Commit Graph

23755 Commits

Author SHA1 Message Date
Hans Goudey
93508ab2df Cleanup: Make mesh validation functions static
These functions used internal values and only really make sense in
the context of the mesh validation process where they're used to remove
invalid elements from the mesh.
2023-03-01 22:30:47 -05:00
Chris Blackbourn
fcaf12f07a Cleanup: format 2023-03-02 16:23:17 +13:00
Hans Goudey
3022a805ca Cleanup: Standardize mesh edge and poly naming
With the goal of clearly differentiating between arrays and single
elements, improving consistency across Blender, and using wording
that's easier to read and say, change variable names for Mesh edges
and polygons/faces.

Common renames are the following, with some extra prefixes, etc.
 - `mpoly` -> `polys`
 - `mpoly`/`mp`/`p` -> `poly`
 - `medge` -> `edges`
 - `med`/`ed`/`e` -> `edge`

`MLoop` variables aren't affected because they will be replaced
when they're split up into to arrays in #104424.
2023-03-01 15:58:01 -05:00
Hans Goudey
d939ecc46f Cleanup: Access mesh data with spans
Similar to cb62ab5b28, in newly C++ files.
2023-03-01 15:58:01 -05:00
Germano Cavalcante
03f17c42d0 Fix #100129: Status bar incorrectly shows "[G] Move" after pressing G
Add specific modal keyitem for `Vert/Edge Slide` and `TrackBall`.
So they don't need to reuse modal items from other operators.

Note that there is a workround to avoid repeated keys in the status bar.
2023-03-01 16:06:20 -03:00
Hans Goudey
d449539cd2 Cleanup: Move five modifier files to C++
See #103343

Pull Request #105345
2023-03-01 17:32:12 +01:00
Sergey Sharybin
3006140718 Refactor: Replace DNA_DEPRECATED attribute with _legacy suffix
Applied for the motion tracking data data structures.

There are two advantages of doing so:

- More explicit and platform independent way of indicating that
  something is legacy and is not to be accessed outside of the
  versioning code.

- Simplifies conversion to C++ where having deprecated fields
  triggers warning in implicitly defined assign operator.

Pull Request #105340
2023-03-01 15:18:54 +01:00
Hans Goudey
cccf91ff83 Mesh: Move edge UV seams to a generic attribute
As part of #95966, move the `ME_SEAM` flag on mesh edges
to a generic boolean attribute, called `.uv_seam`. This is the
last bit of extra information stored in mesh edges. After this
is committed we can switch to a different type for them and
have a 1/3 improvement in memory consumption.

It is also now possible to see that a mesh has no UV seams in
constant time, and like other similar refactors, interacting with
only the UV seams can be done with less memory.

The attribute name starts with a `.` to signify that the attribute,
like face sets, isn't meant to be used in arbitrary procedural
situations (with geometry nodes for example). That gives us more
freedom to change things in the future.

Pull Request #104728
2023-03-01 14:13:05 +01:00
Bastien Montagne
b3f42d8e98 Add a mechanism to abort a blend file reading on critical error.
This commit introduces a new Main boolean flag that marks is as invalid.

Higher-level file reading code does checks on this flag to abort reading
process if needed.

This is an implementation of the #105083 design task.

Given the extense of the change, I do not think this should be
considered for 3.5 and previous LTS releases.
2023-03-01 11:50:50 +01:00
Bastien Montagne
3e5ce23c99 Fix (unreported) potential leak in Main freeing function.
Could happen in case a 'split-by-libraries' Main is passed to
`BKE_main_free`.
2023-03-01 11:50:50 +01:00
Campbell Barton
e9fefcd298 Merge branch 'blender-v3.5-release' 2023-03-01 21:16:33 +11:00
Marc Chéhab
52064bf5da Fix #104824: GPencil natural drawing building with 1 subdivision very slow
1. Changes the subdivision function to not fill in time but add 0 to fix bug #104824
2. Fixes a bug in sanitization function noticed while fixing this bug.

Pull Request #105306
2023-03-01 10:09:23 +01:00
Campbell Barton
09c4d6bd7b Cleanup: avoid looping over layer collections again when freeing 2023-03-01 15:14:50 +11:00
Campbell Barton
ea97bb1641 Use hash for Collection.gobject lookup, speedup object linking
Add a hash for faster look-ups on collection->gobject,
This avoids a full list lookup for every object added via Python's
CollectionObject.link as well as linking via BKE_collection_object_add_*
functions.

