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2022-09-05Fix T100820: Crash renaming modifier with visibility driverSergey Sharybin
2022-08-04UI: Pass modifier & constraint icon to the corresponding RNA base typeJulian Eisel
This basically lets the UI use the constraint or modifier icon, whenever refering to constraints/modifiers via RNA pointers. Used by D15606, so that the "Modifiers" tree element to group the individual modifiers together gets the right icon without hardcoded handling.
2022-06-20Cleanup: Grammar: a vs anHans Goudey
2022-06-01Cleanup: use 'e' prefix for enum typesCampbell Barton
- CustomDataType -> eCustomDataType - CustomDataMask -> eCustomDataMask - AttributeDomain -> eAttrDomain - NamedAttributeUsage -> eNamedAttrUsage
2022-05-31RNA: add macros for EnumPropertyItem layout elementsCampbell Barton
Add the following macros for enums as support for these features wasn't all that obvious and there were some inconsistencies in their use. - RNA_ENUM_ITEM_HEADING(name, description) - RNA_ENUM_ITEM_SEPR - RNA_ENUM_ITEM_SEPR_COLUMN
2022-05-25Cleanup: Add more const'ness to RNA API.Bastien Montagne
This commit makes PointerRNA passed to RNA path API const. Main change was in the `path` callback for RNA structs, and indirectly the `getlength` callback of properties.
2022-05-10UI: Geometry Nodes IconDalai Felinto
Geometry Nodes (new) icon. So far we were using the generic node-tree icon for geometry nodes, not anymore. The new icon is composed of 4 spheres that is a reference to the original pebbles demo. Scattering points was also the turning point for the project (which originally was focusing on dynamic effects), and to this day is one of the first steps for everything procedural such as hair. Note that the modifier icon is still showing as white in the outliner. The alternative is to be blue everywhere. Patch review and feedback by Hans Goudey. Icon creation in collaboration with Pablo Vazquez.
2022-04-21Fix T97185: Data transfer modifier doesn't displayJoseph Eagar
individual layers. A few RNA property strings were misspelled.
2022-04-20Cleanup: Rename CD_MLOOPCOL to CD_PROP_BYTE_COLORHans Goudey
The "PROP" in the name reflects its generic status, and removing "LOOP" makes sense because it is no longer associated with just mesh face corners. In general the goal is to remove extra semantic meaning from the custom data types.
2022-04-13Cleanup: use C++ comments for disabled codeCampbell Barton
Also ensure space around text in C-comment blocks.
2022-04-05Refactor: Unify vertex and sculpt colors into newJoseph Eagar
color attribute system. This commit removes sculpt colors from experimental status and unifies it with vertex colors. It introduces the concept of "color attributes", which are any attributes that represents colors. Color attributes can be represented with byte or floating-point numbers and can be stored in either vertices or face corners. Color attributes share a common namespace (so you can no longer have a floating-point sculpt color attribute and a byte vertex color attribute with the same name). Note: this commit does not include vertex paint mode, which is a separate patch, see: https://developer.blender.org/D14179 Differential Revision: https://developer.blender.org/D12587 Ref D12587
2022-04-01LibOverride: RNA Apply: let apply function responsible for calling update or ↵Bastien Montagne
not on overridden properties. While this is the desired behavior in almost cases, there are a few hairy nightmares that may require not to do so. NOTE: this change should should not modify any current behavior at all.
2022-03-30Add soft limit for Bevel segments in modifier.Pratik Borhade
The recent change to allow a max segments of 1000 in the modifier causes a lag when dragging or wheeling in the segments box. This change makes the soft limit back to 100, but you can still type numbers up to 1000 in the box. Reviewed By: Howard Trickey Differential Revision: https://developer.blender.org/D14477
2022-03-28Cleanup: use "num" as a suffix in: source/blender/modifiersCampbell Barton
Also rename DNA struct members.
2022-03-26Increase bevel segment limit in modifier from 100 to 1000.Howard Trickey
A user asked for this increase. The performance lags when reaching the upper limit of this number of segments, but if you need that many segments, I guess you are willing to wait.
