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Currently this is needed to properly tag PointCache's for info update
(fixes an issue reported in T82503).
Suspect we may need this in more cases in the future though, RNA
assign/update processes are not always 100% enough to deal with
complicated corner cases.
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Things like pointers to particle systems, or softbody data being stored
outside of its modifier, make it impossible for internal modifier copy
data code to be self-contained currently. It requires extra processing.
In existing code this was handled in several different places, in
several ways, and alltogether fairly inconsistently. Some cases were
even not properly handled, causing e.g. crashes as in T82945.
This commit addresses those issues by:
* Adding comments about the hackish/unsafe parts `psys` implies when
copying some modifier data (since we need to ensure particle system
copying and remapping of those pointers separately).
* Adding as-best-as-possible handling of those cases to
`BKE_object_copy_modifier` (note that it remains fragile, but is
expected to behave 'good enough' in any practical usecase).
* Remove special handling for specific editor code
(`copy_or_reuse_particle_system`). This should never have been
accepted in ED code area, and is now handled by
`BKE_object_copy_modifier`.
* Factorize copying of the whole modifier stack into new
`BKE_object_modifier_stack_copy`, now used by both `object_copy_data`
and `BKE_object_link_modifiers`.
Note that this implies that `BKE_object_copy_modifier` and
`BKE_object_copy_gpencil_modifier` are now to be used exclusively to
copy single modifiers. Full modifier stack copy should always use
`BKE_object_modifier_stack_copy` instead.
Fix T82945: Crash when dragging modifiers in Outliner.
Maniphest Tasks: T82945
Differential Revision: https://developer.blender.org/D10148
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These two operators (one for grease pencil, one for other objects)
copy a single modifier from the active object to all selected objects.
The operators are exposed in the dropdown menus in modifier headers.
Note that It's currently possible to drag and drop modifiers between
objects in the outliner, but that only works for dragging to one object
at a time. Modifiers can also be copied with the "Make Links" operator,
but that copies *all* modifiers rather than just one. The placement
and scope of these new operators allow for more useful poll messages
and error messages as well.
Every object type that supports modifiers is supported. Although hook
and collision modifiers aren't supported because of an unexplained
comment in `BKE_object_copy_modifier`, other than that, every modifier
type is supported, including particle systems, nodes modifiers, etc.
The new modifiers are set active, which required two small tweaks to
`object.c` and `particle.c`.
Reviewed By: Hans Goudey (with additional edits)
Differential Revision: https://developer.blender.org/D9537
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Always assume geometry nodes produce potentially animated meshes or point
clouds. In general it is hard to check if geometry nodes are animated, and
for modifiers this was already weak.
The better solution will likely involving checking which geometry was
modified by the depsgraph on frame change, to replace the current mechanism
of manually checking for certain types of modifiers and animation.
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Remove DNA headers, using forward declarations where possible.
Also removed duplicate header, header including it's self
and unnecessary inclusion of libc system headers from BKE header.
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Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.
What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
.blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.
Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea9184221).
Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.
Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
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Since the initial merge of the geometry nodes project, the modifyPointCloud
function already was already modifying a geometry set. The function wasn't
renamed back then, because then the merge would have touched many
more files.
Ref T83357.
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This commit adds functions to set and get the object's active
modifier, which is stored as a flag in the ModifierData struct,
similar to constraints. This will be used to set the context in
the node editor. There are no visible changes in this commit.
Similar to how the node editor context works for materials, this commit
makes the node group displayed in the node editor depend on the active
object and its active modifier. To keep the node group from changing,
just pin the node group in the header.
* Shortcuts performed while there is an active modifier will affect
only that modifier (the exception is the A to expand the modifiers).
* Clicking anywhere on the empty space in a modifier's panel will make it active.
These changes require some refactoring of object modifier code. First
is splitting up the modifier property invoke callback, which now needs
to be able to get the active modifier separately from the hovered
modifier for the different operators.
Second is a change to removing modifiers, where there is now a separate
function to remove a modifier from an object's list, in order to handle
changing the active.