While the speedup is non-linear, linking & unlinking 100k objects from
Python is about 50x faster. Although unlinking all objects in order
(a best-case for linked lists) is approximately the same speed.

Ref !104553.
2023-03-01 12:34:45 +11:00
Hans Goudey
ce25209e26 Cleanup: Clarify mirror modifier copying and face flipping
Rewrite the logic to depend less on local variables and prefer spans
and indices over points and pointer arithmetic. Also make use of the
IndexRange type for some basic logic, correct the mesh that the
sharp edge layer was chosen from, and reduce variable scope.
2023-02-28 17:29:35 -05:00
Hans Goudey
8aa1a7db3e Cleanup: Use clearer variable names in mirror modifier
It wasn't clear what "max" referred to.
2023-02-28 16:03:49 -05:00
Hans Goudey
8fbc80be8f Merge branch 'blender-v3.5-release' 2023-02-28 11:36:20 -05:00
Hans Goudey
076a33ccd1 Fix #104219: Node links dragged from wrong socket after selection
Nodes are sorted based on the selection. In some cases (even depending
on processor speed, nodes can be selected and reordered, and another
operation can run before the next redraw). That gives a window where
operators mapped to the same input as selection can run with invalid
socket locations (which aren't updated after the nodes are reordered,
since they are stored in a separate array).

To fix this, move the socket locations from the node editor runtime
data to the node tree, tag them as invalid when the nodes are
reordered, and check for that status in a few more places.

A better longer term solution is not reordering nodes based on
UI status and instead storing the UI drawing order separately.

Pull Request #104420
2023-02-28 11:35:32 -05:00
Hans Goudey
eb68334b58 Cleanup: Mesh: Access looptris with Span
Similar to cb62ab5b28 but for mesh triangulation.

Pull Request #105297
2023-02-28 14:52:31 +01:00
YimingWu
30a81f1b55 GPencil: UV parameters for the first point in sample modifier.
Simplify modifier sample mode failed to transfer uv parameters for the first point, now fixed.

Continuation of #104942

Pull Request #105284
2023-02-28 12:15:50 +01:00
Campbell Barton
09e848deec Cleanup: use term "filepath" instead of "name" / "fname" 2023-02-28 17:31:08 +11:00
Campbell Barton
707af21afd Merge branch 'blender-v3.5-release' 2023-02-28 17:14:02 +11:00
Campbell Barton
9fccd2dc24 Fix #100819: Built-in VFont has an additional user by default
New built-in fonts would have an additional user when added for the
first time.

BKE_vfont_builtin_get now always borrows the reference.
2023-02-28 17:08:23 +11:00
Campbell Barton
1e6aaf5f65 Merge branch 'blender-v3.5-release' 2023-02-28 16:01:26 +11:00
Campbell Barton
9cee0eb7fa Cleanup: format 2023-02-28 15:44:49 +11:00
illua1
e885973ea9 Fix #104894: Toggle comments assumes '#' prefix (failing for OSL)
Add comment line prefix to format struct so each language can define
it's own comment prefix.

