This is used as base class for the compute contexts for group and evaluate
closure nodes. Furthermore, in the future this can be used for the compute
context that is passed into field evaluation.
Pull Request: https://projects.blender.org/blender/blender/pulls/139377
The main goal of this patch is that the column widths and ordering is not reset
every time one switches between different contexts.
It does that by keeping track of multiple `SpreadsheetTable`. There is one for
each table that is viewed (so e.g. the point and edge domain of the same mesh
are two different tables). Each table has an identifier and an array of columns.
There is some garbage collection in place so that the number of stored tables
does not increase unbounded.
This also comes with an updated Python API:
```python
import bpy
spreadsheet = bpy.context.screen.areas[...].spaces.active
active_table = spreadsheet.tables.active
print(active_table.id.type)
print(active_table.id.attribute_domain)
print(active_table.columns[0].id.name)
```
In the future, we might add some smarter logic to keep tables with different
identifiers more in sync. We don't have a great heuristic for that yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/139205
This converts the public `uiItemFullO_ptr` function to an object
oriented API (an `uiLayout::op` overload), matching recents changes
in the API.
Changes include rearranging the `IDProperty *properties` parameter to be
the last parameter. Now is optional (but will be removed), also instead
of using a return parameter the function now returns the pointer to
write properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/139166
No functional changes intended.
This moves the functions
* ANIM_bone_is_visible
* ANIM_bone_is_visible_ebone
* ANIM_bone_is_visible_pchan
into new files `ANIM_armature.hh`/`armature.cc`.
They were previously in `ANIM_bone_collections.hh` but don't
directly have anything to do with bone collections.
It also puts the functions into the `blender::animrig::` namespace
and removes the `ANIM_` prefix as is the standard for C++ files.
Part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/138833
Previously, the modifier name was used to identify it in a compute context or
viewer path. Using `ModifierData.persistent_uid` (which was only introduced
later) has two main benefits: * It is stable even when the modifier name
changes. * It's cheaper and easier to work with since it's just an integer
instead of a string.
Note: Pinned viewer nodes will need to be re-pinned after the change.
Pull Request: https://projects.blender.org/blender/blender/pulls/138864
No functional changes intended.
This just replaces all calls to `PBONE_VISIBLE` and `EBONE_VISIBLE`
with appropriate functions.
In the case of editbones it is just the function that the macro already contained.
For pose bones, a new function was added that mirrors what the macro had.
Using a function will make it easier to change how selection is queried in the future.
part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/138819
Like other runtime structs, it doesn't make sense to write this
data to files. And moving it out of DNA to an allocated C++ struct
means we can use other C++ features in it, like the new Mutex
type which I switched to in this commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/138551
Previously, only the node name was taken into account. However, this
is not practical, because the user usually renames the label instead of the
name and it makes sense to show the user-defined name in the context path.
This worked in e.g. Blender 4.0 but was broken at some point accidentally.
Now, the context path in the spreadsheet contains the names of node
groups again.
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
Move most `uiLayout` and `uiItem` functions to a separate
`UI_interface_layout.hh` header file. `uiItem` and `uiLayout` structs
are moved from `interface_layout.cc` to `UI_interface_Layout.hh` in
preparation for switching to an object oriented API style.
`UI_block_layout*` functions are moved to `UI_interface_Layout.hh` too,
since their implementation is also in `interface_layout.cc`
Types shared by `UI_interface_Layout.hh` and `UI_interface_c.hh`
are moved to `UI_interface_types.hh`.
Ref: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/136717
The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.
This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/137629
This adds support for having viewer nodes in closures. The code attempt to
detect where the closure is evaluated and shows the data from there.
If the closure is evaluated in multiple Evaluate Closure nodes, currently it
just picks the first one it finds. Support for more user control in this case
may be added a bit later. If the Evaluate Closure node is in e.g. the repeat or
foreach zone, it will automatically use the inspection index of that zone to
determine what evaluation to look at specifically.
Overall, not too much had to change conceptually to support viewers in closures.
