Commit Graph

661 Commits

Author SHA1 Message Date
3d26cf112b Constraint: Shrink Warp: Replace bvhtree_from_mesh_looptri with bvhtree_from_mesh_get.
The value of epsilon was never used to create this bvhtree because whenever we activate this constraint, a bvhtree with parameter epsilon 0.0 was created and cached.
2018-05-04 07:39:07 -03:00
a9d264f5ca Merge branch 'master' into blender2.8 2018-05-03 14:33:52 -03:00
ac19483e63 BKE bvhtree: Add tree_type parameter to bvhtree_from_mesh_get.
This will allow greater control of the bvhtrees that are obtained, and helps identify problems.
It is also an additional step to unify the functions.
2018-05-03 14:26:39 -03:00
0fb5a39baf Static Override: add insertion for modifiers and one constraints, fix editing of inserted items in collections.
Now insertable collection items have a flag to say they are 'local' (and
hence can be freely edited).
2018-05-02 18:14:19 +02:00
6a9e6b1448 Merge branch 'blender2.8' into tmp-static-override-insertion 2018-05-02 16:16:17 +02:00
5659d8bc0a Merge branch 'master' into blender2.8 2018-05-02 14:40:00 +02:00
43f9b6ba45 Tweak constraint copying code for static override needs.
No expected change in any existing behaviour from this commit.
2018-05-02 11:34:19 +02:00
522bee3fc8 Refactoring: bvhutils: Use a function that gets the bvhtree through an identifier type.
Reviewed By: @campbellbarton
Differential Revision: https://developer.blender.org/D3192
2018-05-01 10:03:28 -03:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
9a11aeb300 Merge branch 'master' into blender2.8 2018-04-16 17:24:20 +02:00
85de548e03 Cleanup: indentation 2018-04-16 17:08:27 +02:00
c327cf489c Merge branch 'master' into blender2.8 2018-03-02 16:42:27 +01:00
a9509a2f8a Maintain scaling ratio of non-free axes in Maintain Volume T48079 fix.
This is probably a better way to handle it: instead of totally
discarding scaling of non-free axes, keep the ratio between them.
Basically the logic of the constraint is now that it rescales the
object uniformly in the non-free axis plane in order to force the
total volume change to the desired value.
2018-03-02 11:01:49 +03:00
4913e47aa0 Merge branch 'master' into blender2.8 2018-03-02 14:09:27 +11:00
ec76f38b09 Discard non-free axis scaling in Maintain Volume to improve 2.79 compat.
It seems the reason the old version of the constraint overcompensates
as reported in T48079 is to allow the constraint to work with uniform
scaling on all axes. However the way it did that actually _requires_
uniform scaling for the constraint to work correctly, and breaks if
only the free scaling axis is used to avoid redundant channels.

This version attempts to allow both by discarding scaling in the non-
free directions instead of applying the correction on top of it.
2018-03-01 20:46:59 +03:00
9c91c75ea6 Merge branch 'master' into blender2.8 2018-01-11 13:24:41 +11:00
ac2ebf9c54 Fix T53455: Object disappear w/ TrackTo constraint
Regression caused by own commit 16fbb47c88,
this is really an edge case though since calling normalize twice fixes.
2018-01-11 10:57:30 +11:00
528841ba90 Depsgraph: Remove workarounds used for cyclic dependencies
This was dangerous to do such calculations, and now it is solvable by making
dependency graph more granular in this case. Removing the workaround also saves
us a hassle of passing lots of extra arguments down the evaluation routines.

In theory, we can also remove EvaluationCOntext from constraints evaluation as
well now. But probably better to wait with such removal for now.

This commit effectively reverts 1130c53. Will do a proper fix in dependency
graph itself.
2017-11-21 14:23:57 +01:00
91af8f2ae2 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/device/device.cpp
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/material.c
	source/blender/editors/object/object_add.c
	source/blender/editors/object/object_relations.c
	source/blender/editors/space_outliner/outliner_draw.c
	source/blender/editors/space_outliner/outliner_edit.c
	source/blender/editors/space_view3d/drawobject.c
	source/blender/editors/util/ed_util.c
	source/blender/windowmanager/intern/wm_files_link.c
2017-11-06 18:02:46 +01:00
66a6d160fe Rename ID_IS_LINKED_DATABLOCK to ID_IS_LINKED.
This makes code closer to id_override/assent-engine ones, which
introduce a new type of linked data, and hence reserve
ID_IS_LINKED_DATABLOCK to real linked datablocks.
2017-11-06 17:17:10 +01:00
e2f42ff907 Merge branch 'master' into blender2.8 2017-09-06 17:23:47 +02:00
16fbb47c88 Use normalized project functions 2017-09-07 01:20:59 +10:00
323a7ab944 Merge branch 'master' into blender2.8 2017-08-31 21:57:38 +10:00
Alexander Gavrilov
735e287271 Fix T48079: Maintain Volume constraint overcompensates.
The coefficient has been wrong since introduction for some reason.

Not backwards compatible, should not be merged to 2.7*.
2017-08-29 15:23:47 +03:00
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
41830cc432 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 20:34:36 +02:00
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
00c4f49a6d Cleanup: indentation, long lines 2017-06-12 13:38:21 +10:00
20621d46d1 Alembic: fixed refcount issue when duplicating imported objects
Duplicating an imported object didn't increment the cache reader's refcount,
whereas removing the duplicate did decrement it. This caused problems.
2017-04-26 15:19:37 +02:00
ff1f115706 Fix T51280: Alembic: Crash when removing cache modifier
The calls to id_us_plus/min were unnecessary (and caused assertion
failures) as this is already taken care of by transformcache_id_looper().
2017-04-26 15:19:37 +02:00
b997988323 Cleanup/refactor: Add new BLI_string_util.
Things like `BLI_uniquename` had nothing, but really nothing to do in
BLI_path_util files!