Ref !104953.
2023-02-28 15:43:11 +11:00
Hans Goudey
c3d803c2ef Cleanup: Use consistent "positions" term for mesh update tag functions
Consistent with naming from 1af62cb3bf. Keep the "coord"
naming in the "vert_coords_alloc" set of functions since they should be
removed (see #103789).
2023-02-27 16:08:48 -05:00
Hans Goudey
b37111c574 Cleanup: Use consistent "vert" term for mesh normals
Use "vert" instead of "vertex" when referring to mesh normals. This was
discussed as part of 1af62cb3bf but never completely
implemented.
2023-02-27 15:52:29 -05:00
Hans Goudey
baa27d0aef Fix: Explode modifier cycles test failure after recent cleanup
Caused by 96abaae9ac. Just keep the old argument
in the `_ex` version of the function for now. It can be removed
when the explode modifier is removed in 4.0.
2023-02-27 15:29:52 -05:00
Hans Goudey
f37077ae5a Mesh: Clear loose edges bitmap with count of zero
When there are no loose edges, the loose edge bitmap shouldn't be used.
That was already documented in the loose edge storage struct, but the
bit vector wasn't actually cleared.
2023-02-27 13:09:45 -05:00
Hans Goudey
52104c1a0c Mesh: Avoid recalculating bounds after some operations
Share the bounds cache across the input and output meshes of some
mesh operations that don't change the min and max positions: simple
subdivision, edge/face deletion, and triangulation. If the source mesh's
bounds are computed, or if the mesh is persistent, this can save
recalculation of the bounding box, which takes a few milliseconds
for large meshes.
2023-02-27 12:31:09 -05:00
Hans Goudey
96abaae9ac Cleanup: Remove legacy argument from mesh creation functions
The legacy `tessface_len` argument was only used for the explode
modifier. Remove it and copy the legacy face data manually there.
2023-02-27 11:24:22 -05:00
Bastien Montagne
07f5d9bf2a Merge branch 'blender-v3.5-release' 2023-02-27 14:13:29 +01:00
Bastien Montagne
1f6c710463 Fix #105230: Crash when reloading a library when one of its scene is active.
Scene and viewlayers pointers in the link/append context data need to be
updated after reload, otherwise they would keep pointing to old freed
IDs.
2023-02-27 14:12:50 +01:00
Campbell Barton
efb86b75ee Cleanup: comment block formatting 2023-02-27 21:51:57 +11:00
Campbell Barton
dc08ff3c2e Cleanup: spelling in comments 2023-02-27 21:00:30 +11:00
Hans Goudey
ca2c0da79e Merge branch 'blender-v3.5-release' 2023-02-26 18:09:18 -05:00
Hans Goudey
97a8bb450c Fix #103387: Radius affects curves bounding box
e8f4010611 unified the bounds computation for the new curves
object type and the rest of the curves system used by geometry nodes.
In the process, it made bounds affected by the control point radius.
In theory that makes sense; the bounds are supposed to be the extents
of the visible geometry. But in practice the change wasn't expected,
for a few reasons:
 - The radius has never affected the bounds for the legacy curve type
 - The default radius of legacy curve objects is absurdly large at 1.0m
 - Only the new curve object has visible radius, and only in "strip"
   mode or when rendering with Cycles

Currently the bounds are only used for the "Bounding Box" geometry node
and the panel in the 3D viewport sidebar, so there isn't any incentive
to choose less intuitive behavior yet.

Long term, the correct behavior is probably to include the radius in
the bounds, but this commit postpones that change to when it works
better with the rest of the curves system.

Pull Request #105154
2023-02-27 00:01:01 +01:00
Hans Goudey
3db246a3ce Fix #104915: Race condition writing subsurf optimal display edges
Writing to a bitmap from multiple threads causes races when writing to
bits within the same integer. Instead, write to a separate boolean
array while subdividing, then move that to the final mesh bit vector.

Notes:
 - The final copy to the bit vector could be replaced by a generic
   `copy_from(Span<bool>)` call in the future.
 - Theoretically we could entirely replace the `BitVector` with an
   `Array<bool>`, but 1/8 the memory use for edges is likely worth it.

Pull Request #105156
2023-02-26 23:59:02 +01:00
Hans Goudey
3b59163b02 Subdiv: Simplify final vertex counting
The initial subdivision context counting ended up using unnecessarily
complicated logic to count the number of final vertices. In a first pass
it added vertices for every coarse edge. Then it added the same number
of vertices for every loose edge. That adds up to the same number of
vertices for the edges, so the separation is redundant and can be
replaced with a single multiplication.

The bitmap doesn't need to be cleared then, since it isn't used now.

In a test of a mesh with 2 million faces and 3 million vertices, this
saved 2.8ms (though the whole subdivision process takes around 700ms).

Pull Request #105159
2023-02-26 23:57:49 +01:00
Clément Foucault
9fb1f32f06 Cleanup: GPUTexture: Remove _ex suffix from texture creation
It isn't relevant anymore now that usage flags are mandatory.

