Commit Graph

21999 Commits

Author SHA1 Message Date
Hans Goudey
309553fc07 BLI: Simplify and extend OffsetIndices class
Add `index_range()` and `is_empty()` functions, rename `ranges_num()`
to `size()` (clarifying the final extra integer as an implementation
detail). Also remove the `size(index)` function which gave almost the
same assembly as `[index].size()` (https://godbolt.org/z/PYzqYs3Kr).
2023-03-20 13:34:14 -04:00
Hans Goudey
16fbadde36 Mesh: Replace MLoop struct with generic attributes
Implements #102359.

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

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

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

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

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

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

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

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

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

Pull Request: https://projects.blender.org/blender/blender/pulls/104424
2023-03-20 15:55:13 +01:00
Bastien Montagne
a2600e0a76 Merge branch 'blender-v3.5-release' 2023-03-20 15:30:14 +01:00
Sybren A. Stüvel
3f88ffb770 Fix #100574: Failure to key Quaternions in NLA's full stack tweak mode
The NLA's behaviour of always forcing a full set of keys (XYZW) is now
done in both 'Combine' and 'Replace' mode (previously only the former).

This fixes the bug where quaternions could not be properly keyed in 'full
stack tweak mode' under certain conditions.

Pull Request: https://projects.blender.org/blender/blender/pulls/105604
2023-03-20 15:07:50 +01:00
Hans Goudey
4c70d9e11a Merge branch 'blender-v3.5-release' 2023-03-19 23:25:38 -04:00
Hans Goudey
de49d18af5 Fix: Invalid custom data read during legacy mesh format conversion
In a previous step of the mesh writing process, the loop `totlayer` was
replaced and a temporary vector is used for layer data instead. Use this
temporary vector to find the UV sub-layers, since the vector and the
CustomData struct in the mesh don't necessarily match. Also use a
local variable for mesh loop count to make it clearer that the mesh
isn't used except at the end.

Thanks to Campbell for finding the source of this error.
2023-03-19 23:24:52 -04:00
Hans Goudey
f149d7625d Cleanup: Use more specific variable names for color attributes
The "active_index" and "default_index" could easily apply to different
attribute subsets, better to make the naming specific here.
2023-03-19 10:31:14 -04:00
Hans Goudey
35bb942ae3 Cleanup: Use better check for UV map attribute
Also check the domain in addition to the type, to avoid processing
any associated layers unnecessarily. And remove an unnecessary
comment too.
2023-03-19 10:10:04 -04:00
Hans Goudey
37889015f3 Cleanup: Use C++ attribute API
When deleting UV UI attributes it isn't necessary to use the higher
level C attribute API, since we already know we aren't working with
the edit mesh here.
2023-03-19 10:07:54 -04:00
Hans Goudey
fbdeb0434c Merge branch 'blender-v3.5-release' 2023-03-19 10:03:11 -04:00
Hans Goudey
f23e3c7f04 Fix: Various issues with attribute removal
There were logic errors and use-after-free errors with the attribute
removal function. Because the custom data layers are reallocated,
we can't reuse the name pointer after removing an attribute. And
we can't return early on the first domain to fail for the edit mode
implementation, because another domain might have the attribute.

Also reorganize some of the code to make the logic clearer: only remove
sub-attribuutes and change attribute names after actually removing the
attribute,and  assert if the attribute isn't removed after it is found.
2023-03-19 10:02:29 -04:00
Erik Abrahamsson
4b30b5c57f Nodes: SDF Volume nodes milestone 1
Geometry Nodes: SDF Volume nodes milestone 1

Adds initial support for SDF volume creation and manipulation.
`SDF volume` is Blender's name of an OpenVDB grid of type Level Set.
See the discussion about naming in #91668.

The new nodes are:
- Mesh to SDF Volume: Converts a mesh to an SDF Volume
- Points to SDF Volume: Converts points to an SDF Volume
- Mean Filter SDF Volume: Applies a Mean Filter to an SDF
- Offset SDF Volume: Applies an offset to an SDF
- SDF Volume Sphere: Creates an SDF Volume in the shape of a sphere

For now an experimental option `New Volume Nodes` needs to be
enabled in Blender preferences for the nodes to be visible.

See the current work plan for Volume Nodes in #103248.

Pull Request: https://projects.blender.org/blender/blender/pulls/105090
2023-03-19 11:21:08 +01:00
Hans Goudey
45c4a0b1ef Merge branch 'blender-v3.5-release' 2023-03-18 19:57:58 -04:00
Jorijn de Graaf
ea019cf01e Fix #105152: Removing color attribute doesn't update active
It now gets the index before deleting the attribute,
then sets the attribute at that index as active.

