No functional changes intended.
This moves the functions
* ANIM_bone_is_visible
* ANIM_bone_is_visible_ebone
* ANIM_bone_is_visible_pchan
into new files `ANIM_armature.hh`/`armature.cc`.
They were previously in `ANIM_bone_collections.hh` but don't
directly have anything to do with bone collections.
It also puts the functions into the `blender::animrig::` namespace
and removes the `ANIM_` prefix as is the standard for C++ files.
Part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/138833
No functional changes intended.
This just replaces all calls to `PBONE_VISIBLE` and `EBONE_VISIBLE`
with appropriate functions.
In the case of editbones it is just the function that the macro already contained.
For pose bones, a new function was added that mirrors what the macro had.
Using a function will make it easier to change how selection is queried in the future.
part of #138482
Pull Request: https://projects.blender.org/blender/blender/pulls/138819
This converts the public `uiItemR` function to an object oriented
API (`uiLayout::prop`), matching the python API.
This reduces the difference between the C++ API with the python version,
its also helps while converting code from python to C++ code (or vice-versa),
making it almost seamless.
Part of: #117604
Pull Request: https://projects.blender.org/blender/blender/pulls/138617
* Remove `DEG_get_evaluated_object` in favor of `DEG_get_evaluated`.
* Remove `DEG_is_original_object` in favor of `DEG_is_original`.
* Remove `DEG_is_evaluated_object` in favor of `DEG_is_evaluated`.
Pull Request: https://projects.blender.org/blender/blender/pulls/138317
Callbacks: exec invoke & modal now use a typed enum wmOperatorStatus.
This helps avoid mistakes returning incompatible booleans or other
values which don't make sense for operators to return.
It also makes it more obvious functions in the WM API are intended
to be used to calculate return values for operator callbacks.
Operator enums have been moved into DNA_windowmanager_enums.h
so this can be used in other headers without loading other includes
indirectly.
No functional changes expected.
Ref !136227
Using clang-tidy "cppcoreguidelines-pro-type-cstyle-cast" to find them.
This PR touches `bf_animrig` & `bf_editor_animation` & `bf_editor_armature`
NOTE: Also some case where untouched (not straightforward) same as
expanded macros (e.g. `LISTBASE` or `GS`)
NOTE: a couple of cases of "inconsistent-declaration-parameter" as well
Pull Request: https://projects.blender.org/blender/blender/pulls/136044
- Gives O(1) access to string length in more cases
- Convenient string manipulation functions
- Clarify difference between "no string" and "empty string"
- Avoid the need for raw pointers in the API
- Shows which API string arguments are optional
Pull Request: https://projects.blender.org/blender/blender/pulls/131473
No functional changes intended.
This patch moves the relevant keying set code from editors to animrig.
All functions are in the animrig namespace, and as such have lost their
`ANIM_` prefix.
Other than that, the code has been moved as is into `animrig/intern/keyingsets.cc`
Note that I also had to move `id_frame_has_keyframe` and `fcurve_frame_has_keyframe`.
I moved that into `ANIM_keyframing.hh` and `ANIM_fcurve.hh` since I found that more fitting.
Due to Windows defining `DELETE` as macro I had to rename `ModifyKeyMode::DELETE`
to `ModifyKeyMode::DELETE_KEY`
As a result of this two includes from animrig to editors were removed.
This is part of #121336
Pull Request: https://projects.blender.org/blender/blender/pulls/129980
In Pose copy/paste case, (almost) all dependencies of the armature
object are cleared during the copy phase (only its obdata Armature is
kept). This would also clear ID pointers from the liboverride data if
the source object is a liboverride.
While manual handling of such cases is possible, it's simpler here to
simply make the data in the pastebuffer fully local, since only the Pose
part of it is used anyway.
This commit moves generated `RNA_blender.h`, `RNA_prototype.h` and
`RNA_blender_cpp.h` headers to become C++ header files.
It also removes the now useless `RNA_EXTERN_C` defines, and just
directly use the `extern` keyword. We do not need anymore `extern "C"`
declarations here.
Pull Request: https://projects.blender.org/blender/blender/pulls/124469
No functional changes expected.
This PR moves the enums
`eModifyKey_Modes` and `eModifyKey_Returns` to animrig
as enum classes.
Functions that take or return that value were also modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/121132
Previously retrieving a collection from the context like "selected_ids"
would give a linked list of allocated items. Now it returns a vector of
RNA pointers. Though the number of items is typically fairly small,
using contiguous memory and avoiding many small allocations are
typical performance improvements that could still be beneficial
when there are many items. Iteration also becomes much simpler.
Pull Request: https://projects.blender.org/blender/blender/pulls/119939
There probably are more cases where crash will happen as it is
rooting into the issue with BKE_object_workob_calc_parent() which
is used in multiple places.
The issue is caused by the access to a runtime field of workob
outside of the BKE_object_workob_calc_parent(): the runtime field
is stack-allocated in the function, and can not be accessed outside
of the function.
The easiest way to reproduce is to use ASAN, and parent mesh to an
armature with automatic weights. Although, on macOS ASAN did not
report issues, so setting workob->runtime to nullptr at the end of
of the BKE_object_workob_calc_parent() was the easiest.
The solution is simple: make the function to return the matrix,
and take care of the working object inside of it, so all tricky
parts are hidden from the API.
