Commit Graph

25476 Commits

Author SHA1 Message Date
Hans Goudey
c53e220aef Cleanup: Use C++ attribute API instead of CustomData API
This gives better asserts in debug builds through use of Span, more
safety when name convention attributes happen to have different types
or domains, and simpler code in some cases. But the main reasoning is to
avoid relying on the specifics of CustomData more to allow us to replace
it in the future.
2023-12-12 18:23:59 -05:00
Hans Goudey
1d0179adbb Cleanup: Move mesh update tags to DNA struct
This is similar to other update tags and update tags for other geometry types.
2023-12-12 18:23:59 -05:00
Hans Goudey
7aee8124a7 Fix: Out of bounds array access building PBVH for empty BMesh
Use Span and Array to catch this sort of mistake faster.
2023-12-12 15:18:20 -05:00
Douglas Paul
75f160ee96 Geometry Nodes: Add Active Camera input node
This adds a new "Active Camera" input geometry node, per #105761.

The node outputs the the scene's current active camera. It is available
from Input > Scene > Active Camera in the geometry nodes Add menu.

Typical usage would be to connect this node to an Object Info node to
obtain its transform. This works as expected when the camera's
transform is animated, and also when there are markers on the timeline
that change the active camera.

In order to support the aforementioned changes in the active camera,
this implementation adds depsgraph relations for all cameras referenced
by timeline markers. This eliminates the complexity of updating the
depsgraph whenever the scene switches to a different active camera,
but of course it comes at the cost of including more objects than
strictly necessary in the depsgraph for scenes that switch cameras.
Dynamically updating the depsgraph upon camera changes could be a
future improvement if there proves to be sufficient need for it.

Pull Request: https://projects.blender.org/blender/blender/pulls/113431
2023-12-12 19:11:06 +01:00
Hans Goudey
0ad65762cc Cleanup: Remove unnecessary PBVH function
This is only used internally. Externally, it's simpler to fetch the spans instead.
2023-12-12 12:04:44 -05:00
Hans Goudey
ba6c07f2d9 Cleanup: Simplify vertex index retrieval in sculpt undo nodes 2023-12-12 11:39:02 -05:00
Jesse Yurkovich
1db803516a Fix: Debug assert in file_handler_test
The debug assert condition was inverted.

It is expected that we do not find a `FileHandlerType` with the given
`idname` during add. Like Operators being added twice from c code, this
will now assert if one is actually found. Python duplicates are handled
through `register_class` already.

Pull Request: https://projects.blender.org/blender/blender/pulls/116084
2023-12-12 09:43:28 +01:00
Hans Goudey
d8497e48e1 Cleanup: Use is_empty() instead of size() == 0 2023-12-11 15:47:11 -05:00
Hans Goudey
8157f33911 Cleanup: Move opensubdiv C-API headers to C++
All the relevant code is C++ now, so we don't need to complicate things
with the trip through C anymore. We will still need some wrappers, since
opensubdiv is an optional dependency though. The goal is to make it
simpler to remove the unnecessary/costly abstraction levels between
Blender mesh data and the opensubdiv code.
2023-12-11 07:50:29 -05:00
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
Damien Picard
6d70e9b05f UI: fix and improve a few messages
- "Frame Step" -> "Number of frames to skip forward while baking each
  frame": expand description which was just copying the prop name.
- "b-bone" -> "B-Bone": title case.
- "Volumes Lighting" -> "Volume Lighting": typo.
- "Volumes Shadows" -> "Volume Shadows": typo.
- "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo.
- "the an" -> "an", typo.
- "Inverse" -> "Invert": use verb instead of noun for an action.
- "Desination" -> "Destination": typo.
- "Hides all other F-Curves other than the ones being framed": remove
  extra "other".
- "Remove Bone from Bone collections" -> "Collection", singular because
  the operator is only applied to the active collection. Also title
  case on "Collection".
- "Change Stroke material with selected material" -> "Assign the
  active material slot to the selected strokes": rephrase by reusing
  the message from the non-Grease Pencil materials.
- "VisAction", "VisArea" -> "Visibility Action", "Visibility Area":
  expand abbreviation. This is not exposed in the UI right now but
  will show up in the API docs.
- "Stop Mode Right / Global Down" -> "Stop Move" (typo).
- "... for node input  %s": remove extra space.
- "Move along their normal" -> "Move shadows along their normal":
  rephrase unclear sentence.
- "Stat Vis" -> "Mesh Analysis": stands for "Statistical
  visualization"? Unclear and not shown anywhere. Reuse the label
  specified in the UI code instead.
- " Output data...": remove leading space.
- "Attribute domain for the selection and group id inputs": title case
  on "Selection" and "Group ID" as that is how they appear in the UI.
- "Ior" -> "IOR": uppercase acronym, for consistency.

