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So far it was needed to declare a new RNA struct to `RNA_access.h` manually.
Since 9b298cf3dbec we generate a `RNA_prototypes.h` for RNA property
declarations. Now this also includes the RNA struct declarations, so they don't
have to be added manually anymore.
Differential Revision: https://developer.blender.org/D13862
Reviewed by: brecht, campbellbarton
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Correct misspellings in code comments of "vertex" and "vertices".
See D13932 for more details.
Differential Revision: https://developer.blender.org/D13932
Reviewed by Harley Acheson
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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
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This is similar to e032ca2e25bf2e305b66 which removed the
callback for volumes. Now that we have geometry sets, there is
no need to define a callback for every data type, and this wasn't
used. Procedural curves/hair editing will use nodes rather than new
modifier types anyway.
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As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.
The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.
The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).
**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code
In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).
Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.
**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
- Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
showing that accessing just `MVert` is now more efficient.
- Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
change that at least shows there is no regression.
- Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
but observable speedup.
- Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
shows that using normals in geometry nodes is faster.
- Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
shows that calculating normals is slightly faster now.
- File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
Normals are not saved in files, which can help with large meshes.
As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.
**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
- The subdivision surface modifier is not responsible for calculating
normals anymore. In master, the modifier creates different normals
than the result of the `Mesh` normal calculation, so this is a bug
fix.
- There are small differences in the results of some modifiers that
use normals because they are not converted to and from `short`
anymore.
**Future improvements**
- Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
already retrieves normals if they are needed anyway.
- Copy normals as part of a better CoW system for attributes.
- Make more areas use lazy instead of eager normal calculation.
- Remove `BKE_mesh_normals_tag_dirty` in more places since that is
now the default state of a new mesh.
- Possibly apply a similar change to derived face corner normals.
Differential Revision: https://developer.blender.org/D12770
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This patch exposes the Cycles Alembic Procedural through the MeshSequenceCache
modifier in order to use and test it from Blender.
To enable it, one has to switch the render feature set to experimental and
activate the Procedural in the modifier. An Alembic Procedural is then
created for each CacheFile from Blender set to use the Procedural, and each
Blender object having a MeshSequenceCache modifier is added to list of objects
of the right procedural.
The procedural's parameters derive from the CacheFile's properties which are
already exposed in the UI through the modifier, although more Cycles specific
options might be added in the future.
As there is currently no cache controls and since we load all the data at the
beginning of the render session, the procedural is only available during
viewport renders at the moment. When an Alembic procedural is rendered, data
from the archive are not read on the Blender side.
If a Cycles render is not active and the CacheFile is set to use the Cycles Procedural,
bounding boxes are used to display the objects in the scene as a signal that the
objects are not processed by Blender anymore. This is standard in other DCCs.
However this does not reduce the memory usage from Blender as the Alembic data
was already loaded either during an import or during a .blend file read.
This is mostly a hack to test the Cycles Alembic procedural until we have a
better Blender side mechanism for letting renderers load their own geometry,
which will be based on import and export settings on Collections (T68933).
Ref T79174, D3089
Reviewed By: brecht, sybren
Maniphest Tasks: T79174
Differential Revision: https://developer.blender.org/D10197
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Confusingly, BKE_scene_frame_get did not match the frame number as expected by
BKE_scene_frame_set. Instead it return the value after time remapping, which
is commonly named "ctime".
* Rename BKE_scene_frame_get to BKE_scene_ctime_get
* Add a new BKE_scene_frame_get that matches BKE_scene_frame_set
* Use int/float depending if fractional frame is expected
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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This allows us to remove a callback from the modifier type info struct.
In the future the these modifiers might just be replaced by nodes
internally anyway, but in the meantime it's nice to unify the handling
of evaluated geometry a bit.
Differential Revision: https://developer.blender.org/D11080
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Since the initial merge of the geometry nodes project, the modifyPointCloud
function already was already modifying a geometry set. The function wasn't
renamed back then, because then the merge would have touched many
more files.
Ref T83357.
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This removes `foreachObjectLink` from `ModifierTypeInfo`, `GpencilModifierTypeInfo`
and `ShaderFxTypeInfo`. There is no need to have both, `foreachObjectLink` and `foreachIDLink`.
There is not code that actually depends on `foreachObjectLink`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D9078
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As noted in T80164, there are quite a few area of Blender where the
"Reset to Default Value" operator in button context menus doesn't work.
Modifiers are one of them, because the DNA defaults system was never
set up for them.
Additionally, this should make modifier versioning easier. Whenever a
new field is added it should be automatically initialized to the
default value.
I had to make some ordering changes in the following modifiers to work
around an error with `-Wsign-conversion` in the macros:
- Solidify Modifier
- Corrective Smooth Modifier
- Screw Modifier
Some modifiers are special cases and are skipped in this commit:
- Data Transfer Modifier
- Cloth Modifier
- Fluid Modifier
- Softbody Modifier
Differential Revision: https://developer.blender.org/D8747
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This reduces the number of places that have to be modified
when a new modifier is added.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D9000
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With this change `outliner_draw.c` does not have to be
edited anymore when a new modifier is added.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D8998
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For modifier shortcuts we added a "custom_data" field to panels.
This commit uses the same system for accessing the list data that
corresponds to each panel. This way the context is only used once
and the modifier for each panel can be accessed more easily later.
This ends up being mostly a cleanup commit with a few small changes
in interface_panel.c. The large changes in the UI functions are due
to the fact that the panel custom data is now passed around as a
single pointer instead of being created again for every panel.
