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312 Commits

Author SHA1 Message Date
87a821397f Merge branch 'master' into asset-system-filelist 2021-06-05 17:51:46 +02:00
edaaa2afdd Limit Rotation: explicitly orthogonalize the matrix before processing.
Add a call to orthogonalize the matrix before processing for the
same reasons as D8915, and an early exit in case no limits are
enabled for a bit of extra efficiency.

Since the constraint goes through Euler decomposition, it would
in fact remove shear even before this change, but the resulting
rotation won't make much sense.

This change allows using the constraint without any enabled limits
purely for the purpose of efficiently removing shear.

Differential Revision: https://developer.blender.org/D9626
2021-06-05 16:29:46 +03:00
d2dc452333 Limit Rotation: add an Euler Order option.
Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.

Ref D9626
2021-06-05 16:29:46 +03:00
2cd1bc3aa7 Fix T88859: Assert when changing view modes
The `loose_lines`' ibo was not being initialized.
2021-06-05 09:49:48 -03:00
1a912462f4 BMesh: avoid extra faces-of-edges loop building partial update data 2021-06-05 21:33:15 +10:00
bcf9c73cbc Fix assert check in BLI_polyfill_beautify 2021-06-05 17:16:37 +10:00
3c9c557580 Fix assert in gpencil_batches_ensure 2021-06-05 17:13:12 +10:00
c7fee64dea Cleanup: use ternary operator for icon argument 2021-06-05 17:05:11 +10:00
ca3891e83b Fix T88828: View/Navigation(Walk/Fly) disappeared from keymap
This was unintentionally removed in
f92f5d1ac6.
2021-06-05 15:06:48 +10:00
a5114bfb85 Cleanup: indentation 2021-06-05 15:06:47 +10:00
022f8b552d Cleanup: spelling in comments
Also remove reference to function that never existed for adding `bNode`.
2021-06-05 15:03:59 +10:00
14508ef100 FFmpeg: Fix seeking not returning the correct frame when not using TC index
Fixed the logic for seeking in ffmpeg video files.
The main fix is that we now apply a small offset in ffmpeg_get_seek_pos
to make sure we don't get the frame in front of the seek position when
seeking backward.

The rest of the changes is general cleanup and untangling code.

Reviewed By: Richard Antalik

Differential Revision: http://developer.blender.org/D11492
2021-06-05 02:48:09 +02:00
bfaf09b5bc Fix T88813: Scalable allocator not used on win10
Due to the way we ship the CRT on windows TBB's
malloc proxy was unable to attach it self to
the memory management functions on windows 10.

This change moves ucrtbase.dll out of the blender.crt
folder and back into the main blender folder to side
step some undesirable behaviour on win10 making TBB
once more able to attach it self.

Having this work again, should give a speed
boost in memory allocation heavy workloads
such as mantaflow.

For details on how this only failed on Win10
see T88813
2021-06-04 17:22:31 -06:00
c2fa36999f Edit Mesh: partial updates for normal and face tessellation
This patch exposes functionality for performing partial mesh updates
for normal calculation and face tessellation while transforming a mesh.

The partial update data only needs to be generated once,
afterwards the cached connectivity information can be reused
(with the exception of changing proportional editing radius).

Currently this is only used for transform, in the future it could be
used for other operators as well as the transform panel.

The best-case overall speedup while transforming geometry is about
1.45x since the time to update a small number of normals and faces is
negligible.

For an additional speedup partial face tessellation is multi-threaded,
this gives ~15x speedup on my system (timing tessellation alone).
Exact results depend on the number of CPU cores available.

Ref D11494

Reviewed By: mano-wii
2021-06-05 08:35:31 +10:00
Charlie Jolly
00073651d4 Nodes: Add Multiply Add to Vector Math nodes
Cycles, Eevee, OSL, Geo, Attribute

This operator provides consistency with the standard math node. Allows users to use a single node instead of two nodes for this common operation.

Reviewed By: HooglyBoogly, brecht

Differential Revision: https://developer.blender.org/D10808
2021-06-04 16:59:28 +01:00
eb030204f1 windows/deps: Fix TBB build issues.
rB847579b42250 updated the TBB build script
which had some unintended consequences for
windows as the directory layout slightly
changed.

This change adjusts the builder to the new
structure, there are no version/functional
changes.
2021-06-04 09:16:03 -06:00
Philipp Oeser
56005ef499 Texture Paint: changing paint slots and viewport could go out of sync
When changing to another texture paint slot, the texture displayed in
the viewport should change accordingly (as well as the image displayed
in the Image Editor).

The procedure to find the texture to display in the viewport
(BKE_texpaint_slot_material_find_node) could fail
though because it assumed iterating nodes would always happen in the
same order (it was index based). This is not the case though, nodes can
get sorted differently based on selection (see ED_node_sort).

Now check the actual image being referenced in the paint slot for
comparison.

ref T88788 (probably enough to call this a fix, the other issue(s)
mentioned in the report are more likely a feature request)

Reviewed By: mano-wii

Maniphest Tasks: T88788

Differential Revision: https://developer.blender.org/D11496
2021-06-04 16:02:02 +02:00
b6d6d8a1aa LibOverride: Fix early break in some of the resync code.
This `break` moved out of its braces at some point in the previous
fixes/refctors... :(
2021-06-04 15:54:07 +02:00
0037e08b06 GPencil: Change Fill Boundary icon
The icon has been changed to `eye` because is more consistent with other areas.
2021-06-04 12:44:34 +02:00
b6b20c4d92 GPencil: Change Fill extend lines icon
The icon has been changed to `eye` because is more consistent with other areas.
2021-06-04 12:44:34 +02:00
Fynn Grotehans
d486ee2dbd Update Camera presets
The (tracking) camera presets have not been updated in the last 7 or
more years, so they are very outdated. I found it pointless to have a
few specific camera models in the list and instead add the most commonly
used sensor sizes/film sizes. This way the list is shorter, easier to
maintain/becomes later outdated, and is more user friendly for most people
who don't own any of the specific cameras. I added the Crop Factor to the
Beginning of the name, so it gets sortet in the correct order and presets
are easier to find based on the size.

Reviewed By: #render_cycles, #motion_tracking, brecht, sergey

Differential Revision: https://developer.blender.org/D10739
2021-06-04 12:19:58 +02:00
9ba6b64efa Greasepencil: show pressure curve widgets in the sidebar
These were only showing in the Properties Editor, but there is no reason
to have the panels be different in the sidebar (they should not show in
the top bar though).

agreed upon by both @anoniov and @mendio

ref T88787
2021-06-04 12:17:33 +02:00
e4ca6b93ad BlenLoad: Ensure linked IDs are properly sorted.
So far, linked IDs were not properly sorted at all, only the ones
explicitely linked from WM code would be, but any indirectly linked
data-blocks would end up in some random order in their lists.

While not ideal, this is not a huge issue in itself, but it had bad
side-effects, e.g. causing (recursive) resync of overrides to happen in
random order, leading to mismatches between name indices of newly-generated
override IDs and the one existings e.g.

And in general, it is much better to be consistent here.

Note that the file sub-version is bumped for this commit, since some
sorting (the directly linked IDs which we keep a reference to) should
never need to be re-done after relevant doversion process.
2021-06-04 12:09:05 +02:00
77d7cae266 GPencil: Cleanup unneeded variable assign
The variable is assigned below again and the initial value is not used.
2021-06-04 10:44:01 +02:00
f4e0a19d4f Fix T88803: GPencil Thickness modifier produces thicker lines
There was a double apply of the thickness due a bug in the fading new parameter.

Differential Revision: https://developer.blender.org/D11483
2021-06-04 10:34:05 +02:00
053082e9d8 Math: Added max_uu/min_uu variations. 2021-06-04 09:14:15 +02:00
Johnny Matthews
ddd4b2b785 Geometry Nodes: Curve Length Node
This commit adds a node that outputs the total length of all
evalauted curve splines in a geometry set as a float value.

Differential Revision: https://developer.blender.org/D11459
2021-06-03 19:12:38 -04:00
e5a1cadb2f Geometry Nodes: Support curve data in the geometry delete node
This commit implements support for deleting curve data in the geometry
delete node. Spline domain and point domain attributes are supported.

Differential Revision: https://developer.blender.org/D11464
2021-06-03 18:33:37 -04:00
c18675b12c Cleanup: Add comment explaining assert
This triggers fairly often during development, so it might save some
frustration at some point to have a comment here.
2021-06-03 18:06:31 -04:00
dba3fb9e09 Overlay: Flash on Mode Transfer overlay
This implements T87633

This overlay renders a flash animation on the target object when
transfering the mode to it using the mode transfer operator.
This provides visual feedback when switching between objects without
extra overlays that affect the general color and lighting in the scene.

Differences with the design task:

- This uses just a fade out animation instead of a fade in/out animation.
The code is ready for fade in/out, but as the rest of the overlays
(face sets, masks...) change instantly without animation, having a fade
in/out effect gives the impression that the object flashes twice (once
for the face sets, twice for the peak alpha of the flash animation).

- The rendering uses a flat color without fresnel for now, but this can
be improved in the future to make it look more like the shader in the
prototype.

- Not enabled by default (can be enabled in the overlays panel), maybe
the defaults can change for 3.0 to disable fade inactive and enable this
instead.

Reviewed By: jbakker, JulienKaspar

Differential Revision: https://developer.blender.org/D11055
2021-06-03 20:17:17 +02:00
3e695a27cd VSE: Add refresh_all operator to all sequencer regions
This operator is needed in some cases to update image preview.
In workspaces with smaller timelines this is limiting, because users
need to first check that mouse cursor is in correct place, then press
CTRL+R shortcut.
2021-06-03 19:58:36 +02:00
a1063fc6c2 VSE: Remove JPEG reference from proxy panel
Proxies doesn't use MJPEG codec anymore, but text still referenced it.
2021-06-03 19:44:00 +02:00
b414322f26 GHOST/wayland: fix restoring hidden cursor 2021-06-03 18:18:27 +01:00
899eefd1bb GHOST/wayland: fix non-moving normal cursor 2021-06-03 18:18:27 +01:00
72607feb91 GHOST/wayland: add 'xdg-decoration' support 2021-06-03 18:18:27 +01:00
870bcf6e1a GHOST/wayland: adapt window and cursor surface scale to support HiDPI screens 2021-06-03 18:18:27 +01:00
8b78510fc4 GHOST/wayland: handle return values for data sources 2021-06-03 18:18:27 +01:00
e0bc5c4087 GHOST/wayland: set parent relation only for dialogs to mimic X11 behaviour 2021-06-03 18:18:27 +01:00
1fd653dd82 GHOST/wayland: handle missing relative-pointer and pointer-constraints support 2021-06-03 18:18:27 +01:00
d9aae38bc8 GHOST/wayland: get cursor settings via D-Bus 2021-06-03 18:18:27 +01:00
efad9bcdda GHOST/wayland: inhibit warning 2021-06-03 18:18:27 +01:00
b5d7fb813f cmake: use absolute path for Wayland libraries 2021-06-03 18:18:27 +01:00
bb16f96973 GHOST/wayland: set swap interval to 0
The Wayland server will not update hidden surfaces. This will block the
main event loop and thus also block updates to visible windows in a multi-
window setup.
2021-06-03 18:18:27 +01:00
7197017ea9 WM: only use the tablet drag threshold for mouse button events
Keyboard click-drag events now use the "Drag Threshold".
This resolves a problem where keyboard click drag events
used a much smaller threshold when using a tablet.
2021-06-04 01:18:23 +10:00
ed6fd01ba9 LibOverride: fix previous commit (rB826bed4349fa). 2021-06-03 16:44:20 +02:00
826bed4349 LibOverride: Fix some fail cases with auto-resync.
In some cases e.g. only objects would actually need resync, so
collections on the override character would not be resynced, and if some
objects were sharing relationships with others those could be
lost/destroyed.
2021-06-03 16:12:26 +02:00
797f6e1483 Fix missing updates in RNA override create functions. 2021-06-03 15:44:23 +02:00
e011e4ce76 LibOverride: Add override_hierarchy_createto ID's RNA API. 2021-06-03 15:00:50 +02:00
92f8a6ac21 Fix T88762: UI using tab to enter next button could clamp the hard min/
max unneccessarily

Since rB298d5eb66916 [which was needed to update buttons with custom
property range functions correctly], using tab would always clamp
(hardmin/hardmax) properties which were using FLT_MAX / INT_MAX as range
in their property definitions.

The clamping of rB298d5eb66916 was copied over from rB9b7f44ceb56c
[where it was used for the softmin/softmax], and while the re-evaluation
of hardmin/hardmax is needed for custom property range functions, the
clamping should actually not take place.

There are many properties using FLT_MAX / INT_MAX etc. and while it
probably would be good to update these with ranges that make more sense
-- not using FLT_MAX / INT_MAX would not have done the clamping here --
there should not be an arbitrary limit to these and they should stay as
they are.

Maniphest Tasks: T88762

Differential Revision: https://developer.blender.org/D11473
2021-06-03 14:16:53 +02:00
7b8d812277 Cleanup: make format 2021-06-03 13:33:09 +02:00
2ae4e860f6 LibOverride: ensure proper indirect tag for 'virtual' linked IDs.
Ensure 'virtual' linked override IDs generated by the recursive resync
process are tagged as indirectly linked data.

This is needed to avoid the 'missing data' messages on those virtual
data-blocks after saving and reloading.
2021-06-03 10:27:05 +02:00
2ef192a55b IDManagement: Collection: Fix several issues in relationships building code.
`BKE_main_collections_parent_relations_rebuild`,
`BKE_collection_parent_relations_rebuild` anf their internal
dependencies had two issues fixed by this commit:

* Main one was that a same collection could be processed several times,
  sometimes even in an infinite loop (in some rare corner cases), by
  `collection_parents_rebuild_recursive`.
* More exotic, code here would not ensure that the collections it was
  processing were actually in Main (or a master one from a scene in
  Main), which became an issue with some advanced ID management
  processes involving partially out-of-main remapping, like liboverride
  resync.
2021-06-03 10:27:05 +02:00
a51f8f94d5 Cleanup: use ascii characters instead of unicode where possible
Follow own code style docs.
2021-06-03 11:32:53 +10:00
17f72be3cb Cleanup: spelling in comments, correct outdated comments 2021-06-03 10:47:02 +10:00
2a868d277e Cleanup: use doxy sections for node_relationships.cc 2021-06-03 10:35:46 +10:00
b60a72eaab Fix invalid return values from file_execute
Error in 6c8c30d865
2021-06-03 10:23:40 +10:00
2dcb6782e0 Draw Mesh Extractor: Fix used thread count
Some threads were always idle because of this.
2021-06-02 18:05:58 -03:00
4d64de2853 Cleanup: Remove unused 'ExtractTaskData's members 2021-06-02 17:55:25 -03:00
5af7225816 Cleanup: Fix build warnings 2021-06-02 21:52:36 +02:00
925df8ef26 VSE: Add strip-time intersection test function
Use SEQ_time_strip_intersects_frame function to test if strip intersects with frame.

Note: There are cases where this function should not be used. For example splitting
strips require at least 1 frame "inside" strip. Another example is drawing, where
playhead technically doesn't intersect strip, but it is rendered, because current
frame has "duration" or "thickness" of 1 frame.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11320
2021-06-02 21:41:38 +02:00
2ee575fc1f Cleanup: Strip duplication code
Remove unused flag `SEQ_DUPE_ANIM` and code used by this flag.
Remove flag `SEQ_DUPE_CONTEXT` and refactor code, to split operator
logic from duplication code.
Reduce indentation level in for loop.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11318
2021-06-02 21:41:17 +02:00
1f55786791 Fix T57397: Movies are blurred after sws_scale
Images with 4:2:2 and 4:4:4 chroma subsampling were blurred when
`SWS_FAST_BILINEAR` interpolation is set for `anim->img_convert_ctx`.

Use `SWS_BILINEAR` interpolation for all movies, as performance is
not impacted by this change.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11457
2021-06-02 21:29:38 +02:00
a9dfde7b49 FFmpeg: Update proxy settings
Changes in rBce649c73446e, affected established proxy codec preset.
Presets were not working and all presets were similar to `veryfast`.
Tunes are now working too, so `fastdecode` tune can be used. I have
measured little improvement, but I tested this only on 2 machines and
I have been informed that `fastdecode` tune does influence decoding
performance for some users.

Change preset from `slow` to `veryfast` and add tune `fastdecode`

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11454
2021-06-02 21:25:37 +02:00
0ea0ccc4ff FFmpeg: Fix H264 lossless render not lossless
While encoder parameters for lossless encoding are set correctly,
output is not lossless due to pixel format being set to
`AV_PIX_FMT_YUV420P` which is inherently lossy due to chroma subsampling.

This was reported in T61569 and was merged to T57397, but there were
2 bugs - one for encoding and one for decoding.

Set pixel format to `AV_PIX_FMT_YUV444P` when rendering lossless H264
files. This format isn't available in `codec->pix_fmts[0]` and it looks,
that it has to be hard-coded.

Reviewed By: sergey

Differential Revision: D11458
2021-06-02 21:24:09 +02:00
81366b7d2c Boolean exact: speedup by parallelizing a plane calculation.
This patch is from erik85, who says:
This patch makes populate_plane inside polymesh_from_trimesh_with_dissolve run in parallel.
On a test file with a boolean between two subdivided cubes (~6 million verts) this gives a 10% speed increase (49.5s to 45s) on my 6 core CPU.

