Resolves unit tests failure since the D15085.
Also addressed API documentation and formatting format.
Differential Revision: https://developer.blender.org/D15162
Caused by {rB6a3c3c77b3eb}.
Displacement and wave were tagging the original mesh normals dirty,
instead the result's normals need tagging. Seems like a typo in above
commit (similar to rBfe43c170831f).
Maniphest Tasks: T98727
Differential Revision: https://developer.blender.org/D15165
By checking the index value first instead of a full fledge string
comparision in `BKE_fcurve_find`, we can make that code significatly
faster (from about 10% in a Heist production file to over 45% in a
heavily animated test file).
While this code was already very fast (a few microseconds per call
typically), it gets called a lot from the UI (several hundreds of time
per refresh), among other things.
NOTE: the `UNLIKELY` hint is responsible for 25% to 30% of the
speed improvement.
Add a method to remove points from the new curves type, just like
the existing curve removal function. No functional changes are expected.
The code is simpler because all data is just stored as attributes, but
also different because the point data for all curves is stored in the same
arrays.
Similar performance improvements as other commits in T95443 are
expected, expecially for cases where there are many small curves.
Differential Revision: https://developer.blender.org/D15130
This patch adds support for PBVH drawing in EEVEE.
Notes:
# PBVH_FACES only. For Multires we'll need an API to get/cache attributes. DynTopo support will be merged in later with sculpt-dev's DynTopo implementation.
# Supports vertex color and UV attributes only; other types can be added fairly easily though.
# Workbench only sends the active vertex color and UV layers to the GPU.
# Added a new draw engine API method, DRW_cdlayer_attr_aliases_add. Please review.
# The vertex format object is now stored in the pbvh.
Reviewed By: Clément Foucault & Brecht Van Lommel & Jeroen Bakker
Differential Revision: https://developer.blender.org/D13897
Ref D13897
Fixes T97706
Adds operator to duplicate the active color attribute layer.
Adds `"Color Attribute Specials"` menu to color attribute ui to access the `"geometry.color_attribute_duplicate"` operator.
Internally adds a function that duplicates a referenced CustomDataLayer
- `BKE_id_attribute_duplicate` mostly copies the existing `BKE_id_attribute_new`
- but gets the type and domain from the referenced layer
- and copies the data from the old layer into the new layer
Reviewed By: Joseph Eagar & Hans Goudey & Julien Kaspar
Differential Revision: https://developer.blender.org/D14823
Ref D14823
Introduces an option for BKE_unit_value_as_string to skip stripping of zeroes, thus reducing flickering when using edit voxel size widget.
{F13125416}
Reviewed By: Julien Kaspar & Joseph Eagar
Differential Revision: https://developer.blender.org/D15085
Ref D15085
This commit ports the "Set Spline Type" node to the new curves type.
Performance should be improved in similar ways to the other refactors
from the conversion task (T95443). Converting to and from Catmull Rom
curves is now supported. There are a few cases where a lot of work can
be skipped: when the number of points doesn't change, and when the
types already match the goal type.
The refactor has a few other explicit goals as well:
- Don't count on initialization of attribute arrays when they are
first allocated.
- Avoid copying the entire data-block when possible.
- Make decisions about which attributes to copy when changing curves
more obvious.
- Use higher-level methods to copy data between curve points.
- Optimize for the common cases of single types and full selections.
- Process selected curves of the same types in the same loop.
The Bezier to NURBS conversion is written by Piotr Makal (@pmakal).
Differential Revision: https://developer.blender.org/D14769
This mirrors the C++ attribute API better, separates the implementation
of attributes from CustomData slightly, and makes functions simpler,
clearer, and safer.
Also fix an issue with removing an attribute caused by 97712b018d
meant the first attribute with the given type was removed instead of
the attribute with the given name.
If a geometry does not have CustomData for a certain domain,
it may still have CustomData on other domains. In that case
we need to continue to the other domains instead of returning.
This worked for meshes because the domains are all at the
start of the `info` array. It didn't work for curves.
This function only checked for uniqueness in the current domain,
while attribute names should be unique among all domains within
a geometry.
Differential Revision: https://developer.blender.org/D15144
Those cyclic dependencies (lib_A depends on a texture from lib_B, which
links geometry from lib_A) are bad, but previous code did not always
helped much in idendtifying to actuall issue point.
Now, reduce maximum 'recursion' level to 100 (this should already never
be reached in practice), and additionally report warnings when reaching
level 90, so that user gets more context data to identify more easily
the culprit.
A field input node for the scale of each top-level instance transform.
The scale can be set with the "Scale Instances" node, but previously
could not be retrieved.
Differential Revision: https://developer.blender.org/D15132
A field input node for the rotation of each top-level instance transform.
The rotation can be set with the "Rotate Instances" node, but previously
could not be retrieved.
Differential Revision: https://developer.blender.org/D15131
This implements the new way to attach curves to a mesh surface using
a uv map (based on the recent discussion in T95776).
The curves data block now not only stores a reference to the surface object
but also a name of a uv map on that object. Having a uv map is optional
for most operations, but it will be required later for animation (when the
curves are supposed to be deformed based on deformation of the surface).
The "Empty Hair" operator in the Add menu sets the uv map name automatically
if possible. It's possible to start working without a uv map and to attach the
curves to a uv map later on. It's also possible to reattach the curves to a new
uv map using the "Curves > Snap to Nearest Surface" operator in curves sculpt
mode.