Just some code like converting between viewer paths and compute contexts had to
be generalized a little bit.
Pull Request: https://projects.blender.org/blender/blender/pulls/137625
Since nodes are not uniquely assigned to zones (some nodes are in two
zones at the same time), it's better not to expose this detail in multiple
APIs. This avoids having to explain the behavior multiple times.
Now one just has to use `get_zone_by_node/socket` and can then use
a seperate method to get the zone stack for that zone like before.
While `ComputeContextBuilder` worked well for building simple linear compute
contexts, it was fairly limiting for all the slightly more complex cases where
an entire tree of compute contexts is built. Using `ComputeContextCache` that is
easier to do more explicitly. There were only very few cases where using
`ComputeContextBuilder` would have still helped a bit, but it's not really worth
keeping that abstraction around just for those few cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/137370
The goal is to log information about which closures are evaluated where. This
information is not exposed in the UI yet, but will be needed to be able to debug
the evaluation and inspect socket values within closures.
Pull Request: https://projects.blender.org/blender/blender/pulls/137351
This implements bundles and closures which are described in more detail in this
blog post: https://code.blender.org/2024/11/geometry-nodes-workshop-october-2024/
tl;dr:
* Bundles are containers that allow storing multiple socket values in a single
value. Each value in the bundle is identified by a name. Bundles can be
nested.
* Closures are functions that are created with the Closure Zone and can be
evaluated with the Evaluate Closure node.
To use the patch, the `Bundle and Closure Nodes` experimental feature has to be
enabled. This is necessary, because these features are not fully done yet and
still need iterations to improve the workflow before they can be officially
released. These iterations are easier to do in `main` than in a separate branch
though. That's because this patch is quite large and somewhat prone to merge
conflicts. Also other work we want to do, depends on this.
This adds the following new nodes:
* Combine Bundle: can pack multiple values into one.
* Separate Bundle: extracts values from a bundle.
* Closure Zone: outputs a closure zone for use in the `Evaluate Closure` node.
* Evaluate Closure: evaluates the passed in closure.
Things that will be added soon after this lands:
* Fields in bundles and closures. The way this is done changes with #134811, so
I rather implement this once both are in `main`.
* UI features for keeping sockets in sync (right now there are warnings only).
One bigger issue is the limited support for lazyness. For example, all inputs of
a Combine Bundle node will be evaluated, even if they are not all needed. The
same is true for all captured values of a closure. This is a deeper limitation
that needs to be resolved at some point. This will likely be done after an
initial version of this patch is done.
Pull Request: https://projects.blender.org/blender/blender/pulls/128340
Use enum types for event modifier and types,
`wmEventModifierFlag` & `wmEventType` respectively.
This helps with readability and avoids unintended mixing with other
types. To quiet GCC's `-Wswitch` warnings many `default` cases needed
to be added to switch statements on event types.
Ref !136759
For the "Render Active Object" operator, it is not enough to check if
the IDs in context (e.g. selected in the Asset browser) can generate
previews, more importantly, we have to check the object being rendered
here (the **active** object)
Pull Request: https://projects.blender.org/blender/blender/pulls/136074
Callbacks: exec invoke & modal now use a typed enum wmOperatorStatus.
This helps avoid mistakes returning incompatible booleans or other
values which don't make sense for operators to return.
It also makes it more obvious functions in the WM API are intended
to be used to calculate return values for operator callbacks.
Operator enums have been moved into DNA_windowmanager_enums.h
so this can be used in other headers without loading other includes
indirectly.
No functional changes expected.
Ref !136227
This PR creates 2 namespaces for VSE code:
- `blender::seq` for sequencer core code
- `blender::ed::vse` for editor code
These names are chosen to not be in conflict with each other.
No namespace was used for RNA.
Finally, file `BKE_sequencer_offscreen.h` was moved from BKE to sequencer.
Pull Request: https://projects.blender.org/blender/blender/pulls/135500
Caused by 839108f623.
