Commit Graph

25610 Commits

Author SHA1 Message Date
Hans Goudey
ba4d7fc2d9 Cleanup: Continue loop to corner rename in some mesh code
Change mesh normals code and mesh topology map functions.
2024-01-10 13:12:22 -05:00
Jacques Lucke
522f9c9834 Volumes: improve tree access token api
There was one functional issue with the previous API which was its
use in `VolumeGrid<T>::grid_for_write(tree_token)`. The issue was
that the tree token had to be received before the grid is accessed.
However, this `grid_for_write` method might create a copy of the
`VolumeGridData` internally and if it does, the passed in `tree_token`
corresponds to the wrong tree.

The solution is to output the token as part of the method. This has two
additional benefits:
* The API is more safe, because one can't pass an r-value into the methods
  anymore. This generally shouldn't be done, because the token should
  live at least as long as the OpenVDB tree is used and shouldn't be freed
  immediatly.
* The API is a bit simpler, because it's not necessary to call the
  `VolumeGrid.tree_access_token()` method anymore.
2024-01-10 15:20:29 +01:00
Pratik Borhade
edd9b377dd Fix #116924: Sculpt undo crash and missing update
Crash is due to accessing higher index of 0 sized array. Fix this by
changing the size of vector.
Missing update seems to be due to wrong PBVH node flags and typo.

Pull Request: https://projects.blender.org/blender/blender/pulls/116935
2024-01-10 08:23:25 +01:00
Falk David
1b65faddd0 Cleanup: GPv3: Require layer when retrieving a drawing
This cleanup changes the `layer` parameter in `get_drawing_at` and `get_editable_drawing_at` to a reference.
This makes it clear that the layer is required for this function.
2024-01-09 18:34:36 +01:00
Lukas Tönne
7981b35064 Fix #114582: Replace unknown node types with an 'undefined' node
When loading an unknown node type from a newer Blender version, the node
storage data cannot be properly loaded. Re-saving the file will then
crash if saving with the same node type idname, since new Blender
versions cannot find the expected storage data.

Loading in older versions should replace unknown node types with a dummy
"Undefined" node that will get loaded as NodeTypeUndefined in newer
versions as well. Custom node types are exempted from this since they
store all data as generic ID properties and can always be fully
serialized.

This is a revised version of the initial attempt in #114803.
Doing the node type fix in the after-linking stage ensures that
versioning code can change outdated node types which might otherwise get
removed by this type check.

Pull Request: https://projects.blender.org/blender/blender/pulls/116908
2024-01-09 18:29:33 +01:00
Thomas Dinges
1229ffa859 Versioning: Bump subversion and move code into block 2024-01-09 15:29:40 +01:00
Jacques Lucke
653e01092f Fix #115782: crash when dangling reroute has outgoing link into repeat zone
Now, such links are treated similar to muted links. Links coming from dangling
reroutes are not added to the set or border links anymore. They should be
ignored by evaluation systems.
2024-01-09 12:43:35 +01:00
Marcelo Mutzbauer
d16543a155 Fix #116418: Stroke direction wrong on curved surfaces
Even though the brush rotation is computed as a 2D angle (based on the mouse
movement), it currently gets applied by rotating the projected X direction
around the the normal in 3D.

This patch ensures that rotation gets applied first, and only then does the
motion direction get projected into the tangent plane. A potential issue with
the current approach is that the random perturbations will also be applied in
2D, but this seems to be fine from discussions with @JulienKaspar and @Sergey.

Also, there was an error where the location should probably be converted *to*
world coordinates.

All these changes seem to fix the issue described in #116418.

I also noticed some minor "inconsistencies" with how the rotation is applied:
For curve strokes, the direction of the curve corresponded to the upward
direction of the brush. For view plane, area plane mapping and anchored strokes,
the mouse motion indicated the downward direction of the brush.
For compatibility, I tried my best to enforce the latter conventions throughout,
but I'm not so confident about oversights.

Pull Request: https://projects.blender.org/blender/blender/pulls/116539
2024-01-09 11:58:42 +01:00
Iliya Katueshenock
79a56dd764 Fix #116671: update socket availability after node declaration update
Pull Request: https://projects.blender.org/blender/blender/pulls/116672
2024-01-09 10:52:46 +01:00
Jacques Lucke
59b3a4ed0c Fix #116691: repeat zone does not propagate anonymous attributes correctly
Field sources that come into the repeat zone from the outside need some
special handling at the repeat output node.

