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2022-03-28Cleanup: use "num" as a suffix in: source/blender/modifiersCampbell Barton
Also rename DNA struct members.
2022-03-25Cleanup: use count or num instead of nbrCampbell Barton
Follow conventions from T85728.
2022-03-23Cleanup: move documentation to headers, other minor correctionsCampbell Barton
2022-03-22Cleanup: Use bool for BMesh creation paramsHans Goudey
These boolean options are passed as uint, but they would be easier to understand if using bool. Differential Revision: https://developer.blender.org/D14405
2022-03-22Fix T96308: Mesh to BMesh conversion doesn't calculate vertex normalsHans Goudey
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
2022-03-18Cleanup: Compilation warningsSergey Sharybin
Mainly -Wset-but-unused-variable. Makes default compilation on macOS way less noisy. Differential Revision: https://developer.blender.org/D14357
2022-03-16Cleanup: rename cnt to countCampbell Barton
Follow naming from T85728.
2022-03-11Cleanup: use M_PI_2 and M_PI_4 where possibleHallam Roberts
The constant M_PI_4 is added to GLSL to ensure it works there too. Differential Revision: https://developer.blender.org/D14288
2022-03-08Cleanup: spelling in commentsCampbell Barton
2022-03-08Cleanup: spelling in comments, use C++ comments for disabled codeCampbell Barton
2022-03-07Cleanup: fix various typosBrecht Van Lommel
Contributed by luzpaz. Differential Revision: https://developer.blender.org/D14203
2022-03-07Merge branch 'blender-v3.1-release'Campbell Barton
2022-03-07Fix T96205: Active shape key gets lost upon edit mode undoCampbell Barton
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
2022-03-03UV: Edge selection supportSiddhartha Jejurkar
This patch adds edge selection support for UV editing (refer T76545). Developed as a part of GSoC 2021 project - UV Editor Improvements. Previously, selections in the UV editor always flushed down to vertices and this caused multiple issues such as T76343, T78757 and T26676. This patch fixes that by adding edge selection support for all UV operators and adding support for flushing selections between vertices and edges. Updating UV select modes is now done using a separate operator, which also handles select mode flushing and undo for UV select modes. Drawing edges (in UV edge mode) is also updated to match the edit-mesh display in the 3D viewport. Notes on technical changes made with this patch: * MLOOPUV_EDGESEL flag is restored (was removed in rB9fa29fe7652a). * Support for flushing selection between vertices and edges. * Restored the BMLoopUV.select_edge boolean in the Python API. * New operator to update UV select modes and flushing. * UV select mode is now part of editmesh undo. TODOs added with this patch: * Edge support for shortest path operator (currently uses vertex path logic). * Change default theme color instead of reducing contrast with edge-select. * Proper UV element selections for Reveal Hidden operator. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D12028
2022-03-03Merge branch 'blender-v3.1-release'Campbell Barton
2022-03-03Fix T96135: Mesh coordinates are set to the last edited shape-keyCampbell Barton
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
2022-03-02UI: Comments Misspellings of Vertex/VerticesNikhil Shringarpurey
Correct misspellings in code comments of "vertex" and "vertices". See D13932 for more details. Differential Revision: https://developer.blender.org/D13932 Reviewed by Harley Acheson
2022-02-24Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-24Fix: Crash switching between sculpt and edit modeHans Goudey
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.
2022-02-24Merge branch 'blender-v3.1-release'Jacques Lucke
2022-02-24Fix T95985: crash when assigning a name for an output attributeJacques Lucke
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
2022-02-23Cleanup: Remove repeated word in commentsCampbell Barton
2022-02-22Merge branch 'blender-v3.1-release'Hans Goudey
2022-02-22Fix T95839: Data race when lazily creating mesh normal layersHans Goudey
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
2022-02-22Merge branch 'blender-v3.1-release'Campbell Barton
2022-02-22Fix T44415: Shape keys get out of sync when using undo in edit-modeCampbell Barton
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
2022-02-21Cleanup: avoid reallocating arrays at the same sizeCampbell Barton
2022-02-18Mesh: Avoid creating incorrect original index layersHans Goudey
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
2022-02-11File headers: add missing copyright, add MIT to SPDX licensesCampbell Barton
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
2022-02-11Merge branch 'blender-v3.1-release'Henrik Dick
2022-02-11Fix: Bevel vertex didn't use weights in some casesHenrik Dick
Bevel Vertices did not use vertex/bevel weights if the Width Type was set to Width or Depth.
2022-02-08Mesh: add option to select vertices by similar vertex creaseKévin Dietrich
This adds an option to the "Select Similar" operator in edit mode to select vertices based on vertex crease similarity. The implementation follows that of the edge crease, with a 1-dimensional KD-tree used to store and retrieve vertex indices base on crease values. To maintain compatibility with old files (scripts), the `SIMEDGE_CREASE` enumeration identifier remains `CREASE`, while the one for the new `SIMVERT_CREASE` is `VCREASE` to follow the naming convention of other enum values. Reviewed By: campbellbarton Differential Revision: https://developer.blender.org/D14037
2022-02-07Cleanup: spelling in commentsCampbell Barton
2022-02-07Fix Bevel intersection continuity.Henrik Dick
This patch from Henrik Dick improves the continuity between the grid forming corners and the edge polyons on multisegment bevels. For details, see patch D13867.
