Cleanup: Sculpt, use C++ types for PBVH proxy node API #114638

Merged
Sergey Sharybin merged 3 commits from Sergey/blender:sculpt_pbvh_cpp_proxy into main 2023-11-09 11:01:07 +01:00
  • Use float3 for coordinates inside of proxy
  • Use Vector for storing coordinates and proxy nodes
  • Use MutableSpan in the API to access proxy nodes
- Use float3 for coordinates inside of proxy - Use Vector for storing coordinates and proxy nodes - Use MutableSpan in the API to access proxy nodes
Sergey Sharybin added 1 commit 2023-11-08 17:32:11 +01:00
467eb8cf76 Cleanup: Sculpt, use C++ types for PBVH proxy node API
- Use float3 for coordinates inside of proxy
- Use Vector for storing coordinates and proxy nodes
- Use MutableSpan in the API to access proxy nodes
Sergey Sharybin requested review from Hans Goudey 2023-11-08 17:32:17 +01:00
Author
Owner

Unfortunately, there seems to be some artifacts caused by this change. It is a bit hard to reproduce. But is just some quick strokes with a Draw brush.
Investigating it, but if someone sees an obvious issue please let me know :)

Unfortunately, there seems to be some artifacts caused by this change. It is a bit hard to reproduce. But is just some quick strokes with a Draw brush. Investigating it, but if someone sees an obvious issue please let me know :)
Author
Owner

Sorry for the spam. Appears the issue is coming from another refactor in the area.

Sorry for the spam. Appears the issue is coming from another refactor in the area.
Hans Goudey reviewed 2023-11-09 00:34:50 +01:00
Hans Goudey left a comment
Member

Nice! This sort of things makes things easier and safer to refactor more later. Locally the change is for the better, though obviously they're still within this slightly strange context.

Nice! This sort of things makes things easier and safer to refactor more later. Locally the change is for the better, though obviously they're still within this slightly strange context.
@ -3076,0 +3071,4 @@
/* It is fine to access pointer of the back element, since node is never handled from multiple
* threads, and the brush handler only requests a single proxy from the node, and never holds
* pointers to multiple proxies. */
PBVHProxyNode &proxy_node = *(node.proxies.data() + node.proxies.size() - 1);
Member

What about node.proxies.as_mutable_span().last()?

What about `node.proxies.as_mutable_span().last()`?
Author
Owner

Not sure why to go via the span. You can just node.proxies.last().

Not sure why to go via the span. You can just `node.proxies.last()`.
@ -107,3 +107,2 @@
int proxy_count = 0;
PBVHProxyNode *proxies = nullptr;
blender::Vector<PBVHProxyNode> proxies{};
Member

Vector has a default constructor, so no need for the {} here. Think it's sort of just unnecessary noise.

`Vector` has a default constructor, so no need for the `{}` here. Think it's sort of just unnecessary noise.
Sergey marked this conversation as resolved
@ -3298,3 +3299,3 @@
{
PBVHVertexIter vd;
float(*proxy)[3] = BKE_pbvh_node_add_proxy(ss->pbvh, node)->co;
const MutableSpan<float3> proxy = BKE_pbvh_node_add_proxy(*ss->pbvh, *node).co;
Member

I know the semantics are weird, but I usually don't write const MutableSpan since it makes scanning the code for "things that can change" more complicated. We often have a bunch of const Span<...> at the top of a function, and the MutableSpan stands out more if it isn't const. Typically reassigning the span itself doesn't really come up anyway. It's basically the east vs. west const topic I guess.

I know the semantics are weird, but I usually don't write `const MutableSpan` since it makes scanning the code for "things that can change" more complicated. We often have a bunch of `const Span<...>` at the top of a function, and the `MutableSpan` stands out more if it isn't const. Typically reassigning the span itself doesn't really come up anyway. It's basically the east vs. west const topic I guess.
Author
Owner

Just always use const, unless it leads to compilation error ;)

Just always use const, unless it leads to compilation error ;)
@ -2300,3 +2266,3 @@
SCULPT_orig_vert_data_init(&orig_data, ob, node, SCULPT_UNDO_COORDS);
BKE_pbvh_node_add_proxy(ss->pbvh, node);
/* TODO(@sergey): This looks very suspicious. */
Member

Just as a habit I guess it's nice if there's just a tiny bit more detail here

/* TODO(@sergey): Adding proxies here seems suspicious because ... */

Just as a habit I guess it's nice if there's just a tiny bit more detail here `/* TODO(@sergey): Adding proxies here seems suspicious because ... */`
Sergey marked this conversation as resolved
Sergey Sharybin added 1 commit 2023-11-09 09:30:44 +01:00
buildbot/vexp-code-patch-coordinator Build done. Details
fd054529cf
Address feedback:
- Use vector.last()
- Remove explicit call to default constructor
- Clarify comment around weirdly placed BKE_pbvh_node_add_proxy
Author
Owner

@blender-bot build

@blender-bot build
Sergey Sharybin added 1 commit 2023-11-09 09:54:13 +01:00
buildbot/vexp-code-patch-coordinator Build done. Details
b924e461da
Fix compilation error on Linux
The `BLI_assert_unreachable()` is not marked as noreturn, so the compiler
was expecting function to return a value.
Author
Owner

@blender-bot build

@blender-bot build
Hans Goudey approved these changes 2023-11-09 10:45:54 +01:00
Sergey Sharybin merged commit a4f4cb6c4a into main 2023-11-09 11:01:07 +01:00
Sergey Sharybin deleted branch sculpt_pbvh_cpp_proxy 2023-11-09 11:01:08 +01:00
Sign in to join this conversation.
No reviewers
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
2 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#114638
No description provided.