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2022-09-08Cleanup: prefer terms verts/polys over vertices/polygonsCampbell Barton
Follows existing naming for the most part, also use "num" as a suffix in some instances (following our naming conventions).
2022-09-07Fix T100669: OBJ exporter does not properly export image sequence texture namesAras Pranckevicius
When exporting OBJ/MTL animation, texture file paths of image sequences were not adjusted to contain the correct frame number. Fixes T100669. Also, the OBJ exporter was wrongly writing to the same .mtl file for each exported frame, which is a regression compared to the legacy Python exporter.
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
2022-09-05IDMAnagement: Add owner ID pointer to embedded ones.Bastien Montagne
Add a dedicated `owner_id` pointer to ID types that can be embedded (Collections and NodeTrees), and modify slightly come code to make handling those more safe and consistent. This implements first part of T69169. Reviewed By: brecht Differential Revision: https://developer.blender.org/D15838
2022-09-02obj: improve placement of shader nodes in imported materialsAras Pranckevicius
Previously for most materials (especially the ones without any textures), the nodes were "off screen" way to the right, requiring a view framing to even see them. Also, as soon as multiple images were used, many nodes overlapped one another and the connections were all a mess. Simplify all that, and now each node type (coordinate, mapping, image, normal map, bsdf etc.) is in it's own column, with BSDF at zero coordinate. Each used image (along with any possible coordinate, mapping, normal map) is it's own row. The resulting connections are much cleaner.
2022-09-02GPencil: Simplify Perimeter functions to not use RegionView3DAntonio Vazquez
This makes the api more portable and not depend on any visual area for background tasks like future modifiers.
2022-09-01Fix build (missing include from fa40013009)Aras Pranckevicius
2022-09-01Cleanup: obj: simplify material node tree creationAras Pranckevicius
As pointed out in D15827 comment, the unique_ptr usage in ShaderNodetreeWrap related code does not sound very useful. Looking at it, whole ShaderNodetreeWrap does not make much sense - it's only ever created, and then immediately just one thing is fetched from it. This very much sounds like "a function", so make it just that - header file contains just a `create_mtl_node_tree` function, and the whole implementation is hidden from the users. Which I've also simplified into just a handful of freestanding functions. No functionality or performance changes, but the code does get ~80 lines shorter.
2022-09-01Merge branch 'blender-v3.3-release'Aras Pranckevicius
2022-09-01Fix T100737: OBJ/USD import: imported object has no active material, ↵Aras Pranckevicius
material has 2 users Fixes issues in importers written in C++ (T100737): - Materials had one reference count too much. Affected Collada, Alembic, USD, OBJ importers, looks like "since forever". - Active material index was not properly set on imported meshes. Regression since 3.3 (D15145). Affected Alembic, USD, OBJ. Note: now it sets the first material as the active one, whereas previously the last one was set as active. First one sounds more "intuitive" to me. Reviewed By: Bastien Montagne Differential Revision: https://developer.blender.org/D15831
2022-09-01Merge branch 'blender-v3.3-release'Bastien Montagne
2022-09-01Fix invalid memory handling in C++ OBJ MTL Importer.Bastien Montagne
An ID created with regualr ID management code should never ever be directly freed directly. For embedded nodetrees, there is a dedicated function. Reviewed By: aras_p Differential Revision: https://developer.blender.org/D15827
2022-08-31Merge branch 'blender-v3.3-release'Joseph Eagar
2022-08-31Cleanup: fix warnings from vcol limit commitJoseph Eagar
2022-08-31Merge branch 'blender-v3.3-release'Joseph Eagar
2022-08-31Core: Remove color attribute limit from CustomData APIJoseph Eagar
Note: does not fix the limit in PBVH draw which is caused by VBO limits not MAX_MCOL.
