Commit Graph

94973 Commits

Author SHA1 Message Date
Jacques Lucke
2b4cb893e7 Fix T101214: hidden link can cause cycle in node tree
Links that are linked to unavailable sockets should be ignored.
2022-09-20 13:21:16 +02:00
Jacques Lucke
5c81d3bd46 Geometry Nodes: improve evaluator with lazy threading
In large node setup the threading overhead was sometimes very significant.
That's especially true when most nodes do very little work.

This commit improves the scheduling by not using multi-threading in many
cases unless it's likely that it will be worth it. For more details see the comments
in `BLI_lazy_threading.hh`.

Differential Revision: https://developer.blender.org/D15976
2022-09-20 11:08:05 +02:00
Sebastian Parborg
7a239812ca Fix misleading operator name in the dope-sheet and action editor
The operator did not set the any extrapolation mode of the individual
keyframes, it sets it for the whole f-curve. Change the operator name to
reflect that.
2022-09-20 10:52:35 +02:00
Jacques Lucke
c8a18fd239 Cleanup: add hint that typedef is used as compiler bug workaround
https://developercommunity.visualstudio.com/t/Alias-template-inside-fold-expression-fa/10040507
2022-09-20 10:42:25 +02:00
Jacques Lucke
41935b9285 Cleanup: quite compiler warning
Warning: P3204.
2022-09-20 10:37:46 +02:00
Philipp Oeser
22b69ed08f Fix T101001: crash setting texture node active in certain cases
Code from {rBb0cb0a785475} assumed a texture node `node->id` would
always be an image.
That is not true though:
 - could be an object (as reported here with the Point Density node)
 - could be a textblock (as in the IES Texture node)

Acting on these would crash when doing `BKE_image_signal` on them.

Now check node id is an image and do nothing otherwise.
Also check if an image is actually set in these nodes (if none is, the
Image Editor is now also untouched, previously the image in the Image
Editor was "cleared" here [set to NULL] -- which does not seems very
beneficial)

Maniphest Tasks: T101001

Differential Revision: https://developer.blender.org/D15943
2022-09-20 09:19:49 +02:00
Aras Pranckevicius
e00f76c6a8 ViewLayer: fix missing sync in object APIs (fixes T101128, T101204)
Since D15885, most (all?) python based importers are failing with an
error like RuntimeError: Error: Object 'Cube' can't be selected
because it is not in View Layer, whenever they try to mark
just-created objects selected via obj.select_set(True). Happens at
least in FBX and (legacy) OBJ importers -- effectively they end up
creating just the first imported object before failing with this
exception.

Looks like BKE_view_layer_synced_ensure calls were missing before
BKE_view_layer_base_find in rna_object_api.c.

Reviewed By: Campbell Barton
Differential Revision: https://developer.blender.org/D16004
2022-09-20 09:45:27 +03:00
Jeroen Bakker
b950a8fb79 Painting: Don't calculate rake rotation when texture is not set.
Currently the rake rotation is calculated when the angle mode is set. Even when the texture isn't valid.
This change will only calculate the rake rotation when the texture is valid and the angle mode is set.
2022-09-20 08:28:35 +02:00
Campbell Barton
9c35f103c0 Cleanup: quiet warning 2022-09-20 12:53:05 +10:00
Hans Goudey
3d5e0c8b9d Cleanup: Move mesh_mapping.c to C++ 2022-09-19 18:45:11 -05:00
Chris Blackbourn
a24fc6bbc1 UV: extend custom grid sizes to set each axis separately
For example, allows a custom UV grid size of 4 x 12.

TODO: Fix snapping with custom UV grid sizes.

Manifest Tasks: T78391

Differential Revision: https://developer.blender.org/D16000
2022-09-20 10:00:41 +12:00
Chris Blackbourn
7a67d69ca4 Cleanup: spelling 2022-09-20 09:20:55 +12:00
Hans Goudey
bdb5754147 Nodes: Add node group assets to search menus
Currently node group assets are supported, but using them by dragging
from the asset browser is cumbersome. This patch adds all node group
assets from user asset libraries and the current file libraries to the
add node search menu and the link drag search menu.

Node groups added through the search will have their "options" hidden,
meaning the data-block selector is displayed. This helps keep the UI
clean, and the selector shouldn't be necessary anyway.

To make that possible, metadata like the node tree type and its inputs
and outputs has to be saved in the file. This requires re-saving the
files that contain the assets with the patch applied.

The node add search operator is moved from Python to C++ to ease
development and allow more flexibility. It supports a tooltip that
gives the description of assets.

Currently the node groups are added with the asset system's existing
"Append & Reuse" behavior. It's likely that linking should be possible
in the future too, but for now the idea is to use the more foolproof
option that doesn't create dependencies between files.

