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2022-11-01Refactor: Rename Object->obmat to Object->object_to_worldSergey Sharybin
Motivation is to disambiguate on the naming level what the matrix actually means. It is very easy to understand the meaning backwards, especially since in Python the name goes the opposite way (it is called `world_matrix` in the Python API). It is important to disambiguate the naming without making developers to look into the comment in the header file (which is also not super clear either). Additionally, more clear naming facilitates the unit verification (or, in this case, space validation) when reading an expression. This patch calls the matrix `object_to_world` which makes it clear from the local code what is it exactly going on. This is only done on DNA level, and a lot of local variables still follow the old naming. A DNA rename is setup in a way that there is no change on the file level, so there should be no regressions at all. The possibility is to add `_matrix` or `_mat` suffix to the name to make it explicit that it is a matrix. Although, not sure if it really helps the readability, or is it something redundant. Differential Revision: https://developer.blender.org/D16328
2022-10-07Cleanup: redundant parenthesisCampbell Barton
2022-08-25BLI_math: ensure non-negative matrices for mat3_to_quat calculationsCampbell Barton
Making the callers responsible for this isn't practical as matrices are often passed indirectly to a functions such as mat3_to_axis_angle, BKE_object_mat3_to_rot & BKE_pchan_mat3_to_rot. Or the matrix is combined from other matrices which could be negative. Given quaternions calculated from negative matrices are completely invalid and checking only needs to negate matrices with a negative determinant, move the check into mat3_to_quat and related functions. Add mat3_normalized_to_quat_fast for cases no error checking on the input matrix is needed such as blending rotations.
2022-08-25Fix matrix/quaternion conversion with negative scaled camerasCampbell Barton
2022-08-19Cleanup: update comment about undo & smooth-viewCampbell Barton
2022-08-11Cleanup: pass const arguments to smooth-view functionsCampbell Barton
Also move region redraw tag out of view3d_smoothview_apply_with_interp as it's not always needed.
2022-08-09Fix missing undo steps for smooth-view operatorsCampbell Barton
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.
2022-08-06Fix T92099: No undo when moving viewport with camera locked to viewPratik Borhade
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
2022-07-13Fix T99653: "Align Active Camera to Selected" fails with ortho cameraCampbell Barton
There were two bugs, a regression in [0] and the object-data wasn't tagged for depsgraph updating. [0]: 19df0e3cfd5b9fed891ed81dd1123b2351605a7d
2022-06-30Cleanup: Remove scene frame macros (`CFRA` et al.)Julian Eisel
Removes the following macros for scene/render frame values: - `CFRA` - `SUBFRA` - `SFRA` - `EFRA` These macros don't add much, other than saving a few characters when typing. It's not immediately clear what they refer to, they just hide what they actually access. Just be explicit and clear about that. Plus these macros gave read and write access to the variables, so eyesores like this would be done (eyesore because it looks like assigning to a constant): ``` CFRA = some_frame_nbr; ``` Reviewed By: sergey Differential Revision: https://developer.blender.org/D15311
2022-05-19Merge branch 'blender-v3.2-release'Campbell Barton
2022-05-19Merge branch 'blender-v3.2-release'Campbell Barton
2022-05-19Fix T93779: Python is unable to set axis aligned viewsCampbell Barton
It wasn't possible to temporarily orbit the view, then set back to an axis-aligned view. Details: - It was possible to change RegionView3D.view_rotation while the view kept the axis alignment value (Top, Left, Front .. etc) which displayed in the viewport overlay. Now changing the view rotation directly or via "view_matrix" resets the axis-alignment - clearing when the view is no longer axis-aligned or assigning the newly aligned axis. - RegionView3D.is_orthographic_side_view added in [0] could be assigned but wasn't useful as it treated an enum as a boolean only setting the RegionView3D.view to RV3D_VIEW_USER or RV3D_VIEW_FRONT. Now enabling this aligns the viewport rotation to it's closest axis-aligned orientation setting RegionView3D.view & view_axis_roll accordingly. Note that the "orthographic" term is misleading as the property only relates to axis-alignment, not to the perspective/orthographic setting. We could consider deprecating the current naming. [0]: 63bae864f40302b0a303498d26f230caf4f24339
2022-05-19Fix View Roll failure to align the quaternion to the view-axisCampbell Barton
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.
2022-05-13Cleanup: Use const argumentsHans Goudey
2022-04-04Fix T95678: Thumbnails are not working with big / large ObjectsGermano Cavalcante
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
2022-04-01Cleanup: Remove unused boundbox flagHans Goudey
This flag hasn't been used for around four years. The convention in this header seems to be commenting out the flag and adding "UNUSED" after it.
2022-02-18Cleanup: move camera-view pan/zoom into utility functionsCampbell Barton
2022-02-11File headers: SPDX License migrationCampbell Barton
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
2021-12-08Cleanup: move public doc-strings into headers for 'editors'Campbell Barton
Ref T92709
2021-11-25Fix T93360: 'Iteractive Light Track' do not work over empty backgroundGermano Cavalcante
Bug introduced in {rBaa0ac0035a0d}. The invalid depth fallback was changed to `FLT_MAX` in order to match the annotation and gpencil operations. This broke the `Interactive Light Track` operator which invalidates the operation if the depth value is `1.0f`. The chosen solution was to change the value tested in the annotation and gpencil operations.
