Commit Graph

2144 Commits

Author SHA1 Message Date
Sergey Sharybin
91a29c9b9a Fix #107127: Context property driver to view layer does not work
The resolution of the driver value RNA path was using the wrong
property (it was forced to be referenced relative to the ID).

Pull Request: https://projects.blender.org/blender/blender/pulls/107129
2023-04-19 15:32:37 +02:00
Sergey Sharybin
63f309df11 Fix #107081: Slow selection with context variables
A solution for an older bug was causing it.

Added a special case to avoid an extra relation for context
variables as they do not change during the dependency graph
evaluation,

Pull Request: https://projects.blender.org/blender/blender/pulls/107082
2023-04-18 15:40:07 +02:00
Sybren A. Stüvel
f588a0596b Fix #106943: driver on inactive view layer doesn't work
Animation data (including drivers) on inactive view layers now work. The
removal of such view layers was too optimistic; they are now kept
around. The bases are still removed, mostly for safety sake and to keep
the changes to a minimum.

`scene_remove_unused_view_layers()` has been renamed to
`scene_minimize_unused_view_layers()` to reflect its new functionality.

For compatibility with assumptions in other areas of the code, the
function still ensures the input view layer is at index 0.

This also introduces a new function
`BKE_view_layer_free_object_content(view_layer)`, which is a subset of
the functionality of `BKE_view_layer_free()`.
2023-04-17 12:59:03 +02:00
Bastien Montagne
ade103d7b8 Depsgrpah: Fix 'use after free' invalid access to stored keys names.
Stored `ComponentIDKey` and `OperationIDKey` would still use string
references (char pointers) to data in related IDs, instead of using the
already locally stored std::string name of their matching `ComponentNode`
or `OperationNode` for that.

During undo, to reduce updates and speedup undo steps, a lot of IDs get
'replaced in place', i.e. new data read from the undo memfile is moved
into the existing 'old' ID memory address. And the depsgraph is also
re-used from the old BMain.

Calling `DEG_id_tag_update` and similar on the ID could then cause
depsgraph code to access freed memory from the 'old' data.

Joint effort with @sergey and the rest of the depsgraph team, thanks!
2023-04-07 15:46:19 +02:00
Lukas Tönne
7d8740f06d Fix #103571: Force field absorption for rigid bodies
Force field absorption allows dampening of force fields by colliders, but it does not currently work when the scene only contains a rigid body simulation. It requires a particle simulation, cloth, dynamic paint, fluid sim, or softbodies for the feature to work correctly.

The reasons is that the effector function computing force field strength uses depsgraph relations to determine which colliders "absorb" the force field. If there are no dependencies between colliders and effectors registered in the depsgraph, the visibility function `eff_calc_visibility` does not add any absorption.

There is a function build_collision_relations which adds a dependency between the absorption object (the one with a collision modifier) and the forcefield object. It's currently only called by
1. Particle systems (DepsgraphRelationBuilder::add_particle_collision_relations)
2. Cloth, DynPaint, Fluid, and Softbody (DEG_add_collision_relations and indirectly through DEG_add_forcefield_relations).

The `DepsgraphRelationsBuilder` now adds the effector relations also when building rigid body relations.

Pull Request: https://projects.blender.org/blender/blender/pulls/106503
2023-04-06 14:49:04 +02:00
Sergey Sharybin
a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00
Sergey Sharybin
d32d787f5f Clang-Format: Allow empty functions to be single-line
For example

```
OIIOOutputDriver::~OIIOOutputDriver()
{
}
```

becomes

```
OIIOOutputDriver::~OIIOOutputDriver() {}
```

Saves quite some vertical space, which is especially handy for
constructors.

Pull Request: https://projects.blender.org/blender/blender/pulls/105594
2023-03-29 16:50:54 +02:00
Campbell Barton
bb2dc141f2 Cleanup: spelling in comments 2023-03-27 12:08:14 +11:00
Sergey Sharybin
0efb7a202e Fix #105954: RIGIDBODY_REBUILD failure on rendering
Happens if a scene has a PointerProperty of type collection which
is set to a collection containing rigid bodies.

The error is printed by the builder of the render pipeline graph,
which contains very minimal subset of the view layer: it includes
custom properties (which gets recursed into), but not the rigid
body simulation.

This fix is mainly suppressing the error print, without changing
the apparent behavior of the graph.

