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2022-05-11Cleanup: use '_num' suffix, mostly for curves & spline codeCampbell Barton
Replace tot/amount & size with num, in keeping with T85728.
2022-03-19BLI: move generic data structures to blenlibJacques Lucke
This is a follow up to rB2252bc6a5527cd7360d1ccfe7a2d1bc640a8dfa6.
2022-03-09Cleanup: use ELEM macroCampbell Barton
2022-02-23Cleanup: Use new enum for CurveEval handle typesHans Goudey
This will make the transition to the new curves data structure a bit simple, since the handle types can be copied directly between the two. The change to CurveEval is simple because it is runtime-only.
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
2022-01-12BLI: 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
2021-12-23Cleanup: Remove spline add_point method, refactor mesh to curve nodeHans Goudey
It's better to calculate the size of a spline before creating it, and this should simplify refactoring to a data structure that stores all point attribute contiguously (see T94193). The mesh to curve conversion is simplified slightly now, it creates the curve output after gathering all of the result vertex indices. This should be more efficient too, since it only grows an index vector for each spline, not a whole spline.
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
2021-12-02Cleanup: Move public docs to BKE_spline.hh headerHans Goudey
2021-11-16Merge branch 'blender-v3.0-release'Hans Goudey
2021-11-16Fix T92857: Deadlock in geometry nodes curve multi-threadingHans Goudey
The spline code, especially Bezier splines, often make use of lazily evaluation and caching. In order to do that, they use mutex locks. When multi-threading, this can lead to problems. Further detail can be found in rBfcc844f8fbd0d1. To fix the deadlock, isolate the task before multi-threading when holding a lock. Differential Revision: https://developer.blender.org/D13229
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
2021-11-11Fix: Prevent use of uninitialized memory when creating Bezier splineMartijn Versteegh
When Constructing bezier splines from dna, the positions of the left/right handles were set directly in the internal vectors, by requesting a reference to them. The problem is that BezierSpline::handle_positions_left() calls ensure_auto_handles() before returning the reference. That function does some calculations on uninitialized memory if the positions array is not yet filled. Differential Revision: https://developer.blender.org/D13107
2021-10-24Cleanup: spelling in commentsCampbell Barton
2021-10-23Fix: Cyclic single point bezier splines have multiple evaluated pointsHans Goudey
Because `segment_is_vector` didn't handle the combined cyclic and single control point case, it returned false, that the "segment" should have the resolution evaluated point count. To avoid checking the size in every call, add an assert for the size and check it elsewhere.
2021-09-29Geometry Nodes: Expose Bezier handle positions as an attributeHans Goudey
This commit exposes left and right bezier handles as an attribute. Interaction basically works like edit mode. If you move an aligned handle, it also moves the opposite handle of the control point. The difference is that you can't edit "Auto" or "Vector" handles, you have to first use the "Set Handle Type" node. That gives the handle types a bit more meaning in the node tree-- changing them in edit mod is more like a "UI override". The attributes are named `handle_start` and `handle_end`, which is the same name used in the curve RNA API. A new virtual array implementation is added which handles the case of splines that don't have these attributes, and it also calls two new functions on `BezierSpline` to set the handle position accounting for aligned handles. The virtual arrays and attribute providers will be refactored (probably templated) in the future, as a next step after the last built-in curve attribute provider has landed. Differential Revision: https://developer.blender.org/D12005
2021-09-21Fix: Crash with single point bezier spline auto handlesHans Goudey
There's no way to calculate auto or vector handles when there is only one point, and returning early allows avoiding checking for that case later on.
2021-09-15Splines: Add a method for reversing a SplineJohnny Matthews
This moved the spline reversing logic out of the Curve Reverse geometry node and into the spline class. This allows a spline to reverse itself with a call to `my_spline.reverse()` The base class will reverse position, radii & tilt, while specialized versions are created for Bezier and Nurbs splines to reverse the additional data that these classes encapsulate. Differential Revision: https://developer.blender.org/D12501
2021-07-14Bezier Spline: Add a more generalized insertion utilityHans Goudey
This logic is from the curve sundivide node, used to add points with proper handles in between two existing points. However, the same logic is used for trimming of Bezier splines, and possibly interactive point insertion in the future, so it's helpful as a general utility. The logic is converted to depend on a bezier spline instead of being static. A temporary segment spline can be used for the latter use case.
2021-06-22Cleanup: Refactor spline copying functionsHans Goudey
Make the virtual functions protected and simpler, so that the logic is better contained in the base class's implementation. Also introduce a `copy_without_attributes` method to be used for realizing instances.
2021-06-22Cleanup: Use "size" instead of "points_len" in spline codeHans Goudey
Previously this was mostly consistent, but not completely. It's helpful to use the same name for the same meaning everywhere in this area.
2021-06-22Cleanup: Rename variables, use shorter namesHans Goudey
`src` and `dst` are perfectly clear, and avoid repeating unecessary characters when writing the variables many times, allowing more space for everything else.
2021-06-21Cleanup: Rename spline interpolation functionsHans Goudey
The names were slightly longer than they needed to be clear, and when they are shorter they tend to fit on one line better.
