765
A subtle error in 66da875488 mean that the existing selection
was overwritten instead of adding to the final flag on the result BMesh
element. Selection is often interpolated separately which is probably
why this mistake wasn't more observable earlier.
A subtle mistake in 66da875488 meant that existing selection
was overwritten instead of maintained in the BMesh utility functions for
copying element custom data and flags.
`BM_mesh_triangulate` is used in exporters (when the "Triangulate"
option is ON), the `Triangulate` modifier and currently also in the
`Triangulate` geometry node (even though there are plans to change this,
see !112264)
So in practice, exporters (Alembic/FBX/OBJ/Collada) were breaking
custom normals for game pipelines (unless everything was triangulated
beforehand).
This change builds upon 93c8955a72 (uses the use
`BM_custom_loop_normals_to_vector_layer` /
`BM_custom_loop_normals_from_vector_layer` pair of calls).
In the case of the `Triangulate` modifier, this had its own try at
preserving custom normals in 7d0fcaa69a -- doing very similar
things but as an option -- this is now removed (so it is always done,
which fits into "interpolate custom data if it's there" design that we have
nowadays).
NOTE: the "Triangulate Faces" operator already did the same
Pull Request: https://projects.blender.org/blender/blender/pulls/121871
This pull request adds an "Active Element" node that exposes the active
vertex, edge, or face index to the geometry node tool context. The
presence of an active element is available as a boolean.
This node enables the creation of "active-to-selected" style operators.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121333
Exposed by 6c774feba2
`BM_mesh_decimate_dissolve_ex` sets up `DelimitData` with layer offset
(start), size and end so that `bm_edge_is_contiguous_loop_cd_all` can
check a range of edges for being contiguous.
The way `cd_loop_offset_end` is calculated is wrong though, it does not
take the actual start into account (this has to be added to fix the
bug). When it is wrong, it can happen that start and end are the same,
so no check actually takes place and no delimiting edges are found.
It seems that prior to 6c774feba2 the customdata layer always had an
offset of zero, so never really showed in practice (at least I couldnt
make it break in 3.4), but after 6c774feba2 we can at least observe the
following:
- when creating a bmesh, an offset would to the uv layer would still be
zero in my tests
- however, as soon as we iterate loops of a face (as done in the
report), we get an additional layer `CD_BM_ELEM_PYPTR`
- this then changes the offset
- `BM_uv_map_get_offsets_from_layer` seems to do the right thing afaict
So to resolve, just add the "start" offset to the end, to get the right
range.
NOTE: there is a very similar `DelimitData` used in
`bmesh.ops.join_triangles` and the way in which `bm_edge_delimit_cdata`
sets up te range is exactly like what this PR proposes.
Pull Request: https://projects.blender.org/blender/blender/pulls/121033
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
For example, creating the "position" attribute with the wrong name or type
could crash Blender when exiting edit mode. This is because some data isn't
stored as attributes in Blender, and the attribute API doesn't work very well
with BMesh.
Two parts to the solution:
- Remove builtin attributes with incorrect domains or names when
converting from BMesh to Mesh.
- Add error messages when creating builtin attributes in edit mode. It's still
possible to create name-convention attributes, because Blender should be
able to handle different types and domains for them.
Pull Request: https://projects.blender.org/blender/blender/pulls/119110
* Only works on machines with a Qualcomm Snapdragon 8cx Gen3 or above.
Older generation devices are not and will not be supported due to
some driver issues
* Requires VS2022 for building.
* Uses new MSVC preprocessor for sse2neon compatibility.
* SIMD is not enabled, waiting on conversion of blenlib to C++.
Ref #119126
Pull Request: https://projects.blender.org/blender/blender/pulls/117036
This PR adds a new method to BMLog to explicitly make the intent of
searching for an entry clear and adjusts the calling code in `pbvh_bmesh`
to utilize it.
Pull Request: https://projects.blender.org/blender/blender/pulls/118543
In this commit, a temporary mesh is created representing the edit mesh.
This mesh is then used in the Edit Mesh snapping system instead of the
BMesh.
By using a Mesh object for snapping, we remove a considerable amount of
code and use a more optimized version of snapping.
This simplifies the code and makes it easier to implement new features.
## Performance test: Face + Edge + Vert
| | Cache | Gen. Snap |
|--------|-----------|-----------|
| Before | 680.88 ms | 0.1250 ms |
| After | 489.06 ms | 0.1064 ms |
| Improv | 28.65% | 14.88% |
## Performance test: Face
| | Cache | Gen. Snap |
|--------|-----------|-----------|
| Before | 293.90 ms | 0.0230 ms |
| After | 411.92 ms | 0.0256 ms |
| Improv | -40.15% | -11.30% |
Pull Request: https://projects.blender.org/blender/blender/pulls/117047