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2022-09-05Cleanup: Remove unused functionHans Goudey
This had a specific use case relating to the `CurveEval` type which shouldn't be necessary anymore.
2022-08-31Attributes: Avoid unnecessarily initializing new attributesHans Goudey
The "write_only" (i.e. no reading) API function expects the caller to set values for all new attribute elements, so using calloc or setting the default value first is redundant. In theory this can improve performance by avoiding an extra pass over the array. I observed a 6% improvement in a basic test with the mesh to points node: from 47.9ms to 45ms on average. See 25237d2625078c6d for more info. Similar to cccc6d6905be7ac.
2022-08-30Attributes: Improve custom data initialization optionsHans Goudey
When allocating new `CustomData` layers, often we do redundant initialization of arrays. For example, it's common that values are allocated, set to their default value, and then set to some other value. This is wasteful, and it negates the benefits of optimizations to the allocator like D15082. There are two reasons for this. The first is array-of-structs storage that makes it annoying to initialize values manually, and the second is confusing options in the Custom Data API. This patch addresses the latter. The `CustomData` "alloc type" options are rearranged. Now, besides the options that use existing layers, there are two remaining: * `CD_SET_DEFAULT` sets the default value. * Usually zeroes, but for colors this is white (how it was before). * Should be used when you add the layer but don't set all values. * `CD_CONSTRUCT` refers to the "default construct" C++ term. * Only necessary or defined for non-trivial types like vertex groups. * Doesn't do anything for trivial types like `int` or `float3`. * Should be used every other time, when all values will be set. The attribute API's `AttributeInit` types are updated as well. To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and `CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional changes yet. Follow-up commits will change to avoid initializing new layers where the correctness is clear. Differential Revision: https://developer.blender.org/D15617
2022-08-30Geometry Nodes: Use separate field context for each geometry typeHans Goudey
Using the same `GeometryComponentFieldContext` for all situations, even when only one geometry type is supported is misleading, and mixes too many different abstraction levels into code that could be simpler. With the attribute API moved out of geometry components recently, the "component" system is just getting in the way here. This commit adds specific field contexts for geometry types: meshes, curves, point clouds, and instances. There are also separate field input helper classes, to help reduce boilerplate for fields that only support specific geometry types. Another benefit of this change is that it separates geometry components from fields, which makes it easier to see the purpose of the two concepts, and how they relate. Because we want to be able to evaluate a field on just `CurvesGeometry` rather than the full `Curves` data-block, the generic "geometry context" had to be changed to avoid using `GeometryComponent`, since there is no corresponding geometry component type. The resulting void pointer is ugly, but only turns up in three places in practice. When Apple clang supports `std::variant`, that could be used instead. Differential Revision: https://developer.blender.org/D15519
2022-08-11Mesh: Move hide flags to generic attributesHans Goudey
This commit moves the hide status of mesh vertices, edges, and faces from the `ME_FLAG` to optional generic boolean attributes. Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`, using the attribute name semantics discussed in T97452. The `.` prefix means they are "UI attributes", so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list by default, Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when the hide status is used. When the flags are removed completely, requirements will decrease when hiding is unused. Further notes: * Some code can be further simplified to skip some processing when the hide attributes don't exist. * The data is still stored in flags for `BMesh`, necessitating some complexity in the conversion to and from `Mesh`. * Access to the "hide" property of mesh elements in RNA is slower. The separate boolean arrays should be used where possible. Ref T95965 Differential Revision: https://developer.blender.org/D14685
2022-07-27Fix T100026: crash with zero-sized attributesJacques Lucke
The problem was that zero-sized and non-existant attributes were handled the same in some parts of the attribute API, which led to unexpected behavior. The solution is to properly differentiate the case when an attribute does not exist and when it is just empty (because the geometry is empty). Differential Revision: https://developer.blender.org/D15557
2022-07-24Fix: Removing attributes from UI invalidates cachesHans Goudey
Use the new attribute API to implement the attribute remove function used by RNA, except for BMesh attributes. Currently, removing curve attributes from the panel in the property editor does not mark the relevant caches dirty (for example, the cache of curve type counts), because that behavior is implemented with the new attribute API. Also, eventually we want to merge the two APIs, and removing an attribute is the first function that can be partially implemented with the new API. Differential Revision: https://developer.blender.org/D15495
2022-07-21Geometry Nodes: add debug check for whether AttributeWriter.finish is calledJacques Lucke
Calling `finish` after writing to generic attributes is currently necessary for correctness. Previously, this was easy to forget. Now there is a check for this in debug builds.
