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
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()`.
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!
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
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.
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
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
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
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
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
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.
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
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.
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.
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
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.
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
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
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
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*/`
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