This cleanup naming convention and code clarity. There
is no functional change.
- `elem_ranges` is changed to a `Map` to avoid relying on
`sel_data->drawn_index`.
- `select_draw_utils.cc` is merged with `select_engine.cc`
- `index_drawn_len` is renamed to `max_index_drawn_len`
- Remove the usage of `DrawData`
Rel #134690
Pull Request: https://projects.blender.org/blender/blender/pulls/134940
In multi-edit mode, the select non-manifold function would exit with
an error if any mesh was in face mode.
While in practice the mode is synced between meshes, it's possible for
them to get out of sync with multiple scenes.
Editing in the middle of a loop on all edit-objects would change their
selection based on the internal order, leaving some unhandled,
returning canceled even though changes where made.
Resolve by checking the selection mode in the operators poll function,
then ensure all edit-meshes selection modes match the active object.
- Track changed state, skip selection updates when unchanged.
- Skip hidden geometry early in iterators,
using "continue" instead of a code-block since this is such a common
check, avoid mixing this with other logic.
- Use full sentences in comments, minor corrections/improvements.
Adds a new "Select by Trait" option to select all 3-poles, 5-poles, etc.
Given the impacts of 3 & 5-poles in topology, operator default is to
select all poles which do not have 4 edges to allow easy inspection.
Select connected vertices/edges/faces based on the mode.
Ref: !128493
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
The selection engine renders `uint` texture where each element of the
geometry is represented as an index.
When the geometry have modifiers, the original index was used for the
texture.
However this is not necessary for the select engine to work. The real
mesh indexes can be used in the texture and, only at the end, the
original index can be retrieved on the CPU itself.
Advantages of this approach:
- Optimizes the code to generate selection buffers.
- Makes the select id texture more informative as it identifies the
real elements instead of the original ones.
Pull Request: https://projects.blender.org/blender/blender/pulls/119977
Also access the evaluated deform mesh with a function rather than
directly from object runtime data. The goal is to make it easier to use
implicit sharing for these meshes and to improve overall const
correctness.
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
This simplifies code using these functions because of RAII,
range based for loops, and the lack of output arguments.
Also pass object pointer array as a span in more cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/117482
Commit 91b27ab637 reveals the error.
The Poly Build code was using the wrong mesh to access the evaluated
coordinates.
It was accessing the original mesh, which wasn't affected by modifiers
or editing.
The most ideal meshes would be either the cage or even the deform, as
these better correspond to the geometry seen by the user.
Each value is now out of the global namespace, so they can be shorter
and easier to read. Most of this commit just adds the necessary casting
and namespace specification. `enum class` can be forward declared since
it has a specified size. We will make use of that in the next commit.
The term `looptri` was used ambiguously for both single & arrays.
The term `tri` was also used, causing `tri->tri`.
Use terms:
- `looptris` for an array or when dealing with multiple items.
- `looptri` is used when dealing with a single item.
- `lt` for a single MLoopTri variables & arguments.
This was already a convention but not followed closely.
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
Adds a "Select by Attribute" operator as mentioned in the discussion in
#105317. This is done in 4.0 to limit the breaking aspect of the removal
of face maps. The selection storage functionality is replaced by boolean
attributes. We already have a way to control the data in the boolean
attribute with the "Set Attribute" operator, but we didn't have a way to
convert the attribute into a selection.
This operator works on the active attribute if is a boolean attribute
and isn't on the face corner domain. It adds to the existing selection
similar to other existing operators.
While this behavior can be recreated as a node tool, we add it as a
builtin operator here to avoid limitations of the new node-based
tool system and to make the late-in-the-release-cycle change safer.
Pull Request: https://projects.blender.org/blender/blender/pulls/113772
The selection engine has some complex tricks that improve performance.
These are:
- Only draws objects whose bounding box intersects the selection
threshold;
- If the viewport or objects are not "dirty", it does not clean the
texture IDs and only adds objects that have not yet been drawn;
- Only updates the depth buffer if a new object is drawn;
- Skip drawing if no object is found;
These tricks were initially implemented so that this engine could be
used for snapping.
But this initial idea has changed and now the engine is only used to
select Vertices, Edges or Faces.
Due to this limited use, these tricks bring no real benefit.
In fact, it's even worse with the Retopology Overlay, as it forces the
Depth buffer to be redrawn.
This commit removes these tricks and only keeps those that indicate
whether the drawing needs to be updated.
Pull Request: https://projects.blender.org/blender/blender/pulls/113308
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.
With the end goal of simplifying ownership and memory management,
and allowing the use of `get_name` in contexts without statically
allocated strings, use `std::string` for the return values of these two
operator type callbacks instead of `const char *` and `char *`.
In the meantime things get uglier in some places. I'd expect `std::string`
to be used more in the future elsewhere in Blender though.
Pull Request: https://projects.blender.org/blender/blender/pulls/110823
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