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2021-07-16Cleanup: remove redundant parenthesesCampbell Barton
2021-07-16Cleanup: spelling in commentsCampbell Barton
2021-07-15Fix failing tests from vertex group name parameter copyHans Goudey
It turns out `BKE_mesh_copy_parameters` can be called while other tools are running calculations, which meant that it was called at the same time as `armature_deform_coords_impl`. Beause of that, we shouldn't do any freeing (of the old vertex group names) there. Since the materials are copied in the "for_eval" version anyway, it seems to make sense to copy the vertex group name list there also. Fixes T89877, and also the failing `deform_modifiers` test. Differential Revision: https://developer.blender.org/D11936
2021-07-15Animation/add-ons: Enable the poselib add-on by defaultSybren A. Stüvel
The new Asset Browser-based pose library is partially implemented in an add-on. This commit enables the add-on by default, as the old pose library was built-in and thus always enabled. The ability to disable the add-on is there mostly for cases where people/studios want to use their own custom pose library.
2021-07-15Fix T88281: Pose Library 'flip pose' sometimes flips wrongSybren A. Stüvel
Correct cases where the X-axis of the bone (in pose space) aligns with the pose-space Y or Z-axis. In these cases the decomposition of the matrix fails, and a negative scale of the X-axis turns into a 180° rotation around the Y-axis. An extra -1 scale to the X and Z axes of the resulting matrix seems to fix things.
2021-07-15UI: UI list refactor & preparations for asset view templateJulian Eisel
This is more of a first-pass refactor for the UI list template. More improvements could be done, but that's better done separately. Main purpose of this is to make the UI list code more manageable and ready for the asset view template. No functional changes for users. * Split the huge template function into more manageable functions, with clear names and a few structs with high coherency. * Move runtime data management to the template code, with a free callback called from BKE. This is UI data and should be managed at that level. * Replace boolean arguments with bit-flags (easily extendable and more readable from the caller). * Allow passing custom-data to the UI list for callbacks to access. * Make list grip button for resizing optional. * Put logic for generating the internal UI list identifier (stored in .blends) into function. This is a quite important bit and a later commit adds a related function. Good to have a clear API for this. * Improve naming, comments, etc. As part of further cleanups I'd like to move this to an own file.
2021-07-15Animation: add function to blend Action into poseSybren A. Stüvel
Add function `BKE_pose_apply_action_blend()`, which blends a given Action into current pose. The Action is evaluated at a specified frame, and the result is applied to the armature's pose. A blend factor can be given to blend between the current pose and the one in the Action. Quaternions are interpolated with SLERP; it is assumed that their FCurves are consecutively stored in the Action. This function will be used in the upcoming new Pose Library.
2021-07-15Animation: apply pose to all or selected bones of armatureSybren A. Stüvel
New function `BKE_pose_apply_action_all_bones()`, which will be necessary for the upcoming pose library v2.0. This renames the function `BKE_pose_apply_action` to `BKE_pose_apply_action_selected_bones`, to reflect that it only works on selected bones, to contrast it to the new function.
2021-07-15Assets: AssetHandle type as temporary design to reference assetsJulian Eisel
With temporary I mean that this is not intended to be part of the eventual asset system design. For that we are planning to have an `AssetRepresentation` instead, see T87235. Once the `AssetList` is implemented (see T88184), that would be the owner of the asset representations. However for the upcoming asset system, asset browser, asset view and pose library commits we need some kind of asset handle to pass around. That is what this commit introduces. Idea is a handle to wrap the `FileDirEntry` representing the asset, and an API to access its data (currently very small, will be extended in further commits). So the fact that an asset is currently a file internally is abstracted away. However: We have to expose it as file in the Python API, because we can't return the asset-handle directly there, for reasons explained in the code. So the active asset file is exposed as `bpy.context.asset_file_handle`.
2021-07-15Assets: Expose active asset library in contextJulian Eisel
For the Asset Browser, this returns the active asset library of the Asset Browser, otherwise it returns the one active in the workspace. This gives simple access to the active asset library from UI code and Python scripts. For example the upcoming Pose Library add-on uses this, as well as the upcoming asset view template.
