This adds an option `all_keyframes` to the `object.modifier_apply` operator.
With the option enabled, the operator will iterate through all the keyframes,
then apply the modifier and merge the result back into the original
object. This is only done for Grease Pencil objects.
This is how the default `Apply` operation worked in GPv2. This adds the
functionality back but also keeps the current `Apply` behavior for consistency
with other object types.
The UI is also changed to show both options in the dropdown menu.
Again, this is only shown for Grease Pencil objects.
With Geometry Nodes it's possible to add new layers to the geometry.
When applying, this will create a single keyframe on the first frame of
evaluation. Layers with duplicated names in evaluated geometry will
be deduplicated. It's also possible to have layers with empty names.
When applying these get renamed to `Layer` (and `Layer.001` etc.
when such a layer already exists in the original geometry).
Pull Request: https://projects.blender.org/blender/blender/pulls/128487
This patch improves working with grease pencil layers in geometry nodes.
* Allow layers to have duplicate names in geometry nodes. In original data, unique names are enforced.
* This allows e.g. duplicating layers and then merging them by name in the end.
* It also resolves a big serial bottleneck when working with many grease pencil layers in geometry nodes. Enforcing unique names is inefficient.
* New `Merge Layers` node that can merge multiple layers by name or by a custom group id.
* Applying a grease pencil modifier now first merges all layers with the same name to ensure all names are unique.
Co-authored-by: Jacques Lucke <jacques@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/127873
This improve the API in multiple aspects:
* No need for an additional `lookup` call to get the current attribute. This
would internally iterate over all attributes again. This leads to O(n^2)
behavior. Note that there are still other reasons for O(n^2) behavior when
processing attributes (where n is the number of attributes).
* Remove the need to return a value from the iteration code to indicate that the
iteration should continue. This is now the default behavior. The iteration can
still be stopped by calling `iter.stop()`.
* Easier access to `is_builtin` property.
* Iterator callback only has a single parameter instead of two (of which one is
sometimes unused).
Pull Request: https://projects.blender.org/blender/blender/pulls/128128
Previously, the `AttributeIDRef` wrapper was needed because it also had to
contain a pointer to an `AnonymousAttributeID`. However, since
b279a6d703 this is not necessary anymore.
Therefore we can use "raw" `StringRef` now which reduces the mental overhead
when working with attributes and also simplifies code.
Pull Request: https://projects.blender.org/blender/blender/pulls/127140
This implements the `Apply Modifier` operator for GPv3.
Applies the modifier to the current frame. Drawings at the current frame will be updated.
If the result of the modifier creates new layers, the layers will be added and a drawing
at the current frame will be inserted.
Applying a modifier will run the following steps:
* Create a localized copy of the original Grease Pencil data and insert it into a geometry
set that owns it.
* Execute the `modifiy_geometry_set` function of the modifier with this geometry set.
* In the resulting Grease Pencil data loop over all layers:
* If the original data has a layer with the same name, overwrite its drawing data in the
current frame.
* Otherwise create a new layer in the original data and insert a resulting drawing at
the current frame.
* Remove all original layers that are not mapped to from a result layer.
* Remap the material indices for all drawings that have not been updated (e.g. the ones
that are not on the current frame).
* Copy all the layer attributes to the original Grease Pencil.
Pull Request: https://projects.blender.org/blender/blender/pulls/124543
Previously, values for `ID.flag` and `ID.tag` used the prefixes `LIB_` and
`LIB_TAG` respectively. This was somewhat confusing because it's not really
related to libraries in general. This patch changes the prefix to `ID_FLAG_` and
`ID_TAG_`. This makes it more obvious what they correspond to, simplifying code.
Pull Request: https://projects.blender.org/blender/blender/pulls/125811
The crash was caused by attempting to write-back to the original data after it
has been removed (`add_data_block_items_writeback`).
This write-back is already disabled when applying a modifier, however the
corresponding flag was only set when applying modifiers on mesh objects. This
patch fixes this issue with two small changes:
* Rename `MOD_APPLY_TO_BASE_MESH` to `MOD_APPLY_TO_ORIGINAL` to make it more
generic.
* Pass this flag into modifier evaluation for other geometry types besides
meshes in `modifier_apply_obdata`.
