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test2/source/blender/editors/object/object_intern.h

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/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
2011-02-27 20:29:51 +00:00
/** \file
* \ingroup edobj
2011-02-27 20:29:51 +00:00
*/
#pragma once
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#ifdef __cplusplus
extern "C" {
#endif
struct Object;
struct StructRNA;
struct bContext;
struct wmOperator;
struct wmOperatorType;
struct ModifierData;
/* add hook menu */
enum eObject_Hook_Add_Mode {
OBJECT_ADDHOOK_NEWOB = 1,
OBJECT_ADDHOOK_SELOB,
OBJECT_ADDHOOK_SELOB_BONE,
};
/* internal exports only */
/* object_transform.cc */
void OBJECT_OT_location_clear(struct wmOperatorType *ot);
void OBJECT_OT_rotation_clear(struct wmOperatorType *ot);
void OBJECT_OT_scale_clear(struct wmOperatorType *ot);
void OBJECT_OT_origin_clear(struct wmOperatorType *ot);
void OBJECT_OT_visual_transform_apply(struct wmOperatorType *ot);
void OBJECT_OT_transform_apply(struct wmOperatorType *ot);
void OBJECT_OT_parent_inverse_apply(wmOperatorType *ot);
void OBJECT_OT_transform_axis_target(struct wmOperatorType *ot);
void OBJECT_OT_origin_set(struct wmOperatorType *ot);
/* `object_relations.cc` */
void OBJECT_OT_parent_set(struct wmOperatorType *ot);
void OBJECT_OT_parent_no_inverse_set(struct wmOperatorType *ot);
void OBJECT_OT_parent_clear(struct wmOperatorType *ot);
void OBJECT_OT_vertex_parent_set(struct wmOperatorType *ot);
void OBJECT_OT_track_set(struct wmOperatorType *ot);
void OBJECT_OT_track_clear(struct wmOperatorType *ot);
void OBJECT_OT_make_local(struct wmOperatorType *ot);
void OBJECT_OT_make_single_user(struct wmOperatorType *ot);
void OBJECT_OT_make_links_scene(struct wmOperatorType *ot);
void OBJECT_OT_make_links_data(struct wmOperatorType *ot);
void OBJECT_OT_make_override_library(struct wmOperatorType *ot);
void OBJECT_OT_reset_override_library(struct wmOperatorType *ot);
void OBJECT_OT_clear_override_library(struct wmOperatorType *ot);
/**
* Used for drop-box.
* Assigns to object under cursor, only first material slot.
*/
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
void OBJECT_OT_drop_named_material(struct wmOperatorType *ot);
/**
* Used for drop-box.
* Assigns to object under cursor, creates a new geometry nodes modifier.
*/
void OBJECT_OT_drop_geometry_nodes(struct wmOperatorType *ot);
/**
* \note Only for empty-image objects, this operator is needed
*/
void OBJECT_OT_unlink_data(struct wmOperatorType *ot);
/* object_edit.cc */
void OBJECT_OT_hide_view_set(struct wmOperatorType *ot);
void OBJECT_OT_hide_view_clear(struct wmOperatorType *ot);
void OBJECT_OT_hide_collection(struct wmOperatorType *ot);
void OBJECT_OT_mode_set(struct wmOperatorType *ot);
void OBJECT_OT_mode_set_with_submode(struct wmOperatorType *ot);
void OBJECT_OT_editmode_toggle(struct wmOperatorType *ot);
void OBJECT_OT_posemode_toggle(struct wmOperatorType *ot);
void OBJECT_OT_shade_smooth(struct wmOperatorType *ot);
Mesh: Replace auto smooth with node group Design task: #93551 This PR replaces the auto smooth option with a geometry nodes modifier that sets the sharp edge attribute. This solves a fair number of long- standing problems related to auto smooth, simplifies the process of normal computation, and allows Blender to automatically choose between face, vertex, and face corner normals based on the sharp edge and face attributes. Versioning adds a geometry node group to objects with meshes that had auto-smooth enabled. The modifier can be applied, which also improves performance. Auto smooth is now unnecessary to get a combination of sharp and smooth edges. In general workflows are changed a bit. Separate procedural and destructive workflows are available. Custom normals can be used immediately without turning on the removed auto smooth option. **Procedural** The node group asset "Smooth by Angle" is the main way to set sharp normals based on the edge angle. It can be accessed directly in the add modifier menu. Of course the modifier can be reordered, muted, or applied like any other, or changed internally like any geometry nodes modifier. **Destructive** Often the sharp edges don't need to be dynamic. This can give better performance since edge angles don't need to be recalculated. In edit mode the two operators "Select Sharp Edges" and "Mark