The list_index variable in Panel.runtime is removed as it's now
unnecessary.
Differential Revision: https://developer.blender.org/D8559
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/modifiers` module.
No functional changes.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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These changes are smaller, made based on feedback and a pass on all
the layouts for clarity and consistency. The Multires modifier UI will
be addressed in a separate patch. Here is an overview of the changes:
Renaming Options:
- Build: "Start" -> "Start Frame"
- Curve: "From Radius" -> "Size from Radius"
- Screw: "Calc Order" -> "Calculate Order"
- Displace, Warp, Wave: "Texture Coordinates Object" -> "Object"
Move Mode Toggle to Top & Expand:
- Bevel, Boolean, Normal Edit, Subdivision
Use Columns for Tighter Spacing:
- Displace, Explode, Ocean, Particle Instance, Remesh, Shrinkwrap,
Solidify, Warp, Weighted Normal, Wave
Misc:
- Bevel: Set inactive properties for vertex bevel
- Mesh Sequence Cache: Remove box for cache file
- Skin: Don't align "Mark Loose" and "Clear Loose"
- Array: Expand relative offset subpanel by default
- Array: Move start cap, end cap to a new subpanel
- Bevel: Move width type above width
Differential Revision: https://developer.blender.org/D8115
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This is part of a greater blenloader decentralization effort (T76372).
For modifiers the goal is that fewer files have to be modified when
a new modifier is added.
This patch just adds the `blendWrite` and `blendRead` callbacks to
`ModifierTypeInfo` but does not change any other code yet. In the next
steps, modifier specific code will be moved from `writefile.c` and
`readfile.c` into their corresponding `MOD_*` files.
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- BKE_lattice_deform_data_create was init_latt_deform.
- BKE_lattice_deform_data_destroy was end_latt_deform.
- BKE_lattice_deform_data_eval_co was calc_latt_deform.
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This patch implements the list panel system D7490 for modifiers.
It also moves modifier drawing to a callback in ModifierTypeInfo
in line with the extensible architecture refactoring goal T75724.
This adds a PanelRegister callback and utilities for registering
panels and subpanels. It also adds the callbacks for expansion saving
and drag and drop reordering described in D7490.
These utilities, callbacks, and other common UI elements shared
between modifiers live in MOD_ui_common.c.
Because modifier buttons are now in panels, we can make use of
subpanels for organization. The UI layouts also use the single
column layout style consistently used elsewhere in Blender.
Additionally, the mode-setting buttons are aligned and ordered
consistently with the outliner.
However, the large number of UI changes in this patch may mean
that additional polishing is required in master.
Thanks to William Reynish (@billreynish) who did a fair amount of the
layout work and to Julian Eisel (@Severin) for consistent help.
Differential Revision: https://developer.blender.org/D7498
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There is no user visible difference in standard builds, as there are no
volume modifiers yet. When using WITH_NEW_OBJECT_TYPES some deform only
modifiers are now available for hair and pointcloud objects.
Differential Revision: https://developer.blender.org/D7141
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- Use 'BKE_object_defgroup' prefix for object functions.
- Rename 'defvert_verify_index' to 'defvert_ensure_index'
since this adds the group if it isn't found.
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Adds the invert vgroup option to the Explode modifier.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D6844
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Note that `BKE_library.h`/`library.c` were renamed to
`BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here.
Part of T72604.
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This happens to be a non-behavioral change, but previous code here was
*very* confusing, and only ended up generating expected results by mere
chance (since `facepa[i]` == `totpart` in case the face has no (valid)
particle, i.e. `pa == NULL`)...
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Systematically reset particle pointer to NULL and use it to detect
invalid particle case, instead of checking value of the face's
particle index everywhere in a confusing and prone-to-bug way
(see T70150 and previous commit).
No behavioral change expected here.
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There’s be a lot to say about that explode modifier code, for now just
follow other places in code... But the handling of 'invalid'/'unkown'
particle case is... quiet confusing to say the least.
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This reverts commit 36faf739a71624b6ca10cec7233779f9eeace0bd.
Somewhat annoying but this change had some unforeseen consequences,
which lead to an actual bug.
Since this change was not sufficient to get original report fixed
is easier to simply revert for now.
Fixes T65842: Hair disappears when clicking on particle system name
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Allows it to be preserved during copy-on-write update when on-geometry
related update is needed.
This is a required part for T63537, where we need to preserve the entire
evaluation data when object is tagged for only RECALC_COPY_ON_WRITE.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5023
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Also remove duplicate comments in headers.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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Use prefix now there isn't only the 3d version.
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The general idea of this change is to have a runtime data pointer
in the ModifierData, so it can be preserved through copy-on-write
updates by the dependency graph.
This is where subdivision surface modifier can store its topology
cache, so it is not getting trashed on every copy-on-write which
is happening when moving a vertex.
Similar mechanism should be used by multiresolution, dynamic paint
and some other modifiers which cache evaluated data.
This fixes T61746.
Thing to keep in mind, that there are more reports about slow
subdivision surface in the tracker, but that boils down to the
fact that those have a lot of extraordinary vertices, and hence
a lot slower to evaluated topology.
Other thing is, this speeds up oeprations which doesn't change
topology (i.e. moving vertices).
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T61746
Differential Revision: https://developer.blender.org/D4541
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We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
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For some reason forgot to handle half of modifier files...
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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Needed for clan-format not to wrap onto one line.
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