Commit Graph

3729 Commits

Author SHA1 Message Date
25c4000796 Fix T95613: remove anonymous attributes when converting object
This is the same behavior as when applying a geometry nodes modifier
that adds anonymous attributes.
2022-02-10 18:03:37 +01:00
4be87e97f4 Fix T94435: remove anonymous attributes when applying modifier
Differential Revision: https://developer.blender.org/D13994
2022-02-03 16:52:16 +01:00
e5a110719f Fix T91254: Some editing operation indirectly delete objects from override collections.
Those cases are fairly hard to track down... Added some more checks,
also at lower levels, more generic levels of object editing, and fixed
core check in liboverride (previously code was assuming that an override
of a collection only could have overrides of objects or linked objects,
but this is not necessarily true).
2022-02-03 14:00:12 +01:00
Martijn Versteegh
8ad5241778 Fix T95250: bake margin adjacent faces uses stale UV map in edit mode
Use the evaluated mesh to generate the Adjacent Faces margin.

Baking used the evaluated mesh, but generating the margin used the base
mesh. This would lead to generating the margin from a stale UV map when the
UV editor was open and the UV map was changed. Fix it by passing the same
mesh as used for baking through to the margin generation.

Differential Revision: https://developer.blender.org/D13938
2022-01-31 18:18:05 +01:00
25ac6aa5e4 Fix T85233: Transfer Weights tooltip is wrong.
Swap "active" and "selected" in the tooltip if the `use_reverse_transfer`
option is activated.

Reviewed By: mont29

Maniphest Tasks: T85233

Differential Revision: https://developer.blender.org/D13499
2022-01-27 17:21:01 +01:00
Yevgeny Makarov
58e0aa36ea Fix T93766: 'New Collection' entry in 'Move to collection' menu is not translated.
Also fixes similar issues regarding some liboverride menu entries.

Reviewed By: mont29

Maniphest Tasks: T93766

Differential Revision: https://developer.blender.org/D13513
2022-01-27 16:51:14 +01:00
196da819ba Python: Expose crazyspace correction functionality via RNA
Allows to perform correction of coordinate delta/displacement in a
similar way of how sculpt mode handles sculpting on a deformed mesh.
An example of usecase of this is allowing riggers and sciprters to
improve corrective shapekey workflow.

The usage consists of pre-processing and access. For example:

  object.crazyspace_eval(depsgraph, scene)

  # When we have a difference between two vertices and want to convert
  # it to a space to be stored, say, in shapekey:
  delta_in_orig_space = rigged_ob.crazyspace_displacement_to_original(
      vertex_index=i, displacement=delta)

  # The reverse of above.
  delta_in_deformed_space = rigged_ob.crazyspace_displacement_to_deformed(
      vertex_index=i, displacement=delta)

  object.crazyspace_eval_clear()

Fuller explanation with actual usecases and studio examples are written in
the comment:

  https://developer.blender.org/D13892#368898

Differential Revision: https://developer.blender.org/D13892
2022-01-25 14:43:44 +01:00
43e3a33082 Cleanup: spelling in comments 2022-01-24 14:35:23 +11:00
1c23a06706 Fix: Applying object transform can create normal layers
Because this operator is used on original objects, it's best to tag
the normals dirty instead of explicitly calculating them, to avoid
unnecessarily storing normal layers on an original object (since
they might have to be recalculated during evaluation anyway).
There may be other places this change is helpful, but being
conservative is likely better for now.

Related to T95125
2022-01-21 16:04:16 -06:00
Martijn Versteegh
449db0ab1e Baking: new method to generate margin, based on adjacent faces
This significantly reduces discontinuities on UV seams, by giving a better
match of the texture filtered colors on both sides of the seam. It works by
using pixels from adjacent faces across the UV seam.

This new option is called "Adjacent Faces" and is the default. The old option
is called "Extend", and extends border pixels outwards.

Differential Revision: https://developer.blender.org/D13303
2022-01-17 19:36:13 +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
fb6bd88644 Revert "BLI: Refactor vector types & functions to use templates"
Includes unwanted changes

This reverts commit 46e049d0ce.
2022-01-12 12:50:02 +01:00
Clment Foucault
46e049d0ce BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:47:43 +01:00
e5766752d0 Revert "BLI: Refactor vector types & functions to use templates"
Reverted because the commit removes a lot of commits.

