This didn't belong on blenlib since it uses DNA data types
and included a bad-level call to BKE_curve.h.
It also meant linking in blenlib would depend on the freetype library,
noticeable for thumbnail extraction (see D6408).
The long term goal is completely removing DerivedMesh, and these
functions are making some refactoring of mesh normals (T91186) more
complicated. They are not used anywhere.
This was simply never handled apparently.
Also fixes a regression from recent append refactor that prevented RB
objects to to properly handled too (since we instantiate loose objects
in append step now, we need to handle RigidBody ones after that
instantiation stage, otherwise nothing will happen since loose objects
won't be in any scene).
Somehow, the file from T71329 has an empty curve profile. While that may
be a problem in itself, it's reasonable to avoid asserts or crashes when
loading or drawing such a CurveProfile. This commit just makes sure the
table always has a single vertex, and adds some checks in drawing code.
With this it is possible to select any number of assets in the Asset
Browser and drag them into catalogs. The assets will be moved to that
catalog then. However, this will only work in the "Current File" asset
library, since that is the only library that allows changing assets,
which is what's done here.
While dragging assets over the tree row, a tooltip is shown explaining
what's going to happen.
In preparation to this, the new UI tree-view API was already extended
with custom drop support, see 4ee2d9df42.
----
Changes here to the `wmDrag` code were needed to support dragging multiple
assets. Some of it is considered temporary because a) a proper #AssetHandle
design should replace some ugly parts of this patch and b) the multi-item
support in `wmDrag` isn't that great yet. The entire API will have to be
written anyway (see D4071).
Maniphest Tasks: T91573
Differential Revision: https://developer.blender.org/D12713
Reviewed by: Sybren Stüvel
This node creates a boolean field selection of bezier spline points
that have a handle of the given type on the selected 'side' of the
contol point. This is evaluated on the point domain.
Differential Revision: https://developer.blender.org/D12559
This is very similar to rBa812fe8ceb75fd2b.
This time the number of symbols decreases further from 1335 to 928.
Compile time of the distribute node decreases from ~2.4s to ~2.3s.
This update of the Points to Volume node allows a field to populate the
radius input of the node and removes the implicit realization of
instances.
Differential Revision: https://developer.blender.org/D12531
This commit introduces the Rotate Euler function node which modifies
an input euler rotation. The node replaces the "Point Rotate" node.
Addresses T91375.
Differential Revision: https://developer.blender.org/D12531
This update of the Set Handle Type node allows for a bool field to be
used as the selection of the affected control point handles for
bezier splines. If no bezier splines are provided a info message is
shown.
Differential Revision: https://developer.blender.org/D12526
This update of the Set Spline Type node allows for a bool field to be
used as the selection of the affected splines.
Differential Revision: https://developer.blender.org/D12522
The Spline Length Input node provides a field containing the
length of the current evaluated spline to the Point and Spline
domains.
Differential Revision: https://developer.blender.org/D12706
The curve subdivide node can now take an int field to specify the
number of subdivisions to make at each curve segment.
Reviewed by: Hans Goudey
Differential Revision: https://developer.blender.org/D12534
Enable sorting motion tracking tracks by start / end times.
Help identifying what cases reconstructed camera jumps, based
on information about whether any track starts/ends at the frame.
Based on revision eb0eb54d96.
{F10563305}
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D12621
Always create an `AssetCatalogTree` in the `AssetCatalogService`. This
ensures that newly-created catalogs are immediately visible in the UI
(because they insert themselves into an already-existing tree).
Given an "active catalog" (i.e. the one selected in the UI), construct
an `AssetCatalogFilter` instance. This filter can determine whether an
asset should be shown or not. It returns `true` when The asset's catalog
ID is:
- the active catalog,
- an alias of the active catalog (so different UUID that maps to the
same path),
- a sub-catalog of the active catalog.
Not yet hooked up to the UI.
Add asset catalogs test, to ensure missing catalogs are only created once,
and not for every originally defined catalog.
No functional changes to Blender (the code was already doing the right
thing).
For every known catalog, ensure its parent catalog also exists. This
ensures that assets can be assigned to parent catalogs, even when they
didn't exist in the Catalog Definition File yet.
