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
I added a new BLO_userdef_default.h header to contain declarations of
two global variables that are still defined in C files. Use of designated
initializers for large structs make those files harder to change.
Arguably this is a better header for them anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118015
Since 1497005054, there is a new `ModifierData.persistent_uid` which
has more use cases than the old `session_uid`. This patch removes
`ModifierData.session_uid` and replaces its usages with the new `persistent_uid`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117909
This adds a new `ModifierData.persistent_uid` integer property with the following properties:
* It's unique within the object.
* Match between the original and evaluated object.
* Stable across Blender sessions.
* Stable across renames and reorderings of modifiers.
Potential use-cases:
* Everywhere where we currently use the name as identifier. For example,
`ModifierComputeContext` and `ModifierViewerPathElem`.
* Can be used as part of a key in `IDCacheKey` to support caches that stay
in-tact across undo steps.
* Can be stored in the `SpaceNode` to identify the modifier whose geometry node
tree is currently pinned (this could use the name currently, but that hasn't been
implemented yet).
This new identifier has some overlap with `ModifierData.session_uid`, but there
are some differences:
* `session_uid` is unique within the entire Blender session (except for duplicates
between the original and evaluated data blocks).
* `session_uid` is not stable across Blender sessions.
Especially due to the first difference, it's not immediately obvious that the new
`persistent_uid` can fulfill all use-cases of the existing `session_uid`. Nevertheless,
this seems likely and will be cleaned up separately.
Unfortunately, there is not a single place where modifiers are added to objects currently.
Therefore, there are quite a few places that need to ensure valid identifiers. I tried to catch
all the places, but it's hard to be sure. Therefore, I added an assert in `object_copy_data`
that checks if all identifiers are valid. This way, we should be notified relatively quickly if
issues are caused by invalid identifiers.
Pull Request: https://projects.blender.org/blender/blender/pulls/117347
This simplifies code using these functions because of RAII,
range based for loops, and the lack of output arguments.
Also pass object pointer array as a span in more cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/117482
`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
This allows modifiers to have cache pointers that are preserved over undo steps.
I intend to use this for the baked data cache for the geometry nodes modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117307
The previous commit introduced a new `RPT_()` macro to translate
strings which are not tooltips or regular interface elements, but
longer reports or statuses.
This commit uses the new macro to translate many strings all over the
UI.
Most of it is a simple replace from `TIP_()` or `IFACE_()` to
`RPT_()`, but there are some additional changes:
- A few translations inside `BKE_report()` are removed altogether
because they are already handled by the translation system.
- Messages inside `UI_but_disable()` are no longer translated
manually, but they are handled by a new regex in the translation
system.
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
Pull Request: https://projects.blender.org/blender/blender/pulls/116804
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.
Use the standard "elements_num" naming, and use the "corner" name rather
than the old "loop" name: `verts_num`, `edges_num`, and `corners_num`.
This matches the existing `faces_num` field which was already renamed.
Pull Request: https://projects.blender.org/blender/blender/pulls/116350
The previous behavior, fairly rough, was simply considering all
Collections and IDs found as part of the root's hierarchy as to be
overridden.
The new behavior is based on a specific tag added to some ID usages.
Currently, these are only the links from a Collection to its Objects
and children Collections, and the link from an Object to its parent.
The goal of this huge reduction of the 'automatically overridden' set of
data in a hierarchy is to avoid creating liboverrides for 'utils' data,
e.g. a collection used as source of data by a GeometryNode generating
some parametric geometry (Blender Studio use-case: some form of LOD
handling).
In general, it means that only Collections and objects part of the
collection hierarchy of the root collection are now overridden.
This should not change in the typical recommended use-case so far (where
there is a clear root collection to the whole overridden hierarchy, and
it contains all related collections and objects).
But this should allow much less overhead (and viewport pollution, due to
the current principle that local (and therefore liboverridden) objects
have to be instanciated in a Scene) for more complex setups.
Note that the initial idea/change is fairly simple and easy to
implement, but it creates some additional complexity in the partial
resync code, since now some linked data may not be detected as needing
a liboverride anymore when processing a sub-hierarchy, while it would
require it when processing the whole hierarchy.
This required adding some more processing to the util functions which
define which ID should be overridden. It essentially creates a
'reference set' of all reference IDs that should be overridden when
the whole hierarchy is considered, and use this as additional input to
decide which ID to override when processing a sub-hierarchy for the
partial resync.
Pull Request: https://projects.blender.org/blender/blender/pulls/115853
"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.
Automatic memory management and clearer ownership! Requires
removing `MEM_CXX_CLASS_ALLOC_FUNCS` from `MeshRuntime`,
but that's used very inconsistently anyway, and `MeshRuntime` isn't
that large.
Implement the next phases of bounds improvement design #96968.
Mainly the following changes:
Don't use `Object.runtime.bb` for performance caching volume bounds.
This is redundant with the cache in most geometry data-block types.
Instead, this becomes `Object.runtime.bounds_eval`, and is only used
where it's actually needed: syncing the bounds from the evaluated
geometry in the active depsgraph to the original object.
Remove all redundant functions to access geometry bounds with an
Object argument. These make the whole design confusing, since they
access geometry bounds at an object level.
Use `std::optional<Bounds<float3>>` to pass and store bounds instead
of an allocated `BoundBox` struct. This uses less space, avoids
small heap allocations, and generally simplifies code, since we
usually only want the min and max anyway.
After this, to avoid performance regressions, we should also cache
bounds in volumes, and maybe the legacy curve and GP data types
(though it might not be worth the effort for those legacy types).
Pull Request: https://projects.blender.org/blender/blender/pulls/114933
Avoid the need to call the separate `BKE_mesh_wrapper_minmax` function
that dealt with the edit mesh wrapper. This makes the API inconsistent,
since other mesh functions don't implicitly deal with the wrapper.
But the bounds are a bit of a special case anyway in regard
to the GPU subdivision wrapper already, and this is much more
convenient in the rest of the refactors for #96968.
Use float3, float3x3, and Array for data used for mesh crazyspace
calculation. Propagate the change wherever necessary to not add
more casting to the old C types.
Because `ObjectRuntime` (and therefore `DEGObjectIterData`) became
non-trivial structs, the code that swaps iterators for RNA depsgraph
object iteration had to be changed a bit to be more friendly to C++
memory semantics.
Pull Request: https://projects.blender.org/blender/blender/pulls/114998
Move object runtime data to a separate header and allocate it separately
as `blender::bke::ObjectRuntime`. This is how node, mesh, curves, and
point cloud runtime data is stored.
Benefits:
- Allow using C++ types in object runtime data
- Reduce space required for Object struct in files
- Increase conceptual separation between DNA and runtime data
- Remove the need to add manual padding in runtime data
- Include runtime struct definition only in files that require it
Pull Request: https://projects.blender.org/blender/blender/pulls/113957
Refactoring of object bounds to make evaluated to original syncing
more explicit wasn't accounted for yet. This was a mistake in the most
recent refactor 1cbd0f5a85.
To fix this, add separate functions to account for `runtime.bb` which
is the data synced from the evalauted object to the original. In future
refactors, `runtime.bb` will be changed more, including a more helpful
name that reflects this purpose.
Pull Request: https://projects.blender.org/blender/blender/pulls/114897
The distinction would start to become meaningless when we use C++
features in the older C header. The naming and lack of a proper
namespace should be enough to clarify the separation for now.