Pull Request: https://projects.blender.org/blender/blender/pulls/106045
2023-03-23 15:51:29 +01:00
Brecht Van Lommel
8bf4aa2fdc Merge branch 'blender-v3.5-release' 2023-03-17 11:17:40 +01:00
Brecht Van Lommel
38688adaad Fix #105818: material preview invalid memory access reported by ASAN
Preview render depsgraphs are put in the depsgraph registry
concurrently with other threads. This was lacking a mutex lock
and a map value that remains unchanged when other elements of
the map are updated.

Pull Request: https://projects.blender.org/blender/blender/pulls/105839
2023-03-17 11:17:01 +01:00
Falk David
df0c2693b6 Refactor: Rename grease pencil files to legacy
This renames the `BKE_gpencil_*` as well as the `DNA_gpencil_types.h`
files to indicate that it's the legacy grease pencil.

Pull Request: https://projects.blender.org/blender/blender/pulls/105597
2023-03-13 10:42:51 +01:00
Hans Goudey
1dc57a89e9 Mesh: Move functions to C++ header
Refactoring mesh code, it has become clear that local cleanups and
simplifications are limited by the need to keep a C public API for
mesh functions. This change makes code more obvious and makes further
refactoring much easier.

- Add a new `BKE_mesh.hh` header for a C++ only mesh API
- Introduce a new `blender::bke::mesh` namespace, documented here:
  https://wiki.blender.org/wiki/Source/Objects/Mesh#Namespaces
- Move some functions to the new namespace, cleaning up their arguments
- Move code to `Array` and `float3` where necessary to use the new API
- Define existing inline mesh data access functions to the new header
- Keep some C API functions where necessary because of RNA
- Move all C++ files to use the new header, which includes the old one

In the future it may make sense to split up `BKE_mesh.hh` more, but for
now keeping the same name as the existing header keeps things simple.

Pull Request: https://projects.blender.org/blender/blender/pulls/105416
2023-03-12 22:29:15 +01:00
Campbell Barton
b3625e6bfd Cleanup: comment blocks 2023-03-09 10:39:49 +11:00
Falk David
53bb713eda Refactor: Rename OB_GPENCIL and ID_GD
This renames the `OB_GPENCIL` object type and the `ID_GD` to `OB_GPENCIL_LEGACY` and `ID_GD_LEGACY` respectively.
There is no change for the user.

Pull Request: https://projects.blender.org/blender/blender/pulls/105541
2023-03-08 12:35:58 +01:00
Sergey Sharybin
c26566ad27 Drivers: Introduce the Context Properties
Drivers: Introduce the Context Properties

The goal: allow accessing context dependent data, such as active scene camera
without linking to a specific scene data-block. This is useful in cases when,
for example, geometry node setup needs to be aware of the camera position.

A possible work-around without changes like this is to have some scene
evaluation hook which will update driver variables for the currently evaluating
scene. But this raises an issue of linking: it is undesirable that the asset
scene is linked to the shot file.
Surely, it is possible to have post-evaluation handler to clear the variables,
but it all starts to be quite messy. Not to mention possible threading
conflicts.

Another possibility of introducing a way to achieve the goal is to make it so
the dependency graph somehow parses the python expression where artists can
(and already are trying to) type something like:

  depsgraph.scene.camera.matrix_world.col[3][0]

But this is not only tricky to implement properly and reliably, it hits two
limitations:

- Currently dependency graph can only easily resolve dependencies to a RNA
  property.

- Some properties access which are valid in Python are not considered valid
  RNA properties by the existing property resolution functions:

  `camera.matrix_world[3][0]` is a valid RNA property, but
  `camera.matrix_world.col[3][0]` is not.

Using driver variables allows to have visual feedback when the path resolution
fails, and there is no way to visualize errors in the python expression itself.

This change introduces the new variable type: Context Property. Using this
variable type makes allows to choose between Active Scene and Active View
Layer. These scene and view layer are resolved during the driver evaluation
time, based on the current dependency graph.

This allows to create a driver variable in the following configuration:

- Type: Context Property
- Context Property: Active Scene
- Path: camera.matrix_world[3][0]

The naming is a bit confusing. Tried my best to keep it clear keeping two
aspects in mind: using UI naming when possible, and follow the existing
naming.

A lot of the changes are related on making it so the required data is available
from the variable evaluation functions. It wasn't really clear what the data
would be, and the scope of the changes, so it is done together with the
functional changes.

