We decided that `blender::Set` should be the default choice for a set
data structure in Blender.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7982
We decided that `blender::Vector` should be the default choice for
a vector data structure in Blender.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D7981
Previously, this function would expect a callback function as parameter.
This behavior is now in Map.lookup_or_add_cb. The new version just
takes the key and value directly.
Found during research of {T77124}. In `build_driver_data` an identical
RNA_path is resolved twice. In stead of resolving it twice this patch
will construct the `property_exit_key` based on the resolution of
`property_entry_key`.
This change isn't noticeable for users. Just a cleanup as it isn't
needed to do the same logic twice.
Reviewed By: Sergey Sharybin
Differential Revision: https://developer.blender.org/D7872
It was causing wrong binding for image animation: since there was no
ID node for texture at the moment of build_animdata original texture
ID was passed to the callback. This is not what is supposed to happen.
This is part of fix for T65889.
Lamps were not tagged with `ID_RECALC_SHADING` when they were updated
from drivers. As a result, Cycles considered the lamp as unchanged. This
is resolved by having a (seemingly non-functional) callback in a new
`LIGHT_UPDATE` depsgraph node.
This patch unconditionally adds the `LIGHT_UPDATE` node + the relation
from the lamp's PARAMETERS node.
Differential Revision: https://developer.blender.org/D7822
Reviewed by: brecht
From what I can see, there are two issues at play in {T76689} and its merged-in report {T76590}:
- In Blender ≤ 2.79 the bone layer dots were updated in the draw code. This ensured the info was up to date before drawing. This is no longer possible, as the drawing code uses evaluated objects, and those should not be written to. This has been addressed in rB709f126e8143 by calling the update function explicitly in various places in the code. The problem is that this wasn't added to all necessary spots.
- When in edit mode, changes are made to the edit bones but not to the 'actual' bones (this is synced when exiting edit mode). This causes undo to mess up the layer indicators.
I think both issues can be addressed by having the dependency graph update the used layer info as part of the armature evaluation. This will make the undo system work properly, and allows the removal of some `BKE_armature_refresh_layer_used()` from various places.
There is still the issue that there are two functions (`BKE_armature_refresh_layer_used()` and `ED_armature_edit_refresh_layer_used()`) that are both responsible for updating `bArmature::layer_used`. This is a trickier thing to solve, though, as the definition of the `EditBone` struct resides in the armature editor module. This means that blenkernel can't iterate over edit bones, but on the other hand the dependency graph shouldn't call any editor functions either. This is why I left the `ED_armature_edit_refresh_layer_used()` calls untouched.
The downside of recalculating `layer_used` from the dependency graph (at least in the way that I did it now) is that it is called every time a user moves a bone in pose mode. This frequency of updates is not necessary.
Differential Revision: https://developer.blender.org/D7709
For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.
There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.
Reviewers: brecht, sergey
Differential Revision: https://developer.blender.org/D7549
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
Dependancy missing while building depsgraph for particle systems.
fix: adding a relation texture->particles when texture has animation data.
Reviewed By: sergey
Maniphest Tasks: T76251
Differential Revision: https://developer.blender.org/D7573
This fixes an issue where an animated modifier property that's used as
variable in a driver wouldn't animate that driver's value.
Building the relations for the driver target creates the relation
`PARAMETERS_EVAL` → `DRIVER(variable)`. Building the relations for the
FCurve targeting the modifier property creates the relation
`ANIMATION_EXIT` → `GEOMETRY_EVAL_INIT`.
This means that there is NOT a relation `ANIMATION_EXIT` →
`PARAMETERS_EVAL`, and as a result, the driver is not properly updated
when its variable reads animated data. This is resolved in this commit
by adding the missing relation.
Differential Revision: https://developer.blender.org/D7615
All the driver-specific code in `fcurve.c` has been moved into a new file
`fcurve_driver.c`. The corresponding declarations have been moved from
`BKE_fcurve.h` to `BKE_fcurve_driver.h`.
All the `#include "BKE_fcurve.h"` statements have been investigated and
replaced with `BKE_fcurve_driver.h` where necessary.
No functional changes.
Fix T75279: BLI_assert failed when deleting object in debug build
(only).
And all general cases of ID pointer idproperties that would use a
data-block not referenced anywhere else in the depsgraph.
This includes idproperties from:
* All ID types;
* Bones and pose bones;
* Sequences;
* Nodes and sockets.
Differential Revision: https://developer.blender.org/D7551
issue: Painting a texture that is set as a particle system influencer, doesn't
update particles. An external trigger (such as changing influence slider)
is required to update particles.
fix: The root cause is a missing relationship from image to texture in the
dependency graph.
test: Once fixed, image texture painting updates expected dependencies
such as particle system influence or displacement modifier.
Reviewed By: sergey
Maniphest Tasks: T75845
Differential Revision: https://developer.blender.org/D7472
This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).
The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.
New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7225
Scene audio volume changes require the scene to be tagged with
`ID_RECALC_AUDIO_VOLUME` (see `BKE_scene_update_sound()`). Tagging
happens in the RNA update function `rna_Scene_volume_update()`, but that
function is not called by the animation system. As a result, animated
volume changes are not sent to the audio system.
This commit adds a new depsgraph operation node that sets this tag when
necessary, so that the animated values are used in the rest of the
depsgraph evaluation.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7429
The issue was that the deps graph relation builder assumed that all
bones that had a IK constraint on them would be evaluated. However for
targetless IK bones, only the active bone would receive updates and the
others would be skipped (as those would be treated as if the IK
constraint was disabled).
I didn't see an easy way to solve this from the depsgraph side of
things.
Instead I came up with a solution that I feel is quite strait forward
and reflects what is actually supposed to happen under the hood.
Now all targetless IK constraints are treated as disabled and will not
be added to any relations in the depsgraph.
Instead, a temporary IK constraint will be created when the bone in
question is transformed. This is basically activating "Auto IK" for the
bone while transforming.
Reviewed By: Sergey, Brecht
Differential Revision: http://developer.blender.org/D7378
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.