2022-07-21Fix T99878: Deleting curves or points removes anonymous attributesHans Goudey
Use the attribute API instead of the CustomData API, to correctly handle anonymous attributes and simplify the code. One non-obvious thing to note is that the type counts are recalculated by the "finish" function of the `curve_type` attribute, so they don't need to be copied explicitly. Also, the mutable attribute accessor cannot be an reference if we want to give it an rvalue, which is convenient in this case.
2022-07-20Curves: Port fillet node to the new data-blockHans Goudey
This commit ports the fillet curves node to the new curves data-block, and moves the fillet node implementation to the geometry module to help separate the implementation from the node. The changes are similar to the subdivide node or resample node. I've resused common utilities where it makes sense, though some things like the iteration over attributes can be generalized further. The node is now multi-threaded per-curve and inside each curve, and some buffers are reused per curve to avoid many allocations. The code is more explicit now, and though there is more boilerplate to pass around many spans, the more complex logic should be more readable. Differential Revision: https://developer.blender.org/D15346
2022-07-08Geometry Nodes: new geometry attribute APIJacques Lucke
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is accessible from RNA and C code. The second is implemented with `GeometryComponent` and is only accessible in C++ code. The second is widely used, but only being accessible through the `GeometrySet` API makes it awkward to use, and even impossible for types that don't correspond directly to a geometry component like `CurvesGeometry`. This patch adds a new attribute API, designed to replace the `GeometryComponent` attribute API now, and to eventually replace or be the basis of the other one. The basic idea is that there is an `AttributeAccessor` class that allows code to interact with a set of attributes owned by some geometry. The accessor itself has no ownership. `AttributeAccessor` is a simple type that can be passed around by value. That makes it easy to return it from functions and to store it in containers. For const-correctness, there is also a `MutableAttributeAccessor` that allows changing individual and can add or remove attributes. Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer to the owner of the attribute data. The second is a pointer to a struct with function pointers, that is similar to a virtual function table. The functions know how to access attributes on the owner. The actual attribute access for geometries is still implemented with the `AttributeProvider` pattern, which makes it easy to support different sources of attributes on a geometry and simplifies dealing with built-in attributes. There are different ways to get an attribute accessor for a geometry: * `GeometryComponent.attributes()` * `CurvesGeometry.attributes()` * `bke::mesh_attributes(const Mesh &)` * `bke::pointcloud_attributes(const PointCloud &)` All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`. Differential Revision: https://developer.blender.org/D15280
2022-07-02BLI: improve span access to virtual arraysJacques Lucke
* Make the class names more consistent. * Implement missing move-constructors and assignment-operators.
2022-06-22Fix T98956: Crash removing some builtin attributesHans Goudey
For example, the "id" attribute is stored as a named attribute. If it doesn't exist already, `layer_index` was uninitialized, causing issues with `CustomData_free_layer`. The fix is to use the generic function to free a named layer in that case. Eventually the other case will go away as T95965 is finished.
2022-06-01Cleanup: use 'e' prefix for enum typesCampbell Barton
- CustomDataType -> eCustomDataType - CustomDataMask -> eCustomDataMask - AttributeDomain -> eAttrDomain - NamedAttributeUsage -> eNamedAttrUsage
2022-05-31Attributes: Hide internal UI attributes and disallow procedural accessHans Goudey
This commit hides "UI attributes" described in T97452 from the UI lists in mesh, curve, and point cloud properties, and disallow accessing them in geometry nodes. Internal UI attributes like selection and hiding values should use the attribute system for simplicity and performance, but we don't want to expose those attributes in the attribute panel, which is meant for regular user interaction. Procedural access may be misleading or cause problems, as described in the design task above. These attributes are added by two upcoming patches: D14934, D14685 Differential Revision: https://developer.blender.org/D15069
2022-05-11Cleanup: use '_num' suffix, mostly for curves & spline codeCampbell Barton
Replace tot/amount & size with num, in keeping with T85728.
2022-04-26Cleanup: Move anonymous attribute removal to geometry componentHans Goudey
Implementing removal of anonymous attributes with `GeometryComponent` instead of `Mesh` makes it more reusable for other types like curves.