Because loading assets can potentially take a long time, the search
menu refreshes its items as new assets are loaded. However, changing
the search field is necessary to see the update.

Differential Revision: https://developer.blender.org/D15568
2022-09-19 11:57:10 -05:00
Hans Goudey
862de9187f Cleanup: Move versioning_300.c to C++ 2022-09-19 11:06:21 -05:00
Iyad Ahmed
b6e26a410c Geometry Nodes: Distribute Points in Volume
This commit adds a node to distribute points inside of volume grids.
The "Random" mode usese OpenVDB's "point scatter" implementation, and
there is also a "Grid" mode for uniform distributions. Both methods
operate on all of the float grids in the volume, using every voxel with
a value higher than the threshold. The random method is not stable as
the input volume deforms.

Based on a patch by Angus Stanton (@abstanton), which was based on a
patch by Kenzie (@kenziemac130).

Differential Revision: https://developer.blender.org/D15375
2022-09-19 10:14:08 -05:00
Antonio Vazquez
0e6a8df6df GPencil: Make format
Missing in previous commit
2022-09-19 16:31:00 +02:00
Antonio Vazquez
5c13c7cd30 GPencil: Cut Extended lines in Fill tool when collide
Before, the lines could be extended endless, but this added too noise. 
Now, the lines are not extended more if collide.

Before:

{F13504186}

After:

{F13504187}

Reviewed By: mendio, frogstomp

Differential Revision: https://developer.blender.org/D15992
2022-09-19 16:03:53 +02:00
Hans Goudey
be863506b8 Cleanup: Improve comment for curve component legacy curves 2022-09-19 08:46:28 -05:00
Germano Cavalcante
2ce8b01c59 PyGPU: call 'GPU_shader_bind' in 'GPUShader.uniform_' methods
This simplifies python code.

When we call a method like shader.uniform_float("color", (1,1,1,1)),
we expect the shader's uniform to be updated regardless of whether the
shader is bound or not.

And `batch.draw()` already calls `GPU_shader_bind` inside.

Differential Revision: https://developer.blender.org/D15929
2022-09-19 09:40:20 -03:00
Jacques Lucke
2fffd7d7a8 Move overlay engine to C++
This just makes the minimum changes to make the files compile.
2022-09-19 14:29:58 +02:00
Julian Eisel
327802b86f DNA: Remove unnecessary studio light & light probe struct paddings 2022-09-19 12:16:30 +02:00
Campbell Barton
ea35c237fc Fix T101180: console HOME key doesn't work
Regression in [0], re-order the key-map so the home key
can be used for cursor motion.

[0]: 82fc52ffc8
2022-09-19 15:52:21 +10:00
Campbell Barton
6b8b2c8e7f Cleanup: use doxy sections 2022-09-19 14:52:27 +10:00
Campbell Barton
6424fbca94 Cleanup: spelling 2022-09-19 14:52:27 +10:00
Campbell Barton
4baa6e57bd Cleanup: prefer 'arg' over 'params' for sphinx documentation
While both are supported, 'arg' is in more common use so prefer it.
2022-09-19 14:24:31 +10:00
Wannes Malfait
8a9f6a2e0a Fix T101137: Crash with Transform Node
In `BKE_mesh_tag_coords_changed_uniformly` the checks for dirty vertex
and dirty poly normals were swapped around, causing an assert to be
triggered.

Differential Revision: https://developer.blender.org/D16002
2022-09-18 22:58:51 -05:00
Hans Goudey
a45b408422 Cleanup: Fix grammar in IndexRange header
Also make it more clear by avoiding repeating the name of the function.
2022-09-18 22:57:46 -05:00
Hans Goudey
ecf3435362 Curves: Remove CurveEval and old Spline types
`CurveEval` was added for the first iteration of geometry nodes curve
support. Since then, it has been replaced by the new `Curves` type
which is designed to be much faster for many curves and better
integrated with the rest of Blender. Now that all curve nodes have
been moved to use `Curves` (T95443), the type can be removed,
along with the corresponding geometry component.
2022-09-18 15:10:04 -05:00
Hans Goudey
7536abbe16 Curves: Port Curve to Points node to the new data-block
This is the last node to use the `CurveEval` type. Since the curve to
points node is basically the same as the resample node, now it just
reuses the resample code and moves the curve point `CustomData` to a
new point cloud at the end. I had to add support for sampling tangents
and normals to the resampling.

There is one behavior change: If the radius attribute doesn't exist,
the node won't set the radius to 1 for the output point cloud anymore.
Instead, the default radius for point clouds will be used.
That issue was similar to T99814.