Pull Request: https://projects.blender.org/blender/blender/pulls/115964
2023-12-11 00:23:03 +01:00
Hans Goudey
edb7656c06 Cleanup: Remove unused BoundBox functions 2023-12-10 15:52:29 -05:00
Campbell Barton
21fbd9dbd7 Cleanup: add missing header, sort files 2023-12-10 16:38:15 +11:00
Hans Goudey
0b1049b41d BMesh: Optimize copying attributes from many elements at once
Fixes #115776

Create a minimal structure that contains the instructions necessary to
copy from one custom data format to another. This structure is similar
to the one used in dfacaf4f40. It should have been used in
9175d9b7c2, which instead introduced quadratic performance
relative to the number of layers when copying every element.

In this commit, copying the entire mesh and adding new custom data
are explicitly changed to use the new map to speed up copying many
elements at a time.

The non-map attribute copy functions are also changed to check for when
the source and result BMeshes are the same. In that case it's much
faster to call the "same format" function from 9175d9b7c2.

For numbers, the timings are arbitrarily influenced by how many layers
I add in my testing. With 50 or so layers, a 10x difference is easily
observable though.

Pull Request: https://projects.blender.org/blender/blender/pulls/115824
2023-12-09 05:37:37 +01:00
Guillermo Venegas
7c5fa8bf6c IO: Add initial support for File Handlers registration
Adds initial support for File Handler registration with the python API
for design task #68935. File Handlers will allow developers to associate
additional UI behavior and capability to operators traditionally used
only within the file browser.

The initial commit should have no user visible changes, but will serve
as the foundation for providing file drag & drop capabilities to
operators that can manage files (#111242).

See the PR for an example of python usage.
See design task #68935 for remaining work to be explored in the future.

Pull Request: https://projects.blender.org/blender/blender/pulls/112466
2023-12-09 05:06:10 +01:00
Hans Goudey
854cdd1180 Cleanup: Use consistent "mesh" variable name (replace "me")
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
2023-12-08 16:40:06 -05:00
Hans Goudey
e5814ab201 Cleanup: Move majority of sculpt paint module to C++ namespaces
And improve naming to remove the inconsistent "SCULPT" prefix in
many cases-- removing redundancy between the namespace name
and the function name. The specific names might need to evolve a bit
still, but it's much less annoying not having to type or read the
namespace all the time. I left out some areas with unclear design.
2023-12-08 13:09:24 -05:00
Jeroen Bakker
65e58fe574 CMake: Fix Compiling Shader Builder on macOS
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.

* dbb2844ed9
* 94817f64b9
* 1b6cd937ff

The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.

Pull Request: https://projects.blender.org/blender/blender/pulls/115929
2023-12-08 15:47:14 +01:00
Christoph Lendenfeld
48d35bfe53 Refactor: Pass Keyframe settings as arguments
No functional changes.

Before this PR the interpolation mode of a new keyframe
was read from the User Preference at the deepest level
where the keyframe is created.

In case where this shouldn't be done, the flag
`INSERTKEY_NO_USERPREF` was passed in.
In this case it would fall back to some default values.

In order to make these low level functions
more flexible, the keyframe settings are now passed in.
I've made a new struct `KeyframeSettings` that holds the
* interpolation
* key type
* handle type

and a function `get_keyframe_settings` that allows
you to quickly get this settings struct.

This is a first step that will allow to pass in the
interpolation mode from python in the future.

Part of #113278

Pull Request: https://projects.blender.org/blender/blender/pulls/115898
2023-12-08 13:09:11 +01:00
Jeroen Bakker
1d60415115 3D Paint Brush: Disable Node Splitting
Node splitting seems to be broken and when triggered it crashes blender. The cause for
this is that SplitNodePair stores a full node and uses assign operators, that can free
unallocated space.

Although node splitting is important for performance point of view, we should reevaluate
how we want node splitting to work.

This PR only disables it, so it won't crash when used.

Pull Request: https://projects.blender.org/blender/blender/pulls/115928
2023-12-08 11:15:06 +01:00
Philipp Oeser
481094ff5c Fix #114760: new attribute does not get active for some domains
Problem here is that `BKE_id_attribute_to_index` [which
`BKE_id_attributes_active_set` uses] does not match
`BKE_id_attribute_from_index` which can lead to "wrong" indices (there
are "wrong" layers included while iterating such as ".corner_vert" or
".corner_edge" for faces).

