Using enum type itself in implementations, and uint in headers (as using
enums types in headers is a pain when enum are not defined and used in a
single same header file...).
It makes no sense to deep-copy a collection and not also copy its
children collections... Parameter was not used anymore anyway.
So now this duplicate function will always at least deep-duplicate all
of its children collections, recursively.
We want to get rid of those for all ID types ultimately, but that one
was only used in one place, being the only one calling
`BKE_collection_duplicate` without hierarchical duplicate and parent
collection pointer, effectively using the full power of the complex deep
duplication code for a mere `BKE_id_copy` call...
This will allow for further cleanup in duplicate code.
This patch adds two options:
- Convert a mesh to grease pencil strokes.
- Bake the mesh animation into grease pencil strokes.
Both are related and must be included in the same patch.
Related to tasks: T77629 and T77630
Notice: The conversion is done for mesh edges and it's not considering any visibility clipping. All edges are exported, no matters if it's visible or not.
Example of Convert a Mesh to Grease Pencil strokes:
{F8606028}
This conversion was inspired by the technique used by @luamono in this tweet: https://twitter.com/luamono/status/1239983662176841730
Example of Bake Animation (the video is a little outdate, but the basic functionality is the same, only small changes in UI):
{F8606032}
Reviewed By: mendio, pepeland
Maniphest Tasks: T77629, T77630
Differential Revision: https://developer.blender.org/D7983
Now that `BKE_main_collections_parent_relations_rebuild()` is called
from readfile code, we need to make it resilient to potential NULL
master collection pointer in scenes.
This is part of a greater blenloader decentralization effort (T76372).
For modifiers the goal is that fewer files have to be modified when
a new modifier is added.
This patch just adds the `blendWrite` and `blendRead` callbacks to
`ModifierTypeInfo` but does not change any other code yet. In the next
steps, modifier specific code will be moved from `writefile.c` and
`readfile.c` into their corresponding `MOD_*` files.
This is actually a nice issue due to too much optimization...
* Making an ID local just reuse the linked one whenever possible, instead of
actually making a copy of it.
* Therefore, the collection containing that ID is seen as unchanged, since
the pointer itself remained the same.
* But on undo step, there is no way to reuse that local object, which then
gets deleted, and linked one gets re-created - at a different address.
* Collection, however, since unchanged, is not updated at all and thus keeps
reference to the to-be-deleted local object, instead of the linked one.
* Issue gets even worse with viewlayers, this leads to the crash.
To address this, this patch adds a 'virtual' update flags that does nothing
in update case, but will ensure that the affected IDs using the one made local
are properly detected as changed across the relevant undo step.
Note that the recalc flags were chosen mostly for a logical reason, and also
because they are already properly dealt with and cleared by undo code,
so this looks like the optimal solution.
Reviewed By: brecht
Maniphest Tasks: T77774
Differential Revision: https://developer.blender.org/D8006
Previously, constraints were added multiple times from different
vertices. This adds a GSet to check that the same constraint is not
being added twice when iterating over the neighbors of two different
vertices.
Reviewed By: zeddb
Differential Revision: https://developer.blender.org/D8007
- BKE_lattice_deform_data_create was init_latt_deform.
- BKE_lattice_deform_data_destroy was end_latt_deform.
- BKE_lattice_deform_data_eval_co was calc_latt_deform.
This is an improvement over 2.7x which converted edit-mesh to mesh
(CDDM) for all 3 modifiers.
Overall this increases performance in edit-mode by around 15-20%.
Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...
If performance issues still arise, we'll investigate other solutions.
This should also make T73154 obsolete now.
When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
Prefer meaningful function names over redundant NULL arguments.
Also clarify variable names as it wasn't obvious the object-data
is part of the object target.
Override collections do not support that, add proper checks in BKE code
adding objects to collections.
Also try to find a suitable collection in parents in that case.
Note that this is enforced on 'public' API level, internal code can
still bypass those checks if needed. Exposing this possibility to public
API should not be needed.
Matches other similar cases for collection and object, and general
naming rule (copy is for generic ID copying, duplicate is for more
involved and poweful behaviors specific to an ID type).
This greatly simplifies and unifies logic.
Also addresses T77255: full scene copy will now use same preferences
parameters as object or collection duplicate to choose which data-blocks
to copy along.
Those are then assumed already duplicated, and not touched. However, all
of ther objects and sub-collections can still be processed as with any
other regular collection...
This commit enables basic copy of overrides on generic ID level, as well
as from (deep) copy operators for objects and collections.
So e.g. if your linked overridden caracter is in a collection, you can
now (from the outliner) Duplicate that override collection to get a new
overriding copy of the character.
We still need operators (new or modifying existing ones) to handle that
from 3DView e.g.
Note that deep copy code for objects/collections (and incidently
animdata) had to be modified to avoid duplicating/making local IDs that
remain linked ones being used by overrides ones.
This is related to T76659.
This just renames data type names to `CD_PROP_STRING`, `CD_PROP_FLOAT`
and `CD_PROP_INT32`. It makes them a bit more specific and removes
unnecessary abbreviations.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7980
Previously, this function would expect a callback function as parameter.
This behavior is now in Map.lookup_or_add_cb. The new version just
takes the key and value directly.
Local datablocks (including overrides) need to have a unique name, which
can then differ from the reference linked one (especially when there are
several local overrides of a same linked data).
Issue is, ID name is a 'rna name property', and as such used as
reference when dealing with override of collections of IDs, so we cannot
have a changing name.
The solution implemented here should work and is simple, but it may have
some issues in corner cases (time will say), it is not really robust.
Alternative solution would be to store ID pointers as reference in
override operations, instead of there name. But that would potentially
add quiet a lot of overhead to foreach looping in `lib_query.c`.
This operator performs an edit operation in the active face set defined
by the cursor position and updates the visibility. For now, it has a
Grow and Shrink operations, similar to Select More/Less in edit mode or
to the mask filter Grow/Shrink modes. More operations can be added in
the future.
In multires, this updates the visibility of an entire face from the base
mesh at once, which makes it very convenient to edit the visible area
without manipulating the face set directly.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7367
This implements squash and stretch as a deform mode for the Pose Brush.
It is similar to scale, but it applies different scale values in different
axis. To achieve this, the pivot local space of the transform needs to
be aligned to the segment when using this deform mode to apply the scale
in the correct direction.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7934
This adds two data structures that wrap a node tree. However, they work
on different abstraction levels.
`NodeTreeRef` is an immutable structure that makes working with a node
tree in C++ much more efficient and convenient. It supports various
queries efficiently, that are not easily possible using just `bNodeTree`.
`DerivedNodeTree` builds on top of `NodeTreeRef`. It contains a flattened
view on the node tree, i.e. with node groups being inlined. Every inlined
node still knows its "call stack". It supports pretty much the same queries
as `NodeTreeRef`.
Both data structures come with a dot graph exporter for debugging purposes.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D7628