Pull Request: https://projects.blender.org/blender/blender/pulls/105871
2023-03-18 19:57:22 -04:00
Tuan N
3048d9e99c Mesh: Remove unnecessary mesh position copying
Change code fragments where `BKE_mesh_vert_coords_alloc` had been used
to temporarily copy vertex coordinates of a mesh (see #103789) and
providd pointers to the mesh's stored vertex positions instead.
This reduces memory usage and improves performance.

Pull Request: https://projects.blender.org/blender/blender/pulls/105756
2023-03-19 00:26:28 +01:00
bonj
cf8640e7b5 Fix: Broken mesh to curve conversion
A recent refactor replaced the use of the `totpoly`
local variable where it shouldn't have.

Pull Request: https://projects.blender.org/blender/blender/pulls/105838
2023-03-18 03:49:38 +01:00
bonj
740c9204cc Cleanup: Simplify mesh to legacy curve logic
Changed `edge->v2` to `endVert` to make it consistent with surrounding code.
Removed the unused `totedges` variable.
Currently `totpoly` is also unused, but is fixed in a separate PR.

Pull Request: https://projects.blender.org/blender/blender/pulls/105870
2023-03-18 03:49:25 +01:00
Martijn Versteegh
da590428c3 Merge branch 'blender-v3.5-release' 2023-03-17 10:08:42 +01:00
Martijn Versteegh
aca3039740 Fix #104730: Suppress using anonymous UV layers for rendering
When an object has no UV layers and an anonymous UV layer is created,
the anonymous layer gets set as the default (render) layer. This is
very confusing because it then uses a hidden anonmous layer. This patch
suppresses the usage of anonymous layers for rendering.

Pull Request: https://projects.blender.org/blender/blender/pulls/105192
2023-03-17 09:42:54 +01:00
Campbell Barton
e853a67efc Cleanup: use BKE_blendfile_* for functions defined in BKE_blendfile.h 2023-03-17 16:45:42 +11:00
Campbell Barton
3b8a050fc1 Cleanup: use function-style casts, ELEM & STREQ macros 2023-03-17 16:45:42 +11:00
Campbell Barton
b6b0bc4531 Cleanup: spelling in comments 2023-03-17 16:45:42 +11:00
Julian Eisel
ee213f3c4d Merge branch 'blender-v3.5-release' 2023-03-16 15:58:34 +01:00
Julian Eisel
a958ae36e8 Fix #104305: Crash in node editor with large asset libraries
Various UI code would store the `AssetHandle` in a way that turns out to
be unsafe. The file-data is part of the file browser caching system that
releases file-data when a certain maximum of items is in the cache. So
even while just iterating over the assets, earlier iterated asset
handles may become invalid. Now asset handles are really treated as
volatile, short lived objects.

For the asset-view, the fix was more involved. There we need an RNA
collection of asset-handles, because the UI list code requires that. So
we create a dummy collection and get the asset handles as needed by
index. This again meant that I had to keep the index of the collection
and the asset-list in sync, so all filtering had to be moved to the UI
list.
I tried duplicating the file-data out of the cache instead, but that
caused problems with managing the memory/ownership of the preview
images.

`AssetHandle` should be removed and replaced by `AssetRepresentation`,
but this would be an even more disruptive change (breaking API
compatibility too).

Fixes #104305, #105535.

Pull Request: #105773
2023-03-16 15:40:31 +01:00
Julian Eisel
d1b8a827a6 Refactor: Avoid unsafe strcpy in library path utility function
Make sure the expected max-length for the string is respected.

Suggested by Bastien in #105825.
2023-03-16 15:07:27 +01:00
Julian Eisel
48814c25fd Cleanup: Move blend file path utilities out of blenloader module
These are not really about reading or writing .blend files, they are
general utilities for file-names/paths. Having to link to the
blendloader library just for these utilities is annoying.
Moved them to `BKE_blendfile.h` now, in agreement with Bastien.

