Commit Graph

43 Commits

Author SHA1 Message Date
Thomas Dinges
64fc6d7890 Docs: Replace most wiki links with links to new developer docs
Exceptions:
* Links to personal wiki pages
* Pages that are not in the new developer docs yet (like Human Interface Guidelines)
* tools\check_wiki\check_wiki_file_structure.py needs a refactor
2024-01-18 16:49:38 +01:00
Bastien Montagne
03c1cc4310 Cleanup: Move BKE_lib_query header to Cpp era. 2024-01-18 12:21:19 +01:00
Hans Goudey
3e76a1a6c2 Cleanup: Move BKE_lib_id.h to C++ 2024-01-15 12:44:14 -05:00
Sybren A. Stüvel
649eec7774 Fix #116061: BoneCollection ID property user count handling incorrect
Ensure that `armature_free_data(ID *id)` (the `IDTypeInfo::free_data`
function) does not decrement user counts for ID properties of type 'pointer'.
2024-01-11 14:37:11 +01:00
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
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
Nathan Vegdahl
089383a53a Cleanup: rename bArmature.collections -> bArmature.collections_legacy
And leave a TODO to remove it entirely in Blender 5.0.

Pull Request: https://projects.blender.org/blender/blender/pulls/115931
2023-12-11 10:54:34 +01:00
Sybren A. Stüvel
d63b68b01b Cleanup: run make format
Just running `make format`, no functional changes.
2023-12-05 16:01:28 +01:00
Sybren A. Stüvel
42083c8357 Refactor: move ANIM_bone_collections.h into the .hh file
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.

No functional changes.
2023-12-05 15:10:27 +01:00
Nathan Vegdahl
9e7a70d6c6 Anim: store BoneCollections in a flat array
This is in preparation for eventual hierarchical bone collections.

The motivation here is that this will allow us to efficiently specify
children as an index range, which would be inefficient with a listbase
due to the list traversal overhead incurred for index-based look ups.

We're still saving to blend files as a list base for forwards compatibility
with Blender 4.0, but storing as an array at runtime for efficient indexing.

This should not result in any user-visible changes.

Pull Request: https://projects.blender.org/blender/blender/pulls/115354
2023-12-05 10:39:45 +01:00
Bastien Montagne
3acb64e7ac BKE_main: move header to be a fully CPP one.
Pull Request: https://projects.blender.org/blender/blender/pulls/115681
2023-12-01 20:38:54 +01:00
Hans Goudey
91c936e01c Fix #115108: Object dimensions infinite for armatures
The initialization of min and max was reversed. Switch to C++
numeric limits, which I'm a bit more used to ad this point.
2023-11-30 23:40:34 -05:00
Nathan Vegdahl
c9093332e0 Fix #115434: custom bone colors invisible in stick mode
The issue was that bone colors are only specified with 3 channels (RGB),
but they're stored as 4 channels for some reason.  So the fourth bogus
channel gets initialized to zero by default, which was then being
interpreted as zero alpha in some drawing modes.

This fixes the issue by ensuring that the fourth unused channel always
gets initialized to 255, and therefore can be validly interpreted as an
alpha channel.

Pull Request: https://projects.blender.org/blender/blender/pulls/115477
2023-11-28 18:04:11 +01:00
Hans Goudey
14e3523ac2 Refactor: Further improvements to geometry bounds
Implement the next phases of bounds improvement design #96968.
Mainly the following changes:

Don't use `Object.runtime.bb` for performance caching volume bounds.
This is redundant with the cache in most geometry data-block types.
Instead, this becomes `Object.runtime.bounds_eval`, and is only used
where it's actually needed: syncing the bounds from the evaluated
geometry in the active depsgraph to the original object.

Remove all redundant functions to access geometry bounds with an
Object argument. These make the whole design confusing, since they
access geometry bounds at an object level.

Use `std::optional<Bounds<float3>>` to pass and store bounds instead
of an allocated `BoundBox` struct. This uses less space, avoids
small heap allocations, and generally simplifies code, since we
usually only want the min and max anyway.

After this, to avoid performance regressions, we should also cache
bounds in volumes, and maybe the legacy curve and GP data types
(though it might not be worth the effort for those legacy types).

Pull Request: https://projects.blender.org/blender/blender/pulls/114933
2023-11-27 16:14:49 +01:00
Hans Goudey
3d57bc4397 Cleanup: Move several blenkernel headers to C++
Mostly focus on areas where we're already using C++ features,
where combining C and C++ APIs is getting in the way.

Pull Request: https://projects.blender.org/blender/blender/pulls/114972
2023-11-16 11:41:55 +01:00
Hans Goudey
4bcdc57fc8 Refactor: Move object runtime data to separate allocation
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.

Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it

Pull Request: https://projects.blender.org/blender/blender/pulls/113957
2023-11-15 18:46:07 +01:00
Bastien Montagne
3aa5644751 Merge branch 'blender-v4.0-release' 2023-10-19 21:42:26 +02:00
Damien Picard
e3fc935349 I18n: disambiguate and extract a few messages
Extract:
- Sculpt filter types from the Sculpt menu. Some of these types use a
  custom label, different  from those defined in the operator RNA,
  which was never extracted.
- "Today" and "Yesterday" from the file browser modification date.
- All name_plural from IDs, as these are used in the UI to list which
  data block is to be removed, when calling outliner.orphans_purge.

Disambiguate:
- "Area", meaning the measurement of a surface as opposed to a place.

Some messages reported by Satoshi Yamasaki in #43295.

Pull Request: https://projects.blender.org/blender/blender/pulls/113912
2023-10-19 21:39:58 +02:00
Hans Goudey
1cbd0f5a85 Refactor: Improve access to object data bounds
Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.

Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the  `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.

The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.

Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.

Pull Request: https://projects.blender.org/blender/blender/pulls/113465
2023-10-19 14:18:40 +02:00
Hans Goudey
976eaae02f Cleanup: Move BKE_object.hh to C++
Simplifies the fix to #111120, where the object bounds functions
may return a C++ type instead of `BoundBox`.

Pull Request: https://projects.blender.org/blender/blender/pulls/113462
2023-10-09 23:41:53 +02:00
Alexander Gavrilov
0055ae01ab Anim: implement a new curve-aware vertex to B-Bone segment mapping mode.
Currently vertices are mapped to B-Bone segments without taking the
rest pose curve into account. This is very simple and fast, but causes
poor deformations in some cases where the rest curvature is significant,
e.g. mouth corners in the new Rigify face rig.

This patch implements a new mapping mode that addresses this problem.
The general idea is to do an orthogonal projection on the curve. However,
since there is no analytical solution for bezier curves, it uses the
segment approximation:

* First, boundaries between segments are used for a binary space
  partitioning search to narrow down the mapping to one segment.
* Then, a position on the segment is chosen via linear
  interpolation between the BSP planes.
* Finally, to remove the sharp discontinuity at the evolute surface
  a smoothing pass is applied to the chosen position by blending to
  reduce the slope around the planes previously used in the BSP search.

In order to make per-vertex processing faster, a new array with the
necessary vectors converted to the pose space, as well as some
precomputed coefficients, is built.

The new mode is implemented as a per-bone option in order to ensure
backward compatibility, and also because the new mode may not be
optimal for all cases due to the difference in performance, and
complications like the smoothed but still present mapping
discontinuities around the evolute surface.

Wiki: https://wiki.blender.org/wiki/Source/Animation/B-Bone_Vertex_Mapping

Pull Request: https://projects.blender.org/blender/blender/pulls/110758

Pull Request: https://projects.blender.org/blender/blender/pulls/110758
2023-09-26 14:17:21 +02:00
Hans Goudey
867f99c2af Cleanup: Move depsgraph headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/110816
2023-09-22 03:18:17 +02:00
Sybren A. Stüvel
f0c89afb76 Anim: move creation of default bone collection to the Shift+A operator
Instead of adding the default "Bones" bone collection to every Armature
data-block, only add it for Armatures that are added in the 3D View with
Shift+A > Armature.

This simplifies things like importers, which otherwise would have needed
to remove that default collection before creating the imported ones.

Additionally, this also ensures that the one bone you get by default is
actually assigned to the default bone collection.
2023-09-21 17:09:25 +02:00
Sybren A. Stüvel
347ffd6262 Anim: add support for renaming bone collections added by overrides
Add a flag `BONE_COLLECTION_OVERRIDE_LIBRARY_LOCAL` that's only set on
bone collections that have been overridden locally.
2023-09-15 14:54:03 +02:00
Pratik Borhade
daa4c0f91e Fix: set default bone collection active
Bone collection added by default along with the armature is not marked
as active. Visually this looks active but actually it's not (hover over the
properties like remove/move)

Also, when a new collection is added, mark that collection active.

Pull Request: https://projects.blender.org/blender/blender/pulls/111733
2023-08-31 16:26:57 +02:00
Nathan Vegdahl
9eee076a29 Anim: add custom property support for Bone Collections
Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Sybren A. Stüvel
998136f7a7 Anim: replace Bone Groups & Armature Layers with Bone Collections
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:

- Bone collections are stored on the armature, and have a name that is
  unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
  of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
  collections.
- When a bone is in at least one collection, and all its collections in
  are hidden, the bone is hidden. In other cases (in any visible
  collection, or in no collection at all), the bone visibility is
  determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
  like bone groups were. Nestability of bone collections is intended to
  be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
  from both pose mode and edit mode.

Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.

Shortcuts:

- M/Shift+M in pose/edit mode: move to collection (M) and add to
  collection (shift+M). This works similar to the M/Shift+M menus for
  objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
  is likely to be removed in the near future, as the functionality
  overlaps with the M/Shift+M menus.