Pull Request: https://projects.blender.org/blender/blender/pulls/116915
2024-01-09 10:45:50 +01:00
Damien Picard
a1efde2727 Creator: update image formats shown in the CLI help
Update the command line help message to reflect the actual image output
formats available.  Remove  mention of IRIZ and DDS, rename MPEG to
FFMPEG. HDR and TIFF are always valid now.

Pull Request: https://projects.blender.org/blender/blender/pulls/115987
2024-01-09 01:49:16 +01:00
Hans Goudey
468e0f873f Cleanup: Fix spelling mistakes in recent spelling fix commit
0ba83fde1f
2024-01-08 12:52:54 -05:00
Hans Goudey
aaa25bc882 Sculpt: Improve mesh normals update performance
Instead of storing a boolean "update tag" for every vertex, just
recalculate the normals of all the faces and vertices in affected PBVH
nodes. This avoids the overhead of tracking position updates at the
vertex level, and simplifies the normal calculation, since we can
just calculate values for all the normals in a node.

The main way we gain performance is avoiding building a `VectorSet`
for all vertices and faces that need updates in the entire mesh. That
process had to be single threaded, and was a large bottleneck when many
vertices were affected at a time.

That `VectorSet` was necessary for thread safety deduplication of work
though, because neighboring nodes can't calculate the normals of the
same faces or vertices at the same time. (Normals need to be calculated
for all faces connected to moved vertices and all vertices connected to
those faces). In this PR, we only build a set of the *boundary* faces
and vertices. We calculate those in a separate step, which duplicates
work from the non-boundary calculations, but at least it's threadsafe.

I measured normal recalculation timing when sculpting on a 16 million
vertex mesh. The removal of the `vert_bitmap` array also saves 16 MB
of memory.

| Nodes | Affected Vertices | Before (ms) | After (ms) |
| ----- | ------------ | ----------- | ---------- |
| 4     | 15625        | 0.208       | 0.304      |
| 35    | 136281       | 2.98        | 0.988      |
| 117   | 457156       | 15.0        | 3.21       |
| 2455  | 9583782      | 566         | 84.0       |

Pull Request: https://projects.blender.org/blender/blender/pulls/116209
2024-01-08 18:49:26 +01:00
Alexander Gavrilov
d0ef66ddff Drivers: implement fallback values for RNA path based variables.
As discussed in #105407, it can be useful to support returning
a fallback value specified by the user instead of failing the driver
if a driver variable cannot resolve its RNA path. This especially
applies to context variables referencing custom properties, since
when the object with the driver is linked into another scene, the
custom property can easily not exist there.

This patch adds an optional fallback value setting to properties
based on RNA path (including ordinary Single Property variables
due to shared code and similarity). When enabled, RNA path lookup
failures (including invalid array index) cause the fallback value
to be used instead of marking the driver invalid.

A flag is added to track when this happens for UI use. It is
also exposed to python for lint type scripts.

When the fallback value is used, the input field containing
the property RNA path that failed to resolve is highlighted in red
(identically to the case without a fallback), and the driver
can be included in the With Errors filter of the Drivers editor.
However, the channel name is not underlined in red, because
the driver as a whole evaluates successfully.

Pull Request: https://projects.blender.org/blender/blender/pulls/110135
2024-01-08 15:24:59 +01:00
Alexander Gavrilov
bbd7872680 Drivers: refactor driver_get_variable_property to return an enum.
In order to prepare for introduction of fallbacks, refactor the
function to return its status as an enumeration value. Also, move
the index range check inside the function from python-specific code.
2024-01-08 16:08:18 +02:00
Campbell Barton
375c217ea0 Cleanup: apply clang-tidy modernize-deprecated-headers 2024-01-08 11:32:49 +11:00
Campbell Barton
617f7b76df Cleanup: comment block formatting 2024-01-08 11:31:43 +11:00
Campbell Barton
0ba83fde1f Cleanup: spelling in comments 2024-01-08 11:24:37 +11:00
Jacques Lucke
797013b7f4 Fix #116866: crash when adding volume
This removed line is not necessary anymore since
3b3b1bb1a7.

That's because the run-time data is not written to the
.blend file anymore at all.
2024-01-07 13:49:02 +01:00
Jacques Lucke
e983e47616 Cleanup: remove unused simplify level from volume runtime data 2024-01-07 11:03:18 +01:00
Jacques Lucke
3b3b1bb1a7 Volume: move volume runtime data to separate allocation
The same is done for other geometry types. This allows us to use C++ types in
the run-time data more easily and avoids dumping runtime data into .blend files.