Deeper reason is that `get_domains_types` swaps `ATTR_DOMAIN_FACE` and
`ATTR_DOMAIN_CORNER` (originally introduced in eae36be372 -- but unclear
at this point why this was done). Historically, this was used for operators
[vertex color rotate/inverse] introduced in c75e1598dd & 771a4dee0b,
assumption is that eae36be372 was trying to make this more generic and make
it work for other domains as well (ATTR_DOMAIN_MASK_COLOR -- the tootip
was also changed from "Rotate vertex colors inside faces" to "Rotate color
attributes inside faces"), however, at this point in time the tools clearly only work
for the corner domain (and this was made more specific in ee18b625ca as well).

So now, remove the swapping all together and make
`BKE_id_attribute_from_index` & `BKE_id_attribute_to_index` in sync.

Also change the tooltip of said operators to use "face corner color attribute".

Pull Request: https://projects.blender.org/blender/blender/pulls/114797
2023-12-07 15:33:28 +01:00
Christoph Lendenfeld
e0806e6d51 Refactor: combine x and y for insert_vert_fcurve into float2
No functional changes.

To reduce the argument count of `insert_vert_fcurve`,
the x and y argumentsto define the position
of a keyframe can be merged into a single `float2`

Pull Request: https://projects.blender.org/blender/blender/pulls/115886
2023-12-07 12:05:09 +01:00
Hans Goudey
a86658a58a Fix #115856: Sculpt Face sets drawing sometimes uses wrong default
In some cases the value that defines which ID is displayed as white is
mismatched between the original and evaluated mesh. Use the original
as the source of truth, since that's the mesh that's actively edited.
2023-12-06 23:50:30 -05:00
Hans Goudey
f3dd1a3260 Sculpt: Refactor face sets storage and access
Similar to previous changes for masks and visibility, remove the mutable
pointer to face sets from the sculpt session. With implicit sharing,
this avoids a duplicate copy of face sets on the evaluated object when
face sets aren't edited.

Most retrieval of face sets now goes through the Mesh attribute API
instead of the pointer in sculpt session. This integrates sculpt code
with the rest of Blender, avoiding the need to reinvent things like
basic attribute access.

Similar to previous refactors to mask and visibility operators, refactor
the face set gesture and edit operators to be multithreaded and only
push undo steps and tag updates for actually changed nodes.

There is opportunity for more code deduplication in the future.
For now the aim is to reduce the number of confusing abstraction
levels though.
2023-12-06 23:50:30 -05:00
Hans Goudey
184418b6d0 Fix: Incorrect use of Vector resize in mesh_fair
Wrong since c9b4d75336
2023-12-06 23:33:46 -05:00
Hans Goudey
4e7e539b33 Sculpt: Make hide poly pointer in sculpt session const
This avoids having to make the original data layer mutable when we
aren't going to modify it, meaning the memory can still be shared with
the evaluated mesh-- saving 1 byte per face in some situations. This was
made possible by previous commits that moved to using the Mesh attribute
API instead of the SculptSession pointer to edit this data. Eventually the
`hide_poly` pointer should be completely removed.
2023-12-06 23:33:46 -05:00
Hans Goudey
466dca07d5 Cleanup: Move mesh visibility and selection flushing to C++ namespace
Also rename the functions and move a sculpt function that depended on
the mesh functions to a more proper place. And also use references and
nicer variable names for meshes.
2023-12-06 23:33:46 -05:00
Hans Goudey
251069ae5b Sculpt: Reimplement face sets visibility operator
Iterate over faces instead of vertices, and multithread the logic over
all PBVH nodes. The result is about 3 times faster in my tests;
noticeably snappier for large meshes. Add a new sculpt undo type for
face hide storage (as opposed to vertex storage), and use that only
when the data actually changed, which should reduce memory usage too.
Internally some code is shared with the other visibility operators,
since this operation always affects base mesh faces, most isn't.

Similar to 4e66769ec0
2023-12-06 23:33:46 -05:00
Hans Goudey
f61b271458 Cleanup: Remove unused sculpt functions 2023-12-06 23:33:46 -05:00
Campbell Barton
497600e49e Cleanup: spelling in comments, strings 2023-12-07 12:45:27 +11:00
Campbell Barton
9d9764c1c9 Cleanup: remove redundant define checks
Also reformat checks to quiet warnings so they don't read as empty
define checks.
2023-12-07 10:39:03 +11:00
Campbell Barton
9898602e9d Cleanup: clarify #ifndef checks in trailing #endif comments 2023-12-07 10:38:54 +11:00
Bastien Montagne
1e50987d94 LibOverride: Refactor some part of hierarchy handling code.
This commit is a preparation for an actual change in behavior of
automatic liboverride hierarchies creation. Although it may introduce
some minor changes (fixes) in behavior in some corner-cases, it is
not expected to have any noticeable end-user changes.

