Commit Graph

1736 Commits

Author SHA1 Message Date
9739fc4d1b Clang-Tidy: More fixed of redundant check before delete
For some reason got unnoticed in the original cleanup pass.
2020-07-03 16:47:59 +02:00
6fea8ec183 Clang-Tidy: Enable redundant static qualifier warning
This change enables readability-static-definition-in-anonymous-namespace
warning in .clang-tidy configuration.
2020-07-03 12:58:13 +02:00
bbeb1b2b52 Depsgraph: Use C++ style of guarded allocation of objects 2020-07-03 12:30:20 +02:00
8aaca88402 Fix missing relation in compositor depsgraph
This is a fix for c7694185c9. An object without base can still be in the
depsgraph, and then the `VIEW_LAYER_EVAL` node does not exist.

This popped up while @Sergey was looking into T78264.
2020-06-30 14:26:12 +02:00
7556530bac LibOverride: properly tag owner ID for override refresh, when embedded one is affected.
Note that this is partially WIP code, we only take care of shapekeys
here for now.

Also, move this tagging for liboverride refresh into same chack as the
one for tagging editors, sounds more logical that way.
2020-06-30 12:19:11 +02:00
cb5bfb32ba Depsgraph: introduce blender::deg namespace
Reviewers: sergey

Differential Revision: https://developer.blender.org/D8150
2020-06-29 15:21:30 +02:00
18bff53c99 BLI: remove blender::Optional in favor of std::optional
`std::optional` can be used now, because we switched to C++17.
2020-06-29 14:30:06 +02:00
38c9deeb5a Cleanup: use std::make_unique instead of blender::make_unique
This is possible, because we use C++17 now.
2020-06-29 12:35:27 +02:00
4b96f47831 Docs: correct invalid doxygen params & references 2020-06-27 15:43:20 +10:00
d865ad59fc Cleanup: Depsgraph, remove unused Base * parameter
The `Base *` parameter of `DepsgraphRelationBuilder::build_object()` was
made redundant by c7694185c9. This commit actually removes it.

No functional changes.
2020-06-26 12:56:33 +02:00
c7694185c9 Fix T78071: Drivers reading object visibility not updating automatically
A driver reading `Object.hide_viewport` would break when that object was
hidden. Hidden objects don't have the `OBJECT_BASE_FLAGS` node in the
depsgraph, but that node was required for the driver to work.

Now the `OBJECT_FROM_LAYER` component (which optionally contains the
`OBJECT_FROM_LAYER` node) has explicit `ENTRY` and `EXIT` nodes, which
are used for relations with other components. These relations now remain
valid, even when the `OBJECT_FROM_LAYER` node is absent.

Differential Revision: https://developer.blender.org/D8124

Reviewed By: sergey
2020-06-26 12:34:38 +02:00
d0693c160a Revert "Fix T78071: Drivers reading object visibility not updating automatically"
This reverts commit baa0da3e69.

The commit causes some issues I didn't foresee, I'd rather take the time
to do it properly than hastily try and commit a fix for it.
2020-06-25 15:18:59 +02:00
fd5c185beb Cleanup: spelling 2020-06-25 23:14:36 +10:00
baa0da3e69 Fix T78071: Drivers reading object visibility not updating automatically
An object can be targeted by a driver that reads its `hide_viewport` or
`hide_render` property. The existence of such a driver will create a
relation between the 'sync base flags' depsgrpah node, and the datablock
containing the driver. When the object is hidden, however, it has no
base, and thus it had no 'sync base flags' depsgraph node. To support
such a driver, that depsgraph node is now always added, but for hidden
objects it will just be a no-op. If the node is not used by anything, it
will be automatically disconnected and have a negligible effect on
performance.
2020-06-25 14:33:56 +02:00
f345625ded Fix T77712: Crash on proxied rig, custom bone shape, driver targeting rig
It turns out that
`DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool
is_object_visible)` was called for the custom shape with
`is_object_visible=false` when there are drivers, and
`is_object_visible=true` when there aren't any.
2020-06-23 17:03:36 +02:00
d5954ef11c LibOverride: only tag actually changed orig IDs for automatic override diffing.
This makes any operation (including mere bone selection) several times
faster on some complex production character, since we typically now only
need to diff a single ID, instead of tens of them.
2020-06-18 18:27:49 +02:00
52b8d668f4 Depsgraph: use blender::Map instead of std::map
We decided to use our own map data structure in general for better
readability and performance.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D7987
2020-06-18 18:18:19 +02:00
d97cb98b11 Fix unhandled RECALC options in depsgraph code after recent change.
Spotted by @LazyDodo on IRC, thanks.
2020-06-15 18:25:40 +02:00
fd8d245e6a LibOverride: Remove 'auto override' option.
Now all overrides are handled that way. Performances of the process look
decent enough, even with production characters...

