Age | Commit message (Collapse) | Author |
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This patch was tested on the buildbot first, it builds on all platforms.
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This commit renames enums related the "Curve" object type and ID type
to add `_LEGACY` to the end. The idea is to make our aspirations clearer
in the code and to avoid ambiguities between `CURVE` and `CURVES`.
Ref T95355
To summarize for the record, the plans are:
- In the short/medium term, replace the `Curve` object data type with
`Curves`
- In the longer term (no immediate plans), use a proper data block for
3D text and surfaces.
Differential Revision: https://developer.blender.org/D14114
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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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This is the same behavior as when applying a geometry nodes modifier
that adds anonymous attributes.
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Based on discussions from T95355 and T94193, the plan is to use
the name "Curves" to describe the data-block container for multiple
curves. Eventually this will replace the existing "Curve" data-block.
However, it will be a while before the curve data-block can be replaced
so in order to distinguish the two curve types in the UI, "Hair Curves"
will be used, but eventually changed back to "Curves".
This patch renames "hair-related" files, functions, types, and variable
names to this convention. A deep rename is preferred to keep code
consistent and to avoid any "hair" terminology from leaking, since the
new data-block is meant for all curve types, not just hair use cases.
The downside of this naming is that the difference between "Curve"
and "Curves" has become important. That was considered during
design discussons and deemed acceptable, especially given the
non-permanent nature of the somewhat common conflict.
Some points of interest:
- All DNA compatibility is lost, just like rBf59767ff9729.
- I renamed `ID_HA` to `ID_CV` so there is no complete mismatch.
- `hair_curves` is used where necessary to distinguish from the
existing "curves" plural.
- I didn't rename any of the cycles/rendering code function names,
since that is also used by the old hair particle system.
Differential Revision: https://developer.blender.org/D14007
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Part of T91671.
Not much else to say, this is mainly a massive deletion of code.
Note that a few cleanups possible after this proxy removal were kept out
of this commit to try to reduce a bit its size.
Reviewed By: sergey, brecht
Maniphest Tasks: T91671
Differential Revision: https://developer.blender.org/D13995
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collections.
Those cases are fairly hard to track down... Added some more checks,
also at lower levels, more generic levels of object editing, and fixed
core check in liboverride (previously code was assuming that an override
of a collection only could have overrides of objects or linked objects,
but this is not necessarily true).
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Includes unwanted changes
This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
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This patch implements the vector types (i.e:`float2`) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the `blender::math` namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
####Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others
we currently don't have (uintX, intX). All these variations were
asking for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector
functions should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the `BLI_(float|double|mpq)(2|3|4).hh` is a
bit of a let down. Most clases are incomplete, out of sync with each
others with different codestyles, and some functions that should be
static are not (i.e: `float3::reflect()`).
####Upsides:
- Still support `.x, .y, .z, .w` for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types
and can be restricted to certain types. Also template specialization
let us define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance
is the same.
####Downsides:
- Might impact debugability. Though I would arge that the bugs are
rarelly caused by the vector class itself (since the operations are
quite trivial) but by the type conversions.
- Might impact compile time. I did not saw a significant impact since
the usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length.
For instance, one can't call `len_squared_v3v3` in
`math::length_squared()` and call it a day.
- Type cast does not work with the template version of the `math::`
vector functions. Meaning you need to manually cast `float *` and
`(float *)[3]` to `float3` for the function calls.
i.e: `math::distance_squared(float3(nearest.co), positions[i]);`
- Some parts might loose in readability:
`float3::dot(v1.normalized(), v2.normalized())`
becoming
`math::dot(math::normalize(v1), math::normalize(v2))`
But I propose, when appropriate, to use
`using namespace blender::math;` on function local or file scope to
increase readability.
`dot(normalize(v1), normalize(v2))`
####Consideration:
- Include back `.length()` method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement. It felt
like too much for what we need and would be difficult to extend / modify
to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches `delaunay_2d.cc` and the intersection code. I would like
to know @howardt opinion on the matter.
- The `noexcept` on the copy constructor of `mpq(2|3)` is being removed.
But according to @JacquesLucke it is not a real problem for now.
I would like to give a huge thanks to @JacquesLucke who helped during this
and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: https://developer.blender.org/D13791
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Reverted because the commit removes a lot of commits.
This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
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This patch implements the vector types (i.e:float2) by making heavy
usage of templating. All vector functions are now outside of the vector
classes (inside the blender::math namespace) and are not vector size
dependent for the most part.
In the ongoing effort to make shaders less GL centric, we are aiming
to share more code between GLSL and C++ to avoid code duplication.
Motivations:
- We are aiming to share UBO and SSBO structures between GLSL and C++.