Also, got rid of length limitation in `BLI_uniquename_cb`, we can use
alloca here to avoid overhead of malloc while keeping free size (within
reasonable limits of course).
2017-01-16 20:36:23 +01:00
62a2ed97ba Fix crash when opening a Blender file containing Alembic data.
Was also affecting object linking.
2016-12-07 23:04:27 +01:00
2a78635dea Cleanup: get rid of unused BKE_constraints_relink().
Libquery/generic ID remapping code handles this now.
2016-11-21 15:25:33 +01:00
ce785868a5 Fix compile errors for when WITH_ALEMBIC is OFF. 2016-10-30 03:42:46 +01:00
753edafcb7 Alembic: store a pointer to the object reader in the cache modifiers and
constraints.

This avoids traversing the archive everytime object data is needed and
gives an overall consistent ~2x speedup here with files containing
between 136 and 500 Alembic objects. Also this somewhat nicely de-
duplicates code between data creation (upon import) and data streaming
(modifiers and constraints).

The only worying part is what happens when a CacheFile is deleted and/or
has its path changed. For now, we traverse the whole scene and for each
object using the CacheFile we free the pointer and NULL-ify it (see
BKE_cachefile_clean), but at some point this should be re-considered and
make use of the dependency graph.
2016-10-29 12:23:09 +02:00
8870c454a1 Fix cache constraint not reference counting cache files. 2016-08-26 14:28:50 +02:00
f2f107572c Fix T49168: crash when evaluating a cache constraint with a NULL cache
file.
2016-08-26 14:28:50 +02:00
61050f75b1 Basic Alembic support
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.

A more in-depth documentation is to be found on the wiki, as well as a
 guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.

Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.

Reviewers: sergey, campbellbarton, mont29

Reviewed By: sergey, campbellbarton, mont29

Differential Revision: https://developer.blender.org/D2060
2016-08-06 10:58:13 +02:00
d231260212 Replace of (id->lib != NULL) check by meaningful macro.
Idea is to replace hard-to-track (id->lib != NULL) 'is linked datablock' check everywhere in Blender
by a macro doing the same thing. This will allow to easily spot those checks in future, and more importantly,
to easily change it (see work done in asset-engine branch).

Note: did not touch to readfile.c, since there most of the time 'id->lib' check actually concerns the pointer,
and not a check whether ID is linked or not. Will have a closer look at it later.

Reviewers: campbellbarton, brecht, sergey

Differential Revision: https://developer.blender.org/D2082
2016-07-06 14:11:01 +02:00
1ba90582f5 Fix a few compiler warnings on OS X / clang.
Two were actual bugs, though they existed only in unused code:
* In Freestyle it was unintentionally copying a scene rather than referencing it.
* In BLI_array_store_is_valid there was use of uninitialized memory.
2016-07-04 18:22:10 +02:00
49aeee5a3d Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15

Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
  instead of being restricted to trying to indirectly control them through the
  neighbouring bones.  See the "Bendy Bones" panel...

* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
  This is useful for things like eyebrows and mouths/eyelids

* You can now make B-Bones use custom bones as their reference bone handles,
  instead of only using the parent/child bones. To do so, enable the
  "Use Custom Reference Handles" toggle. If none are specified, then the BBone will
  only use the Bendy Bone properties.

* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
  just linearly interpolating between the endpoints of the bone.

For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html



-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
e343e4a5ba Avoid per-constraint-target call of strlen
It's enough to do one single comparison to see if the string is empty or not.
2016-05-10 17:15:16 +02:00
2786b0bc9d Optimize action constraint by avoid memory allocation 2016-05-10 16:45:27 +02:00
680b135ec1 Fix T48176: Shrinkwrap crashes when multiple objects uses same target
Annoying bug caused by temp nature of looptri layer for CCGDM.

Fixed in a similar to CCG loops by using lock when allocating and
filling looptri arrays.

Real fix would be to make sure this array is allocated on object
evaluation using DAG's eval_flag, but that's more involved change
which we'll work on later.
2016-04-26 14:44:49 +02:00
c6c223ade6 Fix T47164: [Scene.raycast] - True result when it should be False.
We cannot use FLT_MAX as initi distance for raycast...

Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh,
and use in RNA raycast callbacks (and all other places using that API).
2016-01-12 10:09:00 +01:00
2e348fd43e Cleanup: shadowing (blenkernel) 2015-11-23 17:40:10 +11:00
0860fdc53c Fix T46599: Copy Rotation behaves erratically when Use Y is disabled
When the "Use Y" option in the Copy Rotation constraint is disabled, the constraint
behaves eratically when rotating all the target on all axes at the same time.
This is partially to be expected due to the way that euler rotations work
(i.e. the rotation orders stuff - you should use a rotation order based on most to
least important/significant rotations). Hence, by locking Y, you're causing accuracy
problems for Z.

What was not expected though was that changing the rotation orders on the objects
involved (for the record, it's the constraint owner that counts) did nothing.
It turns out that for objects, the rotation order settings were getting ignored!
This commit fixes this problem, and this particular case can be resolved by using
"XZY".

Notes:
* Since all object constraints were previously working on the assumption that they
  used XYZ (default) order, it is possible that this change may have the unintended
  consequence of changing the behaviour of some rigs which relied on the buggy
  behaviour. Hopefully this will be a rare occurrence.
2015-10-26 20:18:11 +13:00
fbca69c69a BLI_math: add mat3_normalized_to_* functions
Many uses of matrices for rotation keep them normalized,
so no need to normalize each time.
2015-10-24 07:02:51 +11:00