Sharp" can be used. In other modes, the "Shade Smooth by Angle" controls the edge sharpness directly. ### Breaking API Changes - `use_auto_smooth` is removed. Face corner normals are now used automatically if there are mixed smooth vs. not smooth tags. Meshes now always use custom normals if they exist. - In Cycles, the lack of the separate auto smooth state makes normals look triangulated when all faces are shaded smooth. - `auto_smooth_angle` is removed. Replaced by a modifier (or operator) controlling the sharp edge attribute. This means the mesh itself (without an object) doesn't know anything about automatically smoothing by angle anymore. - `create_normals_split`, `calc_normals_split`, and `free_normals_split` are removed, and are replaced by the simpler `Mesh.corner_normals` collection property. Since it gives access to the normals cache, it is automatically updated when relevant data changes. Addons are updated here: https://projects.blender.org/blender/blender-addons/pulls/104609 ### Tests - `geo_node_curves_test_deform_curves_on_surface` has slightly different results because face corner normals are used instead of interpolated vertex normals. - `bf_wavefront_obj_tests` has different export results for one file which mixed sharp and smooth faces without turning on auto smooth. - `cycles_mesh_cpu` has one object which is completely flat shaded. Previously every edge was split before rendering, now it looks triangulated. Pull Request: https://projects.blender.org/blender/blender/pulls/108014
2023-10-20 16:54:08 +02:00
void OBJECT_OT_shade_smooth_by_angle(struct wmOperatorType *ot);
void OBJECT_OT_shade_flat(struct wmOperatorType *ot);
void OBJECT_OT_paths_calculate(struct wmOperatorType *ot);
void OBJECT_OT_paths_update(struct wmOperatorType *ot);
void OBJECT_OT_paths_clear(struct wmOperatorType *ot);
void OBJECT_OT_paths_update_visible(struct wmOperatorType *ot);
void OBJECT_OT_forcefield_toggle(struct wmOperatorType *ot);
void OBJECT_OT_move_to_collection(struct wmOperatorType *ot);
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
void OBJECT_OT_link_to_collection(struct wmOperatorType *ot);
void OBJECT_OT_transfer_mode(struct wmOperatorType *ot);
/* `object_select.cc` */
void OBJECT_OT_select_all(struct wmOperatorType *ot);
void OBJECT_OT_select_random(struct wmOperatorType *ot);
void OBJECT_OT_select_by_type(struct wmOperatorType *ot);
void OBJECT_OT_select_linked(struct wmOperatorType *ot);
void OBJECT_OT_select_grouped(struct wmOperatorType *ot);
void OBJECT_OT_select_mirror(struct wmOperatorType *ot);
void OBJECT_OT_select_more(struct wmOperatorType *ot);
void OBJECT_OT_select_less(struct wmOperatorType *ot);
void OBJECT_OT_select_same_collection(struct wmOperatorType *ot);
/* object_add.cc */
void OBJECT_OT_add(struct wmOperatorType *ot);
Drag and drop 2.5 integration! Finally, slashdot regulars can use Blender too now! :) ** Drag works as follows: - drag-able items are defined by the standard interface ui toolkit - each button can get this feature, via uiButSetDragXXX(but, ...). There are calls to define drag-able images, ID blocks, RNA paths, file paths, and so on. By default you drag an icon, exceptionally an ImBuf - Drag items are registered centrally in the WM, it allows more drag items simultaneous too, but not implemented ** Drop works as follows: - On mouse release, and if drag items exist in the WM, it converts the mouse event to an EVT_DROP type. This event then gets the full drag info as customdata - drop regions are defined with WM_dropbox_add(), similar to keymaps you can make a "drop map" this way, which become 'drop map handlers' in the queues. - next to that the UI kit handles some common button types (like accepting ID or names) to be catching a drop event too. - Every "drop box" has two callbacks: - poll() = check if the event drag data is relevant for this box - copy() = fill in custom properties in the dropbox to initialize an operator - The dropbox handler then calls its standard Operator with its dropbox properties. ** Currently implemented Drag items: - ID icons in browse buttons - ID icons in context menu of properties region - ID icons in outliner and rna viewer - FileBrowser icons - FileBrowser preview images Drag-able icons are subtly visualized by making them brighter a bit on mouse-over. In case the icon is a button or UI element too (most