The patch is targeting the main branch, as in 4.1 it is not
required to do such change because all uses of the function only
access object_to_world, which is stored in the object in 4.1.
A double-check in the what_does_obaction() might be needed as it
follows the similar pattern, but it does not seem that runtime
field of the workob is accessed in usages of the what_does_obaction().
Pull Request: https://projects.blender.org/blender/blender/pulls/118847
The depsgraph CoW mechanism is a bit of a misnomer. It creates an
evaluated copy for data-blocks regardless of whether the copy will
actually be written to. The point is to have physical separation between
original and evaluated data. This is in contrast to the commonly used
performance improvement of keeping a user count and copying data
implicitly when it needs to be changed. In Blender code we call this
"implicit sharing" instead. Importantly, the dependency graph has no
idea about the _actual_ CoW behavior in Blender.
Renaming this functionality in the despgraph removes some of the
confusion that comes up when talking about this, and will hopefully
make the depsgraph less confusing to understand initially too. Wording
like "the evaluated copy" (as opposed to the original data-block) has
also become common anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/118338
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.
This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.
The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant calculations. That should be done separately though.
Pull Request: https://projects.blender.org/blender/blender/pulls/118210
Rename `ANIM_bonecoll_is_visible(armature, bone)` to
`ANIM_bone_in_visible_collection(armature, bone)`, as that reflects the
actual functionality.
No functional changes.
Along with the 4.1 libraries upgrade, we are bumping the clang-format
version from 8-12 to 17. This affects quite a few files.
If not already the case, you may consider pointing your IDE to the
clang-format binary bundled with the Blender precompiled libraries.
Move the contents of `ANIM_bone_collections.h` into its C++
`ANIM_bone_collections.hh` sibling. Blender is C++ by now that we can do
without the C header.
No functional changes.
No functional changes
The keying set code was passing around a list
of `tRKS_DSource` through a lot of functions.
It turns it this was just a ListBase wrapper around `PointerRNA`.
So to make it clearer what is passed around, I replaced the
`ListBase` with a `Vector<PointerRNA>`
To make the use of `ANIM_relative_keyingset_add_source` clearer
I made two functions out of it with different parameters.
Those can take the vector as a reference and
EITHER only an `ID *`
OR an `ID *`, `StructRNA *` and a `void *`
Pull Request: https://projects.blender.org/blender/blender/pulls/113675
No functional changes
Since the functions now live in a namespace,
they no longer need the prefix
as a result there are now 2 functions named
`autokeyframe_object`
which is fine because they take different parameters
If both are needed is for a future patch to investigate
Pull Request: https://projects.blender.org/blender/blender/pulls/113612
No functional changes
The following functions have been moved
`autokeyframe_cfra_can_key`
`autokeyframe_object`
`ED_autokeyframe_object`
`ED_autokeyframe_pchan`
`ED_autokeyframe_property`
they are all in a new file
keyframing_auto.cc
while the declarations are in
ANIM_keyframing.cc
The autokeyframe makros also have been moved
Pull Request: https://projects.blender.org/blender/blender/pulls/113607
There are a couple of functions that create rna pointers. For example
`RNA_main_pointer_create` and `RNA_pointer_create`. Currently, those
take an output parameter `r_ptr` as last argument. This patch changes
it so that the functions actually return a` PointerRNA` instead of using
the output parameters.
This has a few benefits:
* Output parameters should only be used when there is an actual benefit.
Otherwise, one should default to returning the value.
* It's simpler to use the API in the large majority of cases (note that this
patch reduces the number of lines of code).
* It allows the `PointerRNA` to be const on the call-site, if that is desired.
No performance regression has been measured in production files.
If one of these functions happened to be called in a hot loop where
there is a regression, the solution should be to use an inline function
there which allows the compiler to optimize it even better.
Pull Request: https://projects.blender.org/blender/blender/pulls/111976
Armature layers (the 32 little dots) and bone groups are replaced with
Bone Collections:
- Bone collections are stored on the armature, and have a name that is
unique within that armature.
- An armature can have an arbitrary number of bone collections (instead
of the fixed 32 layers).
- Bones can be assigned to zero or more bone collections.
- Bone collections have a visibility setting, just like objects in scene
collections.
- When a bone is in at least one collection, and all its collections in
are hidden, the bone is hidden. In other cases (in any visible
collection, or in no collection at all), the bone visibility is
determined by its own 'hidden' flag.
- For now, bone collections cannot be nested; they are a flat list just
like bone groups were. Nestability of bone collections is intended to
be implemented in a later 4.x release.
- Since bone collections are defined on the armature, they can be used
from both pose mode and edit mode.
Versioning converts bone groups and armature layers to new bone
collections. Layers that do not contain any bones are skipped. The old
data structures remain in DNA and are unaltered, for limited forward
compatibility. That way at least a save with Blender 4.0 will not
immediately erase the bone group and armature layers and their bone
assignments.
Shortcuts:
- M/Shift+M in pose/edit mode: move to collection (M) and add to
collection (shift+M). This works similar to the M/Shift+M menus for
objects & scene collections.
- Ctrl+G in pose mode shows a port of the old 'bone groups' menu. This
is likely to be removed in the near future, as the functionality
overlaps with the M/Shift+M menus.
This is the first commit of a series; the bone collections feature will
be improved before the Blender 4.0 release. See #108941 for more info.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944