Age | Commit message (Collapse) | Author |
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To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
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Related to {D15885} that requires scene parameter
to be added in many places. To speed up the review process
the adding of the scene parameter was added in a separate
patch.
Reviewed By: mont29
Maniphest Tasks: T73411
Differential Revision: https://developer.blender.org/D15930
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An edge can be marked BM_ELEM_SEAM, which means the UV co-ordinates
on either side of the edge are actually independent, even if they
happen to currently have the same value.
This commit optionally add support for UV Seams when computing islands.
Affects UV sculpt tools, individual origins, UV stitch and changing
UV selection modes etc.
Required for upcoming packing refactor which requires seam support
when computing islands.
Differential Revision: https://developer.blender.org/D15875
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See https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Integer_Types
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Differential Revision: https://developer.blender.org/D15530
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Add element_map->island_total_uvs.
Add element_map->island_total_unique_uvs.
Simplify callers based on new members.
Add comments.
Resolves: D15598
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Add #bm_uv_ensure_head_table
See also: D15598
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Migrate island calculation to #bm_uv_build_islands.
Simplify connectedness calculation.
Reduce memory pressure.
No functional changes.
See also: D15598
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Fix copy+paste bug
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Rename vert -> vertex.
Add `BM_uv_element_get_head`.
See also: D15598
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Rename buf -> storage.
See also: D15598
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See also: D15598
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Differential Revision: https://developer.blender.org/D15419
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Simplify interface, regularize implementation and some light cleanup.
See also: T79304 and D15419.
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This commit adds a new face nearest snapping mode, adds new snapping
options, and (lightly) refactors code around snapping.
The new face nearest snapping mode will snap transformed geometry to the
nearest surface in world space. In contrast, the original face snapping
mode uses projection (raycasting) to snap source to target geometry.
Face snapping therefore only works with what is visible, while nearest
face snapping can snap geometry to occluded parts of the scene. This new
mode is critical for retopology work, where some of the target mesh
might be occluded (ex: sliding an edge loop that wraps around the
backside of target mesh).
The nearest face snapping mode has two options: "Snap to Same Target"
and "Face Nearest Steps". When the Snap to Same Object option is
enabled, the selected source geometry will stay near the target that it
is nearest before editing started, which prevents the source geometry
from snapping to other targets. The Face Nearest Steps divides the
overall transformation for each vertex into n smaller transformations,
then applies those n transformations with surface snapping interlacing
each step. This steps option handles transformations that cross U-shaped
targets better.
The new snapping options allow the artist to better control which target
objects (objects to which the edited geometry is snapped) are considered
when snapping. In particular, the only option for filtering target
objects was a "Project onto Self", which allowed the currently edited
mesh to be considered as a target. Now, the artist can choose any
combination of the following to be considered as a target: the active
object, any edited object that isn't active (see note below), any non-
edited object. Additionally, the artist has another snapping option to
exclude objects that are not selectable as potential targets.
The Snapping Options dropdown has been lightly reorganized to allow for
the additional options.
Included in this patch:
- Snap target selection is more controllable for artist with additional
snapping options.
- Renamed a few of the snap-related functions to better reflect what
they actually do now. For example, `applySnapping` implies that this
handles the snapping, while `applyProject` implies something entirely
different is done there. However, better names would be
`applySnappingAsGroup` and `applySnappingIndividual`, respectively,
where `applySnappingIndividual` previously only does Face snapping.
- Added an initial coordinate parameter to snapping functions so that
the nearest target before transforming can be determined(for "Snap to
Same Object"), and so the transformation can be broken into smaller
steps (for "Face Nearest Steps").
- Separated the BVH Tree getter code from mesh/edit mesh to its own
function to reduce code duplication.
- Added icon for nearest face snapping.
- The original "Project onto Self" was actually not correct! This option
should be called "Project onto Active" instead, but that only matters
when editing multiple meshes at the same time. This patch makes this
change in the UI.
