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1485 Commits

Author SHA1 Message Date
0b56bd0c55 TMP 2018-04-24 10:36:57 +02:00
45374b3880 Icon Generate: write icon size into the header 2018-04-24 10:32:08 +02:00
3581b997d4 UI: use icons for the toolbar 2018-04-24 09:19:28 +02:00
4b544e857c Merge branch 'master' into blender2.8 2018-04-24 08:01:21 +02:00
c1b310c32b Utility to generate geometry icons 2018-04-24 07:52:57 +02:00
Julian Eisel
10f0f4b06f Fix opening new windows would try to open global areas twice
Would cause weird & broken areas below the topbar.
2018-04-23 22:18:49 +02:00
92f36586e3 BLI_math: avoid assert with non-finite numbers 2018-04-23 21:09:01 +02:00
74b3947c90 Error in last commit 2018-04-23 20:44:41 +02:00
860642aba1 Error in last commit 2018-04-23 20:29:40 +02:00
1287fa3f7c UI: option to load icon from file 2018-04-23 20:24:49 +02:00
20105fc845 Static Override: initial enabling of overrides for modifiers and constraints.
Just the 'mute' button for now.
2018-04-23 18:10:06 +02:00
4498192813 Static Overrides: more performances improvements.
Moved another dynamic allocating print into (usually) static one, gives
us another average 8% speedup on Autumn rig.
2018-04-23 16:52:26 +02:00
fc9624e485 Merge branch 'master' into blender2.8 2018-04-23 16:44:09 +02:00
53d69e6d04 Depsgraph: Add relation flag to avoid flush across it
This way we can avoid re-evaluation of certain parts of datablock
when something unrelated has changed.
2018-04-23 16:42:37 +02:00
c8e1f18c5d stylecode cleanup 2018-04-23 16:13:50 +02:00
2e1ac7e2df Static Overrides: disable animated check for now.
This is actually rather slow process, commeting it out gives us another
10% speedup... On a non-animated char! Don't even want to know how much
this would have costed on a rig with hundreds of fcurves!

And checking this is not really critical for us anyway, once animated
you do not really care whether props are also statically overridden or
not.
2018-04-23 16:08:45 +02:00
a7960db471 Static Overrides: hide/deactivate all but 'REPLACE' operation.
Others remain in code for now, just not exposed to user.
2018-04-23 15:15:53 +02:00
054d7038cc Merge branch 'master' into blender2.8 2018-04-23 14:55:38 +02:00
0ca7a78f20 Depsgraph: Fix missing update with animated curve path 2018-04-23 14:53:54 +02:00
4529192157 Multi-Object Pose: Reset unkeyed works now (Clear User Transforms) 2018-04-23 14:51:24 +02:00
375f757a60 Cleanup: Remove old cruft (from 2.4) 2018-04-23 14:51:24 +02:00
Julian Eisel
6c46174662 Fix crash when opening file-browser through top-bar menus
Was probably caused by top-bar merge.
2018-04-23 14:36:42 +02:00
2183f93dbe Merge branch 'master' into blender2.8 2018-04-23 14:35:46 +02:00
41cf2d9042 Depsgraph: Cleanup, remove unused relation tag 2018-04-23 14:34:56 +02:00
89f7fb0aef Pqrtiql fix of some operators in object.py.
They were still trying to set active object of Scene.

Select hierarchy with extend option is still not zorking for some
;ysterious reasons. :/
2018-04-23 14:26:07 +02:00
d276ef7062 Fix typo in error message. 2018-04-23 14:25:42 +02:00
21c250926c Cleanup some remaining LOD stuff after BGE removal. 2018-04-23 14:12:34 +02:00
020c93360f Fix: Set defaults for converted timeline editors properly
(Summary channels for the "timeline" dopesheet wasn't collapsed as it should be)
2018-04-23 14:05:55 +02:00
3f21023f24 Fix: View All/Selected entries in new "timeline" not working
These entries were still referring to the old standalone timeline editor
2018-04-23 14:05:55 +02:00
9acf3a10cf Fix: Changing bone group color doesn't refresh/redraw viewport 2018-04-23 14:05:55 +02:00
Dalai Felinto
71eca8e82c Indentation cleanup 2018-04-23 13:53:11 +02:00
ede19477c8 Fix T54765: build error on macOS. 2018-04-23 13:42:43 +02:00
46a0e72540 Merge branch 'master' into blender2.8 2018-04-23 12:59:57 +02:00
7cb2727157 Fix git submodules branch configuration 2018-04-23 12:55:04 +02:00
b14979f91f Cleanup: style 2018-04-23 12:53:45 +02:00
d68f7c8e11 Depsgraph: Make update flags debug print more useful
Will print list of human-readable update flags, not the combined bitfield
printed as a number.
2018-04-23 12:53:43 +02:00
4df12b6ca6 DRW: Antialiased 3D cursor.
Common peeps! Why wasn't it already done?
2018-04-23 12:49:25 +02:00
100e10e4b0 WM: use last_redo operator
Was showing operators that weren't meant to display in the UI.
2018-04-23 12:36:20 +02:00
8264b772f5 Fix T54766: "Record With"-NLA "Push Down" discards Blend Mode, Extrapolation, and Influence
Applied similar fix to T54233 to get the "Record with NLA" feature working with
active action blending + influence settings. Extrapolation is explicitly ignored
though, as it shouldn't be used with this feature (i.e. it is already disabled
with the new strips and also on the animdata by default)
2018-04-23 12:35:37 +02:00
dc16f6fedc Fix T54767: Crash in versionning code for recent editors' removal.
Always check for non-Null pointers there! This versionning code is
called from many different places, with many different kind of Main's.
2018-04-23 12:31:03 +02:00
f19e8eaa4b Depsgraph: Avoid redundant copy-on-write relations
Was adding some relations twice. Harmless, but means extra stuff to do
when evaluating the scene.
2018-04-23 12:18:59 +02:00
cd289f6ea5 UI Tweak: Bring Graph Editor's mode selector left of the menus, as is now done for Dopesheet 2018-04-23 12:01:59 +02:00
fdf5834b44 Fix crash reading old userpref.blend
While window manager is supposed to exist after file was fully read
and do-versioned, we can not rely on window manager to exist while
reading file and setting up an environment.
2018-04-23 11:45:40 +02:00
63c4654135 Cleanup: uninitialized variable 2018-04-23 11:04:10 +02:00
fc1374c01b Cleanup: style 2018-04-23 11:04:10 +02:00
3aa75ba452 Merge branch 'master' into blender2.8 2018-04-23 09:35:20 +02:00
fa7e19bca4 Depsgraph: Add missing relations builder
Was possible to miss some relations from being built
when parent object is linked to the scene graph indirectly.
2018-04-23 09:33:33 +02:00
dea3ba6d81 UI: show arrow for popovers above buttons
Also don't align popover buttons with activated popovers.
2018-04-23 08:51:13 +02:00
9971eb4437 Cleanup: includes & comments 2018-04-23 08:10:03 +02:00
574c0fe38f Manipulators/Tools: always draw a cursor while interacting
Cursor can be a system one or drawn with OpenGL.
Before, dragging the transform manipulator would hide the cursor and reset it to the initial positon.
2018-04-23 00:59:01 +02:00
93adbf8195 Manipulators: tweak plane distance in move manipulator 2018-04-23 00:51:20 +02:00
ad0753218f Manipulators: removed unused structure member 2018-04-23 00:51:20 +02:00
Julian Eisel
c6144b24f9 Update default workspaces.blend fixing crashes after editor removals
* Fixes crashes in versioning code for the removed editor types (see d8c719d8d8)
* Removes 'Game Logic' workspace.

It still only contains workspaces converted from old screen-layouts, proper
defaults are on the TODO.
2018-04-23 00:18:31 +02:00
Julian Eisel
d8c719d8d8 Replace old Timelines and Logic Editors with new Dopesheet (Timeline mode)
Timelines and Logic Editors are gone. So far they were simply replaced by broken
Info Editors, now they are replaced by Dopesheets in the new Timeline mode.

We reuse ScrArea.butspacetype to temporarily store the space-type identifier of
the deprecated editor (see 9db492de6d). That way we can identify it in
versioning code and replace it nicely.
Action editor creation needs a scene to set the scrolling based on frame range.
Active screen-layouts use the active scene of the window they are displayed in.
Inactive screens simply use the first scene in the main data base.
Note that inactive editors don't need version patching, readfile.c converts them
to SPACE_EMPTY already, so users can't activate them.

Files saved since the editors were removed will still be broken.
Workspace config files saved before this will also crash (will update default
one in followup commit).
2018-04-23 00:12:26 +02:00
Julian Eisel
9db492de6d Cleanup: Get rid of ScrArea.butspacetype syncing with ScrArea.spacetype
The only real reason we need `butspacetype` is while switching areas, where we
need to delay the actual switch to the RNA _update callback since only there we
can access context.
So instead of trying to sync it with `spacetype`, only set while needed and
unset it afterwards (as in set to `SPACE_EMPTY`).

This should also allow us to re-use `butspacetype` in versioning code when
trying to read removed editors. It'll store the space type value of the removed
editor which we can then use on versioning.

For backwards compatibility, we store `butspacetype` with the value of
`spacetype`.
2018-04-22 23:23:20 +02:00
9eaf00616b UI: draw arrow for popover 2018-04-22 23:03:08 +02:00
Dalai Felinto
387bf726ac UI: Editor outline color themable
Note: Not bothering with doversion, re-using 280, 10 bump.
2018-04-22 22:55:18 +02:00
62cd5e0b7b UI: support for center popovers over buttons 2018-04-22 22:13:26 +02:00
Dalai Felinto
46375b8e03 Embossing for the areas only, with unified color
We bring back embossing however only for areas.
We use the same color for the corners.
2018-04-22 22:11:48 +02:00
20a713b7ff UI: number button arrows appear on hover, highlight clickable areas. 2018-04-22 21:48:53 +02:00
15ca90489f UI: make button roundness themeable. 2018-04-22 21:47:51 +02:00
b8404be8a8 Fix missing filter size in Eevee film panel. 2018-04-22 21:47:51 +02:00
e467916034 Cycles: rename engine to just "Cycles" instead of "Cycles Render" in the UI. 2018-04-22 21:47:51 +02:00
Dalai Felinto
3d62230ed6 UI: Remove Embossing
We are using a different visual system to tell the areas apart.
There is no longer need for embossing.
2018-04-22 20:11:36 +02:00
Dalai Felinto
342d62291b Action Zone: No need for drawing (the triangles)
Now that we can easily tell the corners apart, there is no need to
a specific action zone draw here (cursor still changes, naturally).
2018-04-22 19:54:26 +02:00
Dalai Felinto
d5af21f543 Action Zone: Enable them in the four corners 2018-04-22 19:54:26 +02:00
Dalai Felinto
8733ad4d2a UI: Draw round corners between the editors
This makes easier to distinguish between different editors
(as oppose to an editor and its regions).

Note action zones look a bit strange with this. I recommend we do next:
* Make sure all 4 corners can be used as action zones.
* Remove their drawing code (or show them only on mouse hover).
2018-04-22 19:54:26 +02:00
Dalai Felinto
90068773db UI: Move ui_draw_anti_tria to UI_interface.h
Using extern makes too easy to get a crash if the original
function definition changed.
2018-04-22 19:54:26 +02:00
Dalai Felinto
2d0c1f324c UI: Remove hard-code + add comment for aa triangles 2018-04-22 19:54:26 +02:00
43bceeedd9 Merge branch 'master' into blender2.8 2018-04-22 19:23:02 +02:00
89ab591345 Cleanup: UI naming 2018-04-22 19:22:10 +02:00
0d9c97d170 UI: moving the cursor to open other popovers
Match menu behavior
2018-04-22 18:43:59 +02:00
92404dd48d UI: popover now use menu style buttons
Also scale width with UI-scale.
2018-04-22 18:39:29 +02:00
e6d1fb87c6 UI: Initial popover support for panels
- UILayout.popover(.. panel_type ..)
  A single panel
- UILayout.popover_group(.. panel categories ..)
  Expands all panels matching args.