Finally, the panel handler needs a small tweak so that this "click in panel"
event can be handled afterwards.
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This is the initial merge from the geometry-nodes branch.
Nodes:
* Attribute Math
* Boolean
* Edge Split
* Float Compare
* Object Info
* Point Distribute
* Point Instance
* Random Attribute
* Random Float
* Subdivision Surface
* Transform
* Triangulate
It includes the initial evaluation of geometry node groups in the Geometry Nodes modifier.
Notes on the Generic attribute access API
The API adds an indirection for attribute access. That has the following benefits:
* Most code does not have to care about how an attribute is stored internally.
This is mainly necessary, because we have to deal with "legacy" attributes
such as vertex weights and attributes that are embedded into other structs
such as vertex positions.
* When reading from an attribute, we generally don't care what domain the
attribute is stored on. So we want to abstract away the interpolation that
that adapts attributes from one domain to another domain (this is not
actually implemented yet).
Other possible improvements for later iterations include:
* Actually implement interpolation between domains.
* Don't use inheritance for the different attribute types. A single class for read
access and one for write access might be enough, because we know all the ways
in which attributes are stored internally. We don't want more different internal
structures in the future. On the contrary, ideally we can consolidate the different
storage formats in the future to reduce the need for this indirection.
* Remove the need for heap allocations when creating attribute accessors.
It includes commits from:
* Dalai Felinto
* Hans Goudey
* Jacques Lucke
* Léo Depoix
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Avoid the evaluation of constraints when computing the parent-inverse
matrix.
Constraints are meant to be evaluated last; object transforms are
computed this order:
1. `parent->obmat` (the parent object's world matrix)
2. `ob->parentinv` (the object's parent-inverse matrix)
3. Object's loc/rot/scale
4. Object's constraint evaluation
When the constraints are used to compute the parent-inverse matrix,
their effect is moved from step 4 to step 2 in this list, potentially
rotating or scaling the object's local transform. This causes unwanted
movement as reported in T82156.
Reviewed By: looch
Differential Revision: https://developer.blender.org/D9413
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In cases where "Allow" is followed by an infinitive, a noun needs
to directly follow it. But it makes more sense to follow it with a
gerund instead.
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Root of the issue is that point caches are added to the object's list
on-demand, which often ends up with them being added only during
depsgraph evaluation, i.e. on COW objects.
This could result in having 'orig' data caches with invalid/unset stack
index at some points (e.g. when reading a file and applying
liboverrides), leading to discarding valid existing disk cache files.
Fact that one of those index is signed, and the other not, does not
help...
While this is very weak, fixing broken PointCache code is out of the
scope of a bug fix, so this patch merely:
* Simplifies and factorizes the code generating the 'extension' part of
caches filenames;
* Ensures `BKE_object_insert_ptcache` is called when needed so that we
always have a valid stack index to generate that filename extension.
This is only a bandaid, but it is simple and should be safe enough for
now.
Related to T82503.
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Also clear `gpd_eval` as this wasn't being copied either.
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Ref T76372.
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memfile undos
This is essentially adding that new callback, and using it only for already
existing Scene's 3DCursor.
Note that the place where this is called has been moved again, after all
have been lib-linked, such that those callbacks may also work on ID pointers.
Maniphest Tasks: T71759
Differential Revision: https://developer.blender.org/D9237
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Reviewed By: sergey
Differential Revision: https://developer.blender.org/D9349
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Corrects incorrect usages of the fragment 'apart of' when 'a part of' was required.
Differential Revision: https://developer.blender.org/D9245
Reviewed by Campbell Barton
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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Proxies are refcounting usages of objects, historical code was
apparently missing that.
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Better use higher-level code from common ID management when possible.
Helps to de-duplicate logic, and reduces outside usages of more
'dangerous' functions.
Note that we could get rid of many of those `BKE_<id_type>_add`
functions now, but on the other hand several of those take extra
parameters and perform additional actions, so think we can keep them all
for now as 'non-standard ID specific creation functions'.
