and graph editor.
This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.
Testing in gooseberry worked for the rigs there, commiting to master now
Do not allow going into un-readable directories at all.
Note we might want to reflect that 'state' in UI for users too, but that will be
for later.
Also, not quite sure this fix the windows case, will have to start my VM... :/
This changes BKE's fitting code to use `BKE_camera_params_compute_viewplane` instead of
`BKE_camera_view_frame`. This allows that code to work with orthographic projection too.
Also, two funcs were added to rna's Object, to resp. get the projection matrix of that
object (mostly useful for cameras and lamps objects), and return position this object
should be to see all (to fit) a given set of points.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D961
`BLI_strncpy_ensure_pad()` is also useful with current master code.
The two others (`BLI_strcmp_ignore_pad()` and `BLI_filelist_duplicate()`)
are only used in asset branch currently, but think they could be useful
in other places too, and simplifies handling of asset branch & future patch review.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D965
MSVC doesn't like caling macro argument f when using float values
in the macro, it simply replaces the f in the float value with the
argument..
CMake compilation still fails because of 77785ce708, numpy is never
getting unpacked.
Triangulate with beautify caused a bug when there were existing edges
could make the bmesh-operator return an invalid face-map.
Now the beauty is calculated on the 2d-tri's resulting from polyfill,
its simpler and faster.
Edgehash was missing removal functions (remove, popkey, clear),
since it wasn't needed so far, but is based on same code as ghash which has them.
also add heap clear() method so we can reuse heaps.
(needed for upcoming fix).
This ensures proper values of currently running tasks in the pool
(previously difference between mutex locks when acquiring new job
and releasing it might in theory give wrong values).
This way we can have scheduler capable of scheduling tasks on all the CPUs
but in the same time we can limit tasks like baking (in the future) to use
no more than given number of threads.
Basically, `angle_compat_rad()` was completely broken -
example of result it could produce:
| new angle | compat angle | result
| -0.000000 | 3.141593 | -> 3.141593
... Where 0.0 (or 2 * PI) would be expected!
This can be used to avoid redundant looping when we only want to know if a list is smaller then some size.
also remove paranoid NULL check in list counting.
Murmur2a is a very fast hashing function generation int32 hashes.
It also features a very good distribution of generated hashes.
However, it is not endianness-agnostic, meaning it will usually generate
different hashes for a same key on big- and little-endian architectures.
Consequently, **it shall not be used to generate persistent hashes**
(never store them in .blend file e.g.).
This implementation supports incremental hashing, and is a direct
adaptation of reference implementation (in c++):
https://smhasher.googlecode.com/svn-history/r130/trunk/MurmurHash2.cpp
That cpp code was also used to generate reference values in gtests file.
Reviewers: sergey, campbellbarton
Reviewed By: campbellbarton
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D892
It now supports different scheduling schemas: dynamic and static.
Static one is the default and it splits work into equal number of
range iterations.
Dynamic one allocates chunks of 32 iterations which then being
dynamically send to a thread which is currently idling.
This gives slightly better performance. Still some tricks are
possible to have. For example we can use some smarter static scheduling
when one thread might steal tasks from another threads when it runs
out of work to be done.
Also removed unneeded spin lock in the mesh deform evaluation,
on the first glance it seemed to be a reduction involved here but
int fact threads are just adding value to the original vertex
coordinates. No write access to the same element of vertexCos
happens from separate threads.