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2022-09-07Cleanup: formatCampbell Barton
2022-09-05Mesh: Remove redundant custom data pointersHans Goudey
For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-05-13Cleanup: Use const when retrieving custom data layersHans Goudey
Knowing when layers are retrieved for write access will be essential when adding proper copy-on-write support. This commit makes that clearer by adding `const` where the retrieved data is not modified. Ref T95842
2022-02-11File headers: SPDX License migrationCampbell Barton
Use a shorter/simpler license convention, stops the header taking so much space. Follow the SPDX license specification: https://spdx.org/licenses - C/C++/objc/objc++ - Python - Shell Scripts - CMake, GNUmakefile While most of the source tree has been included - `./extern/` was left out. - `./intern/cycles` & `./intern/atomic` are also excluded because they use different header conventions. doc/license/SPDX-license-identifiers.txt has been added to list SPDX all used identifiers. See P2788 for the script that automated these edits. Reviewed By: brecht, mont29, sergey Ref D14069
2022-01-24Cleanup: sort struct forward declarationsCampbell Barton
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
2022-01-07Cleanup: remove redundant const qualifiers for POD typesCampbell Barton
MSVC used to warn about const mismatch for arguments passed by value. Remove these as newer versions of MSVC no longer show this warning.
2021-12-13GPencil: New Shrinkwrap modifierAntonio Vazquez
his new modifier is equals to the existing mesh modifier but adapted to grease pencil. The underlying functions used to calculate the shrink are the same used in meshes. {F11794101} Reviewed By: pepeland, HooglyBoogly Differential Revision: https://developer.blender.org/D13192
2021-12-07Cleanup: move public doc-strings into headers for 'blenkernel'Campbell Barton
- Added space below non doc-string comments to make it clear these aren't comments for the symbols directly below them. - Use doxy sections for some headers. - Minor improvements to doc-strings. Ref T92709
2021-07-30Cleanup: Move remesh files to C++Hans Goudey
This will be helpful for some cleanups I'd like to do, including removing the unecessary C API for OpenVDB and unifying some attribute transfer code.
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-03-11Cleanup: spellingCampbell Barton
2020-03-02Cleanup: make remaining blenkernel headers work in C++Jacques Lucke
2019-09-26Voxel Remesh: Fix poles and preserve volumePablo Dobarro
This commit fixes most of the issues we currently have in the voxel remesher. Mesh volume is preserved when doing multiple iterations, so the sculpt won't shrink and smooth each time you run the remesher. Mesh topology is much better, fixing most issues related to mask extraction and other topology based operations. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D5863
2019-09-10Sculpt: Mask Extract operatorPablo Dobarro
This operator extracts the paint mask to a new mesh object. It can extract the paint mask creating a boundary loop in the geometry, making it ready for adding a subdivision surface modifier. Reviewed By: brecht Differential Revision: https://developer.blender.org/D5384
2019-08-25Cleanup: redundant struct declarationsCampbell Barton
2019-04-27Cleanup: comments (long lines) in blenkernelCampbell Barton
2019-04-17ClangFormat: apply to source, most of internCampbell Barton
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2018-12-08Shrinkwrap: use polygon normals for flat faces in Align To Normal.Alexander Gavrilov
Hit normal originates from tesselated triangles and isn't the actual normal used for shading of flat faces. Thus, it is better to use the actual polygon normals when available.
2018-12-07Fix modifiers evaluation outside of depsgraph/CoW context.Bastien Montagne
Fix T58237: Exporters: Curve Modifier not applied when "apply modifiers" are selected. Fix T58856: Python: "to_mesh" broken in 2.8. ...And many other cases... ;) Thing is, we need target IDs to always be evaluated ones (at least I cannot see any case where having orig ones is desired effect here). Depsgraph/Cow system ensures us that when modifiers are evaluated by it, but they can also be called outside of this context, e.g. when doing binding, or object conversion... So we need to ensure in modifiers code that we actually are always working with eval data for those targets. Note that I did not touch to physics modifiers, those are a bit touchy and rather not 'fix' something there until proven broken!
2018-11-26MOD_shrinkwrap: do not compute mesh when not needed.Bastien Montagne
This modifier only uses mesh to get vgroup, which is only needed in case modified object is indeed a mesh! Building a mesh from curve here is not only useless and time-consuming, it will also easily fail the assert about same number of vertices! Note that surface_project and subsurf option also need more work at some point, but this is probably not that urgent for now. Also, use MOD_get_vgroup() helper in modifier code itself and pass resulting MDeformVert & index to BKE_shrinkwrap's `shrinkwrapModifier_deform()`, this is simpler and avoids duplicating vgroup handling code. Related to T57972.
