Commit Graph

23512 Commits

Author SHA1 Message Date
Campbell Barton
27b4916b1a Cleanup: spelling in comments
Also minor changes in comments:
- Reference BLENDER_HISTORY_FILE instead of the literal file-name
  (simplifies looking up usage).
- Use usernames in tags, as noted in code-style.
2023-01-31 14:22:23 +11:00
Bastien Montagne
2ff08d6d9c Cleanup: Pass explicit type to MEM_cnew.
Better avoid fancy implicit typing in this template, and be clear about
what type is actually being allocated.
2023-01-30 10:41:42 +01:00
Leon Schittek
89aae4ac82 Node Editor: Controlled node link swapping
Allow to explicitly swap node links by pressing the alt-key while
reconnecting node links. This replaces the old auto-swapping based on
matching prefixes in socket names.

The new behavior works as follows:

* By default plugging links into already occupied (single input)
  sockets will connect the dragged link and remove the existing one.
* Pressing the alt-key while dragging an existing node link from one
  socket to another socket that is already connected will swap the
  links' destinations.
* Pressing the alt-key while dragging a new node link into an already
  linked socket will try to reconnect the existing links into another
  socket of the same type and remove the links, if no matching socket
  is found on the node. This is similar to the old auto-swapping.

Swapping links from or to multi input sockets is not supported.

This commit also makes the link drag tooltip better visible, when using
light themes by using the text theme color.

Reviewed By: Hans Goudey, Simon Thommes

Differential Revision: https://developer.blender.org/D16244
2023-01-28 10:07:29 +01:00
Chris Blackbourn
cef03c867b UV: cleanup winding
Simplify `BM_uv_element_map_create` by using `BM_face_calc_area_uv_signed`.

Remove unused UV winding code in `BM_uv_vert_map_create`.

Fixes unlikely memory leak in `BKE_mesh_uv_vert_map_create`.

No functional changes.

Differential Revision: https://developer.blender.org/D17137
2023-01-28 11:03:45 +13:00
Hans Goudey
9facc5067a Cleanup: Simplify mesh and point cloud conversion
Since mesh positions are stored as a generic attribute,
the attribute doesn't need special handling here.
2023-01-27 14:34:10 -06:00
Hans Goudey
179605bd2d Fix T104168: No active UV when reading auto-save files
Similar to 6d12d43a05, we should skip the
legacy to generic conversion if there's nothing to convert.
2023-01-27 09:59:59 -06:00
Jeroen Bakker
46c68c46a5 3D Texturing: Adding more cases where seams can be fixed.
Case added where a corner in uv space share the same edge in 3d space.
This used to work, but was lost when implementing
the new approach.
2023-01-27 15:49:10 +01:00
Bastien Montagne
3d7697b325 Tweak to previous commit: move checks on DNA deprecated data at the end of readfile code.
BKE blendfile should not be allowed to deal with DNA deprectaed data, so
move recent check in rB138b3815e528 into BLO readfile, in a new
`blo_read_file_checks` util that is being called at the very end of main
readfile code (`blo_read_file_internal` and `library_link_end`).
2023-01-27 15:32:44 +01:00
Bastien Montagne
138b3815e5 Fix (unreported) missing clear of deprecated Window data on fileread.
rB7f564d74f9ed (6 years ago!) forgot to clear the deprecated
`Window->screen` pointer on file read for recent-enough .blend files.

This is required since a valid value is always written in .blend files
for that pointer, to ensure backward compatibility.

The issue was never detected so far because that pointer is explicitely
reset to NULL after filewrite, which includes any memfile undostep
write, and usually existing UI data is re-used instead of loading the
one from the .blend file, so thedden  assert in `blo_lib_link_restore`
would never be triggered.

Now moved the assert at the end of `setup_app_data` to ensure it always
get checked.
2023-01-27 15:14:55 +01:00
Michael Kowalski
cdef135f6f USD import: Support importing USDZ.
This addressed feature request T99811.

Added the following features to fully support importing USDZ archives:

- Added .usdz to the list of supported extensions.
- Added new USD import options to copy textures from USDZ archives. The
textures may be imported as packed data (the default) or to a directory
on disk.
- Extended the USD material import logic to handle package-relative texture
assets paths by invoking the USD asset resolver to copy the textures from
the USDZ archive to a directory on disk. When importing in Packed mode,
the textures are first saved to Blender's temporary session directory
prior to packing.