This reverts commit a2c1c368af.
2022-01-12 12:44:26 +01:00
a2c1c368af BLI: Refactor vector types & functions to use templates
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
2022-01-12 12:19:39 +01:00
41ce7807a6 Fix T94299: Object asset set as visible but doesn't show
Differential Revision: https://developer.blender.org/D13738

Reviewed by: Bastien Montagne, Sergey Sharybin
2022-01-11 18:38:05 +01:00
09d6846839 Fix Adjust Last Operation panel showing session UUID number button
This is implementation specific data that should never be exposed to regular
users. Also make sure this data is not saved to presets.
2022-01-07 23:06:29 +01:00
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
1484fe260b Cleanup: Replace FINISHED with CANCELLED
As the operator does nothing, better use cancelled.
2022-01-06 10:22:32 +01:00
Shen Ciao
52da1afbf6 Fix T93134: Set origin broken for curve edit mode
Bug: Set Origin causes unexpected offset on Grease Pencil strokes when Curve Editing is enabled.
Fix: Add transformation of editcurve points in `object_origin_set_exec`.

Reviewed By: #grease_pencil, antoniov

Maniphest Tasks: T93134

Differential Revision: https://developer.blender.org/D13273
2021-12-30 11:29:09 +01:00
d7c556de32 GPencil: Avoid crashes calling from python
This is part of T94439
2021-12-28 18:50:07 +01:00
bd9d09ca82 Fix T94439: Some GPencil operators crash when calling from console
This fix avoid the segment fault for several operators.
2021-12-28 16:07:07 +01:00
6e0cf86e73 Cleanup: use new c++ guarded allocator API
API added in rBa3ad5abf2fe85d623f9e78fefc34e27bdc14632e
2021-12-24 22:18:04 -05:00
00965c98cb LibOverride: protect better against using on complex inter-dependency cases.
Do not allow 3DView operator to run on the liboverride of an
instantiating Empty object. And tweak behavior in the Outliner
operations too.

Related to T94226.

Note that this remains fairly exotic, bad idea not recommended cases,
such complex inter-dependencies between different libraries inside a
same liboverride hierarchy is just not possible to handle properly.
2021-12-23 10:13:07 +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
6b3c3454d3 Cleanup: use more common naming suffix for item callbacks 2021-12-17 15:11:16 +11:00
c097c7b855 Cleanup: correct unbalanced doxygen groups
Also add groups in some files.
2021-12-14 16:17:10 +11:00
80f1527762 Cleanup: Point cloud vs point-cloud in comments
Point cloud is two separate words, this just changes comments in
a few places where we were inconsistent. A small wording change
to another comment is also included.
2021-12-12 23:00:39 -06:00
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
61776befc3 Cleanup: move public doc-strings into headers for 'editors'
Ref T92709
2021-12-09 01:14:10 +11:00
5ffb9b6dc4 Merge remote-tracking branch 'origin/blender-v3.0-release' 2021-11-25 10:22:32 +01:00
Bastien Montagne
a0acb9bd0c Fix T91444: Edge Loop Preview fails with two Mirror Modifiers
The mirror modifiers merge option caused unnecessary re-ordering
to the vertex array with original vertices merging into their copies.

While this wasn't an error, it meant creating a 1:1 mapping from input
vertices to their final output wasn't reliable (when looping over
vertices first to last) as is done in
BKE_editmesh_vert_coords_when_deformed.

As merging in either direction is supported, keep the source meshes
vertices in-order since it allows the vertex coordinates to be extracted.

NOTE: Since this change introduce issues for some cases (e.g. bound
modifiers like SurfaceDeform), this change is only applied to newly
created modifiers, existing ones will still use the old incorrect merge
behavior.

Reviewed By: @brecht

Maniphest Tasks: T93321, T91444

Differential Revision: https://developer.blender.org/D13355
2021-11-25 10:21:49 +01:00
d7aaa145c6 Merge branch 'blender-v3.0-release' 2021-11-19 15:30:54 +01:00
04ec36f677 Fix T87912: use session id instead of name to identify dropped object
The old code did not work when there were multiple ids with
the same name (which can happen when ids are linked in).
The solution is to use the session ids instead. Those are different
even when two ids have the same name.

