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 commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
This makes the read and write API functions match more closely, and adds
asserts to check that the data size is as expected.
There are still a few places remaining that use BLO_read_data_address
and similar generic functions, these should eventually be replaced as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/120994
Because normals are calcualted lazily for all cases "depends_on_normals"
except for BMesh original normals, this is mostly unnecessary. It's actually
probably not necessary at all, because in practice there is always a separate
positions array stored in `EditMeshData` during mesh edit mode modifier
evaluation, bringing us back to the lazy calculation. But anyway, removing
the usage for topology-changing modifiers and modifiers which don't
accept BMesh as input anyway simplifies things.
Pull Request: https://projects.blender.org/blender/blender/pulls/120274
This allows modifiers to have cache pointers that are preserved over undo steps.
I intend to use this for the baked data cache for the geometry nodes modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117307
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
Sometimes .blend files have compatibility issues between Blender versions,
because .blend files depended on the specific order of geometry elements
generated by some nodes/modifiers (#112746, #113018). While we make
guarantees about the order in some places, that is relatively rare, because it
makes future improvements much harder. The functionality in this patch
makes it easier for users to notice when they depend on things that are not
expected to be stable between Blender builds.
This is achieved by adding a new global flag which indicates whether some
algorithms should randomize their output. The functionality can be toggled
on or off by searching for `Set Geometry Randomization`. If there are no
differences (or acceptable minor ones) when the flag is on or off, one can
be reasonably sure that one does not on unspecified behavior (can't be 100%
sure though, because randomization might be missing in some places). If
there are big differences, one should consider fixing the file before it comes
to an actual breakage in the next Blender version.
Currently, the setting is only available when `Developer Extras` is turned on,
because the setting is in no menu.
With this patch, if we get bug reports with compatibility issues caused by
depending on indices, one of the following three cases should always apply:
* We actually accidentally broke something, which requires a fix commit.
* Turning on geometry randomization shows that the .blend file depends on
things it shouldn't depend on. In this case the user has to fix the file.
* We are missing geometry randomization somewhere, which requires a fix
commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/113030
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
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
Previously the panel type name of a modifier (e.g. "MOD_PT_Smooth") was
created by copying from the ModifierTypeInfos name.
This meant that modifiers with the same default name would use
the same identifier for the panels.
Since different object types (e.g. OB_GREASE_PENCIL and OB_MESH)
might want to use the same default modifier name, this PR introduces
an idname field in the ModifierTypeInfo struct. This is then used to
generate the panel type name.
For compatibility reasons, the idname is the same as the name for now.
Note: Because the name was used previously, this means that some
modifiers have spaces in their panel type name.
E.g. "MOD_PT_Volume to Mesh".
Pull Request: https://projects.blender.org/blender/blender/pulls/110468
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Store bevel weights in two new named float attributes:
- `bevel_weight_vert`
- `bevel_weight_edge`
These attributes are naming conventions. Blender doesn't enforce
their data type or domain at all, but some editing features and
modifiers use the hard-coded name. Eventually those tools should
become more generic, but this is a simple change to allow more
flexibility in the meantime.
The largest user-visible changes are that the attributes populate the
attribute list, and are propagated by geometry nodes. The method of
removing this data is now the attribute list as well.
This is a breaking change. Forward compatibility is not preserved, and
the vertex and edge `bevel_weight` properties are removed. Python API
users are expected to use the attribute API to get and set the values.
Fixes#106949
Pull Request: https://projects.blender.org/blender/blender/pulls/108023