Note, the implementation to do the reverse lookup from uv to a position on the
surface is trivial and inefficient now. A more efficient data structure will be
implemented separately soon.
Differential Revision: https://developer.blender.org/D15125
The code that checked whether vertex normals needed to be recalculated
was checking the dirty tag for face normals and vertex normals, in an
attempt at increased safety. However, those tags are always set
together anyway. Only checking the vertex dirty tag allows potentially
allocating or updating the normals on the two domains independently,
which could allow further skipping of calculations in some cases.
The fix is to unify with the name we had for the old Curves objects.
That means that we will see them bothi (old and new curves) in the outliner
(under two different categories but with different names).
This is considered to be a temporary solution until we remove the old
curve system entirely.
In the latest discussions about curves/hair mesh attachement
information (T95776), it was decided to use UV coordinates to
store where on the mesh each root is. For that, we have to specify
which of the UV map attributes to use for UV lookups.
This property isn't used yet, but it will be shortly when refactoring
the attachement information in the add brush and the to particle
system conversion.
Differential Revision: https://developer.blender.org/D15115
Instead of directly accessing constraint-specific callbacks
in code all over blender, introduce two wrappers to retrieve
and free the target list.
This incidentally revealed a place within the Collada exporter
in BCAnimationSampler.cpp that didn't clean up after retrieving
the targets, resulting in a small memory leak. Fixing this should
be the only functional change in this commit.
This was split off from D9732.
Differential Revision: https://developer.blender.org/D13844
Move into its own new function the the low-level logic to search for a
given RNA path in Action F-curves, then driver F-curves of a given AnimData.
This deduplicates code from `BKE_fcurve_find_by_rna_context_ui` and
`id_data_find_fcurve`, and will allow for future more usages of this
functionality.
Differential Revision: https://developer.blender.org/D15068
This patch makes it possible to manipulate strips without need to use
update functions to recalculate effect and meta strips.
Prior to this change function `SEQ_time_update_sequence` had to be used
to update mainly effects and meta strips. This was implemented in a way
that relied on sorted list of strips, which can't always be done and in
rare cases this approach failed.
In case of meta strips, `seqbase` had to be passed and compared with
"active" one to determine whether meta strip should be updated or not.
This is especially weak system that is prone to bugs when functions are
used by python API functions.
Finally, other strip types had startdisp` and `enddisp` fields updated
by this function and a lot of code relied on these fields even if strip
start, length and offsets are available. This is completely
unnecessary.
Implemented changes:
All effects and meta strips are updated when strip handles are moved or
strip is translated, without need to call any update function.
Function `SEQ_time_update_sequence` has been split to
`SEQ_time_update_meta_strip_range` and
`seq_time_update_effects_strip_range`. These functions should be only
used within sequencer module code. Meta update is used for versioning,
which is only reason for it not being declared internally.
Sequence fields `startdisp` and `enddisp` are now only used for
effects to store strip start and end points. These fields should be
used only internally within sequencer module code.
Use function `SEQ_time_*_handle_frame_get` to get strip start and end
points.
To update effects and meta strips with reasonable performance, cache
for "parent" meta strip and attached effects is added to
`SequenceLookup` cache, so it shares invalidation mechanisms.
All caches are populated during single iteration.
There should be no functional changes.
Differential Revision: https://developer.blender.org/D14990
Crash happened because code could not find a valid base in current scene
after adding the object, added some checks for that.
Root of the issue was wrong assumptions in `BKE_object_add` logic, which
would pick the first valid ancestor collection in case initially
selected collection was not editable. In some case, this could pick a
collection not instanced in the current scene's view layer, leading to
not getting a valid base for the newly added object.
Addressed this by adding a new variant of `BKE_collection_object_add`,
`BKE_collection_viewlayer_object_add`, which ensures final collection is
in given viewlayer.
Sculpt undo now detects if an attribute layer has
changed type/domain and unconverts it back. This
is a temporary workaround to a more fundamental
bug in the undo system.
Memfile undo assumes it can always rebuild the
application state from the prior undo step,
which isn't true with incremental undo systems.
The correct fix is to push an extra undo step prior
to running an operator if an incremental undo system
is active and the operator is using memfile undo.
This commit adds a float selection to curve control points or curves,
a sculpt tool to paint the selection, and uses the selection influence
in the existing sculpt brushes.
The selection is the inverse of the "mask" from mesh sculpt mode
currently. That change is described in more detail here: T97903
Since some sculpt tools are really "per curve" tools, they use the
average point selection of all of their points. The delete brush
considers a curve selected if any of its points have a non-zero
selection.
There is a new option to choose the selection domain, which affects how
painting the selection works. You can also turn the selection off by
clicking on the active domain.
Sculpt brushes can be faster when the selection is small, because
finding selected curves or points is generally faster than the
existing brush intersection and distance checks.
The main limitation currently is that we can't see the selection in the
viewport by default. For now, to see the selection one has to add a
simple material to the curves object as shown in the differential
revision. And one has to switch to Material Preview in the 3d view.
Differential Revision: https://developer.blender.org/D14934
These functions don't change their inputs, so they can be const,
which is a bit more intuitive and clean to use for callers.
Differential Revision: https://developer.blender.org/D14943