Commit Graph

118 Commits

Author SHA1 Message Date
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
68b6d0302a Cleanup: Action: Move to IDTypeInfo, and remove unused BKE API. 2020-03-06 16:43:09 +01:00
4bfa256ea4 Refactor ID make local to use a single flag parameter.
Instead of using anonymous booleans flags, also allows to keep the same
behavior in all cases, without needing special handling from calling
code for our beloved oddballs object proxies...
2020-03-04 11:43:31 +01:00
7830ea29c2 Fix T68665: FCurve group disappear on Curve/Surface object data
When going from EDIT to OBJECT mode, Blender updates the object data from
the edit-mode data. This took care of renaming FCurves that animate Curve
control points when control points are added/removed, but this didn't keep
the FCurve groups intact. Since the FCurve groups are tightly connected to
the Action channels, it's hard to keep the group pointers intact during
this process. Instead of making the code even more complex in an attempt to
do that, I implemented a function (`BKE_action_groups_reconstruct()`) that
rebuilds the group channel pointers.

The call to `action_groups_add_channel()` had to be removed because it
updates the the next/prev pointers of the FCurve while we're looping over
them, causing infinite loops.
2019-12-17 15:22:29 +01:00
fc2b966fc7 Refactor: Add C++ guard code to headers
C++ is used more and more, and it is becoming more and more annoying to
keep track of whether header have C++ guard or not.

Is easier and more clear to be consistent in all headers and have such
guards in all headers.
2019-11-29 14:39:54 +01:00
e7367c607e Cleanup: Fix naming of a function 2019-10-14 10:45:35 +02:00
9e60e86057 Cleanup: clang-format 2019-09-13 21:12:43 +10:00
c6c9e168e2 Fix T58447: Unselected bone used for constraint target 2019-07-18 19:12:09 +10:00
7ec6bca92f Fix T63332: backup and restore bPoseChannel_Runtime data during COW. 2019-04-18 21:32:17 +03:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
4ef09cf937 Cleanup: remove author/date info from doxy headers 2019-02-02 11:58:24 +11:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
c0f88ed8a8 Cleanup: sort forward declarations of enum & struct
Done using:
  source/tools/utils_maintenance/c_sort_blocks.py
2019-01-28 21:17:58 +11:00
88a80fcec8 Cleanup: commas at the end of enums
Without this clang-format may wrap them onto a single line.
2019-01-16 00:03:03 +11:00
1e820898ff Depsgraph: add a new operation node for computing B-Bone segments.
Computing the shape of a B-Bone is a quite expensive operation, and
there are multiple constraints that can access this information in
a variety of useful ways. This means computing the shape once per
bone and saving it is good for performance.

Since the shape may depend on the position of up to two other bones,
often in a "cyclic" manner, this computation has to be a separate
node with its own dependencies.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D3975
2018-11-23 23:19:23 +03:00
55e719ec35 Merge branch 'master' into blender2.8 2018-11-14 17:21:34 +11:00
d7f55c4ff5 Cleanup: comment block tabs 2018-11-14 17:10:56 +11:00
253dce07d7 Merge branch 'master' into blender2.8 2018-09-24 17:42:52 +02:00
0cff044d84 Spelling fixes in comments and descriptions, patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 17:28:40 +02:00
bb7b1cc884 Fix T56170: Fake dependency cycle in new depsgraph + interleaved armature update + proxy
Make proxy copy result more atomic operation.
2018-07-31 13:24:57 +02:00
18d87e79e9 Merge branch 'master' into blender2.8 2018-06-29 09:25:40 +02:00
b372766816 Cleanup: trailing newlines 2018-06-29 09:23:51 +02:00
06a1a66a9b Merge branch 'master' into blender2.8 2018-06-17 17:10:19 +02:00
6fc8a74886 Cleanup: trailing space for blenkernel 2018-06-17 17:05:51 +02:00
554fb0e7e0 Merge branch 'master' into blender2.8 2018-05-04 15:21:42 +02:00
aa0380a6a5 Cleanup: Remove G.main from framechange_poses_clear_unkeyed() 2018-05-04 15:18:47 +02:00
6e67d8e3bb Cleanup: Move FOREACH_PCHAN_*_IN_OBJECT_*() macros to BKE_armature.h
This reduces the number of headers we need to import (and/or dependencies
on the order of them), as these depend on PBONE_VISIBLE(), which is already
in BKE_armature.h
2018-04-30 18:46:52 +02:00
602f0bc2d4 Use macros for looping over pose bones 2018-04-18 18:56:27 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

This includes DNA data and any reference to the BGE code in Blender itself.
We are bumping the subversion.