2021-07-15Assets: Add an active asset library per workspace, for the UI to useJulian Eisel
This per-workspace active asset library will be used by the asset views later. Note that Asset Browsers have their own active asset library, overriding the one from the workspace. As part of this the `FileSelectAssetLibraryUID` type gets replaced by `AssetLibraryReference` which is on the asset level now, not the File/Asset Browser level. But some more work is needed to complete that, which is better done in a separate commit. This also moves the asset library from/to enum-value logic from RNA to the editor asset level, which will later be used by the asset view.
2021-07-15Fix T88188: Allow keyframing vertex mass in cloth simRobert Sheldon
Update vertex weights between simulation steps if they have changed. This allows for animated vertex weights in the cloth sim. Reviewed By: Sebastian Parborg Differential Revision: http://developer.blender.org/D11640
2021-07-15Cleanup: LayerCollection resync: Proper `r_` prefix for return function ↵Bastien Montagne
parameter.
2021-07-15Cleanup: improve comments, remove debug printfCampbell Barton
2021-07-15Cleanup: LayerCollection resync code.Bastien Montagne
Mainly naming (also droping the `layer_collection` in favor of just `layer` for internal code, this is clear enough and much shorter). Add proper parent/child identifiers, `r_` prefix for parameters also used as return values, etc. Also made some parameters const.
2021-07-15Fix: missing null checkJacques Lucke
This was a regression in rB3b6ee8cee7080af200e25e944fe30d310240e138.
2021-07-15Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text")Campbell Barton
This shows the text as part of the assertion message.
2021-07-15Cleanup: ensure one newline at end of file, strip trailing spaceCampbell Barton
2021-07-14Bezier Spline: Add a more generalized insertion utilityHans Goudey
This logic is from the curve sundivide node, used to add points with proper handles in between two existing points. However, the same logic is used for trimming of Bezier splines, and possibly interactive point insertion in the future, so it's helpful as a general utility. The logic is converted to depend on a bezier spline instead of being static. A temporary segment spline can be used for the latter use case.
2021-07-14Cleanup: Layer resync: Split object/base resync part in own function.Bastien Montagne
No behavioral change expected here.
2021-07-14Cleanup: Avoid duplication in line art stroke generationHans Goudey
The BKE_gpencil_stroke_add_points API function worked well for creating the primitives in the add object menu, but it expected a specific data format that doesn't make sense in a dynamic context. As evidence of that we can see the way source data was duplicated in the line art file just to use this API function. This commit solves that problem in two ways: - Clean up the line art function (this should make it faster too). - Move/rename the function so its intended use is more clear. Differential Revision: https://developer.blender.org/D11909
2021-07-14Fix T89849: Time offset not working with Bake Object transform to Grease pencilAntonio Vazquez
The bake animation was not using the remap of time done by grease pencil time modifier.
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-13Cleanup: replace BKE_customdata.h in BKE_editmesh.hCampbell Barton
Only DNA_customdata_types.h is needed for BMEditMesh.
2021-07-13Cleanup: clang-tidy, commentsCampbell Barton
2021-07-13Undo System: avoid redundant decoding on undoCampbell Barton
In most cases the undo system was loading undo steps twice. This was needed since some undo systems (sculpt, paint, text) require stepping out of the current undo step. Use a flag to limit this to the undo systems that need it. This improves performance for other undo systems. This gives around 1.96x speedup in edit-mesh for high-poly objects. Reviewed by: mont29 Ref D11893
2021-07-13Cleanup: quiet stringop-overflow compiler warningCampbell Barton
2021-07-13Cleanup: minor changes to edit-mesh API callsCampbell Barton
Rename: - EDBM_mesh_free -> EDBM_mesh_free_data BKE_editmesh_free -> BKE_editmesh_free_data Since this doesn't free the edit-mesh pointer. - BKE_editmesh_free_derivedmesh -> BKE_editmesh_free_derived_caches Since this no longer uses derived-mesh, match naming for the related object function BKE_object_free_derived_caches. Also remove `do_tessellate` argument from BKE_editmesh_create, since the caller can explicitly do this if it's needed, with the advantage that it can be combined with normal calculation which is faster on high-poly meshes.
