Commit Graph

1805 Commits

Author SHA1 Message Date
c8cca88851 Fix assert in original modifiers pointer update function
The issue was happening with a specific file where the ID management
code was not fully copying all modifiers because of the extra check
in the `BKE_object_support_modifier_type_check()`.

While it is arguable that copy-on-write should be a 1:1 copy there is
no real need to maintain the per-modifier pointer to its original.
Use its SessionUUID to perform lookup in the original datablock.

Downside of this approach is that it is a linear lookup instead of
direct pointer access, but the upside is that there is less pointers
to manage and that the file with unsupported modifiers does behave
correct without any asserts.

Differential Revision: https://developer.blender.org/D13993
2022-02-03 10:02:20 +01:00
cfa53e0fbe Refactor: Move normals out of MVert, lazy calculation
As described in T91186, this commit moves mesh vertex normals into a
contiguous array of float vectors in a custom data layer, how face
normals are currently stored.

The main interface is documented in `BKE_mesh.h`. Vertex and face
normals are now calculated on-demand and cached, retrieved with an
"ensure" function. Since the logical state of a mesh is now "has
normals when necessary", they can be retrieved from a `const` mesh.

The goal is to use on-demand calculation for all derived data, but
leave room for eager calculation for performance purposes (modifier
evaluation is threaded, but viewport data generation is not).

**Benefits**
This moves us closer to a SoA approach rather than the current AoS
paradigm. Accessing a contiguous `float3` is much more efficient than
retrieving data from a larger struct. The memory requirements for
accessing only normals or vertex locations are smaller, and at the
cost of more memory usage for just normals, they now don't have to
be converted between float and short, which also simplifies code

In the future, the remaining items can be removed from `MVert`,
leaving only `float3`, which has similar benefits (see T93602).

Removing the combination of derived and original data makes it
conceptually simpler to only calculate normals when necessary.
This is especially important now that we have more opportunities
for temporary meshes in geometry nodes.

**Performance**
In addition to the theoretical future performance improvements by
making `MVert == float3`, I've done some basic performance testing
on this patch directly. The data is fairly rough, but it gives an idea
about where things stand generally.
 - Mesh line primitive 4m Verts: 1.16x faster (36 -> 31 ms),
   showing that accessing just `MVert` is now more efficient.
 - Spring Splash Screen: 1.03-1.06 -> 1.06-1.11 FPS, a very slight
   change that at least shows there is no regression.
 - Sprite Fright Snail Smoosh: 3.30-3.40 -> 3.42-3.50 FPS, a small
   but observable speedup.
 - Set Position Node with Scaled Normal: 1.36x faster (53 -> 39 ms),
   shows that using normals in geometry nodes is faster.
 - Normal Calculation 1.6m Vert Cube: 1.19x faster (25 -> 21 ms),
   shows that calculating normals is slightly faster now.
 - File Size of 1.6m Vert Cube: 1.03x smaller (214.7 -> 208.4 MB),
   Normals are not saved in files, which can help with large meshes.

As for memory usage, it may be slightly more in some cases, but
I didn't observe any difference in the production files I tested.

**Tests**
Some modifiers and cycles test results need to be updated with this
commit, for two reasons:
 - The subdivision surface modifier is not responsible for calculating
   normals anymore. In master, the modifier creates different normals
   than the result of the `Mesh` normal calculation, so this is a bug
   fix.
 - There are small differences in the results of some modifiers that
   use normals because they are not converted to and from `short`
   anymore.

**Future improvements**
 - Remove `ModifierTypeInfo::dependsOnNormals`. Code in each modifier
   already retrieves normals if they are needed anyway.
 - Copy normals as part of a better CoW system for attributes.
 - Make more areas use lazy instead of eager normal calculation.
 - Remove `BKE_mesh_normals_tag_dirty` in more places since that is
   now the default state of a new mesh.
 - Possibly apply a similar change to derived face corner normals.

Differential Revision: https://developer.blender.org/D12770
2022-01-13 14:38:25 -06:00
3d3bc74884 Cleanup: remove redundant const qualifiers for POD types
MSVC used to warn about const mismatch for arguments passed by value.
Remove these as newer versions of MSVC no longer show this warning.
2022-01-07 14:16:26 +11:00
aa7105f759 Cleanup: use BKE_pose_is_layer_visible in more places
This was added in rBd13970de8627, now use in more places.
2021-12-21 16:45:46 +01:00
d13970de86 Fix T92930: Outliner "Show Active" bone fails in certain situations
Outliner would frame the armature object instead of the bone if the bone
was on a hidden armature layer.

Similar to issues reported in e.g. T58068 and T80464, this is due to the
fact that `BKE_pose_channel_active` always checks for the armature layer
(and returns NULL if a bone is not on a visible armature layer).

