Straightforward port. I took the oportunity to remove some C vector
functions (ex: copy_v2_v2).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Straightforward port. I took the oportunity to remove some C vector
functions (ex: `copy_v2_v2`).
This makes some changes to DRWView to accomodate the alignement
requirements of the float4x4 type.
Blender crashes when Simplify is enabled and set to 0.
This is because mesh_to_volume_grid returns nullptr at voxel size 0.
A simple null-check fixes this problem.
Differential Revision: https://developer.blender.org/D17122
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
(simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
There were two issues:
* The `new_point_counts_per_curve` was one too large, resulting in
`interpolate_from_neighbors` reading invalid memory.
* Writing the counts into the existing offsets array didn't quite work
because there can be a collision at the offset right between the
last old curve and the first new point. There was a race condition
where this value could be read and written at the same time.
Make the functions more flexible and more generic by changing the curves
arguments to the curve offsets. This way, theoretically they could become
normal utility functions in the future. Also do a consistency pass over
the algorithms that generate new curves geometry for naming and
code ordering, and use of utility functions. The functions are really
quite similar, and it's much easier to tell this way.
The most time-consuming operation in merge by distance is to find
duplicate faces (faces that are different but have the same vertices).
Therefore, some strategies were planned to optimize this algorithm:
- Store the corner indices in an array thus avoiding multiple calls of `weld_iter_loop_of_poly_next`;
- Create a map of polygons linked to edges instead of linked to vertices - this decreases the number of connections and reduces the calculation of the intersection of polygon indices.
There are other fields to optimize, like reusing the `wpolys` array
instead of creating a new array of corner offsets. And join some arrays
as members of the same struct to be used in the same buffer.
But for now, it is already a nice optimization. And the new
`poly_find_doubles` function can be reused in the future to create a
generic utility.
The result of the optimization varies greatly depending on the number
of polygons, the size of each polygon and the number of duplicates.
On average it was something around 2 times faster.
Worst case tested (old vs new): 0.1ms vs 0.3ms
Best case tested (old vs new): 10.0ms vs 3.2ms
Differential Revision: https://developer.blender.org/D17071
The default when there is no cyclic attribute is that none of the curves
are cyclic. In the mesh to curve node, avoid creating the attribute with
just false to save time and memory usage. Also avoid looking up the
attribute twice in the trim node.
Standardizing the process of creating a new CurvesGeometry with
different curve sizes based on an existing curves is helpful, since
there are a few methods to simplify the process that aren't obvious
at first, like filling the offsets with sizes directly and accumulating
them to become sizes.
Also, in the trim curves node, avoid creating the curve types attribute
all the time. Use the special API functions for the types which do
some optimizations automatically. Also use a more consistent
method to copy the curve domain data, and correct some comments.
The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.
Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.
Also add const when accessing data arrays from curves, for consistency.
Differential Revision: https://developer.blender.org/D17038
Split the algorithms that find duplicates.
This improves readability and helps us find areas for optimization.
It may also facilitate the implementation of generic utilities.
No functional changes.
Differential Revision: https://developer.blender.org/D16918
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.
While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
all the arrays we need for a loop first and then do the processing.
Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
because `this` does not have to be dereferenced every time.
This likely doesn't have a noticable impact in practice.
Differential Revision: https://developer.blender.org/D17025
Trim erronously samples the next to last control point when it should
sample the last control point on the curve. This only happens when
reducing the curve to a single point. These changes should correct
the behavior.
Differential Revision: https://developer.blender.org/D17003
Currently you can retrieve a mutable array from a const CustomData.
That makes code unsafe since the compiler can't check for correctness
itself. Fix that by introducing a separate function to retrieve mutable
arrays from CustomData. The new functions have the `_for_write`
suffix that make the code's intention clearer.
Because it makes retrieving write access an explicit step, this change
also makes proper copy-on-write possible for attributes.
Notes:
- The previous "duplicate referenced layer" functions are redundant
with retrieving layers with write access
- The custom data functions that give a specific index only have
`for_write` to simplify the API
Differential Revision: https://developer.blender.org/D14140
**Changes**
As described in T93602, this patch removes all use of the `MVert`
struct, replacing it with a generic named attribute with the name
`"position"`, consistent with other geometry types.
