In this case both the mirror object and object itself moving in time may
change the geometry and must be checked.
Differential Revision: https://developer.blender.org/D10757
In some multi-functions (such as a simple add function), the virtual method
call overhead to access array elements adds significant overhead. For these
simple functions it makes sense to generate optimized versions for different
types of virtual arrays. This is done by giving the compiler all the information
it needs to devirtualize virtual arrays.
In my benchmark this speeds up processing a lot of data with small function 2-3x.
This devirtualization should not be done for larger functions, because it increases
compile time and binary size, while providing a negilible performance benefit.
Following some discussion among the geometry nodes team, it was decided
that keeping the primitive nodes simpler and requiring a separate
transform node to move the generated geometry from the origin would
be better.
- It's more consistent with the current general idea of "building
block nodes"
- It makes more sense for the future when it will be possible to
use instancing to control the transforms.
- It reduces UI clutter when the controls are not necessary.
Although it works well in most cases, the algorithm to detect if a point
is within the limits of the camera does not work well in othographic mode.
This commit also adds the option `V3D_PROJ_TEST_CLIP_FAR` (currently unused).
Differential Revision: https://developer.blender.org/D10771
The issue was caused by the prefetch code having LOCK_MOVIECLIP lock
acquired while reading frames from the movie files. The need of the
lock was coming from the fact that `clip->anim` can not be accessed
from multiple threads, so that was guarded by a lock. The side effect
of this lock was that the main thread (from which drawing is happening)
did not have any chance passing through it in the cache code because
the prefetch happens so quickly.
The solution is to create a local copy of the clip with its own
anim handler, so that read can happen without such lock.
The prefetch is slower by an absolute number in seconds (within 10%
in tests here), but it is interactive now.
Re-adds a legacy document icon for macOS 10.14 Mojave that is
consistent with the system generated document icon on macOS 11
Big Sur. It uses the old-style document sheet icon, but includes the
file extension underneath the Blender icon (unlike the previous
legacy document icon that was removed in D10267).
Adds the missing description for the exported type identifier.
Finder now correctly displays “Blender File” instead of “data”
for Blender files.
Differential Revision: https://developer.blender.org/D10746
The root of the issue was caused by the PredictMarkerPosition()
always returning false when tracking backwards. This was making
it so tracker always had to run brute initialization, which is
an expensive operation.
From own timing here:
- Tracking forward takes 0.667637 seconds
- Tracking backward used to take 2.591856 seconds
- Tracking backward now takes 0.827724 seconds
This is a very nice speedup, although the tracking backwards is
still somewhat slower. Will be investigated further as part of
a regular development.
Code rebuilding/ensuring the sanity of the collection hierarchy was not
checking for a same collection being child of the same parent multiple
times.
This was already prevented to happen in code adding collections to other
collections, but not for the remapping case.
In collection/viewlayer synchronization code, in some cases, there are
extra unused view layer collections left in old list after all needed
ones have been moved to the new list.
Found while working on T86741.
Previously, different Random Float nodes would generate different values
depending on where they are in the node group hierarchy. This can be useful,
but should definitely not be the default behavior, because it is very inconsistent
with other nodes.
Previously, the signature of a `MultiFunction` was always embedded into the function.
There are two issues with that. First, `MFSignature` is relatively large, because it contains
multiple strings and vectors. Secondly, constructing it can add overhead that should not
be necessary, because often the same signature can be reused.
The solution is to only keep a pointer to a signature in `MultiFunction` that is set during
construction. Child classes are responsible for making sure that the signature lives
long enough. In most cases, the signature is either embedded into the child class or
it is allocated statically (and is only created once).
Added a first test case for review. This will be the base for future test cases.
The current API is sufficient for what is expected for such a low level API.
One concern is that you need to trigger a save in order to update the library overrides
structure. Not expected from TD/Dev point of view.
Test cases are very important when implementing restrictive mode as it is a second evaluation mode that
has impact on the (current) permissive mode.
Reviewed By: Sebastián Barschkis, Bastien Montagne
Differential Revision: https://developer.blender.org/D10747
The impact of translations on UI performances is neglectable, and this
gives better handling of some odd cases where original language of an
add-on is not English.
Currently 3 of the printf lines use the format specifier "%lu" for data
of type size_t instead of "%zu". While this works, this creates compiler
warnings.
This diff fixes those warnings by using the correct format specifier.
Tested using MSVC, but should be correct on any compliant compiler.
Reviewed By: Sebastian Parborg
Differential Revision: http://developer.blender.org/D10761
- Use `use_` prefix for boolean properties.
- Use `_all` instead of `_everything`,
following existing conventions and the properties UI text.
- Use `object_instances` instead of old term `dupli` / `duplication`.
- Use `clip_plane` instead of `clipping_boundaries`,
matching the RegionView3D property naming.
When a function is executed for many elements (e.g. per point) it is often the case
that some parameters are different for every element and other parameters are
the same (there are some more less common cases). To simplify writing such
functions one can use a "virtual array". This is a data structure that has a value
for every index, but might not be stored as an actual array internally. Instead, it
might be just a single value or is computed on the fly. There are various tradeoffs
involved when using this data structure which are mentioned in `BLI_virtual_array.hh`.
It is called "virtual", because it uses inheritance and virtual methods.
Furthermore, there is a new virtual vector array data structure, which is an array
of vectors. Both these types have corresponding generic variants, which can be used
when the data type is not known at compile time. This is typically the case when
building a somewhat generic execution system. The function system used these virtual
data structures before, but now they are more versatile.
I've done this refactor in preparation for the attribute processor and other features of
geometry nodes. I moved the typed virtual arrays to blenlib, so that they can be used
independent of the function system.
One open question for me is whether all the generic data structures (and `CPPType`)
should be moved to blenlib as well. They are well isolated and don't really contain
any business logic. That can be done later if necessary.
We cannot use `std::variant` yet, because not all of the compilers
we support have a working version of it yet. For now, I just replaced
it with multiple `std::option` which is good enough, because currently
`CellValue` is only used for the cells that are actually drawn in
the spreadsheet.
When the movie wasn't found, uninitialized values would be used for
the original width/height.
Also use int instead of float as the image size is stored as an int.