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2022-09-25Cleanup: use 'u' prefixed integer types for brevity & cast styleCampbell Barton
To use function style cast '(unsigned char)x' can't be replaced by 'unsigned char(x)'.
2022-09-14Adding `const Scene*` parameter in many areas.Monique Dewanchand
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
2022-09-12UV: support uv seams when computing uv islandsChris Blackbourn
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
2022-08-19Cleanup: replace uint cd_loop_uv_offset with intChris Blackbourn
See https://wiki.blender.org/wiki/Style_Guide/C_Cpp#Integer_Types
2022-08-17UV: add geometry driven uv relax brushChris Blackbourn
Differential Revision: https://developer.blender.org/D15530
2022-08-11Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Add element_map->island_total_uvs. Add element_map->island_total_unique_uvs. Simplify callers based on new members. Add comments. Resolves: D15598
2022-08-11Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Add #bm_uv_ensure_head_table See also: D15598
2022-08-10Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Migrate island calculation to #bm_uv_build_islands. Simplify connectedness calculation. Reduce memory pressure. No functional changes. See also: D15598
2022-08-09Cleanup: use own username in code-comment tagsCampbell Barton
2022-08-09Cleanup: compiler warningsCampbell Barton
2022-08-08Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Fix copy+paste bug
2022-08-08Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Rename vert -> vertex. Add `BM_uv_element_get_head`. See also: D15598
2022-08-08Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
Rename buf -> storage. See also: D15598
2022-08-07Cleanup: refactoring uvislands to prepare for python apiChris Blackbourn
See also: D15598
2022-07-15Fix T79304: improve uv island calculation when in edge selection modeChris Blackbourn
Differential Revision: https://developer.blender.org/D15419
2022-07-13Fix T99659: Improve UV Island calculation with hidden faces.Chris Blackbourn
Simplify interface, regularize implementation and some light cleanup. See also: T79304 and D15419.
2022-06-30Transform Snap: nearest face snap mode, snapping options, refactoring.jon denning
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
2022-06-06Refactor: Snap-related. Clarified attribute names and refactored #defines ↵jon denning
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
2022-05-15Cleanup: Remove includes from DerivedMesh headerHans Goudey
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.
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
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.
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
2022-01-25Fix depsgraphs sharing IDs via evaluated edit meshSergey Sharybin
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
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-10-19Cleanup: use 'e' prefix for enum typesCampbell Barton
2021-10-13Cleanup: Snap Context RefactorGermano Cavalcante
Move runtime parameters out of context creation. Not being able to choose another region and v3d limits the use of the snap API.
2021-08-06Cleanup: use MEM_SAFE_FREE macroCampbell Barton
2021-07-13Cleanup: remove commented codeCampbell Barton
Replace with brief note in warning.
2021-07-13Cleanup: minor changes to edit-mesh API callsCampbell Barton
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.
2021-07-05EditMesh: extract restore logic out of EDBM_redo_state_freeCampbell Barton
Split mesh restore logic into a new function: `EDBM_redo_state_restore_and_free`.
2021-07-05BMesh: remove redundant mesh-backups from EDBM_op_* APICampbell Barton
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.
2021-07-05BMesh: remove redundant copy-on-write taggingCampbell Barton
The evaluated meshes no longer store a copy of the edit-mesh so tagging when a BMesh operator fails can be removed.
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-07-02Cleanup: refactor edit-mesh copy functions into functionsCampbell Barton
2021-06-26Cleanup: full sentences in comments, improve comment formattingCampbell Barton
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-23Fix T89342: Select mirror with a zero length central edge assertsCampbell Barton
2021-06-23Fix T89367: Crash running edit-mesh select_linked_pick from PythonCampbell Barton
2021-06-18Performance: Limit recounting during selection mode flushing.Jeroen Bakker
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
2021-06-14BMesh: support face-normal calculation in normal & looptri functionsCampbell Barton
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.
2021-06-14Edit Mesh: use params arg for update function, add calc_normals argCampbell Barton
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.
2021-04-17Transform Snap Refactor: Use enum for cage snap optionsGermano Cavalcante
This allows the addition of the `SNAP_GEOM_CAGE` option. Currently unused.
2021-03-27Fix T86924: UV Sync selection breaks individual origin calculationSiddhartha Jejurkar
Use uvedit_uv_select_test which accounts for UV Sync selection. Ref D10830
2020-12-15Fix T83788: Topology mirror crashes for vertices aren't mirroredCampbell Barton
Caused by da8dc204bd062b2712869cf2709d2530915249b5
2020-12-02Fix T83119: Crash with topology mirror affecting a hidden vertexPhilipp Oeser
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
2020-10-13Fix T81288:Select Linked fails with multi-object edit modeCampbell Barton
Changing options after using select-linked didn't work when the object being selected wasn't the active object.
2020-09-30Cleanup: convert gforge task ID's to phabricator formatValentin
Cleanup old tracker task format to the new. e.g: [#34039] to T34039 Ref D8718
2020-09-01Fix T80224: Crash after duplicating and hiding vertices while using X Axis ↵Germano Cavalcante
Mirror The mirror map can reference a hidden vertex that is currently ignored in the transformation. Thus the mirror element array is not filled.
2020-08-26Cleanup: remove unused UvVertMap.flagCampbell Barton
2020-07-21UV: remove selection threshold for nearby coordinatesCampbell Barton
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.
2020-07-16Cleanup: spellingCampbell Barton