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2022-09-07Cleanup: Tweak naming for recently added mesh accessorsHans Goudey
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
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
2022-02-11File 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
2020-11-10Multires: Cleanup, clarify commentSergey Sharybin
2020-09-04Cleanup: Clang-Tidy bugprone-incorrect-roundings fixesSybren A. Stüvel
Should cause no noticeable difference.
2020-08-07Cleanup: Blenkernel, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/blenkernel` module. No functional changes.
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-13Fix T74686: Loading btx file in multires modifier is not workingSergey Sharybin
Was happening when object does not have CD_MDISPS allocated yet. Need to make sure totdisp and level is specified on CD_MDISPS data prior to loading (as the load expects them to be properly set).
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.
2019-01-28Fix T60599: Multires crash after doing dyntopo sculptSergey Sharybin
2019-01-18Multires: Correct averagingSergey Sharybin
Before that only normal component was averaged, which is not really correct. Unfortunately, the new code is somewhat slower due to more involved math to deal properly with non-quad faces, but the plan is to move averaging from runtime to edit time, This means, that mdisps will always be continuous around the edges and no averaging on every frame change of animated character will be needed.
2019-01-04Fix T60124: Multires modifier not reading data from external filesSergey Sharybin
2018-11-01Subdiv: Cleanup, de-duplicate some codeSergey Sharybin
2018-11-01Subdiv: Cleanup, de-duplicate tangent matrix calculationSergey Sharybin
2018-11-01Subdiv: Cleanup, deduplicate some codeSergey Sharybin
2018-09-27Cleanup: fix harmless compiler warnings.Brecht Van Lommel
2018-09-21Subdiv: CCG, initialize grid mask from paint maskSergey Sharybin
2018-08-24Multires: Fix wrong apply deform results when multires has sculpt alreadySergey Sharybin
2018-08-22Cleanup: styleCampbell Barton
2018-08-21Cleanup: trailing spaceCampbell Barton
2018-08-15Multires: Initial groundwork to hook up displacement to new Subdiv objectSergey Sharybin
Adds a displacement support for OpenSubdiov based subsurf object implemented as a callback which gives vector displacement in object space. Currently is implemented to calculate displacement based on myltires displacement grids, but we can support things in the future if needed. Submitting to review to see if there is something obviously wrong in the direction (old multires code was sharing same displacement code to both calculate final displaced mesh and reshape an existing one, which is rather confusing and probably can be done more cleanly?). Reviewers: brecht Reviewed By: brecht Differential Revision: https://developer.blender.org/D3604