This data was 'hidden' away in a util in
`lib_query.cc`, which made it hard to discover and keep up-to-date.
However, as shown by e.g. #108407, critical low-level features in ID
management code, such as remapping, now rely on this information being
valid.
Also simplify `BKE_library_id_can_use_filter_id` and
`BKE_library_id_can_use_idtype` to make them more generic, relying on
IDTypeInfo to retrieve IDtype-specific info.
No behavioral changes expected here.
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
This significantly simplifies memory management, mostly by avoiding
the need to free the memory manually. It may also improve performance,
since std::string has an inline buffer that can prevent heap
allocations and it stores the size.
Pull Request: https://projects.blender.org/blender/blender/pulls/117695
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
Rename `ANIM_bonecoll_is_visible(armature, bone)` to
`ANIM_bone_in_visible_collection(armature, bone)`, as that reflects the
actual functionality.
No functional changes.
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.
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.
This changes the `action.frame_range` Python API to return an accurate
frame range for actions. Specifically, it was previously special-cased
to return a range with length 1 whenever the length was actually 0. This
led to a bizarre situation where a real frame range of `[0.0, 0.2]` would
return that range as-is, but a real frame range of `[0.0, 0.0]` would
instead return a range of `[0.0, 1.0]`.
The new behavior simply always returns the real frame range.
The reason for the previous behavior was obscure: the relevant code was
also used internally in Blender's NLA system, and returning a zero-length
range could result in NLA strips getting infinite scale. The code is now
separated out appropriately so that the NLA system still gets the
non-zero-length range, while the Python API for actions returns the real
range.
Pull Request: https://projects.blender.org/blender/blender/pulls/112709
Use of node group assets relies on a few properties written to asset
meta-data for proper filtering of assets in menus (add modifier menu,
node add menu, 3D view menus for tools). Currently these meta-data
properties are written when updating their source properties and when
saving the file. That means they *aren't* written when marking a group
as an asset, which is necessary because the meta-data doesn't exist
before when the group isn't an asset. Currently users have to save the
file to update menus in this case, which isn't intuitive.
As a fix, call the function to write the meta-data when marking a
data-block as an asset.
Pull Request: https://projects.blender.org/blender/blender/pulls/112743
Currently vertices are mapped to B-Bone segments without taking the
rest pose curve into account. This is very simple and fast, but causes
poor deformations in some cases where the rest curvature is significant,
e.g. mouth corners in the new Rigify face rig.
This patch implements a new mapping mode that addresses this problem.
The general idea is to do an orthogonal projection on the curve. However,
since there is no analytical solution for bezier curves, it uses the
segment approximation:
* First, boundaries between segments are used for a binary space
partitioning search to narrow down the mapping to one segment.
* Then, a position on the segment is chosen via linear
interpolation between the BSP planes.
* Finally, to remove the sharp discontinuity at the evolute surface
a smoothing pass is applied to the chosen position by blending to
reduce the slope around the planes previously used in the BSP search.
In order to make per-vertex processing faster, a new array with the
necessary vectors converted to the pose space, as well as some
precomputed coefficients, is built.
The new mode is implemented as a per-bone option in order to ensure
backward compatibility, and also because the new mode may not be
optimal for all cases due to the difference in performance, and
complications like the smoothed but still present mapping
discontinuities around the evolute surface.
Wiki: https://wiki.blender.org/wiki/Source/Animation/B-Bone_Vertex_Mapping
Pull Request: https://projects.blender.org/blender/blender/pulls/110758
Pull Request: https://projects.blender.org/blender/blender/pulls/110758
The color returned by `ANIM_bonecolor_posebone_get()` is not supposed
to be edited, so just return it as `const` and take a `const bPoseChannel`
as argument.
This makes the function usable in a wider range of situations, for example
the drawing code (which shouldn't alter any of these colors).
Enable visual keying of bones that are influenced by an IK constraint.
This wasn't possible before, as the visual keying system only checked
constraints on the bone itself, and not whether the bone was part of an
IK chain.
This commit introduces a new `bPoseChannel::constflag` value
`PCHAN_INFLUENCED_BY_IK` that is set whenever the pose bone is part of
an IK chain.
The `pchan->constflag` field is computed during depsgraph evaluation. If
the depsgraph is active, it is now also written back to the original
pchan, so that it can be used in the "should visual keying be used"
function.