cases), the drag-able feature will make the item react to mouse-release instead of mouse-press. Drop options: - UI buttons: ID and text buttons (paste name) - View3d: Object ID drop copies object - View3d: Material ID drop assigns to object under cursor - View3d: Image ID drop assigns to object UV texture under cursor - Sequencer: Path drop will add either Image or Movie strip - Image window: Path drop will open image ** Drag and drop Notes: - Dropping into another Blender window (from same application) works too. I've added code that passes on mousemoves and clicks to other windows, without activating them though. This does make using multi-window Blender a bit friendler. - Dropping a file path to an image, is not the same as dropping an Image ID... keep this in mind. Sequencer for example wants paths to be dropped, textures in 3d window wants an Image ID. - Although drop boxes could be defined via Python, I suggest they're part of the UI and editor design (= how we want an editor to work), and not default offered configurable like keymaps. - At the moment only one item can be dragged at a time. This is for several reasons.... For one, Blender doesn't have a well defined uniform way to define "what is selected" (files, outliner items, etc). Secondly there's potential conflicts on what todo when you drop mixed drag sets on spots. All undefined stuff... nice for later. - Example to bypass the above: a collection of images that form a strip, should be represented in filewindow as a single sequence anyway. This then will fit well and gets handled neatly by design. - Another option to check is to allow multiple options per drop... it could show the operator as a sort of menu, allowing arrow or scrollwheel to choose. For time being I'd prefer to try to design a singular drop though, just offer only one drop action per data type on given spots. - What does work already, but a tad slow, is to use a function that detects an object (type) under cursor, so a drag item's option can be further refined (like drop object on object = parent). (disabled) ** More notes - Added saving for Region layouts (like split points for toolbar) - Label buttons now handle mouse over - File list: added full path entry for drop feature. - Filesel bugfix: wm_operator_exec() got called there and fully handled, while WM event code tried same. Added new OPERATOR_HANDLED flag for this. Maybe python needs it too? - Cocoa: added window move event, so multi-win setups work OK (didnt save). - Interface_handlers.c: removed win->active - Severe area copy bug: area handlers were not set to NULL - Filesel bugfix: next/prev folder list was not copied on area copies ** Leftover todos - Cocoa windows seem to hang on cases still... needs check - Cocoa 'draw overlap' swap doesn't work - Cocoa window loses focus permanently on using Spotlight (for these reasons, makefile building has Carbon as default atm) - ListView templates in UI cannot become dragged yet, needs review... it consists of two overlapping UI elements, preventing handling icon clicks. - There's already Ghost library code to handle dropping from OS into Blender window. I've noticed this code is unfinished for Macs, but seems to be complete for Windows. Needs test... currently, an external drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
void OBJECT_OT_add_named(struct wmOperatorType *ot);
void OBJECT_OT_transform_to_mouse(struct wmOperatorType *ot);
void OBJECT_OT_metaball_add(struct wmOperatorType *ot);
void OBJECT_OT_text_add(struct wmOperatorType *ot);
void OBJECT_OT_armature_add(struct wmOperatorType *ot);
void OBJECT_OT_empty_add(struct wmOperatorType *ot);
void OBJECT_OT_lightprobe_add(struct wmOperatorType *ot);
void OBJECT_OT_drop_named_image(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_add(struct wmOperatorType *ot);
void OBJECT_OT_grease_pencil_add(struct wmOperatorType *ot);
void OBJECT_OT_light_add(struct wmOperatorType *ot);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
void OBJECT_OT_effector_add(struct wmOperatorType *ot);
void OBJECT_OT_camera_add(struct wmOperatorType *ot);
void OBJECT_OT_speaker_add(struct wmOperatorType *ot);
void OBJECT_OT_curves_random_add(struct wmOperatorType *ot);
void OBJECT_OT_curves_empty_hair_add(struct wmOperatorType *ot);
void OBJECT_OT_pointcloud_add(struct wmOperatorType *ot);
/**
* Only used as menu.
