While we do need higher level utilities for copying attributes
between geometries, this currently isn't used and it's not clear
that it will be the right abstraction in the end.
The default when there is no cyclic attribute is that none of the curves
are cyclic. In the mesh to curve node, avoid creating the attribute with
just false to save time and memory usage. Also avoid looking up the
attribute twice in the trim node.
When all the curves are poly curves, skip the work of building a
separate array of offsets for the evaluated points (which are the
same as the control points). This saves 1-4ms on every reevaluation
in test files with many curves.
Standardizing the process of creating a new CurvesGeometry with
different curve sizes based on an existing curves is helpful, since
there are a few methods to simplify the process that aren't obvious
at first, like filling the offsets with sizes directly and accumulating
them to become sizes.
Also, in the trim curves node, avoid creating the curve types attribute
all the time. Use the special API functions for the types which do
some optimizations automatically. Also use a more consistent
method to copy the curve domain data, and correct some comments.
The same logic from D17025 is used in other places in the curve code.
This patch uses the class for the evaluated point offsets and the Bezier
control point offsets. This helps to standardize the behavior and make
it easier to read.
Previously the Bezier control point offsets used a slightly different standard
where the first point was the first offset, just so they could have the same
size as the number of points. However two nodes used a helper function
to use the same `OffsetIndices` system, so switch to that there too.
That requires removing the subtraction by one to find the actual offset.
Also add const when accessing data arrays from curves, for consistency.
Differential Revision: https://developer.blender.org/D17038
Previously, transforming a clip (scaling, repeat, etc) wouldn't re-calculate the blend-in and blend-out values, leading to over / undershoot, and a visual clip artifact
Old:
{F14045003}
This patch adds re-calculation logic (new `BKE_nlastrip_recalculate_blend()` method) to the blend-in/out on transformations to clamp values, and avoid over/under shoot.
The `BKE_nlastrip_recalculate_blend()` encapsulates the existing logic for both the `rna_NlaStrip_blend_in_set()` and `rna_NlaStrip_blend_out_set()` methods into a single BKE method that we an execute as needed. The fact that blend-in is first decreased, is strictly on the order of calculation. My suspicion is that //if// the blend-in / blend-our values were working as intended, the RNA set methods would update in order, and we'd experience the same thing. In short, the choice here was to linearly combine the logic, without making any assumptions of my own.
while talking things over with @sybren and @RiggingDojo, they are fine with how this currently works, but there a desire to update how the two values interact with each (ratio scale, etc) in the future.
New:
{F14045024}
{F14045025}
Reviewed By: sybren
Maniphest Tasks: T101369
Differential Revision: https://developer.blender.org/D16720
Split the algorithms that find duplicates.
This improves readability and helps us find areas for optimization.
It may also facilitate the implementation of generic utilities.
No functional changes.
Differential Revision: https://developer.blender.org/D16918
Code authored by Michael B Johnson (drwave).
Reviewed by Sybren and makowalski.
This patch addresses a crash that occurs when exporting a
scene to a USD file, when that scene includes a point cloud
object or hair.
Added OB_POINTCLOUD and OB_CURVES enums and a default case
statement in the switch statement in
USDHierarchyIterator::create_data_writer, to avoid dereferencing
a NULL pointer.
Differential Revision: https://developer.blender.org/D16776
`batch_for_shader` is an utility function that creates the correct
vertex buffer based on the given shader. In the shader interface
the `attr_types_` contains the GPUType for each location in the
vertex buffer.
When using Metal, the `attr_types_` was never updated, resulting
in using incorrect or non-existing data types. This patch fixes
this by updating the `attr_types_` when building the shader
interface.
Reviewed By: fclem
Differential Revision: https://developer.blender.org/D17042
When using the "normalized" display of FCurves in the
Graph Editor, and also turning on the preview range,
the normalized display would break.
The preview frame range was assumed to be bezt indices,
which is only true when every frame has a key.
Reviewed by: Colin Basnett
Differential Revision: https://developer.blender.org/D16987
Ref: D16987
Similar to rBe97443478e32 and rBe772087ed664, exit early when
texture, collection and world ID has no parent to unlink from.
Reviewed by: Severin, lichtwerk
Differential Revision: https://developer.blender.org/D17017
The line art modifier added a wmNotifier in it's
GpencilModifierTypeInfo.generateStrokes callback which isn't thread-safe
when called from the depsgraph. This was from the original inclusion
of the feature [0] however a more recent optimization to notifier
lookups [1] made the crash occur more frequently.
Remove the notifier as modifiers should not be adding WM level events
and it works without it.
[0]: 3e87d8a431
[1]: 0aaff9a07d
This was the case when using the operator outside of the modifiers panel.
Caused by {rBeae36be372a6}.
In above commit, `DT_layer_items` shared both `DT_TYPE_MPROPCOL_LOOP` |
`DT_TYPE_MLOOPCOL_LOOP` in a single EnumPropertyItem value "Colors".
This is a bit unusual, but probably allowed.
As a consequence, checks for specific datatypes would fail when selecting
such EnumPropertyItem:
- `DT_DATATYPE_IS_MULTILAYERS` (uses `ELEM` to check distinct entries --
would return false)
- `BKE_object_data_transfer_dttype_to_srcdst_index` (would return
`DT_MULTILAYER_INDEX_INVALID`)
These places have now been corrected to take these "special" values into
account.
