Commit Graph

9139 Commits

Author SHA1 Message Date
b97334f992 add GPL header to treehash.c and add missing includes to cmake. 2013-08-24 03:17:28 +00:00
52eb61f84b Fix state losses for recursive outliner trees (e.g. datablocks editor)
In previous optimization in outliner I assumed that order in treehash was not important.
But testing outliner in datablocks mode revealed a problem: when user expands multiple recursive levels and then closes any element, it always closed the top level of recursion.
Now it should work fine with recursive trees.
Now treehash contains groups of elements indexed by (id,nr,type). Adding an element with the same (id,nr,type) results in appending it to existing group. No duplicates are possible in treehash.
This commit should also make lookups a little bit faster, because searching in small arrays by "used" is faster than searching in hashtable with duplicates by "id,nr,type,used".
2013-08-23 20:35:00 +00:00
6f26acb009 simplify dist_to_plane_v3 and add dist_squared_to_plane_v3 2013-08-23 15:19:20 +00:00
09ff49755f math api edits - replace point-normal form for a plane with dist_to_plane_v3()
also correct python mathutils api, was missing vector checks.
2013-08-23 14:37:22 +00:00
a31db0c7e9 rename recently added BLI_ghash_assign() -> BLI_ghash_reinsert() 2013-08-21 16:06:03 +00:00
dcddd32c45 Scultping: Growing the pbvh node container should use malloc instead of
calloc. Since we copy the first 1/1.3 part of the new array from the
existing nodes, only the rest 0.3/1.3 should be initialized to zero.
This should in theory cut down the times of occasional hangs with
dyntopo, since my guess is that it is caused by dynamic reallocations.
Maybe a linked list structure would help here? This is a bigger change
though, leaving as is for now.

Also, minor cleanup, delete duplicate ghash deletion and remove unneeded
commented code.
2013-08-21 15:21:56 +00:00
fca659252f code cleanup: bmesh duplicate functions
- avoid using an iterator when stepping around an edges radial loop.
- use naming constant with the rest of the bmesh operators.
2013-08-21 14:35:51 +00:00
d4b90378a7 Copying of nurbs shall happen after converting font to curves
Otherwise changing font settings wouldn't apply instantly.
2013-08-21 13:13:48 +00:00
ec902a44fd Need to set new curve's disp to NULL when duplicating. 2013-08-21 09:43:22 +00:00
9470754fd3 bmesh api cleanup, face creation args now accept an example face (as with vertex and edge),
also replace BM_face_create_quad_tri_v with BM_face_create_verts
2013-08-21 07:51:47 +00:00
785a67f396 Partial revert of recenr cu->disp merge commit
That ended up in tricky code trying to mimic depsgraph
branch behavior API-wise preserving texspace and bound
box calculation compatible with previous releases.

So for now bring cu->disp back to the trunk but keep
texpsace and boundbox APIs the same as in the branch.

This keeps texpsapce and boundbox behavior fully compatible
with previous releases and still makes API the same as
for meshes.
2013-08-21 07:40:19 +00:00
8937a8b839 use BM_CREATE_NOP arg rather then zero, with pointer and bool args in either side in some cases it gets a bit confusing.
also correct edge-rotate where bool->flag conversion worked by accident.
2013-08-21 05:39:46 +00:00
89c7cf1a49 style cleanup: also use ARRAY_HAS_ITEM macro for mempool check 2013-08-21 02:29:13 +00:00
aa10489a0d Fix [#36351] Changing the Frame Rate value doesnt adjust audio strip length.
Simply recalc sequence len for audio (and meta!) strips when modifying fps value. Note start, startofs and endofs are also updated, to try to keep final pos and length as consistent as possible.
2013-08-20 19:50:31 +00:00
017392d603 fix/workaround [#36519] Origin to Center of Mass" failes when faces have an area of zero 2013-08-20 09:42:18 +00:00
4095fac849 Fix crash caused by own commit to optimize out curvemapping
initialization. In sculpt mode, when using shift-click to switch to the
smooth brush it was possible to ommit initialization of curvemapping for
that brush.
2013-08-19 19:41:38 +00:00
9db32483f3 Minor optimization for paint systems, initialize the paint curve before
the stroke and skip checking for initialization each time we request the
curve value.
2013-08-19 19:04:39 +00:00
789ee1bfcc Dyntopo:
* Actually check if normal recalculation flags exists and set it when
splitting nodes in dyntopo. Right now, nodes that need GPU buffer update
will always get in the list to get their normals generated, but to avoid
a possible future breakage better do it right now.
* Avoid keeping deleted/removed vertices in vertex-to-node and unique
vertex hashes, since some checks rely on those and may go awry if these
still exist. Also they pollute the hashes, and may hurt performance
somewhat.
2013-08-19 17:37:21 +00:00
b8ce663706 Fix crash happening due to missing ob->curve_cache
It's a bit dumb to store render-time bevel list in
object's curve_cache, but that's how blender already
used to work for ages.