The new USD import options are

- Import Textures: Behavior when importing textures from a USDZ archive
- Textures Directory: Path to the directory where imported textures will
be copied
- File Name Collision: Behavior when the name of an imported texture file
conflicts with an existing file

Import Textures menu options:

- None: Don't import textures
- Packed: Import textures as packed data (the default)
- Copy: Copy files to Textures Directory

File Name Collision menu options:

- Use Existing: If a file with the same name already exists, use that
instead of copying (the default)
- Overwrite: Overwrite existing files

Reviewed by: Bastien

Differential Revision: https://developer.blender.org/D17074
2023-01-26 18:08:45 -05:00
Jacques Lucke
4a768a7857 Cleanup: remove unused variable 2023-01-26 13:31:41 +01:00
Campbell Barton
564673b8ea Fix T71137: curve minimum twist producing wrong geometry
Only one point should be used to create a reference rotation for other
points to follow. Using two caused the resulting twist to be
asymmetric, especially noticeable on symmetrical, cyclic curves.

An update to [0] which broke curve_to_mesh & deform_modifiers tests,
now this change only applies to cyclic curves as the final result was
much greater for non-cyclic curves because of a difference between how
end-point directions are calculated (see code-comments for details).

Alternate fix to D11886 which caused T101843.

[0]: 36a82314a0.
2023-01-26 17:38:20 +11:00
Ray Molenkamp
9ad051140c Revert "Fix T71137: curve minimum twist producing wrong geometry"
This reverts commit 36a82314a0.
as it has broken tests for the last day and a half, it likely just
needs a test file update, but we can't keep this failing longer
than it already has.
2023-01-25 11:00:08 -07:00
Philipp Oeser
12ca26afc2 Fix T104089: Removing greasepencil vertex group can leave no active
We should always have an active vertexgroup (making sure this is the
case was just not happening on the greasepencil side).

Now do this (similar to what is done for other object types in
`object_defgroup_remove_common`).

Maniphest Tasks: T104089

Differential Revision: https://developer.blender.org/D17091
2023-01-25 13:52:35 +01:00
Campbell Barton
9c71f5807f Cleanup: remove unused argument, warnings 2023-01-25 11:18:33 +11:00
Campbell Barton
d446809f96 Cleanup: remove unused argument 2023-01-25 09:53:35 +11:00
Martijn Versteegh
a73a2d345f Fix T104044: keep order of UVMaps on load
Use a Vector<std::string> , instead of a Set<std::string> as a Set does
not keep the same order when iterating over it.

Differential Revision: https://developer.blender.org/D17103
2023-01-24 18:26:02 +01:00
Bastien Montagne
30b34735e3 Cleanup/refactor: Add a new flag for IDTypes that are not read in memfile undo.
Currently only affects 'UI' IDs (WindowManager, Screen, etc.), but in
the future other types may be affected as well.

NOTE: this is only used in readfile code itself, not in the
post-processing performed by `setup_app_data`, as this code is too
specific for such generic handling.
2023-01-24 18:15:06 +01:00
Jeroen Bakker
10a06dfd11 Code-style: Rename internal parts of pbvh_uv_islands.
- InnerEdge -> FanSegment
- full -> is_manifold
2023-01-24 15:12:21 +01:00
Jeroen Bakker
21eff2c0ac 3DTexturing: Improve fix seam bleeding for manifold parts of mesh.
Current implementation had some faulty assumtions and had some work
arounds for crashes that were actually limitation of the implementation.

The main reason for this was that the implementation didn't add new
primitives in the same direction it was already adding. Some when
incorrect behavior was detected it was assumed that the part wasn't
manifold (anymore) and didn't fix that part of the mesh.

The new implementation will extract a solution and use this solution
also as the order to generate primitives in uv space.

This patch fixes several crashes and improves the overall quality
when fixing seam bleeding. It also adds additional debug tools
(print_debug) implementation in order to find issues faster in the
future.
2023-01-24 15:03:21 +01:00
Campbell Barton
6279042d21 Cleanup: use const, doc-string for BevList.poly & rename args
It wasn't clear that BevList.poly was used to check cyclic BevList's.
2023-01-24 16:42:38 +11:00
Campbell Barton
36a82314a0 Fix T71137: curve minimum twist producing wrong geometry
Only one point should be used to create a reference rotation for other
points to follow. Using two caused the resulting twist to be
asymmetric, especially noticeable on symmetrical, cyclic curves.