It seems that there is some variable evaluation logic duplicated in the
`bpy_rna_driver.c`. This change does not change it. It is not really clear why
this separate code path with much more limited scope of supported target types
is even needed.

There is also a possible change in the behavior of the dependency graph: it
is now using ID of the resolved path when building driver variables. It used
to use the variable ID. In common cases they match, but when going into nested
data-blocks it is actually correct to use relation to the resolved ID. Not sure
if there was some code to ensure that, which now can be resolved. Also not sure
whether it is still needed to ensure the ID specified in the driver target is
build as well. Intuitively it is not needed.

Pull Request #105132
2023-03-06 16:01:47 +01:00
Campbell Barton
91346755ce Cleanup: use '#' prefix for issues instead of 'T'
Match the convention from Gitea instead of Phabricator's T for tasks.
2023-02-12 14:56:05 +11:00
Campbell Barton
79c82fc1c5 Cleanup: trailing space 2023-01-31 15:49:04 +11:00
Campbell Barton
60d9de767d Cleanup: remove redundant forward declarations for structs 2023-01-18 18:41:13 +11:00
Sergey Sharybin
385bd0c4e9 Fix T103685: Animation on objects that are disabled is ignored
Happens, for example, when the object has animation, and disabled for
render, and animation render is performed.

The regression has been uncovered by f12f7800c2 which made it so
the dependency graph relies on runtime visibility tracking and
updates (without updating relations).

The optimization from a while ago in the ff60dd8b18 got in a way
of the visibilit updates because it removed relation between two
no-op nodes which belong to different IDs, which make the visibility
tracking impossible.

This change makes it so only relations which belong to the same
component are removed. This matches the expectations of the visibility
tracking (which, actually, also needed to happen at the moment of the
initial optimization commit). Technically, this change could introduce
some performance regression, but with the current design design of the
graph it is not really avoidable.

The idea to gain the best performance is to separate relations which
actually define the execution flow, and which are only needed to
define things like visibility dependencies.
2023-01-09 15:02:26 +01:00
Alexander Gavrilov
90f194616b Depsgraph: clear update flags when skipping through no-op nodes.
As an optimization, dependency graph evaluation skips through
no-op nodes at the scheduling stage. However, that leaves update
flags enabled on the node, and the most problematic one is the
USER_MODIFIED flag, which get flushed to children every time
the no-op node is tagged.

This in turn can cause simulation caches downstream to be
permanently stuck in an outdated state until the depsgraph
is rebuilt and the stuck flag cleared out.

Differential Revision: https://developer.blender.org/D16868
2023-01-02 18:17:16 +02:00
Alexander Gavrilov
ebec9eb75e Fix T103118: depsgraph issues for bbone property drivers on non-bbones.
The BONE_SEGMENTS operation node is only created if the bone is
actually a B-Bone. One location in the code wasn't checking that
before trying to create a relation.
2023-01-02 18:17:16 +02:00
Hans Goudey
c9b06505d8 Cleanup: Grammar in comments
"spend" is a verb, not a noun.
2022-12-28 20:39:14 -05:00
Campbell Barton
0cc573c8c4 Cleanup: white space around comment blocks 2022-12-17 15:58:30 +11:00
Campbell Barton
a0a7db9f70 Cleanup: duplicate words in comments 2022-12-17 14:11:11 +11:00
Hans Goudey
5b8e2ebd97 Cleanup: Use Span to iterate over nodes instead of ListBase
Since 90ea1b7643, there is always a span of nodes
available at runtime. This is easier to read and write.
2022-12-02 11:13:00 -06:00
Sergey Sharybin
3c479b9823 Movie clip: Remove special selection synchronization function
The function is already doing a lot of memory indirections and
sub-optimal lookups, so for the simplicity and robustness of the
system might as well just do copy-on-write update.
2022-11-22 11:49:56 +01:00
Bastien Montagne
6077fe7fae Merge branch 'blender-v3.4-release' 2022-11-16 18:00:48 +01:00
Bastien Montagne
1a1341c387 Fix T101326: Missing updates when updating ID file paths.
This code mainly tags IDs with `ID_RECALC_SOURCE` when one of their file
paths is modified by `BKE_bpath_foreach_path_id`.

In addition, a check is added to `BKE_sound_evaluate` to call similar
code as when `ID_RECALC_AUDIO` is used.