*/
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
void OBJECT_OT_collection_instance_add(struct wmOperatorType *ot);
void OBJECT_OT_collection_external_asset_drop(struct wmOperatorType *ot);
void OBJECT_OT_data_instance_add(struct wmOperatorType *ot);
void OBJECT_OT_duplicates_make_real(struct wmOperatorType *ot);
void OBJECT_OT_duplicate(struct wmOperatorType *ot);
void OBJECT_OT_delete(struct wmOperatorType *ot);
void OBJECT_OT_join(struct wmOperatorType *ot);
void OBJECT_OT_join_shapes(struct wmOperatorType *ot);
void OBJECT_OT_convert(struct wmOperatorType *ot);
/* `object_volume.cc` */
void OBJECT_OT_volume_add(struct wmOperatorType *ot);
/**
* Called by other space types too.
*/
void OBJECT_OT_volume_import(struct wmOperatorType *ot);
/* `object_hook.cc` */
void OBJECT_OT_hook_add_selob(struct wmOperatorType *ot);
void OBJECT_OT_hook_add_newob(struct wmOperatorType *ot);
void OBJECT_OT_hook_remove(struct wmOperatorType *ot);
void OBJECT_OT_hook_select(struct wmOperatorType *ot);
void OBJECT_OT_hook_assign(struct wmOperatorType *ot);
void OBJECT_OT_hook_reset(struct wmOperatorType *ot);
void OBJECT_OT_hook_recenter(struct wmOperatorType *ot);
/* `object_collection.cc` */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
void COLLECTION_OT_create(struct wmOperatorType *ot);
void COLLECTION_OT_objects_remove_all(struct wmOperatorType *ot);
void COLLECTION_OT_objects_remove(struct wmOperatorType *ot);
void COLLECTION_OT_objects_add_active(struct wmOperatorType *ot);
void COLLECTION_OT_objects_remove_active(struct wmOperatorType *ot);
/* object_light_linking_ops.cc */
void OBJECT_OT_light_linking_receiver_collection_new(struct wmOperatorType *ot);
void OBJECT_OT_light_linking_receivers_select(struct wmOperatorType *ot);
void OBJECT_OT_light_linking_receivers_link(struct wmOperatorType *ot);
void OBJECT_OT_light_linking_blocker_collection_new(struct wmOperatorType *ot);
void OBJECT_OT_light_linking_blockers_select(struct wmOperatorType *ot);
void OBJECT_OT_light_linking_blockers_link(struct wmOperatorType *ot);
void OBJECT_OT_light_linking_unlink_from_collection(struct wmOperatorType *ot);
/* `object_modifier.cc` */
bool edit_modifier_poll_generic(struct bContext *C,
struct StructRNA *rna_type,
int obtype_flag,
bool is_editmode_allowed,
bool is_liboverride_allowed);
void edit_modifier_properties(struct wmOperatorType *ot);
bool edit_modifier_invoke_properties(struct bContext *C, struct wmOperator *op);
struct ModifierData *edit_modifier_property_get(struct wmOperator *op,
struct Object *ob,
int type);
void OBJECT_OT_modifier_add(struct wmOperatorType *ot);
void OBJECT_OT_modifier_remove(struct wmOperatorType *ot);
void OBJECT_OT_modifier_move_up(struct wmOperatorType *ot);
void OBJECT_OT_modifier_move_down(struct wmOperatorType *ot);
void OBJECT_OT_modifier_move_to_index(struct wmOperatorType *ot);
void OBJECT_OT_modifier_apply(struct wmOperatorType *ot);
void OBJECT_OT_modifier_apply_as_shapekey(wmOperatorType *ot);
void OBJECT_OT_modifier_convert(struct wmOperatorType *ot);
void OBJECT_OT_modifier_copy(struct wmOperatorType *ot);
void OBJECT_OT_modifier_copy_to_selected(struct wmOperatorType *ot);
void OBJECT_OT_modifier_set_active(struct wmOperatorType *ot);
void OBJECT_OT_multires_subdivide(struct wmOperatorType *ot);
void OBJECT_OT_multires_reshape(struct wmOperatorType *ot);
void OBJECT_OT_multires_higher_levels_delete(struct wmOperatorType *ot);
void OBJECT_OT_multires_base_apply(struct wmOperatorType *ot);
void OBJECT_OT_multires_unsubdivide(struct wmOperatorType *ot);
void OBJECT_OT_multires_rebuild_subdiv(struct wmOperatorType *ot);
void OBJECT_OT_multires_external_save(struct wmOperatorType *ot);
void OBJECT_OT_multires_external_pack(struct wmOperatorType *ot);
void OBJECT_OT_correctivesmooth_bind(struct wmOperatorType *ot);
void OBJECT_OT_meshdeform_bind(struct wmOperatorType *ot);
void OBJECT_OT_explode_refresh(struct wmOperatorType *ot);
void OBJECT_OT_ocean_bake(struct wmOperatorType *ot);
void OBJECT_OT_skin_root_mark(struct wmOperatorType *ot);
void OBJECT_OT_skin_loose_mark_clear(struct wmOperatorType *ot);
void OBJECT_OT_skin_radii_equalize(struct wmOperatorType *ot);
void OBJECT_OT_skin_armature_create(struct wmOperatorType *ot);
void OBJECT_OT_laplaciandeform_bind(struct wmOperatorType *ot);
void OBJECT_OT_surfacedeform_bind(struct wmOperatorType *ot);
void OBJECT_OT_geometry_nodes_input_attribute_toggle(struct wmOperatorType *ot);
void OBJECT_OT_geometry_node_tree_copy_assign(struct wmOperatorType *ot);
2019-12-24 09:30:03 +11:00
/* object_gpencil_modifiers.c */