Pull Request: #105825
2023-03-16 15:07:27 +01:00
Hans Goudey
f2a05c3e4e Cleanup: Remove unused pbvh function declarations 2023-03-15 20:13:34 -04:00
Hans Goudey
b21537d215 Cleanup: Wrap C++ normal accessors with C functions
Implement the two cached normal accessors with C++ methods
directly. This avoids dealing with raw pointers and reduces the
amount of casting necessary.
2023-03-15 15:57:27 -04:00
Hans Goudey
4aa2a3522e Cleanup: Store cached mesh normals with Vector
Avoids manually allocating and freeing the data in some cases,
clarifies ownership, and gives extra safety with the sizes.
2023-03-15 15:57:27 -04:00
Hans Goudey
17a53d6647 Cleanup: Tweak mesh normal accessors documentation
Just reference the C++ functions in the C API, and make the wording
a bit more concise.
2023-03-15 15:57:27 -04:00
Hans Goudey
f9132e2bbf Cleanup: Remove redundant mesh normals dirty tag function
Since normals are derived data, it's always a change to something
else that will cause them to change, like the winding order of a face
or vertex positions. So it's clearer to use tags for those things
directly. It's correct to remove the tag in one place since dirty is
the default state of a new mesh.
2023-03-15 15:57:27 -04:00
Hans Goudey
d7ac2a177a Cleanup: Use spans and C++ type to access mesh normals
Also rename some variables to use names consistent with elsewhere.
2023-03-15 14:03:05 -04:00
Hans Goudey
d9c2fb9ae2 Cleanup: Remove mesh validation of cached normals
This validation dates back to when vertex normals were stored in
the `MVert` type (before cfa53e0fbe). Since normals
are all calculated in the same place, and aren't saved in files, this
isn't relevant anymore-- they can just be recalculated.
2023-03-15 14:03:05 -04:00
Hans Goudey
ed4e0b559a Merge branch 'blender-v3.5-release' 2023-03-15 12:14:13 -04:00
Hans Goudey
c6878d5e82 Fix #103021: Metaballs have jagged normals
eaa87101cd made evaluated metaballs become meshes
for render engines. This exposed the normals calculated by the metaball
tessellation directly, whereas before they were recalculated later.

There are two fixes: not using the metaball tessellation normals at
all and calculating them with the standard Mesh code path instead,
or switching a define in the metaball code to use a more mesh-like
vertex normal accumulation. Since the results are very similar
(see attached renders), use the second solution, which should
be less expensive.

Pull Request: https://projects.blender.org/blender/blender/pulls/105799
2023-03-15 12:13:08 -04:00
Chris Blackbourn
254e3e133f Cleanup: format 2023-03-15 18:24:34 +13:00
Hans Goudey
ee18b625ca Fix: Edit mesh face corner color operators always use first layer
The operator went through quite a bit of trouble to pass a color
attribute index to the operator, but then it always used the offset
from the first layer of the active color attribute's type.

Also remove the "copy domains temp" API function, which
generalized this more than necessary, and exposed the internals
of the custom data system a bit more than we would like.
2023-03-14 12:03:46 -04:00
Hans Goudey
90076b543b Cleanup: Remove two redundant color attribute functions
The two removed BKE functions were at a mid-level of abstraction
that doesn't make total sense in this API. Removing them is also
helpful in the general effort to have the attribute system rely less
on `CustomData` internally.
2023-03-14 11:33:32 -04:00
Jacques Lucke
92b607d686 CustomData: add separate function to add layer from existing data
This simplifies the usage of the API and is preparation for #104478.

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

Pull Request: https://projects.blender.org/blender/blender/pulls/105708
2023-03-14 15:30:26 +01:00
Sybren A. Stüvel
b06d522427 Fix potentially-uninitialised local variable
Very unlikely this caused any actual issue, but in theory it was possible.
2023-03-14 14:36:05 +01:00
Campbell Barton
bc6985a6c1 Cleanup: doxygen comments 2023-03-14 12:51:37 +11:00
Campbell Barton
2a1a9307a7 Cleanup: spelling in comments 2023-03-14 12:36:49 +11:00
Falk David
2788fa915b Refactor: CurvesGeometry read/write function
This add the`CurvesGeometry::blend_read` and `CurvesGeometry::blend_write` methods
and uses them in the `curves_blend_read_data` and `curves_blend_write` functions.

No functional changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/105737
2023-03-13 18:42:51 +01:00
Nischay-Raj
08fd5747d2 Python API: implement ViewLayer.aovs.remove
Implement ViewLayer.aovs.remove by adding a new RNA function to call
the internal BKE_view_layer_remove_aov.

Resolves #99259

Pull Request: https://projects.blender.org/blender/blender/pulls/105646
2023-03-13 17:29:19 +01:00
Hans Goudey
d3cfb2e20e Fix: Failing assert for meshes with no faces
It's okay if the normals span is empty when there are no faces
2023-03-13 11:40:22 -04:00
Jacques Lucke
93bb443086 Fix: failing test in debug build due to wrong span size 2023-03-13 10:55:48 +01:00
Falk David
df0c2693b6 Refactor: Rename grease pencil files to legacy
This renames the `BKE_gpencil_*` as well as the `DNA_gpencil_types.h`
files to indicate that it's the legacy grease pencil.

Pull Request: https://projects.blender.org/blender/blender/pulls/105597
2023-03-13 10:42:51 +01:00
Hans Goudey
cbc73a1e05 Cleanup: Make mesh function static 2023-03-12 17:35:50 -04:00
Hans Goudey
03fffc08b6 Cleanup: Fix unused variable warning in release builds 2023-03-12 17:34:01 -04:00
Hans Goudey
68ec41d00e Cleanup: Remove unused mesh function
The function set bits in a bitmap for all the edge indices in a face.
With future changes to mesh topology storage though, this level
of abstraction won't be as helpful anyway.
2023-03-12 17:32:26 -04:00