Currently used in the topbar for redo and paint options.
2018-04-22 17:45:14 +02:00
b8e7991811 Overlay: face orientation
- fixed the blending with solid drawtype
2018-04-22 12:58:11 +02:00
1de7a0c0dc Merge branch 'master' into blender2.8 2018-04-22 10:51:23 +02:00
420e379e99 Cleanup: de-dup popup/pie menu RNA definition
Also rename pupmenu -> popmenu
2018-04-22 10:49:45 +02:00
e597f7495a Cleanup: ui-link drawing code from logic bricks 2018-04-22 10:23:43 +02:00
5eb20bd152 Cleanup: style 2018-04-22 09:09:28 +02:00
c754ddf395 Remove unused shader
Originally added for icon drawing, no longer used.
2018-04-22 08:57:56 +02:00
02f28da187 Cleanup: trailing spaces
Applied to newly added files in 2.8
2018-04-22 08:45:52 +02:00
ba71184755 Lattice Select Random, Mirror
D3165, D3166 by @ranjian0
2018-04-21 23:52:47 +02:00
a0a8bc2719 Error in last commit 2018-04-21 23:52:16 +02:00
207b549d40 Edit Mesh: multi-object edge split support
D3161 by @JacquesLucke
2018-04-21 22:26:33 +02:00
Julian Eisel
5ddcfd2456 Fix crash when opening properties editor
Opening as in activating one in an area that didn't contain a properties editor
before.
2018-04-21 22:06:27 +02:00
25a529f440 UI: add own icon rasterizer
Use software drawing, cache to an image at the requested pixel size.
2018-04-21 21:10:09 +02:00
122d0d1504 Cleanup: style 2018-04-21 20:42:27 +02:00
46a9038f60 Cleanup: variable naming 2018-04-21 20:22:12 +02:00
112540da62 Merge branch 'master' into blender2.8 2018-04-21 20:17:41 +02:00
Julian Eisel
9a35ad752e Cleanup: Get rid of context in editor 'new' callback
Requiring context means we can't easily create new editors to replace deprecated
ones in versioning code.
Think it's reasonable to give editors access to scene and area data for their
initial setup though. They mostly need it for setting "the view", as in,
scrolling values.

Also did minor cleanup in top-bar creation function.
2018-04-21 19:47:27 +02:00
9ba84342fb Fix point density rendering in Cycles. 2018-04-21 19:43:41 +02:00
Julian Eisel
fa5aa18fdd Fix: Adding new 3D View changes custom transform orientation to gimbal
Steps to recreate were:
* Create custom transform orientation.
* Change properties editor into 3D View.
* Trigger refresh of 3D view header by mouse hovering it.

Mistake in rB7d055da327b9555f.
2018-04-21 19:05:15 +02:00
Julian Eisel
003e4e6b80 Top-bar: Don't draw horizontal region separator
That way the tabs look nicely together with the lower sub-bar.
2018-04-21 18:45:58 +02:00
1e9fb355bf BLI_bitmap: 2D triangle drawing function
Matching polygon filling but no need for allocation or qsort.
2018-04-21 18:34:34 +02:00
83cb387944 BLI math: clamped barycentric weight calculation 2018-04-21 18:34:20 +02:00
22bd1559e1 Fix active region flickering in some cases, now always update before draw. 2018-04-21 17:42:49 +02:00
c23f33ac9e View3D: Atenuate banding artifacts on background gradient.
Dithering the output color for 8bit precision framebuffer with bayer matrix.
On my tests the bayer matrux patterns are not noticeable at all.

Note that it also does that in opengl rendered mode which can be in a much
higher bitdepth. We can fix that if that's a problem in the future but I
doubt it will.
2018-04-21 16:49:38 +02:00
28a24db68a Fix feature set button misalignment. 2018-04-21 13:03:16 +02:00
0f2b4cb68a Topbar: remove info editor menus, rename topbar menus for script compatibility.
We can still rename them later, but avoid breaking stuff for now.
2018-04-21 12:43:27 +02:00
e89fefdc69 Topbar: visual tweaks
* Make bottom half of topbar a bit higher
* Make tabs higher and put them closer together
* Remove screen layouts dropdown, we'll have one layout per window
* Hide action zones from topbar
* Don't change topbar background color when activating
2018-04-21 12:41:20 +02:00
04fe5edba3 Fix: Typos in operator names were resulting in warnings being printed to the console 2018-04-21 00:34:55 +02:00
26ee70099a Fix: D3160 fixed blednerplayer stub.s for unix 2018-04-20 23:34:54 +02:00
e9d940ca2f Fix topbar UI w/ no active object 2018-04-20 23:08:08 +02:00
be648680c7 Fix frame-buffer texture creation
- disable depth buffer didn't work.
- push/pop viewport bit was needed.
2018-04-20 20:57:28 +02:00
6dc50bc25a Cleanup: warnings 2018-04-20 20:48:19 +02:00
18f239d5a8 Remove attempt at timeline editor version patching
This will never get run, because direct_link_area() already flags/resets
every space type isn't registered, meaning that we don't have any opportunity
to apply our patching.
2018-04-20 18:55:56 +02:00
5374865523 Dopesheet-Timeline: Removal of Timeline Editor!
This commit removes all references to the old timeline editor.

Unfortuantely, the removal of the Timeline spacetype defining
functions has ended up breaking the version patching code I'd
been working on earlier (as now, the editor gets marked as
"unknown/info" before we get a chance to patch it!)
2018-04-20 18:55:56 +02:00
b5b4802af6 Fix: Copy and paste error from earlier commit adding message_subscriber callbacks
All of these were previously using the timeline theme, instead of the one
for each respective editor
2018-04-20 18:54:41 +02:00
7be36661c2 Dopesheet-Timeline: Somewhat hacky version-patching code to switch old timelines to dopesheet-timelines
After a lot of failed attempts and head banging working trying to find a way to reuse
the standard editor-switching/creation code, I've just hacked in a temporary solution
here so that users can load old files and see the old timeline instances replaced
with Dopesheet-Timelines.

Note: This is not nice code, and copies a lot of the standard initialisation code,
but it works well enough for now. We can revisit this later when the other mode changes
come along.
2018-04-20 18:54:41 +02:00
60e2c60be7 Fix: Timeline's "Show Cache" options should not get reset on window size change
These were getting set in the init() callback instead of the new(). As a result,
the settings would get reset everytime you resized the window/area - not quite
something you'd really want happening everything the size changes!
2018-04-20 18:54:41 +02:00
6d0c59b011 Dopesheet-Timeline: Make sure ND_SPACE_TIMELINE notifier gets handled by dopesheet 2018-04-20 18:54:41 +02:00
b210ead73b Dopesheet-Timeline: Channels list now gets hidden automatically when switching to dopesheet-timeline 2018-04-20 18:54:41 +02:00
cafc1e1bb7 Add utility to make it easier to get editors/regions to redraw after changing visibility of regions
Previously, there was only an API method to toggle and update, but sometimes you
want to explicitly hide instead of just toggling.
2018-04-20 18:54:41 +02:00
e3ebe5c8c3 Dopesheet-Timeline: Collapse summary channel by default (so that it's more like default timeline)
TODO: Still can't figure out a way to get the channels region to hide
2018-04-20 18:54:41 +02:00
729dab4e66 Fix: Toggling preview range from timeline button didn't update animation editors
Most of these were missing the message bus stuff that now handles the update flushing.
2018-04-20 18:54:41 +02:00
af6a662798 Preview Range: Show preview range using a different color (based on ANIM_ACTIVE)
instead of using "black" curtains

With most editors now showing the start/end range by default, we need a way of
easily distinguishing when preview range is now enabled. By using a different color
(the exact color used is something we can change/adjust later), there is a more distinct
visual difference between them, making it easier to see what's happening.
2018-04-20 18:54:41 +02:00
c9fc11a314 AnimEditors: Draw start/end frame ranges on all timelines by default
This uses the global scene range, with styling matching the sequencer's start/end
frame drawing.

(The graph editor's "drivers" mode is exempt, as that doesn't really display time
in a linear way, so the start/end frames don't apply)
2018-04-20 18:54:41 +02:00
0f77060ebc Move the set start/end frame operators from Timeline to Animation module
Eventually the idea is that they'll get remapped to some more global/generic hotkey
that can get used across all animation editors (see T54728). However, to facilitate
the removal of the timeline editor, it's better we do this now.
2018-04-20 18:54:41 +02:00
91b1b35bba Dopesheet-Timeline: Ported over all (missing) notifiers/listeners/etc. from timeline to dopesheet
We already had most of these, but some of these were missing (e.g. pointcache and animplay)
as well as messagebus stuff. Hopefully I didn't miss any!
2018-04-20 18:54:41 +02:00
59a1ebabcd Cleanup: Remove the "SpaceTime->caches" and "SpaceTimeCache" stuff
These were runtime only data, used in pre 2.8 Blender to make use of GL vertex arrays
to draw these more efficiently. Maybe we might restore these sometime as an optimisation
step, but for now, they're not needing and were confusing.
2018-04-20 18:54:41 +02:00
b2eb76cd50 Dopesheet-Timeline: Ported over cache indicator drawing + settings used to control their visibility
These now live in the action editor/dopesheet related files.

Apart from these, the timeline didn't actually have other settings
of its own that were of any interest to anyone.
2018-04-20 18:54:40 +02:00
cc06e0fbe8 Dopesheet-Timeline: First steps towards making the Timeline a mode of the DopeSheet Editor
For many years, animators have been requesting the ability to edit keyframes in the
timeline. However, implementing such tools in the timeline quickly becomes a slippery
slope, where we'll eventually end up having to duplicate all the functionality from the
dopesheet editor.

Discussing with William and Pablo this morning, we realised that perhaps it might be possible
to just make the Timeline a mode of the Dopesheet Editor (and kill off the old standalone
Timeline), meaning that we essentially get all the Dopesheet Editor goodness for free!
Also, with some proposed UI updates (i.e. allowing "submodes" of editors to be part of the
the main editors selector), it might not even matter that there isn't an "actual" timeline
editor anymore.

This commit implements the following changes (which are actually sufficient for supporting
most basic workflows):
* Timeline mode in Dopesheet Editor
* Tweaks to UI code to make the Timeline header/menus show up in Dopesheet editor

TODO:
* Hide channels list when switching to timeline mode
* Port over cache-file indicators
* Add missing timeline-only settings that need a new home in the dopesheet
* Go through fixing all timeline editor operators (e.g. Bind to camera)
* Port over start/end frame shading (and adjust preview range rendering to make the
  distinction between these clear)
* Remove old timeline editor, and transfer over any leftover code
2018-04-20 18:54:40 +02:00
73d2e6f202 Eevee: TAA Reprojection: Initial implementation
This "improve" the viewport experience by reducing the noise from random
sampling effects (SSAO, Contact Shadows, SSR) when moving the viewport or
during playback.

This does not do Anti Aliasing because this would conflict with the outline
pass. We could enable AA jittering in "only render" mode though.

There are many things to improve but this is a solid basis to build upon.
2018-04-20 18:29:33 +02:00
be307d6032 Eevee: TAA Reprojection: Add layer property. 2018-04-20 18:29:33 +02:00
e2613e4051 Eevee: Add Velocity pass.
This pass create a velocity buffer which is basically a 2D motion vector
texture. This is not yet used for rendering but will be usefull for motion
blur and temporal reprojection.
2018-04-20 18:29:33 +02:00
358dfe6ac9 DRW: Cleanup: Make DRW_shgroup_uniform_mat4 uniform expect float (*)[4]
Same thing for mat3.
2018-04-20 18:29:33 +02:00
9c274b0d52 Eevee: Contact Shadows: Fix blue noise correlation. 2018-04-20 18:29:33 +02:00
Julian Eisel
5f6c45498c UI: New Global Top-Bar (WIP)
== Main Features/Changes for Users

* Add horizontal bar at top of all non-temp windows, consisting out of two horizontal sub-bars.
* Upper sub-bar contains global menus (File, Render, etc.), tabs for workspaces and scene selector.
* Lower sub-bar contains object mode selector, screen-layout and render-layer selector. Later operator and/or tool settings will be placed here.
* Individual sections of the topbar are individually scrollable.
* Workspace tabs can be double- or ctrl-clicked for renaming and contain 'x' icon for deleting.
* Top-bar should scale nicely with DPI.
* The lower half of the top-bar can be hided by dragging the lower top-bar edge up. Better hiding options are planned (e.g. hide in fullscreen modes).
* Info editors at the top of the window and using the full window width with be replaced by the top-bar.
* In fullscreen modes, no more info editor is added on top, the top-bar replaces it.