Finally, Sergey added some changes to relations buildings between
components for Sound IDs in the depsgraph, linking `PARAMETER` to
`AUDIO`.

Maniphest Tasks: T101326

Differential Revision: https://developer.blender.org/D16528
2022-11-16 17:58:24 +01:00
Jacques Lucke
b85fe57887 Merge branch 'blender-v3.4-release' 2022-11-10 15:54:16 +01:00
Jacques Lucke
6295bdfd38 Fix T102340: crash when adding image file in node group
The crash happened because the geometry nodes modifier is evaluated
before the node tree has been preprocessed. While there was a transitive
but non-flushing relation between these two depsgraph nodes.

However the relation between the modifier and the `ntree_output` depsgraph
node was ignored, because it had `DEPSOP_FLAG_NEEDS_UPDATE` *not* set
(which is actually correct, because not all node tree changes change its output).
Because this relation is ignored (e.g. in `calculate_pending_parents_for_node`)
the transitive relation is ignored as well.

The solution in this patch is to explicitly add this transitive non-flushing relation
to make sure the modifier only runs after the node tree has been preprocessed,
even when the node tree output has not changed. An alternative fix could be
to handle all links always but skip the execution of depsgraph nodes that are not
needed. This way all links are always taken into account. This solution would
require some deeper changes though and would be much more risky.

Also fixes T102402.
2022-11-10 15:50:46 +01:00
Sergey Sharybin
efe073f57c Merge branch 'blender-v3.4-release' 2022-11-09 14:43:05 +01:00
Sergey Sharybin
c26d49e854 Fix T101906: Modifier apply not working if target object is in excluded collection
The issue was introduced by the optimization of hidden objects and modifiers
in the f12f7800c2.

The solution here detects that either an object is hidden or the modifier is
disabled and does special tricks to ensure the dependencies are evaluated.
This is done by constructing a separate minimal dependency graph needed for
the object on which the modifier is being applied on. This minimal dependency
graph will not perform visibility optimization, making it so modifier
dependencies are ensured to be evaluated.

The downside of such approach is that some dependencies which are not needed
for the modifier are still evaluated. There is no currently an easy way to
avoid this. At least not without introducing possible race conditions with
other dependency graphs.

If the performance of applying modifiers in such cases becomes a problem the
possible solution would be to create a temporary object with a single modifier
so that only minimal set of dependencies is pulled in the minimal dependency
graph.

Differential Revision: https://developer.blender.org/D16421
2022-11-09 14:20:26 +01:00
Jacques Lucke
024bec85f6 Depsgraph: simplify scheduling in depsgraph evaluator
No functional or performance changes are expected.

Differential Revision: https://developer.blender.org/D16423
2022-11-09 09:58:05 +01:00
Sergey Sharybin
38c7fd36ff Refactor: Rename Object->imat to Object->world_to_object
The goal is to improve clarity and readability, without
introducing big design changes.

Follows the recent obmat to object_to_world refactor: the
similar naming is used, and it is a run-time only rename,
meaning, there is no affect on .blend files.

This patch does not touch the redundant inversions. Those
can be removed in almost (if not all) cases, but it would
be the best to do it as a separate change.

Differential Revision: https://developer.blender.org/D16367
2022-11-02 15:42:23 +01:00
Sergey Sharybin
f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00
Campbell Barton
8aca40652a Cleanup: spelling in comments 2022-10-19 12:52:55 +11:00
Jacques Lucke
619ce8392b Depsgraph: wrong copy-on-write update after depsgraph rebuild
Differential Revision: https://developer.blender.org/D16268
2022-10-18 15:49:05 +02:00
Campbell Barton
331f850056 Cleanup: redundant parenthesis 2022-10-07 22:55:03 +11:00
Hans Goudey
97746129d5 Cleanup: replace UNUSED macro with commented args in C++ code
This is the conventional way of dealing with unused arguments in C++,
since it works on all compilers.

Regex find and replace: `UNUSED\((\w+)\)` -> `/*$1*/`
2022-10-03 17:38:16 -05:00
Jacques Lucke
c55d38f00b Geometry Nodes: viewport preview
This adds support for showing geometry passed to the Viewer in the 3d
viewport (instead of just in the spreadsheet). The "viewer geometry"
bypasses the group output. So it is not necessary to change the final
output of the node group to be able to see the intermediate geometry.