2022-08-31Mesh: Move material indices to a generic attributeHans Goudey
This patch moves material indices from the mesh `MPoly` struct to a generic integer attribute. The builtin material index was already exposed in geometry nodes, but this makes it a "proper" attribute accessible with Python and visible in the "Attributes" panel. The goals of the refactor are code simplification and memory and performance improvements, mainly because the attribute doesn't have to be stored and processed if there are no materials. However, until 4.0, material indices will still be read and written in the old format, meaning there may be a temporary increase in memory usage. Further notes: * Completely removing the `MPoly.mat_nr` after 4.0 may require changes to DNA or introducing a new `MPoly` type. * Geometry nodes regression tests didn't look at material indices, so the change reveals a bug in the realize instances node that I fixed. * Access to material indices from the RNA `MeshPolygon` type is slower with this patch. The `material_index` attribute can be used instead. * Cycles is changed to read from the attribute instead. * BMesh isn't changed in this patch. Theoretically it could be though, to save 2 bytes per face when less than two materials are used. * Eventually we could use a 16 bit integer attribute type instead. Ref T95967 Differential Revision: https://developer.blender.org/D15675
2022-08-31Nodes: move NodeTreeRef functionality into node runtime dataJacques Lucke
The purpose of `NodeTreeRef` was to speed up various queries on a read-only `bNodeTree`. Not that we have runtime data in nodes and sockets, we can also store the result of some queries there. This has some benefits: * No need for a read-only separate node tree data structure which increased complexity. * Makes it easier to reuse cached queries in more parts of Blender that can benefit from it. A downside is that we loose some type safety that we got by having different types for input and output sockets, as well as internal and non-internal links. This patch also refactors `DerivedNodeTree` so that it does not use `NodeTreeRef` anymore, but uses `bNodeTree` directly instead. To provide a convenient API (that is also close to what `NodeTreeRef` has), a new approach is implemented: `bNodeTree`, `bNode`, `bNodeSocket` and `bNodeLink` now have C++ methods declared in `DNA_node_types.h` which are implemented in `BKE_node_runtime.hh`. To make this work, `makesdna` now skips c++ sections when parsing dna header files. No user visible changes are expected. Differential Revision: https://developer.blender.org/D15491
2022-08-31Cleanup: obj: simplify import/export syntax handling codeAras Pranckevicius
I want to add support for PBR materials extension to OBJ, but the way current I/O code syntax handling was done made it quite cumbersome to extend the number of MTL textures/parameters. Simplify all that by removing FormatHandler template on "syntax" that gets routed through keyword enums, and instead just have simple `write_obj_*` and `write_mtl_*` functions. Simplify MTLMaterial to not contain a map of textures (that is always fully filled with all possible textures), instead now there's a simple array. Rename `tex_map_XX` to `MTLTexMap`. All this does not affect behavior or performance, but it does result in 170 fewer lines of code, and saves a couple kilobytes of executable size.
2022-08-31Mesh: Avoid redundant custom data layer initializationHans Goudey
In all these cases, it was clear that the layer values were set right after the layer was created anyway. So there's no point in using calloc or setting the values to zero first. See 25237d2625078c6d for more info.
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
2022-08-30GPencil: Improve Thickness handling for Outline operatorAntonio Vazquez
Actually, when you increase the thickness of the stroke in the outline conversion, the shape of the stroke changes and becomes thicker. This commit includes a new algorithm to correct this problem. A new `Keep Shape` parameter allows you to disable it because, for artist reasons, it may be good to keep the old algorithm and change the shape.
2022-08-30Cleanup: Use const for custom data layersHans Goudey
2022-08-28Cleanup: replace NULL with nullptr for C++ filesCampbell Barton
2022-08-24Cleanup: use determinant_m3(m) < 0 to implement is_negative_m3/m4Campbell Barton
Use a more direct method of checking if a matrix is negative instead of using cross & dot product. Also replace some determinant_m3() < 0 checks with is_negative_m3.
2022-08-23Merge branch 'blender-v3.3-release'Richard Antalik
2022-08-23Cleanup: formatCampbell Barton
2022-08-23Merge branch 'blender-v3.3-release'Philipp Oeser
2022-08-23Fix: OBJ import unused parameter warningPhilipp Oeser
Since {rB2542fda14d85}, `r_node` is an unused parameter. Changed `load_texture_image` to reflect that. Differential Revision: https://developer.blender.org/D15759
2022-08-23Cleanup: match names between functions & declarationsCampbell Barton
2022-08-17Cleanup: Remove redundant use of evaluated non-mesh objectsHans Goudey
Metaball, curve, text, and surface objects use the geometry component system to add evaluated mesh object instances to the dependency graph "for render engine" iterator. Therefore it is unnecessary to process those object types in these loops-- it would either be redundant work or a no-op.