== Technical Features/Changes

* Adds initial support for global areas

  A global area is part of the window, not part of the regular screen-layout.
  I've added a macro iterator to iterate over both, global and screen-layout level areas. When iterating over areas, from now on developers should always consider if they have to include global areas.
* Adds a TOPBAR editor type

  The editor type is hidden in the UI editor type menu.
* Adds a variation of the ID template to display IDs as tab buttons (template_ID_tabs in BPY)
* Does various changes to RNA button creation code to improve their appearance in the horizontal top-bar.
* Adds support for dynamically sized regions. That is, regions that scale automatically to the layout bounds.

  The code for this is currently a big hack (it's based on drawing the UI multiple times). This should definitely be improved.
* Adds a template for displaying operator properties optimized for the top-bar. This will probably change a lot still and is in fact disabled in code.

Since the final top-bar design depends a lot on other 2.8 designs (mainly tool-system and workspaces), we decided to not show the operator or tool settings in the top-bar for now. That means most of the lower sub-bar is empty for the time being.

NOTE: Top-bar or global area data is not written to files or SDNA. They are simply added to the window when opening Blender or reading a file. This allows us doing changes to the top-bar without having to care for compatibility.

== ToDo's

It's a bit hard to predict all the ToDo's here are the known main ones:
* Add options for the new active-tool system and for operator redo to the topbar.
* Automatically hide the top-bar in fullscreen modes.
* General visual polish.
* Top-bar drag & drop support (WIP in temp-tab_drag_drop).
* Improve dynamic regions (should also fix some layout glitches).
* Make internal terminology consistent.
* Enable topbar file writing once design is more advanced.
* Address TODO's and XXX's in code :)

Thanks @brecht for the review! And @sergey for the complaining ;)

Differential Revision: D2758
2018-04-20 17:14:52 +02:00
4bfb6d21df Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-20 16:42:33 +02:00
c4e007d5f6 Workbench: Removed Clay engine draw mode
- need a draw mode in workbench engine.
- reorganized render engine retrieval in 3d view. There are 2 places
where this happenes 1. 3d view draw code and 2. draw manager.
the draw manager code is not used for external engines, currently added
an exception in for cycles. will need to have a better solution in
place.
2018-04-20 16:40:08 +02:00
57221d8e83 More debug timing info from main RNA diffing func. 2018-04-20 16:04:57 +02:00
b95df9957d UI: move manipulator to tool-system
Current manipulator now follows active tool.
2018-04-20 15:59:42 +02:00
8ec25e5dcc UI: Python API defining dynamic icons
Currently only able to define geometry icons.
2018-04-20 15:33:09 +02:00
bc11cb3daa UI: Support for runtime geometry icons 2018-04-20 15:26:06 +02:00
a1cc75f22d Fix building w/o clay 2018-04-20 15:26:06 +02:00
1f625cbfea Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-20 15:13:06 +02:00
e5bb234f64 Cleanup (followup commit for D3160)
Added some spaces to keep the eInsertKeyFlags enumeration proper
2018-04-20 15:09:56 +02:00
792eab8190 Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-20 15:05:22 +02:00
ff839fb6c1 Fix: D3160 Propose to use proper typedefs to avoid confusion
Differential Revision: https://developer.blender.org/D3160
2018-04-20 15:02:11 +02:00
50579da91a Workbench: Clay renderer was not accessible anymore
issue was the factoring of the workspace engine that was removed. the logic implied that the clay could not be rendered as clay will be a draw mode we placed it already there so it is accessible in any engine. Should eventually fix the clay engine by migrating it to the workbench engine.
2018-04-20 14:52:16 +02:00
c7d3eb2a7e Workbench: Draw random object colors
Basic implementation hashes the ob->id.name. In the future we should use
an golden ratio offset algorithm as it can make a better random
palettte.
2018-04-20 14:38:55 +02:00
f18213ae3a Workbench: drawtype_* => drawtype_options, drawtype_lighting
In the new design the lighting is shared across the drawtypes.
the drawtype_options will be used for viewport draw engine settings
2018-04-20 13:40:18 +02:00
b4aff90fd0 Workbench: Face orientation blending 2018-04-20 13:01:16 +02:00
6f61983da3 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-20 12:49:02 +02:00
7d38379e49 Workbench: Face orientation overlay
- Removed the depth pass as it will reuse the depth pass of the render
engine
- Used gl_FrontFacing to determine the facing
- Blender the result with the render engine result
2018-04-20 12:46:37 +02:00
89bdc208d1 Static overrides optimization: 30% quicker.
use stack instead of always allocating memory for RNA paths of checked
properties! From average 167ms to 118ms here with Autumn rig... Still a
lot to improve, but that's already much better.
2018-04-20 12:21:11 +02:00
03a916e5b5 Edit Mesh: multi-object support for 'Symmetrize' 2018-04-20 11:04:11 +02:00
3b100c5a2a Depsgraph: Add utility functions to go from evaluated to original datablock 2018-04-20 11:02:21 +02:00
bf63fee23e Merge branch 'master' into blender2.8 2018-04-20 11:01:29 +02:00
ac8f6413cc Fix usage of lib filepath in previous own commit... 2018-04-20 11:00:12 +02:00
3c524178bc Merge branch 'master' into blender2.8 2018-04-20 10:49:14 +02:00
88bbb68ad0 Add debug tool to check validity of current file *before* saving.
It is hidden behind the --debug-io flag for now.

Idea is to try to catch broken libraries state in current Main before we
actually write the file on disk, should help catching and understanding
what happens in Spring corruption cases.
2018-04-20 10:46:59 +02:00
cc0c971f84 Workbench: Added the basics for the OverlayMode
Implemented the face orientation overlay for testing.
Overlay mode is only drawn when there are overlays to be rendered.
The overlay mode is rendered before the object mode.
2018-04-20 10:45:46 +02:00
36773e35f6 Remove Armature Sketching & Retarget
While the feature is interesting, it's not much from what we can tell.

Retargeting is an important feature but needs
to fit in better with typical animation work-flows.

See: T52809
2018-04-20 10:34:48 +02:00
98422c36ab Edit Mesh: use a single report for remove doubles
Report all doubles removed instead of report per-object.

Also correct use_unselected check.
2018-04-20 10:34:48 +02:00
801270f09d Edit Mesh: Correction to previous commit
The operation is based on faces, not vertices
2018-04-20 10:22:05 +02:00
0e5a4f927a Edit Mesh: multi-object support for 'Make Planar Faces' 2018-04-20 10:16:05 +02:00
8c269d94f4 Limit updates to active view layer only
This is rather uncommon when operator will operate on a non-active view layer,
so there is no need to do full scene update.

This change solves lag first time using Extrude operator in edit mode.
2018-04-20 10:03:27 +02:00
dda7e3b695 VSE Effects: Wipe box: fix compilation errors
This is still broken I cant tell if it is the fact that the in_band
funtion does not work properally or an issue in the box algorithm, or
both.

It seems like the calculation of the size of the box while roatated
needs to be fixed also.
2018-04-19 18:44:56 -04:00
22b2bab702 Edit Mesh: multi-object support for 'Remove Doubles'
@campbellbarton: This operator works (as intended) on an object level, wich means that it won't remove doubles for vertices that are close to each other but contained in different objects - is that really helpful?
2018-04-20 00:25:57 +02:00
daff3c442f Fix mistake in previous GLSL cleanup commit. 2018-04-19 19:37:05 +02:00
Dalai Felinto
bef7d67cf5 Triangulate operator: Free memleak
The leak was introduced in the recent changes to
support multiple-object editing.
2018-04-19 19:20:48 +02:00
26207c278e Fix build error with Windows / MSVC. 2018-04-19 19:03:54 +02:00
470c25e5f1 Cleanup: removed unused GLSL shader functions. 2018-04-19 18:16:18 +02:00
c0a7fef591 Cleanup: unused functions 2018-04-19 18:14:01 +02:00
bca7563d07 Merge branch 'master' into blender2.8 2018-04-19 18:11:49 +02:00
e2678d6b7b Cleanup: make variable name English 2018-04-19 18:10:51 +02:00
307492c2db Cleanup: rename vlak -> poly 2018-04-19 18:08:55 +02:00
d03024f6b3 Cleanup: warnings 2018-04-19 18:07:06 +02:00
51b796ff15 Remove Blender Internal and legacy viewport from Blender 2.8.
Brecht authored this commit, but he gave me the honours to actually
do it. Here it goes; Blender Internal. Bye bye, you did great!

* Point density, voxel data, ocean, environment map textures were removed,
  as these only worked within BI rendering. Note that the ocean modifier
  and the Cycles point density shader node continue to work.
* Dynamic paint using material shading was removed, as this only worked
  with BI. If we ever wanted to support this again probably it should go
  through the baking API.
* GPU shader export through the Python API was removed. This only worked
  for the old BI GLSL shaders, which no longer exists. Doing something
  similar for Eevee would be significantly more complicated because it
  uses a lot of multiplass rendering and logic outside the shader, it's
  probably impractical.
* Collada material import / export code is mostly gone, as it only worked
  for BI materials. We need to add Cycles / Eevee material support at some
  point.
* The mesh noise operator was removed since it only worked with BI
  material texture slots. A displacement modifier can be used instead.
* The delete texture paint slot operator was removed since it only worked
  for BI material texture slots. Could be added back with node support.

* Not all legacy viewport features are supported in the new viewport, but
  their code was removed. If we need to bring anything back we can look at
  older git revisions.
* There is some legacy viewport code that I could not remove yet, and some
  that I probably missed.
* Shader node execution code was left mostly intact, even though it is not
  used anywhere now. We may eventually use this to replace the texture
  nodes with Cycles / Eevee shader nodes.

* The Cycles Bake panel now includes settings for baking multires normal
  and displacement maps. The underlying code needs to be merged properly,
  and we plan to add back support for multires AO baking and add support
  to Cycles baking for features like vertex color, displacement, and other
  missing baking features.

* This commit removes DNA and the Python API for BI material, lamp, world
  and scene settings. This breaks a lot of addons.
* There is more DNA that can be removed or renamed, where Cycles or Eevee
  are reusing some old BI properties but the names are not really correct
  anymore.
* Texture slots for materials, lamps and world were removed. They remain
  for brushes, particles and freestyle linestyles.
* 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and
  other renderers use this to find all panels to show, minus a few panels
  that they have their own replacement for.
2018-04-19 17:35:25 +02:00
785e8a636a GHOST: Fix processEvents not notifying events handled by the system if the window is hidden.
Reviewed By: @LazyDodo
Differential Revision: https://developer.blender.org/D3154
2018-04-19 11:26:33 -03:00
ffe02e17b2 GWN Immediate: use GWN_BATCH_OWNS_VBO for created with imm immBeginBatch. 2018-04-19 11:24:10 -03:00
1266a36b87 UV Editor: Fix memleak with loop_vbo and loop_batch. 2018-04-19 11:22:16 -03:00
ec86bebb87 UV Editor: Style: rename variables to match others. 2018-04-19 11:20:13 -03:00
95e39943ef UV Editor: Fix memleak from recent changes. 2018-04-19 15:47:02 +02:00
733fd3eabd Workbench: removed per collection object color
Will be part of the collection manager where per collection the
ob->col can be set. This currently depends on DepsGraph +
CollectionManager.

I removed it for now so the code won't influence development
2018-04-19 15:22:30 +02:00
8a2f0058ae Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-19 14:49:34 +02:00
a305652d87 Workbench: Diffuse studio lighting 2018-04-19 14:48:53 +02:00
723c33aba0 UV Editor: Fix overflow issue with IMM usage.
Use batch API in this case.

It's not the ideal solution (slow) but it works.
2018-04-19 14:25:59 +02:00
e2dce975bc UV Editor: Fix imm assert about program still bound. 2018-04-19 14:25:44 +02:00
9d6a175756 Merge branch 'master' into blender2.8 2018-04-19 12:53:21 +02:00
da82269c58 Cleanup: rename Icon.type -> id_type
Confusing when adding non-id icons.
2018-04-19 12:52:32 +02:00
0a679c6b68 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-19 12:47:11 +02:00
b0d5e74fcc Workbench: drawtype object color from collection to v3d
Now every 3d view can have its own solid draw color setting
2018-04-19 12:44:37 +02:00
2029697861 Fix: Armature display settings (names, axes, shapes, etc.) didn't refresh view with Copy on Write enabled
Now we need to tag the depsgraph to inform all copies that stuff changed.
2018-04-19 12:37:17 +02:00
b352d2705d Depsgraph: Fix crash with copy-on-write enabled
Was caused by ec0756af6c, once again, we can't pass view layer,
need to pass index.