Now, when there is no mapping available between the evaluated
mesh and the original, the evaluated mesh won't have the edit mesh
pointer set. Since this code really just cares about the original BMesh,
just retrieve it with the original object. This function expects an
evaluated object since `BKE_object_get_editmesh_eval_cage`
asserts for that laer on.
For this to work, we have to take into account handles in TransVert as
well.
Behavior is the same as in legacy curves (meaning that if the control
point itself is selected, the handles are ignores).
Part of #133448 (same thing for grease pencil, which I plan to also make
part of TransVert, but better solve for Curves first, so we can share
code here).
Pull Request: https://projects.blender.org/blender/blender/pulls/134945
Part of #134755 / #134766.
Previously operators to create or remove previews would only work on the
active asset/data-block. From feedback this can be quite an
inconvenience, e.g. when curating asset libraries for sharing or
production environments.
This change makes it so the following operators (all available in the
asset browser side-bar) create or remove the preview on the whole
selection:
- Generate Preview (refresh icon)
- Generate Preview from Object
- Remove Preview
Loading preview images from disk doesn't support this yet.
Pull Request: https://projects.blender.org/blender/blender/pulls/135267
Different object selection modes show custom names like "Select
(Extend)", but this does not happen for "Enumerate" modes. This PR
shows these modes (on the status bar) with specific names and alters
the title of the resulting menu from "Select Menu" to "Select Object",
"Deselect Object", etc.
Pull Request: https://projects.blender.org/blender/blender/pulls/134371
Move the code dealing with converting float3 to GPU normals
out of the vertex format header into a separate header. Use a
proper C++ namespace and remove duplication by only using
the more recently added C++ templated conversions.
Most of the diff comes from the removal of the indirect includes
from GPU_vertex_format.hh. A lot of files ended up mistakenly
depending on that.
Pull Request: https://projects.blender.org/blender/blender/pulls/134873
Though "Point Cloud" written as two words is technically correct and should be used in the UI, as one word it's typically easier to write and parse when reading. We had a mix of both before this patch, so better to unify this as well.
This commit also renames the editor/intern/ files to remove pointcloud_ prefix.
point_cloud was only preserved on the user facing strings:
* is_type_point_cloud
* use_new_point_cloud_type
Pull Request: https://projects.blender.org/blender/blender/pulls/134803
This adds:
- support for snapping for the pointcloud object (selection to cursor/
grid, cursor to selection)
- as usual, "Warp" an "Randomize" operators come along "for free" with
this
Pull Request: https://projects.blender.org/blender/blender/pulls/134799
Restriction of the nodes api to clearly define never-null function arguments.
Side effects: some assertions and null-check (with early return) were removed.
On the caller side is ensured to never derefer null to pass argument (mainly in RNA).
In addition, one pointer argument now actually a return type.
By-reference return types instead of pointers going to be separate kind of
change since also imply of cleaning up variables created from reference.
Also good future improvement would be to mark a copy-constructor as
explicit for DNA node types.
Pull Request: https://projects.blender.org/blender/blender/pulls/134627
Select All operator and boiler plate for future point cloud operators.
The selection code is basically copied/inspired by the curves selection
code. A lot of it could probably be moved to shared attribute selection
functions.
Note, while this patch is working well, there are some caveats
to test it:
* Shortcuts are being defined (you can see them in the Preferences). Yet
they are not working for whatever reason.
* There is no way to visualize the selection. I've been testing it by
using a Nodes tool that changes the material based on selection.
Pull Request: https://projects.blender.org/blender/blender/pulls/134450
Move `Library.runtime` to be a pointer, move the related
`LibraryRuntime` struct to `BKE_library.hh`. Similar to e.g.
Mesh.runtime, that pointer is expected to always be valid, and is
allocated at readtime or when creating a new Library ID.
Related smaller changes:
* Write code now uses standard ID writing codepath for Library IDs too.
* Runtime pointer is reset to nullptr before writing.
* Looking up a library by its absolute path is now handled through a
dedicated utils, `search_filepath_abs`, instead of using
`BLI_findstring`.
Pull Request: https://projects.blender.org/blender/blender/pulls/134188