This means we will use many of the existing vector types and others we
currently don't have (uintX, intX). All these variations were asking
for many more code duplication.
- Deduplicate existing code which is duplicated for each vector size.
- We also want to share small functions. Which means that vector functions
should be static and not in the class namespace.
- Reduce friction to use these types in new projects due to their
incompleteness.
- The current state of the BLI_(float|double|mpq)(2|3|4).hh is a bit of a
let down. Most clases are incomplete, out of sync with each others with
different codestyles, and some functions that should be static are not
(i.e: float3::reflect()).
Upsides:
- Still support .x, .y, .z, .w for readability.
- Compact, readable and easilly extendable.
- All of the vector functions are available for all the vectors types and
can be restricted to certain types. Also template specialization let us
define exception for special class (like mpq).
- With optimization ON, the compiler unroll the loops and performance is
the same.
Downsides:
- Might impact debugability. Though I would arge that the bugs are rarelly
caused by the vector class itself (since the operations are quite trivial)
but by the type conversions.
- Might impact compile time. I did not saw a significant impact since the
usage is not really widespread.
- Functions needs to be rewritten to support arbitrary vector length. For
instance, one can't call len_squared_v3v3 in math::length_squared() and
call it a day.
- Type cast does not work with the template version of the math:: vector
functions. Meaning you need to manually cast float * and (float *)[3] to
float3 for the function calls.
i.e: math::distance_squared(float3(nearest.co), positions[i]);
- Some parts might loose in readability:
float3::dot(v1.normalized(), v2.normalized())
becoming
math::dot(math::normalize(v1), math::normalize(v2))
But I propose, when appropriate, to use
using namespace blender::math; on function local or file scope to
increase readability. dot(normalize(v1), normalize(v2))
Consideration:
- Include back .length() method. It is quite handy and is more C++
oriented.
- I considered the GLM library as a candidate for replacement.
It felt like too much for what we need and would be difficult to
extend / modify to our needs.
- I used Macros to reduce code in operators declaration and potential
copy paste bugs. This could reduce debugability and could be reverted.
- This touches delaunay_2d.cc and the intersection code. I would like to
know @Howard Trickey (howardt) opinion on the matter.
- The noexcept on the copy constructor of mpq(2|3) is being removed.
But according to @Jacques Lucke (JacquesLucke) it is not a real problem
for now.
I would like to give a huge thanks to @Jacques Lucke (JacquesLucke) who
helped during this and pushed me to reduce the duplication further.
Reviewed By: brecht, sergey, JacquesLucke
Differential Revision: http://developer.blender.org/D13791
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Differential Revision: https://developer.blender.org/D13738
Reviewed by: Bastien Montagne, Sergey Sharybin
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This is implementation specific data that should never be exposed to regular
users. Also make sure this data is not saved to presets.
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Point cloud is two separate words, this just changes comments in
a few places where we were inconsistent. A small wording change
to another comment is also included.
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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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The old code did not work when there were multiple ids with
the same name (which can happen when ids are linked in).
The solution is to use the session ids instead. Those are different
even when two ids have the same name.
Differential Revision: https://developer.blender.org/D11116
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rB43bc494892c3 switched `BKE_libblock_relink_to_newid` to use new ID
remapping and libquery code.
However, that new code does protect by default against remapping an
objects's data pointer when that object is in Edit mode, since this is
not a behavior that generic BKE code can handle (due to required editing
data for most obdata types when in edit mode).
So specific code that does create new IDs and need remapping in Edit
mode has to pass specific exception flags to remaping code.
This commit adds those remapping flags to `BKE_libblock_relink_to_newid`
and add said exception flag to the remapping call from
`ED_object_add_duplicate` when the object is in edit mode.
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Move all usages to new `BKE_libblock_relink_to_newid_new`, and rename
that one to `BKE_libblock_relink_to_newid`.
Fix T91413.
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Empty initializer is not appreciated by MSVC.
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The location of a linked object isn't editable, or at least it will be reset
when reloading the file. So the drag & drop shouldn't even pretend like this
would work, so disable the snapping of the object and the bounding-box to show
the snapped object location while dragging.
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When dropping asset objects, place them under the mouse-cursor
along with any other objects they link in.
Ref D12935
Reviewed By: Severin
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When dragging an object in non-object mode into a 3D View, there will now be
red text explaining that this is only possible in object mode.
The previous commit enabled this.
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Allows the user to turn off in_front option for grease pencil object
and offset strokes towards camera to allow depth interaction of the
rest of the scene.
Reviewed By: Antonio Vazquez (antoniov)
Differential Revision: https://developer.blender.org/D12046
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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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Use arrays for wmEvent coordinates, this quiets warnings with GCC11.
- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.
There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.
Reviewed By: campbellbarton, Severin
Ref D12901
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Object deletion was reporting the number of objects deleted,
causing tests to print noisy output.
Now this is information is only included when invoked.
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Match API naming prefix (BKE_vfont_*) and DNA_vfont_types.h.
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This should not be allowed in general, added some initial call to check
when user is allowed to delete a data to search for mandatory override
usages...
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that are assigned to particle systems/hair.
`BKE_object_material_slot_used` would only check obdata usages, but
particle settings can also (weirdly enough) use objects' material slots.
So now, as its name suggests, `BKE_object_material_slot_used` does take
an object as parameter, and also checks for potential slot usage from
psys in the object.
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Creating some primitives allows for a scale value (via python) that will
scale the object accordingly. For objects with a radius parameter
(like cylinders, spheres, etc.) passing a scale different to (1,1,1)
would result in unexpected behavior.
For example:
`>>> bpy.ops.mesh.primitive_uv_sphere_add(radius=2, scale=(1,1,2))`
We would expect this to create a sphere with a radius of 2
(dimensions 4,4,4) and then be scaled *2 along the z-axis
(dimensions 4,4,8). But this would previously create a scaled sphere
with dimensions (2,2,4).
The scale was simply divided by two. Maybe because the "radius"
parameter for creating the primitives was confusingly named "diameter"
(but used as the radius).
The fix adds a scale parameter to `ED_object_new_primitive_matrix`
and also renames the wrongly named "diameter" parameters to "radius".
Reviewed By: campbellbarton
Maniphest Tasks: T84638
Ref D10093
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Previously, the Point Instance node in geometry nodes could only instance
existing objects or collections. The reason was that large parts of Blender
worked under the assumption that objects are the main unit of instancing.
Now we also want to instance geometry within an object, so a slightly larger
refactor was necessary.
This should not affect files that do not use the new kind of instances.
The main change is a redefinition of what "instanced data" is. Now, an
instances is a cow-object + object-data (the geometry). This can be nicely
seen in `struct DupliObject`. This allows the same object to generate
multiple geometries of different types which can be instanced individually.
A nice side effect of this refactor is that having multiple geometry components
is not a special case in the depsgraph object iterator anymore, because those
components are integrated with the `DupliObject` system.
Unfortunately, different systems that work with instances in Blender (e.g.
render engines and exporters) often work under the assumption that objects are
the main unit of instancing. So those have to be updated as well to be able to
handle the new instances. This patch updates Cycles, EEVEE and other viewport
engines. Exporters have not been updated yet. Some minimal (not master-ready)
changes to update the obj and alembic exporters can be found in P2336 and P2335.
Different file formats may want to handle these new instances in different ways.
For users, the only thing that changed is that the Point Instance node now
has a geometry mode.
This also fixes T88454.
Differential Revision: https://developer.blender.org/D11841
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These update calls are already performed by
ED_object_add_type_with_obdata.
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We need to separate the flag telling duplicate code to not handle
remapping to new IDs etc., from the one telling the code that we are
currently duplicating a 'root' ID (i.e. not a dependency of another
duplicated ID).
This whole duplicate code/logic is still fairly unsatisfying, think it
will need further refactor, or maybe even re-design, at some point...
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This patch adds the missing ability to keep the vertex groups when converting to a grease pencil object. This is increadible useful to create rigged grease pencil objects which move together with rigged meshes.
Differential Revision: https://developer.blender.org/D12249
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This makes the internal naming consistent with the public API. And also gives
us a visibility_flag rather than restrictflag that can be extended with more
flags.
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Use the term `ensure` as existing data is used when present.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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`BKE_displist_make_curveTypes` had a `for_orco` argument that was
always false in calls to the function. Removing it allows the curve
displist and modifier evaluation code to become simpler. There are
some related cleanups in rBdf4299465279 and rB93aecd2b8107.
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While in practice this isn't an issue currently, always set
'enter_editmode' in ED_object_add_generic_get_opts
to avoid problems in the future.
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The operator run when dropping objects would duplicate the dropped object and
place that in the scene, even though that was just appended. Addressed by
making the duplication optional for the operator. If the duplication is not
requested, the object is just added to the scene (if needed), repositioned
based on the drop location and selected (deselecting other objects).
This makes the operator work as expected when using it to drop assets.
Reviewed as part of https://developer.blender.org/D11536.
Reviewed by: Bastien Montagne
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Talked with Bastien and we ended up looking into this. Issue is that the
dupliation through drag & drop should also be considered a
"sub-process", like Shift+D duplicating does. Added a comment explaining
why this is needed.
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