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2022-09-19Cleanup: spellingCampbell 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
2022-09-07Cleanup: 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.
2022-09-06Cleanup: spelling in comments, formatting, move comments into headersCampbell Barton
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
2022-07-30Cleanup: Clang tidyHans Goudey
2022-07-06Fix T99334: Ignore edit-related snap options in Object modejon denning
When in Object Mode, any of the active- and edit-related snapping options (Include Active, Include Edited, Include Non-Edited) should be ignored when in Object Mode, otherwise snapping could be effectively disabled. This commit forces snap code to ignore the active- and edit-related options when in Object Mode. Reviewed By: Germano Cavalcante (mano-wii) Differential Revision: https://developer.blender.org/D15366
2022-06-30Cleanup: Remove scene frame macros (`CFRA` et al.)Julian Eisel
Removes the following macros for scene/render frame values: - `CFRA` - `SUBFRA` - `SFRA` - `EFRA` These macros don't add much, other than saving a few characters when typing. It's not immediately clear what they refer to, they just hide what they actually access. Just be explicit and clear about that. Plus these macros gave read and write access to the variables, so eyesores like this would be done (eyesore because it looks like assigning to a constant): ``` CFRA = some_frame_nbr; ``` Reviewed By: sergey Differential Revision: https://developer.blender.org/D15311
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
2022-06-28Fix T96776: Assets dropped upside down when looking through cameraGermano Cavalcante
In perspective mode the snap point direction needs to be taken into account to define which side of the face is being looked at. If there is no face under the mouse cursor, there is no direction adjustment and the element normal will be used.
2022-06-09Fix T98688: Snapping not working in curve objects with evaluated geometryGermano Cavalcante
It's an old behavior. Not really considered a bug. But snapping to faces is already supported in this case. And allowing snapping to other elements is not disruptive.
2022-06-09Fix assert triggered when snapping to evaluated geometry of a CurveGermano Cavalcante
Curves can have a Mesh evaluated, but only objects of type Mesh have EditMesh. This bug is harmless because `sctx->editmesh_caches.remove(value)` only works with pointers and `BKE_editmesh_from_object(ob_eval)`, even though it doesn't actually return a `BMEditMesh`, it still returns a pointer that doesn't exist as a key.
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
2022-05-29Fix (unreported): cyclic snap of curve handlesGermano Cavalcante
The logic of skipping selected handles was inverted and confusing.
2022-05-12Fix T96367: Crash snapping to instances on an objectCampbell Barton
In rare cases the mesh has not been evaluated when snapping, this fix just prevents the crash as is done elsewhere in Blender when the evaluated mesh isn't available, there is a separate report (T96536) about evaluation not working properly.
2022-04-28Fix: Incorrect conversion from C bitfield syntaxHans Goudey
Recent cleanups 9a8669ac81b99b2 and 1c790555a02bfc3 incorrectly interpereted the bitfield width syntax as a default value. Also resolve two other compilation warnings.
2022-04-27Cleanup: Use bool, remove unnecessary struct keywordsHans Goudey
2022-04-27Snap: Use Map and unique_ptr for snap cacheHans Goudey
Use C++ types instead of GHash to make code easier to read and simpler. Differential Revision: https://developer.blender.org/D14758
2022-04-26Cleanup: unused return value warningCampbell Barton
2022-04-25Transform Snap Refactor: dedicate ghash to different SnapData typesGermano Cavalcante
Changes: - Remove `BLI_memarena` (Use `MEM_cnew` and `MEM_delete` to allocate cached data) - Implement `snap_object_data_mesh_free_ensure` and `snap_object_data_editmesh_free_ensure` and skip need to get original key Object for editmesh data - Use `BMEditMesh` as key for editmesh `Ghash` - Make a better distinction between `SnapObjectData`s. (`SnapData_Mesh` and `SnapData_EditMesh`)
2022-04-25Fix T97401: Snap options ignored for Nurbs surfacesGermano Cavalcante
The editing data of a `SURF`s is similar to that of Curves and should be supported for snapping. But unlike Curve objects, for snapping, only support the nurb points if the object is in edit mode. This matches the solution for Meshes and avoids having to create a kind of "boundbox" for the SURF nurb points.
2022-04-21Fix T97490: snap to multiple objects with linked data can crashGermano Cavalcante
The problem is old. rB52be06301257 (fixed by rB4b35d6950d4f) just masked it. `Object->data`, on evaluated objects, is not a safe pointer to get objects with the same `BMEditData`. Use `Object->runtime.data_orig` instead.
2022-04-19Fix call of 'BLI_assert' instead 'BLI_assert_msg'Germano Cavalcante
Error in 5da02548e99ac67338cbdf2a5088261408f5e7bf
2022-04-19Cleanup: remove redundant 'DEG_get_original_object' callGermano Cavalcante
The `BMEditMesh` pointer is the same in the original or evaluated mesh. Also a clang-format was missed.
2022-04-19Transform: small optimization in snap to edit meshGermano Cavalcante
In some cases, selected elements do not contribute to snapping. So ignore these elements when creating the edit meshes bound box.
2022-04-19Fix assert on meshes without mloop in snap codeGermano Cavalcante
Meshes without loops are still valid for snapping.
2022-04-06Cleanup: remove workaround to set treedata membersGermano Cavalcante
This workaround is not needed since 228f7f1c850897cac85b2c4b42cf9052976b7be1
2022-04-06BVH Utils: remove 'isolate' parameterGermano Cavalcante
This is an internal usage parameter. No functional changes.
2022-04-06BVH Utils: Remove '_allocated' members from 'BVHTreeFromMesh'Germano Cavalcante
The parameters indicating whether it is allocated are always `false` and it is up to the caller to free them. Also clang-format was triggered.
2022-04-06Refactor: remove cache parameters from `bvhtree_from_` functionsGermano Cavalcante
The `BVHCacheType bvh_cache_type` parameter defines specific `BVHTrees` that cannot be customized. So it doesn't make sense to pass this value to any `*bvhtree_from_[...]_ex` function as the `BVHTrees` created in these cases are custom and cannot be saved in the cache. This also resulted in a nice cleanup in the code. Differential Revision: https://developer.blender.org/D14479
2022-04-06Fix: Pass const arguments to object snappingHans Goudey
2022-04-02Cleanup: Further use of const for object bounding boxesHans Goudey
Also solves two warnings from the previous similar commit, f688e3cc3130e70e77f0bb0. The change to the grease pencil modifier is quite suspicious, but doesn't change the behavior, which was already broken.
2022-04-01Cleanup: Use const for bounding boxes where possibleHans Goudey
2022-03-28Cleanup: Use const mesh argumentsHans Goudey
Also correct an enum value from review of D14475.
2022-03-28Cleanup: Move transform_snap_object.c to C++Hans Goudey
This is meant to allow using C++ data structures in this file as a performance improvement. Particularly `Vector` instead of `ListBase` for `duplilist`. Differential Revision: https://developer.blender.org/D14475