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2018-12-20Cleanup: namingCampbell Barton
2018-12-12Merge branch 'master' into blender2.8Campbell Barton
2018-12-12Cleanup: use colon separator after parameterCampbell Barton
Helps separate variable names from descriptive text. Was already used in some parts of the code, double space and dashes were used elsewhere.
2018-12-11RNA: provide access to bone parent transform math from Python.Alexander Gavrilov
Applying the effect of bone parent is much more complicated than simple matrix multiplication because of the various flags like Inherit Scale. Thus it is reasonable to provide access to this math from Python for complicated rest pose related manipulations. The simple case of this is handled by Object.convert_space, so the new method is only needed for complex tasks. Differential Revision: https://developer.blender.org/D4053
2018-12-07Cleanup: styleCampbell Barton
2018-12-02Merge branch 'master' into blender2.8Campbell Barton
2018-12-02Cleanup: BKE b-bone API namingCampbell Barton
Use BKE_pchan_bbone prefix.
2018-11-27RNA: expose access to B-Bone shape data from Python.Alexander Gavrilov
B-Bone shape is a non-trivial computation, so access to the results would be useful for Python scripts working with B-Bones, e.g. rig generation. This exposes both final segment matrices, and the tangent vectors computed from the custom handle bones. Since the handle tangents use the axis+roll orientation math of edit bones, add matrix conversion static methods to Bone. Reviewers: campbellbarton Differential Revision: https://developer.blender.org/D3983
2018-11-23Depsgraph: add a new operation node for computing B-Bone segments.Alexander Gavrilov
Computing the shape of a B-Bone is a quite expensive operation, and there are multiple constraints that can access this information in a variety of useful ways. This means computing the shape once per bone and saving it is good for performance. Since the shape may depend on the position of up to two other bones, often in a "cyclic" manner, this computation has to be a separate node with its own dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3975
2018-11-22Cleanup: newlines in error printsCampbell Barton
2018-11-22Cleanup: Use proper module prefix in function namesSergey Sharybin
2018-11-22Fix missing newline in error printSergey Sharybin
2018-11-20Speedup rigs with multiple objects deformed by bbonesSergey Sharybin
Previously each of the objects which has armature modifier will request deformation matricies from bbones. Thing is, all those deformations are the same and do not depend on object which is being modified. What's even worse is that this calculation is not cheap. This change makes it so bbones deformation is calculated once and stored in the armature object. After this armature modifiers simply use it. With a rigs we've got here dependency graph evaluation time goes down from 0.02 sec to 0.012 sec. Possible further optimization is to make bbone deformation calculated at the time when bone is calculated. This will avoid an extra threaded loop over all bones.
2018-11-20Cleanup: Use more const qualifiersSergey Sharybin
2018-11-14Merge branch 'master' into blender2.8Campbell Barton
2018-11-14Cleanup: comment block tabsCampbell Barton
2018-11-05Cleanup: use boolCampbell Barton
2018-10-31Allow changing B-Bone custom handle references from Pose Mode.Alexander Gavrilov
@jpbouza was rather upset these were made read-only, and unlike parents, it's not that hard to allow changing these Bone fields: all is needed is to carefully refresh the matching fields in the relevant bPoseChannel objects and properly tag update. Reviewers: brecht Differential Revision: https://developer.blender.org/D3870
2018-10-17Cleanup: remove some #if 0 blocksJacques Lucke
Reviewers: brecht, campbellbarton Differential Revision: https://developer.blender.org/D3802
2018-10-11Merge branch 'master' into blender2.8Campbell Barton
2018-10-05Add and use a utility for computing B-Bone roll from custom handles.Alexander Gavrilov
This also fixes a stability problem with the start handle due to an incorrect matrix multiplication order.
2018-10-05Add a new B-Bone Custom Handle type that uses the handle bone direction.Alexander Gavrilov
Both original handle types are based on location, and Absolute uses it in a weird way: the Start handle uses the head, while End uses the tail. This makes controlling the shape of the B-Bone via control bone rotation really non-intuitive, especially if trying to add a single control for the tangent in the middle of a B-Bone chain. To remedy this, add a new custom handle type that uses the orientation of the control bone, while completely ignoring location. It is even possible to control both ends of one B-Bone with the same handle bone, resulting in an S shape. Reviewers: brecht Differential Revision: https://developer.blender.org/D3769
2018-10-05Redefine the Relative custom B-Bone handle type to be more reasonable.Alexander Gavrilov
Specifically, it should always use the position of the custom handle bone head, even when affecting the handle at the tail of the main bone, and shouldn't apply the special handling for joining two B-Bones. This handle type was unusably broken before a bug fix included in recent changes, so it should be safe to break backward compatibility.
2018-10-04Fix T56268: display the correct rest shape for B-Bones in Edit Mode.Alexander Gavrilov
The rest shape of B-Bones is actually affected by custom handles or the default connected parent/child mechanism. Ignoring these effects thus leads to the edit mode shape being different from the actual rest pose. This splits the b_bone_spline_setup function that is used to compute the correct rest and pose shape from pose channels into two parts, and applies the data structure independent half to edit mode. In order to access the custom handle settings in Edit Mode, they are moved to Bone and EditBone, while the bPoseChannel fields are downgraded in status to a cache for performance. Also, instead of flags, introduce an enum to specify the handle operation modes, so that new ones could be added later. Reviewers: aligorith, brecht Differential Revision: https://developer.blender.org/D3588
2018-10-04Move B-Bone custom handle settings to Edit mode.Alexander Gavrilov
Custom handle settings actually affect the B-Bone rest shape, so they should be changed in Edit mode rather than Pose mode. This is necessary to be able to display the correct rest shape of the bone in Edit Mode. Also, instead of flags, introduce an enum to specify the handle operation modes, so that new ones could be added later. Differential Revision: https://developer.blender.org/D3588
2018-09-27GP: Enable force fill recalc by defaultAntonioya
2018-09-27GP: Avoid duplicated weight deformation for strokesAntonioya
If the point had several weights, the result could be wrongly accumulated.