2021-07-13Depsgraph: Implement 'ID_RECALC_GEOMETRY_DEFORM'Germano Cavalcante
During a mesh transformation in edit mode (Move, Rotate...), only part of the batch cache needs to be updated. This commit allows only update only the drawn batches seen in `BKE_object_data_eval_batch_cache_deform_tag` if the new `ID_RECALC_GEOMETRY_DEFORM` flag is used. This new flag is used in the transforms operation for edit-mesh and results in 1.6x overall speedup in heavy subdiv cube. Differential Revision: https://developer.blender.org/D11599
2021-07-12Geometry Nodes: Curve Primitive QuadrilateralJohnny Matthews
This commit adds a curve primitive node for creating squares, rectangles, trapezoids, kites, and parallelograms. It also includes a mode where the four points are just vector inputs. Differential Revision: https://developer.blender.org/D11665
2021-07-12Fix T89040: dependency graph not handling time remapping correctlyBrecht Van Lommel
In this bug report it resulted in rendering animations stopping too early, but this affected more areas. After the previous cleanup commit, it becomes clear that frame and ctime values were mixed up.
2021-07-12Cleanup: improve naming and comments of scene frame/ctime functionsBrecht Van Lommel
Confusingly, BKE_scene_frame_get did not match the frame number as expected by BKE_scene_frame_set. Instead it return the value after time remapping, which is commonly named "ctime". * Rename BKE_scene_frame_get to BKE_scene_ctime_get * Add a new BKE_scene_frame_get that matches BKE_scene_frame_set * Use int/float depending if fractional frame is expected
2021-07-09Fix T89435: Reordering FCurves can cause crash or corruptionSybren A. Stüvel
Correctly reset `prev` and `next` pointers of action group FCurves when separating them into distinct `ListBase`s per `bActionGroup`. These `NULL` pointers are necessary to temporarily demarcate the start & end of the `bActionGroup::channels` list. Having them still point to other FCurves caused ordering issues when moving curves towards the start/end of a group. This commit corrects the above issue and adds versioning code to rectify any ordering issues that may have been caused. For this purpose the `BKE_action_groups_reconstruct()` function is rewritten to avoid relying on the `bAction::curves` list order or `prev` link integrity. Differential Revision: https://developer.blender.org/D11811
2021-07-09Cleanup: rename BKE_animdata_{add=>ensure}_idCampbell Barton
Use the term `ensure` as existing data is used when present.
2021-07-08GPencil: Support camera "Frame Selected" and object previewsJulian Eisel
Using the "Camera Fit Frame to Selected" operator didn't work for Grease Pencil objects. The same issue caused grease pencil preview thumbnails to be useless (e.g. when using "Mark Asset" on a Grease Pencil object). Reason was that there was no logic to handle grease pencil data and its strokes for the object display-point iterators used for the "Frame Selected" logic. Addresses T89656. Reviewed by: Antonio Vazquez, Campbell Barton Differential Revision: https://developer.blender.org/D11833
2021-07-08Cleanup: spellingCampbell Barton
2021-07-07Assets: Keep assets active after renaming, ensure they are scrolled into viewJulian Eisel
When renaming an ID somewhere in the UI after marking it as asset, it would often get lost in the Asset Browser (scrolled out of view). It would also get deactivated. This patch makes sure that if an asset is active whose ID gets renamed, it is kept active and visible. That is important for a fast, uninterrupted asset creation workflow, where users often rename assets while working in the asset browser. Old code stored the new file-name to identify a file after re-reading the file-list after the rename. For assets that doesn't work because there may be multiple assets with the same name. Here the simple solution of just storing the pointer to the renamed ID is chosen, rather than relying on the file-name in this case. (Should be fine with undo, since the ID * reference is short lived, it's not stored over possible undo steps. If it turns out to have issues, I rather switch to a rename_id_uuid, but keep that separate from the file->uid). Reviewed by: Sybren Stüvel Differential Revision: https://developer.blender.org/D11119
2021-07-07Geometry Nodes: refactor logging during geometry nodes evaluationJacques Lucke
Many ui features for geometry nodes need access to information generated during evaluation: * Node warnings. * Attribute search. * Viewer node. * Socket inspection (not in master yet). The way we logged the required information before had some disadvantages: * Viewer node used a completely separate system from node warnings and attribute search. * Most of the context of logged information is lost when e.g. the same node group is used multiple times. * A global lock was needed every time something is logged. This new implementation solves these problems: * All four mentioned ui features use the same underlying logging system. * All context information for logged values is kept intact. * Every thread has its own local logger. The logged informatiton is combined in the end. Differential Revision: https://developer.blender.org/D11785
2021-07-07Cleanup: Sort nodes alphabeticallyHans Goudey
2021-07-07Geometry Nodes: Rename nodes for clarity between mesh and curveHans Goudey
Rename the mesh circle to "Mesh Circle", mesh line to "Mesh Line", and mesh subdivide to "Mesh Subdivide". Previously they looked exactly the same in the search menu, and the nodes themselves had the same label. This is a "deep" rename that also renames internal defines and function names to match the UI.