Proper fix is suspended for tomorrow :)
2013-08-19 14:22:02 +00:00
6f88dca9c3 Dyntopo:
Turn off pbvh normal update flag after recalculation, saves
recalculating normals every frame when not stroking the mesh.

For this to work reliably with undo we need to support original normals
in the bm_log (was marked as a TODO already in the code), so that
undoing avoids having invalid normals in the mesh (since we don't update
every frame anymore). This was added in this commit as well.

Also added some (disabled) quite paranoid checks in the bmesh valication
code for dyntopo hoping to catch the real normal update issue. No luck
there yet.
2013-08-19 14:08:59 +00:00
26c34fc29f Merge remained parts of r57520: use use_render argument rather than G.is_rendering 2013-08-19 11:04:32 +00:00
a4078c8c1a No static vars shall be in mballs now
No need in special hacks for this now :)
2013-08-19 11:04:28 +00:00
08c49d8a12 Use reentrant qsort() in particle codes
Particle system code used global variable to sort hair by orig index,
which is not safe for threading at all.

Replaced this with usage of reentrant version of qsort, which is
now implemented in BLI. It was moved from recast navigation code
to BLI, so more areas could use it (if needed).

--
svn merge -r59086:59087 ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:40:47 +00:00
9f7961b6b1 Optimization and threading fix for shapekeys weights calculation
This commit fixes two different issues, which were caused by
how weights are being calculated for relative shapekeys.

Weights for key block used to saved in KeyBlock DNA structure,
which lead to situations when different objects could start
writing to the same weights array if they're sharing the same
key datablock.

Solved this in a way so weights are never stored in KeyBlock
and being passed to shapekeys routines as an array of pointers.
This way weights are still computed run-time (meaning they're
calculated before shapekey evaluation and freed afterwards).

This required some changes to GameEngine as well, to make it
never cache weights in the key blocks.

Another aspect of this commit makes it so weight for a given
vertex group is only computed once. So if multiple key blocks
are using the same influence vertex group, they'll share the
same exact weights array. This gave around 1.7x speedup in
test chinchilla file which is close enough to if we've been
caching weights permanently in DNA (test machine is dual-code
4 threads laptop, speedup measured in depsgraph_mt branch,
trunk might be not so much high speedup).

Some further speed is optimization possible, but it could be
done later as well.

Thanks Brecht for idea of how the things might be solved in
really clear way.

--
svn merge -r58786:58787  ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:36:39 +00:00
36ffc7accd Made armatures evaluation safe for threading
Apparently, some routines in armature deformation code
were using static arrays. This is probably just an
optimization thing, but it's very bad for threading.

Now made it so bbone matrices array is allocating in
callee function stack. This required exposing
MAX_BBONE_SUBDIV to an external API, This is not so
much crappy from code side, and it shall be the same
fast as before.

--
svn merge -r58278:58279 ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:14:22 +00:00
c46cbc602e Make lattice deform safe for threading
Lattice deformation used to store some runtime data
inside of lattice datablock itself. It's something
which is REALLY bad. Ideally DNA shouldn't contain
and runtime data.

For now solved it in a way that initialization of
lattice deform will create a structure which contains
lattice object for which deformation is calculating
and that runtime data which used to be stored in
lattice datablock itself.

It works really fine for mesh deform modifier, but
there's still runtime data stored in particle system
DNA, It didn't look something easy to be solved, so
leaving this as-is for now.

--
svn merge -r58277:58278 -r58795:58796 ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:11:48 +00:00
59dfb05c72 Make fonts safe(r) for threading
Getting vfont data wasn't safe for threading, because it
was modifying font data which is in bmain and could be
shared by multiple objects.