Also there is an optimization of other_tri_if_manifold to skip the contains-call and get the pointer directly.
This reduces CPU time for find_patches from 5s to 2.2s on the same test file.
2021-06-02 12:08:46 -07:00
dc960a81d1 Boolean exact: speedup when there are many components.
When there are many components (separate pieces of connected mesh),
a part of the algorithm to determine component containment was slow.
Using a float version of finding the nearest point on a triangle
as a prefilter sped this up enormously. A case of 25 icospheres
subdivided twice goes 11 seconds faster on my Macbook pro with this
change.
2021-06-02 11:18:00 -07:00
4f8edc8e7f Nodes: move some files to C++
This just moves a couple of files in `space_node` to C++ and fixes
related errors.

The goal is to be able to use C++ data structures to simplify the code.

Differential Revision: https://developer.blender.org/D11451
2021-06-02 17:20:46 +02:00
b8ae30e9e3 Cleanup: unused variable 2021-06-03 01:12:00 +10:00
ae28ceb9d8 Fix swapped x/y in event simulation script
Incorrect area center calculation, also correct comments.
2021-06-03 01:11:47 +10:00
05b685989b Fix T88732: Curve to mesh node crash with empty input curve
The mesh to curve node generated an empty curve because no edges were
selected. This commit changes that node to not add a curve in that case.

This also changes the curve to mesh node to not add a material when
no mesh was created. Even though we don't expect null curves or meshes
in this case, the change is harmless.
2021-06-02 11:11:34 -04:00
7654203cc8 EEVEE: AOVs not same as cycles.
EEVEE uses hashing to sync aov names and types with the gpu.
For the type a hashed value was overridden making `decalA`
and `decalB` choose the same hash. This patches fixes this
by removing the most significant bit.
2021-06-02 16:58:36 +02:00
2489f72d79 Revert "EEVEE: AOVs not same as cycles."
This reverts commit 730a46e87d.
2021-06-02 16:56:10 +02:00
730a46e87d EEVEE: AOVs not same as cycles.
EEVEE uses hashing to sync aov names and types with the gpu. For the type a hashed value was overridden making `decalA` and `decalB` choose the same hash. This patches fixes this by removing the most significant bit.
2021-06-02 16:54:01 +02:00
f944121700 GPencil: New operator to Normalize strokes
Sometimes is required to reset the thickness or the opacity of the strokes. Actually this was done using a modifier, but this operators solves this.

Reviewed By: mendio, filedescriptor

Maniphest Tasks: T87427

Differential Revision: https://developer.blender.org/D11453
2021-06-02 16:43:37 +02:00
21de669141 Splines: Function to copy spline settings without data
Often you need to copy a spline to do an operation, but don't want
to manually copy over all of the settings. I've already forgotten to
do it once anyway. These functions copy a spline's "settings" into a
new spline, but not the data. I tried to avoid duplicating any copying
so this is easier to extend in the future.

Differential Revision: https://developer.blender.org/D11463
2021-06-02 09:11:35 -04:00
5b176b66da LineArt: Tolerance for faces perpendicular to view
This is due to cam->obmat precision issue,
where it affects view vector precision.

Reviewed by Sebastian Parborg (zeddb)

Differential Revision: https://developer.blender.org/D11461
2021-06-02 20:55:54 +08:00
a55b73417f Cleanup: Correct comments
This corrects an outdated comment in the vector header and a typo
in the index mask header.
2021-06-02 08:28:46 -04:00
ea6d099082 Cleanup: Clang format 2021-06-02 08:27:53 -04:00
34f99bc6be Geometry Nodes: Allow reading converted attribute directly from spline
Often it would be beneficial to avoid the virtual array implementation
in `geometry_component_curve.cc` that flattens an attribute for every
spline and instead read an attribute separately for every input spline.
This commit implements functions to do that.

The downside is some code duplication-- we now have two places handling
this conversion. However, we can head in this general direction for the
attribute API anyway and support accessing attributes in smaller
contiguous chunks where necessary.

No functional changes in this commit.

Differential Revision: https://developer.blender.org/D11456
2021-06-02 08:24:42 -04:00
d6e9b0ce5d Mostly finish regular file reading & general improvements
Main thing that's missing for regular file reading is supporting symbolic
links. Most work for them is already done though.
2021-05-27 00:22:08 +02:00
c7f23915bb Merge branch 'master' into asset-system-filelist 2021-05-23 19:10:33 +02:00
b0bca6f088 Merge branch 'master' into asset-system-filelist 2021-05-19 18:45:53 +02:00
Severin
309ce1bc59 Merge remote-tracking branch 'origin/master' into asset-system-filelist 2021-05-11 12:11:50 +02:00
Severin
9418f2ba5b Cleanup: Properly explain TODO marker 2021-05-11 12:11:24 +02:00
Severin
c71e856b4d Initial framework and basic reading of file-lists
Initial steps for T88184.

Adds a `filelist/` directory to `editors/`, containing C++ classes for
(recursively) reading directories and files into a file-list. The logic is
based on the File-Browser file-list, so that the actually executed logic is
basically the same (avoiding regressions or old issues re-appearing). But it
is entirely re-designed to work for both the asset system and the file browser.

For more info about the design, see T88184.

Also contains "peeking" the file list to count the files to be read. This is to
improve progress reporting later. However, it has some issues and I'm not sure
actually it's something we'll even need in the end, I see other ways to improve
things here.
2021-05-10 19:02:56 +02:00
81e173aeec Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-05-06 12:24:34 +02:00
8a6f926471 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-05-04 16:26:46 +02:00
Severin
a85c0abc65 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-05-03 13:30:13 +02:00
ca23d15fde UI List: Fix segfault in unit tests
Fix `NULL` pointer deference in `ui_list_find_mouse_over()`.
2021-05-03 12:21:14 +02:00
13705c7e63 Merge branch 'master' into asset-browser-poselib 2021-04-30 12:41:02 +02:00
d8118c2e89 Assets: Keep assets active after renaming, ensure they are scrolled into view
See https://developer.blender.org/D11119, just committing this to the branch
for testing already.
2021-04-29 18:28:27 +02:00
b0a6a38823 Asset: Keep assets active after renaming, make sure they are scrolled into view
I want to clean this up a bit still, but it seems to work now.

Also includes (to be split off):
* Don't allow renaming assets from the file list for now (e.g. right-click >
  Rename). This doesn't work yet and I'm not sure it should even. If an asset
  is a local data-block it can be renamed in the sidebar.
* Fix broken logic to scroll a preview into view.
* Partially includes D9994. These changes were needed for this to work.

Differential Revision: https://developer.blender.org/D11119
2021-04-29 18:25:21 +02:00
79a3adae54 Merge branch 'master' into asset-browser-poselib 2021-04-29 13:57:55 +02:00
4f8e8b6054 Fix incorrect sorting in Asset View after renaming local asset
Basically the same as 88400f0c03, but now for the asset view.
2021-04-29 13:30:15 +02:00
0c4eddcfa1 Merge branch 'master' into asset-browser-poselib 2021-04-29 13:21:35 +02:00
938631dfd3 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-28 13:09:43 +02:00
c7fc643728 Attempt to fix build error on MSVC and warnings on some other compilers
On MSVC it failed with this error:
```
source\blender\blenkernel\BKE_context.h(361,20): error C2526:
'CTX_wm_asset_handle': C linkage function cannot return C++ class 'AssetHandle'
```

On Apple Clang I would get this:
```
warning: 'CTX_wm_asset_handle' has C-linkage specified, but returns incomplete
type 'struct AssetHandle' which could be incompatible with C
[-Wreturn-type-c-linkage]
struct AssetHandle CTX_wm_asset_handle(const bContext *C, bool *r_is_valid);
                   ^
1 warning generated.
```

Just include the asset header defining the type for now, it should later on be
solved properly with a better design for `AssetHandle`.
2021-04-28 13:07:54 +02:00
39ce17f3df UI: Improve walk navigation in UI List template
Add improved arrow key walk navigation in grid layout UI List templates.
Pressing up or down walks the active item to the adjacent row in that
direction, while left and right walk through the items along the columns
wrapping at the rows.

Differential Revision: https://developer.blender.org/D11063
2021-04-26 13:25:21 -06:00
9027265f6a Fix uninitialized variable use
Mistake in dc009dd6c1.
2021-04-26 16:45:50 +02:00
2ffabbd529 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-26 16:14:27 +02:00
dc009dd6c1 T87757: Pose Library: glitch when starting to blend flipped pose
Fix a glitch when blending a pose by always starting blending at 0%.

Previously, the blend percentage was remembered between operator
invocations, causing the glitch.
2021-04-23 16:50:54 +02:00
b7de801fec Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-23 16:43:47 +02:00
2002cdaac7 Asset Browser: also refresh asset UIlist after other blender closes
The `ASSET_OT_open_containing_blend_file` operator starts a new Blender
process, and refreshes the assets after it quits. It now also refreshes
the assets UIlist (f.e. the pose library panel in the 3D Viewport).
2021-04-23 14:44:26 +02:00
b291a0ab4d Merge branch 'master' into asset-browser-poselib 2021-04-23 12:20:40 +02:00
c2ee1af8fa Avoid warning when using FileSelectEntry.id_type on a non-ID file
If the file doesn't represent an ID, the value will be `'NONE'` in
Python. Otherwise a valid ID type (e.g. `'ACTION'`, `'OBJECT'`, etc.).
2021-04-22 21:13:08 +02:00
3146c7c49a Asset Browser: simple panel mix-in class for specific categories
Add a class `AssetBrowserSpecificCategoryPanel` that only shows if the
asset browser is showing a specific set of categories. This makes it
simple for the Pose Library panels to only show when the user has selected
the Animations category.
2021-04-22 16:09:28 +02:00
fc4ac7d257 Merge remote-tracking branch 'origin/master' into asset-browser-poselib
I had to manually add a `bContext *` parameter to a
`node_geometry_add_attribute_search_button()` call to fix a compiler
error.
2021-04-22 11:09:49 +02:00
4588609fc3 Asset View: Activate poses when "walk" navigating the active asset
When using the arrow keys to "walk" the active item in the asset view, call the
activate operator which applies the pose asset. This is useful for animators to
easily go through poses on the search for an appropriate one.
2021-04-20 17:46:55 +02:00
c8054b3835 Cleanup: Slightly correct comment from previous commit 2021-04-20 16:50:16 +02:00
25654708ec UI Lists: Add Ctrl+F for searching, brings search field into view
The Ctrl+F is a general UI list feature. You can hover any UI list and
press Ctrl+F now to open and activate the search field. If needed the
view is scrolled to make it completely visible (with some additional
margin). Plus, the view is updated to keep the search field visible
while typing.

The latter part is also a text button feature. When you activate a text
button (that doesn't have a search menu attached, which causes further
issues), the UI code makes sure it's visible and keeps it visible while
typing.

This could go into master (after some functionality review), I'll check
on that in a bit.
2021-04-20 16:41:35 +02:00
135298a1a9 Fix missing refresh of Asset View UI template previews after regenerating 2021-04-19 15:32:47 +02:00
a7858c88cd Pose Library: free flipped Action before freeing all temp-loaded data
Free the flipped Action before calling `poselib_tempload_exit()`, to avoid
any problems from indirectly referenced ID pointers.

Thanks @campbellbarton for the patch!
2021-04-16 15:44:36 +02:00
b9ea20a8f9 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-16 15:33:19 +02:00
825eab83aa Revert "Assets: explicitly free the temp-loaded asset datablock"
This reverts commit 1ed2ffa8d0. The master
branch has a better solution (afd8e4bce7)
and will be merged soon.
2021-04-16 15:32:35 +02:00
e945ca3466 Fix crash with "Current File" library and "Reload Scripts"
When a (Python defined) UI-list type is unregistered, we have to make sure no
list still references that type. We do the same for other such UI types.
This didn't happen to be an issue before, since the list type was not accessed
until the list was drawn again (which re-assigns the type).
2021-04-16 02:08:55 +02:00
6a523da6cf Fix C-linkage warning on Clang
After macro expansion, there would be C++ code in code with C linkage
(`extern "C"`). Clang warned about this.
Make sure the expanded C++ code always uses C++ linkage. Will commit this to
master soon.
2021-04-15 23:45:13 +02:00
60b8890664 Merge branch 'master' into asset-browser-poselib 2021-04-14 15:21:27 +02:00
8c9e50889e Fix compile error when using UIList template flags in C++
C++ has strongly typed enums (which is great!), so a bitwise OR on two
enum values will result in a compiler error. Use our `ENUM_OPERATORS()`
utility to overload the bitwise operations to be valid for this strong
enum type.
2021-04-13 19:00:55 +02:00
8b8fdcc6d5 Asset View: Always show all poses, avoid double-scrollbar
The asset view so far showed up to 5 items by default. If there were
more assets to be shown than that, it the list would become scrollable.
This would cause a scrollable box inside a scrollable region, which is
not nice for interaction. We can just expand the list so all assets are
in the layout, and the user can scroll the region rather than scrolling
the list.

Also hide the "grip" button so the list can't be resized. If needed we
could allow making the list smaller still, even if that causes double
scrolling again. For now keeping it simple.
Had to add a "no grip" option for that, so I changed the signature a bit
to avoid too many boolean arguments.

And another also: Adds missing return after error check.
2021-04-13 19:00:55 +02:00
9d8dc94b8c Action preview rendering: properly tag the object when done
Rendering a preview for an Action requires temporarily modifying the pose
of some object (otherwise there is nothing to render); after this is done,
the object needs to be tagged correctly to flush the temporary changes.
2021-04-13 17:06:28 +02:00
0b2556c4c1 Pose Library: lock the interface while flipping a pose
Flipping a pose Action temporarily changes the pose itself, which can cause
visual jitter. This is prevented by locking the interface while flipping.
2021-04-13 13:59:42 +02:00
0b2e8f0263 Cleanup: Asset Browser, move Action-specific rendering code
Move some Action-specific code required to render the preview image into
the part of the code that is already Action-specific.

No functional changes.
2021-04-13 13:19:02 +02:00
161f6b5a87 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-13 13:18:45 +02:00
ed16875c28 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-13 12:10:43 +02:00
32da1144a6 Asset Browser: Apply a pose before rendering its preview icon
When rendering the preview icon of an Action, apply it to the pose
object first. This ensures that the "Refresh" button of a pose actually
uses that pose.

This splits some functions into two flavours, one that acts on all bones
and one that acts on the selected bones only. Normal use of the pose
library only acts on selected bones, but for the preview the entire pose
from the library is applied, regardless of selection.
2021-04-13 12:01:03 +02:00
a2841b2916 Cleanup: Pose library, move pose backup code into its own file
Move the pose backup & restore functionality into its own file, so that
the functions can be called from other places in Blender as well.

No functional changes.
2021-04-13 10:48:10 +02:00
491147d477 Merge branch 'master' into asset-browser-poselib 2021-04-12 20:01:41 +02:00
4df66e9ae5 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-12 18:11:03 +02:00
1ed2ffa8d0 Assets: explicitly free the temp-loaded asset datablock
After temp-loading an asset datablock, explicitly free it before calling
`BLO_library_temp_free()`. Without this step, normal linking would be
performed, causing temp datablocks to actually be linked into the current
blend file.
2021-04-12 18:02:54 +02:00
2eb5d7b7af Pose Library: set default blend percentage to 0%
Set default blend percentage to 0% to allow smoothly blending of the pose
asset into the current pose.
2021-04-12 17:20:04 +02:00
57a3498ce4 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-12 16:25:37 +02:00
15a791d85c Use correct add-ons branch for make update
Also add TODO comments, hoping they help us not forget changing this
back for the merge to master.
2021-04-09 17:32:34 +02:00
e0de4f3594 Fix error on context.copy() because of asset-handle design
The File/Asset Browser no longer provides the `asset_handle` pointer. In
Python `asset_file_handle` needs to be used for now (will change in
future).
2021-04-09 12:57:16 +02:00
9383c648c8 Assets: make ASSET_OT_open_containing_blend_file work in UIList
Make `ASSET_OT_open_containing_blend_file` in a asset view UIList as
well as the Asset Browser. This uses the context variables
`asset_file_handle` and `asset_library`, which are temporary in lieu of
a better asset API.
2021-04-09 12:53:03 +02:00
3a977a8a83 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-09 11:32:34 +02:00
e06ffcc457 Update add-on HEAD for latest merge 2021-04-07 17:48:20 +02:00
7413364ff4 Merge branch 'master' into asset-browser-poselib 2021-04-07 17:10:30 +02:00
8750f355b3 Expose more asset info and utilities in the Python API
Needed so the pose library add-on can keep its operators work outside of
the Asset Browser context, namely with the asset view template.

An issue here is that we can't expose an asset handle from the Asset
Browser, because there is not permanently saved one whose pointer we can
pass around. This is planned to be addressed, but for now Python will
have to use the file wrapped by the asset-handle directly, via
`context.asset_file_handle`.
2021-04-02 19:11:56 +02:00
2e0d2c2e11 Merge branch 'master' into asset-browser-poselib 2021-04-02 14:50:04 +02:00
83c53d1bee Support custom context menu entries for UI-lists, e.g. for pose assets
Makes it possible to add custom entries to the context menu of UI List items, by doing the following:
`bpy.types.UI_MT_list_item_context_menu.prepend(some_draw_function)`/`append(...)`.

