It can be assumed that all scripts comply with basic pep8 formatting
regarding white-space, indentation etc.
Also remove note in best practices page & update `tests/python/pep8.py`.
If we want to exclude some scripts from make format,
this can be done by adding them to `ignore_files` in:
source/tools/utils_maintenance/autopep8_format_paths.py
Or using `# nopep8` for to ignore for individual lines.
Ref T98554
Issue was introduced after the python 3.10 switch
Explicit conversion to int will fix the issue.
Same issue is likely to happen with `MovieTrackingSettings.default_search_size`
So I did the same change over there.
Differential Revision: https://developer.blender.org/D14273
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
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
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
Approximately 141 changes of capitalization to conform to MLA title style.
Differential Revision: https://developer.blender.org/D8392
Reviewed by Julian Eisel
A regression caused by c57f65c088 as a fix of another issue.
Added an exception for camera solver as that is always pointing
to camera object.
Since this is a regression which happened in 2.83.0 this change is
a candidate to be ported to the 2.83.1.
Applies to "Setup Tracking Scene" operator which configures background
images for the viewport.
Solves unnecessary slowdown and higher memory usage when camera's model
does not have any effective distortion.
Differential Revision: https://developer.blender.org/D5520
For existing files, it will use the setting from Cycles or Eevee depending on
the render engine in the scene.
Differential Revision: https://developer.blender.org/D4874
- Was setting active state, making it necessary to backup/restore
active object in cases where this isn't needed.
Existing scripts are explicitly setting the active object when needed.
- Use a boolean select arg (toggle selection wasn't used anywhere).
- Add an optional view layer argument since scripts should be able to
operate outside the user context.
RNA's ViewLayer would present 'first level' of layer collection as a
list (collection property), when it is actually now only a single item,
same as the scene's master collection.
Note: did not try to update view_layer python tests, those are already
fully broken for quiet some time I guess (they still assume
view_layer.collections to be mutable e.g.)...
* 3D Markers to Mesh
* Link Empty to Track
* Set as Background
Note, the "Setup Tracking Scene" was not addressed. Pending for this script is:
* Update world for EEVEE settings
* Adjust the layer code to use collections
* Remove broken world API
- Logical use of fields since they define type information.
- Avoids using ordered-dict metaclass.
Properties using regular assignments will print a warning and load,
however the order is undefined.
The RenderResult struct still has a listbase of RenderLayer, but that's ok
since this is strictly for rendering.
* Subversion bump (to 2.80.2)
* DNA low level doversion (renames) - only for .blend created since 2.80 started
Note: We can't use DNA_struct_elem_find or get file version in init_structDNA,
so we are manually iterating over the array of the SDNA elements instead.
Note 2: This doversion change with renames can be reverted in a few months. But
so far it's required for 2.8 files created between October 2016 and now.
Reviewers: campbellbarton, sergey
Differential Revision: https://developer.blender.org/D2927
This patch moves all the functionality previously in SceneRenderLayer to SceneLayer.
If we want to rename some of these structs now would be a good time to do it, before they are in SceneLayer.
Everything should be working, though I will test things further tomorrow. Once this is committed depsgraph can get
rid of the workaround added in rna_Main_meshes_new_from_object and finish whatever this patch was preventing from being finished.
This patch also adds a few placeholders for the overrides (samples, ...). These are obviously not working, so some unittests that rely on 'lay', and 'zmask' will fail.
This patch does not addressed the change of moving samples to ViewRender (I have this as a separate patch and needs some separate discussion).
Following next is the individual note of the individual parts that were committed.
Note 1: It is up to Cycles to still get rid of exclude_layer internally.
Note 2: Cycles still need to handle its own doversion for the use_layer_samples cases and
(1) Remove the override as it is
(2) Add a new override (scene.cycles.samples) if scene.cycles.use_layer_samples != IGNORE
Respecting the expected behaviour when scene.cycles.use_layer_samples == BOUNDED.
Note 3: Cycles still need to implement the per-object holdout
(similar to how we do shadow catcher).
Note 4: There are parts of the old (Blender Internal) rendering pipeline that is still
using lay, e.g., in shi->lay.
Honestly it will be easier to purge the entire Blender Internal code away instead of taking things from it bit by bit.
Reviewers: sergey, campbellbarton, brecht
Differential Revision: https://developer.blender.org/D2919