2022-03-25Cleanup: rename CustomDataExternal.filename => filepathCampbell Barton
Reserve "filename" when only the name component is used.
2022-02-21Merge branch 'blender-v3.1-release'Alexander Gavrilov
2022-02-21Weight Modifiers: use the correct flags for the mask invert property.Alexander Gavrilov
The code was using the same flag value for different modifiers, resulting in matching the toggle to random overlapping flags. Differential Revision: https://developer.blender.org/D14165
2022-02-21Vertex Weight Mix: support Minimum and Maximum mix modes.Alexander Gavrilov
The modifier supports arithmetic operations, like Add or Multiply, but for some reason omits Minimum and Maximum. They are similarly simple and useful math functions and should be supported. Differential Revision: https://developer.blender.org/D14164
2022-02-18Cleanup: Rename original curve object type enumHans Goudey
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
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
2022-01-20Subdivision: add support for vertex creasingKévin Dietrich
This adds vertex creasing support for OpenSubDiv for modeling, rendering, Alembic and USD I/O. For modeling, vertex creasing follows the edge creasing implementation with an operator accessible through the Vertex menu in Edit Mode, and some parameter in the properties panel. The option in the Subsurf and Multires to use edge creasing also affects vertex creasing. The vertex crease data is stored as a CustomData layer, unlike edge creases which for now are stored in `MEdge`, but will in the future also be moved to a `CustomData` layer. See comments for details on the difference in behavior for the `CD_CREASE` layer between egdes and vertices. For Cycles this adds sockets on the Mesh node to hold data about which vertices are creased (one socket for the indices, one for the weigths). Viewport rendering of vertex creasing reuses the same color scheme as for edges and creased vertices are drawn bigger than uncreased vertices. For Alembic and USD, vertex crease support follows the edge crease implementation, they are always read, but only exported if a `Subsurf` modifier is present on the Mesh. Reviewed By: brecht, fclem, sergey, sybren, campbellbarton Differential Revision: https://developer.blender.org/D10145
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Includes unwanted changes This reverts commit 46e049d0ce2bce2f53ddc41a0dbbea2969d00a5d.
2022-01-12BLI: Refactor vector types & functions to use templatesClment Foucault
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
2022-01-12Revert "BLI: Refactor vector types & functions to use templates"Clément Foucault
Reverted because the commit removes a lot of commits. This reverts commit a2c1c368af48644fa8995ecbe7138cc0d7900c30.
2022-01-12BLI: Refactor vector types & functions to use templatesClément Foucault
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
2022-01-11Add support for a longest diagonal quad triangulation modeHenrik Dick
The new triangulation mode for quads is the opposite of the current default shortest diagonal mode. It is optimal for cloth simulations using quad meshes. Differential Revision: http://developer.blender.org/D13777
2021-12-13GPencil: New Shrinkwrap modifierAntonio Vazquez
his new modifier is equals to the existing mesh modifier but adapted to grease pencil. The underlying functions used to calculate the shrink are the same used in meshes. {F11794101} Reviewed By: pepeland, HooglyBoogly Differential Revision: https://developer.blender.org/D13192
2021-11-19LibOverride: Add read-only flags accessors for 'local override' status.Bastien Montagne
Constraints, modifiers and NLA tracks can now report from RNA whether they are defined as comming from the override's reference linked data, or are local to the override.
2021-10-06UI: Boolean rename "Self" to "Self Intersection"Aaron Carlisle
Better to be more explicit here, also this matches the recent Boolean Node.