2021-11-08Cleanup: spelling in commentsCampbell Barton
2021-11-03GPencil and Annotation: Use cached depth to perform depth testing operationsGermano Cavalcante
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
2021-07-20Cleanup: use single back-tick quoting in commentsCampbell Barton
While doxygen supports both, conform to our style guide. Note that single back-tick's are already used in a majority of comments.
2021-07-05Cleanup: spelling, punctuationCampbell Barton
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-24Cleanup: comment blocks, trailing space in commentsCampbell Barton
2021-06-22Cleanup: deduplicate free codeGermano Cavalcante
It is more appropriate that `depths` is freed in `ED_view3d_depths_free`.
2021-06-21Refactor: Do not keep a copy of depth buffer in RegionView3DGermano Cavalcante
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.
2021-06-01GPU: add 2D projection functionCampbell Barton
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.
2021-04-17Fix wrong logic used in 'ED_view3d_depth_read_cached'Germano Cavalcante
It is important to limit the pixels read on `BLI_array_iter_spiral_square`. Fortunately `ED_view3d_depth_read_cached` was not being called with a `margin` parameter. Wrong logic introduced in rB44c76e4ce310.
2021-04-053D View Utils: Add 'margin' parameter to 'ED_view3d_depth_read_cached'Germano Cavalcante
Matches the alternative function ED_view3d_autodist_depth, but is more efficient since it uses the cache. No functional changes.
2021-03-30Cleanup/Refactor: Unify functions that redraw the depth bufferGermano Cavalcante
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
2021-03-18Cleanup: spellingCampbell Barton
2021-02-20Cleanup: doxygen sectionsCampbell Barton
2021-01-26Cleanup: Declare variables where initializedHans Goudey
2020-12-14UI/Assets: Support generating object preview imagesJulian Eisel
Object previews are really helpful for visual data-block selection, like asset browsing. Having them be generative should also be quite handy and should work well enough in many, if not most cases. What this does is simple: * Place the object (actually a deep copy of it, for thread safety) in a virtual .blend into an empty scene/view-layer. * Add a camera, point it towards the front of the object, assuming that means pointing towards its +Y axis. * Use "Camera Fit Frame to Selected" logic to put the object into frame. * Create a threaded off-screen render. Of course, such an automatic preview will not work in all situations. E.g. it currently does a bad job capturing a single plane. We could add options for more advanced automatic previews, but probably custom previews is more important, which I committed already (812ea9184221). Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1 project milestone on developer.blender.org. Reviewed as part of https://developer.blender.org/D9719. Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-03Cleanup: view-port --> 2D/3D ViewportAaron Carlisle
2020-11-30Cleanup: Use "region" for ARegion variable namesHans Goudey
As proposed in T74432 and already implemented in several commits, "region" is the preferred name for `ARegion` variables, rather than any variant of "ar". This commit changes a few "ar" variables that have popped up over time and also adjusted names of variants like "arnew".
2020-11-07View3D: take clipping into account for Frame AllCampbell Barton
Clamp the min/max used for Frame All/Selected by the clipping region if it's set. Resolve T81050
2020-11-06Cleanup: use ELEM macroCampbell Barton
2020-11-06Move "Camera Parent Lock" from preferences to Object RelationsHans Goudey
"Camera Parent Lock" can be useful when rigging cameras, but it is not intuitive, and has also generated a lot of confusion (bug reports). This is because it breaks the fundamental parent <-> child relationship conventions in Blender, and there is no indication that it's intended without diving into the preferences. This commit moves the setting to the object level, and exposes it in the relations panel in the property editor. It is exposed for every object type because any object type can be "View Locked" in the 3D view. The property description is also updated to reflect this change and be more specific without getting too long. In the future this could become a more general feature of the transform system, but for now it is limited to "Lock Camera to View". Differential Revision: https://developer.blender.org/D9239
2020-10-19Spelling: It's Versus ItsHarley Acheson
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required. Differential Revision: https://developer.blender.org/D9250 Reviewed by Campbell Barton
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-30Cleanup: convert gforge task ID's to phabricator formatValentin
Cleanup old tracker task format to the new. e.g: [#34039] to T34039 Ref D8718
2020-09-02Cleanup: use bool instead of int in various placesJacques Lucke
2020-08-07Cleanup: declare arrays arrays where possibleCampbell Barton
2020-08-02Cleanup: pass const matricesCampbell Barton
Also order return matrices last.
2020-07-18Cleanup: GPU: rename bglPolygonOffset to GPU_polygon_offsetClément Foucault
And move it to GPU module.
2020-07-13Clang Tidy: enable readability-non-const-parameter warningJacques Lucke
Clang Tidy reported a couple of false positives. I disabled those `NOLINTNEXTLINE`. Differential Revision: https://developer.blender.org/D8199