Using the "Camera Fit Frame to Selected" operator didn't work for Grease Pencil
objects. The same issue caused grease pencil preview thumbnails to be useless
(e.g. when using "Mark Asset" on a Grease Pencil object).
Reason was that there was no logic to handle grease pencil data and its strokes
for the object display-point iterators used for the "Frame Selected" logic.
Addresses T89656.
Reviewed by: Antonio Vazquez, Campbell Barton
Differential Revision: https://developer.blender.org/D11833
When renaming an ID somewhere in the UI after marking it as asset, it would
often get lost in the Asset Browser (scrolled out of view). It would also get
deactivated.
This patch makes sure that if an asset is active whose ID gets renamed, it is
kept active and visible. That is important for a fast, uninterrupted asset
creation workflow, where users often rename assets while working in the asset
browser.
Old code stored the new file-name to identify a file after re-reading the
file-list after the rename. For assets that doesn't work because there may be
multiple assets with the same name. Here the simple solution of just storing
the pointer to the renamed ID is chosen, rather than relying on the file-name
in this case. (Should be fine with undo, since the ID * reference is short
lived, it's not stored over possible undo steps. If it turns out to have
issues, I rather switch to a rename_id_uuid, but keep that separate from the
file->uid).
Reviewed by: Sybren Stüvel
Differential Revision: https://developer.blender.org/D11119
Many ui features for geometry nodes need access to information generated
during evaluation:
* Node warnings.
* Attribute search.
* Viewer node.
* Socket inspection (not in master yet).
The way we logged the required information before had some disadvantages:
* Viewer node used a completely separate system from node warnings and
attribute search.
* Most of the context of logged information is lost when e.g. the same node
group is used multiple times.
* A global lock was needed every time something is logged.
This new implementation solves these problems:
* All four mentioned ui features use the same underlying logging system.
* All context information for logged values is kept intact.
* Every thread has its own local logger. The logged informatiton is combined
in the end.
Differential Revision: https://developer.blender.org/D11785
Rename the mesh circle to "Mesh Circle", mesh line to "Mesh Line",
and mesh subdivide to "Mesh Subdivide". Previously they looked exactly
the same in the search menu, and the nodes themselves had the same
label. This is a "deep" rename that also renames internal defines and
function names to match the UI.
This node is quite similar to the curve to points node, but creates
points for only the start and end of each spline. This is a separate
node because the sampling from the curve to points node don't apply,
and just for ease of use.
All attributes from the curves are copied, including the data for
instancing: tangents, normals, and the derived rotations. One simple
use case is to make round caps on curves by instancinghalves of a
sphere on each end of the splines.
Differential Revision: https://developer.blender.org/D11719
The menu lists all socket types that are valid for the node tree.
Changing a socket type updates all instances of the group and keeps
existing links to the socket.
If changing the socket type leads to incorrect node connections the
links are flagged as invalid (red) and ignored but not removed. This is
so users don't lose information and can then fix resulting issues.
For example: Changing a Color socket to a Shader socket can cause an
invalid Shader-to-Color connection.
Implementation details:
The new `NODE_OT_tree_socket_change_type` operator uses the generic
`rna_node_socket_type_itemf` function to list all eligible socket types.
It uses the tree type's `valid_socket_type` callback to test for valid
types. In addition it also checks the subtype, because multiple RNA
types are registered for the same base type. The `valid_socket_type`
callback has been modified slightly to accept full socket types instead
of just the base type enum, so that custom (python) socket types can be
used by this operator.
The `nodeModifySocketType` function is now called when group nodes
encounter a socket type mismatch, instead of replacing the socket
entirely. This ensures that links are kept to/from group nodes as well
as group input/output nodes. The `nodeModifySocketType` function now
also takes a full `bNodeSocketType` instead of just the base and subtype
enum (a shortcut `nodeModifySocketTypeStatic` exists for when only
static types are used).
Differential Revision: https://developer.blender.org/D10912
Note that this name is essentially never used anywhere, besides as 'information'
mostly accessible from python console. Those embedded IDs are not in Main, so they
are not accessible by name ever, and mostly unusable from animation perspective
(either drivers or fcurves).
Therefore, no breakage is expected in user scripts or addons, nor when
loading in older versions of Blender.
Reviewed By: dfelinto, brecht
Differential Revision: https://developer.blender.org/D11812
From patch D11780 from Erik Abrahamsson.
It parallelizes making the vertices, destruction of map entries,
finding if the result is PWN, finding triangle adjacencies,
and finding the ambient cell.
The latter needs a parallel_reduce from tbb, so added one into
BLI_task.hh so that if WITH_TBB is false, the code will still work.
On Erik's 6-core machine, the elapsed time went from 17.5s to 11.8s
(33% faster) on an intersection of two spheres with 3.1M faces.
On Howard's 24-core machine, the elapsed time went from 18.7s to 10.8s
for the same test.
Also replace integer with bool in Ghost API when only used as boolean,
and uint8* with char* in Ghost API when variable is a string.
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D11617
Signed-off-by: Nicholas Rishel <rishel.nick@gmail.com>
This node creates a poly spline line in one of 2 modes:
- Line between two points
- Start Point, Direction, and Length
Both modes create splines with only start and endpoints.
A resample node can be used afterward to increase the point count.
Differential Revision: https://developer.blender.org/D11769
This patch adds a very simple node that explicitly converts a float to
an int. While this may seem redundant, it would offer 2 benefits to the
current requirement to use implicit float conversions:
1. It makes the node tree's intent more clear and self-documenting
(especially if changes in the future require integer inputs).