The given draw function must check if the list is of the correct type. For that
to work I made it possible to get the hovered UI List using `context.ui_list`
and the list-ID via `ui_list.list_id`.
2021-04-01 17:32:49 +02:00
19ac6a3b49 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-04-01 12:31:01 +02:00
bcbc9053af Pose Library: rename apply_flipped to flipped
Rename the operator property `apply_flipped` to simply `flipped`, as the
verb ("apply") is already in the operator name. This will make it possible
to add a `flipped` property to the select/deselect operators too, keeping
things consistent.

No functional changes.
2021-04-01 11:03:24 +02:00
9c6eea6034 Pose asset operators: Check the type of the asset in the operator poll
Check that the asset received from context actually is an action ID
asset.
2021-03-31 18:11:00 +02:00
9f8cc98164 Add button to refresh the asset list from the asset view template
Adds an operator to refresh the asset list and exposes that next to the
asset library selector above the template, when showing an external
library.
2021-03-31 17:54:41 +02:00
abacf071f8 Remove asset testing panel for the asset view template
There's a proper panel with the asset viewer now, for the poses. This
testing one will just confuse people.
2021-03-31 17:33:03 +02:00
d05413b91b Fix possible use of released stack memory
We'd store references to temporary objects, e.g. see
`AssetListStorage::ensure_list_storage()`. Stupid mistake, store a copy
of the `AssetLibraryReference` struct now (cheap to copy).
2021-03-31 16:03:38 +02:00
abcbf73008 Support "Release Confirm" mode for the pose blending operator
This will make it possible to click and drag on the poses in the
asset view template to do the blending. On mouse release, the blended
pose will be applied.
This isn't used yet, follow-up commits will enable it.

This also hides the cursor and enables continuous grabbing when dragging
with the "Release Confirm" enabled. To be evaluated; maybe it should
always do this while blending.

Also fixes mouse hover highlights not being updated when confirming or
cancelling the pose blending operator.
2021-03-31 15:57:35 +02:00
5438015ade Allow setting operator properties for the custom drag & activate OPs
The asset view template now provides a way to set the operator
properties of its custom drag & activate operators. In Python they are
returned from `UILayout.template_asset_view()` as tuple.

Includes some cleanup to better manage the data of the custom operators.
2021-03-31 15:53:41 +02:00
80469a7675 Prevent preview loading from triggering continuous redraws
The preview rendering notifiers would be continuously sent, causing
continuous redraws. In the File Browser that also happens (and I don't
think it's intentionaly) although it causes refreshes there that don't
do much and there won't be redraws unless necessary. Correcting this may
cause issues, so better to do it separately.

Issue is that the previews were fetched using the BLI_task API, and a
timer was started to send notifiers continuously. But there was nothing
to check if the tasks were done, so that the timer could be stopped.
2021-03-31 13:08:17 +02:00
a0a0edc399 Fix File Browser double-click not working while in pose mode
The pose apply operator would be invoked when double-clicking a
directory in the File Browser, while in pose mode.
The operator's poll would succeed because since 29887bbb32, the
File/Asset Browser would just create a `AssetHandle` from the active
file received from context, without ensuring that the file actually
represents an asset.
2021-03-30 18:42:39 +02:00
878ba0cfde Pose Library: correct status text when blending poses 2021-03-30 14:09:41 +02:00
23c4220879 Pose Library: remember last-used blend factor
When the interactive blending operator finishes, store the chosen blend
factor in the RNA properties. This ensures that pressing F9 shows the
actual factor, which can then be readjusted.
2021-03-30 14:06:35 +02:00
3d5c972648 Pose Library: cleanly stop blending when quitting Blender
When Blender quits while the pose blending operator is active, set the
correct state (`POSE_BLEND_CANCEL`) before exiting, so that cleanup done
correctly.
2021-03-30 13:10:37 +02:00
5b1a5b19c8 Asset Browser: monitor subprocess after opening new Blender
Monitor the new blender subprocess from the "Open Blend File" operator,
and reload the asset browser after the subprocess stops.
2021-03-30 13:03:05 +02:00
b04e5d1363 Asset Browser: add "Open Blend File" operator to Asset browser context menu
Add an "Open Blend File" operator to the Asset Browser context menu,
which starts a new blender process to open the blend file containing the
active asset.
2021-03-30 12:47:40 +02:00
7c4f7206ac Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-03-30 10:22:20 +02:00
ba2f148f7a Pose Library: remove use of BONE_UNKEYED bone flag
This bone flag was removed in rBfd10c21f51243921e645939e3f6a569c19864d8e.

No functional changes.
2021-03-30 10:22:09 +02:00
63c65d759d Pose Library: prevent auto-keying on linked Action
Prevent auto-keying when the current Action is a linked datablock.
2021-03-29 17:48:13 +02:00
f13e43f983 Merge remote-tracking branch 'origin/master' into asset-browser-poselib
# Conflicts:
#	release/scripts/addons
#	source/blender/blenkernel/intern/armature_pose.cc
#	source/blender/makesrna/intern/rna_ID.c
2021-03-29 15:14:36 +02:00
1757a879fd Pose Library: use mouse position to determine blend factor
Similar to the pose sliding tools, use the relative mouse position in the
active area to determine the pose blend factor.

This is not a final implementation, but at least makes the pose library
usable with a tablet.
2021-03-29 12:57:10 +02:00
a60e0f1dc1 Fix crash when applying pose from external repository in Asset Browser
The Asset Browser uses the `FileList` from the File Browser, which isn't
properly using the `AssetList` yet. So of course getting the file-path
from the asset list will fail.

For now just add a little hack to fall-back to get the data from the
Asset Browser directly.
2021-03-26 18:18:04 +01:00
29887bbb32 Fix possible crash when blending poses
I did some casting hack to return an `AssetHandle` from a
`FileDirEntry`. But this doesn't actually work.

What I added now isn't something I'm happy with either, but it will have
to do for now. Basically we request an `AssetHandle`, which the Asset
Browser doesn't actually store, since it's just a wrapper around the
Asset Browser's `FileDirEntry`. So there is no consistent pointer the
editor could return to context queries, and the context needs a pointer
so that it can be passed around as `void *`.

Eventually once we have the planned asset storage design implemented,
the storage would include actual asset handles. So we can pass around
consistent pointers to them then.
2021-03-26 17:25:03 +01:00
c81b104d5c Correct function names for changes in ui-asset-view-template branch 2021-03-26 14:38:35 +01:00
fc8d8f86de Cleanup: Use new utils provided by the asset system to get temp asset IDs
The operators are not exclusive to the File Browser anymore now. The logic to
get the asset file information and use that to append the ID if necessary is
abstracted away by the asset system now, see 10383566b8.
2021-03-26 14:38:22 +01:00
2b0645980a Pose Library: add POSELIB_OT_apply_pose_asset operator
Add operator `POSELIB_OT_apply_pose_asset` that does the same as executing
(instead of invoking) `POSELIB_OT_blend_pose_asset` with
`blend_factor=1.0f`. This will replace the Python equivalent in the
pose library add-on.
2021-03-26 12:44:46 +01:00
7560383fed Pose Library: allow blending in flipped poses
Allow a flipped pose asset to be blended into the current pose.
2021-03-26 12:12:46 +01:00
790865e48c Cleanup: Rename POSELIB_OT_blend_pose to POSELIB_OT_blend_pose_asset
Rename the pose blending operator to `POSELIB_OT_blend_pose_asset`, so that
we can make an operator `POSELIB_OT_apply_pose_asset` without colliding
with the old `POSELIB_OT_apply_pose` operator (from the current pose
library system instead of the new one).

No functional changes.
2021-03-26 12:11:54 +01:00
0eed91c8de Revert "Cleanup: Use new utils provided by the asset system to get temp asset IDs"
This reverts commit b0395ba718.
2021-03-26 11:59:10 +01:00
769f836851 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-03-26 11:54:47 +01:00
87e0220cb9 Revert "Action: flip action data using pose contents"
This reverts commit d219b09a48. It was
accidentally committed to this branch, and is superseded by the actual
commits mentioned in D10781#274991
2021-03-26 11:17:13 +01:00
c8f684efbf Fix library linking for editors/asset
Add missing libraries to fix a linker error.
2021-03-26 11:08:16 +01:00
7fc48af528 Correct function names for changes in ui-asset-view-template branch 2021-03-25 19:19:00 +01:00
4f36fb90ae Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-25 19:12:13 +01:00
91b87d8d7f Cleanup: Improve naming of new temporary ID consumer functions 2021-03-25 19:10:11 +01:00
e7462cfa44 Asset Browser: correct the declared context keys
The file browser context (when in asset browser mode) was declaring the
wrong context keys, making it impossible to use `context.copy()` in Python.
2021-03-25 19:03:13 +01:00
b0395ba718 Cleanup: Use new utils provided by the asset system to get temp asset IDs
The operators are not exclusive to the File Browser anymore now. The logic to
get the asset file information and use that to append the ID if necessary is
abstracted away by the asset system now, see 10383566b8.
2021-03-25 19:02:43 +01:00
6c9ce08715 Asset Browser: correct the declared context keys
The file browser context (when in asset browser mode) was declaring the
wrong context keys, making it impossible to use `context.copy()` in Python.
2021-03-25 18:02:13 +01:00
Campbell Barton
d219b09a48 Action: flip action data using pose contents
This adds a new RNA method `Action.flip_with_pose(ob, frame)`
to flip the action channels that control a pose.
The rest-pose it's self is used to properly flip the bones transformation.

This is useful as a way to flip actions used in pose libraries,
so the same action need not be included for each side.

API calls to cache F-curve look-ups have also been added,
supporting a single hash lookup to access all channels controlling an RNA path.

----

**Motivation**

This patch adds functionality to flip an entire action on the X axis using a symmetrical rig.

This was written so the asset manager can apply poses flipped, see T86159,

tested with spring.blend.

**Alternative Solutions**

It's possible to calculate this on the pose directly (see D10766), however operating on the action data makes this more useful as an API function, since the data can be flipped before it's applied to the pose.
Instead of flipping on the pose, then writing back to the action.

**Limitations**

There is some information not easily available at the time of flipping, for example - it's possible the flipped data-path doesn't exist in all cases, although the ideal behavior isn't obvious when the RNA path only resolves on one side of the pose.

- Currently the API function flips all channels, we could add an argument so it only operates on some of the channels.

**Open Topics**

- When some actions transform channels don't exist, they could be created (for example - if only X & Y rotation are set, it may be necessary to create a Z F-Curve to properly flip the rotation).
- The key-framing API is currently part of the editors (it would be a bad-level call from the BKE), we could expose some keyframing functionality to BKE, or move this functionality to editors. For now there is a simple keyframe adjusting function.
- Currently only the armature rest-matrices is used, not the pose. This API could take an armature instead of an object, although we might want to use pose content in the future, it doesn't seem like a big issue either way.
- This could eventually be exposed as an operator.
- Currently this re-orders channels which could have other frames keyed. A more comprehensive approach could be to operate on all keyed frames for an action, so an action that includes multiple poses will have them all properly flipped.

-----

**Notes**

- The F-Curve lookup cache can be committed separately.

- This is an example script for testing with the pose object set active:

```
import bpy
from bpy import context
ob = context.object
action = bpy.data.actions['07_040_A.spring']
action.flip_with_pose(ob, context.scene.frame_current)
```

Differential Revision: https://developer.blender.org/D10781
2021-03-25 17:19:04 +01:00
0cf3c86ba1 Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-25 13:56:11 +01:00
0583a7e5d6 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-03-25 12:24:11 +01:00
2c65710c9a Merge branch 'master' into ui-asset-view-template 2021-03-24 14:35:45 +01:00
01a5d3fa28 Support passing operator to invoke on activating or dragging an item
An annoyance is that the operator names have to be passed to the template which
makes the already long argument list even longer.
Thought about a couple of ways to do this, unfortunately this is the only
decent way to do this that I see. There's also no way to pass operator options
currently.

Getting the handling to work correctly took some effort, and the code is not
exactly nice.

Note that even though we activate the item when calling the custom drag
operator (helps indicating the pose being blended for example), we only call
the drag operator then, not the activate one. They are never executed both.

Also note that this won't compile right now, I'll have to commit some changes
to master first.
2021-03-24 13:54:33 +01:00
10383566b8 Add utilities to temporarily append asset IDs
Uses the new `BLO_library_temp_xxx` functions, but deals with all the asset
specific file path building. This is a reasonable utility for the asset system
to have, it will probably be needed by more asset types than IDs.
2021-03-24 13:34:16 +01:00
c6182a91c3 Require identifier for asset view template usages
Needed if we want to support multiple different asset views in future.
2021-03-24 13:25:45 +01:00
5a94ab9ac2 Allow getting asset library and active asset handle via context
`CTX_wm_asset_library()` returns the active asset library from the workspace,
or the the Asset Browser one while inside that. The active asset handle is set
by the Asset Browser and the asset view UI template so that operators executed
via the template can access it.
2021-03-24 13:25:09 +01:00
fd6015f9fd Merge branch 'master' into ui-asset-view-template 2021-03-24 12:22:57 +01:00
471955e3f2 Pose Library: expand blend operator poll function
Expand the `POSELIB_OT_blend_pose` poll function to check whether there
is an actively selected pose, and don't crash even if the operator gets
called regardless.
2021-03-23 16:41:16 +01:00
9ee890ecad Pose library: prevent double report when no asset can be loaded 2021-03-23 16:38:17 +01:00
8ec28afc99 Pose library: make reports translatable 2021-03-23 16:37:54 +01:00
80ae170f35 Enable the pose_library add-on by default
This new pose library is based on the asset browser, and will eventually
replace the built-in pose library. Because of this, it is enabled by
default.
2021-03-23 15:43:44 +01:00
19d8a204b5 Switch addons submodule to asset-browser-poselib branch
Switch addons submodule to `asset-browser-poselib` branch in the
`.gitmodules` file. This should affect any subsequent calls to `git
submodule update`.

Care should be taken when merging this branch back to master, because
this change should *not* be included.
2021-03-23 14:57:09 +01:00
5331e668fe Pose library: when blending, allow shift key for smaller increments of 1% 2021-03-23 14:55:00 +01:00
68fe0afca9 Animation: add PBONE_SELECTED macro to determine selection state of bones 2021-03-23 14:54:41 +01:00
32cba11fdb Addons: use asset-browser-poselib branch
This commit sets the `release/scripts/addons` to its
`asset-browser-poselib` branch, with the aim that animators checking out
this branch on the main Blender repo also get the corresponding branch
in the addons repo.
2021-03-23 13:33:04 +01:00
a705856641 Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-21 16:48:58 +01:00
12d7b71294 Fix crash when showing empty shape-keys list 2021-03-21 16:46:36 +01:00
552fec44da Geometry Nodes: Make cone primitive 2m tall by default
This gives the cone mesh primitive more pleasing proportions by default.
2021-03-21 16:11:38 +01:00
269dc0bbc6 Geometry Nodes: Move cone primtive to rest on its base by default
This is generally what people expect when generating a cone. Note that
this translation currently happens after the rotation, but since the rotation
will likely be removed in the future, that won't be a problem for long.
2021-03-21 16:11:38 +01:00
c81ac61e58 Geometry Nodes: Implicit interpolations to and from the edge domain
This patch adds the remaining 6 interpolations for mesh domains.
The new interpolations are:
 - Corner / point / polygon to edge
 - Edge to corner / point / polygon

After this it is possible to adapt an attribute to and from every
mesh domain. This is simple to test with the "Attribute Convert" node.

Though, as a note for the future, there are still some improvements
possible to the interpolations, like lazily calculating values for the
interpolations where it's possible, and slightly improving the
algorithms used for some interpolations, like using corner angles
for polygon to point.

Differential Revision: https://developer.blender.org/D10765
2021-03-21 16:11:38 +01:00
eecaca8b2a Fix Cycles NaN assert in random walk SSS due to very small throughput
Now terminate if there are many bounces and the throughput gets so small
that we get precision issues.
2021-03-21 16:11:38 +01:00
c56e8ae919 LibOverride: fix code trying to auto-resync linked overrides.
This is not only potentially extremely expensive, it is also fairly
futile, and code is not designed to handle it currently anyway (could
easily end up in inifinite loops and other crashes).
2021-03-21 16:11:38 +01:00
Angus Stanton
c8b925cafb Fix T86208: copy node group button is inconsistent in geometry nodes
Differential Revision: https://developer.blender.org/D10740
2021-03-21 16:11:38 +01:00
064a379205 Cleanup: add const. 2021-03-21 16:11:38 +01:00
545bbcc7f3 Cleanup: Replace std::vector with blender::Vector. 2021-03-21 16:11:38 +01:00
84060a0eb1 Fix T86710: Crash When Adding Node Group.
When adding a node group there can be no inputs in the input map that
was triggering an assert.
2021-03-21 16:11:38 +01:00
59f7044134 Cleanup: remove unused function 2021-03-21 16:11:38 +01:00
fac59931c7 Cleanup: minor changes to pose-mode apply visual transform
- Remove use of evaluated poses, instead calculate transformations
  into an array which is applied afterwards.

- Only update ID's for poses that have been changed.
2021-03-21 16:11:38 +01:00
aae7ea2874 BLI: Add location, rotation, scale constructor to float4x4
This is simply a convenience when using this type. More similar
constructors can be added in the future when they are useful.

Differential Revision: https://developer.blender.org/D10714
2021-03-21 16:11:38 +01:00
Patrick Busch
1bd3645deb Python API: Expose CurveProfile Reset View function
Allow python access to the `reset_view` functionality which before
was only available through the menu. This was suggested for
consistency after D10561.

