The goal here is to avoid having to cast to and from `ID` when getting the
evaluated or original ID using the depsgraph API, which is often verbose and not
type safe. To solve this, there are now `DEG_get_original` and
`DEG_get_evaluated` methods which are templated on the type and use a new
`is_ID_v` static type check to make sure it's only used with valid types.
This allows removing quite some verbosity on all the call sites. I also removed
`DEG_get_original_object`, because that does not have to be a special case
anymore.
Pull Request: https://projects.blender.org/blender/blender/pulls/137629
Remove long-deprecated constraints that will likely never be
implemented in this form.
- Rigid Body Joint Constraint was removed in 2.80, but some references
remained in the code. Versioning code was written that tried to
remove them on load, but since constraint initialization code sets
the type to CONSTRAINT_TYPE_NULL before versioning gets a chance,
the versioning code ended up never running. This has all been
removed.
- Python/Script Constraint never worked since 2.50 and showed an error
message in the UI panel.
These constraints now load as 'null' constraint, as seems to be
(looking at the code) the way that Blender currently deals with
removed constraint types. These still show up in the outliner and
python API, but have no UI panel. Removing such constraints completely
will be left for another time, as it is beyond the scope of removing
these two specific constraint types.
Pull Request: https://projects.blender.org/blender/blender/pulls/136672
The main issue of 'type-less' standard C allocations is that there is no check on
allocated type possible.
This is a serious source of annoyance (and crashes) when making some
low-level structs non-trivial, as tracking down all usages of these
structs in higher-level other structs and their allocation is... really
painful.
MEM_[cm]allocN<T> templates on the other hand do check that the
given type is trivial, at build time (static assert), which makes such issue...
trivial to catch.
NOTE: New code should strive to use MEM_new (i.e. allocation and
construction) as much as possible, even for trivial PoD types.
Pull Request: https://projects.blender.org/blender/blender/pulls/136134
This applies to modifiers, constraints and shape keys.
Any driver on such data was not removed with it,
leaving invalid drivers on objects.
With this patch, the drivers are removed, but animation is left untouched.
This is because animation might be reused somewhere else and we don't
want to introduce potential side effects there.
This also adds unit tests for the fixed cases
Pull Request: https://projects.blender.org/blender/blender/pulls/134511
Move `Library.runtime` to be a pointer, move the related
`LibraryRuntime` struct to `BKE_library.hh`. Similar to e.g.
Mesh.runtime, that pointer is expected to always be valid, and is
allocated at readtime or when creating a new Library ID.
Related smaller changes:
* Write code now uses standard ID writing codepath for Library IDs too.
* Runtime pointer is reset to nullptr before writing.
* Looking up a library by its absolute path is now handled through a
dedicated utils, `search_filepath_abs`, instead of using
`BLI_findstring`.
Pull Request: https://projects.blender.org/blender/blender/pulls/134188
When using clangd or running clang-tidy on headers there are
currently many errors. These are noisy in IDEs, make auto fixes
impossible, and break features like code completion, refactoring
and navigation.
This makes source/blender headers work by themselves, which is
generally the goal anyway. But #includes and forward declarations
were often incomplete.
* Add #includes and forward declarations
* Add IWYU pragma: export in a few places
* Remove some unused #includes (but there are many more)
* Tweak ShaderCreateInfo macros to work better with clangd
Some types of headers still have errors, these could be fixed or
worked around with more investigation. Mostly preprocessor
template headers like NOD_static_types.h.
Note that that disabling WITH_UNITY_BUILD is required for clangd to
work properly, otherwise compile_commands.json does not contain
the information for the relevant source files.
For more details see the developer docs:
https://developer.blender.org/docs/handbook/tooling/clangd/
Pull Request: https://projects.blender.org/blender/blender/pulls/132608
Only draw relationship lines between a constrained object/bone and its
target when there is actually a valid target. Previously Blender would
always draw a line, which would go to the world origin when the
constraint has no target. This was visually rather noisy and potentially
even misleading when there is actually an object at the origin.
Fixes#131477
Pull Request: https://projects.blender.org/blender/blender/pulls/132592
Simplify the `${CONSTRAINT}_get_tarmat` functions, mostly by reducing
nesting via early returns.
Code like this:
```cpp
void blabla_get_tarmat(...) {
if (VALID_CONS_TARGET(ct)) {
// ... do useful stuff.
}
else if (ct) {
unit_m4(ct->matrix);
}
}
```
now looks like:
```cpp
void blabla_get_tarmat(...) {
if (!VALID_CONS_TARGET(ct)) {
unit_ct_matrix_nullsafe(ct);
return;
}
// ... do useful stuff.
}
```
This is mostly done as preparation for an upcoming functional change.
No functional changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/132591
Avoid rebuilding BVH trees when meshes are copied.
Similar to the other uses of the shared cache system,
this can arbitrarily improve performance when meshes
are copied but not deformed and BVH building is the
main bottleneck. In a simple test file I got a 6x speedup.
The amount of code is also reduced and the system is
much simpler overall-- built out of common threading
patterns like `SharedCache` with its double-checked lock.
RAII is used in a few places to simplify memory management
too.
The downside is storing more `SharedCache` items in the
mesh runtime struct. That has a slight cost when copying
a small mesh many times, but we have ideas to improve that
in the future anyway (#104327).