Now propose to make this layer check **optional** (and e.g. from the
Outliner be more permissive). This also introduces
`BKE_pose_channel_active_if_layer_visible` which just wraps
`BKE_pose_channel_active` with the check being ON.

Maniphest Tasks: T92930

Differential Revision: https://developer.blender.org/D13154
2021-12-21 14:07:48 +01:00
c097c7b855 Cleanup: correct unbalanced doxygen groups
Also add groups in some files.
2021-12-14 16:17:10 +11:00
8ad2642c47 Cleanup: use "filepath" term for Main, BlendFileData & FileGlobal
Use "filepath" which is the current convention for naming full paths.

- Main use "name" which isn't obviously a file path.
- BlendFileData & FileGlobal used "filename" which is often
  used for the name component of a path (without the directory).
2021-12-13 16:22:19 +11:00
bd2b48e98d Cleanup: move public doc-strings into headers for various API's
Some doc-strings were skipped because of blank-lines between
the doc-string and the symbol and needed to be moved manually.

- Added space below non doc-string comments to make it clear
  these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.

Ref T92709
2021-12-10 21:42:06 +11:00
fc14d02bc5 Fix T93892: Changing bone name leaves non-functional vertex group
The corresponding vertex group was renamed properly, but the armature
influence was broken for that bone.

Caused by {rB3b6ee8cee708}.

Since above commit, vertex group names are stored on object data (mesh/
lattice/gpencil) and if we update these, we have to inform dependency
graph to have immediate effect.

Maniphest Tasks: T93892

Differential Revision: https://developer.blender.org/D13526
2021-12-09 16:47:06 +01:00
3baaab15fc Cleanup: Else after return 2021-11-19 23:48:51 -05:00
ada6742601 Merge remote-tracking branch 'origin/blender-v3.0-release' 2021-11-18 17:58:26 +01:00
7c4e4d605c Pose Library: clarify apply/blend operator names
The old names had "{verb} Pose Library Pose"; they are now named
"{verb} Pose Asset", which is shorter & clearer.
2021-11-18 17:52:17 +01:00
86ca206db8 Cleanup/document BKE_blender_copybuffer.
* Rename the 'copy' functions to make it clear they belong to the same
  'group' and are to be used together.
* Fix `flag` parameter of `BKE_copybuffer_paste` being a short instead
  of an int.
* Improve documentation.
2021-11-12 10:20:49 +01:00
625349a6bd Cleanup: spelling, C style comments 2021-11-10 00:56:17 +11:00
65bbac6692 Cleanup: clang-format 2021-11-10 00:55:38 +11:00
Demeter Dzadik
de8e13036b Armature Make/Clear Parent: Grey out options that don't do anything
In armature edit mode, the Make/Clear Parent operators don't do anything
in various cases, but only one of these cases was previously indicated,
and it was indicated by hiding the option completely instead of graying
it out.

Clear Parent (Alt+P) problems fixed:
- "Clear Parent" option always showed up, even when none of the selected
  bones had a parent.
- "Disconnect Bone" option always showed up, even when use_connected on
  all selected bones was already false.

Make Parent (Ctrl+P) problems fixed:
- "Keep Offset" option didn't show up when all selected bones' parent
  was already the active bone. This was correct, and this patch tries to
  make all behaviours consistent with this.
- "Connected" option always showed up, even when all selected bones'
  parent was already the active bone, and they all had use_connect set
  to True.

With this patch all options show up all the time, but in cases where
they would do nothing, they will be grayed out.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D6100
2021-11-09 12:16:30 +01:00
abab16f7c7 Fix T92043: Relax/Push Pose does nothing for quaternion rotation.
As can be confirmed by checking generic code for this operation,
it is supposed to blend between the result of Breakdown based on
actual frame range, and the current pose. However for some reason
the quaternion specific code was blending between the current pose
and the current keyframed pose. This means that the operation does
nothing if invoked without modifying the pose first.

This rewrites the code to match the non-quaternion behavior.

Differential Revision: https://developer.blender.org/D13030
2021-11-08 18:44:21 +03:00
aea7e55522 WM: de-duplicate cursor motion checks for selection picking
Replace local static mouse coordinate storage with a single function.
also resolve inconsistencies.

- Edit-mesh selection used equality check (ignoring `U.move_threshold`).
- Motion to clear tooltips checked the value without scaling by the DPI.

Also prevent the unlikely case of the previous motion check matching
a different area by resetting the value when the active region changes.
2021-10-28 00:24:52 +11:00
be171b295f Cleanup: Use array utility for cursor events 2021-10-21 15:30:17 -04:00
2743d746ea Cleanup: use an array for wmEvent cursor position variables
Use arrays for wmEvent coordinates, this quiets warnings with GCC11.

- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.

There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.

Reviewed By: campbellbarton, Severin

Ref D12901
2021-10-21 00:00:01 +11:00
b280699078 Cleanup: use elem macros 2021-10-20 11:16:43 +11:00
7bf9c70b14 Fix T92083: Crash renaming bone used in Armature modifier on curve
This is caused by {rB3b6ee8cee708}.

Since rigging curves with armatures only works with envelopes (if I am
not mistaken), this stirs up the question again why we actually give the
choice for vertex groups in parenting. Anyways, curves can have armature
modifiers and renaming bones should not crash.

Now make sure we only go down the route of `BKE_object_defgroup_list`
and `BKE_object_defgroup_find_name` if vertex groups are actually
supported.

Maniphest Tasks: T92083

Differential Revision: https://developer.blender.org/D12876
2021-10-15 16:57:15 +02:00
c1c6c11ca6 Cleanup: spelling in comments 2021-10-12 17:55:02 +11:00
87a3cb3bff Cleanup: Neighbour -> Neighbor. and other minor UI messages fixes.
Blender English should use 'American' variants, not 'British' variants.
2021-10-04 11:14:57 +02:00
74f45ed9c5 Cleanup: spelling in comments 2021-10-03 12:13:29 +11:00
Christoph Lendenfeld
f7a492d460 Animation: Pose Slide Operator - Blend to Neighbour
Adds a new operator to the pose slider tools that blends the
current pose with the neighbouring poses in the timeline.
The operator can be called in pose mode with Shift+Alt+E
or from the "pose" menu under "In betweens/Blend to Neighbour"

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9137#inline-105214
Ref: D9137
2021-09-22 14:02:19 +01:00
8bc27c508a UI: expose "Lasso Select" & "Extrude to Cursor" in menus
- Show "Lasso Select" in menus (along with Box & Circle select)
- Show "Extrude to Cursor" (along with other extrude actions).
- Rename operators that add/extrude on Ctrl-Click
  since their names were inconsistent.

This is mainly for discoverability.
2021-09-17 12:57:28 +10:00
f8b51f702c UI: enable the depend-on-cursor flag for some operators
- Bend (Transform).
- Extrude to Cursor.
- Lasso Select (related operators such as node-cut links, mask.. etc).
- Rip Mesh / UV's.
- Vertex/Edge Slide.
2021-09-17 12:57:28 +10:00
Christoph Lendenfeld
7c7348f78d Fix T89027: "factor" field in pose breakdowner not updated
After applying the pose breakdowner,
the "factor" slider in the redo panel wasn't set to the correct value
This would cause the pose to jump around
once you start dragging the slider

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D12187
Ref: D12187
2021-09-14 19:24:36 +01:00
Jeroen Bakker
60cfdf0809 Anim: Keylist drawing optimization by using arrays.
Change data structure of keylists. Reducing the balancing overhead and therefore increases performance.

| **Function** | **Master** | **Patch** |
|`draw_summary_channel`| 0.202105s| 0.083874s |

When adding items to the keylist it will store it in a linked list. This linked list is
accompanied with the length (key_len) and a `last_accessed_column`. last_accessed_column is a cursor
that improve the performance when adding new items as they are mostly ordered by frame numbers.
last_accessed_column is reset when a new fcurve/mask/... is added to the keylist.

Before searching or array access. the listbase needs to be converted to an array.
`ED_keylist_prepare_for_direct_access`. After that the caller can use
`ED_keylist_find_*` or `ED_keylist_array*` functions.

The internal array can also be accessed via the `ED_keylist_listbase` function.
The items inside the array link to the previous/next item in the list.

Reviewed By: sybren

Differential Revision: https://developer.blender.org/D12052
2021-09-10 13:28:47 +02:00
e6194e7357 RNA: support extracting names from paths without allocating memory
Support extracting identifiers RNA paths into fixed size buffer
since the maximum size of the identifier is known all cases.

- Add BLI_str_unescape_ex to support limiting the destination buffer.
- Add BLI_str_quoted_substr to copy values into a fixed size buffer.
2021-09-04 16:59:54 +10:00
90dac47717 Cleanup: remove redundant strstr calls
Rely on BLI_str_quoted_substrN to detect if the prefix exists since
this function exists early there is no need to check before calling.
2021-09-01 15:23:56 +10:00
452cc01932 Cleanup: skip saving selection properties set in the keymap
Having settings such as "extend" saved between executions causes
keymaps that don't include this setting to remember the value
between execution.