The sad part is that currently we don't have quick way to look up
view layer by index. Can do similar thing as we do for bones and
bases.
2018-04-19 12:05:17 +02:00
caa7101df5 Fix edit-bone select crash w/ multi-edit
Also avoid duplicate base lookups and minor cleanup.
2018-04-19 11:30:22 +02:00
f2a3579661 Fix bug with NULL context being used in undo
Caused sculpt to crash.
2018-04-19 11:12:57 +02:00
63225d7c8b Port particle instance modifier changes from Gooseberry branch
The work is mainly from Lukas Toenne, with some modifications from myself.

Includes following obvious changes:

- Particle system selection is now name-based, with lookup menu.
- Lots of new options to control varieties.

Changes comparing to the Gooseberry branch:

- Default values and versioning code ensures same behavior as the
  old modifier.

- Custom data layers are coming from vertex color, the modifier
  does not create arbitrary layers now. The hope is to keep data
  more manageable, and maybe make it easier to select in the shader
  later on.

  This means, values are quantized to 256 values, but it should be
  enough to get varieties in practice.

Reviewers: brecht, campbellbarton

Reviewed By: brecht

Subscribers: eyecandy

Differential Revision: https://developer.blender.org/D3157
2018-04-19 10:51:18 +02:00
a8db1efbcf Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-19 10:42:03 +02:00
3a4a5ed378 Workbench: added draw_scene_finish to workbench_materials 2018-04-19 10:41:24 +02:00
1802c6e4a1 Fix use of missing properties in UI after game engine removal. 2018-04-19 10:32:39 +02:00
79899373eb Finish use-after-free in workbench code.
GHash should probably not own the data itself, but that's other question
to be fixed later, at least this fixes the crash.

Solution by @fclem, thanks!
2018-04-19 10:25:52 +02:00
8a923e5295 Code cleanup 2018-04-19 09:51:22 +02:00
163b631122 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-19 09:49:44 +02:00
16fac020e0 Workbench: Option to use Object color
- added `object_color_type` where the user can set if the collection
determines the color, or the object will be used for the color.
Implemented it as an enum as later this can have a random color option.
- moved OB_LIGHTING_* to DNA_view3d_types and renamed it.
- Fixed some DRY in workbench_materials.c. Can remove more DRY's but
will need to discuss the responsibility of the workbench engine as it
might become part of the eevee renderer.
2018-04-19 09:45:52 +02:00
95a45e308d BMesh: Add back call to finish operator
Was commented in multi-edit patch, finish is needed to free memory.
2018-04-19 09:10:10 +02:00
81673f5ab7 Fix T54712: Undo w/ multi-edit failed 2018-04-19 08:58:49 +02:00
9a301978bd Merge branch 'master' into blender2.8 2018-04-19 08:18:42 +02:00
fcac9e8410 Cleanup: style 2018-04-19 08:18:16 +02:00
9f7f6d5540 Undo: add missing flag for text delete 2018-04-19 08:16:37 +02:00
1f5d51e44e Cleanup: style 2018-04-19 07:47:03 +02:00
5b45d32f3a Edit Mesh: multi-object support for 'Decimate Geometry' 2018-04-19 00:30:05 +02:00
7c415e6fd7 Edit Mesh: multi-object support for 'Vertices Only' extrusion (Alt+E) 2018-04-19 00:03:51 +02:00
07774d4860 Edit Mesh: multi-object support for 'Individual Faces' extrusion (Alt+E) 2018-04-18 23:55:27 +02:00
d8f70a26fd Edit Mesh: multi-object support for 'Edges Only' extrusion' 2018-04-18 23:53:21 +02:00
1ade071052 Edit Mesh: multi-object duplicate_move support 2018-04-18 23:18:08 +02:00
abeae5d38e Cleanup: indent face poke example 2018-04-18 23:16:34 +02:00
75133f5d7c Cleanup: Use BLI_layer / BLI_view_layer prefix
Also use doxy sections for iterators.
2018-04-18 21:18:05 +02:00
69c42ad57b Cleanup: consistent changed_multi assignment 2018-04-18 19:22:00 +02:00
Dalai Felinto
4704f2687a Edit Mesh: multi-object flip normals support 2018-04-18 19:15:01 +02:00
7560aabf71 Pose: multi-object Flip Quats 2018-04-18 19:11:11 +02:00
e0478ae92f Pose: multi-object support for clear transform 2018-04-18 18:56:27 +02:00
602f0bc2d4 Use macros for looping over pose bones 2018-04-18 18:56:27 +02:00
42b0cd1ea0 MSVC: use 'unsigned int' 2018-04-18 18:56:27 +02:00
ec0756af6c Depsgraph: Fix base flag flush for objects from set scene
Fixes view_layer_background_set regression test.

This makes Dalai happy! :)
2018-04-18 18:05:37 +02:00
3701cf785c Depsgraph; Correct assert for depsgraph scene
We can not do it from builder, since builder will pull set scenes.
2018-04-18 17:43:15 +02:00
3c7254ffb6 Depsgraph: Fix missing bases array update
view_layer_object_copy test was broken.

This is a quick fix for now, can be optimized further later.
2018-04-18 17:35:05 +02:00
4ec55350d4 Edit Mesh: improve subdivide multi-object
Don't run the operator on faces/edges without selection.
2018-04-18 17:22:51 +02:00
3a9669bfff Edit Mesh: multi-object poke support 2018-04-18 17:15:58 +02:00
Dalai Felinto
422f939f95 Fix layer unittests after scene/workspace engine changes
Note: view_layer_background_set and view_layer_object_copy still fail.
But they were failing before.
2018-04-18 17:06:57 +02:00
f9cf2e2f6c Workspaces: remove workspace engine, use 3D viewport draw mode instead.
ViewRender was removed, which means we can't get the render engine for files
saved in 2.8. We assume that any files saved in 2.8 were intended to use Eevee
and set the engine to that.

A fix included with this is that .blend thumbails now draw with Clay mode,
and never Eevee or Cycles. These were drawn with solid mode in 2.7, and should
be very fast and not e.g. load heavy image textures.

Differential Revision: https://developer.blender.org/D3156
2018-04-18 16:35:38 +02:00
15850a8740 Workbench: don't change to workbench drawtype for files saved in 2.8.
Assume files saved in 2.8 were intended for Eevee and set them to material
viewport shading. In Eevee this is equal to rendered draw mode, in Cycles
this will draw with Eevee. This way Eevee demo files still show something
interesting when opened.
2018-04-18 16:35:38 +02:00
34dbe7ff33 UV Edit Draw: Fix assert in immBeginBatch -> vertex_count_makes_sense_for_primitive. 2018-04-18 11:34:44 -03:00
24b3b9fa21 Fix bad merge conflict resolution
Line got lost..
2018-04-18 16:12:56 +02:00
3b209a45de Fix missing initialization of depsgraph for snapping context
Was causing crashes once attempting to use snapping.

Reported by mano-wii in IRC, thanks!
2018-04-18 15:41:51 +02:00
2108142934 Workbench: use SET_UINT_IN_POINTER for hashes 2018-04-18 15:16:21 +02:00
c86975d90a Merge branch 'blender2.8' into blender2.8-workbench 2018-04-18 15:06:03 +02:00
5cc92a376b Workbench: fixed C++ style comments 2018-04-18 14:56:25 +02:00
b3e479757e Cleanup: Indentation 2018-04-18 14:46:33 +02:00
3bacd17b1c Added comment to explain MeshRenderData.orco 2018-04-18 14:13:20 +02:00
c67a2bd5ba Merge branch 'master' into blender2.8 2018-04-18 13:55:09 +02:00
f28aec17e9 Depsgraph: Fix missinf relation for particle instance modifier
Was causing lack of animation update when particle system had simulation,
2018-04-18 13:54:02 +02:00
8a71c139d8 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-18 13:53:22 +02:00
a091da7ffa Workbench: reuse similar materials
Similar materials will reuse the same shadergroup. Currently using
a custom hash function that might select too similar colors into the
same material.

Reintroduced the workbench_materials.c this file will be responsible for
material lookup/creation and shader compilation

Fixed a GPUShader mem leak
2018-04-18 13:44:33 +02:00
3811998177 Cleanup: Trailing whitespace 2018-04-18 12:31:26 +02:00
9b338e8028 Merge remote-tracking branch 'origin/master' into blender2.8
Explicitly undoing 287d1924fa here, as that was a master-only change.
2018-04-18 12:28:13 +02:00
287d1924fa Remove irrelevant print statement
This statement is only relevant in 2.8, but causes confusion in master.
I kept the 'default' label to prevent compiler warnings about unhandled
cases. The break is needed because there should be at least one statement
after 'default'.
2018-04-18 12:26:40 +02:00
ea0630ade6 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-18 12:11:59 +02:00
661226959c WORKBENCH: Solve C2016 compile errors 2018-04-18 12:11:36 +02:00
2117e46e5b Disable auto-override for all but active object in group case.
I.E. only enable auto-override for 'active' selected object when making
an override of a linked group. This will ease on auto-override creation,
and you typically do not want to auto-override most objects in the group
anyway (in proxy system, you could only proxyfy one object of the group
anyaway!).
2018-04-18 11:41:07 +02:00
10ce4719d4 Object Mode: Outlines: Make outline thinner.
This is by default. We can still enable the thicker outlines for high dpi
screens or personnal preference but it's not used atm. This also improve
the performance removing 1/3 of the outline cost.
2018-04-18 11:34:53 +02:00
3054a96981 Object Mode: Outlines: Fix sample coordinates. 2018-04-18 11:34:53 +02:00
7cdc0b76aa Make depsgraph tag for auto-override IDs it updates.
This will reduce amount of needless auto-override checks, at least when
not touching anything related to overriding IDs...
2018-04-18 11:25:31 +02:00
0afe103269 Particles: Interpolate size for interpolated children
This finally allows us to use Random factor to add variations to the
interpolated children. This feature never worked since 2007L there was
random factor slider in the interface, but it was only used by simple
children. Now it has affect on interpolated children as well.

Technically, this will break compatibility if older file had random
factor set to something else than 0 (default value is 0 though). But
we are leaving 2.7 series, so can accept such breackage in the name
of supported features.
2018-04-18 10:52:27 +02:00
05ef225272 Cleanup: rename 'static override regarding reference ID' tag.
Just 'OK' was waaayyyyyy too generic!
2018-04-18 10:45:50 +02:00
773205ada0 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-04-18 10:44:52 +02:00
ed72eedd07 Workbench: Fixed SegFault
In more complex models the object color uniform data is freed before rendered.
We should copy it to local data. but for now we redirected it to a
constant.
2018-04-18 10:43:03 +02:00
a02feaeba9 Cleanup: merge checks for same version 2018-04-18 09:20:28 +02:00
7d055da327 Move transform orientation to scene
This was stored in the workspace, selected from the view.
Move both to scene since custom orientations are closely related to your
scene data.
2018-04-18 09:16:15 +02:00
33ba170f5c Cleanup: unused var 2018-04-18 09:16:15 +02:00
d9051c46fd Merge branch 'blender2.8-workbench' into blender2.8 2018-04-18 08:25:59 +02:00
b7f50f651f Cleanup: unused var 2018-04-18 08:23:59 +02:00
ee11c85c06 CMake: make recent bad level include explicit
This isn't something we should do,
each instance should be noted and removed.
2018-04-18 08:21:24 +02:00
ccb104b9c2 Workbench: Basic Solid Studio
Currently uses static lighting. Will become HDRI lighting.
Added do_versions to set default drawtype_solid and drawtype_texture to
OB_LIGHTING_STUDIO. When View3D space is created drawtype_solid and
drawtype_texture are also set to OB_LIGHTING_STUDIO.

Current studio lighting uses a dot product to simulate static lighting.
Will need to be changed in the future with different lighting models.
2018-04-18 08:20:12 +02:00
Julian Eisel
bc9e05599d Fix makesdna not respecting C++ comments
Tab after C++ comment broke parsing and didn't remove the line at all.
Was there since 2002 at least, probably confused some peeps.

