Age | Commit message (Collapse) | Author |
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Prep for D15263
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If the resolution attribute existed on some curves, but not on others, it
was initialized to zero by default. However, zero is not a valid resolution.
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This splits out the code that samples points on a surface and the
code that initializes new curves. This code will be reused by D15134.
Differential Revision: https://developer.blender.org/D15216
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Originally reported in T75007.
Differential Revision: https://developer.blender.org/D15199
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This commit ports the "Set Spline Type" node to the new curves type.
Performance should be improved in similar ways to the other refactors
from the conversion task (T95443). Converting to and from Catmull Rom
curves is now supported. There are a few cases where a lot of work can
be skipped: when the number of points doesn't change, and when the
types already match the goal type.
The refactor has a few other explicit goals as well:
- Don't count on initialization of attribute arrays when they are
first allocated.
- Avoid copying the entire data-block when possible.
- Make decisions about which attributes to copy when changing curves
more obvious.
- Use higher-level methods to copy data between curve points.
- Optimize for the common cases of single types and full selections.
- Process selected curves of the same types in the same loop.
The Bezier to NURBS conversion is written by Piotr Makal (@pmakal).
Differential Revision: https://developer.blender.org/D14769
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This implements the new way to attach curves to a mesh surface using
a uv map (based on the recent discussion in T95776).
The curves data block now not only stores a reference to the surface object
but also a name of a uv map on that object. Having a uv map is optional
for most operations, but it will be required later for animation (when the
curves are supposed to be deformed based on deformation of the surface).
The "Empty Hair" operator in the Add menu sets the uv map name automatically
if possible. It's possible to start working without a uv map and to attach the
curves to a uv map later on. It's also possible to reattach the curves to a new
uv map using the "Curves > Snap to Nearest Surface" operator in curves sculpt
mode.
Note, the implementation to do the reverse lookup from uv to a position on the
surface is trivial and inefficient now. A more efficient data structure will be
implemented separately soon.
Differential Revision: https://developer.blender.org/D15125
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Also improve const correctness and type correctness.
Reviewed By: brecht
Ref D15075
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This used to run when holding Shift while unwrapping until 2006 when it
was removed [0].
[0]: e66b5e5cd5758f1259ec5a22d47f58ec3e9e3536
Reviewed By: brecht
Ref D15075
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- CustomDataType -> eCustomDataType
- CustomDataMask -> eCustomDataMask
- AttributeDomain -> eAttrDomain
- NamedAttributeUsage -> eNamedAttrUsage
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Reviewed By: brecht
Ref D15021
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Harmless assertion in `r_weld_mesh->wpoly_new[r_weld_mesh->wpoly_new_len++]`
that checks the size even though it has enough space.
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This avoids confusion.
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This removes the manual construction of a box mesh in the mesh sequence
cache modifier when the Alembic procedural is enabled. It also removes
the use of `BKE_object_boundbox_get` which doesn't make sense on a
non-evaluated object.
Differential Revision: https://developer.blender.org/D14958
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float3 should have been declared within the blender namespace. And forward
declaration is difficult with templated classes so just include header.
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Replace tot/amount & size with num, in keeping with T85728.
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Revert change from [0] that assumed UNORM was a mis-spelling of UNIFORM.
[0]: 2c75857f9fc0dc5d524e4a0407e0a68856e5906e
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Follow conventions from T85728.
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This commit adds an option to interpolate the number of control points
in new curves based on the count in neighboring existing curves. The
idea is to provide a more automatic default than manually controlling
the number of points in a curve, so users don't have to think about
the resolution quite as much.
Internally, some utilities for creating new curves are extracted to a
new header file. These can be used for the various nodes and operators
that create new curves.
The top-bar UI will be adjusted in a separate patch, probably moving
all of the settings that affect the size and shape of the new curves
into a popover.
Differential Revision: https://developer.blender.org/D14877
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guardedalloc was already included.
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This allows easy reuse elsewhere in Blender.
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This commit moves the code for the resample curves node to the geometry
module, to allow reusing it in any editor. Split from D14870.
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Goals:
* Better high level control over where devirtualization occurs. There is always
a trade-off between performance and compile-time/binary-size.
* Simplify using array devirtualization.
* Better performance for cases where devirtualization wasn't used before.
Many geometry nodes accept fields as inputs. Internally, that means that the
execution functions have to accept so called "virtual arrays" as inputs. Those
can be e.g. actual arrays, just single values, or lazily computed arrays.
Due to these different possible virtual arrays implementations, access to
individual elements is slower than it would be if everything was just a normal
array (access does through a virtual function call). For more complex execution
functions, this overhead does not matter, but for small functions (like a simple
addition) it very much does. The virtual function call also prevents the compiler
from doing some optimizations (e.g. loop unrolling and inserting simd instructions).