Differential Revision: https://developer.blender.org/D16008
2022-09-18 14:56:24 -05:00
Jacques Lucke
cf56b8be37 Fix T101166: crash when creating group input socket
The issue was that not all Group Input nodes were updated when
the node group interface changed.
2022-09-18 21:07:23 +02:00
Leon Schittek
53c92efd5a Fix: Prevent clipping of node drop shadow
Fix clipping artifacts of node drop shadows that could occur
on hidden nodes, when using higher UI scaling.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16007
2022-09-18 20:39:14 +02:00
Leon Schittek
998ffcbf09 Fix: Make node position consistent when added through link drag search
The node position is specified in the coordinate space of the node
editor. The cursor position has to be divided by `UI_DPI_FAC` since it's
in view space but the offset is independent of any ui scaling.

Reviewed By: Hans Goudey

Differential Revision: http://developer.blender.org/D16006
2022-09-18 20:18:50 +02:00
Brecht Van Lommel
0ffd288fab Build: fix gtest build flags affecting actual library
Switch to target_ functions to avoid this.
2022-09-18 11:26:34 +02:00
Brecht Van Lommel
6bf5cc62e0 Build: limit Py_ENABLE_SHARED to modules using Python headers
And remove Python flags from nodes, no longer needed.
2022-09-18 11:26:33 +02:00
Wannes Malfait
3ff15a9e23 Geometry Nodes: New Face Set Boundaries node
With the recent addition of the UV unwrapping node, there is a need to
be able to create seams easily. This node does that by outputting a
selection of the boundaries between different input face sets. In the
context of UV mapping, one inputs the "patches" you want, and the node
gives you the seams needed to make those patches.

Differential Revision: https://developer.blender.org/D15423
2022-09-17 22:18:52 -05:00
Mattias Fredriksson
ce54f48556 BLI: Add generic utlity for gathering values with indices
Add new functions to `array_utils` namespace called `gather(..)`.
Versions of `GVArray::materialize_compressed_to_uninitialized(..)` with
threading have been reimplemented locally in multiple geometry node
contexts. The purpose of this patch is therefore to:
 * Assemble these implementations in a single file.
 * Provide a naming convention that is easier to recognize.

Differential Revision: https://developer.blender.org/D15786
2022-09-17 22:12:02 -05:00
Mattias Fredriksson
095516403c Curves: Correct and improve Catmull Rom interpolation
Correct interpolation of integer POD types for Catmull Rom
interpolation as implemented in eaf416693d.

**Problem description**
`attribute_math::DefaultMixer<T>::mix_in()` assumes/asserts positive
weights but the basis function for Catmull-Rom splines generates
negative weights (see image in revision). Passing negative weights will
yield correct result as sum(weights) = 1 (after multiplication by 0.5)
but the assert is still triggered in debug builds. This patch adjusts
the behavior by extending the mix functions with mix4(). The benefit
of using mix#() over a DefaultMixer is that the result no longer needs
to be divided by the weight sum, instead utilizing that the basis weight
sum is constant (see plot).

**Changes**
 * Added mix4() and updated catmull_rom::interpolate() to use it.
 * Removed TODOs from catmull_rom functions.
 * Moved mix definitions to be ordered as 2, 3, 4 in the header.

**Implementation specifics**
`catmull_rom::interpolate()` uses a constexpr to differentiate between
POD types which multiplies the result with 0.5 after weighting the
values, this reduces the number of multiplications for 1D, 2D, 3D
vectors (https://godbolt.org/z/8M1z9Pxx6). While this could be
considered unnecessary, I didn't want to change the original behavior
as it could influence performance (did not measure performance here
as this should ensure the logic is ~identical for FP types).

Differential Revision: https://developer.blender.org/D15997
2022-09-17 21:53:58 -05:00
Hans Goudey
641bbc820f Curves: Don't allow resolutions less than 1
While this worked, the result for curves with a resolution of zero was
just a single evaluated point, which isn't useful or intuitive. Using
the attribute validation from 8934f00ac5, make sure users
can't set values 0 or less.
2022-09-17 21:12:25 -05:00
YimingWu
0bdb5239c1 LineArt: Force intersection option.
This option allows easier setup of intersection overrides on more
complex scene structures. Setting force intersection would allow objects
to always produce intersection lines even against no-intersection ones.

Reviewed By: Aleš Jelovčan (frogstomp) Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D15978
2022-09-18 09:46:21 +08:00
Hans Goudey
4f284873d0 Fix: Crash after recent attributes commit
Fixes test failures from 8934f00ac5.
2022-09-17 20:27:50 -05:00
Campbell Barton
0950e6fae6 GHOST: support left/right OS-key
Handling the OS key now match other modifiers in GHOST which detect
each key separately, making the behavior simpler to reason about since
mapping a single key to a modifier state is simpler, avoiding handling
that only applied to the OS-Key.