2021-07-07Cleanup: Moving `mesh_evaluate` and `mesh_normals` to C++Jagannadhan Ravi
No functional changes. Reviewed By: HooglyBoogly Ref D11744
2021-07-07Cleanup: spelling in commentsCampbell Barton
2021-07-07Geometry Nodes: Curve Endpoints NodeAngus Stanton
This node is quite similar to the curve to points node, but creates points for only the start and end of each spline. This is a separate node because the sampling from the curve to points node don't apply, and just for ease of use. All attributes from the curves are copied, including the data for instancing: tangents, normals, and the derived rotations. One simple use case is to make round caps on curves by instancinghalves of a sphere on each end of the splines. Differential Revision: https://developer.blender.org/D11719
2021-07-07Fix T89702: Curve to points node assert on single point splineHans Goudey
This function could be refactored slightly if we assumed the input was always sorted, but a special for a single point input is also fine.
2021-07-06GPencil: Rename BKE_gpencil_visible_stroke_iterAntonio Vazquez
Renamed to BKE_gpencil_visible_stroke_advanced_iter Also created a simple version of the iterator to be used without multiframe and onion skin.
2021-07-06Fix: Crash when geometry nodes NURB spline has no evaluated pointsHans Goudey
2021-07-06Nodes: Adds button to groups to change type of sockets.Lukas Tönne
The menu lists all socket types that are valid for the node tree. Changing a socket type updates all instances of the group and keeps existing links to the socket. If changing the socket type leads to incorrect node connections the links are flagged as invalid (red) and ignored but not removed. This is so users don't lose information and can then fix resulting issues. For example: Changing a Color socket to a Shader socket can cause an invalid Shader-to-Color connection. Implementation details: The new `NODE_OT_tree_socket_change_type` operator uses the generic `rna_node_socket_type_itemf` function to list all eligible socket types. It uses the tree type's `valid_socket_type` callback to test for valid types. In addition it also checks the subtype, because multiple RNA types are registered for the same base type. The `valid_socket_type` callback has been modified slightly to accept full socket types instead of just the base type enum, so that custom (python) socket types can be used by this operator. The `nodeModifySocketType` function is now called when group nodes encounter a socket type mismatch, instead of replacing the socket entirely. This ensures that links are kept to/from group nodes as well as group input/output nodes. The `nodeModifySocketType` function now also takes a full `bNodeSocketType` instead of just the base and subtype enum (a shortcut `nodeModifySocketTypeStatic` exists for when only static types are used). Differential Revision: https://developer.blender.org/D10912
2021-07-06Rename Scene's embeded collections from "Master Collection" to "Scene ↵Bastien Montagne
Collection" Note that this name is essentially never used anywhere, besides as 'information' mostly accessible from python console. Those embedded IDs are not in Main, so they are not accessible by name ever, and mostly unusable from animation perspective (either drivers or fcurves). Therefore, no breakage is expected in user scripts or addons, nor when loading in older versions of Blender. Reviewed By: dfelinto, brecht Differential Revision: https://developer.blender.org/D11812
2021-07-06Various Exact Boolean parallelizations and optimizations.Erik Abrahamsson
From patch D11780 from Erik Abrahamsson. It parallelizes making the vertices, destruction of map entries, finding if the result is PWN, finding triangle adjacencies, and finding the ambient cell. The latter needs a parallel_reduce from tbb, so added one into BLI_task.hh so that if WITH_TBB is false, the code will still work. On Erik's 6-core machine, the elapsed time went from 17.5s to 11.8s (33% faster) on an intersection of two spheres with 3.1M faces. On Howard's 24-core machine, the elapsed time went from 18.7s to 10.8s for the same test.
2021-07-05Replace Ghost integrals with stdint fixed width integers.Nicholas Rishel
Also replace integer with bool in Ghost API when only used as boolean, and uint8* with char* in Ghost API when variable is a string. Reviewed By: brecht Differential Revision: https://developer.blender.org/D11617 Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>