Currently object bounds (`object.runtime.bb`) are lazily initialized
when accessed. This access happens from arbitrary threads, and
is unprotected by a mutex. This can cause access to stale data at
best, and crashes at worst. Eager calculation is meant to keep this
working, but it's fragile.
Since e8f4010611, geometry bounds are cached in the geometry
itself, which makes this object-level cache redundant. So, it's clearer
to build the `BoundBox` from those cached bounds and return it by
value, without interacting with the object's cached bounding box.
The code change is is mostly a move from `const BoundBox *` to
`std::optional<BoundBox>`. This is only one step of a larger change
described in #96968. Followup steps would include switching to
a simpler and smaller `Bounds` type, removing redundant object-
level access, and eventually removing `object.runtime.bb`.
Access of bounds from the object for mesh, curves, and point cloud
objects should now be thread-safe. Other object types still lazily
initialize the object `BoundBox` cache since they don't have
a data-level cache.
Pull Request: https://projects.blender.org/blender/blender/pulls/113465
Blender was writing out color attributes on USDPreviewSurface as
float3 instead of the more accurate color3f. While this is somewhat
technically okay, since color3f is a role alias for float3, it does cause
issues in applications that are correctly expecting color3f.
The material writer code actually expects color3f in other
sections, but was using float3 in this section erroneously.
Co-authored-by: Dhruv Govil <dgovil2@apple.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/113695
Building the depsgraph from non-main thread is unsafe currently, as it
may trigger some deferred processing on the Main data itself (here, the
update/resync of viewlayer collections).
So this commit moves the building of the export depsgraph back into the
main thread for the USD exporter, while keeping the depsgraph evaluation
code (which is typically the heavy part with complex scenes) into the
threaded job worker code.
Issue was randomly (but fairly commonly) reproducible when trying to export
most of the Pets project production files (on linux debug build with ASAN).
Root issue has been reported and is being discussed in #112534, ideally a
better solution can be designed at depsgraph level in the future.
NOTE: Should likely also be back-ported to 3.6 and 3.3 LTS.
Pull Request: https://projects.blender.org/blender/blender/pulls/113537
Updated CacheReader_open_usd_object() to issue a warning and
return early if the given object path does not refer to a
valid prim on the USD stage, to avoid crashing when attempting
to create a reader from an invalid prim.
Pull Request: https://projects.blender.org/blender/blender/pulls/113524
Move the three current 'status variables' (stop, update and progress)
into a single 'WorkerStatus' struct. This is cleaner and will allow for
future workin this area without having to edit tens of 'startjob'
callbacks signatures all the time.
No functional change expected here.
Note: jobs' specific internal code has been modified as little as
possible, in many cases the job's own data still just store pointers to
these three values. Ideally in the future more refactor will be using a
single pointer to the shared `wmJobWorkerStatus` data instead.
Pull Request: https://projects.blender.org/blender/blender/pulls/113343
Fix various issues in import and export of cameras.
* Wrong units and flipped shift values on import
* Wrong clip start lower range on import
* Wrong units for aperture and focal length properties on export
* Issue with auto sensor fit and height > width on export
Pull Request: https://projects.blender.org/blender/blender/pulls/112905
If the DAE file was written with something other than Blender 4.0, it
doesn't have the bone collections info. That resulted in a nullptr, which
is now handled properly.
MPoly -> offset indices refactor (7966cd16d6) did not realize
that due to forced triangulation the mesh changes, so we need
to re-fetch the faces array after triangulating. Fixes#112011
- "Tapping Alt...": remove newline in tooltip.
- Add descriptions for the From Left and From Right of the Shear
Keyframes operator's direction items, instead of just "foo":
- "Shear the keys using the left key as reference", and
- "Shear the keys using the right key as reference".
- "Affects the value" -> "Affect", use the imperative.
- "Increase or decrease the value of selected keys \n
in relationship to their average"
-> "Scale selected key values by their combined average":
remove the newline and rephrase the unclear description. New
description by Harley Acheson.
- "Redefine equalizer graphs": this is an operator name, it should be
title case.
- "USD Skeleton Import" warning: inconsistent whitespace.
- "%s: Joint weights and joint indices size mismatch size mismatch for
prim %s": remove duplicated "size mismatch".
- "USD export: couldn't copy texture tile from %s to %s": remove
duplicate whitespace, change "couldn't" to "could not" to respect
the style guide.
- "Temp. Diff." -> expand the abbreviation to "Temperature Difference"
- "Registering node tree class:" do not use formatting just to reduce
redundancy in a few messages, but write it explicitly each time.
This is more legible, and much better for translations.