Another issue was that multiple EnumPropertyItems with the same value
could be created in dt_add_vcol_layers() if attributes of the same
domain, but different color types are in play (could lead to crashes)
and that has also been corrected.
Also: above commit did not give the choice of transfering color
attributes from the vertex domain (only face corner attributes could be
chosen), this has now been added. DT_layer_vert_items (used from the
modifier) already had this included so this was only an issue when using
the operator outside of the modifiers panel.
Since we now feature two domains, the single "VCOL" in the enum has been
split into "COLOR_VERTEX" and "COLOR_CORNER". This will break existing
scripts calling bpy.ops.object.datalayout_transfer and will be marked as
a breaking change in the release notes.
NOTE: there is another bug here when attributes of the same domain, but
different color types are in play and you want to transfer just a single
specific layer (but that is for a separate commit)
Maniphest Tasks: T103400
Differential Revision: https://developer.blender.org/D16935
Goal of this patch is to stop the invocation of OpenGL calls via the bgl module
on a none OpenGL GPU backend, report this as a python deprecation warning
and report this to the user.
## Deprecation warning to developers
```
>>> import bgl
>>> bgl.glUseProgram(0)
<blender_console>:1: DeprecationWarning: 'bgl.glUseProgram' is deprecated and will be removed in Blender 3.7. Report or update your script to use 'gpu' module.
```
## Deprecation message to users
The message to the user is shown as part of the Info Space and as a message box.
{F14159203 width=100%}
{F14158674 width=100%}
During implementation we tried several ideas:
# Use python warning as errors: This isn't fine grained enough and can show incorrect information to the user.
# Throw deprecation as error and use sys.excepthook to report the user message.
This required a custom exception class to identify the bgl deprecation and a CPython handler function to
be set during python initialization. Although this is the most flexible there was a disconnect between the
exception class, exception function and the excepthook registration.
# A variant how we handle autoexec failures. A flag is stored in Global and when set the user message is reported.
Not that flexible, but code is more connected to the boolean stored in the Global struct.
Although using Global struct isn't nice I chose this solution due to its traceability. It is clear to developers
reading the code how the mechanism works by using search all functionality of your IDE.
Reviewed By: MichaelPW, campbellbarton
Maniphest Tasks: T103863
Differential Revision: https://developer.blender.org/D16996
These warnings can reveal errors in logic, so quiet them by checking
if the features are enabled before using variables or by assigning
empty strings in some cases.
- Check CMAKE_THREAD_LIBS_INIT is set before use as CMake docs
note that this may be left unset if it's not needed.
- Remove BOOST/OPENVDB/VULKAN references when disable.
- Define INC_SYS even when empty.
- Remove PNG_INC from freetype (not defined anywhere).
The original code used `BLI_polyfill_calc` which can create degenerate
triangles during triangulation per T103913. This causes the subsequent
overlap test to produce incorrect results in certain cases. Change to
using a "beauty" fill instead.
Differential Revision: https://developer.blender.org/D17015
There is a utility method on `CurvesGeometry` to build a map of the
curve for each point. Use that in two more places and make sure its
implementation is multithreaded, which gives a slight speedup
in a simple test file.
When doing partial reloads of asset libraries (only reload assets from
the current file, e.g. after undo re-allocated ID pointers), we'd end up
with assets that don't have their asset data read correctly. It would
execute a branch that didn't set the asset library object necessary to
create and store asset representations.
Steps to reproduce were:
* Open .blend file with geometry node assets in there
* In a geometry node editor, press Shift+A to open the add menu
* Cancel
* Move a node
* Undo
* Press Shift+A again
This allows an engine to perform GPU side view specification and let the
draw manager extract the culling informations (bounds).
To this end, the matrices ubo gets exposed to be able to write to it.
`compute_procedural_bounds()` need to be explicitely called before any
main pass using the culling result.
This abstraction is rarely used. It could be replaced by some more
general "query" API in the future. For now it's easier to just compare
pointers in the Set Position node where this was used.
This is possible now, because mesh positions are stored as flat `float3`
arrays (previously, they were stored as `MVert` with some other data
interleaved).
This changes how we access the points that correspond to each curve in a `CurvesGeometry`.
Previously, `CurvesGeometry::points_for_curve(int curve_index) -> IndexRange`
was called for every curve in many loops. Now one has to call
`CurvesGeometry::points_by_curve() -> OffsetIndices` before the
loop and use the returned value inside the loop.
While this is a little bit more verbose in general, it has some benefits:
* Better standardization of how "offset indices" are used. The new data
structure can be used independent of curves.
* Allows for better data oriented design. Generally, we want to retrieve
all the arrays we need for a loop first and then do the processing.
Accessing the old `CurvesGeometry::points_for_curve(...)` did not follow
that design because it hid the underlying offset array.
* Makes it easier to pass the offsets to a function without having to
pass the entire `CurvesGeometry`.
* Can improve performance in theory due to one less memory access
because `this` does not have to be dereferenced every time.
This likely doesn't have a noticable impact in practice.
Differential Revision: https://developer.blender.org/D17025
Struct members loc/size were misleading as they read as if the object
data stored object level transform channels. Rename these to match RNA
with a `texspace_*` prefix to make it clear these struct members only
apply to texture-space transform.
Also rename ME_AUTOSPACE & ME_AUTOSPACE_EVALUATED to
ME_TEXSPACE_FLAG_AUTO & ME_TEXSPACE_FLAG_AUTO_EVALUATED.