Differential Revision: https://developer.blender.org/D10595
2021-03-21 16:11:38 +01:00
Pratik Borhade
a4a6c2a1a4 Fix T86701: Geometry nodes Cube and UV Sphere mesh size
The size in the transform matrices was extra, since it is also
passed as an argument to the BMesh operators.

Differential Revision: https://developer.blender.org/D10763
2021-03-21 16:11:37 +01:00
2199796694 Geometry Nodes: Don't create empty components when realizing instances
Previously even if the input goemetry set had no point cloud or no mesh
instances, `geometry_set_realize_instances` would create empty data.
This isn't necessarily bad, but it can complicate things down the line if
there are a bunch of empty components getting passed around.
2021-03-21 16:11:37 +01:00
a9613b2947 Fix T86448 EEVEE: SSRefraction Depth regression
Caused by recent change for contact shadow raytracing. rB4e236326c137
2021-03-21 16:11:37 +01:00
392a1d8a9f GPencil: Rename Options panel to Settings
This change is to keep consistency with other panels with the same functionality.

Reviewed by @pablovazquez
2021-03-21 16:11:37 +01:00
3b28a68d97 Fix T86677: select grouped in node editor crashes without active node
This was reported for geometry nodes, but was true for all nodetrees
(e.g. after deleting the active node). Geometry node trees just made
this more obvious since they start without an active node to begin with.

Fix provided by @lone_noel, thx!

Maniphest Tasks: T86677

Differential Revision: https://developer.blender.org/D10762
2021-03-21 16:11:37 +01:00
c0cf72a6fd Fix T86548: Sculpt: Mask by Color tool not working
Caused by {rB2917f550caa9} which renamed the entry in the toolsystem,
but not the corresponding keymap.

Maniphest Tasks: T86548

Differential Revision: https://developer.blender.org/D10725
2021-03-21 16:11:37 +01:00
bb95895b19 LibOverride: Fix missing update after an override reset.
We need to brute-force reset IDs with `ID_RECALC_ALL` here...
2021-03-21 16:11:37 +01:00
412d760efa LibOverride: Outliner: Rename Add... to Make....
Also more consistent with the name used for the 3DView operator.
2021-03-21 16:11:37 +01:00
c8cb79e309 Fix 3DView not updating on some NC_ID notifiers.
Outliner uses a lot `NC_ID | NA_EDITED` e.g., which was not caught by
the View3D editor for update.
2021-03-21 16:11:37 +01:00
afb2974c34 LibOverride: Outliner: Tweak override creation from instancing empty.
Now behavior is similar to the one from 3DView: once override of the
collection is successfuly created, we remove the instancing empty from
the scene.
2021-03-21 16:11:37 +01:00
dfaf420e93 Fix missing view3d updates after recent NC_SPACE notifier filters
Since {rB46aa70cb486d}, using `NC_SPACE | ND_SPACE_VIEW3D` as notifier is
restricted to space data as a reference. This was still used though for
RNA updates in other places (namely `rna_camera`, `rna_scene`,
`rna_animviz`), and passing NULL would automatically set the notifier
reference to the owner id. Above commit would happily filter these out,
leading to missing refreshes.

Now use more specific notifiers (in case of animviz a new
`ND_DRAW_ANIMVIZ` was added).

This was reported for Camera background images btw.
Fixes T86670.

Maniphest Tasks: T86670

Differential Revision: https://developer.blender.org/D10758
2021-03-21 16:11:37 +01:00
4886bceaf9 Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-19 17:22:36 +01:00
694609e5e3 Merge branch 'master' into asset-browser-poselib 2021-03-19 17:22:26 +01:00
c2b041cede Merge branch 'master' into ui-asset-view-template 2021-03-19 17:16:02 +01:00
c026bb2961 Cleanup: Python code style 2021-03-19 17:14:54 +01:00
063c248cb7 Fix race condition when multiple file/asset-lists are running at once
E.g. opening a file with an asset viewer and an Asset Browser could cause one
of them to not load its files properly. That is because there was only one
`wmJob` per scene so when the first one was done it would end the other one(s).
I think this would be a problem in master for the regular File Browser too.

Instead of setting the scene as owner of the job, use the file-list, so that
each file/asset-list gets its own job.
2021-03-19 17:09:43 +01:00
40ed613609 Cleanup: First round of polishing (C++ style, type safety, naming, etc)
* Follow "rule of five"
* Explicit conversion constructors
* Separate inteface declarations from definitions (readability)
* Avoid clang-tidy error
* Naming
....
2021-03-18 19:47:09 +01:00
d88b36d7c2 Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-18 15:48:19 +01:00
d78754ff18 Merge branch 'master' into ui-asset-view-template 2021-03-18 15:30:35 +01:00
b2d90ece9d Cleanup: pose lib, clarify comment 2021-03-18 14:44:22 +01:00
2587656fed Pose Library: use the new temp-loading functions in the blenloader module 2021-03-18 14:44:22 +01:00
95fa1b7b89 Merge remote-tracking branch 'origin/master' into asset-browser-poselib
# Conflicts:
#	source/blender/blenloader/intern/versioning_290.c
2021-03-18 14:43:18 +01:00
02ccd5931a Use custom collection property to pass the asset list to UI lists
`UIList` is designed to use collection properties. I previously did a
whole bunch of hacks to use it without. This isn't acceptable for
master, instead a proper collection property should be provided.

Idea is to let scripts register a custom collection property, that the
asset view template can fill with the latest asset list contents and
pass that to the UI list.

Longer term I'd prefer if the UI code would support other containers,
and not rely so much on RNA and custom/ID properties. I have ideas and
plans for this, but meanwhile, this will do to remove the hacks.
2021-03-17 20:51:03 +01:00
b485710a25 Fix warning about possibly mixed C/C++ linkage of type
Would give a warning:
```
'ED_asset_library_reference_from_enum_value' has C-linkage specified, but
returns incomplete type 'struct AssetLibraryReference' which could be
incompatible with C [-Wreturn-type-c-linkage]
```
2021-03-17 13:56:20 +01:00
9b2661a8e0 Construct-on-first-use to stay far away from static init. fiasco
We didn't actually run into the static initialization fiasco, but only
because `blender::Map` didn't use the guarded allocator on default
destruction. Better to stay far way from static initialization fiasco,
and the construct on first use idiom is trivial and prevents it. So
better use that.
2021-03-16 17:38:00 +01:00
943467a0c6 Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-16 16:45:30 +01:00
19e1ae866f Fix asset storage crash when closing Blender in release mode 2021-03-16 16:44:12 +01:00
a0485515d3 Use custom .py property for active asset index, stored in the workspace
Previously I just used the active color index of the first palette to
get things to work.
I would've preferred if the asset view template could register own
properties and store them in the `UIList` it creates. That way you could
have multiple asset views with entirely independent data. But since this
isn't possible, we need a different way to store such data, I think the
workspace makes sense. It should still be possible to store different
data for different use-cases, e.g. to show a pose asset list in pose
mode and a material asset list in object mode. So idea is to let
scripts/add-ons register custom properties for their specific use case
(e.g. "Active Pose Asset" for the pose libraries).
2021-03-16 15:45:55 +01:00
96543946b2 Use custom .py property for active asset index, stored in the workspace
Previously I just used the active color index of the first palette to
get things to work.
I would've preferred if the asset view template could register own
properties and store them in the `UIList` it creates. That way you could
have multiple asset views with entirely independent data. But since this
isn't possible, we need a different way to store such data, I think the
workspace makes sense. It should still be possible to store different
data for different use-cases, e.g. to show a pose asset list in pose
mode and a material asset list in object mode. So idea is to let
scripts/add-ons register custom properties for their specific use case
(e.g. "Active Pose Asset" for the pose libraries).
2021-03-16 15:43:48 +01:00
c72501d616 Pose library: remove invalid flags
The wrong flags were used, and it works fine without flags as well.

No functional changes.
2021-03-16 15:01:32 +01:00
087612379c Merge branch 'ui-asset-view-template' into asset-browser-poselib 2021-03-16 13:11:44 +01:00
0e071e015e Store active asset library at workspace level
The Asset Browser still has its own active asset library. But for the UI
(e.g. the asset view UI template), there is one active asset library per
workspace now. This is needed because for technical reasons the property
has to be registered in C, ideally you could just register it as custom
property for any use-case and pass that to the asset view template.
Since this isn't possible, an active asset library per workspace seems
reasonable.
2021-03-16 13:06:50 +01:00
e8573d9124 Merge remote-tracking branch 'origin/master' into asset-browser-poselib 2021-03-16 11:56:43 +01:00
2fad30ba1e Merge branch 'master' into ui-asset-view-template 2021-03-16 11:43:51 +01:00
a96501dd71 Pose Library: get initial blend factor from RNA property 2021-03-16 11:43:23 +01:00
fa848c9cd4 Pose Library: don't crash POSELIB_OT_blend_pose outside asset browser 2021-03-16 11:41:45 +01:00
db6c471da0 Cleanup: update TODO
No functional changes.
2021-03-16 11:05:11 +01:00
2e6aab2010 Pose Library: blend quaternions properly, instead of LERPing them
This also removes the `bool flush_to_original` argument, as this flushing
is not required for the pose library (poses are always applied to the
original, and not to evaluated copies).
2021-03-16 11:04:25 +01:00
2a6f3606e1 Cleanup: remove unnecessary ATTR_FALLTHROUGH
`ATTR_FALLTHROUGH` is only necessary when there is actually code inside
the falling-through `case`.

No functional changes.
2021-03-15 18:05:32 +01:00
06c41b3550 Explicitly consider hidden bones as not selected 2021-03-15 17:45:47 +01:00
4e88fbb2d6 Pose blending: also apply rounding to floats
My code for interpolating booleans basically performed the same function
as the rounding for ints and enums. Now the code is the same, too.

No functional changes
2021-03-15 17:02:14 +01:00
5cc35eb02c Rough implementation for temp-loading poses from C
The code needs some cleanup, as the temp-loading of asset datablocks needs
to be separated from the pose library code.
2021-03-15 17:02:14 +01:00
4673e3ca53 Cleanup: pose library, remove unused includes
No functional changes.
2021-03-15 17:02:14 +01:00
b54cef37fe Pose library: add simple blending of pose Action onto current pose
Naieve blending of the pose Action onto the current pose. This performs
linear blending (LERP) per FCurve. This is not suitable for rotations, so
it's probably better to do proper matrix interpolation for loc/rot/scale.
However, for other properties, the current LERP will be necessary anyway.
2021-03-15 17:02:14 +01:00
e62016a4c8 Pose library: Use scrollwheel to set the blend factor
This is not the final UI, but gives a way to at least set it to some value.
2021-03-15 17:02:14 +01:00
85d88cddd4 Cleanup: remove unused code and rename variables/fields
No functional changes.
2021-03-15 17:02:14 +01:00
55e79d1f29 Add operator POSELIB_OT_blend_pose for interactive pose blending
The operator doesn't blend yet, but it does allow temporarily applying the
pose, switching between the original and the given pose with Tab, applying
the pose with Enter/LeftClick, and cancelling with Esc/RightClick.
2021-03-15 17:02:14 +01:00
3d706bb0f3 Do proper updates when local asset data changes
Makes sure the asset list is updated and redrawn correctly an local asset data
changes: Creating assets, removing assets, clearing assets, undo/redo, reading
files (with and without UI), parallel reading of asset data from files, ...

For redraws there now is a listener callback in the uiList type (C only) that
asks the asset lists if it needs a redraw after a given notifier. For the case
of asset data-block removal there is a ID remapping function in the asset list
now (just tags the list for a complete re-read). File reading, undo, redo and
the "Mark Asset"/"Clear Asset" operators explicitly tag asset lists showing
main data as dirty (via the global asset storage).
2021-03-11 18:05:18 +01:00
d71b7ff3ff Merge branch 'master' into ui-asset-view-template 2021-03-11 17:50:55 +01:00
048a5e5f56 Merge branch 'master' into ui-asset-view-template 2021-03-11 14:58:27 +01:00
622ca567eb Support passing ID type filter to the template
The ID type filter can be set as follows:
```
template_asset_view(..., filter_id_types={'filter_material', 'filter_object'})
```

I would have prefered if you could just create a
`bpy.types.AssetFilterSettings` object, fill that and pass it to the
template. But that doesn't seem possible right now without more complex
BPY additions.
Also, newer ID types (hair, point cloud, volume and simulation IDs) do
not support filtering, because their filtering flags exceed 32, meaning
we have to store them in 64 bit integers which RNA doesn't support for
enum properties...
2021-03-09 18:58:57 +01:00
7be8055a07 Merge branch 'master' into ui-asset-view-template 2021-03-09 14:59:37 +01:00
2f658677c6 Fix items not showing up if the preview is missing
No reason to skip adding the UI elements just because the preview is missing.
We can still show the text and allow dragging. Also makes it feel more
interactive while the previews load in a background thread.
2021-03-04 16:29:30 +01:00
5ccb47a97e Add own button/widget type for the asset previews
The new button type (UI_BTYPE_PREVIEW_TILE) shows the items similar to
the Asset Browser, or the File Browser in thumbnail display mode. That
is, previews bigger than normal buttons, with the name drawn centered
below it.

Would be nice if the File/Asset Browser and preview templates could
adopt that new button type, so that there's no ad-hoc drawing for these
anymore. That's for a future cleanup though.
2021-03-04 15:57:17 +01:00
9a6c22a764 Properly support mouse-selecting items in the asset view list
This was very glitchy before and just didn't work in most cases. The mouse
press event was simply caught by the preview icon button and didn't make its
way to the underlying list-row button.
2021-03-03 21:44:22 +01:00
317e78a792 EEVEE: Avoid old files with too many volume shadow sample being too slow
This clamp the volumetric shadow samples to the actual old max to avoid
problematic slowdown after the bugfix rB3a29c19b2bff.
2021-03-03 18:15:47 +01:00
Mikhail
2606f57bec EEVEE: SSS: Fix light leaking bewteen object at different depths
The SSS shader in Eevee has the following drawbacks (elaborated in {T79933}):

1. Glowing
2. Ringing. On low SSS jittering it is rendered a bunch of sharp lines
3. Overall blurriness due to the nature of the effect
4. Shadows near occlusions as in T65849
5. Too much SSS near the edge and on highly-tilted surfaces

{F9438636}
{F9427302}

In the original shader code there was a depth correction factor, as far as I can understand for fixing light bleeding from one object to another. But it was scaled incorrectly. I modified its scale to depend on SSS scale*radius and made it independent from the scene scale. The scale parameter (`-4`) is chosen so that it makes tilted surfaces to have visually the same SSS radius as straight surfaces (surfaces with normal pointed directly to the camera).

This depth correction factor alone fixes all the problems except for ringing (pt. 2). Because of float-point precision errors and irradiance interpolation some samples near the border of an object might leak light, causing sparkly or dashed (because of aliasing) patterns around the highlights. Switching from `texture()` to `texelFetch()` fixes this problem and makes textures on renders visually sharper.

An alternative solution would be to detect object borders and somehow prevent samples from crossing it. This can be done by:
1. Adding an `object_id` texture. I think it requires much more code changing and makes the shader more complicated. Again, `object_id` is not interpolatable.
2. Watch gradient of depth and discard samples if the gradient is too big. This solution depends on scene scale and requires more texture lookups. Since SSS is usually a minor effect, it probably doesn't require that level of accuracy.

I haven't notice it in practice, but I assume it can make visible SSS radius slightly off (up to 0.5 px in screen space, which is negligible). It is completely mitigated with render sampling.

Reviewed By: Clément Foucault
Differential Revision: https://developer.blender.org/D9740
2021-03-03 18:15:47 +01:00
b9451c4841 EEVEE: SSR: Check reflection ray against geometric normal
This improve self intersection prevention. Also reduce the bias
that was making a lot of rays not being shoot at grazing angles.
2021-03-03 18:15:47 +01:00
1c76b5aff0 EEVEE: Add ensure_valid_reflection to glossy closures
This is ported from Cycles and fixes issues with bump/normal mapping
giving weird reflections/lighting.

Fixes T81070 Specular light should be limited to normal pointing toward the camera
Fixes T78501 Normal mapping making specular artifact
2021-03-03 18:15:47 +01:00
23d705aacc Fix compiler issues introduced in recent commit.
{73af762e9cd595ea708647c02c7e74752d844e80}
2021-03-03 18:15:47 +01:00
ffd518617c Cleanup: use zero_v3 to clear colors. 2021-03-03 18:15:47 +01:00
c02ff5222e Cleanup: Make node_composite_cryptomatte CPP.
Core API of cryptomatte is also CPP.
2021-03-03 18:15:47 +01:00
ef832a5a42 Cleanup: clang tidy
Warnings:
* readability-inconsistent-declaration-parameter-name
* readability-redundant-smartptr-get
2021-03-03 18:15:47 +01:00
148a3095ca Cleanup: clang tidy
Can use const parameter.
2021-03-03 18:15:47 +01:00
049c34b86e Cleanup: clang tidy
Warning: else-after-return/break
2021-03-03 18:15:47 +01:00
4f8f541e02 Cleanup: make format 2021-03-03 18:15:47 +01:00
700824f247 Fix (unreported) Outliner missing updates copying IDs via python
Steps to reproduce:
- switch to Scripting workspace
- execute bpy.data.meshes['Cube'].copy()
- Outliner will not show the new mesh immediately

Now just send appropriate notifier.