This means simulating key up/down events can use the correct modifier.

In the window-manager this is still only accessed accessed via KM_OSKEY.
2022-09-18 10:31:14 +10:00
Hans Goudey
8934f00ac5 Attributes: Validate some builtin attributes for untrusted inputs
We expect some builtin attributes to have positive values or values
within a certain range, but currently there some cases where users
can set attributes to arbitrary values: the store named attribute node,
and the output attributes of the geometry nodes modifier. The set
material index node also needs validation.

This patch adds an `AttributeValidator` to the attribute API, which
can be used to correct values from these untrusted inputs if necessary.
As an alternative to D15548, this approach makes it much easier to
understand when validation is being applied, without the need to add
arguments to every attribute API method or complicate the virtual
array system.

Currently validation is provided with a multi-function. That integrates
well with the field evaluations that set these values now, but it could
be wrapped to be friendlier to other areas of Blender in the future.

The Python API is not handled here either. Currently I would prefer to
wait until we can integrate the C++ and C attribute APIs better before
addressing that.

Fixes T100952

Differential Revision: https://developer.blender.org/D15990
2022-09-17 14:38:30 -05:00
Ray Molenkamp
114815816b Fix: lite build on windows
writefile.cc includes BLI_winstuff.h which
includes Windows.h which supplies definitions
of min/max that conflict with the c++ headers

previously windows.h was only included when TBB was
enabled, the inclusion of BLI_winstuff.h now
makes this define mandatory for all configurations
2022-09-17 09:36:14 -06:00
Campbell Barton
44272fdd23 WM: send a modifier press when activating a window with modifier held
Previously the a simulated event was sent for releasing modifiers
on activation but pressing only set the eventstate flag.

Prefer the simulated events since press/release events are used in some
modal key-maps.
2022-09-18 00:39:13 +10:00
Campbell Barton
d74c16ba81 WM: refactor modifier hold/release logic when activating a window
Initial support for matching left/right modifier keys for simulated
events - no functional changes.
2022-09-18 00:39:13 +10:00
Campbell Barton
57e4b6aefb PyDoc: correct parameter doc-strings & exception message 2022-09-18 00:39:13 +10:00
Lukas Stockner
f8a3ec48e4 Fix T100330: Remove Render Slot not working for first slot
This bug was caused by the weird ownership logic for render results.
Basically, the most recent render result is owned by the Render, while
all others are owned by the RenderSlots.
When a new render is started, the previous Render is handed over to its
slot, and the new slot is cleared. So far, so good.

However, when a slot is removed and happens to be the one with the most
recent render, this causes a complication.
The code handles this by making another slot the most recent one, along
with moving its result back to the Render, as if that had always been
the most recent one.

That works, unless there is no most recent render because you haven't
rendered anything yet. Unfortunately, there is no way to store "there
hasn't been a render yet", so the code still tries to perform this
handover but can't.
Previously, the code handled that case by just refusing to delete the
slot. However, this blocks users from deleting this slot.

But of course, if there hasn't been a render yet, the slots will not
contain anything yet, so this entire maneuver is pointless.
Therefore, the fix for the bug is to just skip it altogether if there
is no Render instead of failing the operation.

Technically, there is a weird corner case remaining, because Renders
are per-scene. Therefore, if a user renders images in one scene,
switches to a different scene, deletes a slot there and then switches
back, in some situations the result in the deleted slot might end up
in the next slot.
Unfortunately this is just a limitation of the weird split ownership
logic and can't just be worked around. The proper fix for this
probably would be to hand over ownership of the result from the Render
to the RenderSlot once the render is done, but this is quite complex.

Also fixes a crash when iuser->scene is NULL.
2022-09-17 16:21:44 +02:00
Antonio Vazquez
bdbf24772a GPencil: Remove Leak Size
This value was used to close gaps, but now with the new system is not needed.

Internally, still we need to keep a small leak size, but after doing a lot of test a 
value of 3 is perfect, so it's harcoded.
2022-09-17 12:30:13 +02:00
Antonio Vazquez
0621d162f0 GPencil: Change prop text to Closure Mode 2022-09-17 12:30:13 +02:00
Antonio Vazquez
dd0ef74887 GPencil: Hide the help Circles for gaps when gap is closed
To avoid too much noise, the help circles are only visible if the
the gap is still open. When the gap is closed, the circles are hidden.

Hiding the circles makes it easier to focus on what is problematic.
instead, to see many circles that are already resolved.
2022-09-17 12:30:13 +02:00