No longer store this setting for selection operations & remove
redundant values from the key-maps, see: T90275.
2021-08-25 18:10:56 +10:00
e2a411570e Cleanup/fixes in UI messages. 2021-08-09 14:42:47 +02:00
9cff9f9f5d Cleanup: rename FileList::asset_libraryasset_library_ref
In the `FileList` struct, rename the `AssetLibraryReference
*asset_library` field to `asset_library_ref` -- it's a description of
which asset library is used, and not the asset library itself.

This is to make space for a future `AssetLibrary *asset_library` field,
which will point to an actual asset library struct/class.

No functional changes.

Reviewed by: Severin

Differential Revision: https://developer.blender.org/D12151
2021-08-06 15:20:39 +02:00
6188c29603 Cleanup: use const result in ED_keyframes_find_* functions. 2021-08-06 09:54:56 +02:00
bc97d78329 Cleanup: use MEM_SAFE_FREE macro 2021-08-06 14:24:16 +10:00
f5acfd9c04 Cleanup: remove redundant parenthesis 2021-08-05 16:54:34 +10:00
Jeroen Bakker
6f50969406 Cleanup: Hide implementation details for ED_keyframe_keylist.
For T78995 we want to change the data structure of keylists to
improve performance. (Probably a Vector with bin-search capabilities).

This patch hides the internal structure of the keylists behind `AnimKeylist`
structure. This allows us to change the internals without 'breaking' where it is
being used.

The change adds functions to create, free, find and walk over the
keylist.

Reviewed By: sybren

Maniphest Tasks: T78995

Differential Revision: https://developer.blender.org/D11974
2021-08-03 08:10:21 +02:00
93eb460dd0 Cleanup: clang-format (re-run after v12 version bump) 2021-07-30 16:19:19 +10:00
b331acf477 Cleanup: comment spelling & punctuation 2021-07-27 18:06:29 +10:00
Christoph Lendenfeld
6a903d9088 Fix: Instantly hide bones after hitting H key in pose sliding
When using a pose slider it is possible to hide bones with the 'H' key.
Before this patch the screen didn't update, so you had to move the mouse 1 pixel to update.
This patch makes it so it updates right away

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D12024
Ref: D12024
2021-07-26 21:42:04 +01:00
12afb19959 Cleanup: clang tidy 2021-07-26 11:43:51 +02:00
Christoph Lendenfeld
aa32121174 Fix: Remove automatic hiding of bones when using the pose slider
This patch addresses the issue raised in T88340.
When entering a pose sliding operator bones would automatically get hidden.
While technically not a bug it was decided that it is too confusing.
Hiding with 'H' is still possible though, just won't happen automatically

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D11883
Ref: D11883
2021-07-24 21:25:23 +01:00
ced94bc11c Cleanup: code comments punctuation / spacing 2021-07-23 17:03:51 +10:00
Christoph Lendenfeld
fafd21b14c Animation: Generic Slider implementation
Extract the slider gui implemented for the pose slide tools.
Generalise it so it can be used by other tools as well.

Reviewed by: Sybren A. Stüvel
Differential Revision: https://developer.blender.org/D9314
Ref: D9314
2021-07-22 23:44:53 +01:00
d1e1d6c491 Cleanup: replace BLI_assert(!"text") with BLI_assert_msg(0, "text") 2021-07-21 20:59:19 +10:00
5a1b1c0ed2 Cleanup: Getters for asset-handle data
While the asset-handle design is supposed to be temporary (see
35affaa971), I prefer keeping the fact that it's nothing but a file
entry pointer an implementation detail that is abstracted away. So this
introduces getters for the file data we typically access for
asset-handles.
2021-07-20 21:30:03 +02:00
6754d7aef6 Pose Library: remove assumption about Action group names
Remove the assumption of the pose library that Action groups are named
after the bones in the armature. Even though this assumption is correct
when the keys are created by Blender, action groups can be renamed. Keys
created by Python scripts can also use arbitrary group names.

Since there is more code in Blender making this assumption, and looping
over selected bones is also a common occurrence, this commit contains
some generic functionality to aid in this:

- `BKE_armature_find_selected_bones`: function that iterates over all
  bones in an armature and calls a callback for each selected one. It
  returns a struct with info about the selection states (all or no bones
  selected).
- `BKE_armature_find_selected_bone_names(armature)` uses the above
  function to return a set of selected bone names.
- `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve
  in an Action that targets a bone, also passing it the bone name.
2021-07-20 17:12:01 +02:00
3ea4c6b9c9 Pose backup: convert from C to C++
Convert `pose_backup.c` (in C) to `pose_backup.cc` (in C++). This will
make future improvements easier. For now, it's the same code with just
some additional explicit casts (C++ doesn't allow implicitly casting
`void *`), `NULL` changed into `nullptr`, and some other simple changes.

No functional changes.
2021-07-20 17:11:29 +02:00