- "Absolute time alignment while translating" -> "Absolute time
alignment when transforming keyframes" because this applies to all
transforms, not translation only.
- "# characters defines the [...] length of frame numbers" ->
"define" (typo), "padding" is more specific than length.
Pull Request: https://projects.blender.org/blender/blender/pulls/112975
Don't export color if strength is 0, and on import set strength to 1 when
there is a color. This is more important now that the default is color white
and strength 0 in the Principled BSDF.
Ref #99447
Ref #112848
This simplifies running built-in IO tests with:
ctest -R bf_io_
Also use "bf_io_" prefix for the libraries since it was already used
by some and it's a useful hint the libraries are used for IO.
Replace the import/export of armature layers with bone collections.
The Old Way:
- Export: Each bone would store which armature layer it was on.
- Import: All armature layers that contain at least a bone are shown.
The New Way:
- Export: Each armature contains a list of its bone collections,
including which one is active and which ones are visible.
- Export: Each bone stores which bone collection it is on.
- Import: the above data is simply used as-is.
Due to limitations of the current Collada importer code, each "extra"
tag can only occur once per Collada node. This means that it was
impossible to write a `<collection name="Bones">` tag for each bone
collection, as only one of those would actually be stored by the
importer for further processing. To work around this limitation, all
bone collection related tags store their values as newline-separated
strings. Example:
```
<node id="Armature">
<extra>
<technique profile="blender">
<collections sid="collections" type="string">Layer 1
Layer 3b
Group
That One Bone</collections>
<visible_collections sid="visible_collections" type="string">Layer 1
Layer 3b
That One Bone</visible_collections>
<active_collection sid="active_collection" type="string">That One Bone</active_collection>
</technique>
</extra>
</node>
```
- Adds tint control, which simulates volumetric absorption inside the coating.
This results in angle-dependent saturation and affects all underlying layers
(diffuse, subsurface, metallic, transmission). It provides a physically-based
alternative to ad-hoc effects such as tinted specular highlights.
- Renames the component from "Clearcoat" to "Coat", since it's no longer
necessarily clear now. This matches naming in e.g. other renderers or OpenPBR.
- Adds an explicit Coat IOR input, in preparation for future smarter IOR logic
around the interaction between Coat and main IOR. This used to be hardcoded
to 1.5.
- Removes hardcoded 0.25 weight multiplier, and adds versioning code to update
existing files accordingly. OBJ import/export still applies the factor.
- Replaces the GTR1 microfacet component with regular GGX. This removes a corner
case in the Microfacet code, solves #53038, and makes us more consistent with
other standard surface shaders. The original Disney BSDF used GTR1, but it
doesn't appear that it caught on in the industry.
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/110993
Pull request #109518 (commit cf5666345d) added logic to rename the
active UV map to "st". However, this behavior is currently breaking
UV Map node export to USD Preview Surface materials.
Specifically, UV Map nodes that reference the original active map name
do not get updated to use the new name "st", and the exported USD shader
references an invalid texture coordinate primvar.
This commit removes this logic for now. We should support such
renaming in the future, but the behavior should be extended to update
the relevant UV Map nodes with the new name. Also, we should consider
adding a USD export option to enable this feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/112234
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
The hash tables and vector blenlib headers were pulling many more
headers than they actually need, including the C base math header,
our C string API header, and the StringRef header. All of this
potentially slows down compilation and polutes autocomplete
with unrelated information.
Also remove the `ListBase` constructor for `Vector`. It wasn't used
much, and making it easy to use `ListBase` isn't worth it for the
same reasons mentioned above.
It turns out a lot of files depended on indirect includes of
`BLI_string.h` and `BLI_listbase.h`, so those are fixed here.
Pull Request: https://projects.blender.org/blender/blender/pulls/111801
This reverts commit 074dbf08cd.
This change caused PLY and OBJ tests not to compile,
even with the identifiers updated some OBJ tests fails
with different rotation values.
This helps to document standard behavior, improves type
safety, reduces code duplication, and gets us closer to being
able to remove some of the older C math API.
The `EdgeHash` and `EdgeSet` data structures are designed specifically
as a hash of an order agnostic pair of integers. This specialization can
be achieved much more easily with the templated C++ data structures,
which gives improved performance, readability, and type safety.
This PR removes the older data structures and replaces their use with
`Map`, `Set`, or `VectorSet` depending on the situation. The changes
are mostly straightforward, but there are a few places where the old
API made the goals of the code confusing.
The last time these removed data structures were significantly changed,
they were already moving closer to the implementation of the newer
C++ data structures (aa63a87d37).
Pull Request: https://projects.blender.org/blender/blender/pulls/111391
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976