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
2022-08-17Cleanup: strip blank lines around comment blocksCampbell Barton
2022-08-16Cleanup: use a structure for Alembic import parametersKévin Dietrich
Also renammed some parameters and sprinkled a dash of documentation.
2022-08-16Merge branch 'blender-v3.3-release'Aras Pranckevicius
2022-08-16Fix T100421: OBJ importer in 3.3 does not keep the vertex orderAras Pranckevicius
While fixing T100302 (rBd76583cb4a1) I did not realize that the change in imported vertex order would actually matter. Turns out, it does for morph targets / mesh shape keys. So redo the fix in a way that does not change the vertex order. Fixes T100421.
2022-08-12Cleanup: repeated words in commentsCampbell Barton
2022-08-11Mesh: Move hide flags to generic attributesHans Goudey
This commit moves the hide status of mesh vertices, edges, and faces from the `ME_FLAG` to optional generic boolean attributes. Storing this data as generic attributes can significantly simplify and improve code, as described in T95965. The attributes are called `.hide_vert`, `.hide_edge`, and `.hide_poly`, using the attribute name semantics discussed in T97452. 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 by default, 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 the hide status is used. When the flags are removed completely, requirements will decrease when hiding is unused. Further notes: * Some code can be further simplified to skip some processing when the hide attributes don't exist. * The data is still stored in flags for `BMesh`, necessitating some complexity in the conversion to and from `Mesh`. * Access to the "hide" property of mesh elements in RNA is slower. The separate boolean arrays should be used where possible. Ref T95965 Differential Revision: https://developer.blender.org/D14685
2022-08-11obj: support importing multiple files at onceAras Pranckevicius
Implemented the same way as STL or GPencil SVG importers: loop over the input files, import one by one. Has been requested by the community for quite a long time (e.g. https://blender.community/c/rightclickselect/Jhbbbc/), as well as 3rd party addons to implement just this (https://github.com/p2or/blender-batch-import-wavefront-obj).
2022-08-11Merge branch 'blender-v3.3-release'Aras Pranckevicius
2022-08-11Fix T98781: OBJ exporter wrongly writing default material socket values when ↵Aras Pranckevicius
textures are present Report T98781 and part of T97642: the MTLMaterial info only captures image nodes and the default socket values. When the image information is present, do not emit the socket defaults - the .MTL spec states they are multiplied together, but the default value is not used in blender when the socket is connected. Also contains svn tests repository update to extend the test coverage, and update test expectation outputs.
2022-08-10Merge branch 'blender-v3.3-release'Aras Pranckevicius
2022-08-10obj: Also find .mtl images by their basename, if all else fails (T77801)Aras Pranckevicius
While T77801 itself is working as expected in the new C++ obj importer, the repro file there uses absolute paths to material images, yet the images themselves are right there in the current folder. The old python based importer did find them, since it was doing a really complex image search. My understanding is that while C++ importer was developed, it was decided to not do that -- however just the "basename file in the mtl directory" sounds simple enough and gets the repro case file work correctly.
2022-08-10Merge branch 'blender-v3.3-release'Aras Pranckevicius
2022-08-10Fix T100302: New OBJ importer produces too many vertices when faces don't ↵Aras Pranckevicius
span a continuous range As part of the previous fix (D15410), the importer got code to track min & max vertex indices used as part of the mesh faces. However, if faces refer to a "sparse" (i.e. non-contiguous) subset of all vertices, then the imported mesh would contain all the vertices between min & max range. Replace that with proper tracking of actually used vertex indices for each imported mesh. Fixes T100302. This does affect import performance a tiny bit, e.g. importing Blender 3.0 splash scene goes 21.7s -> 22.1s, and importing rungholt.obj goes 2.37s -> 2.48s. Importer related tests have a bunch of vertex changes in them, since now vertices are added in the order that the faces are referring to them. Which incidentally matches the order that the Python based importer was creating them too.
2022-08-09Merge branch 'blender-v3.3-release'Campbell Barton
2022-08-09Fix memory leak exporting to colladaCampbell Barton
2022-08-09Cleanup: sort cmake file-listsCampbell Barton