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Those were only shallow wrappers around `BKE_id_copy`, barely used (even
fully unused in some cases), and we want to get rid of those ID-specific
helpers for the common ID management tasks. Also prevents weird custom
behaviors (like `BKE_object_copy`, who was the only basic ID copy
function to reset user count of the new copy to zero).
Part of 71219.
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No reasons to keep the new ID pointer as parameter here.
Part of T71219.
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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Following the most widely used convention for including todo's in
the code, that is: `TODO(name):`, `FIXME(name)` ... etc.
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Just converts verts to points and vice versa.
Materials and Attribute layers are preserved (so for example if you set
custom radii on the pointcloud, convert to mesh, then convert back to
pointcloud, this will be preserved).
Also not add a Radius layer by default (it is still added and
filled when adding a pointcloud object from the menu), a global Radius
property that will be used if there is no radius attribute can be added
later. A Radius attribute can also be added in the pointcloud data
properties (and filled via python).
This will also add a new utility function that copies materials between
datablocks: BKE_id_materials_copy
ref T75717
Differential Revision: https://developer.blender.org/D7391
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No functional changes. Split the grease pencil and object copy logic
into separate functions. This makes the code cleaner and prepares
utility functions for outliner modiifier drag and drop.
Differential Revision: https://developer.blender.org/D8642
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Change BKE_object_shapekey_{insert/remove} to set/clear
the active shape index.
Only set the active index when there are no existing active shapes.
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No functional changes
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Move functionality to get the object type from an ID
into it's own function.
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This is part of T76372.
It adds the `blend_write`, `blend_read_data`, `blend_read_lib`
and `blend_read_expand` which correspond to the various
steps when reading and writing .blend files.
Having these callbacks allows us to decentralize the blenloader
code a lot more. This has the affect that code related to any
specific ID type is less scattered.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D8670
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This was part of the game engine and is not used anymore.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8666
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Allows to keep track of modifiers, which is required, for example,
for runtime data preservation in depsgraph.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenkernel` module.
No functional changes.
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Also order return matrices last.
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When an object is moved only by the rigid body physics system, the
function `BKE_object_moves_in_time()` will incorrectly return `false`.
This commit adds a comment to make this behaviour more explicit.
No functional changes.
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It looks like the code left this as a todo, but the basic solution is to
add an extra parameter to BKE_bose_rest to check whether bones
are selected before reseting them.
I also corrected the operator description which said it acted on only
selected bones even when there is an option to turn that off. The
"act on selected" is generally implied for Blender's operators anyway.
Differential Revision: https://developer.blender.org/D8319
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Custom driver functions need access to the dependency graph that is
triggering the evaluation of the driver. This patch passes the
dependency graph pointer through all the animation-related calls.
Instead of passing the evaluation time to functions, the code now passes
an `AnimationEvalContext` pointer:
```
typedef struct AnimationEvalContext {
struct Depsgraph *const depsgraph;
const float eval_time;
} AnimationEvalContext;
```
These structs are read-only, meaning that the code cannot change the
evaluation time. Note that the `depsgraph` pointer itself is const, but
it points to a non-const depsgraph.
FCurves and Drivers can be evaluated at a different time than the
current scene time, for example when evaluating NLA strips. This means
that, even though the current time is stored in the dependency graph, we
need an explicit evaluation time.
There are two functions that allow creation of `AnimationEvalContext`
objects:
- `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float
eval_time)`, which creates a new context object from scratch, and
- `BKE_animsys_eval_context_construct_at(AnimationEvalContext
*anim_eval_context, float eval_time)`, which can be used to create a
`AnimationEvalContext` with the same depsgraph, but at a different
time. This makes it possible to later add fields without changing any
of the code that just want to change the eval time.
This also provides a fix for T75553, although it does require a change
to the custom driver function. The driver should call
`custom_function(depsgraph)`, and the function should use that depsgraph
instead of information from `bpy.context`.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D8047
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