This means commented out code was actually written to SDNA.
2018-04-18 00:29:53 +02:00
b40f5be01f Eevee: Use textureGather for minmaxZbuffer downsampling.
I haven't noticed any performance improvement but it could be more important
for other hardware. At least it's not slower!
2018-04-17 22:25:59 +02:00
38399c0b10 Object Mode: Outlines: Fix precision issue on intel GPU. 2018-04-17 22:25:59 +02:00
3f762dd764 Workbench: clean up the viewport shading code
- added the drawtype_solid, drawtype_wireframe, drawtype_texture to
View3D
- enabled workbench panels for important render engines
- merged workbench_materials to solid_flat_mode. All draw modes will get
its own fast implementation in the workbench
2018-04-17 22:11:56 +02:00
dd8d55b31a Cleanup: unused vars, long lines 2018-04-17 20:02:17 +02:00
9b8e27127e UI: Perf: Improve Dopesheet performance. 2018-04-17 19:37:05 +02:00
5559abf31d GWN: IMM: Add util function to batch several immRecti/immRectf 2018-04-17 19:37:05 +02:00
Dalai Felinto
de6289e79e Remove player from buildbot part II 2018-04-17 18:46:03 +02:00
Dalai Felinto
1f24a60a3e Remove player from buildbot 2018-04-17 18:42:00 +02:00
41748b6a5e Cleanup: remove modules that were only used by the game engine. 2018-04-17 18:37:29 +02:00
f06272ab6a DRW: Perf: Early out empty passes. 2018-04-17 18:26:22 +02:00
49f7ca3b9d Add overridable control to 'edit' feature of custom props. 2018-04-17 18:07:08 +02:00
1913322402 Add generic bpy API to check if a property is overridable, and to set overridable status of custom props. 2018-04-17 18:07:08 +02:00
75f82ac722 Update/improve handling of 'overridable' status of properties.
Main new thing in this commit is ability for real IDProps (aka custom
properties) to be set as overridable or not, they are not by default.
2018-04-17 18:07:08 +02:00
Dalai Felinto
fad7c065c2 Remove Shift+F2 and other related BGE keymaps
Reported by Pablo Vazquez (venomgfx)
2018-04-17 17:56:06 +02:00
Dalai Felinto
fb24813d64 Remove game properties in image editor
The following properties were used by the Blender Game Engine and no longer
need to be around:

* Animated
* Tiles
* Clamp
* Mapping
2018-04-17 17:51:28 +02:00
Dalai Felinto
159806140f Removing Blender Game Engine from Blender 2.8
Folders removed entirely:
* //extern/recastnavigation
* //intern/decklink
* //intern/moto
* //source/blender/editors/space_logic
* //source/blenderplayer
* //source/gameengine

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

Pending tasks:
* Tile/clamp code in image editor draw code.
* Viewport drawing code (so much of this will go away because of BI removal
  that we can wait until then to remove this.
2018-04-17 17:51:28 +02:00
Dalai Felinto
28b996a9d2 Disable GAME ENGINE from the build options 2018-04-17 17:38:18 +02:00
Dalai Felinto
8a695efe9b Merge remote-tracking branch 'origin/master' into blender2.8 2018-04-17 17:36:39 +02:00
2b730763a3 Particles: Hair: Make hair selectable in the 3D view. 2018-04-17 17:34:22 +02:00
821722ac05 Interface: Show properties values from evaluated datablocks
This is a way to deal with animated properties in evaluated version
off datablock. Previously, running blender with copy-on-write enabled
will show original values. Now we can see proper properties, while
typing values in still goes to the original datablock.

Thanks Brecht for the review!
2018-04-17 17:22:33 +02:00
c6681f735e Object Mode: Fix wrong wire color on non-meshes objects. 2018-04-17 17:00:36 +02:00
088b6342e6 Object Mode: Cleanup uneeded texture attachment. 2018-04-17 17:00:36 +02:00
81ede70609 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-17 16:39:18 +02:00
d26b7592b8 Workbench: Switching Draw engines based on draw mode 2018-04-17 16:34:41 +02:00
d442e0ad63 UI: Fix T54691: Vector icon vs Widget base ordering.
It was making keyframe marker and bone theme color icon disappear under
their button.
2018-04-17 15:53:49 +02:00
b229c879c1 Eevee: Render: Fix assert with framebuffer not being bound before read. 2018-04-17 15:33:06 +02:00
1eea3e4d6b Eevee: Fix AA in render mode.
Was due to wrong framebuffer being read because of wrong comparisson caused
by b9ec7a9272
2018-04-17 15:33:06 +02:00
3759b2aa59 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-17 14:59:37 +02:00
fa68786692 Workbench: Draw modes 2018-04-17 14:58:48 +02:00
c991bb0baf Depsgraph: Allow querying NULL IDs for evaluated version
Saves us from extra checks for NULL pointers when using datablocks for read.
2018-04-17 13:49:31 +02:00
b52cd283d9 DRW: Fix lightprobe objects outlines. 2018-04-17 13:24:48 +02:00
60b33ea327 GPU: Add GPU_SHADER_INSTANCE_VARIYING_ID_VARIYING_SIZE.
Will be used for probe outline id drawing.
2018-04-17 13:24:48 +02:00
ad648b7693 DRW: Add DRW_UNIFORM_INT_COPY.
This allow to use int uniforms that are not references. Convenient for ids.
2018-04-17 13:24:48 +02:00
17041bd895 Depsgraph: Fix unwanted node tree copy-over
Was caused by two things from the past:

- Tagging would set id->recalc to COW update flag.
  This one is to be ignored.

- Particle tagging will use psys recalc flags on id->recalc,
  but we only need to use flags from particles. Otherwise
  it will be some collisions in bit masks.
2018-04-17 12:47:28 +02:00
Dalai Felinto
a0ef147f29 bpy consistency fix handler_add(handle)
This doesn't change the API, so it doesn't affect any script.
However it give more consistent error messages.
2018-04-17 12:29:40 +02:00
Dalai Felinto
c558d8fa7c bpy blf api example update
With changes from Campbell Barton as well.
2018-04-17 12:25:51 +02:00
2408a482c0 Merge branch 'master' into blender2.8 2018-04-17 12:12:35 +02:00
aff71a7fdc Fix (unreported) RNA sometimes trying to get named sub-props from non-Group IDProp.
Why exactly this happens remains unclear, found that in the
autumn.blenrig file of Spring production while working on static
overrides... Tons of ugly IDProps in that rig. xD
2018-04-17 11:59:14 +02:00
963b1c8e41 Pose: fix wpaint + pose mode pick & linked select 2018-04-17 11:23:58 +02:00
ad797ed39a Fix blenderplayer and collada build. 2018-04-17 11:01:52 +02:00
c9d1082a2c Pose: multi-object hide/reveal support 2018-04-17 10:22:40 +02:00
a04b551e40 BKE_object: utility functions for pose access
Pose objects may be from the active object,
or from the weight paint mesh.

Since this is such a common check move this to a function call.
2018-04-17 10:22:40 +02:00
be3392e0f9 Make particle edit mode work again
This is just to have hair rendering and editing mostly working as in
master. A better fix is probably needed, there seems to be some
missing depsgraph relations for particle edit settings, and particle
edit code doesn't rebuild caches after applying edits. But at least
you can see and interact with hair now until those things can be
sorted out.
2018-04-17 03:41:04 -04:00
1dbe9c262f View3D: Check all objects w/ view-selected 2018-04-17 08:30:29 +02:00
ae0c36f82b Object Mode: Outline: Perf: Only do outlines detection if needed. 2018-04-16 22:55:02 +02:00
f92e92b1c0 Object Mode: Outlines: Use textureGather extension if available.
This has very little impact (only had 12.5% perf improvment on Nvidia for this specific pass).
But it's an improvement nontheless!
2018-04-16 22:53:44 +02:00
af1c220d89 Fix for building w/o open-subdiv 2018-04-16 20:45:43 +02:00
c7d6aa4338 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-16 20:35:59 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
0c495005dd Fix multi-object edit crash
Border select assumed all objects had pose bones.
2018-04-16 19:42:24 +02:00
45f04ba48a DRW: Fix outdated code. 2018-04-16 19:38:58 +02:00
7f5d76b37f Object Mode: Rework outline drawing.
This changes quite a few things.
- Outline is now per object.
- No more outline at object intersection (fix hairs problem).
- Simplify the code quite a bit.

We use a R16UI buffer to save one id per object outline. We convert this id
to color when detecting the outline.

Added textureGatherOffsets to the code but could not test on current hardware
so leaving it commented for now.
2018-04-16 19:38:58 +02:00
c2d4ba2ff5 GPU/DRW: Add GPU_R16UI format. 2018-04-16 19:38:58 +02:00
dccda1fe43 DRW/GWN: Add callId builtin uniform.
This uniforms can be used to have a unique id for each drawcall of a shgrp.
This only works for standard shgroups and is an exception for the outline
drawing.
2018-04-16 19:38:58 +02:00
2b0b4133c8 DRW: Culling: Fix algorithm for asymmetric perspective frustum reconstruction. 2018-04-16 14:34:32 -03:00
15b841f5dc Audaspace: Change default plugin path on windows.
This was suggested by Ray Molenkamp in order to avoid problems with
thumbnail dlls.
2018-04-16 19:00:35 +02:00
8710943570 Cleanup: indentation 2018-04-16 18:24:38 +02:00
49ee1a97d2 Merge branch 'master' into blender2.8 2018-04-16 18:22:43 +02:00
eb6fe5fa94 Cleanup: indentation 2018-04-16 18:13:48 +02:00
292a2802ad Cleanup: indentation
Indent lines for multi object editing, no functional changes.

Also strip trailing space from indented regions.
2018-04-16 17:58:26 +02:00
bfc9d426bb Multi-Object Editing
This adds initial multi-object editing support.

- Selected objects are used when entering edit & pose modes.
- Selection & tools work on all objects however many tools need porting
  See: T54641 for remaining tasks.

Indentation will be done separately.

See patch: D3101
2018-04-16 17:56:50 +02:00
80bb4254c6 Fix T54491: Do not avoid the creation of inverted frustum.
Blender allows this.
The Cube in the file in the report would always disappear with the non camera view.
The clip_end was too small.
The correction here is only on the assert.
2018-04-16 12:37:14 -03:00
3b48a2a72f Cleanup: indentation 2018-04-16 17:26:55 +02:00
9a11aeb300 Merge branch 'master' into blender2.8 2018-04-16 17:24:20 +02:00
95eb9f22e6 Cleanup: indentation 2018-04-16 17:16:29 +02:00
85de548e03 Cleanup: indentation 2018-04-16 17:08:27 +02:00
3a14a03812 DRW: Culling: Reorganize frustum_boundbox_calc to match comments.
And Cleanup.
2018-04-16 11:48:58 -03:00
10f7f4ec14 Fix unreported error: Algorithm for extracting the Bounding Sphere from an Orthographic frustum was incorrect.
There was double transformation.
2018-04-16 11:42:20 -03:00
a945bcc028 Fix two more 'infinite recursions' cases in RNA pose. 2018-04-16 16:39:13 +02:00
eb3ae79c2d Merge branch 'master' into blender2.8 2018-04-16 16:22:34 +02:00
141f0f4c47 BKE_context: macro to access ID's while looping 2018-04-16 16:19:16 +02:00
cf95267456 Merge branch 'master' into blender2.8 2018-04-16 16:17:03 +02:00
047950db7c Depsgraph: Pull indirect relations via driver targets 2018-04-16 16:12:15 +02:00
295ced9baa Switch 'make static override' of group to making all objects local overrides.
Note: tried with a complex production file characters, this is currently
totally non-functionnal (crashing even in a infinite recursion loop),
IDProps and override need some love :(
2018-04-16 16:01:17 +02:00
Julian Eisel
969c4315b1 Fix warning: Passed ID pointer where screen pointer was expected 2018-04-16 15:53:34 +02:00
86abc4da10 Fix rBb31ebd8c5c55: the asymmetric furstrum algorithm was still incorrect.
Although somewhat less micro efficient, I decided to separate the `viewinv` matrix to calculate the world position separately.
This makes it easier to understand the code.
2018-04-16 10:40:46 -03:00
Julian Eisel
57c651d248 Cleanup: move some screen utility functions, from topbar branch. 2018-04-16 15:18:48 +02:00
Julian Eisel
1b6fddb968 Cleanup: split off area reading/writing functions, from topbar branch. 2018-04-16 15:18:48 +02:00
dfd9e549ee Fix build errors after recent depsgraph changes. 2018-04-16 15:18:48 +02:00
4ed21f1360 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-16 15:02:40 +02:00
410810d42f Workbench: Added Object Color to collection_properties 2018-04-16 15:01:31 +02:00
a3c80615d5 Fix stubs 2018-04-16 14:57:23 +02:00
b31ebd8c5c Fix T54609: Erros in precise BBox extraction algorithm 2018-04-16 09:22:42 -03:00
6a75a1a669 Depsgraph: Tag scene after changing cursor location
While 3d cursor is mainly an UI thing and isn't needed for scene evaluation,
it is stored in scene DNA. This means, operator is inform depsgraph that data
has changed, so all copies of that scene can copy new values.