Variable names have been changed from `verts` to `positions`, to align
with the attribute name and the more generic design (positions are not
vertices, they are just an attribute stored on the point domain).
This change is made possible by previous commits that moved all other
data out of `MVert` to runtime data or other generic attributes. What
remains is mostly a simple type change. Though, the type still shows up
859 times, so the patch is quite large.
One compromise is that now `CD_MASK_BAREMESH` now contains
`CD_PROP_FLOAT3`. With the general move towards generic attributes
over custom data types, we are removing use of these type masks anyway.
**Benefits**
The most obvious benefit is reduced memory usage and the benefits
that brings in memory-bound situations. `float3` is only 3 bytes, in
comparison to `MVert` which was 4. When there are millions of vertices
this starts to matter more.
The other benefits come from using a more generic type. Instead of
writing algorithms specifically for `MVert`, code can just use arrays
of vectors. This will allow eliminating many temporary arrays or
wrappers used to extract positions.
Many possible improvements aren't implemented in this patch, though
I did switch simplify or remove the process of creating temporary
position arrays in a few places.
The design clarity that "positions are just another attribute" brings
allows removing explicit copying of vertices in some procedural
operations-- they are just processed like most other attributes.
**Performance**
This touches so many areas that it's hard to benchmark exhaustively,
but I observed some areas as examples.
* The mesh line node with 4 million count was 1.5x (8ms to 12ms) faster.
* The Spring splash screen went from ~4.3 to ~4.5 fps.
* The subdivision surface modifier/node was slightly faster
RNA access through Python may be slightly slower, since now we need
a name lookup instead of just a custom data type lookup for each index.
**Future Improvements**
* Remove uses of "vert_coords" functions:
* `BKE_mesh_vert_coords_alloc`
* `BKE_mesh_vert_coords_get`
* `BKE_mesh_vert_coords_apply{_with_mat4}`
* Remove more hidden copying of positions
* General simplification now possible in many areas
* Convert more code to C++ to use `float3` instead of `float[3]`
* Currently `reinterpret_cast` is used for those C-API functions
Differential Revision: https://developer.blender.org/D15982
This moves all multi-function related code in the `functions` module
into a new `multi_function` namespace. This is similar to how there
is a `lazy_function` namespace.
The main benefit of this is that many types names that were prefixed
with `MF` (for "multi function") can be simplified.
There is also a common shorthand for the `multi_function` namespace: `mf`.
This is also similar to lazy-functions where the shortened namespace
is called `lf`.
* New `build_mf` namespace for the multi-function builders.
* The type name of the created multi-functions is now "private",
i.e. the caller has to use `auto`. This has the benefit that the
implementation can change more freely without affecting
the caller.
* `CustomMF` does not use `std::function` internally anymore.
This reduces some overhead during code generation and at
run-time.
* `CustomMF` now supports single-mutable parameters.
This refactors how devirtualization is done in general and how
multi-functions use it.
* The old `Devirtualizer` class has been removed in favor of a simpler
solution. It is also more general in the sense that it is not coupled
with `IndexMask` and `VArray`. Instead there is a function that has
inputs which control how different types are devirtualized. The
new implementation is currently less general with regard to the number
of parameters it supports. This can be changed in the future, but
does not seem necessary now and would make the code less obvious.
* Devirtualizers for different types are now defined in their respective
headers.
* The multi-function builder works with the `GVArray` stored in `MFParams`
directly now, instead of first converting it to a `VArray<T>`. This reduces
some constant overhead, which makes the multi-function slightly
faster. This is only noticable when very few elements are processed though.
No functional changes or performance regressions are expected.
Previously, the lifetimes of anonymous attributes were determined by
reference counts which were non-deterministic when multiple threads
are used. Now the lifetimes of anonymous attributes are handled
more explicitly and deterministically. This is a prerequisite for any kind
of caching, because caching the output of nodes that do things
non-deterministically and have "invisible inputs" (reference counts)
doesn't really work.
For more details for how deterministic lifetimes are achieved, see D16858.
No functional changes are expected. Small performance changes are expected
as well (within few percent, anything larger regressions should be reported as
bugs).
