Commit Graph

97162 Commits

Author SHA1 Message Date
Jacques Lucke
c8a10c43b1 Geometry Nodes: show number of curve points in socket inspection tooltip
This was not done originally, because one had to iterate over all curves
to get the number of points which had some overhead. Now the number
of points is stored all the time anyway.
2023-01-20 14:44:37 +01:00
Jacques Lucke
c006ba83e0 Fix: execution graph for geometry nodes contained cycles leading to crash
The `fix_link_cycles` function added in rB2ffd08e95249df2a068dd did not
handle the case correctly when there are multiple cycles going through
the same socket.
2023-01-20 14:38:09 +01:00
Jacques Lucke
d79abb5d4f Fix: missing clamping in single mode in Sample Index node 2023-01-20 14:33:06 +01:00
Jacques Lucke
b6278c5a96 Fix: crash when subdividing curves
This was an error in rB38a45e46bc910c68ae3.
2023-01-20 14:15:22 +01:00
Jacques Lucke
31a505d1a5 Functions: add debug utility for lazy function graphs
This makes it easier to print information about a socket. Just the
socket name is sometimes not enough information to know where
it is in the graph.
2023-01-20 13:39:29 +01:00
Campbell Barton
453e47eb42 Cleanup: suppress clang-tidy warning 2023-01-20 22:32:31 +11:00
Campbell Barton
5218391701 Fix assertion in UV path select
Existing path selection & new path picking included without UV's.
Now limit objects to those with UV's.

Also remove use of CTX_wm_view3d(C) in the UV editor it would be NULL,
but it doesn't makes sense to use the 3D viewport for UV operations
even if it was available.
2023-01-20 22:31:27 +11:00
Jacques Lucke
127eb2e328 Fix: wrong identifier int for interpolate curves node
This does not break existing files, because the idname is the ground truth.
2023-01-20 12:16:49 +01:00
Jacques Lucke
85908e9edf Geometry Nodes: new Interpolate Curves node
This adds a new `Interpolate Curves` node. It allows generating new curves
between a set of existing guide curves. This is essential for procedural hair.

Usage:
- One has to provide a set of guide curves and a set of root positions for
  the generated curves. New curves are created starting from these root
  positions. The N closest guide curves are used for the interpolation.
- An additional up vector can be provided for every guide curve and
  root position. This is typically a surface normal or nothing. This allows
  generating child curves that are properly oriented based on the
  surface orientation.
- Sometimes a point should only be interpolated using a subset of the
  guides. This can be achieved using the `Guide Group ID` and
  `Point Group ID` inputs. The curve generated at a specific point will
  only take the guides with the same id into account. This allows e.g.
  for hair parting.
- The `Max Neighbors` input limits how many guide curves are taken
  into account for every interpolated curve.

Differential Revision: https://developer.blender.org/D16642
2023-01-20 12:09:38 +01:00
Bastien Montagne
d072764809 Add RNA path functions to AssetMetaData and AssetTag structures. 2023-01-20 11:56:42 +01:00
Jeroen Bakker
244522d6cb 3D Texturing: Remove actual invocation of print_debug.
Was a mistake as only the function should have landed in master.
2023-01-20 11:15:37 +01:00
Jeroen Bakker
884e14ac93 3D Texturing: Adding print_debug for visually inspecting the generated geometry.
During 3D texturing the uv islands are extended in order to fix seam bleeding
for manifold parts of the input mesh. This patch adds a `print_debug` method
on UVIsland that generates a python script. This script can be copy-past
into the Python Console to show the generated geometry.

This script can be extended to show the extracted border and use face colors
for showing internal decisions.
2023-01-20 10:28:58 +01:00
Campbell Barton
721bd5e6cf Fix invalid swapBuffer calls & outdated window decorations on Wayland
Swap-buffers was being deferred (to prevent it being called
from the event handling thread) however when it was called the
OpenGL context might not be active (especially with multiple windows).

Moving the cursor between windows made eglSwapBuffers report:
EGL Error (0x300D): EGL_BAD_SURFACE.

Resolve this by removing swapBuffer calls and instead add a
GHOST_kEventWindowUpdateDecor event intended for redrawing
client-side-decoration.

Besides the warning, this results an error with LIBDECOR window frames
not redrawing when a window became inactive.
2023-01-20 18:05:52 +11:00
Hans Goudey
bbc35fef25 Cleanup: Remove remaining subdiv/subsurf files to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-01-19 22:25:04 -06:00
Campbell Barton
1e8cc72f85 Cleanup: corrections, clarification to do comments 2023-01-20 15:20:02 +11:00
Campbell Barton
844cca9984 Cleanup: spelling in comments 2023-01-20 15:19:32 +11:00
Chris Blackbourn
6672b5373f Fix T103971: uv packing wasn't ignoring uv islands on hidden faces
Fixes the packing operators that use ED_uvedit_pack_islands_multi

Also fixes UV Select Similar with hidden UV islands.

