Commit Graph

35 Commits

Author SHA1 Message Date
Jacques Lucke
f4e52f447a Modifiers: add ModifierTypeInfo::foreach_cache callback
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
2024-01-18 22:51:30 +01:00
Damien Picard
3bd41cf9bc I18n: Go over TIP_ and IFACE_ usages, change to RPT_ when relevant
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.

This commit uses the new macro to translate many strings all over the
UI.

Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
  because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
  manually, but they are handled by a new regex in the translation
  system.

Pull Request: https://projects.blender.org/blender/blender/pulls/116804

Pull Request: https://projects.blender.org/blender/blender/pulls/116804
2024-01-12 13:37:32 +01:00
Hans Goudey
b9b47088bc Cleanup: Remove unnecessary DNA_meshdata_types.h includes
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.
2023-12-20 20:58:38 -05:00
Hans Goudey
2c43a9eed9 Cleanup: Move BKE_mesh_calc_edges to bke namespace
Also use reference for mesh argument, and move edges calculation
from legacy faces to "legacy" file.
2023-12-20 20:47:10 -05:00
Hans Goudey
efbee2d606 Mesh: Rename totvert, totedge, and totloop fields
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
2023-12-20 02:21:48 +01:00
Hans Goudey
7c69c8827b Mesh: Rename MLoopTri variable names, and functions
Make the naming consistent with the recent change from "loop" to
"corner". Avoid the need for a special type for these triangles by
conveying the semantics in the naming instead.

- `looptris` -> `corner_tris`
- `lt` -> `tri` (or `corner_tri` when there is less context)
- `looptri_index` -> `tri_index` (or `corner_tri_index`)
- `lt->tri[0]` -> `tri[0]`
- `Span<MLoopTri>` -> `Span<int3>`
- `looptri_faces` -> `tri_faces` (or `corner_tri_faces`)

If we followed the naming pattern of "corner_verts" and "edge_verts"
exactly, we'd probably use "tri_corners" instead. But that sounds much
worse and less intuitive to me.

I've found that by using standard vector types for this sort of data,
the commonalities with other areas become much clearer, and code ends
up being naturally more data oriented. Besides that, the consistency
is nice, and we get to mostly remove use of `DNA_meshdata_types.h`.

Pull Request: https://projects.blender.org/blender/blender/pulls/116238
2023-12-19 14:57:49 +01:00
Campbell Barton
944e0483a6 Cleanup: clarify naming for MLoopTri
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.
2023-12-14 12:32:11 +11:00
Hans Goudey
e657aa2360 Cleanup: Move two mesh functions to C++ header 2023-12-13 09:50:47 -05:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
805e6b7525 Cleanup: Use enum class for ModifierTypeType 2023-11-14 10:03:56 +01:00
Jacques Lucke
cc7da09c1b Geometry: add utility to check for bad geometry element index dependence
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
2023-09-29 21:44:36 +02:00
Hans Goudey
916d4c9d9b Cleanup: Move BKE_screen.h to C++
See #103343
2023-09-25 17:53:11 -04:00
Jacques Lucke
cc4d5c432c RNA: move headers to C++
Also see #103343.

Pull Request: https://projects.blender.org/blender/blender/pulls/111022
2023-08-10 22:40:27 +02:00
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Hans Goudey
731d296f35 Cleanup: Move mesh related blenkernel headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110730
2023-08-02 22:14:18 +02:00
Campbell Barton
cfffd813c1 Cleanup: use typed enum for UI_ITEM_* flags
Using an int lead to confusion with other flags often used with buttons.
For e.g. these flags could be easily confused with uiItem::flag.
2023-07-29 15:32:45 +10:00
Campbell Barton
cc892efcd4 Cleanup: use snake case, especially for structs that define callbacks
Use snake case for ShaderFxTypeInfo, ModifierTypeInfo,
GpencilModifierTypeInfo & bConstraintTypeInfo.
2023-07-27 12:21:06 +10:00
Falk David
d6aa9906fd Modifiers: Add idname field to ModifierTypeInfo
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
2023-07-26 17:08:14 +02:00
Hans Goudey
5e9ea9243b Mesh: Rename "polys" to "faces"
Implements part of #101689.

The "poly" name was chosen to distinguish the `MLoop` + `MPoly`
combination from the `MFace` struct it replaced. Those two structures
persisted together for a long time, but nowadays `MPoly` is gone, and
`MFace` is only used in some legacy code like the particle system.