Alternate fix to D11886 which caused T101843.
2023-01-24 16:40:58 +11:00
Campbell Barton
67c48314ba Revert "Fix T71137: curve minimum twist producing wrong geometry"
This reverts commit cf72194214.
2023-01-24 15:33:47 +11:00
Hans Goudey
79ba1a1ac8 Cleanup: Compiler warnings in new sculpt & workbench
Set but unused variables, unused arguments, unnecessary/incorrect type
casting, missing static qualifier. Unused arguments are removed.
2023-01-23 14:57:26 -06:00
Hans Goudey
f24b9a7943 Cleanup: Rename pbvh.cc to pbvh_colors.cc
In preparation for moving pbvh.c to C++, give this file a different name
so git will recognize that future commit as a rename.
2023-01-23 14:47:08 -06:00
Hans Goudey
7fc395354c Cleanup: Use offset indices arguments for curves utilities
Make the functions more flexible and more generic by changing the curves
arguments to the curve offsets. This way, theoretically they could become
normal utility functions in the future. Also do a consistency pass over
the algorithms that generate new curves geometry for naming and
code ordering, and use of utility functions. The functions are really
quite similar, and it's much easier to tell this way.
2023-01-23 14:43:04 -06:00
Joseph Eagar
b6b6e47e1d Sculpt: PBVH node splitting for texture paint
`PBVH_Leaf` nodes are now split into a new `PBVH_TexLeaf`
node type when using the paint brush.  These nodes are
split by image pixels, not triangles.  This greatly
increases performance when working with large
textures on low-poly meshes.

Reviewed By: Jeroen Bakker
Differential Revision: https://developer.blender.org/D14900
Ref: D14900
2023-01-23 10:44:50 -08:00
Miguel Pozo
ba982119cd Workbench Next
Rewrite of the Workbench engine using C++ and the new Draw Manager API.

The new engine can be enabled in Blender `Preferences > Experimental > Workbench Next`.
After that, the engine can be selected in `Properties > Scene > Render Engine`.
When `Workbench Next` is the active engine, it also handles the `Solid` viewport mode rendering.

The rewrite aims to be functionally equivalent to the current Workbench engine, but it also includes some small fixes/tweaks:
- `In Front` rendered objects now work correctly with DoF and Shadows.
- The `Sampling > Viewport` setting is actually used when the viewport is in `Render Mode`.
- In `Texture` mode, textured materials also use the material properties. (Previously, only non textured materials would)

To do:
- Sculpt PBVH.
- Volume rendering.
- Hair rendering.
- Use the "no_geom" shader versions for shadow rendering.
- Decide the final API for custom visibility culling (Needed for shadows).
- Profile/optimize.

Known Issues:
- Matcaps are not loaded until they’re shown elsewhere. (e.g. when opening the `Viewort Shading` UI)
- Outlines are drawn between different materials of the same object. (Each material submesh has its own object handle)

Reviewed By: fclem

Maniphest Tasks: T101619

Differential Revision: https://developer.blender.org/D16826
2023-01-23 17:59:07 +01:00
Campbell Barton
eca4b991d8 Cleanup: use function style casts 2023-01-23 17:31:46 +11:00
Campbell Barton
ab0be6ec24 Cleanup: quiet clang warnings 2023-01-23 17:31:44 +11:00
Jacques Lucke
c68d4bf839 Cleanup: fix msvc compilation issue 2023-01-23 02:16:35 +01:00
Jacques Lucke
93a840360a Cleanup: quiet clang warnings 2023-01-23 00:55:15 +01:00
Jacques Lucke
4bef5f3df7 Cleanup: move some undo related files to C++
For continued testing in D14139. Also see T103343.
2023-01-23 00:33:55 +01:00
Erik Abrahamsson
e2006f15a9 Fix T103618: GN Transform modifies source VDB grid
The call to BKE_volume_grid_openvdb_for_write() was accidentally removed
in D15806. This adds it to BKE_volume_grid_transform_matrix_set() to
avoid that it happens again when that function is used.