This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.

Pull request: https://projects.blender.org/blender/blender/pulls/109976
2023-08-29 14:31:18 +02:00
Hans Goudey
3db523ab3e Cleanup: Move BLO headers to C++
Except for BLO_readfile.h, which is still included by C files.

Pull Request: https://projects.blender.org/blender/blender/pulls/111610
2023-08-28 15:01:05 +02:00
Bastien Montagne
b53c7a804a Readfile: Replace the 'lib_link' specific code by generic usage of foreach_id.
The `lib_link` callback cannot always be fully replaced/removed, as in
some case it is also doing some validation checks, or data editing based
on the result of lib_linking internal ID pointers.

The callback has been renamed for that purpose, from `read_lib` to
`read_after_liblink`. It is now called after all ID pointers have been
fully lib-linked for the current ID, but still before the call to
`do_versions_after_linking`.

This change should not have any behavioral effect. Although in theory
the side-effect of this commit (to split lib linking itself, and the
validation/further processing code) into two completely separated steps
could have some effects, in practice none are expected, and tests did
not show any changes in behavior either..

Part of implementing #105134: Removal of readfile's lib_link & expand code.
2023-08-24 16:33:31 +02:00
Bastien Montagne
8bb5916183 Readfile: Replace the 'expand' specific code by generic usage of foreach_id.
The `expand` callback is 'trivial' to replace, since it is only iterating
over ID pointers and calling a callback.

The only change in behavior here is that some pointers that were not
processed previously will now be.

In practice this is not expected to have any real effect (usually
the IDs used by these pointers would have been expanded through other
usages anyway). But it may solve a few corner cases, undocumented issues
though.

Part of implementing #105134: Removal of readfile's lib_link & expand code.
2023-08-23 16:44:56 +02:00
Bastien Montagne
6a79a6a24a Cleanup/Refactor: Move animdata read/write code into generic ID handling.
There is no reason at all for each ID read/write callbacks to have to
deal with this generic, common data explicitely. Generic ID read/write
code is the place to handle such data (just like asset, liboverride,
etc. data are handled already).

Note behavioral change expected here.
2023-08-14 16:30:53 +02:00
Aras Pranckevicius
d973355b3a Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).

However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.

This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.

Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
  to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).

Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.

Pull Request #110944
2023-08-10 14:51:40 +03:00
Campbell Barton
adf58a77ff Cleanup: use LISTBASE_FOREACH & LISTBASE_FOREACH_BACKWARD macros 2023-08-04 08:51:13 +10:00
Alexander Gavrilov
36c6bcca1a Python API: expose the math mapping vertex positions to B-Bone segments.
Recently a user expressed interest in exporting baked animation
with B-Bone segments. Currently the python API already exposes
segment matrices via a PoseBone method, but there is no access
to the mapping of vertices to the segments.

Although currently the math is simple and easy to re-implement,
forcing Python add-ons to do that would cause a maintenance issue
if the mapping is ever changed later (it's quite dumb, ignoring
the rest pose curve, and there definitely is room for improvement).

This patch extracts the relevant math into a BKE function, and
exposes it in the python API as a new PoseBone method.

Pull Request: https://projects.blender.org/blender/blender/pulls/105419
2023-08-03 14:44:39 +02:00
Campbell Barton
8c8ff6b85b Cleanup: spelling in comments, use C-style comments 2023-08-03 09:44:28 +10:00
Campbell Barton
3a3de9b674 Cleanup: spelling in comments 2023-07-22 11:46:41 +10:00
Campbell Barton
302887c619 Cleanup: use boolean literals in source/
Apply clang-tidy modernize-use-bool-literals to source/.
2023-07-22 11:43:01 +10:00
Campbell Barton
81ee130063 Cleanup: use C++ system headers
Apply clang-tidy modernize-deprecated-headers to source/
2023-07-22 11:27:25 +10:00
Campbell Barton
246292f486 Cleanup: various non-functional changes (mainly for C++)
- Remove redundant void, struct.
- Remove redundant parenthesis.
- Use STR_ELEM(..)
- Use function style casts.
2023-07-20 11:55:34 +10:00
Campbell Barton
17563e9a91 Cleanup: use C++ function style casts, NULL -> nullptr 2023-07-18 14:18:07 +10:00
Jacques Lucke
129f78eee7 Blenkernel: move to C++
Also see #103343.

Couldn't move two files yet:
* `softbody.c`: The corresponding regression test fails. It seems like the
  conversion to C++ changes floating point accuracy, but it's not clear where that happens exactly.
* `writeffmpeg.c`: Is a bit more complex to convert because of the static array in `av_err2str`.

Pull Request: https://projects.blender.org/blender/blender/pulls/110182
2023-07-17 10:46:26 +02:00