Pull Request: https://projects.blender.org/blender/blender/pulls/116840
2024-01-06 13:26:59 +01:00
Guillermo Venegas
1254fee589 IO: Add support for Drag and Drop to FileHandlers
Added support to Drag and Drop to file handlers, part of #111242.

If file handlers are registered with an import operator they can now be
invoked with drag and drop path data.

Import operators must either declare a `filepath` StringProperty or both
a `directory` StringProperty and a `files` CollectionProperty depending
on if they support single or multiple files respectively.

Multiple FileHandlers could be valid for handling a dropped path. When
this happens a menu is shown so the user can choose which exact handler
to use for the file.

Pull Request: https://projects.blender.org/blender/blender/pulls/116047
2024-01-06 03:51:45 +01:00
Hans Goudey
09063a3632 Cleanup: Remove some indirect includes in common headers
The idea is to avoid mistakenly depending on indirect includes,
and avoid compile time overhead from unnecessary header parsing.

Pull Request: https://projects.blender.org/blender/blender/pulls/116664
2024-01-06 01:47:39 +01:00
Hans Goudey
549a606383 Cleanup: Improve face corner variable name, simplify iteration 2024-01-05 13:26:22 -05:00
Hans Goudey
5b55c1dc10 Cleanup: Move five draw headers to C++ 2024-01-05 13:26:22 -05:00
Hans Goudey
517feec7ea Cleanup: Improve some mesh topology map variable naming
Avoid unnecessary abbreviations like `pmap` or `vemap`.
2024-01-05 10:35:39 -05:00
Hans Goudey
4a95ead054 Cleanup: Miscellaneous C++ changes to file handlers
- Move code to C++ namespace for blenkernel
- Remove unnecessary prefixes based on namespace change
- Remove use of `RawVector` for function-scoped static variable
- Use `StringRef` instead of char pointer
- Use safer `STRNCPY` instead of `strcpy` in tests
- Give span instead of vector to users of API

Pull Request: https://projects.blender.org/blender/blender/pulls/116808
2024-01-05 05:35:29 +01:00
Hans Goudey
709dcc50cf Cleanup: Use C++ math functions instead of macros
And remove the unused or now-unused macros.
2024-01-04 15:42:54 -05:00
Hans Goudey
d6cfd7d1f4 Cleanup: Remove unnecessary keywords from C++ headers
- Remove unnecessary `struct`
- Use `using` instead of `typedef`
- Remove `void` from `(void)` as function arguments
2024-01-04 15:07:48 -05:00
Sybren A. Stüvel
6cfbf9ef2f Anim: hierarchical visibility for bone collections
Bone collection visibility now respects their hierarchy.

A bone collection is only visible when it is marked as visible and all
its ancestors (so parents, greatparents, etc.) are visible. Root bone
collections have no ancestors by definition, and only consider their own
visibility.

The effective ancestors' visibility is stored on each bone collection,
in its `BONE_COLLECTION_ANCESTORS_VISIBLE` flag. This makes it possible
to determine the effective visibility from just the flags of the bone
collection itself.

The `BONE_COLLECTION_ANCESTORS_VISIBLE` flag is now stored, with the
other flags, in `BoneCollection::flags`. This means that it's stored in
DNA, even though it's derived data and should actually be stored in a
runtime struct. However, `BoneCollection` doesn't have any runtime
struct yet, and I don't feel that the introduction of this flag is a
good enough reason to introduce that just yet.

Pull Request: https://projects.blender.org/blender/blender/pulls/116784
2024-01-04 17:43:16 +01:00
Sybren A. Stüvel
6874c87747 Cleanup: Anim, insert section start/end comments
Insert section comments `/* \{ */` and `/** \{ */` to `armature.cc`.

No functional changes.
2024-01-04 14:55:05 +01:00
Sybren A. Stüvel
d12fa306f7 Refactor: Anim, rename function to ANIM_bone_in_visible_collection()
Rename `ANIM_bonecoll_is_visible(armature, bone)` to
`ANIM_bone_in_visible_collection(armature, bone)`, as that reflects the
actual functionality.

No functional changes.
2024-01-04 14:45:29 +01:00
Brecht Van Lommel
364beee159 Tests: add option to build one binary per GTest file
Bundling many tests in a single binary reduces build time and disk space
usage, but is less convenient for running individual tests command line
as filter flags need to be used.