Packing operators using GEO_uv_parametrizer should remain unchanged.

Add a check to BM_elem_flag_test(efa, BM_ELEM_HIDDEN).
Note that BM_mesh_calc_face_groups doesn't easily support XOR of flags,
requiring logic to be moved to a preprocess step on BM_ELEM_TAG.

Regression in rBe3075f3cf7ce.

Differential Revision: https://developer.blender.org/D17055
2023-01-20 16:29:33 +13:00
Campbell Barton
b73814c65c Cleanup: use function style casts for C++ 2023-01-20 14:04:34 +11:00
Campbell Barton
d0010d48c7 Cleanup: add ED_uvedit_get_aspect_y utility function
This avoids having to perform the aspect division inline.
2023-01-20 14:04:34 +11:00
Campbell Barton
a0706d6cf0 Fix T102680: UV Pick shortest Path wrong for multi-object editing
Path selection support from [0] didn't account for multiple objects in
edit-mode. Now picking the UV also picks the object to operate on.

[0]: ea5fe7abc1
2023-01-20 14:04:34 +11:00
Campbell Barton
ebb519652c Object: add functionality to access the object as an index for operators
Add:
- ED_object_in_mode_to_index
- ED_object_in_mode_from_index

Useful for operators that act on a non-active object in multi-edit mode,
so the index can be stored for the operators exec function to read back
the value when redoing an action. Needed to resolve T102680.
2023-01-20 14:04:34 +11:00
Joseph Eagar
1184501d5c Sculpt: Fix T103948: Automasking stroke id not being updated 2023-01-19 18:32:40 -08:00
Joseph Eagar
fcb0425f64 Sculpt: Remove old connected component API in favor of new island API 2023-01-19 18:22:59 -08:00
Joseph Eagar
da21e035d3 Sculpt: Fix T103923: Expand face sets now taking visibility into account
The code was never ported from the old system of encoding visibility
as negative face set values.
2023-01-19 18:04:34 -08:00
Joseph Eagar
4fa6ce0973 Sculpt: Expand NORMALS and TOPOLOGY_DIAGNAL falloff now check islands
Prevents disconnect parts of the mesh from having their masks
filled.
2023-01-19 17:55:25 -08:00
Joseph Eagar
0e35d5c095 Sculpt: Expand now waits for click before invoking when called from menu 2023-01-19 17:49:53 -08:00
Joseph Eagar
8a6c6a5dc5 Cleanup: Remove unused functions in sculpt automasking code 2023-01-19 17:30:17 -08:00
Joseph Eagar
8b5c2d9ef1 Sculpt: Restrict expand to active mesh islands for geodesic and topology
Fixes bug where other islands sometimes get their masks cleared (or
filled) in strange circumstances.  Still need to figure out the
correct behavior for spherical falloff.
2023-01-19 17:27:40 -08:00
Joseph Eagar
9889918fd4 Sculpt: New API for keeping track of topology islands
Mesh islands (shells) are now calculated on an as-needed
basis and cached inside of a temp attribute,
`sculpt_topology_island_key`.  This attribute is updated
as needed when geometry changes (e.g. the trim brush)
or when mesh visibility changes.

This replaces the old behavior where the "topology" automasking
mode would walk the entire mesh on every stroke.
2023-01-19 16:58:30 -08:00
Hans Goudey
241d87e9f4 Curves: Add RNA access to evaluated normals per control point
Add an RNA API function that gives an array of the normals for every control point.
The normals depend on the `normal_mode` attribute, which can currently be
minumum twist or Z-up, though more options are planned. Normals are currently
evaluated on the evaluated points and then sampled back to the control points.
Because that can be expensive, a normal mode that only does a first evaluation
on control points may be important

The function is intended to be used by Cycles, so it doesn't have to implement
the calculation of normals itself. They can be interpolated between control points
and normalized.

For best performance, the function should only be called once, since it does the
full calculation for every control point every time it is called.

Differential Revision: https://developer.blender.org/D17024
2023-01-19 17:43:55 -06:00
Hans Goudey
203ab983ce Geometry Nodes: Rename node and socket for "Group ID" convention
Based on discussion about T102962, rename the "Face Set Boundaries" node
to "Face Group Boundaries" and the Accumulate Field node's "Group Index"
socket to "Group ID". This convention of "__ Group" and "Group ID" will
be used more in other nodes in the future.