Fixes: #76791 "Different results when keyframing visual transforms and
applying transforms manually on IK constraint". Note that visually
keying does *not* copy the visual pose to the current pose. Furthermore,
when visually keying only part of the IK chain, the result of
re-evaluating the IK constraint (for example by moving the scene forward
and then backward by one frame) may still produce a different result, as
the IK chain now has a different start orientation.
Note that commit explicitly does not cover Spline IK constraints. They
can introduce heavy shear, especially with the default settings, which
cannot be represented by keys on loc/rot/scale.
For historical reference: 876cfc837e
introduces the 'use visual keying' preference option, where Blender
automatically chooses whether or not to use visual keying. This is why
there is a function at all that determines whether to use visual keying
or not.
Rename the `bPoseChannel::flag` `PCHAN_HAS_TARGET` to `PCHAN_HAS_NO_TARGET`
as that is actually the meaning of the flag (in the majority of the code).
Since the flag was so confusingly named, there were some mixups in the
armature overlay drawing code as well, which have been fixed now too.
Change the definition of the `PCHAN_HAS_CONST` pose channel flag. It used
to mean "has a constraint that is not IK or Spline IK", and now it just
means "has a constraint".
This has no direct effect yet, as the flag is only used in drawing code
when there is no (spline) IK constraint. However, I feel that the flag
name should match its expected behaviour, and IMO, in this case, making
that behaviour simpler is better than documenting more.
Refactor `BKE_pose_channel_copy_data()` so that it iterates over the entire
armature only once (instead of twice), and to use a `switch` instead of
a chain of `if`/`else if`/`else` clauses.
No functional changes.
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
Previously, BKE level preview image code was in `BKE_icons.h` and `icons.hh`.
While these types are related, I always found this quite hard to navigate since
preview image stuff was just in the middle of icon functions. Plus, people
don't expect preview image functions in icon files, the relationship is not
obvious.
Instead, use focused files that make it easy to quickly navigate them
and see what they are dealing with.
Pull Request: https://projects.blender.org/blender/blender/pulls/111709
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:
- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
`ob.pose.bones['bone_name'].color`).
When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.
Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.
The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.
This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
The `lib_link` callback cannot always be fully replaced/removed, as in
some case it is also doing some validation checks, or data editing based
on the result of lib_linking internal ID pointers.
The callback has been renamed for that purpose, from `read_lib` to
`read_after_liblink`. It is now called after all ID pointers have been
fully lib-linked for the current ID, but still before the call to
`do_versions_after_linking`.
This change should not have any behavioral effect. Although in theory
the side-effect of this commit (to split lib linking itself, and the
validation/further processing code) into two completely separated steps
could have some effects, in practice none are expected, and tests did
not show any changes in behavior either..
Part of implementing #105134: Removal of readfile's lib_link & expand code.
The `expand` callback is 'trivial' to replace, since it is only iterating
over ID pointers and calling a callback.
The only change in behavior here is that some pointers that were not
processed previously will now be.
In practice this is not expected to have any real effect (usually
the IDs used by these pointers would have been expanded through other
usages anyway). But it may solve a few corner cases, undocumented issues
though.
Part of implementing #105134: Removal of readfile's lib_link & expand code.
This commit adds a new option flag to the lib_query foreach_id code,
which will make deprecated ID pointers to be processed as well.
NOTE: Currently there is no report to the callbakcs about the fact that
it is processing a deprecated ID. This can be easily added later if it
becomes necessary.
Part of implementing #105134: Removal of readfile's lib_link & expand code.
There is no reason to do that in the 'lib_link' stage of blendfile
reading, whether the owner ID is linked or local is already known info
at the 'read_data' stage of the process. And it is more logical to do
that in code affecting internal private data of an ID, rather than in
code handling updates of it ID pointers.
Note that the camera's baground image case was already handled in the
'read_data' stage.
No behavioral change expected here.
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
Also see #103343.
Couldn't move two files yet:
* `softbody.c`: The corresponding regression test fails. It seems like the
conversion to C++ changes floating point accuracy, but it's not clear where that happens exactly.
* `writeffmpeg.c`: Is a bit more complex to convert because of the static array in `av_err2str`.
Pull Request: https://projects.blender.org/blender/blender/pulls/110182