Differential Revision: https://developer.blender.org/D10584
2021-03-03 18:15:47 +01:00
a0084630b9 Nodes: store references to bNodeLinks in NodeTreeRef
Sometimes it is useful to have this information available to be able
to read information from links.
2021-03-03 18:15:47 +01:00
418fdab1bc Fix crash when dragging nodes
The `bNodeLinkDrag` struct was NULL when dragging a node instead of
a link. It is allocated with `calloc` anyway, so this field doesn't
need to be explitely cleared.
2021-03-03 18:15:47 +01:00
caaa9b40ec Cleanup: minor changes to Python RNA pointer assignment
Don't assign the BPy_StructRNA a value which can be 'None',
instead, set it to NULL.
2021-03-03 18:15:47 +01:00
6045464c75 Cleanup: Use span and float matrix type in direct boolean code
This commit includes a few simple improvements to the direct mesh
boolean code added recently.
 - Passing the transforms and meshes to `direct_mesh_boolean` as spans
   makes the function easier to call from C++.
 - The definition of `TransMat`, was unecessary when we have the
   `float4x4` type already used elsewhere in C++ code.

Differential Revision: https://developer.blender.org/D10592
2021-03-03 18:15:46 +01:00
3522532cb2 Fix T85966: Wrong link picked when dragging multi-input socket
The socket drag operator stored the index of the last picked socket
into RNA in case the mouse cursor leaves the link while dragging.

This id was not unique which is why sometimes a link from an other node
with the same id is picked.

This patch changes the way the last picked link is stored and stores a
pointer to the link directly into bNodeLinkDrag struct instead.

Differential Revision: https://developer.blender.org/D10590
2021-03-03 18:15:46 +01:00
3bf8074d83 Cleanup: spelling, minor corrections
Also use doxygen comments for sculpt functions.
2021-03-03 18:15:46 +01:00
Patrick Busch
a7dc752f26 Python API: Expose CurveMapping Reset View function
The Python API for the curve mapping widget offers the `update`
function, but no way to reset the view to the clipping rectangle.

This commit adds a blenkernel function for this operation,
and exposes it to the CurvMapping RNA API. This allows addons
to display a more user-friendly view of the data in this widget.

Differential Revision: https://developer.blender.org/D10561
2021-03-03 18:15:46 +01:00
5d42e77bb2 Geometry Nodes: Attribute search drop-down
This commit adds a search for existing attributes when you click
on an attribute field. This is useful because otherwise you have
to remember which attributes should be available at each node in
the tree.

The fundamental complication is that this information is not
accessible statically. So the search data is only a cache from
the previous node tree evaluation. The information is added
with `BKE_nodetree_attribute_hint_add`, currently for every
input geometry socket for a single node.

This is only an initial implementation, and later versions will
expose the data type and domain of the attributes.

Differential Revision: https://developer.blender.org/D10519
2021-03-03 18:15:46 +01:00
89fa44440c UI: Rename search button variable
I landed D10527 in rB1a8aee0a7cec accidentally, and the version there was
missing a name change discussed in review. This commit just renames the
boolean variable controlling the special behavior for attribute search.

Original message meant for this change:
For geometry nodes we will use search buttons to display a list of
attributes available the last time the node tree was executed (D10519).
Because this list is just a hint, we need to be able to enter any string,
not just strings from the search items.

This patch adds a boolean option to string buttons to enable this.
The change is quite simple, changes to behavior are only required in
two places. The type-specific button struct changes help a lot here.

Differential Revision: https://developer.blender.org/D10527
2021-03-03 18:15:46 +01:00
a371a0e0e0 CMake/deps: Append platform CFLAGS and LDFLAGS to Python build to ensure compatibility with minimum macOS version
Similarly to other dependencies, the Python build should make use of the default CMake arguments. On macOS, for example, these arguments are required to set the deployment target correctly.

See also: https://devtalk.blender.org/t/compiling-latest-branch-on-macos-fails-undefined-symbol/17649

Reviewed By: brecht, sybren

Differential Revision: https://developer.blender.org/D10498
2021-03-03 18:15:46 +01:00
William Reynish
356d624f21 UI: Clean up labels and descriptions: "Draw" to "Display"
In Blender, we used to use the term 'draw' to refer to information
displayed to the user. For version 2.80, it was decided to change these
instances to 'display' instead. This was to avoid the ambiguity between
end-user drawing tools and display options.

From the Oxford English Dictionary:
 - Draw: produce (a picture or diagram) by making lines and marks on
   paper with a pencil, pen, etc.
 - Display: show (data or an image) on a computer, television, or
   other screen.

Therefore, we should use draw when referring to drawing tools for
making marks, but use display when referring to information
shown/displayed to the user. From a user POV, the computer displays
certain information, whereas the user draws a mark.

Apparently this change was not implemented consistently, so this patch
changes all remaining relevant instances of "draw".

Differential Revision: https://developer.blender.org/D10551
2021-03-03 18:15:46 +01:00
f5ede4ed8c UI: Expose an "is first search" boolean to search button callbacks
Currently when you open an RNA collection search button, like a
vertex group selector, the search filter isn't applied until you
start typing, in order to display every option at the start.
Otherwise they wouldn't be visible, since the search filter would
run for the current text.

Currently this check happens in one place, but it relies on the
`changed` value of `uiBut`. This is fine in the interface directory,
but anywhere else it would require exposing `uiBut.changed`, which
is probably too low-level to expose.

The solution is adding an `is_first` argument to the search callbacks,
which is nice for a few reasons:
  - They work at a higher level of abstraction, meaning they don't
    have to worry about how exactly to tell if this is the first
    search.
  - It makes it easier to do special behavior when the search menu
    is first opened.
  - Then, obviously, it makes that state accessible without including
    `interface_intern.h`.

Needed for attribute search: T85658

Differential Revision: https://developer.blender.org/D10528
2021-03-03 18:15:46 +01:00
3f8edc5da1 Fix Node UI Storage Threading Issues
Since the same node tree can be used in modifiers on different objects,
there can be multiple threads writing to the maps in the node tree UI
storage at the same time. The additions for attribute name hints and
error messages made it so this would often cause a crash or at least
an ASAN report. This patch adds locks to prevent multiple threads
from using the maps concurrently.

In a brief test I actually didn't observe a crash without the global
`bNodeTree` UI storage mutex, but I think it's necessary for the change
to be correct, and I did notice some unfreed memory without it anyway.
Ideally it would be in a node tree runtime struct though.

Differential Revision: https://developer.blender.org/D10577
2021-03-03 18:15:46 +01:00
8e126c3fa2 EEVEE: Fix incorrect volumetric light shadowing
The shadowing was computed on the light distance squared,
leaking to much light since it was integrating the extinction behind
the ligth itself.

Also bump the maximum shadow max step to the actual UI values. Otherwise
we get shadowing under evaluated because `dd` is too small.
2021-03-03 18:15:46 +01:00
bf3288e71a Fix (unreported) light cache bake crash
missing NULL check if there is no cache there to begin with.

Differential Revision: https://developer.blender.org/D10581
2021-03-03 18:15:46 +01:00
cd240d87ed Fix Fuild error with lite build
With audaspace disabled, function SEQ_add_sound_strip was declared as prototype.
2021-03-03 18:15:46 +01:00
8457a235a2 Sculpt: Expand Operator
Expand is a new operator for Sculpt Mode which is intended to be the main
tool for masking, Face Set editing, interacting with the filters and pattern
creation.

The fundamentals of the tool are similar to the previous sculpt.mask_expand
operator. It shares the same default shortcuts and functionality, making
the previous operator obsolete.

The shortcuts to execute the operator are:
- Shift + A: Expand mask
- Shift + Alt + A: Expand mask by normals
- Shift + W: Expand Face Set
- Shift + Alt + W: Resize current Face Set

The main changes compared to the previous sculpt.mask_expand operator are:
- Modal keymap, all operator options can be changed in real time while the
operator is running.
- Supports creating Mask, Face Sets and Sculpt Vertex Colors.
- Much better code, new features can be easily integrated.

Limitations:
- All Mask operations are supported for Sculpt Vertex colors, but not exposed
by default as their support is still experimental.
- Dyntopo does not support any Face Set or Sculpt Vertex Colors. functionality
 (they are not implemented in general for Dyntopo).
- Multires does not support any feature related to geodesic distances.
- Multires does not support vertex colors.
- Multires does not support recursions.
- In Multires, Face Sets snaping does not initialize all current enabled Face
Sets when toggling snapping.
- In Multires, Face Sets are created at base mesh level (works by this by
 design, like any other tool).
- Unlike the previous mask_expand operator, this one does not blur the mask
by default after finishing Expand as that does not fit the new design.
The mask can still be blurred by using the mask filter manually.

Reviewed By: JacquesLucke

Differential Revision: https://developer.blender.org/D10455
2021-03-03 18:15:46 +01:00
4ed86e0a11 Fix T86026: Crash Opening Cryptomatte File.
Not sure this fixes the root cause. It seems that memory corruption
happens in dynstr. This patch replaces dynstr with a streamstring.
2021-03-03 18:15:46 +01:00
5726029b86 Fix crash on NULL dereference
Caused by e1f3996d74, `seq_update_meta_disp_range()` did not check if
sequencer data exists.
2021-03-03 18:15:46 +01:00
d59ac439a1 Fix T86122: Performance Debug View Viewport Not Working
The performance debug menu isn't used that often anymore as render doc
also show the timings. This patch will make sure that enabling the
performance debug view (21) does not crash blender.
2021-03-03 18:15:46 +01:00
4ecdc400b5 Cleanup: remove unused arguments 2021-03-03 18:15:46 +01:00
d194b038d5 Fix error in rBb9e1cc931ee9
Bad copy paste...
2021-03-03 18:15:46 +01:00
5bc7acbdec Fix T86138 EEVEE: Bake Indirect Lighting crash in 2.93 with older files
This was caused by a missing version check.
2021-03-03 18:15:46 +01:00
ca69a303e1 Fix T86172: check if attribute is actually accessible
The crash happened when the density in the Point Distribute node was
above zero but so small, that no point was generated. In this case, there
was a point cloud component, but the point cloud was empty, making some
attributes unavailable.

One could also make more attributes available in this case, but that can
be done separately if necessary.
2021-03-03 18:15:46 +01:00
6c0c809524 EEVEE: Depth of field: Do not shrink highlights when using overblur
This fixes the issue of bokeh size being smaller when using overblur.

The additional overblur needs to be centered on the outer radius.
2021-03-03 18:15:46 +01:00
5dcf164932 VSE: Refactor meta operators
Move low level logic to module code and versioning logic to versioning code.

Metas strip position was handled in diffrent way compared to other strips.
This was introduced in c8b0d25794 as bugfix for T28158.
I disagree with such design. Meta strips should be handled in same way as
any other strips.

I have tested this change and haven't found any problems.
No problems after checking T28158 as well.
There should be no functional changes on user level.

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D9972
2021-03-03 18:15:46 +01:00
1a2ab21a2c Fix T85981, part II: bone's custom shape disappear on undo in some cases.
Nicely hidden bug in pose read library code, it was using the library
from the wrong ID as reference to relink the custom shape object pointer
(pose is data from Object, not Armature).
2021-03-03 18:15:46 +01:00
b88c7f7d13 Fix T85970: Incorrect scaling of meta strips
This is same issue as fixed by d857892553, but I forgot to check meta
strips. Meta strip output is always in render size.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D10560
2021-03-03 18:15:46 +01:00
c8a7e3a572 FFmpeg: Improve scrubbing performance
Applying negative offset to seek position before scanning doesnn't have
any effect. This change results in 1.5x faster seeking (random frame,
average value) in sample file with 30 frame GOP length.

If I am not mistaken, B frames can have pts that can be less than
pts of I frame that must be decoded. Even in this case though, B frame
packet will be stored after that I frame.

In addition, preseek value is de facto hardcoded so seeking would fail
if it could. This can be hard to spot though.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D10529
2021-03-03 18:15:46 +01:00
9d08f2d69a VSE: Refactor VSE strip loading code
Isolate RNA and operator logic from functions that create strips.
 - Operator specific code was removed from `SeqLoadInfo` structure and
   `SEQ_add_*` functions.
 - Strip loading code was removed from RNA and operator functions.
 - `SEQ_add_*` API was unified to work on `SeqLoadData` struct.
   Only exception is image strip, which require files to be loaded
   separately to strip creation itself. This is not ideal, but I think
   it's acceptable.
 - Some functions and variables were refactored so the code reads
   better.

There are minor functional changes (coincidental bugfixes):
 - Operator errors are reported per-strip. Previously they were not
   reported at all?
 - `new_sound()` RNA API function now create sound with length of 1
   if source file does not exist. Previously it created strip with
   length of 0.
 - Replace selection operator property wasn't working correctly.
   Fixed in this patch.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D9760
2021-03-03 18:15:46 +01:00
19e6db3d53 Geometry Nodes: show "Show Texture in texture tab" button
This enables the quick access button [to show the relevant Texture in
the Properties Editor] for textures used in geometry nodes.

This goes in line to what we do for other textures:
- modifier textures have this button
- particle textures have this button
- brush textures will soon have it, too (see D9813)

When outside of the Properties Editor, the button will always show (if a
texture is actually assigned), but will be inactive if no suiting
Properties Editor to show the texture in can be found.

Note this also changes the behavior to not show the button if _no_
texture is assigned (as in: we are still showing the "New" button).
Previously it was always there (e.g. for modifier textures), even if it
would take us to an empty texture tab. (Sure, we could add a texture
there then, but imho it makes more sense to just start showing it once a
texture is already there)

For this to work with geometry nodes, the following chages were done:
- implement foreachTexLink for geonode modifiers
- new buttons_texture_user_node_property_add() that stores prop as well
as node
- also use NODE_ACTIVE_TEXTURE flag in geometry nodetrees

notes:
- this still uses the first suiting (as in: pinning does not interfere)
Properties Editor it finds, this should (maybe?) find the _closest_
Property Editor instead (see related feedback in D9813).
- this will already show the button for brush textures as well
(disabled), but there is another mandatory change in an upcomming commit
to make it work there as well (see D9813)

ref. T85278

Maniphest Tasks: T85278

Differential Revision: https://developer.blender.org/D10293
2021-03-03 18:15:46 +01:00
eef2a348a7 Refactor UIList template for further changes and to fix some glitches
Could go further than that, I think this would benefit from some C++
features, but we can do that in another pass.
2021-03-02 16:23:32 +01:00
378b7eb2af Merge branch 'master' into ui-asset-view-template 2021-03-02 11:56:54 +01:00
3ce680f434 Merge branch 'master' into ui-asset-view-template 2021-03-01 17:11:21 +01:00
bc9eac28ba Initial AssetList API & use it to load assets for the asset view tempate
Lots of hacks and temporary code here. I wanted a first working version to find
possible pain points before getting into details.

Basic idea is to store each asset library in an `AssetList`, with a globally
accessible storage. Internally the list uses the File Browser's `FileList`
which already does a fair amount of heavy lifting (threaded file & external
asset reading, lazy loading of visible previews, ...). The File Browser could
access the global asset-list storage as well.

The asset view template uses the new asset list to load and display the assets.

Current state: {F9856940}

Open TODOs: https://developer.blender.org/maniphest/query/M6RWFxFSDor3/#R
2021-03-01 16:45:42 +01:00
796c599194 Add initial asset-view template, with dummy contents (palette colors)
Idea is to be able to display a list of assets in a layout, by giving it
some custom filtering settings (not done yet). This would be just a
uiList managed by Blender, displaying previews similar to the Asset
Browser.
I decided to use uiLists for this because it already deals with stuff
like writing its UI data to .blends (e.g. filtering and sort settings),
filtering and scrolling. But I think we'll have to do a number of
general improvements to them. Here I just added a new (C-only for now)
"flexible grid" list display type, which uses bigger previews and
behaves much better than the currend "grid" one.