Differential Revision: https://developer.blender.org/D16858
Use the same `".selection"` attribute for both curve and point domains,
instead of a different name for each. The attribute can now have
either boolean or float type. Some tools create boolean selections.
Other tools create float selections. Some tools "upgrade" the attribute
from boolean to float.
Edit mode tools that create selections from scratch can create boolean
selections, but edit mode should generally be able to handle both
selection types. Sculpt mode should be able to read boolean selections,
but can also and write float values between zero and one.
Theoretically we could just always use floats to store selections,
but the type-agnosticism doesn't cost too much complexity given the
existing APIs for dealing with it, and being able to use booleans is
clearer in edit mode, and may allow future optimizations like more
efficient ways to store boolean attributes.
The attribute API is usually used directly for accessing the selection
attribute. We rely on implicit type conversion and domain interpolation
to simplify the rest of the code.
Differential Revision: https://developer.blender.org/D16057
When creating a new mesh to change it in some way, the active and
default color attribute names should be copied to the new mesh.
Doing that in the generic "copy parameters for eval" function should
cover the vast majority of cases.
Attributes are unifying around a name-based API, and we would like to
be able to move away from CustomData in the future. This patch moves
the identification of active and fallback (render) color attributes
to strings on the mesh from flags on CustomDataLayer. This also
removes some ugliness used to retrieve these attributes and maintain
the active status.
The design is described more here: T98366
The patch keeps forward compatibility working until 4.0 with
the same method as the mesh struct of array refactors (T95965).
The strings are allowed to not correspond to an attribute, to allow
setting the active/default attribute independently of actually filling
its data. When applying a modifier, if the strings don't match an
attribute, they will be removed.
The realize instances / join node and join operator take the names from
the first / active input mesh. While other heuristics may be helpful
(and could be a future improvement), just using the first is simple
and predictable.
Differential Revision: https://developer.blender.org/D15169
Recently a new geometry node for splitting edges was added in D16399.
However, there was already a similar implementation in mesh.cc that was
mainly used to fake auto smooth support in Cycles by splitting sharp
edges and edges around sharp faces.
While there are still possibilities for optimization in the new code,
the implementation is safer and simpler, multi-threaded, and aligns
better with development plans for caching topology on Mesh and other
recent developments with attributes.
This patch removes the old code and moves the node implementation to
the geometry module so it can be used in editors and RNA. The "free
loop normals" argument is deprecated now, since it was only an internal
optimization exposed for Cycles.
The new mesh `editors` function creates an `IndexMask` of edges to
split by reusing some of the code from the corner normal calculation.
This change will help to simplify the changes in D16530 and T102858.
Differential Revision: https://developer.blender.org/D16732
The optimization is done by removing the `len` member from the groups
and using fewer `for` loops.
But it's not a really impactful optimization.
Only 1.9% in the weld operation of a high poly mesh.
(disregarding getting the vertex map and all other operations on a
Blender frame).
The readability improvement comes from using more familiar types like
`int` and `int2` instead of `WeldGroup` and `WeldGroupEdge` structs.
In the merge_by_distance code, `vert_dest_map` is modified to become a
vertex group map. But this is not clear from the code.
Also use the `_map` suffix on `vert_final` and `edge_final`.
And remove some unnecessary variables.
When triangulating meshes, the UV unwrapper was previously using a
heuristic to split quads into triangles. If one of the internal angles
is greater than 180degrees, a so-called "reflex angle", the heuristic
was giving a poor choice of split.
Instead of using a special case for quads, this change routes everything
through the generic n-gon `BLI_polyfill_beautify` method instead.
Reviewed By: Brecht Van Lommel
Differential Revision: https://developer.blender.org/D16505
When n-gons share vertices, their triangulation can be non-manifold,
even if the original mesh is manifold.
The UV Unwrapper does not currently work with non-manifold meshes.
This workaround attempts to modify the triangulation of n-gons in
the UV unwrapper to preserve the manifold property.
This change replaces the previous fix for quads, and extends it
to all n-gons.
See T84078 as motivation for this change.
Differential Revision: https://developer.blender.org/D16521
a5e7657cee missed this call where clamped slicing is necessary.
The subdivision of a segment purposefully modifies the handle types of
the other side of the following control point, but that didn't work for
the final cyclic segment.