- Only calculate the necessary normals based on smooth/flat/mixed shading
- Use cached face normals instead of computing them
- Use a `VectorSet` for deduplication instead of a `Map`
- Deduplicate vertex normals and store indices in separate loops
- Avoid unnecessary duplication of face normal indices
- Inline simple function for slicing index span
Export time (ms) of 1.8m vertex mesh:
| Normals Domain | Before | After |
| --------------- | ------ | ----- |
| Face (flat) | 559 | 469 |
| Vertex (smooth) | 659 | 466 |
| Corner (mixed) | 656 | 640 |
The change of using normals from different domains and using a
VectorSet for de-duplication change the order of normals in the OBJ
files. Other than that, the results should be unchanged.
Fixes#117510
Pull Request: https://projects.blender.org/blender/blender/pulls/117522
Remove the need for the `calc_vertex_coords` function by combining
the scale into the existing transform needed to export vertex positions
in global space. This simplifies code and may slightly improve performance
(I only observed a few percent difference in the positions export, which is
not a slower part of the export).
- Use Span where ownership is unnecessary
- Use Array when dynamic growth is unnecessary
- Use Vector in all other cases
Also remove unnecessary namespace specification.
`BKE_object_get_pre_modified_mesh` returns curve object data, later
accessing non-existing edge/face data triggered the crash.
`apply_modifiers` seems valid for mesh data only.
Pull Request: https://projects.blender.org/blender/blender/pulls/117471
Bundling many tests in a single binary reduces build time and disk space
usage, but is less convenient for running individual tests command line
as filter flags need to be used.
This adds WITH_TESTS_SINGLE_BINARY to generate one executable file per
source file. Note that enabling this option requires a significant amount
of disk space.
Due to refactoring, the resulting ctest names are a bit different than
before. The number of tests is also a bit different depending if this
option is used, as one uses gtests discovery and the other is organized
purely by filename, which isn't always 1:1.
Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114604
When exporting animation (one .obj file per animation frame), the old
Python OBJ exporter used to emit frame number with leading zeros, e.g.
"000012" which made sorting files by frame easier. The new C++ OBJ
exporter does not do that.
Fix that by reintroducing leading zeros. However, use 4 digits
("0012") since that matches 4 digits used in many other places, and
also it's very unlikely that someone would export more than several
thousand frames into OBJ. If that happens, it all works correctly
anyway, just without leading zeroes.
Fixes#116520
Except for vertex groups and a few older color types, these
are generally replaced by newer generic attribute types.
Also remove some includes of DNA_mesh_types.h, since it's
included indirectly by BKE_mesh.hh currently.
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.
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
This gives better asserts in debug builds through use of Span, more
safety when name convention attributes happen to have different types
or domains, and simpler code in some cases. But the main reasoning is to
avoid relying on the specifics of CustomData more to allow us to replace
it in the future.
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.
DEBUG was a Blender specific define, that has now been removed.
_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/115774
Implements #105001 - new import option for name separator, e.g. "|" or "/".
Names found in the OBJ file are split by that, and a Collection hierarchy is
made, so you can have e.g. "o House/Roof/Tile" in the OBJ file.
Pull Request: https://projects.blender.org/blender/blender/pulls/115742
Avoid the need to call the separate `BKE_mesh_wrapper_minmax` function
that dealt with the edit mesh wrapper. This makes the API inconsistent,
since other mesh functions don't implicitly deal with the wrapper.
But the bounds are a bit of a special case anyway in regard
to the GPU subdivision wrapper already, and this is much more
convenient in the rest of the refactors for #96968.
The file that reproduces this had some faces of a mesh with vertex
normals, while some other faces were without vertex normals.
The parsing code assigns INT32_MAX as a fallback of "I could not parse
the normal index as a number" case, but later on code was not
catching this "normal index might be invalid" case. Fixes#114304
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
Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.
The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.
Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/113465