No need to use BKE_object_where_is_calc() in this case: there is no
parenting or constraint system involved on object add.
So simply use direct object matrix calculation from it's local
transform. No need in dependency graph either in this case.
While these aren't currently used, its strange to have
extended versions of a function without the non-extended versions
it also avoids callers needing to add them back if they need -
or duplicating the same boiler plate when calling the '_ex' versions.
Reverts 11da3b132a, 11da3b132a, adds depsgraph argument
so the caller is responsible for the evaluation state.
This change ensures that operators which needs access to evaluated data
first makes sure there is a dependency graph.
Other accesses to the dependency graph made it more explicit about
whether they just need a valid dependency graph pointer or whether they
expect the graph to be already evaluated.
This replaces OPTYPE_USE_EVAL_DATA which is now removed.
Some general rules about usage of accessors:
- Drawing is expected to happen from a fully evaluated dependency graph.
There is now a function to access it, which will in the future control
that dependency graph is actually evaluated.
This check is not yet done because there are some things to be taken
care about first: for example, post-update hooks might leave scene in
a state where something is still tagged for update.
- All operators which needs to access evaluated state must use
CTX_data_ensure_evaluated_depsgraph().
This function replaces OPTYPE_USE_EVAL_DATA.
The call is generally to be done in the very beginning of the
operator, prior other logic (unless this is some comprehensive
operator which might or might not need access to an evaluated state).
This call is never to be used from a loop.
If some utility function requires evaluated state of dependency graph
the graph is to be passed as an explicit argument. This way it is
clear that no evaluation happens in a loop or something like this.
- All cases which needs to know dependency graph pointer, but which
doesn't want to actually evaluate it can use old-style function
CTX_data_depsgraph_pointer(), assuming that underlying code will
ensure dependency graph is evaluated prior to accessing it.
- The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is
explicit and local about where dependency graph is being ensured.
This commit also contains some fixes of wrong usage of evaluation
functions on original objects. Ideally should be split out, but in
reality with all the APIs being renamed is quite tricky.
Fixes T67454: Blender crash on rapid undo and select
Speculation here is that sometimes undo and selection operators are
sometimes handled in the same event loop iteration, which leaves
non-evaluated dependency graph.
Fixes T67973: Crash on Fix Deforms operator
Fixes T67902: Crash when undo a loop cut
Reviewers: brecht
Reviewed By: brecht
Subscribers: lichtwerk
Maniphest Tasks: T67454
Differential Revision: https://developer.blender.org/D5343
Use explicit boolean flag to indicate whether flush to original data
is needed or not. Makes it possible to avoid confusion on whether an
evaluated or any depsgraph can be passed to the API.
Allows to remove depsgraph from bAnimContext as well.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D5379
Some modifier operators cannot be reliably executed from Edit mode
currently, so disable them from the generic mod ops pool function.
Have been very conservative here from now, keeping existing behavior
most of the time, and only forbidding Edit mode when code was already
doing it in its own way, or when it was obviously not possible.
Main issue in that report was that meshes generated from
`mesh_create_eval_final_view()` and the like need some
special freeing handling (as, among other things, they borrow and do not
own their potential editmesh data...).
Factorized that into a helper func also used by
`BKE_object_free_derived_caches()`.
Need to copy changes from original armature to evaluated one prior to
BKE_pose_where_is(), otherwise the pose matrix in pose channels will
not be correct.
Can not use dependency graph update here, since we must not re-evaluate
possible dependencies of the changed armature.
Reviewers: brecht
Reviewed By: brecht
Maniphest Tasks: T67507
Differential Revision: https://developer.blender.org/D5331
When `BKE_mesh_new_from_object()` cannot convert an object to a mesh, it
returns `NULL`. This case was not handled at all in
`BKE_mesh_new_from_object_to_bmain()` or `curvetomesh()`, causing a
segmentation fault.
