Age | Commit message (Collapse) | Author |
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There is no need to attempt to auto-key when the camera isn't moved.
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Also move region redraw tag out of view3d_smoothview_apply_with_interp
as it's not always needed.
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Support pushing undo steps for smooth-view operations that manipulate
the camera. Now V3D_SmoothParams take optional undo arguments.
Used for:
- VIEW3D_OT_view_center_cursor
- VIEW3D_OT_view_center_pick
- VIEW3D_OT_view_orbit
- VIEW3D_OT_view_roll
- VIEW3D_OT_zoom_border
Follow up fix for T92099.
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Supports undo step generation while navigating in locked camera view.
NDOF & track-pad navigation are not included for now.
Actions that uses smooth view can be supported but are outside
the scope of this change, includes undo push for:
- VIEW3D_OT_view_pan
- VIEW3D_OT_dolly
- VIEW3D_OT_fly
- VIEW3D_OT_move
- VIEW3D_OT_rotate
- VIEW3D_OT_walk
- VIEW3D_OT_zoom
Reviewed by: campbellbarton
Ref D15345
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into enums
The transformation snapping code contains a bunch of `#define`s, some ambiguously or incorrectly named attributes. This patch contains refactored code to improve this. This patch does (should) not change functionality of snapping.
Clarified ambiguously / incorrectly named attributes.
- "Target" is used to refer to the part of the source that is to be snapped (Active, Median, Center, Closest), but several other areas of Blender use the term "target" to refer to the thing being snapped to and "source" to refer to the thing getting snapped. Moreover, the implications of the previous terms do not match the descriptions. For example: `SCE_SNAP_TARGET_CENTER` does not snap the grabbed geometry to the center of the target, but instead "Snap transforamtion center onto target".
- "Select" refers to the condition for an object to be a possible target for snapping.
- `SCE_SNAP_MODE_FACE` is renamed to `SCE_SNAP_MODE_FACE_RAYCAST` to better describe its affect and to make way for other face snapping methods (ex: nearest).
Refactored related `#define` into `enum`s. In particular, constants relating to...
- `ToolSettings.snap_flag` are now in `enum eSnapFlag`
- `ToolSettings.snap_mode` are now in `enum eSnapMode`
- `ToolSettings.snap_source` (was `snap_target`) are now in `enum eSnapSourceSelect`
- `ToolSettings.snap_flag` (`SCE_SNAP_NO_SELF`) and `TransSnap.target_select` are now in `enum eSnapTargetSelect`
As the terms became more consistent and the constants were packed together into meaningful enumerations, some of the attribute names seemed ambiguous. For example, it is unclear whether `SnapObjectParams.snap_select` referred to the target or the source. This patch also adds a small amount of clarity.
This patch also swaps out generic types (ex: `char`, `short`, `ushort`) and unclear hard coded numbers (ex: `0`) used with snap-related enumerations with the actual `enum`s and values.
Note: I did leave myself some comments to follow-up with further refactoring. Specifically, using "target" and "source" consistently will mean the Python API will need to change (ex: `ToolSettings.snap_target` is not `ToolSettings.snap_source`). If the API is going to change, it would be good to make sure that the used terms are descriptive enough. For example, `bpy.ops.transform.translate` uses a `snap` argument to determine if snapping should be enabled while transforming. Perhaps `use_snap` might be an improvement that's more consistent with other conventions.
This patch is (mostly) a subset of D14591, as suggested by @mano-wii.
Task T69342 proposes to separate the `Absolute Grid Snap` option out from `Increment` snapping method into its own method. Also, there might be reason to create additional snapping methods or options. (Indeed, D14591 heads in this direction). This patch can work along with these suggestions, as this patch is trying to clarify the snapping code and to prompt more work in this area.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D15037
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View roll checked if the resulting roll was close to a view axis
but didn't write the aligned quaternion back to the final result.
Add ED_view3d_quat_to_axis_view_and_reset_quat since most callers
to ED_view3d_quat_to_axis_view will reset the quaternion when a view
aligned axis is found.
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Simplifies refactoring in D14685, allows use of better data structures.
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Split 'ED_view3d_cursor_snap_data_get' into 'update' and 'get' functions
Sometimes we just want to update and sometimes we just get the result.
Make it clear.
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The internal camera used to render the thumbnails also has to consider
`clip_start` and `clip_end`.
Reviewed By: Severin
Maniphest Tasks: T95678
Differential Revision: https://developer.blender.org/D14138
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Add blank lines after file references to avoid them being interpreted as
doc-strings the following declarations.
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`SNAP_ONLY_ACTIVE` was implemented in order to be used in the Knife tool,
but the project did not go ahead.
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- Rename ED_view3d_win_to_delta `mval` argument to `xy_delta` as it
as it was misleading since this is an screen-space offset not a region
relative cursor position (typical use of the name `mval`).
Also rename the variable passed to this function which also used the
term `mval` in many places.
- Re-order the output argument of ED_view3d_win_to_delta last.
use an r_ prefix for return arguments.
- Document how the `zfac` argument is intended to be used.
- Split ED_view3d_calc_zfac into two functions as the `r_flip` argument
was only used in some special cases.
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Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
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- Remove outdated references to glReadPixels & OpenGL.
- Rename GPUPickState.{gl => gpu}
- Add doc-string for MAXPICKELEMS.
- Use doxygen comments & other minor doc-string improvements.
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GPU_select originally used GL_SELECT which defined the format for
storing the selection result.
Now this is no longer the case, define our own struct - making the code
easier to follow:
- Avoid having to deal with arrays in both `uint*` and `uint(*)[4]`
multiplying offsets by 4 in some cases & not others.
