Commit Graph

7 Commits

Author SHA1 Message Date
6514bb05ea Mesh: Store active & default color attributes with strings
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
2022-12-15 14:21:35 -06:00
822dab9a42 Cleanup: Strict compiler warnings
Mark function as local to the translation unit.
2022-11-22 17:52:44 +01:00
fe38715600 Refactor: Unify storage for motion tracking camera and objects
Historically tracks and reconstruction for motion tracking camera
object were stored in the motion tracking structure. This is because
the data structures pre-dates object tracking support, and it was
never changed to preserve compatibility.

Now the compatibility code supports more tricks and allows to change
the ownership without breaking any compatibility. This is what this
change does: it moves tracks from motion tracking structure to the
motion tracking camera object, and does it in a way that no
compatibility is broken.

One of the side-effects of this change is that the active track is
now stored on motion tracking object level, which allows to change
active motion tracking object without loosing active track. Other
than that there are no expected user-level changes.
2022-11-22 11:49:56 +01:00
12becbf0df Mesh: Move selection flags to generic attributes
Using the attribute name semantics from T97452, this patch moves the
selection status of mesh elements from the `SELECT` of vertices, and
edges, and the `ME_FACE_SEL` of faces to generic boolean attribute
Storing this data as generic attributes can significantly simplify and
improve code, as described in T95965.

The attributes are called `.select_vert`, `.select_edge`, and
`.select_poly`. 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.

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 selection is used. When the flags are removed
completely, requirements will decrease.

Further notes:
* The `MVert` flag is empty at runtime now, so it can be ignored.
* `BMesh` is unchanged, otherwise the change would be much larger.
* Many tests have slightly different results, since the selection
  attribute uses more generic propagation. Previously you couldn't
  really rely on edit mode selections being propagated procedurally.
  Now it mostly works as expected.

Similar to 2480b55f21
Ref T95965

Differential Revision: https://developer.blender.org/D15795
2022-09-23 10:45:07 -05:00
a8a454287a Mesh: Move edge crease out of MEdge
This is very similar to D14077. There are two differences though.
First is that vertex creases are already stored in a separate layer,
and second is that we can now completely remove use of `Mesh.cd_flag`,
since that information is now inherent to whether the layers exist.

There are two functional differences here:
 * Operators are used to add and remove layers instead of a property.
 * The "crease" attribute can be created and removed by geometry nodes.

The second change should make various geometry nodes slightly faster,
since the "crease" attribute was always processed before. Creases are
now interpolated generically in the CustomData API too, which should
help maintain the values across edits better.

Meshes get an `edge_creases` RNA property like the existing vertex
property, to provide more efficient access to the data in Cycles.

One test failure is expected, where different rounding between float
the old char storage means that 5 additional points are scattered in
a geometry nodes test.

Differential Revision: https://developer.blender.org/D15927
2022-09-23 09:02:28 -05:00
060a534141 Mesh: Move sculpt face sets to a generic attribute
Similar to the other refactors from T95965, this commit moves sculpt
face sets to use a generic integer attribute named `".sculpt_face_set"`.
This makes face sets accessible in the Python API.

The attribute is not visible in the attributes list or the spreadsheet
because it is meant for internal use, though that could be an option
in the future along with other similar attributes. Currently the change
is small, but in the future this could simplify code by allowing use
of more generic attribute APIs.

Differential Revision: https://developer.blender.org/D16045
2022-09-23 08:19:40 -05:00
818c9e524d Fix: Mesh SoA format conversion skips versioning
Converting to the SoA format (T95965) immediately when reading meshes
means that none of the changes from versioning would be applied first.
This means important fixes like f14995aba7 aren't properly applied,
so modifications could be done to invalid CustomData. To fix this, move
the SoA changes into versioning code, in a new versioning_400.cc file.

Differential Revision: https://developer.blender.org/D15919
2022-09-14 11:33:35 -05:00