2018-09-24Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-19BLI_utildefines: rename pointer conversion macrosCampbell Barton
Terms get/set don't make much sense when casting values. Name macros so the conversion is obvious, use common prefix for easier completion. - GET_INT_FROM_POINTER -> POINTER_AS_INT - SET_INT_IN_POINTER -> POINTER_FROM_INT - GET_UINT_FROM_POINTER -> POINTER_AS_UINT - SET_UINT_IN_POINTER -> POINTER_FROM_UINT
2018-09-19Merge branch 'master' into blender2.8Campbell Barton
2018-09-14GP: Fix armature deformation weight problemAntonioya
The armature was using only weight 1 or 0, but not the real value. Also removed unused parm in UI panel.
2018-08-30GP: New Armature modifier and tools to handle weightsAntonioya
This commit adds a new armature modifier for grease pencil. The deformations are done reusing the mesh deform routines. There is also a new operator in weight paint mode to help the artist to generate weights base on armatures. This operator is required because 2D animation workflow is not equal to meshes when parent an object to armatures. In the drawing engine has been added the option to handle the Fade object parameter used in armatures to see the strokes while move the bones. When rename bones, all related data of grease pencil is renamed too. This not only affect new armature code, but also layers parented and hook modifiers. Thanks @aligorith for his review and help.
2018-08-29Cleanup: add file doxy commentsCampbell Barton
2018-08-13Fix dependency graph for constraints depending on B-Bone shape.Alexander Gavrilov
Some constraints have an option to take the final bezier shape of the target B-Bone into account. This shape usually depends on two other bones in addition to the target itself, so the graph should include the relevant dependencies. Reviewers: sergey Differential Revision: https://developer.blender.org/D3591
2018-07-31Respect ID user count when creating pose on object copySergey Sharybin
This solves wrong user counter of custom shape when duplicating bone few times and then undoing all the duplications.
2018-07-20Fix T55973: [2.8] Crash when 'apply pose as rest pose' when bone scale is 0,0,0.Bastien Montagne
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the depsgraph, since it can add or remove posechannels. This function now takes a Main parameter to ensure that related depsgraphes are tagged as dirty (kept it optional, for some corner cases). We should also probably double-check calls to that function, think in theory it should only be called from depsgraph itself? But for now...
2018-06-22Cleanup: misc DrivedMesh stuff.Bastien Montagne
2018-06-17Merge branch 'master' into blender2.8Campbell Barton
2018-06-17Cleanup: trailing space for blenkernelCampbell Barton
2018-05-25Fix T55165: Driving camera lens with property behaves unexpectedlyDalai Felinto
Differential Revision: https://developer.blender.org/D3438
2018-05-16Fix again bloody locked proxy bones...Bastien Montagne
No idea why that was working this morning, now we do not get CoW tag anymore (which kind of makes sense since it's set *after* copying happens...), so just resorting to using the NO_MAIN flag instead.
2018-05-16Fix T55076: Hack around to break correct behavior of 2.8 and get back ↵Bastien Montagne
broken-used-as-feature one from 2.7. Locked bones of proxies should not be editable, at all. But lack of update from linked rest pose in 2.7 allows to pose and animate locked bones (not to pose them without animation though, or you'd lose your pose on next file save & reload). this is used by artists to always lock all their bones in a rig, so that proxies fully update when lib rig is modified... For now, restore that broken behavior in 2.8 by not updating proxies against lib armature in CoW context (makes sense anyway, we are currently doing a lot of useless thing when copying data for depsgraph evaluation!).
2018-05-03Depsgraph: Make sure evaluated pose channels are pointing to evaluated bonesSergey Sharybin
2018-05-01Modifiers: Armature DerivedMesh → MeshSybren A. Stüvel
The mesh parameter of armature_deform_verts() is now const, to indicate that it's safe to pass ob->data to it directly.
2018-04-20Remove Armature Sketching & RetargetCampbell Barton
While the feature is interesting, it's not much from what we can tell. Retargeting is an important feature but needs to fit in better with typical animation work-flows. See: T52809
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-01Merge branch 'master' into blender2.8Campbell Barton
- Undo that changes modes currently asserts, since undo is now screen data. Most likely we will change how object mode and workspaces work since it's not practical/maintainable at the moment. - Removed view_layer from particle settings (wasn't needed and complicated undo).
2018-04-01Cleanup: remove global headerCampbell Barton
2017-11-21Depsgraph: Remove workarounds used for cyclic dependenciesSergey Sharybin
This was dangerous to do such calculations, and now it is solvable by making dependency graph more granular in this case. Removing the workaround also saves us a hassle of passing lots of extra arguments down the evaluation routines. In theory, we can also remove EvaluationCOntext from constraints evaluation as well now. But probably better to wait with such removal for now. This commit effectively reverts 1130c53. Will do a proper fix in dependency graph itself.
2017-11-02Merge branch 'master' into blender2.8Campbell Barton