Fixes lack of visual feedback when changing cursor location in viewport
with copy-on-write enabled.
2018-04-16 12:59:21 +02:00
cab5dd5ea0 Fix incorrect scene used for building freestyle stroke depsgraph. 2018-04-16 10:39:13 +02:00
8ad93dd009 Merge branch 'master' into blender2.8 2018-04-16 10:19:03 +02:00
6617818c7a Make ID icons safe for deletion from threads
Added a lock-free deferred queue for deletion. Now if ID icon
is requested to be freed from non-main thread, it will be added
to the deferred list. Actual deletion will happen later from main
thread.

Currently actual deletion only happens next time BKE_icon_id_delete()
is called, which might not be enough. But it's easy to enforce
deferred deletion.

Icons for preview images are not covered by deferred deletion yet.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D3146
2018-04-16 10:18:43 +02:00
5bfe6126f8 Added lock-free single linked list implementation
Only supports lock-free insertion for now, can not delete element
or traverse the list at the same time.
2018-04-16 10:18:43 +02:00
6ef5b422fc Merge remote-tracking branch 'origin' into blender2.8 2018-04-16 09:59:52 +02:00
2720667566 Disable Feature Collada: Tests do not work on unix
The tests as they are now make string comparisons. This only works
on Windows because the reference files look different for different
operating systems because of different number formatting.
The collada tests need a complete rework (wip)
2018-04-16 09:56:59 +02:00
bfb633087b Fix object/bone select buffer big-endian sorting 2018-04-16 08:51:41 +02:00
7ffc8bc25d Merge branch 'blender2.8' into blender2.8-workbench 2018-04-16 08:20:12 +02:00
9777cd2b1e Cleanup: unused function 2018-04-16 07:40:40 +02:00
c1730a03af Merge branch 'master' into blender2.8 2018-04-16 07:39:56 +02:00
b4e8d33f11 Logging: edits to build on macOS 2018-04-16 07:38:11 +02:00
55939bf219 Merge branch 'master' into blender2.8 2018-04-16 07:27:53 +02:00
61a22262d1 Eevee: Cleanup remaining shadow geometry references. 2018-04-15 22:23:51 +02:00
d8d1f637b1 Eevee: Shadows: Transition to individual face rendering.
This gets rid of the need of a geom shader and instancing.

Both are pretty slow compared to the new method.
The only moment the old method could be better is when scene is filled
with lots of objects and most of the objects in the shadow map appear
on every layer.

But even then, we could optimize the culling and minimize the overhead.
2018-04-15 22:23:51 +02:00
dd6fcd2f21 DRW: Fix culling algorithm for cascade shadow maps.
draw_frustum_boundbox_calc does not work properly it seems in this case.
2018-04-15 22:23:51 +02:00
728816dbdc DRW: Override matrices: fix const correctness. 2018-04-15 22:23:51 +02:00
80f7249d09 Cleanup: skip redundant edit-bone select lookups 2018-04-15 21:46:25 +02:00
Julian Eisel
4b080ff18f Cleanup: Make access to widget triangle defines explicit
E.g. the vertices created for each of the defines would require a
certain offset. If you don't know what to look for, finding out about
this is pretty difficult. Make them easily searchable instead.
2018-04-15 21:36:21 +02:00
Julian Eisel
7c02008e74 Fix button triangle for "hold action" not working
There is quite some mess going on in that most of the old triangle
drawing code is still there, but does almost nothing effectively.
Instead values are hardcoded in the shader, however it doesn't support
the drawing options the triangle functions expose.
E.g. the 'where' variable to set triangle direction doesn't work.
2018-04-15 21:24:24 +02:00
447622f717 Pydoc: Fix multiple bpy.type modules 2018-04-15 11:45:25 -04:00
35ff9e44ca Missed from last merge 2018-04-15 17:41:11 +02:00
ebe3361181 Merge branch 'master' into blender2.8 2018-04-15 12:48:39 +02:00
7bccd21afa Cleanup: remove redundant args from ebone picking
Make this match editmesh picking more closely
2018-04-15 12:45:39 +02:00
9e2ea6c500 Merge branch 'master' into blender2.8 2018-04-15 12:03:09 +02:00
0f2efce6c5 Cleanup: remove bad casts 2018-04-15 11:57:49 +02:00
c12d976020 Cleanup: ED_armature naming
- Wasn't clear which functions handle edit-bones.
- Mixed both ebone and edit_bone in names.
- Didn't use ED_armature_* prefix for public API.

See P655 to apply to branches.
2018-04-15 11:50:53 +02:00
f3a8f97fcf Merge branch 'master' into blender2.8 2018-04-15 10:52:14 +02:00
d0e3fbc06b Cleanup: remove undoing access, minor formatting
Access to undoing state isn't needed,
some text insert code was overly compacted.
2018-04-15 10:48:50 +02:00
fb3528d088 Fix T54593: Py text edits crash (undo regression) 2018-04-15 10:34:41 +02:00
87a9b6ac06 Fix compiler error in Windows 2018-04-15 09:55:42 +02:00
2666e77c22 Fix T54527: Misleading Tooltip on Snap Target Menu 2018-04-14 18:26:27 -04:00
73dfd3d382 Pydocs: Expand bge.contraint docs
Takes information from the manual and dumps it here.
2018-04-14 18:08:32 -04:00
3a10f8e1b1 Cleanup: style 2018-04-14 22:26:12 +02:00
94959dba1b Fix compiler error in Windows 2018-04-14 16:24:34 +02:00
36152afa76 Merge branch 'master' into blender2.8 2018-04-14 14:34:21 +02:00
5ab77ab4ee Cleanup: use const for BKE_object args 2018-04-14 14:27:38 +02:00
35785ee7cb Merge branch 'master' into blender2.8 2018-04-14 14:10:27 +02:00
66d4e9300b Logging: replace 'fwrite' w/ 'write'
We're already buffing output, so use write directly.
2018-04-14 13:59:33 +02:00
1c23b5c6ff Cleanup: rename WriteData struct members.
Relationship between tot/count/buf wasn't clear.

Also use doxy sections.
2018-04-14 13:35:20 +02:00
cbd4a79c6d Undo: refactor memfile writing
- Move static undo variable into 'WriteData',
  'memfile_chunk_add' used arguments in a confusing way,
  sometimes to set/clear static var.

- Replace checks for 'wd->current' with 'wd->use_memfile'
  move memfile vars into 'wd->mem' struct.
2018-04-14 13:03:41 +02:00
2e9b92b5cc Fix T54568: Undo memory de-duplication failed
Error in 651b8fb14e caused de-duplication to fail.
2018-04-14 12:30:14 +02:00
b107e77e46 BGL: Expose OpenGL API for FrameBuffers and RenderBuffers. 2018-04-14 02:25:18 -03:00
7bf252ddc0 Merge branch 'blender2.8' into blender2.8-workbench 2018-04-13 16:01:43 +02:00
e6998b6e62 Workbench: Silhouette shading
Currently it uses the `obj->col`. This needs to be made more intelligent
with fe collection overrides.
2018-04-13 15:49:50 +02:00
8245c4fd66 PyAPI: Gawain: Checks the member data instead vbo_id.
After recent changes in gawain, `vbo_id` is now assigned in VertBuf creation.
2018-04-13 10:47:49 -03:00
3765653b38 RNA: Fix crash with select_mode_update.
`bpy.context.tool_settings.mesh_select_mode = (True, True, True)` was crashing because `wmn->window` was not being passed.
2018-04-13 10:41:44 -03:00
ce114a307d DRW: Deferred Shader Compilation: Optimize shaders compilation.
`glFinish()` that was causing bad perf issue on `Intel(R) HD Graphics 4000`.
2018-04-13 10:38:13 -03:00
7d8f35b471 CLAY: Fix prepass shader on certain compiler.
`Intel(R) HD Graphics 4000` driver sometimes does stupid things.
2018-04-13 10:36:05 -03:00
7b9fb32591 Python API: remove preview/render resolution settings from API functions.
For correct results these must have been set already when the depsgraph was
created and evaluated, so all dependencies have appropriate resolutions too.

For particle we no longer backup and restore the viewport particles to avoid
overwriting them during render, as copy-on-write solves this for us. Even
without COW particles seem to work ok.

This also removes the particle simplification options based on camera. This
was never used much and only available in Blender Internal.

Differential Revision: https://developer.blender.org/D3148
2018-04-13 14:38:59 +02:00
a1e2415ed5 Depsgraph: don't pass evaluation context to update functions.
The depsgraph now contains all the state needed to evaluate it.

Differential Revision: https://developer.blender.org/D3147
2018-04-13 14:17:37 +02:00
eec5d3a8a8 Depsgraph: remove engine type from evaluation context.
This was only used for viewport rendering, where we can just pass the engine
type directly. There is no technical reason why we can't draw the same depsgrpah
with different render engines.

It also led to some weird things like requiring a render engine for snapping
and raycast API functions.

Differential Revision: https://developer.blender.org/D3145
2018-04-13 14:17:32 +02:00
340bfdef2e Depsgraph: store mode and time in depsgraph, add view layer / scene accessors.
Scene, view layer and mode are now set in the constructor and never changed.
Time is updated on frame changes to indicate which frame is being or has been
evaluated last.

This is a step towards making EvaluationContext obsolete.

Differential Revision: https://developer.blender.org/D3144
2018-04-13 14:17:22 +02:00
5d7952d9c7 Python API: remove object.dupli_list_create and dupli_list_clear.
Cycles is no longer using this. There are still addons using it but for
correct results with the new depsgraph this API should not be used.

Differential Revision: https://developer.blender.org/D3143
2018-04-13 14:16:59 +02:00
f0a4c631bb Fix incorrect object in editmode tests in depsgraph eval.
These cases should not depend on the view layer.
2018-04-13 13:04:19 +02:00
1c85fb95b1 Fix incomplete evaluation context in depsgraph iter. 2018-04-13 13:04:19 +02:00
07fc6c9224 Merge branch 'master' into blender2.8 2018-04-13 12:19:31 +02:00
332846b188 Remove editor type selector from File Browser when in 'Operator' mode.
Having that one when opening a file or loading some lib makes absolutely
no sense, and switching that 'temp' editor to some other type can
trigger all kind of funny bugs...

Note that using the shortcuts keys (Shift-F5 etc.) is still possible,
removing those seems a bit more involved. :/
2018-04-13 12:14:50 +02:00
199715eabc Point cache: stop using general object dupli system.
We now only look into dupli groups to find point caches to edit. This
feature is a leftover from the old proxy system, and evaluating the
full dupli list and all transforms was overkill. With static overrides
we may want to get rid of using duplis entirely, and just let users
select the objects directly.
2018-04-13 11:47:29 +02:00
d8bdd7b261 Cleanup: add utility function to find a single point cache ID. 2018-04-13 11:31:19 +02:00
b92d78553b Cleanup: don't use Blender structs in iTaSC module. 2018-04-13 11:31:19 +02:00
Julian Eisel
9599ed3ba7 UI: Activate (unused) tab button-type on press instead of release
Even if we want to support drag & drop, seems like most other apps that
support drag & drop for tabs activate the tab first anyway.
2018-04-13 10:32:52 +02:00
Julian Eisel
b5570337b6 UI: Activate workspace after appending it using the '+' menu
Could use an operator-macro if they'd support own RNA-properties. For
now added a wrapper operator.
2018-04-12 18:13:19 +02:00
bf854b2851 GPUSelect: Remove glFinish() that was causing bad perf issue.
I can see how it's slowing things down: glFinish make sure that every query
are finished but the first query may have been finished a long time ago.

