Age | Commit message (Collapse) | Author |
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The legacy algorithm only considers two adjacent points when computing
the bezier handles, which cannot produce satisfactory results. Animators
are often forced to manually adjust all curves.
The new approach instead solves a system of equations to trace a cubic spline
with continuous second derivative through the whole segment of auto points,
delimited at ends by keyframes with handles set by other requirements.
This algorithm also adjusts Vector handles that face ordinary bezier keyframes
to achieve zero acceleration at the Vector keyframe, instead of simply pointing
it at the adjacent point.
Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>;
code mostly rewritten to improve code clarity and extensibility.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2884
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Access from the curve clean-up menu
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Practically all access to enum data is read-only.
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Engine is not stored in WorkSpaces. That defines the "context" engine, which
is used for the entire UI.
The engine used for the poll of nodes (add node menu, new nodes when "Use Nodes")
is obtained from context.
Introduce a ViewRender struct for viewport settings that are defined for
workspaces and scene. This struct will be populated with the hand-picked
settings that can be defined per workspace as per the 2.8 design.
* use_scene_settings
* properties editor: workshop + organize context path
Use Scene Settings
==================
For viewport drawing, Workspaces have an option to use the Scene render
settings (F12) instead of the viewport settings.
This way users can quickly preview the final render settings, engine and
View Layer. This will affect all the editors in that workspace, and it will be
clearly indicated in the top-bar.
Properties Editor: Add Workspace and organize context path
==========================================================
We now have the properties of:
Scene, Scene > Layer, Scene > World, Workspace
[Scene | Workspace] > Render Layer > Object
[Scene | Workspace] > Render Layer > Object > Data
(...)
Reviewers: Campbell Barton, Julian Eisel
Differential Revision: https://developer.blender.org/D2842
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Was using bound-box center which depends on rotation.
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Bezier curves should have v-points zero'd.
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Matches text-editor, console & text-button.
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Were using Batch_ prefix still
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2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.
Also use const to prevent unexpected modifications.
This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
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Changes for 2.8x to use EvaluationContext caused some confusion
- Would use scene layer passed from snap context.
- Would generate duplis from Main eval context.
- Would take context argument and use it to create another eval context.
Adding context args all over and filling in a new eval-context
for every ray-cast test isn't ideal either.
Remove the context argument since the purpose of
SnapObjectContext is to avoid this kind of confusion.
Store the EvaluationContext once and re-use.
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Avoid calculating a new split-index when re-fitting.
While checking if a knot can be removed, the index with the highest error
can be used as a candidate to replace the knot
(in the case it can't be removed).
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Creating draw-cache should only ever be used by the draw-manager.
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Draw cursor and selection, also support for fast-display.
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See GPU_matrix.h & gpu_matrix.c for the important changes. Other files are mostly just updated to use the latest API.
- remove unused functions, defines, enums, comments
- remove "3D" from function names
- init to Identity transform (otherwise empty stack)
- gpuMatrixReset lets outside code return to initial state
Part of T49450
Follow up to D2626 and 49fc9cff3b90
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Getting ready for a Gawain API change...
Part of T49043
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See intern/gawain for the API change. Other files are updated to use the new name. Also updated every call site to the recommended style:
unsigned int foo = VertexFormat_add_attrib(format, "foo", COMP_ ... )
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These were in BIF_glutil which is documented to be removed,
so best not define new API's there.
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Take advantage of 2D functions, rotation about the X Y or Z axis, uniform scale factors.
We no longer need to call gpuMatrixBegin_legacy() before using the new API locally in functions.
related to T49450
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Part of T49042.
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Viewport Shading
So... Curve+shapekey was even more broken than it looked, this report was
actually a nice crasher (immediate crash in an ASAN build when trying to
edit a curve shapekey with some viewport rendering enabled).
There were actually two different issues here.
I) The less critical: rB6f1493f68fe was not fully fixing issues from
T50614. More specifically, if you updated obdata from editnurb
*without* freeing editnurb afterwards, you had a 'restored' (to
original curve) editnurb, without the edited shapekey modifications
anymore. This was fixed by tweaking again `calc_shapeKeys()` behavior in
`ED_curve_editnurb_load()`.
II) The crasher: in `ED_curve_editnurb_make()`, the call to
`init_editNurb_keyIndex()` was directly storing pointers of obdata
nurbs. Since those get freed every time `ED_curve_editnurb_load()` is
executed, it easily ended up being pointers to freed memory. This was
fixed by copying those data, which implied more complex handling code
for editnurbs->keyindex, and some reshuffling of a few functions to
avoid duplicating things between editor's editcurve.c and BKE's curve.c
Note that the separation of functions between editors and BKE area for
curve could use a serious update, it's currently messy to say the least.
Then again, that area is due to rework since a long time now... :/
Finally, aligned 'for_render' curve evaluation to mesh one - now
editing a shapekey will show in rendered viewports, if it does have some
weight (exactly as with shapekeys of meshes).
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Conflicts:
source/blender/editors/animation/anim_draw.c
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Logic of handling shapekeys when entering and leaving edit mode for
curves was... utterly broken.
Was leaving actual curve data with edited shapekey applied to it.
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How to test this drawing: create and edit a curve and press shift + drag your mouse (or tablet). The Curve needs a Bevel Depth > 0.0.
Note: The ideal solution would be to use a different shader, that takes
no lighting. However according to Clément Foucault there is an assert preventing the same batch to
me used with different attributes (or something like that). Il wait
until the end of such resolution before revisiting this. That said, it
is working fine.
Part of T49043
Differential Revision: https://developer.blender.org/D2501
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(and replace more instances of BaseLegacy/scene->base with Base/sl->object_bases)
Still need mouse selection, box selection, and menu selection
Also, there is still a problem with BA_WAS_SEL, at the moment only the
objects centers are highlighted.
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