2022-04-26Fix T97595: Modifier attribute output broken for vertex groupsHans Goudey
`attribute_try_create` didn't understand that the vertex group attribute already existed because it only looks for names in custom data layers when the domain matches. Using `attribute_exists` unfortunately requires another loop through all attribute names, but that should be optimized separately in the future anyway. Differential Revision: https://developer.blender.org/D14756
2022-04-21Geometry Nodes: better support for byte color attributesJacques Lucke
Since {rBeae36be372a6b16ee3e76eff0485a47da4f3c230} the distinction between float and byte colors is more explicit in the ui. So far, geometry nodes couldn't really deal with byte colors in general. This patch fixes that. There is still only one color socket, which contains float colors. Conversion to and from byte colors is done when read from or writing to attributes. * Support writing to byte color attributes in Store Named Attribute node. * Support converting to/from byte color in attribute conversion operator. * Support propagating byte color attributes. * Add all the implicit conversions from byte colors to the other types. * Display byte colors as integers in spreadsheet. Differential Revision: https://developer.blender.org/D14705
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
The "PROP" in the name reflects its generic status, and removing "LOOP" makes sense because it is no longer associated with just mesh face corners. In general the goal is to remove extra semantic meaning from the custom data types.
2022-04-14Fix: Use after free when removing attribute on instancesHans Goudey
Assume that only one layer matches the id and return instead of continuing to iterate over attributes after the layers have been potentially reallocated.
2022-04-01Cleanup: Move geometry set fields to a separate headerHans Goudey
This commit moves declarations that depend on `FN_field.hh` out of `BKE_geometry_set.hh` into `BKE_geometry_fields.hh`. This helps to reduce the number of areas that need to depend on the functions module, which recently came in in review of D11591. In the future we may have a library of standard field inputs in order to make composing algorithms easier, so it makes sense to have a header that could contain them and some basic related utilities relating the concepts of geometry and fields. Reducing use of unnecessary headers may also reduce compilation time. Differential Revision: https://developer.blender.org/D14517
2022-03-19BLI: generalize converting CPPType to static typeJacques Lucke
Previously, the conversion was done manually for a fixed set of types. Now, there is a more general utility that can be used in other contexts (outside of geometry nodes attribute processing) as well.
2022-03-19BLI: move generic data structures to blenlibJacques Lucke
This is a follow up to rB2252bc6a5527cd7360d1ccfe7a2d1bc640a8dfa6.
2022-03-18BLI: move CPPType to blenlibJacques Lucke
For more detail about `CPPType`, see `BLI_cpp_type.hh` and D14367. Differential Revision: https://developer.blender.org/D14367
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
2022-02-04Attributes: Infrastructure for generic 8-bit integer data typeHans Goudey
This commit adds infrastructure for 8 bit signed integer attributes. This can be useful given the discussion in T94193, where we want to store spline type, Bezier handle type, and other small enums as attributes. This is only exposed in the interface in the attribute lists, so it shouldn't be an option in geometry nodes, at least for now. I expect that this type won't be used directly very often, it should mostly be cast to an enum type. However, with support for 8 bit integers, it also makes sense to add things like mixing implementations for consistency. Differential Revision: https://developer.blender.org/D13721
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
This patch implements the vector types (i.e:`float2`) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the `blender::math` namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. ####Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: `float3::reflect()`). ####Upsides: - Still support `.x, .y, .z, .w` for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. ####Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call `len_squared_v3v3` in `math::length_squared()` and call it a day. - Type cast does not work with the template version of the `math::` vector functions. Meaning you need to manually cast `float *` and `(float *)[3]` to `float3` for the function calls. i.e: `math::distance_squared(float3(nearest.co), positions[i]);` - Some parts might loose in readability: `float3::dot(v1.normalized(), v2.normalized())` becoming `math::dot(math::normalize(v1), math::normalize(v2))` But I propose, when appropriate, to use `using namespace blender::math;` on function local or file scope to increase readability. `dot(normalize(v1), normalize(v2))` ####Consideration: - Include back `.length()` method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches `delaunay_2d.cc` and the intersection code. I would like to know @howardt opinion on the matter. - The `noexcept` on the copy constructor of `mpq(2|3)` is being removed. But according to @JacquesLucke it is not a real problem for now. I would like to give a huge thanks to @JacquesLucke who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: https://developer.blender.org/D13791
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
