Age | Commit message (Collapse) | Author |
|
|
|
The coefficient has been wrong since introduction for some reason.
Not backwards compatible, should not be merged to 2.7*.
|
|
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
|
|
|
|
Duplicating an imported object didn't increment the cache reader's refcount,
whereas removing the duplicate did decrement it. This caused problems.
|
|
The calls to id_us_plus/min were unnecessary (and caused assertion
failures) as this is already taken care of by transformcache_id_looper().
|
|
Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!
Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
|
|
Was also affecting object linking.
|
|
Libquery/generic ID remapping code handles this now.
|
|
|
|
constraints.
This avoids traversing the archive everytime object data is needed and
gives an overall consistent ~2x speedup here with files containing
between 136 and 500 Alembic objects. Also this somewhat nicely de-
duplicates code between data creation (upon import) and data streaming
(modifiers and constraints).
The only worying part is what happens when a CacheFile is deleted and/or
has its path changed. For now, we traverse the whole scene and for each
object using the CacheFile we free the pointer and NULL-ify it (see
BKE_cachefile_clean), but at some point this should be re-considered and
make use of the dependency graph.
|
|
|
|
file.
|
|
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
|
|
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).
Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.
Reviewers: campbellbarton, brecht, sergey
Differential Revision: https://developer.blender.org/D2082
|
|
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
|
|
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
|
|
It's enough to do one single comparison to see if the string is empty or not.
|
|
|
|
Annoying bug caused by temp nature of looptri layer for CCGDM.
Fixed in a similar to CCG loops by using lock when allocating and
filling looptri arrays.
Real fix would be to make sure this array is allocated on object
evaluation using DAG's eval_flag, but that's more involved change
which we'll work on later.
|
|
We cannot use FLT_MAX as initi distance for raycast...
Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
|
|
|
|
When the "Use Y" option in the Copy Rotation constraint is disabled, the constraint
behaves eratically when rotating all the target on all axes at the same time.
This is partially to be expected due to the way that euler rotations work
(i.e. the rotation orders stuff - you should use a rotation order based on most to
least important/significant rotations). Hence, by locking Y, you're causing accuracy
problems for Z.
What was not expected though was that changing the rotation orders on the objects
involved (for the record, it's the constraint owner that counts) did nothing.
It turns out that for objects, the rotation order settings were getting ignored!
This commit fixes this problem, and this particular case can be resolved by using
"XZY".
Notes:
* Since all object constraints were previously working on the assumption that they
used XYZ (default) order, it is possible that this change may have the unintended
consequence of changing the behaviour of some rigs which relied on the buggy
behaviour. Hopefully this will be a rare occurrence.
|
|
Many uses of matrices for rotation keep them normalized,
so no need to normalize each time.
|
|
non-homogeneous scaled matrices.
Use new interp_m4_m4m4 instead of blend_m4_m4m4.
Note that maybe we could replace other usages of blend_m... by interp_m...,
but this should be investigated on a case-by-case basis.
|
|
|
|
This was already the case for most users of ray-cast.
Doing this avoids 2x normalize calls per ray-cast in many places.
|
|
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
|
|
|
|
|
|
|
|
Basically just made constraints free function aware of possible do_id_users
argument, same as we've got for objects, object data and so on.
|
|
|
|
Context menu to toggle render, visibility & delete
D996 by @lichtwerk
|
|
|
|
* Ensure that when new constraints are created, the new settings have sensible
default values.
TODO: we need to version-patch old files
* Fix problem with variable shadowing (which wasn't causing problems AFAIK)
|
|
bones from shrinking below 1.0 scale
From the looks of things, this was a typo. The result was that if you had a bone
with the minimum volume restriction in place, the bone would not get any thinner
when it was stretched out.
|
|
Own fault in rBb154aa8c060a60d to fix T42447... Reverted that commit, and added
kind of not-so-nice hack instead.
Note root of the issue comes from the special case we are doing here re 'Local'
space of parent-less objects. In that case, local space should be the same as
world one, but instead we apply the object rotation to it... This is inconsistent
with all other cases and could very well lead to other issues as T42447, but afraid
fixing that properly would be rather hairy - not to mention it would likely break
all existing riggings etc. :(
Should be safe for a 2.73a, shall we need it.
|
|
|
|
|
|
projection case.
Constraint space conversion ignores object scale, which is OK in most cases. But here,
we are converting a normal from world to local space, and when later converting it
into target space to actually do the BVH raycast, we use TransformSpace which
does applies objects' scaling to normals, as expected.
Best solution here is to also take object's scale into account when converting
from local to world space.
|
|
space when only using parent's rotation and parent is rotated.
Just do not use crazyspace correction with childof constraints in this case.
Note this is only a very partial fix (partial use of parent loc on some axes
is still broken in transform), a real fix would probably require a full rewrite
of constraints handling in transform code (a mere static correction matrix
just cannot work in all possible cases, we'd need a full dynamic correction system here).
Anyway, transform code as a whole is horrible. :/
|
|
Make sure the 1.0 value is not affected by smoothing, and min/max limits
never go above or below 1.0 respectively. This was a request by
animators since not modifying the mesh in its rest pose is regarded as
crucial.
|
|
Uses a arctan instead of sine function now, which has the advantage of
not overestimating the bulging.
|
|
Currently the volume variation feature in stretch constraints is
unlimited. This has to be compensated by riggers by adding scale limit
constraints, but these are unaware of the stretch orientation and can
lead to flipping. Also the stretch calculation itself is not working
properly and can lead to collapsing volume.
The patch fixes this with several modifications:
- Interpret the volume variation factor as exponent, which works better
with large values for artistic purposes.
- Add integrated limits to the volume "bulge" factor, so secondary
constraints for compensation become unnecessary
- Add a smoothness factor to make limits less visible.
Eventually a generic volume preservation constraint would be nicer,
because multiple constraints currently implement volume variation of
their own. This feature could actually work very nicely independent from
other constraint features.
Differential Revision: https://developer.blender.org/D826
|
|
|
|
|
|
|
|
Importantly, reversed mul_serie_m3 argument order (so it matches the m4 function)
|
|
NULL's)
|