void OBJECT_OT_gpencil_modifier_add(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_remove(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_move_up(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_move_down(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_move_to_index(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_apply(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_copy(struct wmOperatorType *ot);
void OBJECT_OT_gpencil_modifier_copy_to_selected(struct wmOperatorType *ot);
void GPENCIL_OT_segment_add(struct wmOperatorType *ot);
void GPENCIL_OT_segment_remove(struct wmOperatorType *ot);
void GPENCIL_OT_segment_move(struct wmOperatorType *ot);
void GPENCIL_OT_time_segment_add(struct wmOperatorType *ot);
void GPENCIL_OT_time_segment_remove(struct wmOperatorType *ot);
void GPENCIL_OT_time_segment_move(struct wmOperatorType *ot);
/* `object_shader_fx.cc` */
void OBJECT_OT_shaderfx_add(struct wmOperatorType *ot);
void OBJECT_OT_shaderfx_copy(struct wmOperatorType *ot);
void OBJECT_OT_shaderfx_remove(struct wmOperatorType *ot);
void OBJECT_OT_shaderfx_move_up(struct wmOperatorType *ot);
void OBJECT_OT_shaderfx_move_down(struct wmOperatorType *ot);
void OBJECT_OT_shaderfx_move_to_index(struct wmOperatorType *ot);
/* `object_constraint.cc` */
void OBJECT_OT_constraint_add(struct wmOperatorType *ot);
void OBJECT_OT_constraint_add_with_targets(struct wmOperatorType *ot);
void POSE_OT_constraint_add(struct wmOperatorType *ot);
void POSE_OT_constraint_add_with_targets(struct wmOperatorType *ot);
void OBJECT_OT_constraints_copy(struct wmOperatorType *ot);
void POSE_OT_constraints_copy(struct wmOperatorType *ot);
void OBJECT_OT_constraints_clear(struct wmOperatorType *ot);
void POSE_OT_constraints_clear(struct wmOperatorType *ot);
void POSE_OT_ik_add(struct wmOperatorType *ot);
void POSE_OT_ik_clear(struct wmOperatorType *ot);
void CONSTRAINT_OT_delete(struct wmOperatorType *ot);
void CONSTRAINT_OT_apply(struct wmOperatorType *ot);
void CONSTRAINT_OT_copy(struct wmOperatorType *ot);
void CONSTRAINT_OT_copy_to_selected(struct wmOperatorType *ot);
void CONSTRAINT_OT_move_up(struct wmOperatorType *ot);
void CONSTRAINT_OT_move_to_index(struct wmOperatorType *ot);
void CONSTRAINT_OT_move_down(struct wmOperatorType *ot);
void CONSTRAINT_OT_stretchto_reset(struct wmOperatorType *ot);
void CONSTRAINT_OT_limitdistance_reset(struct wmOperatorType *ot);
void CONSTRAINT_OT_childof_set_inverse(struct wmOperatorType *ot);
void CONSTRAINT_OT_childof_clear_inverse(struct wmOperatorType *ot);
void CONSTRAINT_OT_objectsolver_set_inverse(struct wmOperatorType *ot);
2012-04-28 15:42:27 +00:00
void CONSTRAINT_OT_objectsolver_clear_inverse(struct wmOperatorType *ot);
void CONSTRAINT_OT_followpath_path_animate(struct wmOperatorType *ot);
2022-08-14 14:32:54 -04:00
/* object_vgroup.cc */
void OBJECT_OT_vertex_group_add(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_remove(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_assign(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_assign_new(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_remove_from(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_select(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_deselect(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_copy_to_selected(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_copy(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_normalize(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_normalize_all(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_levels(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_lock(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_invert(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_smooth(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_clean(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_quantize(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_limit_total(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_mirror(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_set_active(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_sort(struct wmOperatorType *ot);
void OBJECT_OT_vertex_group_move(struct wmOperatorType *ot);
void OBJECT_OT_vertex_weight_paste(struct wmOperatorType *ot);
void OBJECT_OT_vertex_weight_delete(struct wmOperatorType *ot);
void OBJECT_OT_vertex_weight_set_active(struct wmOperatorType *ot);
2013-06-25 22:28:20 +00:00
void OBJECT_OT_vertex_weight_normalize_active_vertex(struct wmOperatorType *ot);
void OBJECT_OT_vertex_weight_copy(struct wmOperatorType *ot);
/* `object_warp.cc` */
void TRANSFORM_OT_vertex_warp(struct wmOperatorType *ot);
/* `object_shapekey.cc` */
void OBJECT_OT_shape_key_add(struct wmOperatorType *ot);
void OBJECT_OT_shape_key_remove(struct wmOperatorType *ot);
void OBJECT_OT_shape_key_clear(struct wmOperatorType *ot);