Differential Revision: D16949
2023-01-22 23:32:19 +01:00
Jacques Lucke
c2a28f9f6c Cleanup: quiet compiler warnings 2023-01-22 02:03:44 +01:00
Hans Goudey
f2bb044fdb Cleanup: Move six mesh-related files to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-01-21 15:44:58 -06:00
Hans Goudey
0b17d171d7 Cleanup: Move three modifier related files to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-01-21 12:15:41 -06:00
Campbell Barton
65f68ee023 Cleanup: compiler warnings 2023-01-21 23:09:20 +11:00
Hans Goudey
2ea47e0def Geometry Nodes: Use checkbox for exposed boolean sockets
This uses the changes from ef68a37e5d to create IDProperties
for exposed boolean sockets with a boolean type instead of an integer
with a [0,1] range. Existing properties and values are converted
automatically.

For forward compatibility, the properties are switched to the integer
type for saving. Otherwise older versions crash immediately when opening
a newer file. The "Use Attribute" IDProperties aren't changed here,
since that wouldn't have a visible benefit.

Differential Revision: https://developer.blender.org/D12816
2023-01-20 17:36:47 -06:00
Hans Goudey
453724894e Fix T103704: Particle hair doesn't fall back to active UV
Caused by 05952aa94d, which removed the use of the
active tessface UV pointer on meshes but didn't replace it properly with
the equivalend custom data API function.
2023-01-20 15:34:24 -06:00
Hans Goudey
c07fdad03d Cleanup: Move multires files to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-01-20 09:20:56 -06:00
Jacques Lucke
127eb2e328 Fix: wrong identifier int for interpolate curves node
This does not break existing files, because the idname is the ground truth.
2023-01-20 12:16:49 +01:00
Jacques Lucke
85908e9edf Geometry Nodes: new Interpolate Curves node
This adds a new `Interpolate Curves` node. It allows generating new curves
between a set of existing guide curves. This is essential for procedural hair.

Usage:
- One has to provide a set of guide curves and a set of root positions for
  the generated curves. New curves are created starting from these root
  positions. The N closest guide curves are used for the interpolation.
- An additional up vector can be provided for every guide curve and
  root position. This is typically a surface normal or nothing. This allows
  generating child curves that are properly oriented based on the
  surface orientation.
- Sometimes a point should only be interpolated using a subset of the
  guides. This can be achieved using the `Guide Group ID` and
  `Point Group ID` inputs. The curve generated at a specific point will
  only take the guides with the same id into account. This allows e.g.
  for hair parting.
- The `Max Neighbors` input limits how many guide curves are taken
  into account for every interpolated curve.

Differential Revision: https://developer.blender.org/D16642
2023-01-20 12:09:38 +01:00
Jeroen Bakker
244522d6cb 3D Texturing: Remove actual invocation of print_debug.
Was a mistake as only the function should have landed in master.
2023-01-20 11:15:37 +01:00
Jeroen Bakker
884e14ac93 3D Texturing: Adding print_debug for visually inspecting the generated geometry.
During 3D texturing the uv islands are extended in order to fix seam bleeding
for manifold parts of the input mesh. This patch adds a `print_debug` method
on UVIsland that generates a python script. This script can be copy-past
into the Python Console to show the generated geometry.

This script can be extended to show the extracted border and use face colors
for showing internal decisions.
2023-01-20 10:28:58 +01:00
Hans Goudey
bbc35fef25 Cleanup: Remove remaining subdiv/subsurf files to C++
For continued refactoring of the Mesh data structure. See T103343.
2023-01-19 22:25:04 -06:00
Campbell Barton
844cca9984 Cleanup: spelling in comments 2023-01-20 15:19:32 +11:00
Joseph Eagar
fcb0425f64 Sculpt: Remove old connected component API in favor of new island API 2023-01-19 18:22:59 -08:00
Joseph Eagar
9889918fd4 Sculpt: New API for keeping track of topology islands
Mesh islands (shells) are now calculated on an as-needed
basis and cached inside of a temp attribute,
`sculpt_topology_island_key`.  This attribute is updated
as needed when geometry changes (e.g. the trim brush)
or when mesh visibility changes.

This replaces the old behavior where the "topology" automasking
mode would walk the entire mesh on every stroke.
2023-01-19 16:58:30 -08:00
Hans Goudey
203ab983ce Geometry Nodes: Rename node and socket for "Group ID" convention
Based on discussion about T102962, rename the "Face Set Boundaries" node
to "Face Group Boundaries" and the Accumulate Field node's "Group Index"
socket to "Group ID". This convention of "__ Group" and "Group ID" will
be used more in other nodes in the future.

This commit doesn't affect forwards or backwards compatibility.
2023-01-19 16:56:06 -06:00