Pull Request: https://projects.blender.org/blender/blender/pulls/125761
This removes the legacy Grease Pencil modifiers from the code.
These should have already been inaccessible from the UI and hidden from
the user. The modifiers have been reimplemented for the new GPv3
data structure.
On top of the modifier code, some other related things have been
removed as well:
* Operators related to the legacy modifiers.
* Keymaps for the legacy modifier operators.
* Some bits of code that used modifier functions.
Some code has to be kept, because it is still used:
* The core line art code, which is used by the new line art modifier. It's
moved to `modifiers/lineart`.
* The DNA structs for the legacy modifiers. They are still needed for
conversion.
* A few kernel functions for the modifiers are kept (also for conversion).
Co-authored-by: Lukas Tönne <lukas@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/125102
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
Based on the design in #120230.
* Replaces the `Shade Smooth by Angle` operator with `Shade Auto Smooth`
in the object context menu menu.
* The new operator automatically adds and removes the modifier instead
of being a destructive operation.
* The `Shade Smooth` and `Shade Flat` operators now remove the
`Smooth by Angle` modifier automatically.
* Add a pin option to modifiers, which limits dragging and keeps the
modifier after newly added modifiers in the list.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/121494
Add a menu similar to the "Object > Constraints" menu that allows adding,
copying, and clearing modifiers. The "copy all modifiers to selected" and
"clear modifiers" operators are new, to mirror the functionality we already
have for constraints.
The "Add" menu is the same that's used in the property editor. In the 3D
view, modifiers are always added to all selected objects.
Part of #120230
Pull Request: https://projects.blender.org/blender/blender/pulls/121286
There were two functions copying modifiers. The modifier operator
exposed in the property editor reported for various failures. Outliner
drag and drop did not. This commit refactors code a bit to unify the
two. Outliner drag and drop should now report why it fails too.
Issue came with the new feature of adding modifiers to selected objects
by holding alt: 9a7f4a3b58. `use_selected_objects` state should not be
remembered. Otherwise, it's possible to add/edit modifier of multiple
object without holding alt
Pull Request: https://projects.blender.org/blender/blender/pulls/120810
Support holding alt while invoking modifier operations for add, apply,
remove, and move to index in the property editor. This affects all selected
editable objects instead of just the active object.
Though the alt key is not that visible, it's consistent with the
existing multi-object property editing shortcut. If/when multi-
object editing is every made the default, the alt key could
be reversed here too.
Changes as part of #120230.
Pull Request: https://projects.blender.org/blender/blender/pulls/120695
The main motivation for this is that it's part of a fix for #113377,
where I want to propagate the edit mesh pointers through copied
meshes in modifiers and geometry nodes, instead of just setting the
edit mesh pointer at the end of the modifier stack. That would have
two main benefits:
1. We avoid the need to write to the evaluated mesh, after evaluation
which means it can be shared directly among evaluated objects.
2. When an object's mesh is completely replaced by the mesh from another
object during evaluation (with the object info node), the final edit
mesh pointer will not be "wrong", allowing us to skip index-mapped
GPU data extraction.
Beyond that, using a shared pointer just makes things more automatic.
Handling of edit mesh data is already complicated enough, this way some
of the worry and complexity can be handled by RAII.
One thing to keep in mind is that the edit mesh's BMesh is still freed
manually with `EDBM_mesh_free_data` when leaving edit mode. I figured
that was a more conservative approach for now. Maybe eventually that
could be handled automatically with RAII too.
Pull Request: https://projects.blender.org/blender/blender/pulls/120276
Move the public functions from the editors/object (`ED_object.hh`)
header to the `blender::ed::object` namespace, and move all of the
implementation files to the namespace too. This provides better code
completion, makes it easier to use other C++ code, removes unnecessary
redundancy and verbosity from local uses of public functions, and more
cleanly separates different modules.
See the diff in `ED_object.hh` for the main renaming changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/119947
These functions were declared in the editors/mesh module but
defined in the editors/object module. This commit moves them to
a separate header associated with the object editors module.
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
When deleting all the segments the active index is generally 0. Adding a
new segment increments the active index, which pushes it out of range.
The code should not expect active index to be inside the current range.
Pull Request: https://projects.blender.org/blender/blender/pulls/118143
This adds a new `ModifierData.persistent_uid` integer property with the following properties:
* It's unique within the object.