This commit doesn't affect forwards or backwards compatibility.
2023-01-19 16:56:06 -06:00
Chris Blackbourn
bbeb37696d Cleanup: format 2023-01-20 11:43:28 +13:00
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
Hans Goudey
2ab72f6db8 Fix T103964: Assert on mouse hover of empty node editor
The reverse iteration added in e091291b5b didn't handle
the case where there are no nodes properly. Thanks to Iliya Katueshenock
for investigating this.
2023-01-19 15:50:07 -06:00
Brecht Van Lommel
670b3c5013 Cleanup: compiler warnings 2023-01-19 22:48:05 +01:00
Hans Goudey
190d66b51e Cleanup: Remove unused attribute API function
While we do need higher level utilities for copying attributes
between geometries, this currently isn't used and it's not clear
that it will be the right abstraction in the end.
2023-01-19 15:37:36 -06:00
Hans Goudey
baf69b064b Geometry Nodes: Avoid creating cyclic attribute when redundant
The default when there is no cyclic attribute is that none of the curves
are cyclic. In the mesh to curve node, avoid creating the attribute with
just false to save time and memory usage. Also avoid looking up the
attribute twice in the trim node.
2023-01-19 15:35:58 -06:00
Hans Goudey
7db00d4ef7 Cleanup: Rename curves utility function
"Fill" usually refers to setting a single value. This copies the
sizes from curves offsets to a separate array.
2023-01-19 15:31:26 -06:00
Hans Goudey
8d63293c46 Curves: Avoid building evaluated point offsets for poly curves
When all the curves are poly curves, skip the work of building a
separate array of offsets for the evaluated points (which are the
same as the control points). This saves 1-4ms on every reevaluation
in test files with many curves.
2023-01-19 15:22:54 -06:00
Hans Goudey
9233b609eb Cleanup: Use utility function for copying curve domain data
Standardizing the process of creating a new CurvesGeometry with
different curve sizes based on an existing curves is helpful, since
there are a few methods to simplify the process that aren't obvious
at first, like filling the offsets with sizes directly and accumulating
them to become sizes.

Also, in the trim curves node, avoid creating the curve types attribute
all the time. Use the special API functions for the types which do
some optimizations automatically. Also use a more consistent
method to copy the curve domain data, and correct some comments.
2023-01-19 15:08:58 -06:00
Hans Goudey
dfd63bf1e4 Curves: Avoid reallocations when evaluating NURBS curves
I didn't detect a noticeable performance difference in a basic test,
but this is better in principle anyway.
2023-01-19 14:29:14 -06:00
Hans Goudey
e12498e44e Cleanup: Avoid reallocations when evaluating curve in trim node
Use the same method as the resample node to use a single vector for
each thread. This avoids an allocation for each attribute of each curve.
2023-01-19 14:16:31 -06:00
Hans Goudey
4cfa4f7551 Geometry Nodes: Parallelize flip faces node
I observed a 2x performance improvement for a large mesh.
2023-01-19 14:14:12 -06:00
Hans Goudey
76673e5fcf Cleanup: Use OffsetIndices abstraction in duplicate elements node 2023-01-19 13:48:54 -06:00
Hans Goudey
38a45e46bc Cleanup: Use OffsetIndices class in more cases
The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.

Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.

Also add const when accessing data arrays from curves, for consistency.

Differential Revision: https://developer.blender.org/D17038
2023-01-19 13:48:20 -06:00
Hans Goudey
d3ea931647 Fix: Compile error from designated initializers in C++ 2023-01-19 13:37:49 -06:00
Nate Rupsis
fa67b84c34 NLA: Udating Blend-in and Blend-out values to clamp on NLA strip Transform
Previously, transforming a clip (scaling, repeat, etc) wouldn't re-calculate the blend-in and blend-out values, leading to over / undershoot, and a visual clip artifact

Old:

{F14045003}

This patch adds re-calculation logic (new `BKE_nlastrip_recalculate_blend()`  method) to the blend-in/out on transformations to clamp values, and avoid over/under shoot.

The `BKE_nlastrip_recalculate_blend()`  encapsulates the existing logic for both the `rna_NlaStrip_blend_in_set()` and `rna_NlaStrip_blend_out_set()` methods into a single BKE method that we an execute as needed. The fact that blend-in is first decreased, is strictly on the order of calculation. My suspicion is that //if// the blend-in / blend-our values were working as intended, the RNA set methods would update in order, and we'd experience the same thing. In short, the choice here was to linearly combine the logic, without making any assumptions of my own.

while talking things over with @sybren  and @RiggingDojo, they are fine with how this currently works, but there a desire to update how the two values interact with each (ratio scale, etc) in the future.

New:
{F14045024}

{F14045025}

Reviewed By: sybren

Maniphest Tasks: T101369

Differential Revision: https://developer.blender.org/D16720
2023-01-19 13:47:16 -05:00
Hans Goudey
e7af2503c5 Cleanup: Fix unused variable warning in merge by distance 2023-01-19 11:53:32 -06:00
Brecht Van Lommel
12a3de96bb Fix T103972: crash with cloth simulation rest shape key and subdivision surface 2023-01-19 17:33:12 +01:00
Germano Cavalcante
25ce705617 Merge by Distance: split code into more specialized functions
Split the algorithms that find duplicates.

This improves readability and helps us find areas for optimization.

It may also facilitate the implementation of generic utilities.

No functional changes.

Differential Revision: https://developer.blender.org/D16918
2023-01-19 13:29:19 -03:00