2022-02-04Cleanup: Clang tidy, use bracesHans Goudey
Braces missed in b73d3b80fdcb72446
2022-01-30Cleanup: Cmake: remove unnecessary definitions for internationalizationAaron Carlisle
Previously, macros were ifdefed using the cmake option `WITH_INTERNATIONAL` However, the is unnecessary as withen the functions themselves have checks for building without internationalization. This also means that many `add_definitions(-DWITH_INTERNATIONAL)` are also unnecessary. Reviewed By: mont29, LazyDodo Differential Revision: https://developer.blender.org/D13929
2022-01-24Cleanup: Grammar: its self vs. itselfHans Goudey
2022-01-24Cleanup: spelling in commentsCampbell Barton
2022-01-23Cleanup: Improvements to mesh to bmesh conversionHans Goudey
- Use `Array` and `Span` instead of raw pointers. - Declare variables in smaller scope. - Use references instead of pointers.
2022-01-22Fix T94760: Crash building BMesh when opening fileHans Goudey
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
2022-01-22Fix linking in debug modeCampbell Barton
b7878a4d457a59d4a42f8ac0f428ea336562d75a seems to have caused linking issues building debug mode on Linux. Using extern "C" resolves.
2022-01-22Cleanup: Move bmesh_mesh_convert.c to C++Hans Goudey
Useful for a simpler bug fix, code clarity, and easier possible optimizations in the future.
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-20Cleanup: spelling in commentsCampbell Barton
2022-01-19BMesh: add mesh debug information printingCampbell Barton
- Add BM_mesh_debug_print & BM_mesh_debug_info. - Report flags in Mesh.cd_flag in BKE_mesh_debug_print - Move custom data printing into customdata.cc (noted as a TODO). Note that the term "runtime" has been removed from `BKE_mesh_runtime_debug_print` since these are useful for debugging any kind of mesh data.
2022-01-19BMesh: improve handling of custom-data flag (Mesh.cd_flag)Campbell Barton
Code that handled merging & initializing custom-data from other meshes sometimes missed checks for this flag, causing bevel weights to lost when the mesh was converted to a BMesh. The following changes are a more general fix for T94197. - Add BM_mesh_copy_init_customdata_from_mesh_array which initializes custom-data from multiple meshes at once. As well as initializing custom-data layers from Mesh.cd_flag. This isn't essential for boolean, however it avoids the overhead of resizing custom-data layers. - Loading mesh data into a BMesh now respects Mesh.cd_flag instead of only checking if the BMesh custom-data-layer exists. Without this, the order of meshes passed to BM_mesh_bm_from_me could give different (incorrect) results. - Copying mesh data now copies `cd_flag` too. This is a precaution as in my tests evaluating modifiers these values always matched. Nevertheless it's correct to copy this value as custom-data it's self is being copied.
2022-01-13Refactor: Move normals out of MVert, lazy calculationHans Goudey
As described in T91186, this commit moves mesh vertex normals into a contiguous array of float vectors in a custom data layer, how face normals are currently stored. The main interface is documented in `BKE_mesh.h`. Vertex and face normals are now calculated on-demand and cached, retrieved with an "ensure" function. Since the logical state of a mesh is now "has normals when necessary", they can be retrieved from a `const` mesh. The goal is to use on-demand calculation for all derived data, but leave room for eager calculation for performance purposes (modifier evaluation is threaded, but viewport data generation is not). **Benefits** This moves us closer to a SoA approach rather than the current AoS paradigm. Accessing a contiguous `float3` is much more efficient than retrieving data from a larger struct. The memory requirements for accessing only normals or vertex locations are smaller, and at the cost of more memory usage for just normals, they now don't have to be converted between float and short, which also simplifies code In the future, the remaining items can be removed from `MVert`, leaving only `float3`, which has similar benefits (see T93602). Removing the combination of derived and original data makes it conceptually simpler to only calculate normals when necessary. This is especially important now that we have more opportunities for temporary meshes in geometry nodes. **Performance** In addition to the theoretical future performance improvements by making `MVert == float3`, I've done some basic performance testing on this patch directly. The data is fairly rough, but it gives an idea about where things stand generally. - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms), showing that accessing just `MVert` is now more efficient. - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight change that at least shows there is no regression. - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small but observable speedup. - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms), shows that using normals in geometry nodes is faster. - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms), shows that calculating normals is slightly faster now. - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB), Normals are not saved in files, which can help with large meshes. As for memory usage, it may be slightly more in some cases, but I didn't observe any difference in the production files I tested. **Tests** Some modifiers and cycles test results need to be updated with this commit, for two reasons: - The subdivision surface modifier is not responsible for calculating normals anymore. In master, the modifier creates different normals than the result of the `Mesh` normal calculation, so this is a bug fix. - There are small differences in the results of some modifiers that use normals because they are not converted to and from `short` anymore. **Future improvements** - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier already retrieves normals if they are needed anyway. - Copy normals as part of a better CoW system for attributes. - Make more areas use lazy instead of eager normal calculation. - Remove `BKE_mesh_normals_tag_dirty` in more places since that is now the default state of a new mesh. - Possibly apply a similar change to derived face corner normals. Differential Revision: https://developer.blender.org/D12770
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