This might create bubbles because of the PIL_sleep_ms.
2018-04-12 17:37:13 +02:00
a494df8e38 Fix: Follow up to 16b795cb95
It's not just the Graph Editor that needed this - the NLA also uses similar code
and thus suffers from a similar problem.

(My first commit from the Blender Institute v2.0 - Just testing that everything works)
2018-04-12 15:50:26 +02:00
31067c9757 Depsgraph: Move CoW tag to ID datablock tag
Unless there is an external action from an user, there should not
be need in re-copying original datablock to a copied one.

This brings performance up from 5fps to 11fps with Spring runcycle
(performance in master is 14fps).
2018-04-12 11:05:18 +02:00
15698f9907 Depsgraph: Avoid relations build time scene datablock expansion
Quite straightforward implementation, allows us to remove all the cherry-picking
update of specified scene/view layer/collection fields. Makes it possible to use
generic function to update scene.

The tricky part is that we need to know view layer pointer before the whole
evaluation starts. So we actually expand scene at initialization of evaluation.
context. This is still a bit of an exceptional case, but at least we still avoid
dangerous cherry-picking update.
2018-04-12 11:05:18 +02:00
18c7575f93 Depsgraph: Introduce ID recalc flag for COW component
Currently unused, but will become handy to check whether ID needs
to have COW update to be run.
2018-04-12 11:05:18 +02:00
fac1892e11 Depsgraph: Bind base by it's index
For the performance we convert object bases list to an array
during view layer evaluation. This makes it possible to have
very cheap index-based base lookup.

The goal of this change is to get rid of base used for function
binding, and avoid scene datablock expansion at the depsgraph
construction time.
2018-04-12 11:05:18 +02:00
9c406b786f Depsgraph: Bind view layer by index
Makes it a bit slower to evaluate single view layer, but this is does not
happen often, and overall number of layers is not very high.
2018-04-12 11:05:18 +02:00
ca2484e090 Depsgraph: Remove function bindings with collections
Use single function to evaluate all the collections for the given view layer.

This way we avoid need to get scene ID sub-data. Similar to pchan index, this
allows us to avoid build-time scene expansion, which also simplifies update of
the scene datablock.

Well, sort of. There is still work to be done to get rid of build-time scene
datablock expansion, which includes:

- Need to pass view layer by index.

  Annoying part would be to get actual view layer for that index. In practice
  doing list lookup might not be such a bad idea, since such lookup will not
  happen very often, and it is unlikely to have more than handful of view
  layer anyway.

  Other idea could be to use view layer from evaluation context.
  Or maybe from depsgraph, which is supposed to be in the context. Can have
  some assert statements to make sure everything is good.

- Need to get id of base binding for flags flush.

  We can replace that with index-based lookup from an array created by view
  layer evaluation.

Reviewers: dfelinto

Differential Revision: https://developer.blender.org/D3141
2018-04-12 11:05:18 +02:00
d213474070 Moved vectorblur code from render to compositor
In preparation of the removal of blender internal render we
moved the vectorblur code that was placed in the render package
(legacy) to the compositor. The compositor is only using this
code even the blender internal renderer did not use the code at
all.
2018-04-12 10:27:38 +02:00
c1680902ac Fix again 'auto override' system.
Got lost in big undo refactor.

Note that this is probably (maybe) not how we want to have it in the
end, things like EditMode undo should probably not trigger this check?
2018-04-11 15:23:54 +02:00
9ec26c415a Merge branch 'master' into blender2.8 2018-04-11 15:07:03 +02:00
8aa6e4d50b Changed assertion of '..' in file browser entries
The previous assert assumed '..' is always there, which isn't necessarily
true (for example when in the root of an Asset Engine repository).

The new code asserts that if '..' is present it should be the first entry
(rather than forcing the first entry to be '..').
2018-04-11 15:06:42 +02:00
5a3c146652 fix T54549: Vector Transform node in wrong nodeclass
the Vector Transform node was added to the "Vector" category in
nodeitems_builtins.py
but was using the "NODE_CLASS_CONVERTOR" internally (thus using e.g. the
'wrong' theme color)

thanx @dingto for review

Differential Revision: https://developer.blender.org/D3138
2018-04-11 14:14:31 +02:00
ce3adc090d Merge branch 'master' into blender2.8 2018-04-11 09:41:49 +02:00
a3a76bc0fe Explicitly specify which tag to use 2018-04-11 09:34:29 +02:00
c963488b5e Pose Mode: pass object to mode enter/exit
Also add lower level mode exit function
2018-04-11 09:21:01 +02:00
debe3011f6 Merge branch 'master' into blender2.8 2018-04-11 09:02:32 +02:00
32339a56f1 Cleanup: minor changes to pose-mode switching API
Prepare for multi-object pose mode
2018-04-11 08:53:59 +02:00
1b78f05b1c Merge branch 'master' into blender2.8 2018-04-10 20:17:56 +02:00
f55adabb3e Cleanup: remove unused flag 2018-04-10 20:13:31 +02:00
d7aa51a50c DRW: Deferred Shader Compilation: Don't recreate ogl context.
Only recreate ogl context if we cannot reuse the one of the previous thread.

Adding lots of shaders were recreating as many ogl context which was very
slow.
2018-04-10 19:30:23 +02:00
1bc8ebaa26 Formatting 2018-04-10 18:27:49 +02:00
48dc5c14d4 Fix crashing of EEVEE/Clay engines when importing an Alembic file
The dependency graph still isn't updated properly, so animated meshes don't
move in EEVEE/Clay, but at least Blender doesn't crash.
2018-04-10 18:24:24 +02:00
3dce5b2ef9 UI: Fix some drawing order issues. 2018-04-10 17:42:45 +02:00
04e363376b WM: Fix a crash (assert) when creating a new window.
This happened when creating a window with the cursor over the timeline area.
I still don't know exactly what happened but for a reason batches were not
reset in this case.
2018-04-10 17:42:45 +02:00
3cfca15b50 DRW: Hair: Use GWN_PRIM_LINE_STRIPS instead of LINES
This means fewer indices to store. That being said, it seems to be a little
slower because of the restart index. But that's in the case we would be
vertex bound, which is mostly never going to happen.
2018-04-10 17:42:45 +02:00
21a57ec29e BLF: Style: Fix bad casts.
This could have caused overflow issue.
2018-04-10 17:42:45 +02:00
8d1c21998a Merge branch 'master' into blender2.8 2018-04-10 16:15:30 +02:00
549d4a55ab Fix transform nearest axis check
Was mixing up global/local coords
2018-04-10 16:14:29 +02:00
71980945bc Draw Manager: Fix lazy compilation on certain hardware.
Before, the drawing functions sometimes froze with `AMD Radeon HD 7570M`.
2018-04-10 11:03:15 -03:00
6962119e7f Merge branch 'master' into blender2.8 2018-04-10 12:00:10 +02:00
5c3857b305 Depsgraph: Build relations for objects linked via pchan constraints
This is similar to previous fix for missing ID nodes, just the original
fix missed this part of change because it looked like it is already
happening.
2018-04-10 11:57:20 +02:00
a74e782f5b BLF: Fix broken shadows on certain hardware.
This was due to uninitialized texture space.
2018-04-10 10:26:09 +02:00
814f143acf Fix T54423: Messages from RNA_property_editable_info() were not translatable. 2018-04-10 10:24:02 +02:00
bd76c88754 Depsgraph: Flush debug prints
Makes it more reliable to see what was updating last when
crash happens.
2018-04-10 09:54:27 +02:00
c0ac908fe8 Fix crash when no object is active
Could happen when deleting the active object or opening an old file
2018-04-09 22:03:33 -04:00
16b795cb95 Fix crash in graph editor id remapping
Dopsheet pointer isn't set...?
2018-04-09 21:40:52 -04:00
Julian Eisel
77e9193c23 Fix invalid context when refreshing popups
Patch D2759 by @raa, with minor edits by me.
2018-04-09 19:31:39 +02:00
8d9a5d5062 UI: Fix widget shader on certain compiler.
There was a crash with Intel(R) HD Graphics 4000.
2018-04-09 14:07:32 -03:00
ec91948dd7 Cleanup: unused variable 2018-04-09 19:01:49 +02:00
Julian Eisel
7213553c84 UI: Clamp scrollbar offset to lower view boundaries
Fixes the "emtpy scrolling" glitch by clamping the scroller offset to
the boundary of the view when it's smaller than the previous.

Fixes T45197. Patch by @januz.

Differential Revision: D1580
2018-04-09 18:55:50 +02:00
4a656f5d16 GPU Shader: Cleanup: Remove unnecessary ";" 2018-04-09 13:45:57 -03:00
2a0dca4252 UI: Fix widget shader on certain compiler.
There was a crash with `Intel(R) HD Graphics 4000`.
Thanks to @fclem for the help and review.
2018-04-09 13:45:17 -03:00
26a283deae Use the newer version of the bullet 6dof spring constraint for rigidbody.
The new constraint is slower and not backward compatible, but should
be better, especially in the damping side. The new constraint also
has a different valid range of the damping coefficient, and a limit
implementation that bounces instead of making the object stationary.

Reviewers: sergof

Differential Revision: https://developer.blender.org/D3125
2018-04-09 19:14:35 +03:00
c1a2f973da Merge branch 'master' into blender2.8 2018-04-09 15:44:28 +02:00
7e39d151d8 Added support for the WEBM/VP9 video codec
WEBM is the codec name, and VP9 is the encoder (the older encoder "VP8"
is less efficient than VP9).

WEBM/VP9 and h.264 both have options to control the file size versus
compression time (e.g. fast but big, or slow and small, for the same
output quality). Since WEBM/VP9 only has three choices, I've chosen to
map those to 3 of the 9 possible choices of h.264:

- BEST → SLOWER
- GOOD → MEDIUM
- REALTIME → SUPERFAST

The VERYSLOW and ULTRAFAST options give very little extra benefit.

Reviewed by: @Severin
2018-04-09 15:27:11 +02:00
39116a4340 Remove commented-out code 2018-04-09 15:26:12 +02:00
d533b70b23 Fix build error with GCC, make depsgraph iterator compatible with C++. 2018-04-09 15:09:22 +02:00
f0edb853be Build: fix make deps using system webp/sndio libs. 2018-04-09 15:08:40 +02:00
Julian Eisel
867f96c234 Fix crash and invalid context when changing workspace
Caused by 1c24c04e60.
2018-04-09 13:19:19 +02:00
09ee3eb173 Merge branch 'master' into blender2.8 2018-04-09 12:44:25 +02:00
2872965652 Cleanup: avoid recalculating global center 2018-04-09 12:40:10 +02:00
3cb42e5917 GPU Codegen: Fix assert caused by GC of failled shaders. 2018-04-09 12:10:03 +02:00
020c4e19f2 BLF: Fix assert when drawing very small chars. 2018-04-09 12:10:03 +02:00
209c5cebb0 Freestyle: use depsgraph to get geometry, instead of Blender Internal.
Some of the code is simpler because we use Blender's triangulation directly
instead of dealing with quads. Also some progress printing code was removed
because the depsgraph can not tell us the number of objects ahead of time.

Differential Revision: https://developer.blender.org/D3127
2018-04-09 11:21:14 +02:00
cf4041eb05 UI: Widgets: Fix text edit cursor not drawing.
Actually it was drawn before the widget. Flushing widget cache and
everything is fine again.
2018-04-08 18:54:34 +02:00
9960feb7e3 GPU Select: Remove warnings on Intel GPU.
- Disable scissor test for fast clear. This could lead to some issues but
   I cannot think of one and could not find one either.
 - Manually wait for queries to be available instead of making the driver
   wait and issue warnings.
2018-04-08 18:31:50 +02:00
fc6b69bedc UI: Perf: Use GWN_draw_primitive for drawing viewport textures. 2018-04-08 18:31:50 +02:00
0b06e73258 UI: Perf: Use GWN_draw_primitive for drawing triple buffers texture. 2018-04-08 18:31:50 +02:00
17aad5ad97 UI: Perf: View3D: Batch view infos BLF calls together. 2018-04-08 18:31:50 +02:00
ccbc14d995 UI: Perf: Batch horizontal scrollers numbers together. 2018-04-08 18:31:50 +02:00
651ea84471 Clay: Improve loading time.
Only compile hair shader if we need it.
2018-04-08 18:31:50 +02:00
e9f048052f Merge branch 'master' into blender2.8 2018-04-08 17:54:07 +02:00
d6a1a0ebb8 Alphabetically ordered audio and video codecs 2018-04-08 17:52:30 +02:00
afbc73ab72 BLF: Perf: Use BLF_KERNING_STEP_FAST for other functions. 2018-04-08 15:57:24 +02:00
47cfdb3c0c Eevee: Reduce loading time.
Only compile the needed shadow shaders to reduce the startup time.

