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2022-10-16Sculpt: Fix T101864: Mask initialization not updating multires dataJoseph Eagar
BKE_sculpt_mask_layers_ensure now takes a depsgraph argument and will evaluate the depsgraph if a multires mask layer is added. This is necassary to update the multires runtime data so that pbvh knows it has a grids mask layer. Also added code to update pbvh->gridkey.
2022-10-13UI: Fix wrong error message when trying to apply modifierPablo Vazquez
The error message when trying to apply a constructive modifier on a curve object was wrong, "transform" makes no sense in this context. Thanks Philipp for pointing it out!
2022-10-13Point Cloud: Support applying modifiersHans Goudey
The geometry nodes modifier can now be applied on point cloud objects. This is basically a copy of the logic from 96bdd65e740e669ece and 538da79c6d17a6e660a9.
2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-10-06Cleanup: Remove unnecessary MOD_nodes.h includesHans Goudey
2022-10-04Cleanup: replace UNUSED macro with commented args in C++ codeHans Goudey
This is the conventional way of dealing with unused arguments in C++, since it works on all compilers. Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-09-25Cleanup: replace C-style casts with functional casts for numeric typesCampbell Barton
2022-09-23Mesh: Move selection flags to generic attributesHans Goudey
Using the attribute name semantics from T97452, this patch moves the selection status of mesh elements from the `SELECT` of vertices, and edges, and the `ME_FACE_SEL` of faces to generic boolean attribute Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.select_vert`, `.select_edge`, and `.select_poly`. The `.` prefix means they are "UI attributes",so they still contain original data edited by users, but they aren't meant to be accessed procedurally by the user in arbitrary situations. They are also be hidden in the spreadsheet and the attribute list. Until 4.0, the attributes are still written to and read from the mesh in the old way, so neither forward nor backward compatibility are affected. This means memory requirements will be increased by one byte per element when selection is used. When the flags are removed completely, requirements will decrease. Further notes: * The `MVert` flag is empty at runtime now, so it can be ignored. * `BMesh` is unchanged, otherwise the change would be much larger. * Many tests have slightly different results, since the selection attribute uses more generic propagation. Previously you couldn't really rely on edit mode selections being propagated procedurally. Now it mostly works as expected. Similar to 2480b55f216c Ref T95965 Differential Revision: https://developer.blender.org/D15795
2022-09-16Cleanup: spelling in commentsCampbell Barton
2022-09-14ViewLayer: Lazy sync of scene data.Monique Dewanchand
When a change happens which invalidates view layers the syncing will be postponed until the first usage. This will improve importing or adding many objects in a single operation/script. `BKE_view_layer_need_resync_tag` is used to tag the view layer to be out of sync. Before accessing `BKE_view_layer_active_base_get`, `BKE_view_layer_active_object_get`, `BKE_view_layer_active_collection` or `BKE_view_layer_object_bases` the caller should call `BKE_view_layer_synced_ensure`. Having two functions ensures that partial syncing could be added as smaller patches in the future. Tagging a view layer out of sync could be replaced with a partial sync. Eventually the number of full resyncs could be reduced. After all tagging has been replaced with partial syncs the ensure_sync could be phased out. This patch has been added to discuss the details and consequences of the current approach. For clarity the call to BKE_view_layer_ensure_sync is placed close to the getters. In the future this could be placed in more strategical places to reduce the number of calls or improve performance. Finding those strategical places isn't that clear. When multiple operations are grouped in a single script you might want to always check for resync. Some areas found that can be improved. This list isn't complete. These areas aren't addressed by this patch as these changes would be hard to detect to the reviewer. The idea is to add changes to these areas as a separate patch. It might be that the initial commit would reduce performance compared to master, but will be fixed by the additional patches. **Object duplication** During object duplication the syncing is temporarily disabled. With this patch this isn't useful as when disabled the view_layer is accessed to locate bases. This can be improved by first locating the source bases, then duplicate and sync and locate the new bases. Will be solved in a separate patch for clarity reasons ({D15886}). **Object add** `BKE_object_add` not only adds a new object, but also selects and activates the new base. This requires the view_layer to be resynced. Some callers reverse the selection and activation (See `get_new_constraint_target`). We should make the selection and activation optional. This would make it possible to add multiple objects without having to resync per object. **Postpone Activate Base** Setting the basact is done in many locations. They follow a rule as after an action find the base and set the basact. Finding the base could require a resync. The idea is to store in the view_layer the object which base will be set in the basact during the next sync, reducing the times resyncing needs to happen. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15885
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
2022-09-13Fix T100980: Missing deg update when duplicating a geometry nodetree in node ↵Bastien Montagne
editor. Tagging depsgraph for relation rebuild does not replace tagging IDs for update.