This adds WITH_TESTS_SINGLE_BINARY to generate one executable file per
source file. Note that enabling this option requires a significant amount
of disk space.

Due to refactoring, the resulting ctest names are a bit different than
before. The number of tests is also a bit different depending if this
option is used, as one uses gtests discovery and the other is organized
purely by filename, which isn't always 1:1.

Co-authored-by: Sergey Sharybin <sergey@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/114604
2024-01-03 18:35:50 +01:00
Brecht Van Lommel
f63accd3b6 Cleanup: move CMake test utility functions into testing.cmake
Combining functions from macros.cmake and Modules/GTestTesting.cmake.
It was unusual to have Blender specific code in the Modules folder.

Pull Request: https://projects.blender.org/blender/blender/pulls/116719
2024-01-03 14:49:11 +01:00
Brecht Van Lommel
d377ef2543 Clang Format: bump to version 17
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.

If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
2024-01-03 13:38:14 +01:00
Brecht Van Lommel
4ce14a639f Revert "Cleanup: move CMake test utility functions into testing.cmake"
This breaks execution of some Windows tests.

This reverts commit 4190a61020.
2024-01-02 19:06:39 +01:00
Brecht Van Lommel
71474da5fd Fix RNG memory leak on various error conditions
This memory leak shows up in the flaky blendfile_versioning test, and
this may help fix it.
2024-01-02 17:21:30 +01:00
Brecht Van Lommel
4190a61020 Cleanup: move CMake test utility functions into testing.cmake
Combining functions from macros.cmake and Modules/GTestTesting.cmake.
It was unusual to have Blender specific code in the Modules folder.
2024-01-02 15:34:52 +01:00
Hans Goudey
854d7afa1e Cleanup: Use FunctionRef instead of std::function
This is clearer about the lack of need for ownership of callback
data and can be faster as well.
2023-12-30 20:16:03 -05:00
Hans Goudey
7ed172336f Cleanup: Return attribute unique name string by value
Simplifies the code in this area, makes it work better with other C++
code. The max length argument isn't used anymore. But at that point we
wouldn't necessarily have a unique name anyway, which opens up for other
failures.
2023-12-29 15:08:59 -05:00
Hans Goudey
97d0b52779 Cleanup: Move sculpt cloth simulation struct to sculpt header
This didn't need to be publicly available. Also rename the structs
and enums to avoid redundancy with the C++ namespace.
2023-12-28 16:49:31 -05:00
Hans Goudey
9daa6d8115 Cleanup: Remove unnecessary namespace specification 2023-12-28 16:49:31 -05:00
Sybren A. Stüvel
129fb2eab8 Anim: make bone collections hierarchical
Make it possible to nest bone collections. The data structure on the
armature is still a flat array. It is organised as follows:

- Sibling collections (i.e. ones with the same parent) are stored
  sequentially in the array.
- Each bone collection keep track of the number of children, and the
  index of the first child.
- Root collections (i.e. ones without parent) are stored as the first
  elements in the array.
- The number of root collections is stored on the Armature.

This commit also contains the following:

- Replaced the flat UIList of bone collections with a tree view.
- Updated the M/Shift+M operators (move/assign to collection) to work
  with hierarchical bone collections.
- Updated RNA interface to expose only root collections at
  `armature.collections`. All collections are available on
  `armature.collections.all`, and children at `bonecollection.children`.
- Library override support. Only new roots + their subtrees can be added
  via overrides.

See https://projects.blender.org/blender/blender/issues/115934

Co-authored with @nathanvegdahl and @nrupsis.

Pull Request: https://projects.blender.org/blender/blender/pulls/115945
2023-12-28 18:14:55 +01:00
Sybren A. Stüvel
33576de0f6 Cleanup: Anim, reformatting
Just some code reformatting.

No functional changes.
2023-12-28 14:38:51 +01:00
Hans Goudey
7d44065f73 Cleanup: Revert replacement of GSQueue with std::queue
There are some tragic design flaws with the Microsoft STL
implementation of `std::dequeue`. Unless we implement our
own similar data structure or use an implementation from
another library, the change isn't worth it.