To avoid unnecessarily using a different term, increase consistency
with the UI and with BMesh, and generally make code a bit easier to
read, this commit replaces the `poly` term with `poly`. Most variables
that use the term are renamed too. `Mesh.totface` and `Mesh.fdata` now
have a `_legacy` suffix to reduce confusion. In a next step, `pdata`
can be renamed to `face_data` as well.

Pull Request: https://projects.blender.org/blender/blender/pulls/109819
2023-07-24 22:06:55 +02:00
Campbell Barton
345d1a4b44 Cleanup: simplify struct declarations in C++
Replace `typedef struct X {} X;` with `struct X {};`

In some cases the first and last name didn't match although this
is rarely useful, even a typo in some cases, e.g. TrachPathPoint.
2023-07-02 19:54:26 +10:00
Hans Goudey
6301775f48 Cleanup: Access geometry bounds more directly
More consistently return geometry bounds with the `Bounds` type that
holds the min and max in one variable. This simplifies some code and
reduces the need to initialize separate min and max variables first.
Meshes now use the same `bounds_min_max()` function as curves and
point clouds, though the wrapper mesh isn't affected yet.

The motivation is to make some of the changes for #96968 simpler.
2023-06-16 08:14:25 -04:00
Hans Goudey
68c6402666 Cleanup: Use C++ accessor for mesh position attribute 2023-06-14 12:37:52 -04:00
Sergey Sharybin
c1bc70b711 Cleanup: Add a copyright notice to files and use SPDX format
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/
2023-05-31 16:19:06 +02:00
Hans Goudey
34791dc37b Fix #108108: Remesh modifier crash with empty result
Caused by 7966cd16d6
2023-05-23 17:46:32 -04:00
Hans Goudey
730b11034f Cleanup: Move remaining modifier files to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/107626
2023-05-04 18:35:37 +02:00
Hans Goudey
10d175e223 Cleanup: Use consistent argument order for mesh creation functions
The typical order is vertex, edge, face(polygon), corner(loop), but in
these three functions polys and loops were reversed. Also use more
typical "num" variable names rather than "len"
2023-04-19 15:52:56 -04:00
Hans Goudey
7966cd16d6 Mesh: Replace MPoly struct with offset indices
Implements #95967.

Currently the `MPoly` struct is 12 bytes, and stores the index of a
face's first corner and the number of corners/verts/edges. Polygons
and corners are always created in order by Blender, meaning each
face's corners will be after the previous face's corners. We can take
advantage of this fact and eliminate the redundancy in mesh face
storage by only storing a single integer corner offset for each face.
The size of the face is then encoded by the offset of the next face.
The size of a single integer is 4 bytes, so this reduces memory
usage by 3 times.

The same method is used for `CurvesGeometry`, so Blender already has
an abstraction to simplify using these offsets called `OffsetIndices`.
This class is used to easily retrieve a range of corner indices for
each face. This also gives the opportunity for sharing some logic with
curves.

Another benefit of the change is that the offsets and sizes stored in
`MPoly` can no longer disagree with each other. Storing faces in the
order of their corners can simplify some code too.

Face/polygon variables now use the `IndexRange` type, which comes with
quite a few utilities that can simplify code.

Some:
- The offset integer array has to be one longer than the face count to
  avoid a branch for every face, which means the data is no longer part
  of the mesh's `CustomData`.
- We lose the ability to "reference" an original mesh's offset array
  until more reusable CoW from #104478 is committed. That will be added
  in a separate commit.
- Since they aren't part of `CustomData`, poly offsets often have to be
  copied manually.
- To simplify using `OffsetIndices` in many places, some functions and
  structs in headers were moved to only compile in C++.
- All meshes created by Blender use the same order for faces and face
  corners, but just in case, meshes with mismatched order are fixed by
  versioning code.
- `MeshPolygon.totloop` is no longer editable in RNA. This API break is
  necessary here unfortunately. It should be worth it in 3.6, since
  that's the best way to allow loading meshes from 4.0, which is
  important for an LTS version.

Pull Request: https://projects.blender.org/blender/blender/pulls/105938
2023-04-04 20:39:28 +02:00
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
Hans Goudey
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: https://projects.blender.org/blender/blender/pulls/105416
2023-03-12 22:29:15 +01:00
Hans Goudey
915ff8d152 Cleanup: Use references for mesh poly variables
Similar to the previous commit, this simplifies future refactoring
to change the way edges are stored, and further differentiates
single poly variables from array pointers.
2023-03-03 11:40:43 -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
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
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
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Hans Goudey
79053a6ff7 Cleanup: Move several modifiers files to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-01-19 15:54:47 -06:00