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When the playhead drawing moved to an overlay, a check was added to keep
it from drawing with a locked interface. This is necessary for some overlays,
but not this one, so this removes the check, making it the responsibility of
the editor.
A context function is added to make that check easier in the future.
Differential Revision: https://developer.blender.org/D8313
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Instead of depending on static initialization order of globals use
static variables within functions. Those are initialized on first use.
This is every so slighly less efficient, but avoids a full class of problems.
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I removed bf_blenkernel from `nodes/CMakeLists.txt` again (added it yesterday),
because now this was causing me unresolved symbol errors... Without it, cmake
seems to link the libraries bf_simulation, bf_blenkernel and bf_nodes in the right
order. Not sure if that is just luck or if it is guaranteed.
It was possible to fix the issue by using cmakes `LINK_INTERFACE_MULTIPLICITY`,
but that is probably bad style.
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This should be used whenever you rely on the fact, that the
returned pointer points to the beginning of a null-terminated array.
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This also introduces the `blender::nodes` namespace. Eventually,
we want to move most/all of the node implementation files into
this namespace.
The reason for this file-move is that the code fits much better
into the `nodes` directory than in the `blenkernel` directory.
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Also see {rB9363c4de0635394548fa2eb8d205581313029775}.
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Not sure if these conversions are a good idea. However, we have them
in Cycles, so they be available in the simulation node tree for consistency
reasons.
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This is only temporary, but makes testing the system a bit easier.
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For still images, always return 0 for the current frame number. This ensures
Cycles can detects that the image did not change.
Based on patch by Vincent Blankfield.
Differential Revision: https://developer.blender.org/D8242
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Only linear interpolation mode is supported for now.
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In a previous commit the `physics` folder has been renamed to `simulation`.
This commit updates the function/file prefix accordingly.
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Function names will be updated in a separate commit.
This will be the place for the new particle system and other
code related to the Simulation data block. We don't want
to have all that code in blenkernel.
Approved by brecht.
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This commit introduces a new way to build unit tests. It is now possible
for each module to generate its own test library. The tests in these
libraries are then bundled into a single executable.
The test executable can be run with `ctest`. Even though the tests
reside in a single executable, they are still exposed as individual
tests to `ctest`, and thus can be selected via its `-R` argument.
Not yet ported tests still build & run as before.
The following rules apply:
- Test code should reside in the same directory as the code under test.
- Tests that target functionality in `somefile.{c,cc}` should reside in
`somefile_test.cc`.
- The namespace for tests is the `tests` sub-namespace of the code under
test. For example, tests for `blender::bke` should be in
`blender::bke:tests`.
- The test files should be listed in the module's `CMakeLists.txt` in a
`blender_add_test_lib()` call. See the `blenkernel` module for an
example.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D7649
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Rename for clarity and avoid passing in the prefix length.
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This happened because of typo in seq_dupli() when duplicating effect data.
Instead of duplicating data to new sequence, it was duplicated into original.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D8295
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BKE_lib_override.
This code is fairly complex and can be used in more places, better not
duplicate that logic and just have it in BKE area.
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'template'.
Similar to what we already had using an object as 'template'.
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Obviously a copy paste error of mine...
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When the mesh is linked, the materials can not be available or be the same assigned to mesh. Now, if the mesh is linked, a simple two materials conversion is used.
To get the full list of materials, the mesh must not be linked.
Also checked some indexes to be sure never get a wrong value and that materials are not created again and again.
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`CD_LOCATION` was only used temporarily due to the lack
of a better alternative. This also removes the name from
`CD_LOCATION` again, because at most one layer of this
type should exist.
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This adds `CD_PROP_FLOAT2` and `CD_PROP_FLOAT3`.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D8251
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This issue was produced by a hack in the sculpt mode code from 2.80
when the sculpt API for connectivity info was not available.
The smooth brush was the only brush that needed connectivity info,
so there were 3 different smooth functions with the connectivity
queries implemented for dyntopo, meshes and grids. The mesh version
of smoothing was checking the number of connected faces to a vertex
to mask the mesh boundaries, which was not covering all cases and
was hardcoded in the smooth function itself.
This patch removes all those legacy functions and unifies all
smooth functions into a single one using the new API and the
automasking system. In order to achieve this, there were needed
some extra changes:
- The smooth brush now does not automasks the boundaries by default,
so its default preset needs to be updated to enable automasking
- The mesh boundary info is extracted once and cached in a
bitmap, similar to the disconnected elements IDs. This makes
boundary detection work as expected in all cases, solving a lot
of known issues with the smooth brush. In multires, this info is
extracted and cached only at the base mesh level, so it is much
more memory efficient than the previous automasking system.
- In order to keep the brushes responsive as they were before,
the automasking system can now skip creating the cache when it
is not needed for the requested options. This means that for
high poly meshes and simple automasking options the brushes
won't lag on start.
Reviewed By: sergey
Maniphest Tasks: T78747
Differential Revision: https://developer.blender.org/D8260
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Reviewers: sergey, sebbas
Differential Revision: https://developer.blender.org/D7852
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Fixes issue with .bobj.gz and .obj mesh files not always being scaled correctly in the viewport.
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This is fairly generic code that can be re-used in other places.
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Reviewers: sebbas
Differential Revision: https://developer.blender.org/D8281
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Clang-tidy reported that those parameters could be const,
but that is not true on windows.
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Code is mature enough now to not need this anymore, people who do not
want to use liboverrides can just not create them.
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Implemented G.moving suggestion from comments.
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It was already possible to create Sound and Image strips that reference
non-existing files. Now it's also possible to create Movie strips
referencing missing files via the Python API call
`Sequences.new_movie()`. In this case, the duration of the strip will be
set to 1 frame.
Note that this commit does not change anything in the user interface.
The Python API of the `MovieStrip` class is extended with a function
`reload_if_needed()`. This function only performs disk I/O if the movie
strip cannot produce frames, that is either when its filepath points to
a non-existing file, or when the video sequence editor has not been
shown yet (for example because it is in an inactive workspace).
This allows for the following:
```
import bpy
scene = bpy.context.scene
vse = scene.sequence_editor_create()
filepath = bpy.path.abspath('//demo.mkv')
strip = vse.sequences.new_movie("movie", filepath,
channel=2,
frame_start=47,
file_must_exist=False)
strip.frame_final_end = 327
```
This will create a new movie strip, even when `demo.mkv` does not exist.
Once `demo.mkv` has appeared at the expected location, either
`strip.reload_if_needed()` or `strip.filepath = strip.filepath` will
load it.
Differential Revision: https://developer.blender.org/D8257
Reviewed By: Sergey, ISS
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The warnings were introduced in rB725973485a909c2b732c5.
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Clang Tidy reported a couple of false positives. I disabled
those `NOLINTNEXTLINE`.
Differential Revision: https://developer.blender.org/D8199
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The force node can now be used to control the behavior of particles.
Forces can access particles attributes. Currently, there are three attributes:
`Position` (vector), `Velocity` (vector) and `ID` (integer).
Supported nodes are: Math, Vector Math, Separate Vector, Combine Vector and Value.
Next, I'll have to split `simulation.cc` into multiple files and move
some stuff out of blenkernel into another folder.
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This reverts commit 39b525e0f07fa25dcda54226ade789959b642dec and
3121015dceb1d269d79690c8f15c8e1406c9b09f as tests are failing.
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