2021-09-10Modifiers: export motion blur velocity through attributeBrecht Van Lommel
Previously fluid simulation and Alembic modifiers had a dedicated function to query the velocity for motion blur. Now use a more generic system where those modifiers output a velocity attribute. Advantages: * Geometry and particle nodes can output velocity through the same mechanism, or read the attribute coming from earlier modifiers. * The velocity can be preserved through modifiers like subdivision surface or auto smooth. * USD and Alembic previously only output velocity from fluid simulation, now they work with velocity from other sources too. * Simplifies the code for renderers like Cycles and exporters like Alembic and USD. This breaks compatibility: * External renderers and exporters accessing these velocities through the Python API now need to use the attribute instead. * Existing modifier node setups that create an attribute named "velocity" will render differently with motion blur. Differential Revision: https://developer.blender.org/D12305
2021-09-09Modifier: add support for vertex groupsMaxime Casas
Allow blending the imported cache with the modifiers stack above the MeshCache modifier. This is particularly useful for instance when dealing with cloth simulations performed in another software, where some parts of the cloth are completely pinned (non-simulated, following the armature). Indeed, this would allow modifying the animation in some areas without having to rebake the other parts or the cloth, resulting in a much more flexible workflow. Reviewed By: #modeling, campbellbarton, mont29 Ref D9898
2021-08-27Modifier: smooth interpolation supportHenrik Dick
Add an option to the mask modifier to use the vertex weights to generate smooth in between geometry, instead of just deleting non complete faces. This can be used to make all sorts of smooth dissolve animations directly with geometry, which are usually hacked together with shaders. It also allows for implicit function plotting using geometry nodes and boolean like operations on non manifold geometry with the proximity modifier. Reviewed By: campbellbarton Ref D10979
2021-08-16Geometry Nodes: Add UV Smooth, Boundary Smooth options to subdivision nodeEitan
Replaces the boolean option with enum menus for consistency with the subdivision modifier (rB66151b5de3ff,rB3d3b6d94e6e). Adds all UV interpolation options. Original patch by Eitan. Updated by Himanshi Kalra <calra>. {F9883204} Reviewed By: HooglyBoogly Differential Revision: https://developer.blender.org/D10417
2021-07-29Fix T89213: Some modifier properties have wrong subtypeGermano Cavalcante
This commit resolves these RNA warnings: ``` offset: "", WARN (bpy.rna): ...\source\blender\python\intern\bpy_rna.c:1505 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'offset', 'subtype' project_limit: "", WARN (bpy.rna): ...\source\blender\python\intern\bpy_rna.c:1505 pyrna_enum_to_py: current value '65536' matches no enum in 'FloatProperty', 'project_limit', 'subtype' falloff_radius: "", WARN (bpy.rna): ...\source\blender\python\intern\bpy_rna.c:1505 pyrna_enum_to_py: current value '65567' matches no enum in 'FloatProperty', 'falloff_radius', 'subtype' ```
2021-07-24Weld Modifier: add "loose_edges" optionFredrik Hansson
This improve the cloth modeling workflow by allowing you to weld only the edges that are used for the sewing forces. Reviewed By: mano-wii, weasel Differential Revision: https://developer.blender.org/D10710
2021-07-16Surface Deform: support sparse binding mode for improving performance.Alexander Gavrilov
When a vertex group is used to limit the influence of the modifier to a subset of vertices, binding data for vertices with zero weight is not needed. This wastes memory, disk space and CPU cycles. If the vertex group contents is known to be final and constant, it is reasonable to optimize by only storing data group vertices. This has to be an option in case the group can change. Supporting this requires adding a vertex index field and spliting the vertex count into mesh and bind variants, but both happen to fit in available padding. The old numverts field is renamed to the new bound vertex count field to maintain the array length invariant. Versioning is used to initialize the other new fields. If a file with sparse binding is opened in an old blender version, it is corrupted into a non-sparse bind with vertex count mismatch, preventing the modifier from working until rebind. Differential Revision: https://developer.blender.org/D11924
2021-07-14Python API: Add functions to ensure and clear IDPropertiesHans Goudey
This adds id_properties_clear() and id_properties_ensure() functions to RNA structs. This is meant as an initial change based on discussion in review of D9697. However, they may be useful in other situations. The change requires refactoring the internal idproperties callback to return a pointer to the IDProperty pointer, which actually turns out to be quite a nice cleanup. An id_properties attribute could be added in the future potentially. Differential Revision: https://developer.blender.org/D11908