* Match between the original and evaluated object.
* Stable across Blender sessions.
* Stable across renames and reorderings of modifiers.
Potential use-cases:
* Everywhere where we currently use the name as identifier. For example,
`ModifierComputeContext` and `ModifierViewerPathElem`.
* Can be used as part of a key in `IDCacheKey` to support caches that stay
in-tact across undo steps.
* Can be stored in the `SpaceNode` to identify the modifier whose geometry node
tree is currently pinned (this could use the name currently, but that hasn't been
implemented yet).
This new identifier has some overlap with `ModifierData.session_uid`, but there
are some differences:
* `session_uid` is unique within the entire Blender session (except for duplicates
between the original and evaluated data blocks).
* `session_uid` is not stable across Blender sessions.
Especially due to the first difference, it's not immediately obvious that the new
`persistent_uid` can fulfill all use-cases of the existing `session_uid`. Nevertheless,
this seems likely and will be cleaned up separately.
Unfortunately, there is not a single place where modifiers are added to objects currently.
Therefore, there are quite a few places that need to ensure valid identifiers. I tried to catch
all the places, but it's hard to be sure. Therefore, I added an assert in `object_copy_data`
that checks if all identifiers are valid. This way, we should be notified relatively quickly if
issues are caused by invalid identifiers.
Pull Request: https://projects.blender.org/blender/blender/pulls/117347
With this patch, materials are kept intact in simulation zones and bake nodes
without any additional user action.
This implements the design proposed in #108410 to support referencing
data-blocks (only materials for now) in the baked data. The task also describes
why this is not a trivial issue. A previous attempt was implemented in #109703
but it didn't work well-enough.
The solution is to have an explicit `name (+ library name) -> data-block`
mapping that is stored in the modifier for each bake node and simulation zone.
The `library name` is necessary for it to be unique within a .blend file. Note
that this refers to the name of the `Library` data-block and not a file path.
The baked data only contains the names of the used data-blocks. When the baked
data is loaded, the correct material data-block is looked up from the mapping.
### Automatic Mapping Generation
The most tricky aspect of this approach is to make it feel mostly automatic.
From the user point-of-view, it should just work. Therefore, we don't want the
user to have to create the mapping manually in the majority of cases. Creating
the mapping automatically is difficult because the data-blocks that should
become part of the mapping are only known during depsgraph evaluation. So we
somehow have to gather the missing data blocks during evaluation and then write
the new mappings back to the original data.
While writing back to original data is something we do in some cases already,
the situation here is different, because we are actually creating new relations
between data-blocks. This also means that we'll have to do user-counting. Since
user counts in data-blocks are *not* atomic, we can't do that from multiple
threads at the same time. Also, under some circumstances, it may be necessary to
trigger depsgraph evaluation again after the write-back because it actually
affects the result.
To solve this, a small new API is added in `DEG_depsgraph_writeback_sync.hh`. It
allows gathering tasks which write back to original data in a synchronous way
which may also require a reevaluation.
### Accessing the Mapping
A new `BakeDataBlockMap` is passed to geometry nodes evaluation by the modifier.
This map allows getting the `ID` pointer that should be used for a specific
data-block name that is stored in baked data. It's also used to gather all the
missing data mappings during evaluation.
### Weak ID References
The baked/cached geometries may have references to other data-blocks (currently
only materials, but in the future also e.g. instanced objects/collections).
However, the pointers of these data-blocks are not stable over time. That is
especially true when storing/loading the data from disk, but also just when
playing back the animation. Therefore, the used data-blocks have to referenced
in a different way at run-time.
This is solved by adding `std::unique_ptr<bake::BakeMaterialsList>` to the
run-time data of various geometry data-blocks. If the data-block is cached over
a longer period of time (such that material pointers can't be used directly), it
stores the material name (+ library name) used by each material slot. When the
geometry is used again, the material pointers are restored using these weak name
references and the `BakeDataBlockMap`.
### Manual Mapping Management
There is a new `Data-Blocks` panel in the bake settings in the node editor
sidebar that allows inspecting and modifying the data-blocks that are used when
baking. The user can change what data-block a specific name is mapped to.
Pull Request: https://projects.blender.org/blender/blender/pulls/117043