void OBJECT_OT_shape_key_retime(struct wmOperatorType *ot);
void OBJECT_OT_shape_key_mirror(struct wmOperatorType *ot);
void OBJECT_OT_shape_key_move(struct wmOperatorType *ot);
void OBJECT_OT_shape_key_lock(struct wmOperatorType *ot);
/* `object_collection.cc` */
Collections and groups unification OVERVIEW * In 2.7 terminology, all layers and groups are now collection datablocks. * These collections are nestable, linkable, instanceable, overrideable, .. which opens up new ways to set up scenes and link + override data. * Viewport/render visibility and selectability are now a part of the collection and shared across all view layers and linkable. * View layers define which subset of the scene collection hierarchy is excluded for each. For many workflows one view layer can be used, these are more of an advanced feature now. OUTLINER * The outliner now has a "View Layer" display mode instead of "Collections", which can display the collections and/or objects in the view layer. * In this display mode, collections can be excluded with the right click menu. These will then be greyed out and their objects will be excluded. * To view collections not linked to any scene, the "Blender File" display mode can be used, with the new filtering option to just see Colleciton datablocks. * The outliner right click menus for collections and objects were reorganized. * Drag and drop still needs to be improved. Like before, dragging the icon or text gives different results, we'll unify this later. LINKING AND OVERRIDES * Collections can now be linked into the scene without creating an instance, with the link/append operator or from the collections view in the outliner. * Collections can get static overrides with the right click menu in the outliner, but this is rather unreliable and not clearly communicated at the moment. * We still need to improve the make override operator to turn collection instances into collections with overrides directly in the scene. PERFORMANCE * We tried to make performance not worse than before and improve it in some cases. The main thing that's still a bit slower is multiple scenes, we have to change the layer syncing to only updated affected scenes. * Collections keep a list of their parent collections for faster incremental updates in syncing and caching. * View layer bases are now in a object -> base hash to avoid quadratic time lookups internally and in API functions like visible_get(). VERSIONING * Compatibility with 2.7 files should be improved due to the new visibility controls. Of course users may not want to set up their scenes differently now to avoid having separate layers and groups. * Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero files. There's a few things which are know to be not quite compatible, like nested layer collections inside groups. * The versioning code for 2.8 files is quite complicated, and isolated behind #ifdef so it can be removed at the end of the release cycle. KNOWN ISSUES * The G-key group operators in the 3D viewport were left mostly as is, they need to be modified still to fit better. * Same for the groups panel in the object properties. This needs to be updated still, or perhaps replaced by something better. * Collections must all have a unique name. Less restrictive namespacing is to be done later, we'll have to see how important this is as all objects within the collections must also have a unique name anyway. * Full scene copy and delete scene are exactly doing the right thing yet. Differential Revision: https://developer.blender.org/D3383 https://code.blender.org/2018/05/collections-and-groups/
2018-04-30 15:57:22 +02:00
void OBJECT_OT_collection_add(struct wmOperatorType *ot);
void OBJECT_OT_collection_link(struct wmOperatorType *ot);
void OBJECT_OT_collection_remove(struct wmOperatorType *ot);
void OBJECT_OT_collection_unlink(struct wmOperatorType *ot);
void OBJECT_OT_collection_objects_select(struct wmOperatorType *ot);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* `object_bake.cc` */
void OBJECT_OT_bake_image(wmOperatorType *ot);
Bake API - bpy.ops.object.bake() New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api. The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result. The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit Python Operator: ---------------- The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False) Note: external save mode is currently disabled. Supported Features: ------------------ * Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture. * Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object. * Cage Extrusion - distance to use for the inward ray cast when using selected to active * Custom Cage - object to use as cage (instead of the lowpoly object). * Normal swizzle - change the axis that gets mapped to RGB * Normal space - save as tangent or object normal spaces Supported Passes: ----------------- Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled" Development Notes for External Engines: --------------------------------------- (read them in bake_api.c) * For a complete implementation example look at the Cycles Bake commit (next). Review: D421 Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge Normal map pipeline "consulting" by Andy Davies (metalliandy) Original design by Brecht van Lommel. The entire commit history can be found on the branch: bake-cycles