The `CatalogPath` name was an alias for `std::string`, so that it could
be easily switched over to something else. This happened in the previous
commit (switched to `AssetCatalogPath`), so the alias is no longer
necessary.
This commit removes the `CatalogPath` alias.
No functional changes.
So far we have used `std::string` for asset catalog paths. Some
operations are better described on a dedicated class for this, though.
This commits switches catalog paths from using `std::string` to a
dedicated `blender::bke::AssetCatalogPath` class.
The `using CatalogPath = AssetCatalogPath` alias is still there, and
will be removed in a following cleanup commit.
New `AssetCatalogPath` code reviewed by @severin in D12710.
Handling of RigidBody data in duplicate of scenes/collections was very
wrong. This commit:
- Add handling of duplication of RB collections when fully duplicating
a scene.
- Fix Object duplication trying to add duplicated RB objects to
matching RBW collections.
While the later behavior is desired when only duplicated objects, when
duplicating their collections and/or scenes it is actually very bad, as
it would add back new object duplicates to old (RBW) collections.
This commit exposes left and right bezier handles as an attribute.
Interaction basically works like edit mode. If you move an aligned
handle, it also moves the opposite handle of the control point.
The difference is that you can't edit "Auto" or "Vector" handles,
you have to first use the "Set Handle Type" node. That gives the handle
types a bit more meaning in the node tree-- changing them in edit mod
is more like a "UI override".
The attributes are named `handle_start` and `handle_end`,
which is the same name used in the curve RNA API.
A new virtual array implementation is added which handles the case of
splines that don't have these attributes, and it also calls two new
functions on `BezierSpline` to set the handle position accounting
for aligned handles.
The virtual arrays and attribute providers will be refactored
(probably templated) in the future, as a next step after the last
built-in curve attribute provider has landed.
Differential Revision: https://developer.blender.org/D12005
The Asset Browser now displays a tree with asset catalogs in the left
sidebar.
This replaces the asset categories. It uses the new UI tree-view API
(https://wiki.blender.org/wiki/Source/Interface/Views#Tree-View).
Buttons are displayed for adding and removing of catalogs. Parent items
can be collapsed, but the collapsed/uncollapsed state is not stored in
files yet.
Note that edits to catalogs (e.g. new or removed catalogs) are only
written to the asset library's catalog definition files when saving a
.blend.
In the "Current File" asset library, we try to show asset catalogs from
a parent asset library, or if that fails, from the directory the file is
stored in. See adaf4f56e1.
There are plenty of TODOs and smaller glitches to be fixed still. Plus a
UI polishing pass should be done.
Important missing UI features:
* Dragging assets into catalogs (WIP, close to being ready).
* Renaming catalogs
* Proper handling of catalogs in the "Current File" asset library
(currently not working well).
The "Current File" asset library is especially limited still. Since this
is the only place where you can assign assets to a catalog, this makes
the catalogs very cumbersome in general. To assign an asset to a
catalog, one has to manually copy the Catalog ID (a random hash like
number) to the asset metadata through a temporary UI in the Asset
Browser Sidebar. These limitations should be addressed over the next few
days, they are high priority.
Differential Revision: https://developer.blender.org/D12670
When the Asset Browser shows the "Current File" asset library, now it
also attempts to load an asset catalog definition file from location of
the current .blend file. This happens as follows:
* First, see if the file is inside of an asset library that is "mounted" in the
Preferences. Load the catalogs from there if so.
* Otherwise, if the file is saved, load the catalogs from the directory the
file is saved in.
* If the file is not saved, no catalogs will be loaded.
Unit tests are being worked on in D12689.
Creating catalogs from the "Current File" asset library still doesn't work, as
the asset catalog service doesn't construct an in-memory catalog definition
file in that case yet.
Differential Revision: https://developer.blender.org/D12675
Add a fields-aware implementation of the attribute proximity node.
The Source position is an implicit position field, but can be
connected with a position input node with alterations before use.
The target input and mode function the same as the original node.
Patch by Johnny Matthews with edits from Hans Goudey (@HooglyBoogly).
Differential Revision: https://developer.blender.org/D12635