All the relevant code is C++ now, so we don't need to complicate things
with the trip through C anymore. We will still need some wrappers, since
opensubdiv is an optional dependency though. The goal is to make it
simpler to remove the unnecessary/costly abstraction levels between
Blender mesh data and the opensubdiv code.
- "Frame Step" -> "Number of frames to skip forward while baking each
frame": expand description which was just copying the prop name.
- "b-bone" -> "B-Bone": title case.
- "Volumes Lighting" -> "Volume Lighting": typo.
- "Volumes Shadows" -> "Volume Shadows": typo.
- "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo.
- "the an" -> "an", typo.
- "Inverse" -> "Invert": use verb instead of noun for an action.
- "Desination" -> "Destination": typo.
- "Hides all other F-Curves other than the ones being framed": remove
extra "other".
- "Remove Bone from Bone collections" -> "Collection", singular because
the operator is only applied to the active collection. Also title
case on "Collection".
- "Change Stroke material with selected material" -> "Assign the
active material slot to the selected strokes": rephrase by reusing
the message from the non-Grease Pencil materials.
- "VisAction", "VisArea" -> "Visibility Action", "Visibility Area":
expand abbreviation. This is not exposed in the UI right now but
will show up in the API docs.
- "Stop Mode Right / Global Down" -> "Stop Move" (typo).
- "... for node input %s": remove extra space.
- "Move along their normal" -> "Move shadows along their normal":
rephrase unclear sentence.
- "Stat Vis" -> "Mesh Analysis": stands for "Statistical
visualization"? Unclear and not shown anywhere. Reuse the label
specified in the UI code instead.
- " Output data...": remove leading space.
- "Attribute domain for the selection and group id inputs": title case
on "Selection" and "Group ID" as that is how they appear in the UI.
- "Ior" -> "IOR": uppercase acronym, for consistency.
Pull Request: https://projects.blender.org/blender/blender/pulls/115964
Fixes#115776
Create a minimal structure that contains the instructions necessary to
copy from one custom data format to another. This structure is similar
to the one used in dfacaf4f40. It should have been used in
9175d9b7c2, which instead introduced quadratic performance
relative to the number of layers when copying every element.
In this commit, copying the entire mesh and adding new custom data
are explicitly changed to use the new map to speed up copying many
elements at a time.
The non-map attribute copy functions are also changed to check for when
the source and result BMeshes are the same. In that case it's much
faster to call the "same format" function from 9175d9b7c2.
For numbers, the timings are arbitrarily influenced by how many layers
I add in my testing. With 50 or so layers, a 10x difference is easily
observable though.
Pull Request: https://projects.blender.org/blender/blender/pulls/115824
Adds initial support for File Handler registration with the python API
for design task #68935. File Handlers will allow developers to associate
additional UI behavior and capability to operators traditionally used
only within the file browser.
The initial commit should have no user visible changes, but will serve
as the foundation for providing file drag & drop capabilities to
operators that can manage files (#111242).
See the PR for an example of python usage.
See design task #68935 for remaining work to be explored in the future.
Pull Request: https://projects.blender.org/blender/blender/pulls/112466
"mesh" reads much better than "me" since "me" is a different word.
There's no reason to avoid using two more characters here. Replacing
all of these at once is better than encountering it repeatedly and
doing the same change bit by bit.
And improve naming to remove the inconsistent "SCULPT" prefix in
many cases-- removing redundancy between the namespace name
and the function name. The specific names might need to evolve a bit
still, but it's much less annoying not having to type or read the
namespace all the time. I left out some areas with unclear design.
Due to changes in the build environment shader_builder wasn't able to
compile on macOs. This patch reverts several recent changes to CMake files.
* dbb2844ed9
* 94817f64b9
* 1b6cd937ff
The idea is that in the near future shader_builder will run on the buildbot as
part of any regular build to ensure that changes to the CMake doesn't break
shader_builder and we only detect it after a few days.
Pull Request: https://projects.blender.org/blender/blender/pulls/115929
No functional changes.
Before this PR the interpolation mode of a new keyframe
was read from the User Preference at the deepest level
where the keyframe is created.
In case where this shouldn't be done, the flag
`INSERTKEY_NO_USERPREF` was passed in.
In this case it would fall back to some default values.