2014-01-02 19:05:07 -02:00
void OBJECT_OT_bake(wmOperatorType *ot);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
/* object_bake_simulation.cc */
void OBJECT_OT_simulation_nodes_cache_calculate_to_frame(wmOperatorType *ot);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
void OBJECT_OT_simulation_nodes_cache_bake(wmOperatorType *ot);
void OBJECT_OT_simulation_nodes_cache_delete(wmOperatorType *ot);
Geometry Nodes: new Bake node This adds a new `Bake` node which allows saving and loading intermediate geometries. Typical use cases we want address with this currently are: * Bake some data for use with a render engine. * Bake parts of the node tree explicitly for better performance. For now, the format that is written to disk is not considered to be an import/export format. It's not guaranteed that data written with one Blender version can be read by another Blender version. For that it's better to use proper interchange formats. Better support for those will be added eventually as well. We also plan an `Import Bake` node that allows reading the blender-specific baked data independent of the Bake node and at different frames. The baking works very similar to the baking in the simulation zone (UI and implementation wise). Major differences are: * The Bake node has a `Bake Still` and `Bake Animation` mode. * The Bake node doesn't do automatic caching. Implementation details: * Refactored how we create the Python operators for moving socket items so that it also makes sense for non-zones. * The `ModifierCache` stores an independent map of `SimulationNodeCache` and `BakeNodeCache`, but both share a common data structure for the actually baked data. * For baking, the `Bake` node is added as a side-effect-node in the modifier. This will make sure that the node is baked even if it's currently not connected to the output. * Had to add a new `DEG_id_tag_update_for_side_effect_request` function that is used during baking. It's necessary because I want to evaluate the object again even though none of its inputs changed. The reevaluation is necessary to create the baked data. Using `DEG_id_tag_update` technically works as well, but has the problem that it also uses the `DEG_UPDATE_SOURCE_USER_EDIT` flag which (rightly) invalidates simulation caches which shouldn't happen here. * Slightly refactored the timeline drawing so that it can also show the baked ranges of Bake nodes. It does not show anything for baked nodes with a in Still mode though. * The bake operator is refactored to bake a list of `NodeBakeRequest` which makes the code easier to follow compared to the previous nested `ObjectBakeData > ModifierBakeData > NodeBakeData` data structure. * The bake operators are disabled when the .blend file is not yet saved. This is technically only necessary when the bake path depends on the .blend file path but seems ok to force the user anyway (otherwise the bake path may be lost as well if it's set explicitly). * The same operators are used to bake and delete single bakes in `Bake` nodes and `Simulation Zones`. On top of that, there are separate operators of baking and deleting all simulation bakes (those ignore bake nodes). * The `Bake` node remembers which inputs have been fields and thus may be baked as attributes. For that it uses an `Is Attribute` flag on the socket item. This is needed because the baked data may still contain attribute data, even if the inputs to the bake node are disconnected. * Similar to simulation zones, the behavior of `Bake` nodes is passed into the geometry nodes evaluation from the outside (from the modifier only currently). This is done by providing the new `GeoNodesBakeParams` in `GeoNodesCallData` when executing geometry nodes. Next Steps (mostly because they also involve simulations): * Visualize nodes that have not been evaluated in the last evaluation. * Fix issue with seemingly loosing baked data after undo. * Improve error handling when baked data is not found. * Show bake node in link drag search. * Higher level tools for managing bakes. Pull Request: https://projects.blender.org/blender/blender/pulls/115466