This patch implements the vector types (i.e:float2) by making heavy usage of templating. All vector functions are now outside of the vector classes (inside the blender::math namespace) and are not vector size dependent for the most part. In the ongoing effort to make shaders less GL centric, we are aiming to share more code between GLSL and C++ to avoid code duplication. Motivations: - We are aiming to share UBO and SSBO structures between GLSL and C++. This means we will use many of the existing vector types and others we currently don't have (uintX, intX). All these variations were asking for many more code duplication. - Deduplicate existing code which is duplicated for each vector size. - We also want to share small functions. Which means that vector functions should be static and not in the class namespace. - Reduce friction to use these types in new projects due to their incompleteness. - The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a let down. Most clases are incomplete, out of sync with each others with different codestyles, and some functions that should be static are not (i.e: float3::reflect()). Upsides: - Still support .x, .y, .z, .w for readability. - Compact, readable and easilly extendable. - All of the vector functions are available for all the vectors types and can be restricted to certain types. Also template specialization let us define exception for special class (like mpq). - With optimization ON, the compiler unroll the loops and performance is the same. Downsides: - Might impact debugability. Though I would arge that the bugs are rarelly caused by the vector class itself (since the operations are quite trivial) but by the type conversions. - Might impact compile time. I did not saw a significant impact since the usage is not really widespread. - Functions needs to be rewritten to support arbitrary vector length. For instance, one can't call len_squared_v3v3 in math::length_squared() and call it a day. - Type cast does not work with the template version of the math:: vector functions. Meaning you need to manually cast float * and (float *)[3] to float3 for the function calls. i.e: math::distance_squared(float3(nearest.co), positions[i]); - Some parts might loose in readability: float3::dot(v1.normalized(), v2.normalized()) becoming math::dot(math::normalize(v1), math::normalize(v2)) But I propose, when appropriate, to use using namespace blender::math; on function local or file scope to increase readability. dot(normalize(v1), normalize(v2)) Consideration: - Include back .length() method. It is quite handy and is more C++ oriented. - I considered the GLM library as a candidate for replacement. It felt like too much for what we need and would be difficult to extend / modify to our needs. - I used Macros to reduce code in operators declaration and potential copy paste bugs. This could reduce debugability and could be reverted. - This touches delaunay_2d.cc and the intersection code. I would like to know @Howard Trickey (howardt) opinion on the matter. - The noexcept on the copy constructor of mpq(2|3) is being removed. But according to @Jacques Lucke (JacquesLucke) it is not a real problem for now. I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who helped during this and pushed me to reduce the duplication further. Reviewed By: brecht, sergey, JacquesLucke Differential Revision: http://developer.blender.org/D13791
2021-12-14Cleanup: correct unbalanced doxygen groupsCampbell Barton
Also add groups in some files.
2021-12-07Geometry Nodes: move type conversions to blenkernelJacques Lucke
The type conversions do not depend on other files in the nodes module. Furthermore we want to use the conversions in the geometry module without creating a dependency to the nodes module there.
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
2021-12-06Geometry Nodes: reduce code duplication with new GeometyrFieldInputJacques Lucke
Most of our field inputs are currently specific to geometry. This patch introduces a new `GeometryFieldInput` that reduces the overhead of adding new geometry field input. Differential Revision: https://developer.blender.org/D13489
2021-12-02Fix (unreported): incorrect custom data layer createdJacques Lucke
Without this fix `CustomDataAttributes::create_by_move` did not work on named attributes.
2021-12-01Fix: Remove incorrect asserts for empty attributesHans Goudey
While it is an edge case, it isn't incorrect for the attribute storage to have a zero size, it will just return an empty span or nothing.
2021-12-01Cleanup: Store instances id attribute with other attributesHans Goudey
Now that we can store any dynamic attribute on the instances component, we don't need the special case for `id`, it can just be handled by the generic attribute storage. Mostly this just allows removing a bunch of redundant code. I had to add a null check for `update_custom_data_pointers` because the instances component doesn't have any pointers to inside of custom data. Differential Revision: https://developer.blender.org/D13430
2021-11-30Fix: Missing handling of dynamic instance attribute sizeHans Goudey
The attributes need to be reallocated when the size changes. Differential Revision: https://developer.blender.org/D13390
2021-11-26Geometry Nodes: deduplicate virtual array implementationsJacques Lucke
For some underlying data (e.g. spans) we had two virtual array implementations. One for the mutable and one for the immutable case. Now that most code does not deal with the virtual array implementations directly anymore (since rBrBd4c868da9f97a), we can get away with sharing one implementation for both cases. This means that we have to do a `const_cast` in a few places, but this is an implementation detail that does not leak into "user code" (only when explicitly casting a `VArrayImpl` to a `VMutableArrayImpl`, which should happen nowhere).