2022-09-09Cleanup: Simplify BKE_mesh_nomain_to_meshHans Goudey
- Remove "take ownership" argument which was confusing and always true - The argument made ownership very confusing - Better to avoid boolean arguments that switch a function's purpose - Remove "mask" argument which was basically wrong and not used properly - "EVERYTHING" was used because developers are wary of removing data - Instead use `CD_MASK_MESH` for its purpose of original mesh data - Remove use of shallow copied temporary mesh, which is unnecessary now - Split shape key processing into separate functions and use C++ types - Copy fields explicitly rather than using memcpy for the whole struct - Use higher level functions and avoid redundant code - The whole idea is pretty simple and can be built from standard logic - Adjust `CustomData` logic to be consistent with "assign" expectations - Clear the layer data from the source, and moves the anonymous ID Differential Revision: https://developer.blender.org/D15857
2022-09-08Cleanup: Use C++ methods to retrieve attribute accessorsHans Goudey
Replace `mesh_attributes`, `mesh_attributes_for_write` and the point cloud versions with methods on the `Mesh` and `PointCloud` types. This makes them friendlier to use and improves readability. Differential Revision: https://developer.blender.org/D15907
2022-09-07Cleanup: Tweak naming for recently added mesh accessorsHans Goudey
Use `verts` instead of `vertices` and `polys` instead of `polygons` in the API added in 05952aa94d33eeb50. This aligns better with existing naming where the shorter names are much more common.
2022-09-05Mesh: Remove redundant custom data pointersHans Goudey
For copy-on-write, we want to share attribute arrays between meshes where possible. Mutable pointers like `Mesh.mvert` make that difficult by making ownership vague. They also make code more complex by adding redundancy. The simplest solution is just removing them and retrieving layers from `CustomData` as needed. Similar changes have already been applied to curves and point clouds (e9f82d3dc7ee, 410a6efb747f). Removing use of the pointers generally makes code more obvious and more reusable. Mesh data is now accessed with a C++ API (`Mesh::edges()` or `Mesh::edges_for_write()`), and a C API (`BKE_mesh_edges(mesh)`). The CoW changes this commit makes possible are described in T95845 and T95842, and started in D14139 and D14140. The change also simplifies the ongoing mesh struct-of-array refactors from T95965. **RNA/Python Access Performance** Theoretically, accessing mesh elements with the RNA API may become slower, since the layer needs to be found on every random access. However, overhead is already high enough that this doesn't make a noticible differenc, and performance is actually improved in some cases. Random access can be up to 10% faster, but other situations might be a bit slower. Generally using `foreach_get/set` are the best way to improve performance. See the differential revision for more discussion about Python performance. Cycles has been updated to use raw pointers and the internal Blender mesh types, mostly because there is no sense in having this overhead when it's already compiled with Blender. In my tests this roughly halves the Cycles mesh creation time (0.19s to 0.10s for a 1 million face grid). Differential Revision: https://developer.blender.org/D15488
2022-09-01Cleanup: Remove/replace View Layer macros.Monique Dewanchand
This patch is a cleanup required before refactoring the view layer syncing process {T73411}. * Remove FIRSTBASE. * Remove LASTBASE. * Remove BASACT. * Remove OBEDIT_FROM_WORKSPACE. * Replace OBACT with BKE_view_layer_active_object. * Replace OBEDIT_FROM_VIEW_LAYER with BKE_view_layer_edit_object. Reviewed By: mont29 Maniphest Tasks: T73411 Differential Revision: https://developer.blender.org/D15799
