Age | Commit message (Collapse) | Author |
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Also rename DNA struct members.
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Currently there is a "calc_face_normal" argument to mesh to bmesh
conversion, but vertex normals had always implicitly inherited whatever
dirty state the mesh input's vertex normals were in. Probably they were
most often assumed to not be dirty, but this was never really correct in
the general case.
Ever since the refactor to move vertex normals out of mesh vertices,
cfa53e0fbeed7178c7, the copying logic has been explicit: copy the
normals when they are not dirty. But it turns out that more control is
needed, and sometimes normals should be calculated for the resulting
BMesh.
This commit adds an option to the conversion to calculate vertex
normals, true by default. In almost all places except the decimate
and edge split modifiers, I just copied the value of the
"calc_face_normals" argument.
Differential Revision: https://developer.blender.org/D14406
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D14203
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Regression in d961adb866cc2d7a95e4c6a7f06c49e346ec1abe,
it's important that for the Mesh used for undo storage matches
the shape-key instead of using the coordinates of the Basis key.
Prior to bfdbc78466ac14d45f353db9aa39cb21bb962701 a different method of
restoring the basis shape-key coordinates was used (restoring from the
input `Mesh.mvert` array). When undo wrote the edit-mesh into the mesh
this was always NULL so the basis shape keys coordinates were never
used.
Now a parameter has been added so undo can use the active shape for the
meshes vertex coordinates.
Reviewed By: sergey
Maniphest Tasks: T96205
Ref D14258
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When exiting edit-mode set the vertex coordinates to the basis-shape when editing non-basis keys.
Regression in bfdbc78466ac14d45f353db9aa39cb21bb962701.
Reviewed By: sergey
Ref D14234
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Also fix a couple other places where normals layers weren't properly
tagged dirty or reallocated when the mesh changes.
Caused by cfa53e0fbeed7178. When the size of a mesh changes,
the normal layers need to be reallocated. There were a couple of places
that cleared other runtime data with `BKE_mesh_runtime_clear_geometry`
but didn't deal with normals properly. Clearing the runtime "geometry"
is different from clearing the normals, because sometimes the size of
the normal layers doesn't have to change, in which case simply tagging
them dirty is fine.
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This was a double free error which happened because `BM_mesh_bm_from_me`
was taking ownership of arrays that were still owned by the Mesh. Note that
this only happens when the mesh is empty but some custom data layers still
have a non-null data pointer. While usually the data pointer should be null in
this case for performance reasons, other functions should still be able to
handle this situation.
Differential Revision: https://developer.blender.org/D14181
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Currently, when normals are calculated for a const mesh, a custom data
layer might be added if it doesn't already exist. Adding a custom data
layer to a mesh is not thread-safe, so this can be a problem in some
situations.
This commit moves derived mesh normals for polygons and
vertices out of `CustomData` to `Mesh_Runtime`. Most of the
hard work for this was already done by rBcfa53e0fbeed7178.
Some changes to logic elsewhere are necessary/helpful:
- No need to call both `BKE_mesh_runtime_clear_cache` and
`BKE_mesh_normals_tag_dirty`, since the former also does the latter.
- Cleanup/simplify mesh conversion and copying since normals are
handled with other runtime data.
Storing these normals like other runtime data clarifies their status
as derived data, meaning custom data moves more towards storing
original/editable data. This means normals won't automatically benefit
from the planned copy-on-write refactor (T95845), so it will have to be
added manually like for the other runtime data.
Differential Revision: https://developer.blender.org/D14154
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This is an alternate fix for T35170 since it caused T44415.
Having the undo system manipulate the key-block coordinates is error
prone as (in the case of T44415) there are situations when it's
important to apply the difference with the original shape key.
This reverts dab0bd9de65a9be5e8ababba0e2799f994d5d12f, and instead
avoids the problem by not using the data in `Mesh.key` as a reference
for updating shape-keys when exiting edit-mode.
The assumption that the `Mesh.key` in edit-mode won't be modified
until leaving edit-mode isn't always true. Leading to synchronization
errors. (details noted in code-comments).
Resolve this by using shape-key data stored in the BMesh.
Resolving both T35170 & T44415.
Details:
- Remove use of the original vertices when exiting edit mode.
- Remove use of the original shape-key coordinates when exiting
edit-mode (except as a last resort).
- Move shape-key synchronization into a separate function:
`bm_to_mesh_key`.
- Split the synchronization loop into two branches,
depending on the existence of BMesh shape-key coordinates.
- Always write shape-key values back to the BMesh CD_SHAPEKEY layers.
This was only done in some cases but is now necessary for all
shape-keys as these are used to calculate offsets where the `Mesh.key`
was previously used.
- Report a warning when the shape-key layer isn't found as this uses an
imperfect method of restoring coordinates which should only be used as
a last resort.
Reviewed By: mont29
Ref D14127
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Currently, whenever any BMesh is converted to a Mesh (except for edit
mode switching), original index (`CD_ORIGINDEX`) layers are added.
This is incorrect, because many operations just convert some Mesh into
a BMesh and then back, but they shouldn't make any assumption about
where their input mesh came from. It might even come from a primitive
in geometry nodes, where there are no original indices at all.
Conceptually, mesh original indices should be filled by the modifier
stack when first creating the evaluated mesh. So that's where they're
moved in this patch. A separate function now fills the indices with their
default (0,1,2,3...) values. The way the mesh wrapper system defers
the BMesh to Mesh conversion makes this a bit less obvious though.
The old behavior is incorrect, but it's also slower, because three
arrays the size of the mesh's vertices, edges, and faces had to be
allocated and filled during the BMesh to Mesh conversion, which just
ends up putting more pressure on the cache. In the many cases where
original indices aren't used, I measured an **8% speedup** for the
conversion (from 76.5ms to 70.7ms).
Generally there is an assumption that BMesh is "original" and Mesh is
"evaluated". After this patch, that assumption isn't quite as strong,
but it still exists for two reasons. First, original indices are added
whenever converting a BMesh "wrapper" to a Mesh. Second, original
indices are not added to the BMesh at the beginning of evaluation,
which assumes that every BMesh in the viewport is original and doesn't
need the mapping.
Differential Revision: https://developer.blender.org/D14018
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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
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- Use `Array` and `Span` instead of raw pointers.
- Declare variables in smaller scope.
- Use references instead of pointers.
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A large polygon in the file from the report caused `alloca`
to exceed the maximum stack size, causing a crash. Instead
of using `alloca`, use `blender::Array` with an inline buffer.
Based on a patch by Germano Cavalcante (@mano-wii).
Differential Revision: https://developer.blender.org/D13898
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Useful for a simpler bug fix, code clarity,
and easier possible optimizations in the future.
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