2. It eliminates undefined behavior in current/future nodes from float
inputs by guaranteeing that the input is an integer.
The node offers a variety of rounding techniques to make it more flexible.
Differential Revision: https://developer.blender.org/D11700
This would prevent loading a parent that would only be referenced by
children during a linking operation.
Looks like this missing bit of code has been there since the stone ages,
it is fairly baffling to find that such critical low-levels mistakes can
survive decades in a codebase...
Note that such fully-indirectly linked parent object is not instantiated
in scene currently, this is fairly bad I think, but kind of a different
issue.
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
Using BMesh operators through the edit-mesh API created a full copy
of the mesh so it was possible to restore the mesh in case
one of the operators raised an error.
Remove support for automatic backup/restore from the EDBM_op_* API's
as it adds significant overhead and was rarely used.
Operators that need this can use the BMBackup API to backup & restore
the mesh in case of failure.
Add warning levels to BMO_error_raise so operators can report problems
without it being interpreted as a request to cancel the operation.
For high-poly meshes creating and freeing a full copy is an expensive
operation, removing this gives a speedup of ~1.77x for most operators
except for "connect_verts" / "connect_vert_pair"
which still uses this functionality.
As noted in a comment now, these functions only update a cache, so they
don't change the logical state of the mesh, which is "it will have the
data when necessary." Using a const argument will help const correctness
when accessing an object's evaluated mesh.
Add a new transformation space choice for bone constraints, which
represent the local transformation of the target bone in the constraint
owner's local space.
The use case for this is transferring the local (i.e. excluding the
effect of parents) motion of one bone to another one, while ignoring
the difference between their rest pose orientations.
The new option replaces the following setup:
* A `child` bone of the `target`, rotated the same as `owner` in rest pose.
* A `sibling` bone of the `target`, positioned same as `child` in rest
pose and using Copy Transforms in World Space from `child`.
* The `owner` bone constraint uses Local Space of `sibling`.
(This analogy applies provided both bones use Local Location)
Differential Revision: https://developer.blender.org/D9493
This constraint can be naturally viewed as a prototype for a future
4x4 matrix math node (or subset thereof), since its basic semantics
already is matrix assignment. Thus it makes sense to add math options
to this constraint to increase flexibility in the meantime.
This patch adds support for several operations that would be useful:
- An option to remove shear in the incoming target matrix.
Shear is known to cause issues for various mathematical operations,
so an option to remove it at key points is useful.
Constraints based on Euler like Copy Rotation and Limit Rotation
already have always enabled shear removal built in, because their
math doesn't work correctly with shear.
In the future node system shear removal would be a separate node
(and currently Limit Rotation can be used as a Remove Shear constraint).
However removing shear from the result of the target space conversion
before mixing (similar to Copy Rotation) has to be built into
Copy Transforms itself as an option.
- More ways to combine the target and owner matrices.
Similar to multiple Inherit Scale modes for parenting, there are
multiple ways one may want to combine matrices based on context.
This implements 3 variants for each of the Before/After modes
(one of them already existing).
- Full implements regular matrix multiplication as the most basic
option. The downside is the risk of creating shear.
- Aligned emulates the 'anti-shear' Aligned Inherit Scale mode,
and basically uses Full for location, and Split for rotation/scale.
(This choice already existed.)
- Split Channels combines location, rotation and scale separately.
Looking at D7547 there is demand for Split Channels in some cases,
so I think it makes sense to include it in Copy Transforms too, so that
the Mix menu items can be identical for it and the Action constraint.
Differential Revision: https://developer.blender.org/D9469
Generally the evaluated mesh should not be changed, since that is the
job of the modifier stack. Current code is far from const correct in
that regard. This commit uses a const variable for the reult of
`BKE_object_get_evaluated_mesh` in some cases. The most common
remaining case is retrieving a BVH tree from the mesh.
Normals now includes many functions including normal splitting &
custom normal manipulation split this into it's own file
to centralize related functions.
This node has two modes: the first mode computes a circle from three
locations and a resolution. The second takes radius and resolution.
The first mode also outputs the center of the computed circle as
a vector.
Differential Revision: https://developer.blender.org/D11650
Creates a Curve with 1 Bezier Spline from four positions (start,
start handle, end handle, end) and a resolution. The handles are
aligned and mirrored automatically. An "Offset" mode is also included
to allow specifying the handles relative to the control points.
The default settings recreate the existing default Bezier Curve in the
3D viewport add menu.
Differential Revision: https://developer.blender.org/D11648
This patch is for a node that creates a poly spline from a
3 point quadratic Bezier. Resolution is also specified.
Curve primitives design task: T89220
Differential Revision: https://developer.blender.org/D11649
This node creates a curve spline and gives control for the number of
rotations, the number of points per rotation, start and end radius,
height, and direction. The "Reverse" input produces a visual change,
it doesn't just change the order of the control points.
Differential Revision: https://developer.blender.org/D11609
This patch adds a Curve Primitives menu in Geometry nodes with an
initial entry of a star primitive.
The node is a basic star pattern node that outputs a poly spline.
Options control the inner and outer radius, the number of points,
and the twist of the valleys.
Differential Revision: https://developer.blender.org/D11653
Change snapping behavior to snap strip edges when they are close to snap point.
Default behavior is, that each transformed strip is snapped to any other strip.
Implement snapping controls in sequencer tool settings. These controls include:
- Snapping on/off
- Ability to snap to playhead and strip hold offset points
- Filter snap points by excluding sound or muted strips
- Control snapping distance
Snapping controls are placed in timeline header similar to 3D viewport
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D11646