2023-12-18 13:01:06 +01:00
void OBJECT_OT_geometry_node_bake_single(wmOperatorType *ot);
void OBJECT_OT_geometry_node_bake_delete_single(wmOperatorType *ot);
Geometry Nodes: add simulation support This adds support for building simulations with geometry nodes. A new `Simulation Input` and `Simulation Output` node allow maintaining a simulation state across multiple frames. Together these two nodes form a `simulation zone` which contains all the nodes that update the simulation state from one frame to the next. A new simulation zone can be added via the menu (`Simulation > Simulation Zone`) or with the node add search. The simulation state contains a geometry by default. However, it is possible to add multiple geometry sockets as well as other socket types. Currently, field inputs are evaluated and stored for the preceding geometry socket in the order that the sockets are shown. Simulation state items can be added by linking one of the empty sockets to something else. In the sidebar, there is a new panel that allows adding, removing and reordering these sockets. The simulation nodes behave as follows: * On the first frame, the inputs of the `Simulation Input` node are evaluated to initialize the simulation state. In later frames these sockets are not evaluated anymore. The `Delta Time` at the first frame is zero, but the simulation zone is still evaluated. * On every next frame, the `Simulation Input` node outputs the simulation state of the previous frame. Nodes in the simulation zone can edit that data in arbitrary ways, also taking into account the `Delta Time`. The new simulation state has to be passed to the `Simulation Output` node where it is cached and forwarded. * On a frame that is already cached or baked, the nodes in the simulation zone are not evaluated, because the `Simulation Output` node can return the previously cached data directly. It is not allowed to connect sockets from inside the simulation zone to the outside without going through the `Simulation Output` node. This is a necessary restriction to make caching and sub-frame interpolation work. Links can go into the simulation zone without problems though. Anonymous attributes are not propagated by the simulation nodes unless they are explicitly stored in the simulation state. This is unfortunate, but currently there is no practical and reliable alternative. The core problem is detecting which anonymous attributes will be required for the simulation and afterwards. While we can detect this for the current evaluation, we can't look into the future in time to see what data will be necessary. We intend to make it easier to explicitly pass data through a simulation in the future, even if the simulation is in a nested node group. There is a new `Simulation Nodes` panel in the physics tab in the properties editor. It allows baking all simulation zones on the selected objects. The baking options are intentially kept at a minimum for this MVP. More features for simulation baking as well as baking in general can be expected to be added separately. All baked data is stored on disk in a folder next to the .blend file. #106937 describes how baking is implemented in more detail. Volumes can not be baked yet and materials are lost during baking for now. Packing the baked data into the .blend file is not yet supported. The timeline indicates which frames are currently cached, baked or cached but invalidated by user-changes. Simulation input and output nodes are internally linked together by their `bNode.identifier` which stays the same even if the node name changes. They are generally added and removed together. However, there are still cases where "dangling" simulation nodes can be created currently. Those generally don't cause harm, but would be nice to avoid this in more cases in the future. Co-authored-by: Hans Goudey <h.goudey@me.com> Co-authored-by: Lukas Tönne <lukas@blender.org> Pull Request: https://projects.blender.org/blender/blender/pulls/104924
2023-05-03 13:18:51 +02:00
/* `object_random.cc` */
void TRANSFORM_OT_vertex_random(struct wmOperatorType *ot);
/* object_remesh.cc */
void OBJECT_OT_voxel_remesh(struct wmOperatorType *ot);
void OBJECT_OT_voxel_size_edit(struct wmOperatorType *ot);
2019-08-26 18:34:11 +02:00
void OBJECT_OT_quadriflow_remesh(struct wmOperatorType *ot);
/* object_transfer_data.c */
/**
* Transfer mesh data from active to selected objects.
*/
void OBJECT_OT_data_transfer(struct wmOperatorType *ot);
void OBJECT_OT_datalayout_transfer(struct wmOperatorType *ot);
2020-03-19 16:54:09 +01:00
#ifdef __cplusplus
}
#endif
#ifdef __cplusplus
namespace blender::ed::object {
void object_modifier_add_asset_register();
}
#endif