**Activation and deactivation of a viewer node**
* A viewer node is activated by clicking on it.
* Ctrl+shift+click on any node/socket connects it to the viewer and
  makes it active.
* Ctrl+shift+click in empty space deactivates the active viewer.
* When the active viewer is not visible anymore (e.g. another object
  is selected, or the current node group is exit), it is deactivated.
* Clicking on the icon in the header of the Viewer node toggles whether
  its active or not.

**Pinning**
* The spreadsheet still allows pinning the active viewer as before.
  When pinned, the spreadsheet still references the viewer node even
  when it becomes inactive.
* The viewport does not support pinning at the moment. It always shows
  the active viewer.

**Attribute**
* When a field is linked to the second input of the viewer node it is
  displayed as an overlay in the viewport.
* When possible the correct domain for the attribute is determined
  automatically. This does not work in all cases. It falls back to the
  face corner domain on meshes and the point domain on curves. When
  necessary, the domain can be picked manually.
* The spreadsheet now only shows the "Viewer" column for the domain
  that is selected in the Viewer node.
* Instance attributes are visualized as a constant color per instance.

**Viewport Options**
* The attribute overlay opacity can be controlled with the "Viewer Node"
  setting in the overlays popover.
* A viewport can be configured not to show intermediate viewer-geometry
  by disabling the "Viewer Node" option in the "View" menu.

**Implementation Details**
* The "spreadsheet context path" was generalized to a "viewer path" that
  is used in more places now.
* The viewer node itself determines the attribute domain, evaluates the
  field and stores the result in a `.viewer` attribute.
* A new "viewer attribute' overlay displays the data from the `.viewer`
  attribute.
* The ground truth for the active viewer node is stored in the workspace
  now. Node editors, spreadsheets and viewports retrieve the active
  viewer from there unless they are pinned.
* The depsgraph object iterator has a new "viewer path" setting. When set,
  the viewed geometry of the corresponding object is part of the iterator
  instead of the final evaluated geometry.
* To support the instance attribute overlay `DupliObject` was extended
  to contain the information necessary for drawing the overlay.
* The ctrl+shift+click operator has been refactored so that it can make
  existing links to viewers active again.
* The auto-domain-detection in the Viewer node works by checking the
  "preferred domain" for every field input. If there is not exactly one
  preferred domain, the fallback is used.

Known limitations:
* Loose edges of meshes don't have the attribute overlay. This could be
  added separately if necessary.
* Some attributes are hard to visualize as a color directly. For example,
  the values might have to be normalized or some should be drawn as arrays.
  For now, we encourage users to build node groups that generate appropriate
  viewer-geometry. We might include some of that functionality in future versions.
  Support for displaying attribute values as text in the viewport is planned as well.
* There seems to be an issue with the attribute overlay for pointclouds on
  nvidia gpus, to be investigated.

Differential Revision: https://developer.blender.org/D15954
2022-09-28 17:54:59 +02:00
Campbell Barton
0419ee871f Cleanup: remove redundant parenthesis (especially with macros) 2022-09-25 22:41:22 +10:00
Campbell Barton
21d77a417e Cleanup: replace C-style casts with functional casts for numeric types
Some changes missed from f68cfd6bb0.
2022-09-25 22:31:31 +10:00
Campbell Barton
f68cfd6bb0 Cleanup: replace C-style casts with functional casts for numeric types 2022-09-25 20:17:08 +10:00
Campbell Barton
c7b247a118 Cleanup: replace static_casts with functional casts for numeric types 2022-09-25 18:31:10 +10:00
Campbell Barton
891949cbb4 Cleanup: use 'u' prefixed integer types for brevity & cast style
To use function style cast '(unsigned char)x' can't be replaced by
'unsigned char(x)'.
2022-09-25 18:26:27 +10:00
Campbell Barton
26f330ea4c Cleanup: format, spelling in comments 2022-09-25 15:24:37 +10:00
Jacques Lucke
f2b5fd0a0e Cleanup: give anonymous enum a name 2022-09-23 12:48:22 +02:00
Jacques Lucke
e5d4afd5ba Depsgraph: generalize passing parameters to depsgraph object iterator
This makes it easier to pass more parameters to the iterator in the future.

Differential Revision: https://developer.blender.org/D16047
2022-09-23 12:41:22 +02:00
Campbell Barton
add1b6ab3c Cleanup: spelling in comments 2022-09-23 14:33:43 +10:00