2021-07-13Refactor: Move vertex group names to object dataHans Goudey
This commit moves the storage of `bDeformGroup` and the active index to `Mesh`, `Lattice`, and `bGPdata` instead of `Object`. Utility functions are added to allow easy access to the vertex groups given an object or an ID. As explained in T88951, the list of vertex group names is currently stored separately per object, even though vertex group data is stored on the geometry. This tends to complicate code and cause bugs, especially as geometry is created procedurally and tied less closely to an object. The "Copy Vertex Groups to Linked" operator is removed, since they are stored on the geometry anyway. This patch leaves the object-level python API for vertex groups in place. Creating a geometry-level RNA API can be a separate step; the changes in this commit are invasive enough as it is. Note that opening a file saved in 3.0 in an earlier version means the vertex groups will not be available. Differential Revision: https://developer.blender.org/D11689
2021-07-05Geometry Nodes: new Viewer nodeJacques Lucke
This adds a viewer node similar to the one in the compositor. The icon in the headers of nodes is removed because it served the same purpose and is not necessary anymore. Node outputs can be connected to the active viewer using ctrl+shift+LMB, just like in the compositor. Right now this collides with the shortcut used in the node wrangler addon, which will be changed separately. As of now, the viewed geometry is only visible in the spreadsheet. Viewport visualization will be added separately. There are a couple of benefits of using a viewer node compared to the old approach with the icon in the node header: * Better support for nodes that have more than one geometry output. * It's more consistent with the compositor. * If attributes become decoupled from geometry in the future, the viewer can have a separate input for the attribute to visualize. * The viewer node could potentially have visualization settings. * Allows to keep "visualization points" around by having multiple viewer nodes. * Less visual clutter in node headers. Differential Revision: https://developer.blender.org/D11470
2021-07-03Cleanup: consistent use of tags: NOTE/TODO/FIXME/XXXCampbell Barton
Also use doxy style function reference `#` prefix chars when referencing identifiers.
2021-06-28Cleanup: repeated terms in code comments & error messagesCampbell Barton
2021-05-17UI: use non-linear slidersHenrik Dick
* Boolean Modifier > Fast > Overlap Threshold (Logarithmic). * Remesh Modifier > Voxel > Voxel Size (Logarithmic). * Sculpt > Dyntopo > Detail Size (Cubic). Ref D9074
2021-04-22Fix T85051: Add bisect distance as a parameter to the mirror modifierFalk David
The `bisect_distance` in the mirror modifier was hard-coded to `0.001`. This would result in some unexpected behavior like vertices close to the mirror plane being deleted or merged. The fix now adds a parameter to the mirror modifier to expose the bisect distance to the user. The default is set to the previous hard-coded value to not "change" previous files. Ref D10201
2021-03-26UI: Use unified format for "Warning" in descriptionsYevgeny Makarov
Warnings in tooltips were using inconsistent formatting, some in parantheses, some not, some in caps, others not, some on new lines, some not, etc. This patch uses a consistent new line and no capitals for these cases. Differential Revision: https://developer.blender.org/D9904
2021-03-09UI: Clean up sub-panel for new boolean modifier optionsHans Goudey
A few changes to make this consistent with other modifier panels: - Title case for UI labels - Use property split (and therefore decorators) - Declare sublayout variables after getting modifier info
2021-03-08UI: UVProject modifier: clarify aspect & scale are only for cameraPhilipp Oeser
projectors Make this clear in property UI descriptions and deactivate aspect & scale fields if no camera projectors are present. ref T86268 Maniphest Tasks: T86268 Differential Revision: https://developer.blender.org/D10634
2021-03-08Cleanup: add use prefix for booleanCampbell Barton
2021-03-08Speedup for usual non-manifold exact boolean case.Howard Trickey
The commit rB6f63417b500d that made exact boolean work on meshes with holes (like Suzanne) unfortunately dramatically slowed things down on other non-manifold meshes that don't have holes and didn't need the per-triangle insideness test. This adds a hole_tolerant parameter, false by default, that the user can enable to get good results on non-manifold meshes with holes. Using false for this parameter speeds up the time from 90 seconds to 10 seconds on an example with 1.2M triangles.
2021-03-03Cleanup: make formatJacques Lucke