2022-08-30Attributes: Improve custom data initialization optionsHans Goudey
When allocating new `CustomData` layers, often we do redundant initialization of arrays. For example, it's common that values are allocated, set to their default value, and then set to some other value. This is wasteful, and it negates the benefits of optimizations to the allocator like D15082. There are two reasons for this. The first is array-of-structs storage that makes it annoying to initialize values manually, and the second is confusing options in the Custom Data API. This patch addresses the latter. The `CustomData` "alloc type" options are rearranged. Now, besides the options that use existing layers, there are two remaining: * `CD_SET_DEFAULT` sets the default value. * Usually zeroes, but for colors this is white (how it was before). * Should be used when you add the layer but don't set all values. * `CD_CONSTRUCT` refers to the "default construct" C++ term. * Only necessary or defined for non-trivial types like vertex groups. * Doesn't do anything for trivial types like `int` or `float3`. * Should be used every other time, when all values will be set. The attribute API's `AttributeInit` types are updated as well. To update code, replace `CD_CALLOC` with `CD_SET_DEFAULT` and `CD_DEFAULT` with `CD_CONSTRUCT`. This doesn't cause any functional changes yet. Follow-up commits will change to avoid initializing new layers where the correctness is clear. Differential Revision: https://developer.blender.org/D15617
2022-08-28Merge branch 'blender-v3.3-release'Campbell Barton
2022-08-28Fix crashes running operators in invalid contextsCampbell Barton
Fix for running operators outside of expected contexts. - UI_OT_view_drop (poll) - UI_OT_view_item_rename (poll) - OBJECT_OT_gpencil_modifier_move_to_index - OBJECT_OT_modifier_move_to_index - OBJECT_OT_geometry_nodes_input_attribute_toggle - OBJECT_OT_geometry_node_tree_copy_assign - OBJECT_OT_shaderfx_remove - OBJECT_OT_shaderfx_copy - POSE_OT_relax (& other pose slide operators).
2022-08-17Metaball: Evaluate metaball objects as mesh componentsHans Goudey
With the ultimate goal of simplifying drawing and evaluation, this patch makes the following changes and removes code: - Use `Mesh` instead of `DispList` for evaluated basis metaballs. - Remove all `DispList` drawing code, which is now unused. - Simplify code that converts evaluated metaballs to meshes. - Store the evaluated mesh in the evaluated geometry set. This has the following indirect benefits: - Evaluated meshes from metaball objects can be used in geometry nodes. - Renderers can ignore evaluated metaball objects completely - Cycles rendering no longer has to convert to mesh from `DispList`. - We get closer to removing `DispList` completely. - Optimizations to mesh rendering will also apply to metaball objects. The vertex normals on the evaluated mesh are technically invalid; the regular calculation wouldn't reproduce them. Metaball objects don't support modifiers though, so it shouldn't be a problem. Eventually we can support per-vertex custom normals (T93551). Differential Revision: https://developer.blender.org/D14593
2022-08-15Fix T100394: Regression: Duplicating a modifier causes a crashSergey Sharybin
Need to update relations when modifiers are added or removed since those create nodes in the dependency graph. Added an assert statement to point at possible culprit so that issues can be fixed more quickly.
2022-07-21Curves: fix applying materials when applying modifierJacques Lucke
The issue was that geometry nodes was run on the original curves, and set a pointer to an evaluated material id on it. The fix is to not mix up original and evaluated data by making sure that geometry nodes does not modify the original data.