- No magic numbers for the offsets of depth & selection-ID.
- No need to allocate unused members to match GL_SELECT
(halving the buffer size).
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MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
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Renamed or removed parameters which no longer exist.
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Also move notes about where noise functions come from
into the function body as it's not relavant to the public doc-string.
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Some doc-strings were skipped because of blank-lines between
the doc-string and the symbol and needed to be moved manually.
- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
Ref T92709
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Ref T92709
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Apply a local-workaround instead of adding support for this use-case
since pre-selection isn't the intended purpose of gizmos.
This also resolves a glitch where poly-build and loop cut would
briefly show loop-cut or poly-build pre-selection after transforming.
See gizmo_preselect_poll_for_draw note for more details.
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Error introduced in rB69d6222481b4 and partially fixed in rB24310441ddc8.
When gizmo was turned on but the scene has more than one 3D viewport, one of them the snap cursor did not appear.
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Operations such as erasing with occlusion and drawing on the surface
require reading the depth buffer.
However, this is being done with minimal efficiency.
Currently, to read the depth corresponding to each point of the new stroke,
a ReadPixel is called to send a message to the GPU and read the depth of
the corresponding pixel in the VRAM.
The communication between GPU and CPU is known to be a slow operation so
it is good to be avoided.
Therefore, save the entire depth buffer in a cache to be read directly
from the RAM.
(Also the `ED_view3d_autodist_depth` and `ED_view3d_autodist_depth_seg` have
been removed since they are no longer used).
Reviewed By: antoniov, fclem
Differential Revision: https://developer.blender.org/D10894
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The snap cursor continued to appear even when the workspace is changed for example.
So add the region to check in the cursor pool.
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The callers of `ED_view3d_cursor_snap_active` that must handle the snapping of the cursor.
Forcing release at the end can hide leaks.
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The drag and drop feature of objects in 3D View has been modified to include:
- Snap the object being dragged.
- Visual feedback through a box and the placement tool grid.
Maniphest Tasks: T90198
Differential Revision: https://developer.blender.org/D12912
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Make the snap system consistent with the placement tool and leak-safe.
**Changes:**
- Store `SnapCursorDataIntern` in a `static` variable;
- Initialize (lazily) `SnapCursorDataIntern` only once (for the keymap).
- Move setup members of `V3DSnapCursorData` to a new struct `V3DSnapCursorState`
- Merge `ED_view3d_cursor_snap_activate_point` and `ED_view3d_cursor_snap_activate_plane` into `state = ED_view3d_cursor_snap_active()`
- Merge `ED_view3d_cursor_snap_deactivate_point` and `ED_view3d_cursor_snap_deactivate_plane` into `ED_view3d_cursor_snap_deactive(state)`
- Be sure to free the snap context when closing via `ED_view3d_cursor_snap_exit`
- Use RNA properties callbacks to update the properties of the `"Add Primitive Object"` operator
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This makes it convenient to position appended objects, see: T92111.
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Move most of the gizmo snap and placement code to `view_cursor_snap.c`.
Simplify and extend the snap API.
Differential Revision: https://developer.blender.org/D12868
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This patch allows dropping material assets from material slot under the mouse
cursor. Before this change the material slot had to be hand-picked from the
properties panel.
For consistency it is chosen to do this in any shading mode as the tooltip shows
what is exactly going to happen during release.
The feature also works for other object types than Meshes as it uses the drawn surface on the
GPU to detect the material slots. Performance of this patch has been tested with AMD GCN3.0
cards and are very responsive.
Reviewed By: fclem, Severin
Differential Revision: https://developer.blender.org/D12190
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The depth cache (located in `RegionView3D::depths`) is used for quick
and simple occlusion testing in:
- particle selection,
- "Draw Curve" operator and
- "Interactive Light Track to Cursor" operator,
However, keeping a texture buffer in cache is not a recommended practice.
For displays with high resolution like 8k this represents something
around 132MB.
Also, currently, each call to `ED_view3d_depth_override` invalidates
the depth cache. So that depth is never reused in multiple calls from
an operator (this was not the case in blender 2.79).
This commit allows to create a depth cache and release it in the same
operator. Thus, the buffer is kept in cache for a short time, freeing
up space.
No functional changes.
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This resolves a long standing bug in edge selection
(picking, circle, box & lasso).
Now when one of the edges vertices fails to project into screen space,
the edge is clipped by the viewport to calculate an on-screen location
that can be used instead.
This isn't default as it may be important for the on the screen location
not to be clipped by the viewport.
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When projecting into screen space Z value isn't always needed.
Add 2D projection functions, renaming them to avoid accidents
happening again.
- Add GPU_matrix_project_2fv
- Add ED_view3d_project_v2
- Rename ED_view3d_project to ED_view3d_project_v3
- Use the 2D versions of these functions when the Z value isn't used.
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Some warnings remain that require larger changes.
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Matches the alternative function ED_view3d_autodist_depth, but is more
efficient since it uses the cache.
No functional changes.
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Now `ED_view3d_backbuf_depth_validate`, `ED_view3d_draw_depth` and
`ED_view3d_draw_depth_gpencil` are unified in `ED_view3d_depth_override`.
This new function replaces `ED_view3d_autodist_init`.
Also, since `ED_view3d_depth_update` depends on the render context, and
changing the context is a slow operation, that function also was removed,
and the depth buffer cached is now updated inside the new unified drawing
function when the "bool update_cache" parameter is true.
Finally `V3D_INVALID_BACKBUF` flag has been renamed and moved to
`runtime.flag`.
Differential revision: https://developer.blender.org/D10678
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