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.
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
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
Instead of keeping track of a local array of positions in the modifier
stack itself, use the existing edit mode SoA "edit cache" which already
contains a contiguous array of positions. Combined with positions as a
generic attribute, this means the state is contained just in the mesh
(and the geometry set) making the code much easier to follow.
To do this we make more use of the mesh wrapper system, where we can
pass a `Mesh` that's actually stored with a `BMesh` and the extra
cached array of positions. This also resolves some confusion-- it was
weird to have the mesh wrapper system for this purpose but not use it.
Since we always created a wrapped mesh in edit mode, there's no need
for `MOD_deform_mesh_eval_get` at all anymore. That function was quite
confusing with "eval" in its name when it really retrieved the original
mesh.
Many deform modifiers had placeholder edit mode evaluation functions.
Since these didn't do anything and since the priority is node-based
deformation now, I removed these. The case is documented more in the
modifier type struct callbacks.
Pull Request: https://projects.blender.org/blender/blender/pulls/108637
Some modifiers used `MOD_deform_mesh_eval_get` to make sure they had
a mesh to retrieve vertex groups from. But since curves don't support
vertex groups anyway, and since the curve to mesh conversion is handled
by the (legacy) curve object modifier stack anyway, this is confusing
and unnecessary. This shouldn't give any behavior changes, but some
deform modifiers on legacy curve objects might be faster if they used
to do the conversion.
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/
Implicit sharing means attribute ownership is shared between geometry
data-blocks, and the sharing happens automatically. So it's unnecessary
to choose whether to enable it when copying a mesh.
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.
The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.
However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.
This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
This program is free software ...
This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
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
Use a consistent style for declaring the names of struct members
in their declarations. Note that this convention was already used in
many places but not everywhere.
Remove spaces around the text (matching commented arguments) with
the advantage that the the spell checking utility skips these terms.
Making it possible to extract & validate these comments automatically.
Also use struct names for `bAnimChannelType` & `bConstraintTypeInfo`
which were using brief descriptions.
This commit replaces the `Mesh_Runtime` struct embedded in `Mesh`
with `blender::bke::MeshRuntime`. This has quite a few benefits:
- It's possible to use C++ types like `std::mutex`, `Array`,
`BitVector`, etc. more easily
- Meshes saved in files are slightly smaller
- Copying and writing meshes is a bit more obvious without
clearing of runtime data, etc.
The first is by far the most important. It will allows us to avoid a
bunch of manual memory management boilerplate that is error-prone and
annoying. It should also simplify future CoW improvements for runtime
data.
This patch doesn't change anything besides changing `mesh.runtime.data`
to `mesh.runtime->data`. The cleanups above will happen separately.
Differential Revision: https://developer.blender.org/D16180
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.
Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
This includes:
- new modifier names
It mostly uses `N_` because the strings are actually translated elsewhere.
The goal is simply to export them to .po files.
Most of the new translations were reported in T43295#1105335.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D15418
It's helpful to make the separation of legacy data formats explicit,
because it declutters actively changed code and makes it clear which
areas do not follow Blender's current design. In this case I separated
the `MFace`/"tessface" conversion code into a separate blenkernel
.cc file and header. This also makes refactoring to remove these
functions simpler because they're easier to find.
In the future, conversions to the `MLoopUV` type and `MVert`
can be implemented here for the same reasons (see T95965).
Differential Revision: https://developer.blender.org/D15396
The modifier is supposed to create a Curves data block soon, which
helps with the transition to the new Curves object in drawing code.
Utilities for the new Curves object are mostly in C++.