The solution is to "devirtualize" the virtual arrays for small functions where the
overhead is measurable. Essentially, the function is generated many times with
different array types as input. Then there is a run-time dispatch that calls the
best implementation. We have been doing devirtualization in e.g. math nodes
for a long time already. This patch just generalizes the concept and makes it
easier to control. It also makes it easier to investigate the different trade-offs
when it comes to devirtualization.
Nodes that we've optimized using devirtualization before didn't get a speedup.
However, a couple of nodes are using devirtualization now, that didn't before.
Those got a 2-4x speedup in common cases.
* Map Range
* Random Value
* Switch
* Combine XYZ
Differential Revision: https://developer.blender.org/D14628
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Remembering the number of curves of every type makes it fast to know
whether processing specific to a single curve type has to be done.
This information was accessed in quite a few places, so this should be
an overall reduction in overhead for the new curves type.
The cache is computed eagerly, in other words every time after changing
the curve types. In order to reduce verbosity I added helper functions
for some common ways to set the types.
Differential Revision: https://developer.blender.org/D14732
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This is mostly a cleanup to avoid hardcoding the eager calculation of
normals it isn't necessary, by reducing calls to `BKE_mesh_calc_normals`
and by removing calls to `BKE_mesh_normals_tag_dirty` when the mesh
is newly created and already has dirty normals anyway. This reduces
boilerplate code and makes the "dirty by default" state more clear.
Any regressions from this commit should be easy to fix, though the
lazy calculation is solid enough that none are expected.
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If the `wpoly` vector was small, the `wpoly_new` pointer could point
to part of its inline buffer on the stack, which becomes invalid out of
that scope. Instead, store `wpoly_new` as a span, and assign it properly
from the moved vector.
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If all islands had a size of zero, a division by zero would occur in
`GEO_uv_parametrizer_pack`, causing the UV coordinates to be set to
NaN. An alternative approach would be to skip packing islands with a
zero size, but If UV coordinates are for example outside the 0-1 range,
it's better if they get moved into that range.
Differential Revision: https://developer.blender.org/D14522
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Add "for_write" on function names that retrieve mutable data arrays.
Though this makes function names longer, it's likely worth it because
it allows more easily using the const functions in a non-const context,
and reduces cases of mistakenly retrieving with edit access.
In the long term, this situation might change more if we implement
attributes storage that is accessible directly on `CurvesGeometry`
without duplicating the attribute API on geometry components,
which is currently the rough plan.
Differential Revision: https://developer.blender.org/D14562
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Unused after 943b919fe807
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This will allow reusing it elsewhere, such as in a geometry node.
Differential Revision: https://developer.blender.org/D14453
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A follow-up to e253f9f66d6f. Follow the policy from T85728
completely (using "num" as a prefix) and rename another function.
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Rename "size" variables and functions to use "num" instead,
based on T85728 (though this doesn't apply to simple C++
containers, it applies here). Rename "range" to "points" in
some functions, so be more specific.
Differential Revision: https://developer.blender.org/D14431
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This is a follow up to rB2252bc6a5527cd7360d1ccfe7a2d1bc640a8dfa6.
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For more detail about `CPPType`, see `BLI_cpp_type.hh` and D14367.
Differential Revision: https://developer.blender.org/D14367
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Ref T95355
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The result handle attributes for non-bezier types are zeroed.
By mistake though, the entire array was zeroed, not just the
area corresponding to that curves source.
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Realizing and copying attributes of meshes, curves, and points are very
similar processes, but currently the logic is duplicated three times in
the realize instances code. This commit combines the implementation
for copying generic attributes and creating the result id attribute.
The functions for threaded copying and filling should ideally be in
some file elsewhere, since they're not just useful here. But it's not
clear where they would go yet.
Differential Revision: https://developer.blender.org/D14294
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The realize instances code used "assign", but the attribute buffers on
the result aren't necessarily initialized. This doesn't make a difference
for trivial types like `int`, but it would with more complex types.
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This commit replaces the temporary conversion to `CurveEval` with
use of the new curves data-block. The end result is that the
process looks more like the other components-- somewhere in between
meshes and point clouds in terms of complexity.
The final result is that the logic between meshes and curves is
very similar. There are a few different strategies to reduce
duplication here, so I'll investigate that separately.
There is some special behavior for the radius and handle position
attributes. I used the attribute API to store spans of these
attributes temporarily. Using access methods on `CurvesGeometry`
would be reasonable to, storing spans separately feels a bit more
predictable for now though.
There should be significant performance improvements in some cases,
I haven't tested that specifically though.
Differential Revision: https://developer.blender.org/D14247
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