For now made it so getting vfont uses critical section,
meaning vfont->data is initializing from inside a locked
mutex.

--
svn merge -r58168:58169 ^/branches/soc-2013-depsgraph_mt
2013-08-19 10:02:18 +00:00
f030758515 Tag object-data level boundbox as invalid rather than freeing it
Object update used to free object-data level bounding box to trigger
it's re-calculation in the future. Such a freeing performed from
object update isn't thread-safe because mesh could be shared between
multiple objects.

Rather than freeing bounding box, tag it's as invalid, this is safe
from threading point of view and also prevents unnecessary memory
re-allocation.

Object-level bounding box is still reallocating, but think we could
change this easily in the future as well.

--
svn merge -r58154:58156 -r59258:59259 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:58:28 +00:00
2dcb1d7002 Remove unused bounding box from MetaBall
--
svn merge -r58150:58151 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:41:13 +00:00
7ef3f98de1 Made curves almost thread-safe
Now modifier stack wouldn't modify original curve's nurbs
and will operate on a copy of nurbs.

This makes it possible to process curve object update with
shared curve datablocks from multiple threads. There's no
big overhead for creating a copy of nurbs comparing to old
behavior which was allocating original vertex array and
apply coordinates on curve after all modifier are applied.

The only remained issue with curves is curve's bounding box
and texture space. It's not thread-safe, but it wouldn't
lead to crashes -- it just could lead to either memory
leak or wrong texture coordinates due to difference in
modifiers stacks of objects which shares the same curve.

--
svn merge -r57959:57961 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:36:40 +00:00
345fff872b Remove unused argument from utility curve functions
So far it was harmless, but with upcoming changes having this
argument could be confusing from logic point of view

--
svn merge -r57958:57959 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:29:51 +00:00
527ddb0a5b Move bevel list and path from Curve to Object datablock
I know this is not so much nice to have this guys hanging
around in a general Object datablock and ideally they better
be wrapped around into a structure like DerivedMesh or
something like this. But this is pure runtime only stuff and
we could re-wrap them around later.

Main purpose of this is making curves more thread safe,
so no separate threads will ever start freeing the same path
or the same bevel list.

It also makes sense because path and bevel shall include
deformation coming from modifiers which are applying on
pre-tesselation point and different objects could have
different set of modifiers. This used to be really confusing
in the past and now data which depends on object is stored
in an object, making things clear for understanding even.

This doesn't make curve code fully thread-safe due to
pre-tesselation modifiers still modifies actual nurbs and
lock is still needed in makeDispListsCurveTypes, but this
change makes usage of paths safe for threading.

Once modifiers will stop modifying actual nurbs, curves
will be fully safe for threading.

Actually, this commit also contains wrapping runtime curve
members into own structure

This allows easier assignment on file loading, keeps curve-
specific runtime data grouped and saves couple of bytes in
Object for non-curve types.

--
svn merge -r57938:57939 ^/branches/soc-2013-depsgraph_mt
svn merge -r57957:57958^/branches/soc-2013-depsgraph_mt
2013-08-19 09:25:24 +00:00
0312b18319 Get rid of a display list stored in Curve datablock
This display list was only used for texture space calculation,
and even there this display list was only used for bounding
box calculation.

Since we already do have bounding box in a curve datablock
there's no reason to duplicate non-modified display list
just to calculate bounding box later, let's just calculate
bounding box at the first point.

This makes code a little be more thread-safe but curves are
still not safe for threads at all because of bevel list and
path. That would be solved later.

--
svn merge -r57939:57940 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:13:15 +00:00
beffaa293e Made modifiers_getVirtualModifierList safe for threading
Move static variables to context filling in by this fcuntion
and owned by a callee function. This ensures no conflicts
between threads happens because of static variables used in
this function.

Also moved modifier types and virtual modifiers data to a
function called from creator. This is needed to be sure all
the information is properly initialied to the time when
threads starts to use this data.

--
svn merge -r57899:57900 ^/branches/soc-2013-depsgraph_mt
2013-08-19 09:05:34 +00:00
6fe983ddf5 Fix #34413 Dyntopo, smooth shading normals not getting uploaded to GPU
and undo buffers.

