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2022-09-09Mesh: Move bevel weight out of MVert and MEdgeHans Goudey
As described in T95966, the goal is to move to a "struct of arrays" approach rather than gathering an arbitrary set of data in hard-coded structs. This has performance benefits, but also code complexity benefits (this patch removes plenty of code, though the boilerplate for the new operators outweighs that here). To mirror the internal change, the options for storing mesh bevel weights are converted into operators that add or remove the layer, like for some other layers. The most complex change is to the solidify modifier, where bevel weights had special handling. Other than that, most changes are removing clearing of the weights, boilerplate for the add/remove operators, and removing the manual transfer of bevel weights in bmesh - mesh conversion. Eventually bevel weights can become a fully generic attribute, but for now this patch aims to avoid most functional changes. Bevel weights are still written and read from the mesh in the old way, so neither forward nor backward compatibility are affected. As described in T95965, writing in the old format will be done until 4.0. Differential Revision: https://developer.blender.org/D14077
2022-09-09Subdiv: Avoid quadratic runtime for loose edgesHans Goudey
Currently, when subdividing every single vertex on every loose edge, Blender iterates over all other edges to find neighbors. This has quadratic runtime and can be very slow. Instead, first create a map of edges connected to each vertex. With about 10000 edges, the performance goes from very slow to very smooth in my tests. Because of the nature of quadratic runtime, the improvement will depend massively on the number of elements. The only downside to this is that the map will still be built when there are only a couple loose edges, but that case is probably not so common. Differential Revision: https://developer.blender.org/D15923
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
2022-08-30Attributes: 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
2022-08-18Cleanup: spelling, formatCampbell Barton
2022-08-18Cleanup: Move subdiv_mesh.c to C++Hans Goudey