Previously, the global storage of these types either used a GHash or a
blender::Map. VectorSet is preferrable to GHash because it's type safe,
clearer, and faster. It's preferrable to Map because the key doesn't
have to be duplicated and because iteration is faster.
This PR moves these registered types to VectorSet, just like the
node, node socket, and node tree types. Note that none of these types
use RAII for allocation, so freeing is still done manually.
Testing was manually interacting with each of these systems, including
with addons that register their own types.
Pull Request: https://projects.blender.org/blender/blender/pulls/133778
wm_gizmomap_handler_context_op currently prints an error message to the
console when screen layouts change while modal operations are running.
The operations work, and the comment above it says "this is not an
error to print", and it is confusing for users to see a console message
like this. Looks to be a left-over debugging tool.
Pull Request: https://projects.blender.org/blender/blender/pulls/132778
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
Replace 'over-allocation' by a standard `blender::Vector` storage for
the `wmGizmoProperty` target properties of the gizmo. This simplifies code somewhat, and
makes the code ready to manage non-trivial types of data.
Explicit default values are also given to all data of `wmGizmoProperty`,
as it appears that the default constructor will not nullify values in
the (trivial) embedded `custom_func` struct.
NOTE: There is much more that could be done in the wmGizmo area to make
it use modern C++ features. The scope of this refactor is strictly
limited to allowing C++ construction/destruction of the wmGizmoProperty
data, as it embeds a PointerRNA pointer that will soon become
a non-trivial C++ struct.
Pull Request: https://projects.blender.org/blender/blender/pulls/128763
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
This adds support for attaching gizmos for input values. The goal is to make it
easier for users to set input values intuitively in the 3D viewport.
We went through multiple different possible designs until we settled on the one
implemented here. We picked it for it's flexibility and ease of use when using
geometry node assets. The core principle in the design is that **gizmos are
attached to existing input values instead of being the input value themselves**.
This actually fits the existing concept of gizmos in Blender well, but may be a
bit unintutitive in a node setup at first. The attachment is done using links in
the node editor.
The most basic usage of the node is to link a Value node to the new Linear Gizmo
node. This attaches the gizmo to the input value and allows you to change it
from the 3D view. The attachment is indicated by the gizmo icon in the sockets
which are controlled by a gizmo as well as the back-link (notice the double
link) when the gizmo is active.
The core principle makes it straight forward to control the same node setup from
the 3D view with gizmos, or by manually changing input values, or by driving the
input values procedurally.
If the input value is controlled indirectly by other inputs, it's often possible
to **automatically propagate** the gizmo to the actual input.
Backpropagation does not work for all nodes, although more nodes can be
supported over time.
This patch adds the first three gizmo nodes which cover common use cases:
* **Linear Gizmo**: Creates a gizmo that controls a float or integer value using
a linear movement of e.g. an arrow in the 3D viewport.
* **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be
rotated to change the attached angle input.
* **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale.
In the future, more built-in gizmos and potentially the ability for custom
gizmos could be added.
All gizmo nodes have a **Transform** geometry output. Using it is optional but
it is recommended when the gizmo is used to control inputs that affect a
geometry. When it is used, Blender will automatically transform the gizmos
together with the geometry that they control. To achieve this, the output should
be merged with the generated geometry using the *Join Geometry* node. The data
contained in *Transform* output is not visible geometry, but just internal
information that helps Blender to give a better user experience when using
gizmos.
The gizmo nodes have a multi-input socket. This allows **controlling multiple
values** with the same gizmo.
Only a small set of **gizmo shapes** is supported initially. It might be
extended in the future but one goal is to give the gizmos used by different node
group assets a familiar look and feel. A similar constraint exists for
**colors**. Currently, one can choose from a fixed set of colors which can be
modified in the theme settings.
The set of **visible gizmos** is determined by a multiple factors because it's
not really feasible to show all possible gizmos at all times. To see any of the
geometry nodes gizmos, the "Active Modifier" option has to be enabled in the
"Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of
the following is true:
* The gizmo controls an input of the active modifier of the active object.
* The gizmo controls a value in a selected node in an open node editor.
* The gizmo controls a pinned value in an open node editor. Pinning works by
clicking the gizmo icon next to the value.
Pull Request: https://projects.blender.org/blender/blender/pulls/112677
When joining areas, one will be removed which can cause
wm_gizmomaps_handled_modal_update to attempt operation on a region that
is deallocated. This PR just exits if there is no current region.
Pull Request: https://projects.blender.org/blender/blender/pulls/122504
There are still a few places that are more complicated where the replacement
to `IDP_New` isn't obvious, but this commit replaces most uses of the ugly
`IDPropertyTemplate` usage.
"Own" (the adjective) cannot be used on its own. It should be combined
with something like "its own", "our own", "her own", or "the object's own".
It also isn't used separately to mean something like "separate".
Also, "its own" is correct instead of "it's own" which is a misues of the verb.
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.
Prefer the name 'hit_result' since 'result' was sometimes used for
a vector of GPUSelectResult and is often used a functions return value.
Use hit_results for the span/vector and hit_result for a single hit.
Also assign struct members for new GPUSelectResult as it reads better
and avoids depending on struct order.
This commit makes using (most of) `BKE_report` API safe in
multi-threaded situation.
This is achieved by adding a `std::mutex` lock to the `ReportList`
struct (in a slightly convoluted way unfortunately, due to this being a
DNA struct). This lock is then used to make most operations on
`Reportlist` data thread-safe.
Note that while working on this, a few other minor issues aroze in
existing usages of Reportlist by the WM code, mainly the fact that
`wm_init_reports` and `wm_free_reports` were both useless:
- init was called in a context where there is not yet any WM, so it
was doing nothing.
- free was called on a WM that would be later freed (as part of Main
freeing), which would also call cleanup code for its `reports` data.
Both have been removed.
Further more, `wm_add_default` (which is the only place where a WM ID is
created) did not initialize properly it reports data, this has been
fixed.
This change is related to the wmJob thread-safety tasks and PRs (#112537,
!113548).
Pull Request: https://projects.blender.org/blender/blender/pulls/113561
No functional changes
Since the functions now live in a namespace,
they no longer need the prefix
as a result there are now 2 functions named
`autokeyframe_object`
which is fine because they take different parameters
If both are needed is for a future patch to investigate
Pull Request: https://projects.blender.org/blender/blender/pulls/113612
No functional changes
The following functions have been moved
`autokeyframe_cfra_can_key`
`autokeyframe_object`
`ED_autokeyframe_object`
`ED_autokeyframe_pchan`
`ED_autokeyframe_property`
they are all in a new file
keyframing_auto.cc
while the declarations are in
ANIM_keyframing.cc
The autokeyframe makros also have been moved
Pull Request: https://projects.blender.org/blender/blender/pulls/113607
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.
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