Commit Graph

38 Commits

Author SHA1 Message Date
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
83306754d4 Collada: add bone collection support
Replace the import/export of armature layers with bone collections.

The Old Way:
- Export: Each bone would store which armature layer it was on.
- Import: All armature layers that contain at least a bone are shown.

The New Way:
- Export: Each armature contains a list of its bone collections,
  including which one is active and which ones are visible.
- Export: Each bone stores which bone collection it is on.
- Import: the above data is simply used as-is.

Due to limitations of the current Collada importer code, each "extra"
tag can only occur once per Collada node. This means that it was
impossible to write a `<collection name="Bones">` tag for each bone
collection, as only one of those would actually be stored by the
importer for further processing. To work around this limitation, all
bone collection related tags store their values as newline-separated
strings. Example:

```
<node id="Armature">
  <extra>
    <technique profile="blender">
      <collections sid="collections" type="string">Layer 1
Layer 3b
Group
That One Bone</collections>
      <visible_collections sid="visible_collections" type="string">Layer 1
Layer 3b
That One Bone</visible_collections>
      <active_collection sid="active_collection" type="string">That One Bone</active_collection>
    </technique>
  </extra>
</node>
```
2023-09-21 17:09:25 +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
Campbell Barton
e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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.
2023-08-16 00:20:26 +10:00
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
Hans Goudey
ffe4fbe832 Cleanup: Move editors headers to C++
See #103343

Pull Request: https://projects.blender.org/blender/blender/pulls/110820
2023-08-05 02:57:52 +02:00
Campbell Barton
adf58a77ff Cleanup: use LISTBASE_FOREACH & LISTBASE_FOREACH_BACKWARD macros 2023-08-04 08:51:13 +10:00
Campbell Barton
b9d785d0a8 Cleanup: replace NULL with nullptr in freestyle, makesrna & other files 2023-08-01 21:15:52 +10:00
Sybren A. Stüvel
e604f3db91 Refactor: Anim, abstractions for armature layers
Add an API for armature layer access. Instead of accessing `arm->layer`
and friends directly, the code now uses this API. This will make things
easier to replace by bone collections in the future.

The functions are named "bonecoll" (short for "bone collection"), as
that's the soon-to-be-introduced replacement for armature layers. This
API is the first step towards that replacement, and should help to
reduce the changes necessary when functional changes are committed.

This also creates a new module `source/blender/animrig` for Animation &
Rigging code. This will, for example, house the bone collection system
in the near future.

There is a bunch of code currently spread across blenkernel and editors
in a rather ad-hoc way; it is intended that at some point that code gets
moved into `animrig` as well (or at least the subset of that code where
such a move makes sense; brain still required).

Ref: #108941

No functional changes.
2023-07-27 14:57:01 +02:00
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
ffdce441ee License headers: use SPDX-FileCopyrightText for source/
There are still some files that need to be manually updated due to
missing copyright dates.
2023-06-14 23:36:23 +10:00
Campbell Barton
e89939ca26 Cleanup: reserve the term 'len' for string length 2023-05-13 17:34:23 +10:00
Campbell Barton
03377281d2 Cleanup: avoid nullptr casts to access a struct members size 2023-05-02 17:19:49 +10:00
Campbell Barton
6859bb6e67 Cleanup: format (with BraceWrapping::AfterControlStatement "MultiLine") 2023-05-02 09:37:49 +10:00
Sergey Sharybin
f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00
Campbell Barton
03eac69c61 Cleanup: restore parenthesis removed in recent commit
Partial revert [0], removed by accident because the -fpermissive
flag was enabled with collada.

[0]: 34477bbfcd
2022-09-26 21:51:43 +10:00
Campbell Barton
34477bbfcd Cleanup: remove redundant parenthesis 2022-09-26 14:23:52 +10:00
Campbell Barton
20276191e5 Cleanup: fix warning in recent parenthesis removal
Regression in [0], this slipped through due to "-fpermissive"
being added to GCC flags, suppressing the error.

[0]: c9e35c2ced
2022-09-26 11:39:24 +10:00
Campbell Barton
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00
Campbell Barton
c9e35c2ced Cleanup: remove redundant double parenthesis 2022-09-25 15:34:32 +10:00
Campbell Barton
c434782e3a File headers: SPDX License migration
Use a shorter/simpler license convention, stops the header taking so
much space.

Follow the SPDX license specification: https://spdx.org/licenses

- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile

While most of the source tree has been included

- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
  use different header conventions.

doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.

See P2788 for the script that automated these edits.

Reviewed By: brecht, mont29, sergey

Ref D14069
2022-02-11 09:14:36 +11:00
Campbell Barton
50f378e5c8 Cleanup: move public doc-strings into headers for 'io/collada'
Ref T92709
2021-12-09 22:25:45 +11:00
Campbell Barton
c1c6c11ca6 Cleanup: spelling in comments 2021-10-12 17:55:02 +11:00
Campbell Barton
f1e4903854 Cleanup: full sentences in comments, improve comment formatting 2021-06-26 21:50:48 +10:00
Campbell Barton
17e1e2bfd8 Cleanup: correct spelling in comments 2021-02-05 16:23:34 +11:00
Jacques Lucke
53ed96641c Cleanup: clang tidy 2020-12-14 10:48:11 +01:00
Campbell Barton
088df2bb03 Fix missing string escape for RNA path creation 2020-12-14 20:44:26 +11:00
Campbell Barton
8c846cccd6 Cleanup: clang-format 2020-11-09 15:47:08 +11:00
Sybren A. Stüvel
16732def37 Cleanup: Clang-Tidy modernize-use-nullptr
Replace `NULL` with `nullptr` in C++ code.

No functional changes.
2020-11-06 18:08:25 +01:00
Campbell Barton
2abfcebb0e Cleanup: use C comments for descriptive text
Follow our code style guide by using C-comments for text descriptions.
2020-10-10 22:04:51 +11:00
Sebastian Parborg
2115232a16 Cleanup: Clang-Tidy readability-inconsistent-declaration-parameter-name fix
No functional changes
2020-09-04 21:04:16 +02:00
Campbell Barton
e062def3b4 Cleanup: spelling 2020-07-15 13:11:22 +10:00
Jacques Lucke
2633683b52 Clang-tidy: enable readability-container-size-empty warning
Reviewers: sergey

Differential Revision: https://developer.blender.org/D8197
2020-07-03 14:59:27 +02:00
Campbell Barton
00e99959d3 Cleanup: double-spaces in comments 2020-05-09 17:15:43 +10:00
Jacques Lucke
6f985574b7 Cleanup: take includes out of 'extern "C"' blocks
Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.

I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.

Differential Revision: https://developer.blender.org/D7653
2020-05-08 18:22:41 +02:00
Campbell Barton
ad7bb8e42c Cleanup: spelling, correct Mesh.mface docs 2020-03-22 12:17:25 +11:00
Dalai Felinto
2d1cce8331 Cleanup: make format after SortedIncludes change 2020-03-19 09:33:58 +01:00
Sybren A. Stüvel
eb522af4fe Cleanup: move Alembic, AVI, Collada, and USD to source/blender/io
This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common
`io` directory.

This also cleans up some `#include "../../{somedir}/{somefile}.h"` by
adding `../../io/{somedir}` to `CMakeLists.txt` and then just using
`#include "{somefile}.h"`.

No functional changes.
2020-03-06 16:19:45 +01:00