Differential Revision: https://developer.blender.org/D11116
2021-11-19 15:28:44 +01:00
0852805ed7 Merge branch 'blender-v3.0-release' 2021-11-19 15:58:37 +02:00
83e245023c Fix (unreported) wrong behavior of constraints in liboverrides.
All constraints were 'made local', including the ones comming from the
reference linked object.
2021-11-19 12:09:28 +01:00
0bcf014bcf Merge branch 'blender-v3.0-release' 2021-11-10 00:38:51 +11:00
65c5ebf577 Fix T91923: Save/Apply as Shape Key ignores shape keys
Support virtual modifiers when using applying the modifier as a shape.
2021-11-10 00:33:22 +11:00
5095e4fc22 UI: Display disabled-hint when dragging material outside object mode
Display a "disabled hint" (text explaining why something isn't possible)
when dragging a material over the 3D View, while being in edit mode or
so (anything that isn't object mode).
2021-11-03 11:57:05 +01:00
ffd3dd6376 Merge branch 'blender-v3.0-release' 2021-11-02 11:17:53 +01:00
0c3b215e7d Images: refactor how failed image load attempts are remembered
Previously, `ImageTile->ok` and `ImageUser->ok` were used to indicate
whether an image failed to load. There were three possible values
which (probably) had the following meanings:
* `0`: There was an error while loading the image. Don't try to load again.
* `1`: Default value. Try to load the image.
* `2`: The image was loaded successfully.

This image-wide flag did not make sense unfortunately, because loading
may work for some frames of an image sequence but not for others.
Remember than an image data block can also contain a movie.

The purpose of the `->ok` flag was to serve as an optimization to avoid
trying to load a file over and over again when there is an error (e.g. the
file does not exist or is invalid). To get the optimization back, the patch
is changing `MovieCache` so that it can also cache failed load attempts.
As a consequence, `ibuf` is allowed to be `NULL` in a few more places.
I added the appropriate null checks.

This also solves issues when image sequences are used with the
Image Texture node in Geometry nodes (also see D12827).

Differential Revision: https://developer.blender.org/D12957
2021-11-02 11:17:12 +01:00
8fbbd69946 Fix T92629: Crash on mesh separate after rB43bc494892c3.
rB43bc494892c3 switched `BKE_libblock_relink_to_newid` to use new ID
remapping and libquery code.

However, that new code does protect by default against remapping an
objects's data pointer when that object is in Edit mode, since this is
not a behavior that generic BKE code can handle (due to required editing
data for most obdata types when in edit mode).

So specific code that does create new IDs and need remapping in Edit
mode has to pass specific exception flags to remaping code.

This commit adds those remapping flags to `BKE_libblock_relink_to_newid`
and add said exception flag to the remapping call from
`ED_object_add_duplicate` when the object is in edit mode.
2021-11-01 15:46:28 +01:00
43bc494892 IDManagement: Remove deprecated BKE_libblock_relink_to_newid usages.
Move all usages to new `BKE_libblock_relink_to_newid_new`, and rename
that one to `BKE_libblock_relink_to_newid`.

Fix T91413.
2021-10-29 10:45:48 +02:00
8422b24e1c Fix: Build issue on windows
Empty initializer is not appreciated by MSVC.
2021-10-26 13:44:26 -06:00
f81c514bd2 Assets: Disable snap-dragging for linking object assets
The location of a linked object isn't editable, or at least it will be reset
when reloading the file. So the drag & drop shouldn't even pretend like this
would work, so disable the snapping of the object and the bounding-box to show
the snapped object location while dragging.
2021-10-26 20:30:51 +02:00
a062d86230 Drop object assets and associated objects at the cursor location
When dropping asset objects, place them under the mouse-cursor
along with any other objects they link in.

Ref D12935

Reviewed By: Severin
2021-10-27 04:19:45 +11:00
7979dff9dc UI: Let object drop operator display hint why it's disabled
When dragging an object in non-object mode into a 3D View, there will now be
red text explaining that this is only possible in object mode.
The previous commit enabled this.
2021-10-26 18:14:17 +02:00
f1a662c157 Fix: Assert on startup from incorrect float property min 2021-10-26 11:03:45 -05:00
c3ef1c15f5 LineArt: Stroke offset towards camera.
Allows the user to turn off in_front option for grease pencil object
and offset strokes towards camera to allow depth interaction of the
rest of the scene.

Reviewed By: Antonio Vazquez (antoniov)

Differential Revision: https://developer.blender.org/D12046
2021-10-26 23:02:17 +08:00
6d3d2988fa Cleanup: spelling in comments 2021-10-26 22:26:35 +11:00