There's a bit of hacking going on here and things will probably change.
For now I'm just interested in getting the basics done to see if the
direction is good.
2021-02-23 18:50:31 +01:00
372 changed files with 10508 additions and 2772 deletions

3
.gitmodules vendored
View File

@@ -1,7 +1,8 @@
[submodule "release/scripts/addons"]
path = release/scripts/addons
url = ../blender-addons.git
branch = master
# TODO change back before merge into master!!!
branch = asset-browser-poselib
ignore = all
[submodule "release/scripts/addons_contrib"]
path = release/scripts/addons_contrib

View File

@@ -43,6 +43,12 @@ endif()
if(WIN32)
set(EMBREE_BUILD_DIR ${BUILD_MODE}/)
if(BUILD_MODE STREQUAL Debug)
list(APPEND EMBREE_EXTRA_ARGS
-DEMBREE_TBBMALLOC_LIBRARY_NAME=tbbmalloc_debug
-DEMBREE_TBB_LIBRARY_NAME=tbb_debug
)
endif()
else()
set(EMBREE_BUILD_DIR)
endif()

View File

@@ -22,6 +22,7 @@ if(WIN32)
-DTBB_BUILD_TBBMALLOC_PROXY=On
-DTBB_BUILD_STATIC=Off
-DTBB_BUILD_TESTS=Off
-DCMAKE_DEBUG_POSTFIX=_debug
)
set(TBB_LIBRARY tbb)
set(TBB_STATIC_LIBRARY Off)
@@ -55,17 +56,17 @@ if(WIN32)
ExternalProject_Add_Step(external_tbb after_install
# findtbb.cmake in some deps *NEEDS* to find tbb_debug.lib even if they are not going to use it
# to make that test pass, we place a copy with the right name in the lib folder.
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb.lib ${HARVEST_TARGET}/tbb/lib/tbb_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc.lib ${HARVEST_TARGET}/tbb/lib/tbbmalloc_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb.dll ${HARVEST_TARGET}/tbb/lib/tbb_debug.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc.dll ${HARVEST_TARGET}/tbb/lib/tbbmalloc_debug.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb.lib ${LIBDIR}/tbb/lib/tbb_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc.lib ${LIBDIR}/tbb/lib/tbbmalloc_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbb.dll ${LIBDIR}/tbb/bin/tbb_debug.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbbmalloc.dll ${LIBDIR}/tbb/bin/tbbmalloc_debug.dll
# Normal collection of build artifacts
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb.lib ${HARVEST_TARGET}/tbb/lib/tbb.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb.dll ${HARVEST_TARGET}/tbb/lib/tbb.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbb.dll ${HARVEST_TARGET}/tbb/bin/tbb.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc.lib ${HARVEST_TARGET}/tbb/lib/tbbmalloc.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc.dll ${HARVEST_TARGET}/tbb/lib/tbbmalloc.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbbmalloc.dll ${HARVEST_TARGET}/tbb/bin/tbbmalloc.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc_proxy.lib ${HARVEST_TARGET}/tbb/lib/tbbmalloc_proxy.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc_proxy.dll ${HARVEST_TARGET}/tbb/lib/tbbmalloc_proxy.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbbmalloc_proxy.dll ${HARVEST_TARGET}/tbb/bin/tbbmalloc_proxy.dll
COMMAND ${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/tbb/include/ ${HARVEST_TARGET}/tbb/include/
DEPENDEES install
)
@@ -76,11 +77,11 @@ if(WIN32)
# to make that test pass, we place a copy with the right name in the lib folder.
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb_debug.lib ${LIBDIR}/tbb/lib/tbb.lib
# Normal collection of build artifacts
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb_debug.lib ${HARVEST_TARGET}/tbb/lib/debug/tbb_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb_debug.dll ${HARVEST_TARGET}/tbb/lib/debug/tbb_debug.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc_proxy.lib ${HARVEST_TARGET}/tbb/lib/tbbmalloc_proxy_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc.dll ${HARVEST_TARGET}/tbb/lib/debug/tbbmalloc.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc_proxy.dll ${HARVEST_TARGET}/tbb/lib/debug/tbbmalloc_proxy.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbb_debug.lib ${HARVEST_TARGET}/tbb/lib/tbb_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbb_debug.dll ${HARVEST_TARGET}/tbb/bin/tbb_debug.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/lib/tbbmalloc_proxy_debug.lib ${HARVEST_TARGET}/tbb/lib/tbbmalloc_proxy_debug.lib
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbbmalloc_debug.dll ${HARVEST_TARGET}/tbb/bin/tbbmalloc_debug.dll
COMMAND ${CMAKE_COMMAND} -E copy ${LIBDIR}/tbb/bin/tbbmalloc_proxy_debug.dll ${HARVEST_TARGET}/tbb/bin/tbbmalloc_proxy_debug.dll
DEPENDEES install
)
endif()

View File

@@ -596,14 +596,6 @@ function(SETUP_LIBDIRS)
link_directories(${GMP_LIBPATH})
endif()
if(WITH_GHOST_WAYLAND)
link_directories(
${wayland-client_LIBRARY_DIRS}
${wayland-egl_LIBRARY_DIRS}
${xkbcommon_LIBRARY_DIRS}
${wayland-cursor_LIBRARY_DIRS})
endif()
if(WIN32 AND NOT UNIX)
link_directories(${PTHREADS_LIBPATH})
endif()

View File

@@ -575,17 +575,17 @@ if(WITH_GHOST_WAYLAND)
pkg_check_modules(wayland-scanner REQUIRED wayland-scanner)
pkg_check_modules(xkbcommon REQUIRED xkbcommon)
pkg_check_modules(wayland-cursor REQUIRED wayland-cursor)
pkg_check_modules(dbus REQUIRED dbus-1)
set(WITH_GL_EGL ON)
if(WITH_GHOST_WAYLAND)
list(APPEND PLATFORM_LINKLIBS
${wayland-client_LIBRARIES}
${wayland-egl_LIBRARIES}
${xkbcommon_LIBRARIES}
${wayland-cursor_LIBRARIES}
)
endif()
list(APPEND PLATFORM_LINKLIBS
${wayland-client_LINK_LIBRARIES}
${wayland-egl_LINK_LIBRARIES}
${xkbcommon_LINK_LIBRARIES}
${wayland-cursor_LINK_LIBRARIES}
${dbus_LINK_LIBRARIES}
)
endif()
if(WITH_GHOST_X11)

View File

@@ -675,7 +675,7 @@ if(WITH_SYSTEM_AUDASPACE)
endif()
if(WITH_TBB)
set(TBB_LIBRARIES optimized ${LIBDIR}/tbb/lib/tbb.lib debug ${LIBDIR}/tbb/lib/debug/tbb_debug.lib)
set(TBB_LIBRARIES optimized ${LIBDIR}/tbb/lib/tbb.lib debug ${LIBDIR}/tbb/lib/tbb_debug.lib)
set(TBB_INCLUDE_DIR ${LIBDIR}/tbb/include)
set(TBB_INCLUDE_DIRS ${TBB_INCLUDE_DIR})
if(WITH_TBB_MALLOC_PROXY)

View File

@@ -15,6 +15,15 @@ if(WITH_WINDOWS_BUNDLE_CRT)
include(InstallRequiredSystemLibraries)
# ucrtbase(d).dll cannot be in the manifest, due to the way windows 10 handles
# redirects for this dll, for details see T88813.
foreach(lib ${CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS})
string(FIND ${lib} "ucrtbase" pos)
if(NOT pos EQUAL -1)
list(REMOVE_ITEM CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS ${lib})
install(FILES ${lib} DESTINATION . COMPONENT Libraries)
endif()
endforeach()
# Install the CRT to the blender.crt Sub folder.
install(FILES ${CMAKE_INSTALL_SYSTEM_RUNTIME_LIBS} DESTINATION ./blender.crt COMPONENT Libraries)

View File

@@ -175,7 +175,8 @@ def submodules_update(args, release_version, branch):
branch = "master"
submodules = [
("release/scripts/addons", branch),
# TODO change back before merge into master!!!
("release/scripts/addons", "asset-browser-poselib"),
("release/scripts/addons_contrib", branch),
("release/datafiles/locale", branch),
("source/tools", branch),

View File

@@ -52,6 +52,9 @@ shader node_vector_math(string math_type = "add",
else if (math_type == "faceforward") {
Vector = compatible_faceforward(Vector1, Vector2, Vector3);
}
else if (math_type == "multiply_add") {
Vector = Vector1 * Vector2 + Vector3;
}
else if (math_type == "dot_product") {
Value = dot(Vector1, Vector2);
}

View File

@@ -58,7 +58,8 @@ ccl_device void svm_node_vector_math(KernelGlobals *kg,
float3 vector;
/* 3 Vector Operators */
if (type == NODE_VECTOR_MATH_WRAP || type == NODE_VECTOR_MATH_FACEFORWARD) {
if (type == NODE_VECTOR_MATH_WRAP || type == NODE_VECTOR_MATH_FACEFORWARD ||
type == NODE_VECTOR_MATH_MULTIPLY_ADD) {
uint4 extra_node = read_node(kg, offset);
c = stack_load_float3(stack, extra_node.x);
}

View File

@@ -52,6 +52,9 @@ ccl_device void svm_vector_math(float *value,
case NODE_VECTOR_MATH_FACEFORWARD:
*vector = faceforward(a, b, c);
break;
case NODE_VECTOR_MATH_MULTIPLY_ADD:
*vector = a * b + c;
break;
case NODE_VECTOR_MATH_DOT_PRODUCT:
*value = dot(a, b);
break;

View File

@@ -341,6 +341,7 @@ typedef enum NodeVectorMathType {
NODE_VECTOR_MATH_TANGENT,
NODE_VECTOR_MATH_REFRACT,
NODE_VECTOR_MATH_FACEFORWARD,
NODE_VECTOR_MATH_MULTIPLY_ADD,
} NodeVectorMathType;
typedef enum NodeClampType {

View File

@@ -6093,6 +6093,7 @@ NODE_DEFINE(VectorMathNode)
type_enum.insert("reflect", NODE_VECTOR_MATH_REFLECT);
type_enum.insert("refract", NODE_VECTOR_MATH_REFRACT);
type_enum.insert("faceforward", NODE_VECTOR_MATH_FACEFORWARD);
type_enum.insert("multiply_add", NODE_VECTOR_MATH_MULTIPLY_ADD);
type_enum.insert("dot_product", NODE_VECTOR_MATH_DOT_PRODUCT);
@@ -6165,7 +6166,8 @@ void VectorMathNode::compile(SVMCompiler &compiler)
int vector_stack_offset = compiler.stack_assign_if_linked(vector_out);
/* 3 Vector Operators */
if (math_type == NODE_VECTOR_MATH_WRAP || math_type == NODE_VECTOR_MATH_FACEFORWARD) {
if (math_type == NODE_VECTOR_MATH_WRAP || math_type == NODE_VECTOR_MATH_FACEFORWARD ||
math_type == NODE_VECTOR_MATH_MULTIPLY_ADD) {
ShaderInput *vector3_in = input("Vector3");
int vector3_stack_offset = compiler.stack_assign(vector3_in);
compiler.add_node(

View File

@@ -282,6 +282,7 @@ elseif(WITH_GHOST_X11 OR WITH_GHOST_WAYLAND)
${wayland-egl_INCLUDE_DIRS}
${xkbcommon_INCLUDE_DIRS}
${wayland-cursor_INCLUDE_DIRS}
${dbus_INCLUDE_DIRS}
)
list(APPEND SRC
@@ -321,6 +322,11 @@ elseif(WITH_GHOST_X11 OR WITH_GHOST_WAYLAND)
xdg-shell
"${WAYLAND_PROTOCOLS_DIR}/stable/xdg-shell/xdg-shell.xml"
)
# xdg-decoration.
generate_protocol_bindings(
xdg-decoration
"${WAYLAND_PROTOCOLS_DIR}/unstable/xdg-decoration/xdg-decoration-unstable-v1.xml"
)
# Pointer-constraints.
generate_protocol_bindings(
pointer-constraints

