There are dependencies between shared libraries, and Python modules which are
always installed on Linux and macOS can use these also.
Instead of adding logic for dealing with dependencies and conditional Python
module installs, just always install everything when using precompiled
libraries. This does not affect compile time which would be the main reason to
turn off build options, and it does not affect the case where system libraries
are used.
Use the same `".selection"` attribute for both curve and point domains,
instead of a different name for each. The attribute can now have
either boolean or float type. Some tools create boolean selections.
Other tools create float selections. Some tools "upgrade" the attribute
from boolean to float.
Edit mode tools that create selections from scratch can create boolean
selections, but edit mode should generally be able to handle both
selection types. Sculpt mode should be able to read boolean selections,
but can also and write float values between zero and one.
Theoretically we could just always use floats to store selections,
but the type-agnosticism doesn't cost too much complexity given the
existing APIs for dealing with it, and being able to use booleans is
clearer in edit mode, and may allow future optimizations like more
efficient ways to store boolean attributes.
The attribute API is usually used directly for accessing the selection
attribute. We rely on implicit type conversion and domain interpolation
to simplify the rest of the code.
Differential Revision: https://developer.blender.org/D16057
Finding the active view item button should only happen when it's actually
necessary, since looping through all buttons and blocks is an expensive
operation. This patch limits the search a bit more, to left clicks (the only
case that is actually handled).
This improves drawing performance in the node editor slightly,
where this was a bottleneck.
Differential Revision: https://developer.blender.org/D16882
When pasting nodes with the shortcut or the context menu, place the
center of the selected nodes at the same position as the mouse cursor.
This should save time, and is more intuitive because the new nodes are
actually visible.
Based on a patch by Juanfran Matheu (@jfmatheu).
Differential Revision: https://developer.blender.org/D10787
The main change is returning a socket pointer instead of using two
return arguments. Also use the topology cache instead of linked lists,
references over pointers, and slightly adjust whitespace.
* Add missing constructor for squared matrix types.
* Use using instead of define for typenames.
* Add `==, !=, unary-` operators
* Catch all functional style constructors inside the regex
Always hide the area header contents when the slider UI component is used.
This prevents the slider from being drawn semi-transparently on top of
other UI elements.
Avoid saving the 'flipped' operator property of the "apply pose asset"
(`POSELIB_OT_apply_pose_asset`) operator. This caused problems: when
choosing "Apply Pose Flipped" in the asset browser, double-clicking a pose
would cause it to always be flipped.
Interactive blending of poses can now use negative factors (i.e. drag to
the left) to blend in the flipped pose.
This reverts rB6eb1c98b15bb7ea6cf184b08617f24c7afb91b6c where the F key
was used to flip the pose. That was already described as stop-gap
measure, and the new behaviour is more intuitive & direct.
Functionality over-the-shoulder reviewed by @hjalti.
Add a field `is_bidirectional` to sliders (`tSlider`). By defafult this
is `false`; when set to `true` the slider allows negative values.
The allowed ranges are now:
- No overshoot, no bidirectional: `[0, 1]`
- No overshoot, bidirectional: `[-1, 1]`
- Overshoot, no bidirectional: `[0, infinity)`
- Overshoot, bidirectional: `(-infinity, infinity)`
This will be used for the pose library blending operator, where sliding
to the right (postitive) blends as normal, and sliding to the left
(negative) flips the pose before blending.
This is part of D16858. Iterating over all field inputs allows us to extract
all anonymous attributes used by a field relatively easily which is necessary
for D16858.
This could potentially be used for better field tooltips for nested fields,
but that needs further investigation.
This is part of D16858 but is also useful for other purposes.
The changes to the node declaration in this commit allow us to figure
out which fields might be evaluated on which geometries statically (without
executing the node tree). This allows for deterministic anonymous attribute
handling, which will be committed separately. Furthermore, this is necessary
for usability features that help the user to avoid creating links that don't
make sense (e.g. because a field can't be evaluated on a certain geometry).
This also allows us to better separate fields which depend or don't depend
on anonymous attributes.
The main idea is that each node defines some relations between its sockets.
There are four relations:
* Propagate relation: Indicates that attributes on a geometry input can be
propagated to a geometry output.