2021-11-19Geometry Nodes: Support custom instance attributesErik
Adds an attribute provider for instance attributes. A new domain `ATTR_DOMAIN_INSTANCE` is implemented. Instance attributes are not yet realized correctly. Differential Revision: D13149
2021-11-16Geometry Nodes: refactor virtual array systemJacques Lucke
Goals of this refactor: * Simplify creating virtual arrays. * Simplify passing virtual arrays around. * Simplify converting between typed and generic virtual arrays. * Reduce memory allocations. As a quick reminder, a virtual arrays is a data structure that behaves like an array (i.e. it can be accessed using an index). However, it may not actually be stored as array internally. The two most important implementations of virtual arrays are those that correspond to an actual plain array and those that have the same value for every index. However, many more implementations exist for various reasons (interfacing with legacy attributes, unified iterator over all points in multiple splines, ...). With this refactor the core types (`VArray`, `GVArray`, `VMutableArray` and `GVMutableArray`) can be used like "normal values". They typically live on the stack. Before, they were usually inside a `std::unique_ptr`. This makes passing them around much easier. Creation of new virtual arrays is also much simpler now due to some constructors. Memory allocations are reduced by making use of small object optimization inside the core types. Previously, `VArray` was a class with virtual methods that had to be overridden to change the behavior of a the virtual array. Now,`VArray` has a fixed size and has no virtual methods. Instead it contains a `VArrayImpl` that is similar to the old `VArray`. `VArrayImpl` should rarely ever be used directly, unless a new virtual array implementation is added. To support the small object optimization for many `VArrayImpl` classes, a new `blender::Any` type is added. It is similar to `std::any` with two additional features. It has an adjustable inline buffer size and alignment. The inline buffer size of `std::any` can't be relied on and is usually too small for our use case here. Furthermore, `blender::Any` can store additional user-defined type information without increasing the stack size. Differential Revision: https://developer.blender.org/D12986
2021-11-02Fix T92652: Joining curves breaks point attribute orderHans Goudey
Currently the curve to mesh node relies on the order of attributes being the same on every spline. This is a worthwhile assumption, because it will allow removing the attribute name storage duplication on every spline in the future. However, the join geometry node broke this order, since it just created new attributes without any regard to the order. To fix this, I added a "reorder" step after all the merged attributes have been created, the types have been joined, etc. It should be possible to change this code so that the attributes are added with the right order in the first place, but I would like to do that after refactoring spline attribute storage, and not for 3.0. Differential Revision: https://developer.blender.org/D13074
2021-11-02Cleanup: Add function to get attribute ID from custom data layerHans Goudey
2021-10-29Geometry Nodes: do cache invalidation after writing attributesJacques Lucke
This is a better and more general fix for T92511 and T92508 than the ones that I committed before. Previously, we tagged caches dirty when first accessing attributes. This led to incorrect caches when under some circumstances. Now cache invalidation is part of `OutputAttribute.save()`. A nice side benefit of this change is that it may make things more efficient in some cases, because we don't invalidate caches when they don't have to be invalidated. Differential Revision: https://developer.blender.org/D13009
2021-10-26Geometry Nodes: remove reference to anonymous attributes in tooltipsJacques Lucke
This changes socket inspection for fields according to T91881. Differential Revision: https://developer.blender.org/D13006
2021-10-20Fix: Crash when retrieving output "id" attributeHans Goudey
The attribute provider needs to handle the case where the data is stored with just a data type, and the case where it is stored with a name.
2021-10-20Geometry Nodes: Make Random ID a builtin attribute, remove socketsHans Goudey
In order to address feedback that the "Stable ID" was not easy enough to use, remove the "Stable ID" output from the distribution node and the input from the instance on points node. Instead, the nodes write or read a builtin named attribute called `id`. In the future we may add more attributes like `edge_id` and `face_id`. The downside is that more behavior is invisible, which is les expected now that most attributes are passed around with node links. This behavior will have to be explained in the manual. The random value node's "ID" input that had an implicit index input is converted to a special implicit input that uses the `id` attribute if possible, but otherwise defaults to the index. There is no way to tell in the UI which it uses, except by knowing that rule and checking in the spreadsheet for the id attribute. Because it isn't always possible to create stable randomness, this attribute does not always exist, and it will be possible to remove it when we have the attribute remove node back, to improve performance. Differential Revision: https://developer.blender.org/D12903
2021-10-20Cleanup: use elem macrosCampbell Barton