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
f330005266 Cleanup: BKE naming conventions for datablock add/localize
Conventions were already followed nearly everywhere.
2018-01-11 10:01:01 +11:00
9da7dfa158 Refactor ID copying (and to some extent, ID freeing).
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).

This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.

It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).

Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!

As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.

Design task : T51804
Phab Diff: D2714
2017-08-07 16:39:55 +02:00
eeb9e5316a Make whole ID copying code use const source pointer.
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
2017-06-14 22:38:11 +02:00
d8d4bef6cc Refactor/deduplicate even more make_local code (and fix part of T48907).
Turns out most BKE_foo_make_local datablock-specific functions are actually doing
exactly the same thing, only two currently need special additional operations
(object and brush ones). So added a BKE_id_make_local_generic instead
of copying same code over and over.

Also, changed a bit how make_local works in case we are localizing a whole library.
We need to do the 'remap' step (from old linked ID to new local one) in the second loop,
otherwise we miss some dependencies. This fixes main part of T48907.
2016-07-21 16:54:36 +02:00
f87603662d Add option to id_make_local to force localization of datablock, even if not used locally.
Will be used by link/append code.
2016-07-14 18:33:12 +02:00
8df92988cf Refactor/enhance BKE_action_make_local().
Now using modern features from libquery/libremap areas.

Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
2016-07-10 17:14:45 +02:00
87b974caa1 Cleanup/Refactor: pass Main pointer to all ID copy functions.
Also allows us to get rid of a few _copy_ex() versions...
2016-07-10 14:52:00 +02:00
49aeee5a3d Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15

Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
  instead of being restricted to trying to indirectly control them through the
  neighbouring bones.  See the "Bendy Bones" panel...

* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
  This is useful for things like eyebrows and mouths/eyelids

* You can now make B-Bones use custom bones as their reference bone handles,
  instead of only using the parent/child bones. To do so, enable the
  "Use Custom Reference Handles" toggle. If none are specified, then the BBone will
  only use the Bendy Bone properties.

* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
  just linearly interpolating between the endpoints of the bone.

For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html



-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
2786b0bc9d Optimize action constraint by avoid memory allocation 2016-05-10 16:45:27 +02:00
1b8a785d83 Armature: add armature dissolve
Works like mesh dissolve (access from delete or Ctrl+X)
2015-06-13 03:24:07 +10:00
87fd166654 Depsgraph: Add utility function to tag pose for recalc
Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.

Should be no functional changes so far.
2015-05-12 16:06:36 +05:00
b1d758ae6b Cleanup: redundant struct declarations 2015-03-29 03:56:39 +11:00
15b37a4a4d Speedup for constraints update from python script
General idea is to avoid actual calculation from property update()
callback and tag things for update later instead.

That said, pose constraint flags are now tagged for update and
handled as a part of object update. In the new depsgraph it'll
be a nice dedicated operation node.

Also avoid updating disabled flags for all the modifiers. This
part of the path is not totally optimal since it'll still need
to iterate over bones in order to get pchan, but to optimize it
further would be nice to find a way to avoid pchan requirement
all together.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D1191
2015-03-19 18:28:49 +05:00
08eac0c367 Add bone_groups.new() and bone_groups.remove() methods to RNA.
To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.

Based on patch by pkrime (Paolo Acampora), with own edits.

Reviewers: #python, pkrime, aligorith

Reviewed By: aligorith

Differential Revision: https://developer.blender.org/D522
2014-07-09 10:28:40 +02:00
d900f5be55 Code cleanup: use bools where possible 2014-02-03 19:35:44 +11:00
122e2b4bfa Fix T37709: Memory corruption when freeing custom bone shape objects
Summary:
Issue was caused by access to pchan->custom object from channel free
function when freeing all objects from main. Order of objects free
is not defined and such an access might easily end up with access
to freed memory.

We don't need to do user counter stuff when freeing main, so added
an _ex functions with do_id_user flag which is used when freeing main.

We had the same issue with other datablocks, so now it should be
easier to support relevant user counter.

This issue was caused by the fix for T36391, so perhaps that's indeed
high time to do real user counter.

Reviewers: brecht, campbellbarton

Reviewed By: campbellbarton

Maniphest Tasks: T37709

Differential Revision: https://developer.blender.org/D137
2013-12-25 16:43:26 +06:00
4fd66d7c0c code cleanup: armature functions
- added BKE_pose_channel_get_mirrored (matching editmode function ED_armature_bone_get_mirrored)
- editbone_name_exists -> ED_armature_bone_find_name
2013-11-17 05:23:05 +11:00
b461cc9cd4 code cleanup: merge doxygen comments into C source. 2013-10-26 03:56:32 +00:00
9883641f46 add assert for bone renaming, to check if the chanhash is still valid. 2013-10-01 13:28:59 +00:00