2022-07-21Fix T99678: Crash applying non-existent modifiersCampbell Barton
Regression in [0] accessed the modifier type before NULL check. [0]: 78fc5ea1c398f70d22cda72be33c105146c0d542
2022-07-08Geometry Nodes: new geometry attribute APIJacques Lucke
Currently, there are two attribute API. The first, defined in `BKE_attribute.h` is accessible from RNA and C code. The second is implemented with `GeometryComponent` and is only accessible in C++ code. The second is widely used, but only being accessible through the `GeometrySet` API makes it awkward to use, and even impossible for types that don't correspond directly to a geometry component like `CurvesGeometry`. This patch adds a new attribute API, designed to replace the `GeometryComponent` attribute API now, and to eventually replace or be the basis of the other one. The basic idea is that there is an `AttributeAccessor` class that allows code to interact with a set of attributes owned by some geometry. The accessor itself has no ownership. `AttributeAccessor` is a simple type that can be passed around by value. That makes it easy to return it from functions and to store it in containers. For const-correctness, there is also a `MutableAttributeAccessor` that allows changing individual and can add or remove attributes. Currently, `AttributeAccessor` is composed of two pointers. The first is a pointer to the owner of the attribute data. The second is a pointer to a struct with function pointers, that is similar to a virtual function table. The functions know how to access attributes on the owner. The actual attribute access for geometries is still implemented with the `AttributeProvider` pattern, which makes it easy to support different sources of attributes on a geometry and simplifies dealing with built-in attributes. There are different ways to get an attribute accessor for a geometry: * `GeometryComponent.attributes()` * `CurvesGeometry.attributes()` * `bke::mesh_attributes(const Mesh &)` * `bke::pointcloud_attributes(const PointCloud &)` All of these also have a `_for_write` variant that returns a `MutabelAttributeAccessor`. Differential Revision: https://developer.blender.org/D15280
2022-05-31Merge branch 'blender-v3.2-release'Hans Goudey
2022-05-31Fix T98403: Crash applying modifiers on non-mesh objectsHans Goudey
The operator assumed it was called on a mesh object, which has mostly been the case because of lack of support for other object types, but the new curves object is supported, which is the situation in the report. Differential Revision: https://developer.blender.org/D15063
2022-05-31Cleanup: remove UV handling from OBJECT_OT_modifier_convertCampbell Barton
It doesn't make sense to merge UV's when applying a particle-system.
2022-05-31Cleanup: rename ED_object_modifier_convert to make it's use clearerCampbell Barton
This function is specific to particle-systems which wasn't obvious, leading to an error in [0] which added UV handling which doesn't make sense.
2022-05-23Fix T98316: geometry nodes stop updating after duplicationJacques Lucke
This was a missing depsgraph update.
2022-05-23Fix T98316: geometry nodes stop updating after duplicationJacques Lucke
This was a missing depsgraph update.
2022-05-06Fix T97758: Applying modifiers bakes shape-keysCampbell Barton
Regression in [0] which is useful when applying modifiers as a shape-key but not when applying modifiers which keeps the existing shape-keys. [0]: 65c5ebf5779d07fb92fabd0ff992337f6c980cde
2022-05-05Workaround T81065: Merge UV's when applying modifiersCampbell Barton
Support merging UV's that share the same vertex and are very close when applying modifiers. This is needed to prevent UV's becoming "detached" which can happen when applying the subdivision surface modifier. This regression was caused by [0] which removed selection threshold for nearby coordinates. While restoring the UV selection threshold could be done - some selection operations that walk around connected UV fans wouldn't behave in a deterministic way (such as select shortest path). There are also other cases where UV's may be compared without a threshold such as tangent calculation and exporters which have their own logic to handling UV's. Also resolves T86896, T89903. [0]: b88dd3b8e7b9c02ae08d4679bb427963c5d21250 Reviewed By: sergey Ref D14841
2022-04-26Curves: Support applying geometry nodes modifierHans Goudey
This commit adds support for the curves object to the apply modifier operator. A warning is added when the evaluated result of the modifier doesn't contain any curves data. Differential Revision: https://developer.blender.org/D14730
2022-04-26Cleanup: Move anonymous attribute removal to geometry componentHans Goudey
Implementing removal of anonymous attributes with `GeometryComponent` instead of `Mesh` makes it more reusable for other types like curves.
2022-04-20Cleanup: spelling in commentsCampbell Barton
2022-04-18Cleanup: Move object_modifier.c to C++Hans Goudey
This allows using C++ only APIs/data structures, and potentially simplifies adding support to apply modifiers for the Curves object.