- 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
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
Note that there are still some references to proxies left, in some cases
it's unclear if the code related to the comment is even still relevant,
this goes beyond mere cleanup to address then.
Use `verts` instead of `vertices` and `polys` instead of `polygons`
in the API added in 05952aa94d. This aligns better with
existing naming where the shorter names are much more common.
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 (e9f82d3dc7, 410a6efb74). 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
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
From the 3DView code has basically no knowledge of collection hierarchy,
so we can either not remap any local usage of linked objects that are
being overridden, or remap them in all their local collections.
The second behavior makes most sense in the vast majority of cases.
Note that this was only an issue when directly linking and overriding
objects, not when doing so through collections.
While missing the break before a default that only breaks isn't
an error, it means adding new cases needs to remember to add the
break for an existing case, changing the default case will also
result in an unintended fall-through.
Also avoid `default:;` and add an explicit break.
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
Inconsistencies in update/tagging code between different code doing the
same 'Clear. liboverride operation lead to crashes in some cases.
Unify deg tagging and WM notifiers accross the three editor-level
codepaths performing the common Make/Reset/Clear operations.
Preserve if possible the active object accross Clear operation.
Several cleanup/rename/re-arangement of code to make it more consistent.
Add missing labels, and also add tooltips.
Unfortunately there is no way currently to extract two messages from a
single 'function' call, so unless those type of macros become very
widely used, would keep it as manual tagging.
Also disambiguate `case` in text context, pretty sure English is one of
the very rare languages to use this word for character case too.
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
These macros don't compile in C++ because of taking an address of a
temporary and use of designated initializers. Besides that, using
functions can improve debugging and type safety.
Differentil Revision: https://developer.blender.org/D15693
SCULPT_undo_push_begin no longer takes an explicit
name. Instead it takes a wmOperator pointer and uses
op->type->name for the name. This is necassary for
the redo panel to work and should fix the entire class
of bugs related to misspelled undo push names.
Cases where the calling operator is not registered
may use SCULPT_undo_push_begin_ex if desired; it
takes a name string as before.
With libepoxy we can choose between EGL and GLX at runtime, as well as
dynamically open EGL and GLX libraries without linking to them.
This will make it possible to build with Wayland, EGL, GLVND support while
still running on systems that only have X11, GLX and libGL. It also paves
the way for headless rendering through EGL.
libepoxy is a new library dependency, and is included in the precompiled
libraries. GLEW is no longer a dependency, and WITH_SYSTEM_GLEW was removed.
Includes contributions by Brecht Van Lommel, Ray Molenkamp, Campbell Barton
and Sergey Sharybin.
Ref T76428
Differential Revision: https://developer.blender.org/D15291
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.
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
NOTE: This is committed to the 3.3 branch as part of D15606, which we
decided should go to this release still (by Bastien, Dalai and me). That
is because these are important usability fixes/improvements to have for
the LTS release.
Adds `rna_path.cc` and `RNA_path.h`.
`rna_access.c` is a quite big file, which makes it rather hard and
inconvenient to navigate. RNA path functions form a nicely coherent unit
that can stand well on it's own, so it makes sense to split them off to
mitigate the problem. Moreover, I was looking into refactoring the quite
convoluted/overloaded `rna_path_parse()`, and found that some C++
features may help greatly with that. So having that code compile in C++
would be helpful to attempt that.
Differential Revision: https://developer.blender.org/D15540
Reviewed by: Brecht Van Lommel, Campbell Barton, Bastien Montagne