This commit fixes the segmentation fault, and leaves the curve object as
a curve object.
Reviewed By: mont29, brecht, sergey
Differential Revision: https://developer.blender.org/D5217
When accessing evaluated objects, make sure access to an
evaluated dependency graph is done. This solves possible
access to NULL data on redo.
See https://developer.blender.org/D5209
The operator was using a non-evaluated depsgraph to get the evaluated
scene, which caused the crash.
This fixes the crash reported in T66605, but not the problem where
sometimes object origins aren't set.
Preserving/rebuilding relashionships in recursive instancing was simply
not supported at all, code handling that was assuming a single level of
instancing.
This commit makes the following changes:
* Mixing DupliCollection and DupliVerts/Faces in the recursive chain is
now supported (by using a same GHash in all cases, differences of
persistent_id handling in hashing and comparison is now down inside the
relevant functions).
* When both "keep hierarchy" and "parent" options are enabled, code will
attempt to parent new objects to their version of instancer (instead of
parenting them systematically to the root object). This will preserve
the hierarchy much better.
* Collection is removed from dupli empties that have been made 'real'
(the duplication flag itself was already cleared, but the link to the
instantiated collection was kept).
For bone owners we want to do this in evaluated domain since
BKE_pose_where_is() / BKE_pose_where_is_bone() rely on (re)evaluating
parts of the scene and copying new evaluated stuff back to original.
Fixes T66080, T66397
Reviewers: sergey
Maniphest Tasks: T66080
Differential Revision: https://developer.blender.org/D5189
When we create the cage procedurally, we need to remove any edge split
modifiers. Since the new depsgraph in 2.80 we were removing the
modifiers straight from the evaluated object (it is a copy anyways).
On top of that we need to reset its eval data state (BKE_object_eval_reset)
to make sure the call to BKE_object_to_mesh to generate the cage would take the
new modifier stack state into account.
However doing so was freeing the low poly mesh we use later to convert
the normal space.
The solution (and this patch in fact ;) ) as suggested by Sergey Sharybin is to
use BKE_mesh_new_from_object() directly as well as force the modifiers to be
recalculated when any edge split modifier is removed.
Not much to be done here really, besides adding yet another hack to that
giant pile of hacks that are mballs...
So to avoid newly created copy of basis of mball to influence to mball
computation, we simply switch it to Empty object for the depsgraph
update run.
Not nice, but working (besides a weird change of basis obflag which
should not happen), and presumably reasonably safe change.
argument into account
- if a rotation is given, always take it into account [which means
setting alignment to ALIGN_WORLD prior]
- caused by recent rB06fe2a5e0c5d
Reviewers: brecht
Maniphest Tasks: T65878
Differential Revision: https://developer.blender.org/D5085
Better to make internal code naming match official/UI naming to some
extent, this will reduce confusion in the future.
This is 'breaking' scripts and files that would use that feature, but
since it is not yet officially supported nor exposed in 2.80, as far
as that release is concerned, it is effectively
a 'no functional changes' commit.
Note that there are probably many other similar cases... This code is
really legacy, should use library_query helpers and other modern
BKE_library code instead of doing its own dirty cooking...
A lot of areas were querying sound information directly using audio handle
which does not exist on an original sound IDs.
This change basically makes it so it's possible to query information about
given sound ID, without worrying about whether it's loaded or not: if it is
needed to load it first it happens automatically (no automatically-opened
handles are left behind though).
While this seems a bit extreme to open files on such queries it is still
better than the old situation when all sound handles were opened on file
load, no matter if it's needed or not. Besides, none of the changed code
paths are performance critical, just handful of tools.
Fixes T65696: Sequencer fails to create a new sound sequence strip via Python
Fixes T65656: Audio strip - SHIFT K crashes Blender
Reviewers: brecht
Reviewed By: brecht
Subscribers: ISS
Maniphest Tasks: T65696, T65656
Differential Revision: https://developer.blender.org/D5061