2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-11-06Shrinkwrap: new mode that projects along the target normal.Alexander Gavrilov
The Nearest Surface Point shrink method, while fast, is neither smooth nor continuous: as the source point moves, the projected point can both stop and jump. This causes distortions in the deformation of the shrinkwrap modifier, and the motion of an animated object with a shrinkwrap constraint. This patch implements a new mode, which, instead of using the simple nearest point search, iteratively solves an equation for each triangle to find a point which has its interpolated normal point to or from the original vertex. Non-manifold boundary edges are treated as infinitely thin cylinders that cast normals in all perpendicular directions. Since this is useful for the constraint, and having multiple objects with constraints targeting the same guide mesh is a quite reasonable use case, rather than calculating the mesh boundary edge data over and over again, it is precomputed and cached in the mesh. Reviewers: mont29 Differential Revision: https://developer.blender.org/D3836
2018-10-17Shrinkwrap: implement the use of smooth normals in constraint & modifier.Alexander Gavrilov
- Use smooth normals to displace in Above Surface mode. - Add an option to align an axis to the normal in the constraint. I've seen people request the alignment feature, and it seems useful. For the actual aligning I use the damped track logic. In order to conveniently keep mesh data needed for normal computation together, a new data structure is introduced. Reviewers: mont29 Differential Revision: https://developer.blender.org/D3762
2018-09-26Implement additional modes for Shrinkwrap to a surface.Alexander Gavrilov
In addition to the original map to surface and Keep Above Surface, add modes that only affect vertices that are inside or outside the object. This is inspired by the Limit Distance constraint, and can be useful for crude collision detection in rigs. The inside/outside test works based on face normals and may not be completely reliable near 90 degree or sharper angles in the target. Reviewers: campbellbarton, mont29 Differential Revision: https://developer.blender.org/D3717
2018-06-22Subsurf: Move away from using scene from modifier dataSergey Sharybin
2018-06-20Cleanup: remove some useless Derivedmesh struct declarations.Bastien Montagne
2018-05-30Cleanup/fix wrong modifiers targets handling in COW context.Bastien Montagne
Modifiers stack only get COW/evaluated IDs, so no need to go auery again DEG for those. Further more, now unified handling of EditBMesh case (was done on case-by-case basis in a few modifiers, not all for some reason). We are still missing the ability to get final and cage deformed meshes when in Edit mode though, this is to be defined/implemented in depsgraph.
2018-05-09Modifier stack: ShrinkWrap: move to mesh-based BVHTree code.Bastien Montagne
Now only subsurf still needs some DM...
2018-05-08Modifier stack: partial port of ShrinkWrap to new Mesh-based system.Bastien Montagne
Partial only, complete depends on BVHTree helper updates, and subsurf updates.
2018-05-04Constraint: Shrink Warp: Replace `bvhtree_from_mesh_looptri` with` ↵Germano
bvhtree_from_mesh_get`. The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached.
2016-03-07Shrink Wrap modifier: invert vgroup optionCampbell Barton
D1839 from @Orgold
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2014-08-01Cleanup: Move SpaceTransform helpers from `BKE_shrinkwrap` to `BLI_math_matrix`.Bastien Montagne
2014-08-01Cleanup: Move `object_get_derived_final` from BKE_shrinkwrap to BKE_DerivedMeshBastien Montagne
Note this func needs some love, but this will be for later (should never have been in shrinkwrap code!).
2014-03-20Code cleanup: use boolsCampbell Barton
2013-12-26Threaded object update and EvaluationContextSergey Sharybin
Summary: Made objects update happening from multiple threads. It is a task-based scheduling system which uses current dependency graph for spawning new tasks. This means threading happens on object level, but the system is flexible enough for higher granularity. Technical details: - Uses task scheduler which was recently committed to trunk (that one which Brecht ported from Cycles). - Added two utility functions to dependency graph: * DAG_threaded_update_begin, which is called to initialize threaded objects update. It will also schedule root DAG node to the queue, hence starting evaluation process. Initialization will calculate how much parents are to be evaluation before current DAG node can be scheduled. This value is used by task threads for faster detecting which nodes might be scheduled. * DAG_threaded_update_handle_node_updated which is called from task thread function when node was fully handled. This function decreases num_pending_parents of node children and schedules children with zero valency. As it might have become clear, task thread receives DAG nodes and decides which callback to call for it. Currently only BKE_object_handle_update is called for object nodes. In the future it'll call node->callback() from Ali's new DAG. - This required adding some workarounds to the render pipeline. Mainly to stop using get_object_dm() from modifiers' apply callback. Such a call was only a workaround for dependency graph glitch when rendering scene with, say, boolean modifiers before displaying this scene. Such change moves workaround from one place to another, so overall hackentropy remains the same. - Added paradigm of EvaluaitonContext. Currently it's more like just a more reliable replacement for G.is_rendering which fails in some circumstances. Future idea of this context is to also store all the local data needed for objects evaluation such as local time, Copy-on-Write data and so. There're two types of EvaluationContext: * Context used for viewport updated and owned by Main. In the future this context might be easily moved to Window or Screen to allo per-window/per-screen local time. * Context used by render engines to evaluate objects for render purposes. Render engine is an owner of this context. This context is passed to all object update routines. Reviewers: brecht, campbellbarton Reviewed By: brecht CC: lukastoenne Differential Revision: https://developer.blender.org/D94
2013-09-07shrink-wrap constraint, improve and remove some limitations.Campbell Barton
- ability to change the space the axis is projected in (so you can choose worldspace or -space, was always local-space before). - support projecting on a negative axis, without this some very simple clamping is not possible if the direction happened not to be positive. - add distance limit (same as modifier), without this single meshes surrounding an object would make the constraint impossible to use in some cases (it would snap to the wrong side). note: this removes the ability to project on multiple axes at once but this option only added up directions and didnt project on multiple axes as you might expect.
2012-12-23style cleanup: wrap long lines (>200)Campbell Barton
2012-09-06code cleanup: capitalize defines.Campbell Barton
2012-06-13code cleanup: use const float's where possible and specify vector size.Campbell Barton
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-03-18spelling cleanupCampbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n