2021-06-16BLI: add threading namespaceJacques Lucke
This namespace groups threading related functions/classes. This avoids adding more threading related stuff to the blender namespace. Also it makes naming a bit easier, e.g. the c++ version of BLI_task_isolate could become blender::threading::isolate_task or something similar. Differential Revision: https://developer.blender.org/D11624
2021-06-16Cleanup: Expose function publicly, renameHans Goudey
There is no particular reason these two functions shouldn't be used outside of the bezier spline implementation since they don't do anything particularly controversial.
2021-06-09Fix: Incorrect node bezier spline tangent calculation for end pointsHans Goudey
The code was using the useless dangling handle at each end of the spline rather than the handle pointing inwards.
2021-06-02Splines: Function to copy spline settings without dataHans Goudey
Often you need to copy a spline to do an operation, but don't want to manually copy over all of the settings. I've already forgotten to do it once anyway. These functions copy a spline's "settings" into a new spline, but not the data. I tried to avoid duplicating any copying so this is easier to extend in the future. Differential Revision: https://developer.blender.org/D11463
2021-05-27Cleanup: Use consistent variable namesHans Goudey
2021-05-20Splines: Optimize interpolation in special case virtual arrayHans Goudey
When the input data is a virtual array for a single value, we don't need to run any of the interpolation, instead just copy the input data.
2021-05-19Geometry Nodes: Support for dynamic attributes on curve splinesHans Goudey
With this patch you will be able to add and remove attributes from curve data inside of geometry nodes. The following is currently implemented: * Adding attributes with any data type to splines or spline points. * Support for working with multiple splines at the same time. * Interaction with the three builtin point attributes. * Resampling attributes in the resample node. The following is not implemented in this patch: * Joining attributes when joining splines with the join geometry node. * Domain interpolation between spline and point domains. * More efficient ways to call attribute operations once per spline. Differential Revision: https://developer.blender.org/D11251
2021-05-15Cleanup: Update / improve commentsHans Goudey
2021-05-14Fix T88262: Curve to mesh crash with vector last segmentHans Goudey
The code incorrectly used the size of the second to last segment rather than the last segment's size. That was a problem when the last segment is a vector segment but the second to last isn't. I also used the opportunity to slightly refactor the control point offsets cache, making it one longer so it also contains information about the size of the last segment, simplifying other code.
2021-05-12Geometry Nodes Curves: Expose first builtin point attributesHans Goudey
This commit exposes the first spline control point attributes. The implementation incorporates the attributes into the virtual array system, providing efficient methods to flatten the data into a contiguous array and to apply changes from a flattened array. This is only part of the eventual goal, which includes changes to run attribute nodes separately for each spline to completely avoid copying. So far `tilt` and `radius`, the two generic attributes common to all spline types, are implemented. The more complex `position` attribute is also added. It requires some special handling for Bezier splines, where the control point handles need to be moved along with the control points. To make that work I also added automatic handle recalculation to the Bezier spline. Differential Revision: https://developer.blender.org/D11187
2021-05-08Fix: Curve to mesh node assert when last profile segment is vectorHans Goudey
We need to always add a single point to the last cyclic segment that completes the loop, because that includes the starting point of the evaluated edge. The existing code forgot about that point.
2021-05-07Geometry Noes: Curve Resample NodeHans Goudey
This node generates a naturally parametarized (even length edge) poly spline version of every spline in the input. There are two modes, "Count", and "Length". These are similar to the same options for the line primitive node in end points mode. I implemented this instead of a "Sample Points" node, because for this operation it's trivial to keep the result as a curve, which is nice since it increases flexibility, and because it can make instancing simpler, i.e. using the transforms of each evaluated point rather than requiring the construction of a "rotation" attribute. Differential Revision: https://developer.blender.org/D11173
2021-05-06Cleanup: spellingCampbell Barton
2021-05-05Fix: Splines: Use consistent bezier linear interpolation methodHans Goudey
While the method of interpolating based on the curve length at each evaluated point may be useful in some situations, for now it's best to be consistent with the existing methods in Blender, so this commit adds a simple linear-based-on-resolution sampling method to bezier splines.
2021-05-05Fix: Incorrect cyclic interpolation for nodes bezier splineHans Goudey
The special case for the interpolation to the last point was being used for every point in the last segment, because of the rounding. Instead, make the function slightly more complicated to properly handle the correct interolation in the cyclic and non-cyclic cases.
2021-05-03Geometry Nodes: Initial basic curve data supportHans Goudey
This patch adds initial curve support to geometry nodes. Currently there is only one node available, the "Curve to Mesh" node, T87428. However, the aim of the changes here is larger than just supporting curve data in nodes-- it also uses the opportunity to add better spline data structures, intended to replace the existing curve evaluation code. The curve code in Blender is quite old, and it's generally regarded as some of the messiest, hardest-to-understand code as well. The classes in `BKE_spline.hh` aim to be faster, more extensible, and much more easily understandable. Further explanation can be found in comments in that file. Initial builtin spline attributes are supported-- reading and writing from the `cyclic` and `resolution` attributes works with any of the attribute nodes. Also, only Z-up normal calculation is implemented at the moment, and tilts do not apply yet. **Limitations** - For now, you must bring curves into the node tree with an "Object Info" node. Changes to the curve modifier stack will come later. - Converting to a mesh is necessary to visualize the curve data. Further progress can be tracked in: T87245 Higher level design document: https://wiki.blender.org/wiki/Modules/Physics_Nodes/Projects/EverythingNodes/CurveNodes Differential Revision: https://developer.blender.org/D11091