If performance issues still arise, we'll investigate other solutions.

This should also make T73154 obsolete now.
2020-06-12 19:01:54 +02:00
cc26041d36 Depsgraph: use blender::Set instead of std::set
We decided that `blender::Set` should be the default choice for a set
data structure in Blender.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D7982
2020-06-10 15:42:35 +02:00
a7ea07c677 Depsgraph: use blender::Vector instead of std::vector
We decided that `blender::Vector` should be the default choice for
a vector data structure in Blender.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D7981
2020-06-10 15:33:50 +02:00
0852d13bbd Depsgraph: use native Set data structure
Differential Revision: https://developer.blender.org/D7982
2020-06-10 15:24:03 +02:00
84a0a6d16c BLI: update behavior of Map.lookup_or_add
Previously, this function would expect a callback function as parameter.
This behavior is now in Map.lookup_or_add_cb. The new version just
takes the key and value directly.
2020-06-10 14:15:04 +02:00
5620a09e0d Cleanup: move hashing of OperationIDKey to member function 2020-06-09 12:08:32 +02:00
f7c0f1b8b8 BLI: rename ArrayRef to Span
This also renames `MutableArrayRef` to `MutableSpan`.
The name "Span" works better, because `std::span` will provide
similar functionality in C++20. Furthermore, a shorter, more
concise name for a common data structure is nice.
2020-06-09 11:58:47 +02:00
9bb7d6ed68 BLI: put C++ data structures in "blender" namespace instead of "BLI"
We plan to use the "blender" namespace in other modules as well.
2020-06-09 10:27:24 +02:00
d8678e02ec BLI: generally improve C++ data structures
The main focus here was to improve the docs significantly. Furthermore,
I reimplemented `Set`, `Map` and `VectorSet`. They are now (usually)
faster, simpler and more customizable. I also rewrote `Stack` to make
it more efficient by avoiding unnecessary copies.

Thanks to everyone who helped with constructive feedback.

Approved by brecht and sybren.

Differential Revision: https://developer.blender.org/D7931
2020-06-09 10:15:43 +02:00
6f96dfabe5 Simulations: initial simulation state and cache
The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.

The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.

This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.

`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D7836
2020-06-08 15:49:17 +02:00
Jeroen Bakker
0749cff957 Depsgraph: Remove unneeded RNA_path_resolve
Found during research of {T77124}. In `build_driver_data` an identical
 RNA_path is resolved twice. In stead of resolving it twice this patch
will construct the `property_exit_key` based on the resolution of
`property_entry_key`.

This change isn't noticeable for users. Just a cleanup as it isn't
needed to do the same logic twice.

Reviewed By: Sergey Sharybin

Differential Revision: https://developer.blender.org/D7872
2020-06-02 16:02:59 +02:00
ea516bed72 Merge branch 'blender-v2.83-release' 2020-06-02 10:33:26 +02:00
6aef27602a Cleanup: use C++'s nullptr instead of our own C NULL define, in C++ code. 2020-06-02 10:32:21 +02:00
b724922f1a Merge branch 'blender-v2.83-release' 2020-06-02 10:26:14 +02:00
428c0f9ad5 Fix T77192: Crash when opening bunny.blend file.
New depsgraph code handling drivers was not checking for possible NULL
rna_path, as done everywhere else in code...
2020-06-02 10:21:19 +02:00
1335f2d272 Fix T65889: Hair Particles not updating when using image sequence 2020-05-28 10:47:01 +02:00
806db47fd8 Depsgraoh: Fix missing texture node allocation
It was causing wrong binding for image animation: since there was no
ID node for texture at the moment of build_animdata original texture
ID was passed to the callback. This is not what is supposed to happen.