Reviewed By: Campbell Barton, Germano Cavalcante
Differential Revision: https://developer.blender.org/D14591
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into enums
The transformation snapping code contains a bunch of `#define`s, some ambiguously or incorrectly named attributes. This patch contains refactored code to improve this. This patch does (should) not change functionality of snapping.
Clarified ambiguously / incorrectly named attributes.
- "Target" is used to refer to the part of the source that is to be snapped (Active, Median, Center, Closest), but several other areas of Blender use the term "target" to refer to the thing being snapped to and "source" to refer to the thing getting snapped. Moreover, the implications of the previous terms do not match the descriptions. For example: `SCE_SNAP_TARGET_CENTER` does not snap the grabbed geometry to the center of the target, but instead "Snap transforamtion center onto target".
- "Select" refers to the condition for an object to be a possible target for snapping.
- `SCE_SNAP_MODE_FACE` is renamed to `SCE_SNAP_MODE_FACE_RAYCAST` to better describe its affect and to make way for other face snapping methods (ex: nearest).
Refactored related `#define` into `enum`s. In particular, constants relating to...
- `ToolSettings.snap_flag` are now in `enum eSnapFlag`
- `ToolSettings.snap_mode` are now in `enum eSnapMode`
- `ToolSettings.snap_source` (was `snap_target`) are now in `enum eSnapSourceSelect`
- `ToolSettings.snap_flag` (`SCE_SNAP_NO_SELF`) and `TransSnap.target_select` are now in `enum eSnapTargetSelect`
As the terms became more consistent and the constants were packed together into meaningful enumerations, some of the attribute names seemed ambiguous. For example, it is unclear whether `SnapObjectParams.snap_select` referred to the target or the source. This patch also adds a small amount of clarity.
This patch also swaps out generic types (ex: `char`, `short`, `ushort`) and unclear hard coded numbers (ex: `0`) used with snap-related enumerations with the actual `enum`s and values.
Note: I did leave myself some comments to follow-up with further refactoring. Specifically, using "target" and "source" consistently will mean the Python API will need to change (ex: `ToolSettings.snap_target` is not `ToolSettings.snap_source`). If the API is going to change, it would be good to make sure that the used terms are descriptive enough. For example, `bpy.ops.transform.translate` uses a `snap` argument to determine if snapping should be enabled while transforming. Perhaps `use_snap` might be an improvement that's more consistent with other conventions.
This patch is (mostly) a subset of D14591, as suggested by @mano-wii.
Task T69342 proposes to separate the `Absolute Grid Snap` option out from `Increment` snapping method into its own method. Also, there might be reason to create additional snapping methods or options. (Indeed, D14591 heads in this direction). This patch can work along with these suggestions, as this patch is trying to clarify the snapping code and to prompt more work in this area.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D15037
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Headers should only include other headers when absolutely necessary,
to avoid unnecessary dependencies and increasing compile times.
To make this change simpler, three DerivedMesh functions with a single
use were removed.
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The "PROP" in the name reflects its generic status, and removing
"LOOP" makes sense because it is no longer associated with just
mesh face corners. In general the goal is to remove extra semantic
meaning from the custom data types.
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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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The evaluated mesh is a result of evaluated modifiers, and referencing
other evaluated IDs such as materials.
It can not be stored in the EditMesh structure which is intended to be
re-used by many areas. Such sharing was causing ownership errors causing
bugs like
T93855: Cycles crash with edit mode and simultaneous viewport and final render
The proposed solution is to store the evaluated edit mesh and its cage in
the object's runtime field. The motivation goes as following:
- It allows to avoid ownership problems like the ones in the linked report.
- Object level is chosen over mesh level is because the evaluated mesh
is affected by modifiers, which are on the object level.
This patch allows to have modifier stack of an object which shares mesh with
an object which is in edit mode to be properly taken into account (before
the change the modifier stack from the active object will be used for all
objects which share the mesh).
There is a change in the way how copy-on-write is handled in the edit mode to
allow proper state update when changing active scene (or having two windows
with different scenes). Previously, the copt-on-write would have been ignored
by skipping tagging CoW component. Now it is ignored from within the CoW
operation callback. This allows to update edit pointers for objects which are
not from the current depsgraph and where the edit_mesh was never assigned in
the case when the depsgraph was evaluated prior the active depsgraph.
