user_remap fails silently when object is in edit mode #110232

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opened 2023-07-18 08:05:29 +02:00 by Andrej · 5 comments
Contributor

Blender 3.6

Way to reproduce:

  1. Create new empty blender project
  2. Select cube
  3. Enter edit mode
  4. Run the code below

Results - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error.

import bmesh
import bpy

obj = bpy.context.active_object

data = bpy.data.meshes.new('test')
bm = bmesh.new()
bmesh.ops.create_monkey(bm)
bm.to_mesh(data)
bm.free()

obj.data.user_remap(data)
assert obj.data == data
Blender 3.6 Way to reproduce: 1) Create new empty blender project 2) Select cube 3) Enter edit mode 4) Run the code below Results - mesh wasn't replaced and no errors occured. Expected - to either mesh to change or get some warning/error. ```python import bmesh import bpy obj = bpy.context.active_object data = bpy.data.meshes.new('test') bm = bmesh.new() bmesh.ops.create_monkey(bm) bm.to_mesh(data) bm.free() obj.data.user_remap(data) assert obj.data == data ```
Andrej added the
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labels 2023-07-18 08:05:29 +02:00
Member

The mesh will not replace in edit mode, it will only do in object mode, but I do agree there needs to be a warning message of some kind, otherwise it can be confusing.

in foreach_libblock_remap_callback():

/* Special hack in case it's Object->data and we are in edit mode, and new_id is not NULL
   * (otherwise, we follow common NEVER_NULL flags).
   * (skipped_indirect too). */
  if ((violates_never_null && skip_never_null) ||
      (is_obj_editmode && (((Object *)id_owner)->data == *id_p) &&
       (expected_mapping_result == ID_REMAP_RESULT_SOURCE_REMAPPED)) ||
      (skip_indirect && is_indirect) || (is_reference && skip_reference))
  {
    foreach_libblock_remap_callback_skip(id_owner,
                                         id_p,
                                         cb_flag,
                                         is_indirect,
                                         is_reference,
                                         violates_never_null,
                                         is_obj,
                                         is_obj_editmode);
  }

It does have a debug message print tho, but it's only enabled when compiler flag DEBUG_PRINT is defined. I guess we can improve it by printing it in the python console when called from bpy API? cc @Jeroen-Bakker

The mesh will not replace in edit mode, it will only do in object mode, but I do agree there needs to be a warning message of some kind, otherwise it can be confusing. in `foreach_libblock_remap_callback()`: ``` /* Special hack in case it's Object->data and we are in edit mode, and new_id is not NULL * (otherwise, we follow common NEVER_NULL flags). * (skipped_indirect too). */ if ((violates_never_null && skip_never_null) || (is_obj_editmode && (((Object *)id_owner)->data == *id_p) && (expected_mapping_result == ID_REMAP_RESULT_SOURCE_REMAPPED)) || (skip_indirect && is_indirect) || (is_reference && skip_reference)) { foreach_libblock_remap_callback_skip(id_owner, id_p, cb_flag, is_indirect, is_reference, violates_never_null, is_obj, is_obj_editmode); } ``` It does have a debug message print tho, but it's only enabled when compiler flag `DEBUG_PRINT` is defined. I guess we can improve it by printing it in the python console when called from bpy API? cc @Jeroen-Bakker
YimingWu added
Module
Python API
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and removed
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labels 2023-07-18 10:05:55 +02:00
YimingWu changed title from user_remap fails silently in edit mode to `user_remap` fails silently when object is in edit mode 2023-07-18 10:12:27 +02:00
Author
Contributor

But shouldn't it raise an Exception, not just a warning though? If user_remap practically doesn't work in EDIT mode.

But shouldn't it raise an Exception, not just a warning though? If `user_remap` practically doesn't work in EDIT mode.
Member

It technically already have the mechanism for printing out such info, so I guess it's easier to have a warning/info message.

Also it's not that user_remap doesn't work in Edit mode, because it will still remap other objects and IDs, it's only "skipping" the current editing mesh to avoid breaking the state. It might be possible to let the operator exit existing edit mode mesh objects, and do the remapping, then edit again, but this will not work in multi-edit, and there are other situations that user_remap will skip too, so I'm not sure there are any better ways than current logic...

It technically _already have_ the mechanism for printing out such info, so I guess it's easier to have a warning/info message. Also it's not that `user_remap` doesn't work in Edit mode, because it will still remap other objects and IDs, it's only "skipping" the current editing mesh to avoid breaking the state. It might be possible to let the operator exit existing edit mode mesh objects, and do the remapping, then edit again, but this will not work in multi-edit, and there are other situations that `user_remap` will skip too, so I'm not sure there are any better ways than current logic...
Author
Contributor

I mean if in ID1.user_remap(ID2) ID1 or ID2 is edit mesh shouldn't it throw an error because it wouldn't work and you'd be able to figure it only by debugging the consequences of user_remap not working in this case?

It might be possible to let the operator exit existing edit mode mesh objects, and do the remapping, then edit again

sounds scary, not sure if exiting edit mode for remap wouldn't create some other issues😁

I mean if in `ID1.user_remap(ID2)` `ID1` or `ID2` is edit mesh shouldn't it throw an error because it wouldn't work and you'd be able to figure it only by debugging the consequences of `user_remap` not working in this case? > It might be possible to let the operator exit existing edit mode mesh objects, and do the remapping, then edit again sounds scary, not sure if exiting edit mode for remap wouldn't create some other issues😁
Philipp Oeser added
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labels 2023-08-21 14:37:08 +02:00
Author
Contributor

If someone met the same issue and trying to work around it, then

  • need to make sure mesh.is_editmode is False before doing mesh.user_remap otherwise it wouldn't work. Checking object.mode != "EDIT" could be insufficient since it could be that object in OBJECT mode when mesh is still in EDIT.
  • in mesh.user_remap(mesh1) the status of mesh1.is_editmode doesn't matter, it'll work either way.
If someone met the same issue and trying to work around it, then - need to make sure `mesh.is_editmode` is `False` before doing `mesh.user_remap` otherwise it wouldn't work. Checking `object.mode != "EDIT"` could be insufficient since it could be that object in OBJECT mode when mesh is still in EDIT. - in `mesh.user_remap(mesh1)` the status of `mesh1.is_editmode` doesn't matter, it'll work either way.
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Reference: blender/blender#110232
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