View File

@@ -40,6 +40,7 @@
#include <unordered_map>
#include <unordered_set>
#include "GHOST_WaylandCursorSettings.h"
#include <pointer-constraints-client-protocol.h>
#include <relative-pointer-client-protocol.h>
#include <wayland-cursor.h>
@@ -52,15 +53,6 @@
#include <cstring>
struct output_t {
struct wl_output *output;
int32_t width, height;
int transform;
int scale;
std::string make;
std::string model;
};
struct buffer_t {
void *data;
size_t size;
@@ -72,6 +64,12 @@ struct cursor_t {
struct wl_buffer *buffer;
struct wl_cursor_image image;
struct buffer_t *file_buffer = nullptr;
struct wl_cursor_theme *theme = nullptr;
int size;
std::string theme_name;
// outputs on which the cursor is visible
std::unordered_set<const output_t *> outputs;
int scale = 1;
};
struct data_offer_t {
@@ -142,10 +140,14 @@ struct display_t {
struct wl_display *display;
struct wl_compositor *compositor = nullptr;
struct xdg_wm_base *xdg_shell = nullptr;
struct zxdg_decoration_manager_v1 *xdg_decoration_manager = nullptr;
struct wl_shm *shm = nullptr;
std::vector<output_t *> outputs;
std::vector<input_t *> inputs;
struct wl_cursor_theme *cursor_theme = nullptr;
struct {
std::string theme;
int size;
} cursor;
struct wl_data_device_manager *data_device_manager = nullptr;
struct zwp_relative_pointer_manager_v1 *relative_pointer_manager = nullptr;
struct zwp_pointer_constraints_v1 *pointer_constraints = nullptr;
@@ -154,6 +156,8 @@ struct display_t {
std::vector<struct wl_egl_window *> os_egl_windows;
};
static GHOST_WindowManager *window_manager = nullptr;
static void display_destroy(display_t *d)
{
if (d->data_device_manager) {
@@ -188,6 +192,9 @@ static void display_destroy(display_t *d)
if (input->cursor.surface) {
wl_surface_destroy(input->cursor.surface);
}
if (input->cursor.theme) {
wl_cursor_theme_destroy(input->cursor.theme);
}
if (input->pointer) {
wl_pointer_destroy(input->pointer);
}
@@ -210,10 +217,6 @@ static void display_destroy(display_t *d)
delete input;
}
if (d->cursor_theme) {
wl_cursor_theme_destroy(d->cursor_theme);
}
if (d->shm) {
wl_shm_destroy(d->shm);
}
@@ -238,6 +241,10 @@ static void display_destroy(display_t *d)
wl_compositor_destroy(d->compositor);
}
if (d->xdg_decoration_manager) {
zxdg_decoration_manager_v1_destroy(d->xdg_decoration_manager);
}
if (d->xdg_shell) {
xdg_wm_base_destroy(d->xdg_shell);
}
@@ -478,7 +485,9 @@ static void dnd_events(const input_t *const input, const GHOST_TEventType event)
static std::string read_pipe(data_offer_t *data_offer, const std::string mime_receive)
{
int pipefd[2];
pipe(pipefd);
if (pipe(pipefd) != 0) {
return {};
}
wl_data_offer_receive(data_offer->id, mime_receive.c_str(), pipefd[1]);
close(pipefd[1]);
@@ -513,7 +522,9 @@ static void data_source_send(void *data,
int32_t fd)
{
const char *const buffer = static_cast<char *>(data);
write(fd, buffer, strlen(buffer) + 1);
if (write(fd, buffer, strlen(buffer) + 1) < 0) {
GHOST_PRINT("error writing to clipboard: " << std::strerror(errno) << std::endl);
}
close(fd);
}
@@ -789,13 +800,80 @@ static void cursor_buffer_release(void *data, struct wl_buffer *wl_buffer)
cursor_t *cursor = static_cast<cursor_t *>(data);
wl_buffer_destroy(wl_buffer);
cursor->buffer = nullptr;
if (wl_buffer == cursor->buffer) {
/* the mapped buffer was from a custom cursor */
cursor->buffer = nullptr;
}
}
const struct wl_buffer_listener cursor_buffer_listener = {
cursor_buffer_release,
};
static GHOST_IWindow *get_window(struct wl_surface *surface)
{
if (!surface) {
return nullptr;
}
for (GHOST_IWindow *win : window_manager->getWindows()) {
if (surface == static_cast<const GHOST_WindowWayland *>(win)->surface()) {
return win;
}
}
return nullptr;
}
static bool update_cursor_scale(cursor_t &cursor, wl_shm *shm)
{
int scale = 0;
for (const output_t *output : cursor.outputs) {
if (output->scale > scale)
scale = output->scale;
}
if (scale > 0 && cursor.scale != scale) {
cursor.scale = scale;
wl_surface_set_buffer_scale(cursor.surface, scale);
wl_cursor_theme_destroy(cursor.theme);
cursor.theme = wl_cursor_theme_load(cursor.theme_name.c_str(), scale * cursor.size, shm);
return true;
}
return false;
}
static void cursor_surface_enter(void *data,
struct wl_surface * /*wl_surface*/,
struct wl_output *output)
{
input_t *input = static_cast<input_t *>(data);
for (const output_t *reg_output : input->system->outputs()) {
if (reg_output->output == output) {
input->cursor.outputs.insert(reg_output);
}
}
update_cursor_scale(input->cursor, input->system->shm());
}
static void cursor_surface_leave(void *data,
struct wl_surface * /*wl_surface*/,
struct wl_output *output)
{
input_t *input = static_cast<input_t *>(data);
for (const output_t *reg_output : input->system->outputs()) {
if (reg_output->output == output) {
input->cursor.outputs.erase(reg_output);
}
}
update_cursor_scale(input->cursor, input->system->shm());
}
struct wl_surface_listener cursor_surface_listener = {
cursor_surface_enter,
cursor_surface_leave,
};
static void pointer_enter(void *data,
struct wl_pointer * /*wl_pointer*/,
uint32_t serial,
@@ -803,22 +881,28 @@ static void pointer_enter(void *data,
wl_fixed_t surface_x,
wl_fixed_t surface_y)
{
if (!surface) {
GHOST_WindowWayland *win = static_cast<GHOST_WindowWayland *>(get_window(surface));
if (!win) {
return;
}
win->activate();
input_t *input = static_cast<input_t *>(data);
input->pointer_serial = serial;
input->x = wl_fixed_to_int(surface_x);
input->y = wl_fixed_to_int(surface_y);
input->x = win->scale() * wl_fixed_to_int(surface_x);
input->y = win->scale() * wl_fixed_to_int(surface_y);
input->focus_pointer = surface;
input->system->pushEvent(
new GHOST_EventCursor(input->system->getMilliSeconds(),
GHOST_kEventCursorMove,
static_cast<GHOST_WindowWayland *>(wl_surface_get_user_data(surface)),
input->x,
input->y,
GHOST_TABLET_DATA_NONE));
win->setCursorShape(win->getCursorShape());
input->system->pushEvent(new GHOST_EventCursor(input->system->getMilliSeconds(),
GHOST_kEventCursorMove,
static_cast<GHOST_WindowWayland *>(win),
input->x,
input->y,
GHOST_TABLET_DATA_NONE));
}
static void pointer_leave(void *data,
@@ -826,9 +910,14 @@ static void pointer_leave(void *data,
uint32_t /*serial*/,
struct wl_surface *surface)
{
if (surface != nullptr) {
static_cast<input_t *>(data)->focus_pointer = nullptr;
GHOST_IWindow *win = get_window(surface);
if (!win) {
return;
}
static_cast<input_t *>(data)->focus_pointer = nullptr;
static_cast<GHOST_WindowWayland *>(win)->deactivate();
}
static void pointer_motion(void *data,
@@ -839,21 +928,20 @@ static void pointer_motion(void *data,
{
input_t *input = static_cast<input_t *>(data);
GHOST_IWindow *win = static_cast<GHOST_WindowWayland *>(
wl_surface_get_user_data(input->focus_pointer));
GHOST_WindowWayland *win = static_cast<GHOST_WindowWayland *>(get_window(input->focus_pointer));
if (!win) {
return;
}
input->x = wl_fixed_to_int(surface_x);
input->y = wl_fixed_to_int(surface_y);
input->x = win->scale() * wl_fixed_to_int(surface_x);
input->y = win->scale() * wl_fixed_to_int(surface_y);
input->system->pushEvent(new GHOST_EventCursor(input->system->getMilliSeconds(),
GHOST_kEventCursorMove,
win,
wl_fixed_to_int(surface_x),
wl_fixed_to_int(surface_y),
input->x,
input->y,
GHOST_TABLET_DATA_NONE));
}
@@ -864,6 +952,14 @@ static void pointer_button(void *data,
uint32_t button,
uint32_t state)
{
input_t *input = static_cast<input_t *>(data);
GHOST_IWindow *win = get_window(input->focus_pointer);
if (!win) {
return;
}
GHOST_TEventType etype = GHOST_kEventUnknown;
switch (state) {
case WL_POINTER_BUTTON_STATE_RELEASED:
@@ -887,9 +983,6 @@ static void pointer_button(void *data,
break;
}
input_t *input = static_cast<input_t *>(data);
GHOST_IWindow *win = static_cast<GHOST_WindowWayland *>(
wl_surface_get_user_data(input->focus_pointer));
input->data_source->source_serial = serial;
input->buttons.set(ebutton, state == WL_POINTER_BUTTON_STATE_PRESSED);
input->system->pushEvent(new GHOST_EventButton(
@@ -902,12 +995,18 @@ static void pointer_axis(void *data,
uint32_t axis,
wl_fixed_t value)
{
input_t *input = static_cast<input_t *>(data);
GHOST_IWindow *win = get_window(input->focus_pointer);
if (!win) {
return;
}
if (axis != WL_POINTER_AXIS_VERTICAL_SCROLL) {
return;
}
input_t *input = static_cast<input_t *>(data);
GHOST_IWindow *win = static_cast<GHOST_WindowWayland *>(
wl_surface_get_user_data(input->focus_pointer));
input->system->pushEvent(
new GHOST_EventWheel(input->system->getMilliSeconds(), win, std::signbit(value) ? +1 : -1));
}
@@ -1137,7 +1236,12 @@ static void seat_capabilities(void *data, struct wl_seat *wl_seat, uint32_t capa
input->cursor.visible = true;
input->cursor.buffer = nullptr;
input->cursor.file_buffer = new buffer_t;
if (!get_cursor_settings(input->cursor.theme_name, input->cursor.size)) {
input->cursor.theme_name = std::string();
input->cursor.size = default_cursor_size;
}
wl_pointer_add_listener(input->pointer, &pointer_listener, data);
wl_surface_add_listener(input->cursor.surface, &cursor_surface_listener, data);
}
if (capabilities & WL_SEAT_CAPABILITY_KEYBOARD) {
@@ -1160,8 +1264,8 @@ static void output_geometry(void *data,
struct wl_output * /*wl_output*/,
int32_t /*x*/,
int32_t /*y*/,
int32_t /*physical_width*/,
int32_t /*physical_height*/,
int32_t physical_width,
int32_t physical_height,
int32_t /*subpixel*/,
const char *make,
const char *model,
@@ -1171,6 +1275,8 @@ static void output_geometry(void *data,
output->transform = transform;
output->make = std::string(make);
output->model = std::string(model);
output->width_mm = physical_width;
output->height_mm = physical_height;
}
static void output_mode(void *data,
@@ -1181,8 +1287,8 @@ static void output_mode(void *data,
int32_t /*refresh*/)
{
output_t *output = static_cast<output_t *>(data);
output->width = width;
output->height = height;
output->width_pxl = width;
output->height_pxl = height;
}
/**
@@ -1227,13 +1333,17 @@ static void global_add(void *data,
struct display_t *display = static_cast<struct display_t *>(data);
if (!strcmp(interface, wl_compositor_interface.name)) {
display->compositor = static_cast<wl_compositor *>(
wl_registry_bind(wl_registry, name, &wl_compositor_interface, 1));
wl_registry_bind(wl_registry, name, &wl_compositor_interface, 3));
}
else if (!strcmp(interface, xdg_wm_base_interface.name)) {
display->xdg_shell = static_cast<xdg_wm_base *>(
wl_registry_bind(wl_registry, name, &xdg_wm_base_interface, 1));
xdg_wm_base_add_listener(display->xdg_shell, &shell_listener, nullptr);
}
else if (!strcmp(interface, zxdg_decoration_manager_v1_interface.name)) {
display->xdg_decoration_manager = static_cast<zxdg_decoration_manager_v1 *>(
wl_registry_bind(wl_registry, name, &zxdg_decoration_manager_v1_interface, 1));
}
else if (!strcmp(interface, wl_output_interface.name)) {
output_t *output = new output_t;
output->scale = 1;
@@ -1335,16 +1445,6 @@ GHOST_SystemWayland::GHOST_SystemWayland() : GHOST_System(), d(new display_t)
wl_data_device_add_listener(input->data_device, &data_device_listener, input);
}
}
const char *theme = std::getenv("XCURSOR_THEME");
const char *size = std::getenv("XCURSOR_SIZE");
const int sizei = size ? std::stoi(size) : default_cursor_size;
d->cursor_theme = wl_cursor_theme_load(theme, sizei, d->shm);
if (!d->cursor_theme) {
display_destroy(d);
throw std::runtime_error("Wayland: unable to access cursor themes!");
}
}
GHOST_SystemWayland::~GHOST_SystemWayland()
@@ -1471,8 +1571,8 @@ void GHOST_SystemWayland::getMainDisplayDimensions(GHOST_TUns32 &width, GHOST_TU
{
if (getNumDisplays() > 0) {
/* We assume first output as main. */
width = uint32_t(d->outputs[0]->width);
height = uint32_t(d->outputs[0]->height);
width = uint32_t(d->outputs[0]->width_pxl) / d->outputs[0]->scale;
height = uint32_t(d->outputs[0]->height_pxl) / d->outputs[0]->scale;
}
}
@@ -1481,7 +1581,7 @@ void GHOST_SystemWayland::getAllDisplayDimensions(GHOST_TUns32 &width, GHOST_TUn
getMainDisplayDimensions(width, height);
}
GHOST_IContext *GHOST_SystemWayland::createOffscreenContext(GHOST_GLSettings glSettings)
GHOST_IContext *GHOST_SystemWayland::createOffscreenContext(GHOST_GLSettings /*glSettings*/)
{
/* Create new off-screen window. */
wl_surface *os_surface = wl_compositor_create_surface(compositor());
@@ -1530,6 +1630,11 @@ GHOST_IWindow *GHOST_SystemWayland::createWindow(const char *title,
const bool is_dialog,
const GHOST_IWindow *parentWindow)
{
/* globally store pointer to window manager */
if (!window_manager) {
window_manager = getWindowManager();
}
GHOST_WindowWayland *window = new GHOST_WindowWayland(
this,
title,
@@ -1574,6 +1679,21 @@ xdg_wm_base *GHOST_SystemWayland::shell()
return d->xdg_shell;
}
zxdg_decoration_manager_v1 *GHOST_SystemWayland::decoration_manager()
{
return d->xdg_decoration_manager;
}
const std::vector<output_t *> &GHOST_SystemWayland::outputs() const
{
return d->outputs;
}
wl_shm *GHOST_SystemWayland::shm() const
{
return d->shm;
}
void GHOST_SystemWayland::setSelection(const std::string &selection)
{
this->selection = selection;
@@ -1581,23 +1701,20 @@ void GHOST_SystemWayland::setSelection(const std::string &selection)
static void set_cursor_buffer(input_t *input, wl_buffer *buffer)
{
input->cursor.visible = (buffer != nullptr);
cursor_t *c = &input->cursor;
wl_surface_attach(input->cursor.surface, buffer, 0, 0);
wl_surface_commit(input->cursor.surface);
c->visible = (buffer != nullptr);
if (input->cursor.visible) {
wl_surface_damage(input->cursor.surface,
0,
0,
int32_t(input->cursor.image.width),
int32_t(input->cursor.image.height));
wl_pointer_set_cursor(input->pointer,
input->pointer_serial,
input->cursor.surface,
int32_t(input->cursor.image.hotspot_x),
int32_t(input->cursor.image.hotspot_y));
}
wl_surface_attach(c->surface, buffer, 0, 0);
wl_surface_damage(c->surface, 0, 0, int32_t(c->image.width), int32_t(c->image.height));
wl_pointer_set_cursor(input->pointer,
input->pointer_serial,
c->visible ? c->surface : nullptr,
int32_t(c->image.hotspot_x) / c->scale,
int32_t(c->image.hotspot_y) / c->scale);
wl_surface_commit(c->surface);
}
GHOST_TSuccess GHOST_SystemWayland::setCursorShape(GHOST_TStandardCursor shape)
@@ -1608,7 +1725,15 @@ GHOST_TSuccess GHOST_SystemWayland::setCursorShape(GHOST_TStandardCursor shape)
const std::string cursor_name = cursors.count(shape) ? cursors.at(shape) :
cursors.at(GHOST_kStandardCursorDefault);
wl_cursor *cursor = wl_cursor_theme_get_cursor(d->cursor_theme, cursor_name.c_str());
input_t *input = d->inputs[0];
cursor_t *c = &input->cursor;
if (!c->theme) {
/* The cursor surface hasn't entered an output yet. Initialize theme with scale 1. */
c->theme = wl_cursor_theme_load(c->theme_name.c_str(), c->size, d->inputs[0]->system->shm());
}
wl_cursor *cursor = wl_cursor_theme_get_cursor(c->theme, cursor_name.c_str());
if (!cursor) {
GHOST_PRINT("cursor '" << cursor_name << "' does not exist" << std::endl);
@@ -1620,11 +1745,11 @@ GHOST_TSuccess GHOST_SystemWayland::setCursorShape(GHOST_TStandardCursor shape)
if (!buffer) {
return GHOST_kFailure;
}
cursor_t *c = &d->inputs[0]->cursor;
c->buffer = buffer;
c->image = *image;
set_cursor_buffer(d->inputs[0], buffer);
set_cursor_buffer(input, buffer);
return GHOST_kSuccess;
}
@@ -1735,6 +1860,11 @@ GHOST_TSuccess GHOST_SystemWayland::setCursorVisibility(bool visible)
GHOST_TSuccess GHOST_SystemWayland::setCursorGrab(const GHOST_TGrabCursorMode mode,
wl_surface *surface)
{
/* ignore, if the required protocols are not supported */
if (!d->relative_pointer_manager || !d->pointer_constraints) {
return GHOST_kFailure;
}
if (d->inputs.empty()) {
return GHOST_kFailure;
}
@@ -1754,6 +1884,7 @@ GHOST_TSuccess GHOST_SystemWayland::setCursorGrab(const GHOST_TGrabCursorMode mo
break;
case GHOST_kGrabNormal:
break;
case GHOST_kGrabWrap:
input->relative_pointer = zwp_relative_pointer_manager_v1_get_relative_pointer(
d->relative_pointer_manager, input->pointer);

View File

@@ -26,6 +26,7 @@
#include "GHOST_WindowWayland.h"
#include <wayland-client.h>
#include <xdg-decoration-client-protocol.h>
#include <xdg-shell-client-protocol.h>
#include <string>
@@ -34,6 +35,16 @@ class GHOST_WindowWayland;
struct display_t;
struct output_t {
struct wl_output *output;
int32_t width_pxl, height_pxl; // dimensions in pixel
int32_t width_mm, height_mm; // dimensions in millimeter
int transform;
int scale;
std::string make;
std::string model;
};
class GHOST_SystemWayland : public GHOST_System {
public:
GHOST_SystemWayland();
@@ -84,6 +95,12 @@ class GHOST_SystemWayland : public GHOST_System {
xdg_wm_base *shell();
zxdg_decoration_manager_v1 *decoration_manager();
const std::vector<output_t *> &outputs() const;
wl_shm *shm() const;
void setSelection(const std::string &selection);
GHOST_TSuccess setCursorShape(GHOST_TStandardCursor shape);

View File

@@ -0,0 +1,130 @@
/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
/** \file
* \ingroup GHOST
*/
#pragma once
#include <dbus/dbus.h>
#include <string>
static DBusMessage *get_setting_sync(DBusConnection *const connection,
const char *key,
const char *value)
{
DBusError error;
dbus_bool_t success;
DBusMessage *message;
DBusMessage *reply;
dbus_error_init(&error);
message = dbus_message_new_method_call("org.freedesktop.portal.Desktop",
"/org/freedesktop/portal/desktop",
"org.freedesktop.portal.Settings",
"Read");
success = dbus_message_append_args(
message, DBUS_TYPE_STRING, &key, DBUS_TYPE_STRING, &value, DBUS_TYPE_INVALID);
if (!success) {
return NULL;
}
reply = dbus_connection_send_with_reply_and_block(
connection, message, DBUS_TIMEOUT_USE_DEFAULT, &error);
dbus_message_unref(message);
if (dbus_error_is_set(&error)) {
return NULL;
}
return reply;
}
static bool parse_type(DBusMessage *const reply, const int type, void *value)
{
DBusMessageIter iter[3];
dbus_message_iter_init(reply, &iter[0]);
if (dbus_message_iter_get_arg_type(&iter[0]) != DBUS_TYPE_VARIANT) {
return false;
}
dbus_message_iter_recurse(&iter[0], &iter[1]);
if (dbus_message_iter_get_arg_type(&iter[1]) != DBUS_TYPE_VARIANT) {
return false;
}
dbus_message_iter_recurse(&iter[1], &iter[2]);
if (dbus_message_iter_get_arg_type(&iter[2]) != type) {
return false;
}
dbus_message_iter_get_basic(&iter[2], value);
return true;
}
static bool get_cursor_settings(std::string &theme, int &size)
{
static const char name[] = "org.gnome.desktop.interface";
static const char key_theme[] = "cursor-theme";
static const char key_size[] = "cursor-size";
DBusError error;
DBusConnection *connection;
DBusMessage *reply;
const char *value_theme = NULL;
dbus_error_init(&error);
connection = dbus_bus_get(DBUS_BUS_SESSION, &error);
if (dbus_error_is_set(&error)) {
return false;
}
reply = get_setting_sync(connection, name, key_theme);
if (!reply) {
return false;
}
if (!parse_type(reply, DBUS_TYPE_STRING, &value_theme)) {
dbus_message_unref(reply);
return false;
}
theme = std::string(value_theme);
dbus_message_unref(reply);
reply = get_setting_sync(connection, name, key_size);
if (!reply) {
return false;
}
if (!parse_type(reply, DBUS_TYPE_INT32, &size)) {
dbus_message_unref(reply);
return false;
}
dbus_message_unref(reply);
return true;
}