There is no user level changes changes expected with the CoW handling changes:
should not affect on neither performance, nor memory consumption.
Tested scenarios:
- Various modifiers configurations of objects sharing mesh and be part of the
same scene.
- Steps from the reports: T93855, T82952, T77359
This also fixes T76609, T72733 and perhaps other reports.
Differential Revision: https://developer.blender.org/D13824
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Ref T92709
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Move runtime parameters out of context creation.
Not being able to choose another region and v3d limits the use of the
snap API.
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Replace with brief note in warning.
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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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Split mesh restore logic into a new function:
`EDBM_redo_state_restore_and_free`.
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Using BMesh operators through the edit-mesh API created a full copy
of the mesh so it was possible to restore the mesh in case
one of the operators raised an error.
Remove support for automatic backup/restore from the EDBM_op_* API's
as it adds significant overhead and was rarely used.
Operators that need this can use the BMBackup API to backup & restore
the mesh in case of failure.
Add warning levels to BMO_error_raise so operators can report problems
without it being interpreted as a request to cancel the operation.
For high-poly meshes creating and freeing a full copy is an expensive
operation, removing this gives a speedup of ~1.77x for most operators
except for "connect_verts" / "connect_vert_pair"
which still uses this functionality.
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The evaluated meshes no longer store a copy of the edit-mesh
so tagging when a BMesh operator fails can be removed.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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This patch ensures that selection mode flushing updates total selection
counts internally. This reduces recounting when we are sure that the
input total selection counts were up to date.
For example for circle selection the total selection counts were
correct. But during flushing the selection could have been changed and
therefore the selection was always recounted.
This increased the performance on selected system from 6.90 FPS to 8.25
FPS during circle selection operations.
Before: {F10179981}
After: {F10179982}
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11647
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Support calculating face normals when tessellating. When this is done
before updating vertex normals it gives ~20% performance improvement.
Now vertex normal calculation only needs to perform a single pass on the
mesh vertices when called after tessellation.
Extended versions of normal & looptri update functions have been added:
- BM_mesh_calc_tessellation_ex
- BM_mesh_normals_update_ex
Most callers don't need to be aware of this detail by using:
- BKE_editmesh_looptri_and_normals_calc
- BKE_editmesh_looptri_and_normals_calc_with_partial
- EDBM_update also takes advantage of this,
where calling EDBM_update with calc_looptri & calc_normals
enabled uses the faster normal updating logic.
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Rename function EDBM_update_generic to EDBM_update, use a parameters
argument for better readability.
Also add calc_normals argument, which will have benefits when
calculating normals and tessellation together is optimized.
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This allows the addition of the `SNAP_GEOM_CAGE` option.
Currently unused.
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Use uvedit_uv_select_test which accounts for UV Sync selection.
Ref D10830
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Caused by da8dc204bd062b2712869cf2709d2530915249b5
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Caused by rBba97da21acf2.
For non-topology mirror hidden verts were never respected/included in
EDBM_verts_mirror_cache_begin (they were excluded from the kdtree).
Prior to said commit, hidden mirrored verts that were still in the map
would have been excluded in a separate loop over vertices in
'editmesh_mirror_data_calc()' by checking BM_ELEM_HIDDEN. Due to the new
nature of this function this check was now moved to
EDBM_verts_mirror_cache_begin.
Maniphest Tasks: T83119
Differential Revision: https://developer.blender.org/D9673
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Changing options after using select-linked didn't work
when the object being selected wasn't the active object.
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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Mirror
The mirror map can reference a hidden vertex that is currently ignored
in the transformation.
Thus the mirror element array is not filled.
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Internally UV selection considered close UV's to be connected.
While this could be convenient in some cases,
it complicates logic for more advanced selection operations that
need to check when UV's should be considered part of the same vertex
since simple threshold checks would give different results depending
on the order of UV's tested.
Users must now run "Merge by Distance" instead of relying
on this selection threshold.
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