In order to make these low level functions
more flexible, the keyframe settings are now passed in.
I've made a new struct `KeyframeSettings` that holds the
* interpolation
* key type
* handle type
and a function `get_keyframe_settings` that allows
you to quickly get this settings struct.
This is a first step that will allow to pass in the
interpolation mode from python in the future.
Part of #113278
Pull Request: https://projects.blender.org/blender/blender/pulls/115898
Node splitting seems to be broken and when triggered it crashes blender. The cause for
this is that SplitNodePair stores a full node and uses assign operators, that can free
unallocated space.
Although node splitting is important for performance point of view, we should reevaluate
how we want node splitting to work.
This PR only disables it, so it won't crash when used.
Pull Request: https://projects.blender.org/blender/blender/pulls/115928
Problem here is that `BKE_id_attribute_to_index` [which
`BKE_id_attributes_active_set` uses] does not match
`BKE_id_attribute_from_index` which can lead to "wrong" indices (there
are "wrong" layers included while iterating such as ".corner_vert" or
".corner_edge" for faces).
Deeper reason is that `get_domains_types` swaps `ATTR_DOMAIN_FACE` and
`ATTR_DOMAIN_CORNER` (originally introduced in eae36be372 -- but unclear
at this point why this was done). Historically, this was used for operators
[vertex color rotate/inverse] introduced in c75e1598dd & 771a4dee0b,
assumption is that eae36be372 was trying to make this more generic and make
it work for other domains as well (ATTR_DOMAIN_MASK_COLOR -- the tootip
was also changed from "Rotate vertex colors inside faces" to "Rotate color
attributes inside faces"), however, at this point in time the tools clearly only work
for the corner domain (and this was made more specific in ee18b625ca as well).
So now, remove the swapping all together and make
`BKE_id_attribute_from_index` & `BKE_id_attribute_to_index` in sync.
Also change the tooltip of said operators to use "face corner color attribute".
Pull Request: https://projects.blender.org/blender/blender/pulls/114797
No functional changes.
To reduce the argument count of `insert_vert_fcurve`,
the x and y argumentsto define the position
of a keyframe can be merged into a single `float2`
Pull Request: https://projects.blender.org/blender/blender/pulls/115886
In some cases the value that defines which ID is displayed as white is
mismatched between the original and evaluated mesh. Use the original
as the source of truth, since that's the mesh that's actively edited.
Similar to previous changes for masks and visibility, remove the mutable
pointer to face sets from the sculpt session. With implicit sharing,
this avoids a duplicate copy of face sets on the evaluated object when
face sets aren't edited.
Most retrieval of face sets now goes through the Mesh attribute API
instead of the pointer in sculpt session. This integrates sculpt code
with the rest of Blender, avoiding the need to reinvent things like
basic attribute access.
Similar to previous refactors to mask and visibility operators, refactor
the face set gesture and edit operators to be multithreaded and only
push undo steps and tag updates for actually changed nodes.
There is opportunity for more code deduplication in the future.
For now the aim is to reduce the number of confusing abstraction
levels though.
This avoids having to make the original data layer mutable when we
aren't going to modify it, meaning the memory can still be shared with
the evaluated mesh-- saving 1 byte per face in some situations. This was
made possible by previous commits that moved to using the Mesh attribute
API instead of the SculptSession pointer to edit this data. Eventually the
`hide_poly` pointer should be completely removed.
Also rename the functions and move a sculpt function that depended on
the mesh functions to a more proper place. And also use references and
nicer variable names for meshes.
Iterate over faces instead of vertices, and multithread the logic over
all PBVH nodes. The result is about 3 times faster in my tests;
noticeably snappier for large meshes. Add a new sculpt undo type for
face hide storage (as opposed to vertex storage), and use that only
when the data actually changed, which should reduce memory usage too.
Internally some code is shared with the other visibility operators,
since this operation always affects base mesh faces, most isn't.
Similar to 4e66769ec0
This commit is a preparation for an actual change in behavior of
automatic liboverride hierarchies creation. Although it may introduce
some minor changes (fixes) in behavior in some corner-cases, it is
not expected to have any noticeable end-user changes.
The main change is some refactor of the `LibOverrideGroupTagData` util
struct, to make it more clear and easy to manage data (IDs) from linked
reference, and data from liboverrides.