* Reference relation: Indicates that an output field references an inputs field.
So if the input field depends on an anonymous attribute, the output field
does as well.
* Eval relation: Indicates that an input field is evaluated on an input geometry.
* Available relation: Indicates that an output field has anonymous attributes
that are available on an output geometry.
These relations can also be computed for node groups automatically, but that
is not part of this commit.
This was the case when done via the py-API.
Now also set active_color_attribute / default_color_attribute on newly
created attributes (in case none exist yet).
Maniphest Tasks: T103564
Differential Revision: https://developer.blender.org/D16898
Python API for moving strips to and from meta strips did not invalidate
strip lookup cache. Because of that, `SEQ_get_seqbase_by_seq()` failed
to lookup origin of strip, which resulted in crash on NULL dereference.
Invalidateion was added to functions `SEQ_edit_move_strip_to_meta()` and
`SEQ_add_meta_strip()`.
Partly a cleanup, but also iterating over spans can be faster than
linked lists. Also rewrite the multi-input socket link counting
to avoid the need for a temporary map. Overall, on my setup the changes
save about 5% (3ms) when drawing a large node tree (the mouse house file).
Small memory allocations are a bottleneck when drawing large node trees.
Avoid them by passing the socket index in the whole tree and getting the
tree from the context rather than allocating structs for the tree, node,
and socket. The performance improvement will be a few percent at most.
This was an oversight in rBdba2d828462ae22de5.
The evaluator uses multiple threads to initialize node states
but it is still in single threaded mode.
`get_main_or_local_allocator` did not return the right allocator
in this case.
During pose blending, when flipping the pose with {key F}, the pose
backup needs to be recreated. Without this, the blending wouldn't be
done properly.
F-for-flipping was introduced in rB6eb1c98b15bb7ea6cf184b08617f24
While blending poses from the pose library, press {key F} to flip the
pose.
Since rBc164c5d86655 removed the "Flip Pose" checkbox, there was no more
way to blend poses flipped.
Note that this is a bit of a stop-gap measure. The goal is to have a
bidirectional blend slider, where dragging to the left flips the pose,
and dragging to the right blends it normally.
As an optimization, dependency graph evaluation skips through
no-op nodes at the scheduling stage. However, that leaves update
flags enabled on the node, and the most problematic one is the
USER_MODIFIED flag, which get flushed to children every time
the no-op node is tagged.
This in turn can cause simulation caches downstream to be
permanently stuck in an outdated state until the depsgraph
is rebuilt and the stuck flag cleared out.
Differential Revision: https://developer.blender.org/D16868
The BONE_SEGMENTS operation node is only created if the bone is
actually a B-Bone. One location in the code wasn't checking that
before trying to create a relation.
Move some functions for transforming a span of vectors to a header
and call them from these functions, just like was done for curves
objects recently.
Resolves T102027, T102026
Differential Revision: https://developer.blender.org/D16883
Expose `BKE_pose_apply_action_blend` and a simplified pose backup system
to RNA. This will make it possible to easily create some interactive
tools in Python for pose blending.
When creating a backup via this API, it is stored on the
`Object::runtime` struct. Any backup that was there before is freed
first. This way the Python code doesn't need access to the actual
`PoseBackup *`, simplifying memory management.
The limitation of having only a single backup shouldn't be too
problematic, as it is meant for things like interactive manipulation of
the current pose. Typical use looks like:
- Interactive operator starts, and creates a backup of the current pose.
- While the operator is running:
- The pose backup is restored, so that the next steps always use the
same reference pose.
- Depending on user input, determine a blend factor.
- Blend some pose from the pose library into the current pose.
- On confirmation, leave the pose as-is.
- On cancellation, restore the backup.
- Free the backup.
`BKE_pose_apply_action_blend` is exposed to RNA to make the above
possible.
An alternative approach would be to rely on the operator redo system.
However, since for poses this would use the global undo, it can get
prohibitively slow. This change is to make it easier to prototype
things; further into the future the undo system for poses should be
improved, but that's an entire project on its own.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D16900
While the cost of creating AttributeAccessor and finding the "material_index"
attribute is not large, there's really no need to do that for each
polygon. Move the access outside of the per-polygon loop.