Pull Request: https://projects.blender.org/blender/blender/pulls/130865
`AnimData`, NLA strips, and action constraints all have an `action_slot_name`
field in RNA. The purpose of this field is to store the identifier of the most
recently assigned slot, so that it can be used for auto-assignment when later
assigning different actions.
However, this field name is misleading in two ways:
1. In accordance with #130740, it's actually the slot *identifier*, not name.
2. It could be mistaken as a way to rename the currently assigned slot, which it
is not.
To resolve both of those issues, we're renaming the field to
`last_slot_identifier`, which better communicates its actual nature.
As a bonus, this also ends up decluttering Python autocomplete when looking
for things related to action_slot.
Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130911
This PR renames `ActionSlot::name` to `ActionSlot::identifier` for both DNA and
RNA, and also renames related methods, functions, constants, and comments.
The purpose of this rename is to help make it clear that this is not a "name"
in the traditional sense, but rather is a composite of the slot name + id type
for lookup purposes.
Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130740
Even though this is generally avoided, drivers don't prevent
invalid values being set. Further files from branches or files
written in the future may contain enum values not yet known.
Resolve by range checking enum values which are used to index arrays.
Skip the evaluation of the Action constraint when no Action is set.
Before, the constraint would run an entire animation data evaluation
cycle on a fake object, with the given (but NULL) Action. Now it's just
skipped.
Revert part of 9530852347 as that did not
take into account that the `max` property may actually be smaller than
the `min` property.
I've also taken the liberty to document this fact in some comments.
The fix for the crash when `min == max` is still in place.
Avoid a division by zero when the Action constraint has the same value
for its 'min' and 'max' parameters.
When `min` and `max` are equal, the code will now choose either `min`
(when `target value` ≤ `min`) or max (`target value` > `max`).
Pull Request: https://projects.blender.org/blender/blender/pulls/127583
Add support for slotted Actions to the NLA evaluation code.
This also affects the pose library code and the Action Constraint. These
both share some Action evaluation logic with the NLA. They now
explicitly looks at only the first Action slot. The Action Constraint will
have to be updated to have an explicit slot selector, but that's for another
commit.
Pull Request: https://projects.blender.org/blender/blender/pulls/127425
This adds a "Legacy Behavior" option to the Limit Rotation constraint that makes
it behave how Limit Rotation constraints did prior to
ed2408400d. Newly created constraints have this
option disabled, but versioning code enables the option on constraints from
older files to ensure that the behavior of e.g. existing rigs is not altered.
This is one part of a two-part fix for #123105. The other part is in PR
extensions/rigify#4.
Pull Request: https://projects.blender.org/blender/blender/pulls/123361
Fixes#116567
The issue was with a flag that skips a particular post-evaluation step
specially for the Child Of constraint. The flag wasn't getting properly
unset when the constraint target was removed, and therefore that
post-evaluation step was getting erroneously skipped in some cases.
This commit fixes the issue by always setting the flag appropriately in
the Child Of evaluation function itself. This is admittedly rather
hacky, but no more hacky than the existence of the flag in the first
place.
Pull Request: https://projects.blender.org/blender/blender/pulls/122881
Add new ID_IS_EDITABLE macro that checks if the ID can be edited in the
user interface. Replace usage of ID_IS_LINKED where it is used with this
meaning.
Also add a corresponding ID.is_editable property for Python.
This prepares for the ability to edit some linked datablocks for brush
assets.
Pull Request: https://projects.blender.org/blender/blender/pulls/121838
This makes the read and write API functions match more closely, and adds
asserts to check that the data size is as expected.
There are still a few places remaining that use BLO_read_data_address
and similar generic functions, these should eventually be replaced as well.
Pull Request: https://projects.blender.org/blender/blender/pulls/120994
The issue from the bug report mentions that the `Limit Rotation` constraint snaps
back to 0 when reaching 180 degrees with a min and max of 0 / 180.
The root cause of this goes a bit deeper though. Because the following also snaps back to 0.
* min max of 0 / 360
* angle of 185
The reason for this is that the clamping logic in the constraint was very simple.
It just took the matrix, decomposed it to euler and clamped the values directly.
However in that process, the euler angles are bound to a range of -180 / 180,
which means that any angle >= 180 would snap back to the min.
Pull Request: https://projects.blender.org/blender/blender/pulls/118502
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
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.
Make the naming consistent with the recent change from "loop" to
"corner". Avoid the need for a special type for these triangles by
conveying the semantics in the naming instead.
- `looptris` -> `corner_tris`
- `lt` -> `tri` (or `corner_tri` when there is less context)
- `looptri_index` -> `tri_index` (or `corner_tri_index`)
- `lt->tri[0]` -> `tri[0]`
- `Span<MLoopTri>` -> `Span<int3>`
- `looptri_faces` -> `tri_faces` (or `corner_tri_faces`)
If we followed the naming pattern of "corner_verts" and "edge_verts"
exactly, we'd probably use "tri_corners" instead. But that sounds much
worse and less intuitive to me.
I've found that by using standard vector types for this sort of data,
the commonalities with other areas become much clearer, and code ends
up being naturally more data oriented. Besides that, the consistency
is nice, and we get to mostly remove use of `DNA_meshdata_types.h`.
Pull Request: https://projects.blender.org/blender/blender/pulls/116238