View File

@@ -29,11 +29,19 @@
#include <wayland-egl.h>
static constexpr size_t base_dpi = 96;
struct window_t {
GHOST_WindowWayland *w;
wl_surface *surface;
// outputs on which the window is currently shown on
std::unordered_set<const output_t *> outputs;
GHOST_TUns16 dpi = 0;
int scale = 1;
struct xdg_surface *xdg_surface;
struct xdg_toplevel *xdg_toplevel;
struct zxdg_toplevel_decoration_v1 *xdg_toplevel_decoration = nullptr;
enum zxdg_toplevel_decoration_v1_mode decoration_mode;
wl_egl_window *egl_window;
int32_t pending_width, pending_height;
bool is_maximised;
@@ -93,17 +101,30 @@ static const xdg_toplevel_listener toplevel_listener = {
toplevel_close,
};
static void toplevel_decoration_configure(
void *data,
struct zxdg_toplevel_decoration_v1 * /*zxdg_toplevel_decoration_v1*/,
uint32_t mode)
{
static_cast<window_t *>(data)->decoration_mode = zxdg_toplevel_decoration_v1_mode(mode);
}
static const zxdg_toplevel_decoration_v1_listener toplevel_decoration_v1_listener = {
toplevel_decoration_configure,
};
static void surface_configure(void *data, xdg_surface *xdg_surface, uint32_t serial)
{
window_t *win = static_cast<window_t *>(data);
int w, h;
wl_egl_window_get_attached_size(win->egl_window, &w, &h);
if (win->pending_width != 0 && win->pending_height != 0 && win->pending_width != w &&
win->pending_height != h) {
win->width = win->pending_width;
win->height = win->pending_height;
wl_egl_window_resize(win->egl_window, win->pending_width, win->pending_height, 0, 0);
if (win->xdg_surface != xdg_surface) {
return;
}
if (win->pending_width != 0 && win->pending_height != 0) {
win->width = win->scale * win->pending_width;
win->height = win->scale * win->pending_height;
wl_egl_window_resize(win->egl_window, win->width, win->height, 0, 0);
win->pending_width = 0;
win->pending_height = 0;
win->w->notify_size();
@@ -123,6 +144,52 @@ static const xdg_surface_listener surface_listener = {
surface_configure,
};
static bool update_scale(GHOST_WindowWayland *window)
{
int scale = 0;
for (const output_t *output : window->outputs_active()) {
if (output->scale > scale)
scale = output->scale;
}
if (scale > 0 && window->scale() != scale) {
window->scale() = scale;
// using the real DPI will cause wrong scaling of the UI
// use a multiplier for the default DPI as workaround
window->dpi() = scale * base_dpi;
wl_surface_set_buffer_scale(window->surface(), scale);
return true;
}
return false;
}
static void surface_enter(void *data, struct wl_surface * /*wl_surface*/, struct wl_output *output)
{
GHOST_WindowWayland *w = static_cast<GHOST_WindowWayland *>(data);
for (const output_t *reg_output : w->outputs()) {
if (reg_output->output == output) {
w->outputs_active().insert(reg_output);
}
}
update_scale(w);
}
static void surface_leave(void *data, struct wl_surface * /*wl_surface*/, struct wl_output *output)
{
GHOST_WindowWayland *w = static_cast<GHOST_WindowWayland *>(data);
for (const output_t *reg_output : w->outputs()) {
if (reg_output->output == output) {
w->outputs_active().erase(reg_output);
}
}
update_scale(w);
}
struct wl_surface_listener wl_surface_listener = {
surface_enter,
surface_leave,
};
/** \} */
/* -------------------------------------------------------------------- */
@@ -161,17 +228,28 @@ GHOST_WindowWayland::GHOST_WindowWayland(GHOST_SystemWayland *system,
/* Window surfaces. */
w->surface = wl_compositor_create_surface(m_system->compositor());
wl_surface_add_listener(w->surface, &wl_surface_listener, this);
w->egl_window = wl_egl_window_create(w->surface, int(width), int(height));
w->xdg_surface = xdg_wm_base_get_xdg_surface(m_system->shell(), w->surface);
w->xdg_toplevel = xdg_surface_get_toplevel(w->xdg_surface);
if (m_system->decoration_manager()) {
w->xdg_toplevel_decoration = zxdg_decoration_manager_v1_get_toplevel_decoration(
m_system->decoration_manager(), w->xdg_toplevel);
zxdg_toplevel_decoration_v1_add_listener(
w->xdg_toplevel_decoration, &toplevel_decoration_v1_listener, w);
zxdg_toplevel_decoration_v1_set_mode(w->xdg_toplevel_decoration,
ZXDG_TOPLEVEL_DECORATION_V1_MODE_SERVER_SIDE);
}
wl_surface_set_user_data(w->surface, this);
xdg_surface_add_listener(w->xdg_surface, &surface_listener, w);
xdg_toplevel_add_listener(w->xdg_toplevel, &toplevel_listener, w);
if (parentWindow) {
if (parentWindow && is_dialog) {
xdg_toplevel_set_parent(
w->xdg_toplevel, dynamic_cast<const GHOST_WindowWayland *>(parentWindow)->w->xdg_toplevel);
}
@@ -192,6 +270,9 @@ GHOST_WindowWayland::GHOST_WindowWayland(GHOST_SystemWayland *system,
if (setDrawingContextType(type) == GHOST_kFailure) {
GHOST_PRINT("Failed to create EGL context" << std::endl);
}
/* set swap interval to 0 to prevent blocking */
setSwapInterval(0);
}
GHOST_TSuccess GHOST_WindowWayland::close()
@@ -226,6 +307,31 @@ GHOST_TSuccess GHOST_WindowWayland::notify_size()
new GHOST_Event(m_system->getMilliSeconds(), GHOST_kEventWindowSize, this));
}
wl_surface *GHOST_WindowWayland::surface() const
{
return w->surface;
}
const std::vector<output_t *> &GHOST_WindowWayland::outputs() const
{
return m_system->outputs();
}
std::unordered_set<const output_t *> &GHOST_WindowWayland::outputs_active()
{
return w->outputs;
}
uint16_t &GHOST_WindowWayland::dpi()
{
return w->dpi;
}
int &GHOST_WindowWayland::scale()
{
return w->scale;
}
GHOST_TSuccess GHOST_WindowWayland::setWindowCursorGrab(GHOST_TGrabCursorMode mode)
{
return m_system->setCursorGrab(mode, w->surface);
@@ -310,6 +416,9 @@ GHOST_WindowWayland::~GHOST_WindowWayland()
releaseNativeHandles();
wl_egl_window_destroy(w->egl_window);
if (w->xdg_toplevel_decoration) {
zxdg_toplevel_decoration_v1_destroy(w->xdg_toplevel_decoration);
}
xdg_toplevel_destroy(w->xdg_toplevel);
xdg_surface_destroy(w->xdg_surface);
wl_surface_destroy(w->surface);
@@ -317,6 +426,11 @@ GHOST_WindowWayland::~GHOST_WindowWayland()
delete w;
}
GHOST_TUns16 GHOST_WindowWayland::getDPIHint()
{
return w->dpi;
}
GHOST_TSuccess GHOST_WindowWayland::setWindowCursorVisibility(bool visible)
{
return m_system->setCursorVisibility(visible);

View File

@@ -24,9 +24,14 @@
#include "GHOST_Window.h"
#include <unordered_set>
#include <vector>
class GHOST_SystemWayland;
struct window_t;
struct wl_surface;
struct output_t;
class GHOST_WindowWayland : public GHOST_Window {
public:
@@ -47,6 +52,8 @@ class GHOST_WindowWayland : public GHOST_Window {
~GHOST_WindowWayland() override;
GHOST_TUns16 getDPIHint() override;
GHOST_TSuccess close();
GHOST_TSuccess activate();
@@ -55,6 +62,16 @@ class GHOST_WindowWayland : public GHOST_Window {
GHOST_TSuccess notify_size();
wl_surface *surface() const;
const std::vector<output_t *> &outputs() const;
std::unordered_set<const output_t *> &outputs_active();
uint16_t &dpi();
int &scale();
protected:
GHOST_TSuccess setWindowCursorGrab(GHOST_TGrabCursorMode mode) override;

View File

@@ -198,6 +198,7 @@ def _clean_utf8(name):
_display_name_literals = {
":": "_colon_",
"+": "_plus_",
"/": "_slash_",
}

View File

@@ -53,6 +53,17 @@ class AssetBrowserPanel:
def poll(cls, context):
return SpaceAssetInfo.is_asset_browser_poll(context)
class AssetBrowserSpecificCategoryPanel(AssetBrowserPanel):
asset_categories = set() # Set of strings like 'ANIMATIONS', see `asset_category_items` in rna_space.c
@classmethod
def poll(cls, context):
return (
SpaceAssetInfo.is_asset_browser_poll(context)
and context.space_data.params.asset_category in cls.asset_categories
)
class AssetMetaDataPanel:
bl_space_type = 'FILE_BROWSER'
bl_region_type = 'TOOL_PROPS'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 6.16
bpy.context.camera.sensor_height = 4.62
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 13.2
bpy.context.camera.sensor_height = 8.80
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 7.18
bpy.context.camera.sensor_height = 5.32
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 6.17
bpy.context.camera.sensor_height = 4.55
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 5.76
bpy.context.camera.sensor_height = 4.29
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 5.37
bpy.context.camera.sensor_height = 4.04
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,5 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 4.54
bpy.context.camera.sensor_height = 3.42
bpy.context.camera.lens = 3.85
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 9.6
bpy.context.camera.sensor_height = 5.4
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 8.8
bpy.context.camera.sensor_height = 6.6
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 17.31
bpy.context.camera.sensor_height = 12.98
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 23.6
bpy.context.camera.sensor_height = 15.6
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 22.30
bpy.context.camera.sensor_height = 14.90
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 27.90
bpy.context.camera.sensor_height = 18.60
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 10.26
bpy.context.camera.sensor_height = 7.49
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 22
bpy.context.camera.sensor_height = 16
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 52.45
bpy.context.camera.sensor_height = 23.01
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 71.41
bpy.context.camera.sensor_height = 52.63
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 12.35
bpy.context.camera.sensor_height = 7.42
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 24.89
bpy.context.camera.sensor_height = 18.66
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 23.760
bpy.context.camera.sensor_height = 13.365
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 54.12
bpy.context.camera.sensor_height = 25.58
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 36.70
bpy.context.camera.sensor_height = 25.54
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 29.90
bpy.context.camera.sensor_height = 15.77
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 15.81
bpy.context.camera.sensor_height = 8.88
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 12.48
bpy.context.camera.sensor_height = 7.02
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 18.96
bpy.context.camera.sensor_height = 10.00
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 23.10
bpy.context.camera.sensor_height = 12.99
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 21.12
bpy.context.camera.sensor_height = 11.88
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 25.34
bpy.context.camera.sensor_height = 14.25
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 32
bpy.context.camera.sensor_height = 18
bpy.context.camera.sensor_fit = 'AUTO'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 22.2
bpy.context.camera.sensor_height = 14.7
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 22.3
bpy.context.camera.sensor_height = 14.9
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 24.4
bpy.context.camera.sensor_height = 13.5
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 20.70
bpy.context.camera.sensor_height = 13.80
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 36
bpy.context.camera.sensor_height = 24
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,6 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 6.16
bpy.context.camera.sensor_height = 4.62
bpy.context.camera.lens = 2.77
bpy.context.camera.sensor_fit = 'AUTO'

View File

@@ -1,6 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 5.371
bpy.context.camera.sensor_height = 4.035
bpy.context.camera.lens = 2.77
bpy.context.camera.sensor_fit = 'AUTO'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 17.3
bpy.context.camera.sensor_height = 13.0
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 44
bpy.context.camera.sensor_height = 33
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,5 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 4.5
bpy.context.camera.sensor_height = 3.37
bpy.context.camera.lens = 3.91
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 23.1
bpy.context.camera.sensor_height = 15.4
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 23.6
bpy.context.camera.sensor_height = 15.8
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 4.68
bpy.context.camera.sensor_height = 2.633
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 8.5
bpy.context.camera.sensor_height = 4.78
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 25.60
bpy.context.camera.sensor_height = 13.5
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 30.70
bpy.context.camera.sensor_height = 15.80
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 29.90
bpy.context.camera.sensor_height = 15.77
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 40.96
bpy.context.camera.sensor_height = 21.60
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 30.0
bpy.context.camera.sensor_height = 15.0
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 11.1
bpy.context.camera.sensor_height = 6.24
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 16.65
bpy.context.camera.sensor_height = 9.36
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 22.2
bpy.context.camera.sensor_height = 12.6
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,5 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 4.8
bpy.context.camera.sensor_height = 3.6
bpy.context.camera.lens = 3.70
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,5 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 4.8
bpy.context.camera.sensor_height = 3.6
bpy.context.camera.lens = 4.20
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 23.4
bpy.context.camera.sensor_height = 15.6
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 6.97
bpy.context.camera.sensor_height = 3.92
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 24.33
bpy.context.camera.sensor_height = 12.83
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,4 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 12.52
bpy.context.camera.sensor_height = 7.41
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -1,5 +0,0 @@
import bpy
bpy.context.camera.sensor_width = 4.54
bpy.context.camera.sensor_height = 3.42
bpy.context.camera.lens = 4.10
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -724,6 +724,8 @@ def km_user_interface(_params):
("anim.keyingset_button_add", {"type": 'K', "value": 'PRESS'}, None),
("anim.keyingset_button_remove", {"type": 'K', "value": 'PRESS', "alt": True}, None),
("ui.reset_default_button", {"type": 'BACK_SPACE', "value": 'PRESS'}, {"properties": [("all", True)]}),
# UI lists (polls check if there's a UI list under the cursor).
("ui.list_start_filter", {"type": 'F', "value": 'PRESS', "ctrl": True}, None),
])
return keymap
@@ -1079,10 +1081,11 @@ def km_view3d(params):
("view3d.view_all", {"type": 'C', "value": 'PRESS', "shift": True},
{"properties": [("center", True)]}),
op_menu_pie("VIEW3D_MT_view_pie", {"type": 'D', "value": 'CLICK_DRAG'}),
("view3d.navigate", {"type": 'ACCENT_GRAVE', "value": 'PRESS', "shift": True}, None),
# Numpad views.
("view3d.view_camera", {"type": 'NUMPAD_0', "value": 'PRESS'}, None),
("view3d.view_axis", {"type": 'NUMPAD_1', "value": 'PRESS'},
{"properties": [("type", 'FRONT')]}),
("view3d.view_axis", {"type": 'NUMPAD_1', "value": 'PRESS'},
{"properties": [("type", 'FRONT')]}),
("view3d.view_orbit", {"type": 'NUMPAD_2', "value": 'PRESS', "repeat": True},
{"properties": [("type", 'ORBITDOWN')]}),
("view3d.view_axis", {"type": 'NUMPAD_3', "value": 'PRESS'},
@@ -2543,6 +2546,7 @@ def km_sequencercommon(params):
{"properties": [("data_path", 'scene.sequence_editor.show_overlay')]}),
("wm.context_toggle_enum", {"type": 'TAB', "value": 'PRESS', "ctrl": True},
{"properties": [("data_path", 'space_data.view_type'), ("value_1", 'SEQUENCER'), ("value_2", 'PREVIEW')]}),
("sequencer.refresh_all", {"type": 'R', "value": 'PRESS', "ctrl": True}, None),
])
if params.select_mouse == 'LEFTMOUSE' and not params.legacy:
@@ -2583,7 +2587,6 @@ def km_sequencer(params):
("sequencer.reload", {"type": 'R', "value": 'PRESS', "alt": True}, None),
("sequencer.reload", {"type": 'R', "value": 'PRESS', "shift": True, "alt": True},
{"properties": [("adjust_length", True)]}),
("sequencer.refresh_all", {"type": 'R', "value": 'PRESS', "ctrl": True}, None),
("sequencer.offset_clear", {"type": 'O', "value": 'PRESS', "alt": True}, None),
("sequencer.duplicate_move", {"type": 'D', "value": 'PRESS', "shift": True}, None),
("sequencer.delete", {"type": 'X', "value": 'PRESS'}, None),
@@ -2591,7 +2594,7 @@ def km_sequencer(params):
("sequencer.copy", {"type": 'C', "value": 'PRESS', "ctrl": True}, None),
("sequencer.paste", {"type": 'V', "value": 'PRESS', "ctrl": True}, None),
("sequencer.paste", {"type": 'V', "value": 'PRESS', "ctrl": True, "shift": True},
{"properties": [("keep_offset", True)]}),
{"properties": [("keep_offset", True)]}),
("sequencer.images_separate", {"type": 'Y', "value": 'PRESS'}, None),
("sequencer.meta_toggle", {"type": 'TAB', "value": 'PRESS'}, None),
("sequencer.meta_make", {"type": 'G', "value": 'PRESS', "ctrl": True}, None),

View File

@@ -1,9 +0,0 @@
import bpy
camera = bpy.context.edit_movieclip.tracking.camera
camera.sensor_width = 6.16
camera.units = 'MILLIMETERS'
camera.pixel_aspect = 1
camera.k1 = 0.0
camera.k2 = 0.0
camera.k3 = 0.0

View File

@@ -1,9 +0,0 @@
import bpy
camera = bpy.context.edit_movieclip.tracking.camera
camera.sensor_width = 5.76
camera.units = 'MILLIMETERS'
camera.pixel_aspect = 1
camera.k1 = 0.0
camera.k2 = 0.0
camera.k3 = 0.0

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 13.2
bpy.context.camera.sensor_height = 8.80
bpy.context.camera.sensor_fit = 'HORIZONTAL'

View File

@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 7.18
bpy.context.camera.sensor_height = 5.32
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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import bpy
bpy.context.camera.sensor_width = 6.17
bpy.context.camera.sensor_height = 4.55
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -1,6 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 5.76
bpy.context.camera.sensor_height = 4.29
bpy.context.camera.lens = 2.77
bpy.context.camera.sensor_fit = 'AUTO'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 5.37
bpy.context.camera.sensor_height = 4.04
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -1,5 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 4.54
bpy.context.camera.sensor_height = 3.42
bpy.context.camera.lens = 4.28
bpy.context.camera.sensor_fit = 'HORIZONTAL'
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -1,9 +0,0 @@
import bpy
camera = bpy.context.edit_movieclip.tracking.camera
camera.sensor_width = 9.6
camera.units = 'MILLIMETERS'
camera.pixel_aspect = 1
camera.k1 = 0.0
camera.k2 = 0.0
camera.k3 = 0.0

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import bpy
bpy.context.camera.sensor_width = 8.8
bpy.context.camera.sensor_height = 6.6
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -1,9 +0,0 @@
import bpy
camera = bpy.context.edit_movieclip.tracking.camera
camera.sensor_width = 17.31
camera.units = 'MILLIMETERS'
camera.pixel_aspect = 1
camera.k1 = 0.0
camera.k2 = 0.0
camera.k3 = 0.0

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 23.6
bpy.context.camera.sensor_height = 15.6
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 22.30
bpy.context.camera.sensor_height = 14.90
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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import bpy
bpy.context.camera.sensor_width = 27.90
bpy.context.camera.sensor_height = 18.60
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 10.26
bpy.context.camera.sensor_height = 7.49
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 22
bpy.context.camera.sensor_height = 16
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 52.45
bpy.context.camera.sensor_height = 23.01
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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@@ -0,0 +1,4 @@
import bpy
bpy.context.camera.sensor_width = 71.41
bpy.context.camera.sensor_height = 52.63
bpy.context.camera.sensor_fit = 'HORIZONTAL'

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