When we have smooth shading we must not only update the unique vertex
normals.
2013-08-18 19:47:33 +00:00
754b4ab3bc add hash function BLI_ghash_assign, BLI_edgehash_assign
avoids remove,insert and only hashes the key once.
2013-08-18 03:41:39 +00:00
5fafc222f0 style cleanup 2013-08-17 08:21:40 +00:00
24ce60cfe4 Merge plane track feature from tomato branch
This commit includes all the changes made for plane tracker
in tomato branch.

Movie clip editor changes:

- Artist might create a plane track out of multiple point
  tracks which belongs to the same track (minimum amount of
  point tracks is 4, maximum is not actually limited).

  When new plane track is added, it's getting "tracked"
  across all point tracks, which makes it stick to the same
  plane point tracks belong to.

- After plane track was added, it need to be manually adjusted
  in a way it covers feature one might to mask/replace.

  General transform tools (G, R, S) or sliding corners with
  a mouse could be sued for this. Plane corner which
  corresponds to left bottom image corner has got X/Y axis
  on it (red is for X axis, green for Y).

- Re-adjusting plane corners makes plane to be "re-tracked"
  for the frames sequence between current frame and next
  and previous keyframes.

- Kayframes might be removed from the plane, using Shit-X
  (Marker Delete) operator. However, currently manual
  re-adjustment or "re-track" trigger is needed.

Compositor changes:

- Added new node called Plane Track Deform.

- User selects which plane track to use (for this he need
  to select movie clip datablock, object and track names).

- Node gets an image input, which need to be warped into
  the plane.

- Node outputs:
  * Input image warped into the plane.
  * Plane, rasterized to a mask.

Masking changes:

- Mask points might be parented to a plane track, which
  makes this point deforming in a way as if it belongs
  to the tracked plane.

Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578

This is mine and Keir's holiday code project :)
2013-08-16 09:46:30 +00:00
9e42f76bab Fix #36467: ends of curves - 2D differs to 3D
This is getting confused, why bevel is handled different
for 2D and 3D curves?

Anyway, made bevel work for 2D case nice again, but it's
probably nice to unify 2D and 3D cases.
2013-08-14 19:45:35 +00:00
7a6f3d9e43 fix [#36349] Separate mesh by material creates meshes with all the materials from the original 2013-08-14 14:36:43 +00:00
503b7d5b9a add materials.clear() method, matching other python list method. 2013-08-14 11:29:58 +00:00
c09034608c Fix double-free happening when having proxy with motion paths
Make it so mpath is not shared between several bones now.

Fix suggested by Joshua Leung, thanks!
2013-08-14 10:39:16 +00:00
463ff86592 Fix #36461: ends of curves - twist still not good
Needed correct quat for first point as well.

Maybe it's time to refactor make_minimum_twist function a bit..
2013-08-13 15:27:49 +00:00
a8d1c893e8 make materials.pop() and more like pythons list.pop
- allow negative index values.
- error when invalid index value are passed in.
- remove last item if no index argument is given.

also change behavior to remove the material slot, it was only clearning by default but the list length remained the same.
2013-08-13 10:21:11 +00:00
Lukas Toenne
4d5c64372a Moved NAN_FLT define to BLI_math, this may come in useful. 2013-08-13 10:09:27 +00:00
730b9c283e change VIEW3D_OT_camera_to_view_selected poll function so it can be called from a script (without a view3d). 2013-08-13 04:35:14 +00:00
3497b2241e Followup for r58992, fixing user decrement error
Some places like proxy rebuild didn't increent
custom shape user counter which lead to user
decrement errors later when freeing pose channels.

Try to keep custom object counter relevent, but
some corner cases might still be missing.
2013-08-12 13:52:13 +00:00
bc5dc88bda Fix #36420: ends of curves - caps & twist not good
Forgot to calculate directions of first/last points
for NURBS and POLY splines.
2013-08-12 09:00:48 +00:00
98e5e544b5 Fix #36408: Setting image.colorspace_settings.name changes saved alpha
Issue was caused by reload caused by input colorspace change.

For generated images generated alpha flags weren't saved to
DNA, which lead to fallback from 32 bit depth to 24 when
doing any kind reload of generated image.

The same alpha loss happens when you save .blend file with
generated images.

Now added generated depth to DNA, so reload image and .blend
file wouldn't loss alpha.
2013-08-12 07:47:44 +00:00
98c574e41a use 'greater/less then or equal to' operators rather then adding 1. 2013-08-11 05:40:35 +00:00