This is part of fix for T65889.
2020-05-28 10:47:01 +02:00
4ddb7a33a4 Cleanup: spelling 2020-05-28 16:42:31 +10:00
87e9557cd1 Simulations: pass simulation data block to update function 2020-05-25 12:23:55 +02:00
528f0b95c4 Merge remote-tracking branch 'origin/blender-v2.83-release' 2020-05-25 10:45:39 +02:00
41bb0548b0 Fix T76897: Lamp Power Not Updating from Driver
Lamps were not tagged with `ID_RECALC_SHADING` when they were updated
from drivers. As a result, Cycles considered the lamp as unchanged. This
is resolved by having a (seemingly non-functional) callback in a new
`LIGHT_UPDATE` depsgraph node.

This patch unconditionally adds the `LIGHT_UPDATE` node + the relation
from the lamp's PARAMETERS node.

Differential Revision: https://developer.blender.org/D7822

Reviewed by: brecht
2020-05-25 10:07:10 +02:00
325307d82b Merge branch 'blender-v2.83-release' 2020-05-19 13:59:39 +02:00
291136eece Fix T76689: Armature layers not indicating the existence of bones
From what I can see, there are two issues at play in {T76689} and its merged-in report {T76590}:

- In Blender ≤ 2.79 the bone layer dots were updated in the draw code. This ensured the info was up to date before drawing. This is no longer possible, as the drawing code uses evaluated objects, and those should not be written to. This has been addressed in rB709f126e8143 by calling the update function explicitly in various places in the code. The problem is that this wasn't added to all necessary spots.
- When in edit mode, changes are made to the edit bones but not to the 'actual' bones (this is synced when exiting edit mode). This causes undo to mess up the layer indicators.

I think both issues can be addressed by having the dependency graph update the used layer info as part of the armature evaluation. This will make the undo system work properly, and allows the removal of some `BKE_armature_refresh_layer_used()` from various places.

There is still the issue that there are two functions (`BKE_armature_refresh_layer_used()` and `ED_armature_edit_refresh_layer_used()`) that are both responsible for updating `bArmature::layer_used`. This is a trickier thing to solve, though, as the definition of the `EditBone` struct resides in the armature editor module. This means that blenkernel can't iterate over edit bones, but on the other hand the dependency graph shouldn't call any editor functions either. This is why I left the `ED_armature_edit_refresh_layer_used()` calls untouched.

The downside of recalculating `layer_used` from the dependency graph (at least in the way that I did it now) is that it is called every time a user moves a bone in pose mode. This frequency of updates is not necessary.

Differential Revision: https://developer.blender.org/D7709
2020-05-19 09:39:51 +02:00
13769bcbe5 Fluid: Rename smoke flow forces to fluid flow forces
Better to use more general term since in theory these forces can be used for smoke and liquid.
2020-05-14 10:41:00 +02:00
b55c78a289 Simulation: Add modifier to access simulation data
For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.

There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D7549
2020-05-13 12:39:17 +02:00
9b02415ec8 Cleanup: doxy comments 2020-05-09 17:36:12 +10:00
d06384aa41 Cleanup: spelling 2020-05-09 17:19:28 +10:00
6f985574b7 Cleanup: take includes out of 'extern "C"' blocks
Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.

I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.

Differential Revision: https://developer.blender.org/D7653
2020-05-08 18:22:41 +02:00
a2f4d7b8a3 GPencil: Refactor - Rename modifier and shder functions
This change is to align names with changes in T76498
2020-05-08 10:34:42 +02:00
2bb9a465e6 Fix T76498: Refactoring - Rename BKE modifiers funtions 2020-05-08 10:34:35 +02:00
5461c7526a Depsgraph: Fix memory leak
I introduced the issue in rBb21a3e77027.
2020-05-06 14:01:44 +02:00
41da5df29b Merge branch 'blender-v2.83-release' 2020-05-04 17:49:49 +02:00