Age | Commit message (Collapse) | Author |
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- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
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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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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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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
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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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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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This gives a modest speedup as calculating tessellation and face
normals at the same time can be more efficiently multi-threaded.
Also avoids calculating face normals twice,
oversight in d590e223daf6e20d462f2b197d32606d69873051.
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Normal layers currently aren't stored in the undo step
mesh storage, since they are not stored in files at all.
However, the edit mesh expects normals to be fully
calculated, and does not keep track of a dirty state.
This patch updates the normals in the BMesh created
by loading an undo step.
Another option would be calculating the normals on
the undo mesh first, which might be better if Mesh
normal calculation is faster than BMesh calculation,
but the preferred method to access vertex normals fails
in this case, because the mesh runtime mutexes are not
initialized for undo-state meshes.
Differential Revision: https://developer.blender.org/D13859
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Ref T92709
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Avoid API misuse that caused leaks in T90791 &
2788b0261cb7d33a2f6f2978ff4f55bb4987edae.
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This function only makes sense for undo which doesn't
initialize the meshes ID. Otherwise BKE_id_free should be used.
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It wasn't obvious this didn't free the memory of the mesh it's self
leading to memory leaks.
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Only DNA_customdata_types.h is needed for BMEditMesh.
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- Tag the object data instead of the object when decoding
(this avoids duplicating mesh object-data on each undo-step).
- Calculate face normals as part of multi-threaded tessellation.
This gives ~11% speedup with 1.5x million polygons.
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Rename:
- EDBM_mesh_free -> EDBM_mesh_free_data
BKE_editmesh_free -> BKE_editmesh_free_data
Since this doesn't free the edit-mesh pointer.
- BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches
Since this no longer uses derived-mesh, match naming for the related
object function BKE_object_free_derived_caches.
Also remove `do_tessellate` argument from BKE_editmesh_create,
since the caller can explicitly do this if it's needed,
with the advantage that it can be combined with normal calculation
which is faster on high-poly meshes.
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After looking into task isolation issues with Sergey, we couldn't find the
reason behind the deadlocks that we are getting in T87938 and a Sprite Fright
file involving motion blur renders.
There is no apparent place where we adding or waiting on tasks in a task group
from different isolation regions, which is what is known to cause problems. Yet
it still hangs. Either we do not understand some limitation of TBB isolation,
or there is a bug in TBB, but we could not figure it out.
Instead the idea is to use isolation only where we know we need it: when
holding a mutex lock and then doing some multithreaded operation within that
locked region. Three places where we do this now:
* Generated images
* Cached BVH tree building
* OpenVDB lazy grid loading
Compared to the more automatic approach previously used, there is the downside
that it is easy to miss places where we need isolation. Yet doing it more
automatically is also causing unexpected issue and bugs that we found no
solution for, so this seems better.
Patch implemented by Sergey and me.
Differential Revision: https://developer.blender.org/D11603
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Under some circumstances using task isolation can cause deadlocks.
Previously, our task pool implementation would run all tasks in an
isolated region. Now using task isolation is optional and can be
turned on/off for individual task pools.
Task pools that spawn new tasks recursively should never enable
task isolation. There is a new check that finds these cases at runtime.
Right now this check is disabled, so that this commit is a pure refactor.
It will be enabled in an upcoming commit.
This fixes T88598.
Differential Revision: https://developer.blender.org/D11415
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While the advantage isn't large,
it's simpler to skip the intermediate link.
Also remove unused next and previous struct members
from MeshUndoStep_Elem.
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When editing more than 1 object at a time, complete copies of each mesh
were being stored. Now the most recent undo-data for each mesh is used
(when available).
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Setting the active object when decoding undo steps missed
a call to ED_object_base_active_refresh.
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Assert the poll function succeeds after setting the active object.
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Having a vertex group in a mesh slowed down unrelated operations
such as selection.
De-duplicating custom-data arrays for layers that contain pointers
can become slow without any benefit as the content never matches.
Use full copies when storing custom-data for edit-mesh undo.
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Move `eUndoStepDir` to `BKE_undo_system.h` and use its values
everywhere.
Note that this also introduce the `STEP_INVALID` value in that enum.
Finally, kept the matching struct members in some lower-level readfile
code as an `int` to avoid having to include `BKE_undo_system.h` in a lot
of unrelated files.
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We will soon need more options here, sinmpler and cleaner to use a
bitflag then.
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Rename it to mark it is only for `encode` callbacks, fix `encode`
callback of text undo to early fail in case it gets a NULL context, add
an assert to `BKE_undosys_step_push_with_type` that context is not NULL
when undotype requires a valid one.
Note that in practice this should not change anything, currently it
seems that we always get a valid context in
`BKE_undosys_step_push_with_type`?
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Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
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Follow our code style for doxygen sections.
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Once again, no behavioral change expected here.
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This patch enables TBB as the default task scheduler. TBB stands for Threading Building Blocks and is developed by Intel. The library contains several threading patters. This patch maps blenders BLI_task_* function to their counterpart. After this patch we can add more patterns. A promising one is TBB:graph that can be used for depsgraph, draw manager and compositor.
Performance changes depends on the actual hardware. It was tested on different hardwares from laptops to workstations and we didn't detected any downgrade of the performance.
* Linux Xeon E5-2699 v4 got FPS boost from 12 to 17 using Spring's 04_010_A.anim.blend.
* AMD Ryzen Threadripper 2990WX 32-Core Animation playback goes from 9.5-10.5 FPS to 13.0-14.0 FPS on Agent 327 , 10_03_B.anim.blend.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D7475
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Tasks: move priority from task to task pool {rBf7c18df4f599fe39ffc914e645e504fcdbee8636}
Tasks: split task.c into task_pool.cc and task_iterator.c {rB4ada1d267749931ca934a74b14a82479bcaa92e0}
Differential Revision: https://developer.blender.org/D7385
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The looptri is repeated in the linked Meshes but the pointer
is only referenced in the evaluated ones.
This reverts commit 64982e213f014123d1b0406cf9ae893910a6a3d3.
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No functional changes.
Differential Revision: https://developer.blender.org/D7173
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Resolves crashes when edit-mode undo data wasn't included
because it wasn't visible, also resolves T73416.
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Remove this pointer since it's linking Mesh data back to the object,
where a single edit-mesh may have multiple object users,
causing incorrect assumptions in the code.
Resolves dangling pointer part of the T72667 crash,
although there are other issues which still need to be fixed.
In EDBM_op_finish and EDBM_update_generic,
full Main lookups have been added which should be replaced with mesh
argument or the update tagging moved elsewhere.
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This was an old bug which could be caused by saving after separating.
Changes from 79b703bb635e made this fail reliably.
Update shape key indices when they may be used again later.
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This introduces object mode tagging for data which hasn't yet been
written back to the ID data.
Now when selecting other sculpt objects, the original objects data is
flushed back to the ID before writing a memfile undo step.
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Removing this since it was added for TexFace support
which has since been removed.
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This is needed step out of undo steps which accumulate changes,
larger changes could be made to handle this but better not
make them at this point.
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