Pull Request #105197
2023-02-25 11:39:54 +01:00
Clément Foucault
73da5ee90d Cleanup: GPUTexture: Rename some functions with more descriptive names
List of renames:
GPU_texture_generate_mipmap > GPU_texture_update_mipmap_chain
GPU_texture_orig_width > GPU_texture_original_width
GPU_texture_orig_height > GPU_texture_original_height
GPU_texture_orig_size_set > GPU_texture_original_size_set
GPU_texture_format_description > GPU_texture_format_name
GPU_texture_array > GPU_texture_is_array
GPU_texture_cube > GPU_texture_is_cube
GPU_texture_depth > GPU_texture_has_depth_format
GPU_texture_stencil > GPU_texture_has_stencil_format
GPU_texture_integer > GPU_texture_has_integer_format
2023-02-25 11:39:53 +01:00
Joseph Eagar
718f78cfca Sculpt: Fix #104618 (again).
SculptAttributeParams.stroke_only wasn't being
    applied to existing attributes properly.
2023-02-24 00:04:50 -08:00
Joseph Eagar
cb7d450de6 Sculpt: Fix 104618: Topology automasking errors
Sculpt island tags are now invalidated whenever the PBVH
    is rebuilt.
2023-02-24 00:04:03 -08:00
Joseph Eagar
e9bb3510a1 Sculpt: Fix #104475, data transfer not respecting vgroup for float colors
This might've been a merge error, the result of color mixing
    was being overwritten by a simple copy of source to destination
    inside of layerCopyValue_propcol.
2023-02-24 00:00:22 -08:00
Hans Goudey
2491cd5e16 Cleanup: Move two subdiv headers to C++ 2023-02-23 18:30:47 -05:00
Germano Cavalcante
4369627e71 Mesh: replace 'BKE_mesh_merge_verts' algorithm
Blender currently has 2 algorithms for merging vertices:
- `BKE_mesh_merge_verts`;
- `blender::geometry::create_merged_mesh`

`BKE_mesh_merge_verts` has a simplified algorithm to work with Array,
Mirror and Screw modifiers. It doesn't support merge results that would
create new faces. However it has shortcuts to be more efficient in
these modifiers.

`blender::geometry::create_merged_mesh` tries to predict all possible
outcomes. So it's a more complex. But it loses in performance to
`BKE_mesh_merge_verts` in some cases.

The performance comparison between these two depends on many factors.
`blender::geometry::create_merged_mesh` works with a context that has
only the affected geometry. Thus a smaller region of the mesh is read
for duplicate checking. Therefore, the smaller the affected geometry,
the more efficient the operation.

By my tests `blender::geometry::create_merged_mesh` beats
`BKE_mesh_merge_verts` when less than 20% of the geometry is affected
in worst case `MESH_MERGE_VERTS_DUMP_IF_EQUAL` or 17% in case of
`MESH_MERGE_VERTS_DUMP_IF_MAPPED` .

For cases where the entire geometry is affected, a 30% loss was noticed,
largely due to the creation of a context that represents the entire mesh.

Co-authored-by: Germano Cavalcante <germano.costa@ig.com.br>
Pull Request #105136
2023-02-23 19:10:01 +01:00
Hans Goudey
cb62ab5b28 Cleanup: Access mesh edges, faces, and loops with spans
Using spans instead of raw pointers helps to differentiate ararys from
pointers to single elements, gives bounds checking in debug builds, and
conveniently stores the number of elements in the same variable.

Also make variable naming consistent. For example, use `loops` instead
of `mloop`. The plural helps to clarify that the variable is an array.

I didn't change positions because there is a type mismatch between
C and C++ code that is ugly to manage. All remaining code can be
converted to C++, then that change will be simpler.

Pull Request #105138
2023-02-23 17:14:03 +01:00
Hans Goudey
a74fd9f2ae Cleanup: Remove unnecessary copying of mesh data outside CustomData
This code seems to be left over from before edges, polys, and loops were
stored in CustomData. They are already copied by the CustomData copy
calls directly above, which already deal with every other layer.
2023-02-23 17:14:02 +01:00
Joseph Eagar
ddcf718640 Sculpt: Fix #104475, data transfer not respecting vgroup for float colors
This might've been a merge error, the result of color mixing
was being overwritten by a simple copy of source to destination
inside of layerCopyValue_propcol.
2023-02-22 23:31:44 -08:00