The main change is some refactor of the `LibOverrideGroupTagData` util
struct, to make it more clear and easy to manage data (IDs) from linked
reference, and data from liboverrides.

In addition, some minor changes in code logic, either optimizations or
hardened checks, e.g. to skip any processing of hierarchies when the
linked reference of its root is missing, or to ensure that libraries are
matching, etc.
2023-12-06 18:32:48 +01:00
Bastien Montagne
d24a49da84 Fix (unreported) missing Viewlayer update in liboverride code.
In post-processing of objects & collections after liboverrides creation,
viewlayer could be accessed while tagged as dirty, since the
object/collection hierarchy may be modified several times during this
process.
2023-12-06 17:11:56 +01:00
Brecht Van Lommel
e06561a27a Build: replace Blender specific DEBUG by standard NDEBUG
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.

DEBUG was a Blender specific define, that has now been removed.

_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.

Pull Request: https://projects.blender.org/blender/blender/pulls/115774
2023-12-06 16:05:14 +01:00
Hans Goudey
2609f16fc8 Cleanup: Resolve inconsistent struct vs. class declaration warning
Also add a missing include in a header
2023-12-06 10:00:25 -05:00
Hans Goudey
79552f87f2 Fix: Protect against access of empty geometry bounds optional 2023-12-06 09:12:09 -05:00
Hans Goudey
865b806811 BMesh: Use simpler element copy within the same mesh
After previous commits, there is a new function to copy a BMesh
custom data block that doesn't go through the "find common layers
between two formats" code. This is *much* faster when there is a
large amount of layers with the same type, since that code is
quadratic currently. It may not be noticeable in many simpler
setups though.

Related to #115776
2023-12-05 22:09:37 -05:00
Hans Goudey
66da875488 BMesh: Improve performance when copying attributes in same mesh
When the BMesh source and result arguments are the same, restore
performance lost by 9175d9b7c2, which made copying layers
have quadratic time complexity. When we know the custom data format
is the same between the source and result, the copying can be much
simpler, so it's worth specializing this case. There is still more
to be done, because often we only know that the two meshes are the
same at runtime. A followup commit will add that check.

The quadratic runtime means performance is fine for low layer counts,
and terrible with higher layer counts. For example, in my testing with
47 boolean attributes, copying 250k vertices went from 2.3 seconds to
316 ms.

The implementation uses a new CustomData function that copies an entire
BMesh custom data block, called by a function in the BMesh module
overloaded for every BMesh element type. That handles the extra data
like flags, normals, and material indices.

Related to #115776
2023-12-05 22:09:37 -05:00
Hans Goudey
cc7080b8b0 Cleanup: Remove unnecessary size argument to CustomData free function
The size of the data is already known, there's no need to pass it
to the type's callback.
2023-12-05 22:09:37 -05:00
Hans Goudey
353d000f15 Cleanup: Remove unusd custom data function 2023-12-05 22:09:37 -05:00
Hans Goudey
7a96c4672c Cleanup: Move BMesh headers to C++
Pull Request: https://projects.blender.org/blender/blender/pulls/115817
2023-12-05 23:01:12 +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
Jacques Lucke
a23bd3d7f3 Nodes: add node callback for extra info that is drawn above node
This allows nodes to show some extra information next to the node. This can be
useful for debugging and will likely also be used for the new Bake node (#115466).

Pull Request: https://projects.blender.org/blender/blender/pulls/115805
2023-12-05 15:57:40 +01:00
Hans Goudey
3a075a95ee Cleanup: Remove unused modifier functions 2023-12-05 09:36:13 -05:00
Hans Goudey
fe3b8b6e9b Cleanup: Remove remnants of old color layer preview system
For context, see 6d09fa3577. Overall, these values were still
written in some cases, but never used. Nowadays the viewer node and
attribute overlays give even better answers to these needs.
2023-12-05 09:36:13 -05:00
Hans Goudey
874f83c42e Cleanup: Use FunctionRef for PBVH batch drawing
Also use const arguments, move a null check from the callback to the
PBVH function, and reorganice the PBVH code to be in a consistent
place in the file and to simplify the logic.
2023-12-05 09:36:13 -05:00
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
Jacques Lucke
822cb1afd7 Fix: ensure function does not create geometry instances in all cases
This caused a crash further down the line where the code expected geometry
instances after calling `ensure_geometry_instances`, which seems reasonable
to assume.
2023-12-05 13:28:29 +01:00
Bastien Montagne
fa25a286d8 Refactor: BKE: Move BKE_library header to full CPP. 2023-12-05 11:53:55 +01:00