This reverts commit b26cd6a4b9.
This reverts commit cc11ba33d9.
This reverts commit c929d75054.
This reverts commit bd3d5a750d.
2023-12-27 12:34:49 -05:00
Hans Goudey
06eda2a484 Cleanup: Remove most indirect includes of BKE_customdata.hh
Some common headers were including this. Separating the includes
will ideally lead to better conceptual separation between CustomData
and the attribute API too. Mostly the change is adding the file to
places where it was included indirectly before. But some code is
shuffled around to hopefully better places as well.
2023-12-26 23:59:44 -05:00
Hans Goudey
d54b24c55a Cleanup: Remove unnecessary/indirect includes in sculpt headers
The main goal is removing bmesh.hh from BKE_paint.hh, since that
includes it in many more files than necessary. Also remove more
includes from sculpt_intern.hh.
2023-12-26 23:26:32 -05:00
Hans Goudey
a683d1b0c6 Cleanup: Use BitVector instead of BLI_bitmap in sculpt code 2023-12-26 23:26:32 -05:00
Hans Goudey
bd3d5a750d Cleanup: Use std::queue instead of GSQueue in multires_unsubdivide 2023-12-26 23:26:32 -05:00
Jacques Lucke
f824476bd5 UI: add support for uiLayout based panels
This adds support for so called "layout panels" which are panels that are created as part
of `uiLayout`. The goal is to make it easier to have expandable sections as part of a UI.

The initial use case for this are panels in the geometry nodes modifier. This patch provides
a better solution compared to what was attempted in #108565.

### Problems with Existing Approaches

Currently, there are two ways to create these expandable sections:
* One can define a new `Panel` type for each expandable section and use the `parent_id`
  to make this a subpanel of another panel. This has a few problems:
  * `uiLayout` drawing code is more scattered, because one can't just use a single function
    that creates the layout for an entire panel including its subpanels.
  * It does not work so well for dynamic amounts of panels (e.g. like what we need for
    the geometry nodes modifier to organize the inputs).
  * Typically, Blender uses a immediate-ui approach, but subpanels break that currently
    and need extra handling.
  * The order of panels is not very explicit.
  * One can't interleave subpanels and other ui elements, subpanels always come at the
    end of the parent panel.
* Custom solution using existing `uiLayout`. This is done in the material properties. It
  also has a few problems:
  * Custom solutions tend to work slightly different in different places. So the UI is less unified.
  * Can't drag open/close multiple panels.
  * The background color for subpanels does not change.

### Solution

A possible solution to all of these problems is to add support for panels to `uiLayout` directly:
```cpp
/* Add elements before subpanel. */
if (uiLayout *panel_layout = uiLayoutPanel(layout, ...)) {
  /* Add elements in subpanel, but only of the panel is open. */
}
/* Add elements after subpanel. */
```

Integrating subpanels with `uiLayout` has some benefits:
* Subpanels are treated like any other sub-layout and don't have unnecessary boilerplate.
* It becomes trivial to have a dynamic number of potentially nested subpanels.
* Resolves all mentioned problems of custom subpanel solutions.

### Open/Close State

The most tricky thing is to decide where to store the open/close state. Ideally, it should
be stored in the `region` because then the same layout panel can be opened and closed
in every region independently. Unfortunately, storing the state in the region is fairly
complex in some cases.

For example, for modifier subpanels the region would have to store an open/close state
for each panel in each modifier in each object. So a map with
`object pointer + modifier id + panel id` as key would be required. Obviously, this map
could become quite big. Also storing that many ID pointers in UI data is not great and
we don't even have stable modifier ids yet. There also isn't an obvious way for how to
clear unused elements from the map which could become necessary when it becomes big.

In practice, it's rare that the same modifier list is shown in two editors. So the benefit of
storing the open/close state in the region is negligible. Therefor, a much simpler solution
is possible: the open/close state can be stored in the modifier directly. This is actually
how it was implemented before already (see `ui_expand_flag`).

The implementation of layout panels in this patch is *agnostic* to how the open/close
state is stored exactly, as long as it can be referenced as a boolean rna property. This
allows us to store the state in the modifier directly but also allows us to store the state
in the region for other layout panels in the future. We could consider adding an API that
makes it easy to store the state in the region for cases where the key is simpler.
For example: `uiLayoutPanel(layout, TIP_("Mesh Settings"), PanelRegionKey("mesh_settings"))`.

### Python API (not included)

Adding a Python API is fairly straight forward. However, it is **not** included in this patch
so that we can mature the internal API a bit more if necessary, before addon developers
start to depend on it. It would probably work like so:

```python
if panel := layout.panel("Mesh Settings", ...):
    # Add layout elements in the panel if it's open.
```

Pull Request: https://projects.blender.org/blender/blender/pulls/113584
2023-12-22 17:57:57 +01:00