Age | Commit message (Collapse) | Author |
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This will hopefully allow more refactoring in the future to improve
the instancing system, especially how it relates to geometry nodes
instances.
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Ids stored in the `id` attribute cannot be assumed to be unique. While they
might be unique in some cases, this is not something that can be guaranteed
in general. For some use cases (e.g. generating "stable randomness" on points)
uniqueness is not important. To support features like motion blur, unique ids
are important though.
This patch implements a simple algorithm that turns non-unique ids into
unique ones. It might fail to do so under very unlikely circumstances, in
which it returns non-unique ids instead of possibly going into an endless
loop.
Here are some requirements I set for the algorithm:
* Ids that are unique already, must not be changed.
* The same input should generate the same output.
* Handle cases when all ids are different and when all ids are the same
equally well (in expected linear time).
* Small changes in the input id array should ideally only have a small
impact on the output id array.
The reported bug happened because cycles found multiple objects with
the same id and thought that it was a single object that moved on every
check.
Differential Revision: https://developer.blender.org/D10402
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Use transform matrices instead of loc, rot, scale variables to store instance transforms.
Reviewed By: JacquesLucke
Differential Revision: http://developer.blender.org/D10211
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Instances are created with an "index" parameter used for persistence over
time through animation. Currently the geometry nodes instancer passes
the index in the array for this value, but the arrays created by the
"Point Distribution" node aren't necessarily stable in this way when
the input mesh is deformed. In D9832 we already mostly solved this
problem with an `id` attribute. The solution here is to create instances
with this attribute as well.
It's important to note that deforming the instanced points *after*
distribution will usually be a better solution for this problem. This
solution is likely still important though.
Differential Revision: https://developer.blender.org/D10024
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The Point Instance node can instance entire collections now.
Before, only individual collections were supported.
Randomly selecting objects from the collection on a per point basis
is not support, yet.
Last part of D9739.
Ref T82372.
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Previously, the transformation of recursive instances did not work as
on would expect. Second-level instances would detach from first-level
instances when the object was moved.
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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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The instance offset should be applied before scaling.
This way the scaling is done from the "collection origin".
Reviewers: zeddb, brecht
Differential Revision: https://developer.blender.org/D8889
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Missed this comment when updating fix for T77409.
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This was a regression in deaff945d0b9 which skips copying a mesh.
Dupli-verts/faces were not updated to account for this.
This supports iterating over edit-mesh vertices & faces,
since falling back to a full copy (as we do in some places)
will be slow while transforming geometry.
This commit looks as if it would change behavior with orcos,
since any edit-mesh deformation causes them to be assigned.
However in practice there is no functional change, details in comments.
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Two sided faces aren't supported and would cause many issues elsewhere.
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Dupli verts/faces named these arguments differently.
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Replace the evaluated mesh with VertexDupliData.mvert since only
vertices are used. This makes dupli-vert similar to how dupli-face
was already working.
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De-duplicate mesh access & comments.
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Needed for supporting edit-mode dupli-verts.
Currently the un-scaled short values are used to avoid
changing behavior (noted in comments).
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Make it obvious which values are used read-only, which are written to.
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This reverts commit 9adedb26055f03263fefba380980ee2abcb5327e. It changes
how duplis work, and by that altered how Alembic and USD files are
written. This was signalled by a failing Alembic unit test.
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Support duplicators in edit-mode without creating a mesh copy.
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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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Same exact system as instancing on vertices for a mesh. More powerful ways
of instancing will be added at some later point, but this makes the basics
works and is consistent with other geometry types.
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The name was misleading as the length is for char32_t, not wchar_t.
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For historical reasons, `DupliObject::persistent_id` was of size
`2*MAX_DUPLI_RECUR`. These reasons are now gone, and the persistent ID
always gets exactly one array element for every dupli-recursion.
Differential Revision: https://developer.blender.org/D8222
Reviewed by: brecht
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- 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.
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The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
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The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
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This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
This previously caused a bug in T74283, that should be fixed now.
Differential Revision: https://developer.blender.org/D6695
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than mesh"
This reverts commit f2b95b9eae2ee913c99cff7595527b18d8b49d0a.
Fix T74283: modifier display lost when moving object in edit mode.
The cause is not immediately obvious so better to revert and look at this
carefully.
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This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
Differential Revision: https://developer.blender.org/D6695
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Font duplicator was not outputing dupli-objects using evaluated object
pointers, leading to crash because original object are not supposed to
be drawable.
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`BLI_strncpy_wchar_from_utf8` internally assumes `wchar_t` is 32 bits
which is not the case on windows.
The solution is to replace `wchar_t` with `char32_t`.
Thanks to @robbott for compatibility on macOS.
Differential Revision: https://developer.blender.org/D6198
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This behavior was accidentally changed in 3e6f37b9, now it works compatible
with 2.79 again.
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This happened when the 'Whole Collection' option was enabled next to the
'Use Count' option. These two are exclusive but some code paths only
checked for 'Use Count'.
Reviewers: brecht
Maniphest Tasks: T69702
Differential Revision: https://developer.blender.org/D5741
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Some statements were split across multiple lines because of their
trailing comments.
In most cases it's clearer to put the comments above.
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No major API change here, only in the outliner restriction column
variables (e.g., show_restrict_column_selectable > show_restrict_column_select).
* Get rid of _INSTANCE (introduced on b1af68200159).
* Differentiate (everywhere but the API) between HIDE (temporary) and VIEWPORT (global).
* Use the expected icon for restrict viewport (same as objects and modifiers).
* selectable > select
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See T61578 for discussions and mockups.
Visibility Options
==================
We are adding more granular control over restriction columns in the outliner,
exposing "indirect only" and "holdout" as options, and change the way
users enable/disable collections in a viewlayer.
We also rename the object viewport restriction to hide instance.
So the options we have are:
Collection
----------
* Render Visibility
* Instance Visibility
* Selectable
(View) Layer Collection
-----------------------
* Enable
* Holdout
* Indirect Only
* Viewport
Shortcuts
=========
Isolate Collection
------------------
* Ctr + click isolates the collection.
It turns all its parents and children "visible", and all the other
collections "invisible".
If ALL the collections were already properly set, we re-set the
collections to their default value.
Set Collection Inside Collections and Objects
---------------------------------------------
* Shift + click: Set/unset inside collections and objects.
We only set objects values as well when we are in View Layer mode and
(obviously) when the objects have a matching property.
Icons
=====
Little reminder that we will need better icons for holdout, indirect only, and
probably instanced (nothing wrong with the current, but it differs from
the proposal when it is turned off).
Also, we need to decide where do we want the modifier/bones/... icons to
be (in which column) and ideally make sure their icons match the ones we
use for collections/objects.
At the moment those are using the screen icon, which is not being used
by collections.
Reviewers: brecht, billrey
Subscribers: pablovazquez
Differential Revision: https://developer.blender.org/D4823
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