In addition, some minor changes in code logic, either optimizations or
hardened checks, e.g. to skip any processing of hierarchies when the
linked reference of its root is missing, or to ensure that libraries are
matching, etc.
In post-processing of objects & collections after liboverrides creation,
viewlayer could be accessed while tagged as dirty, since the
object/collection hierarchy may be modified several times during this
process.
NDEBUG is part of the C standard and disables asserts. Only this will
now be used to decide if asserts are enabled.
DEBUG was a Blender specific define, that has now been removed.
_DEBUG is a Visual Studio define for builds in Debug configuration.
Blender defines this for all platforms. This is still used in a few
places in the draw code, and in external libraries Bullet and Mantaflow.
Pull Request: https://projects.blender.org/blender/blender/pulls/115774
After previous commits, there is a new function to copy a BMesh
custom data block that doesn't go through the "find common layers
between two formats" code. This is *much* faster when there is a
large amount of layers with the same type, since that code is
quadratic currently. It may not be noticeable in many simpler
setups though.
Related to #115776
When the BMesh source and result arguments are the same, restore
performance lost by 9175d9b7c2, which made copying layers
have quadratic time complexity. When we know the custom data format
is the same between the source and result, the copying can be much
simpler, so it's worth specializing this case. There is still more
to be done, because often we only know that the two meshes are the
same at runtime. A followup commit will add that check.
The quadratic runtime means performance is fine for low layer counts,
and terrible with higher layer counts. For example, in my testing with
47 boolean attributes, copying 250k vertices went from 2.3 seconds to
316 ms.
The implementation uses a new CustomData function that copies an entire
BMesh custom data block, called by a function in the BMesh module
overloaded for every BMesh element type. That handles the extra data
like flags, normals, and material indices.
Related to #115776
For context, see 6d09fa3577. Overall, these values were still
written in some cases, but never used. Nowadays the viewer node and
attribute overlays give even better answers to these needs.
Also use const arguments, move a null check from the callback to the
PBVH function, and reorganice the PBVH code to be in a consistent
place in the file and to simplify the logic.
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.
This caused a crash further down the line where the code expected geometry
instances after calling `ensure_geometry_instances`, which seems reasonable
to assume.
This PR adds the drawing placement modes from GPv2.
The drawing placement defines the depth (origin, view, surface, etc.) and a plane (view, cursor, xz, etc.).
This introduces a new helper class `DrawingPlacement` that does all of the internals to find the correct projection and just exposes a simple function to project from screen space to the drawing plane/surface.
Note: Drawing on other strokes currently doesn't work, because GPv3 can't be rendered to image yet. We use the depth buffer of the grease pencil render result to find the right depth.
Pull Request: https://projects.blender.org/blender/blender/pulls/115602
This is in preparation for eventual hierarchical bone collections.
The motivation here is that this will allow us to efficiently specify
children as an index range, which would be inefficient with a listbase
due to the list traversal overhead incurred for index-based look ups.
We're still saving to blend files as a list base for forwards compatibility
with Blender 4.0, but storing as an array at runtime for efficient indexing.
This should not result in any user-visible changes.
Pull Request: https://projects.blender.org/blender/blender/pulls/115354
Resolve regression in [0] which replaced a null check with an
identity comparison. This wasn't correct as the null check indicated
that transform was applied or not, where situations that require a
transform could have an identity matrix.
Resolve by checking if the matrix that would transform vertices is an
identity which is a reliable way to know if any transformation is needed.
Ref: !115736
[0]: e24c7f1954
Suppress false positive Valgrind warnings which flooded the output.
- BLI_mempool alloc/free & iteration.
- Set alignment padding bytes at the end of MEM_* allocations
as "defined" since this causes many false positive warnings
in blend file writing and MEMFILE comparisons.
- Set MEM_* allocations as undefined when `--debug-memory`
is passed in to account for debug initialization.
- Initialize pad bytes in TextLine allocations.
- Support passing in unterminated C-strings when clamped by the size
argument.
- Pair string and it's size arguments together in IDP_NewStringMaxSize.
- Remove redundant size check which made it seem as if the string
might not be null terminated.
- Replace clamping the result of strlen(..) with BLI_strnlen,
to avoid calculating the length past the size checked.
- Add doc-string for unclamped string creation.