Theses shaders is taking forever to compile on intel (~5s each).
2018-04-08 15:57:24 +02:00
0c9bc69f42 DRW: Profiling: Batch BLF strings and add shadowing
Shadows makes it more readable and are relatively cheap now.
2018-04-08 15:57:24 +02:00
6b109da114 BLF: Fix BlenderPlayer compilation. 2018-04-08 15:57:24 +02:00
a981206fd1 Merge branch 'master' into blender2.8 2018-04-08 14:07:34 +02:00
245e01c30a Encoding panel clarifications
The encoding panel mentions "None" in a few places, which is confusing.
- "Codec: None" now reads "No Video"
- "Audio Codec: None" now reads "No Audio"
- "Output Quality: None; ..." now reads "Constant Bitrate"

When selecting "No Video" the remaining video encoding options are
hidden, making it even more explicit that there will not be video in the
output file.

The label "Codec" now reads "Video Codec" for symmetry with "Audio
Codec".
2018-04-08 13:46:29 +02:00
0b5ebb3265 BLF: Fix problem with bound texture.
Previous code was assuming that the glyph texture would remain bound to
GL_TEXTURE0 until the cache would be drawn. This is not always the case,
so better save the texture and rebind it before drawing.
2018-04-08 01:14:43 +02:00
3725d82cee BLF: Opti: More clever sampling for blured glyphs.
Reduce the number of sampled required for blurring by using filtered
texture samples.

This changes the result a bit but it is not noticable.
2018-04-08 01:00:55 +02:00
987c56c4b6 BLF: Opti: Draw only one quad per shadow/blurred glyph.
This port the Blurring of blf fonts to the final drawing shader.

We add a bit of extra padding to each glyph so that jittering the texture
coord does not sample the neighbor glyphs.
2018-04-08 00:44:35 +02:00
e0452cc5a9 Fix edit-mesh select next
Last change introduced error, return would stop looking over candidates.

D3137 by @nBurn
2018-04-07 19:54:59 +02:00
4db3b4da46 Bullet: Fix velocity calculation of new spring constraint
This is a backport of bullet commit: 86ca7dc
2018-04-07 17:37:23 +02:00
1a33707417 UI: Fix waveform widget text drawing.
Flush the text cache so that we have proper scissor test and ordering.
2018-04-07 14:03:32 +02:00
2d618974d1 UI: Perf: Port color widgets to batch.
This is more for completeness than perf.

Shader is tiny bit more complex but we get less overdraw and drawcalls.
2018-04-06 23:54:39 +02:00
3e998b8860 Fix object mode workspace check 2018-04-06 18:31:32 +02:00
4a2b64e43d Minor change to last commit 2018-04-06 18:17:18 +02:00
6b2cf4e86e Delete object crashed (missing NULL check)
Error in recent removal of workspace.object_mode
2018-04-06 18:15:51 +02:00
4e52724aa8 UI: Perf: Optimize F-curve handles drawing.
50% less time in my test when all handles are selected.
2018-04-06 15:39:09 +02:00
5441e4802a Style: Remove duplicated struct declaration. 2018-04-06 14:30:44 +02:00
39b654f4ff UI: Perf: Use widget base batching
Overall 10% more performance on general UI drawing time.

This commit can introduce ordering problem on some elements.
In this case you need to flush the widget cache to ensure the element that
is going to be drawn is drawn on top of any widget base.

To flush the cache use UI_widgetbase_draw_cache_flush.

This is already done for BLF and Icons.
2018-04-06 14:30:20 +02:00
21113ad834 UI: Perf: Add batching capability to widgets.
Similiar to how we batch Icons together. This is not enabled in this
commit.
2018-04-06 14:25:55 +02:00
fcb4aaf7a9 GPUShader: Add GPU_SHADER_2D_WIDGET_BASE_INST shader.
This will let us draw multiple widget base at once.
2018-04-06 14:22:20 +02:00
d2e1a14a57 Fix Collada: nullptr is a c++11 keyword. Changed to NULL 2018-04-06 13:06:46 +02:00
fe73c12990 Fix Collada: Import of animations for objects with multiple materials
When importing multiple materials for one object,
the imported material animation curves have all been
assigned to the first material in the object.

This fix also improves the console logging whenever the importer
finds a consistency problem with the imported animation data.
2018-04-06 12:42:38 +02:00
4de70da73a Cleanup: style, doxy headers 2018-04-06 10:47:39 +02:00
4a73127a2b UI: Perf: Improve ui_draw_dropshadow.
Replace the 12 iterations of UI_draw_roundbox_4fv with only one batch.

This mean less overdraw and less drawcalls.

I had to hack the opacity falloff curve manually to get approximatly the
same result as previous technique. I'm sure with a bit more brain power
somebody could find the perfect function.
2018-04-06 10:25:53 +02:00
80d4d71360 UI: Perf: Modify UI_draw_roundbox to use GWN_batch API.
This commit also rename and move a few thing to clean things up.

Major improvment is using one drawcall instead of 8 for UI_draw_roundbox_aa.
2018-04-06 10:25:53 +02:00
Julian Eisel
72e5082b67 UI: Add accelerator keys to quit confirmation popup 2018-04-05 19:15:37 +02:00
eb7b701137 Fix error where find-next missed None check
Thanks to @nBurn
2018-04-05 18:48:48 +02:00
ba821ad2ad Depsgraph: Avoid build-time armature expanding
With index-based pchan evaluation we don't need to go into
a mess of expanding armature at relation construction time.
2018-04-05 18:40:10 +02:00
58ba5a65bc Cleanup: use string macros to avoid duplicate args 2018-04-05 18:39:23 +02:00
3a864f5ee4 BLI_string_utf8: macros that de-duplicate sizeof arg 2018-04-05 18:37:54 +02:00
025bf11a9f Merge branch 'master' into blender2.8 2018-04-05 18:25:05 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
9b8a92b874 Depsgraph: Pull indirect dependencies via pchan constraints
Was missing ID looper for pchan constraint.
2018-04-05 18:03:36 +02:00
57329304b0 Merge branch 'master' into blender2.8 2018-04-05 16:58:41 +02:00
ea0e2f9bd3 Load metadata from video files and expose via RNA
The MovieSequence and MovieClip classes now have a metadata() function
that exposes the `IDProperty *` holding the video metadata.

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:24 +02:00
6c3110a661 Write the scene render frame range to image/video files
This is useful to create a mapping from the frame range in the video to
frame index in the blend file.

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:24 +02:00
6374d390d3 Write StampData metadata to video files
This is currently only supported by FFmpeg (so not frameserver, AVI RAW,
or AVI JPEG), and only seems to work when using Matroska or Ogg Theora
containers.

Only metadata that doesn't change from frame to frame is written to
video files. This distinction is visible in the UI by looking at the
stamp checkbox tooltips (they either mention "image" or "image/video").

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:23 +02:00
b0a767b85b IMB_metadata improvements
- Metadata handling is now separate from `ImBuf *`, allowing it to be
  used with a generic `IDProperty *`.
- Merged `IMB_metadata_add_field()` and `IMB_metadata_change_field()`
  into a more robust `IMB_metadata_set_field()`. This new function
  doesn't return any status (it now always succeeds, and the previously
  existing return value was never checked anyway).
- Removed `IMB_metadata_del_field()` as it was never actually used
  anywhere.
- Use `IMB_metadata_ensure()` instead of having
  `IMB_metadata_set_field()` create the containing `IDProperty` for
  you.
- Deduplicated function declarations, moved `intern/IMB_metadata.h` out
  of `intern/`. Note that this does mean that we have some extra
  `#include "IMB_metadata.h"` lines now, as the metadata functions are
  no longer declared in `IMB_imbuf.h`.
- Deduplicated function declarations, all metadata-related declarations
  are now in imbuf/IMB_metadata.h.

Part of: https://developer.blender.org/D2273

Reviewed by: @campbellbarton
2018-04-05 16:50:23 +02:00
f0f6c96a92 BLI_string: macros that de-duplicate sizeof arg 2018-04-05 16:44:48 +02:00
3eaf77fdd3 Merge branch 'master' into blender2.8 2018-04-05 16:19:43 +02:00
1c1dc39466 UI: Node Editor: Make nodelink arrow size and link width dpi dependant. 2018-04-05 16:08:46 +02:00
fb8a1a58d9 UI: Node Editor: Batch nodelinks together.
This will do only one drawcall for every 256 nodelinks.
2018-04-05 16:08:46 +02:00
72bfa849ee UI: Node Editor: Port nodelink drawing to shader based drawing.
Use the new GPU_SHADER_2D_NODELINK and GPU_SHADER_2D_NODELINK_INST to
accelerate nodelink drawing.

This commit does not include the batching functionnality. So this should
not make a lot of difference.
2018-04-05 16:08:46 +02:00
c65c4fb77b GWN: Add GWN_batch_uniform_2fv_array. 2018-04-05 16:08:46 +02:00
cadef79a52 GPUBatch: Change preset managment system.
Now use a list of preset batches with a function to add new ones to this
list.

This removes the need of new functions all over the place to reset/exit.
2018-04-05 16:08:46 +02:00
d48597eb54 GPUShader: Add 2D Nodelink shader.
Special shader to draw nodelinks for the node editor.

We only pass bezier points to the GPU and vertex position is handled inside
the vertex shader.
The arrow is also part of the batch to avoid separate drawcalls for it.

We still draw 2 pass one for shadow and one for the link color on top.

One variation to draw instances of theses links so that we only do one
drawcall.
2018-04-05 16:08:46 +02:00
ad1ea9a427 Undo: split text undo steps out of the data-block
This moves undo storage into a separate struct which is passed
in from the undo system.
2018-04-05 15:22:33 +02:00
79c3c56894 Undo System: return undo step from undo push init
Also improve logging
2018-04-05 14:11:51 +02:00
1761095abc Logging: use -1 log level to log all levels 2018-04-05 13:55:04 +02:00
cd474b913b ED_undo: use logging 2018-04-05 13:41:52 +02:00
47b6e23271 Fix crash w/ empty text undo operations 2018-04-05 10:01:12 +02:00
5fba4458e9 Fix Cycles motion blur and engine.frame_set() not working. 2018-04-04 17:59:46 +02:00
db3c3d1338 Depsgraph: Fix/workaround crash with animation and drivers and CoW
The issue was caused by component tag forcing CoW component to be run,
without actually flushing changes down the road from the CoW operation.

In a way, this is what we want: we do want CoW to run on changes, but
we don't want tiny change forcing full datablock update.

This commit makes it so order of updates is all correct, but the bigger
issue is still open: what parts of datablock CoW should be updating?

Now it's possible to open spring file and play around.
2018-04-04 17:49:08 +02:00
b561707bed Gawain: Make removing batches more thread safe
The issue was mainly visible when copy-on-write was enabled. This was forcing
lots of meshes to be freed from multiple thread, causing all sorts of race
conditions in Gawain's VAO code.

OpenGL resources seems already to be doing deferred deletion, need to do the
same for CPU side arrays.
2018-04-04 17:49:08 +02:00
160e62b88c Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_object.h
2018-04-04 15:03:55 +02:00
d59c2d12b1 Fix modifier freeing code re. ID refcounting.
Free code should not handle ID refcounting at all. This has to be done
at higher level, since in some case we want to free (temp) data that
actually did not refcount at all its IDs.

This change seems to be working OK, but as usual in that area, only
lots of testing in real-case situation will say whether there are some
hidden bugs or not.
2018-04-04 14:58:52 +02:00
59562e5b25 Fix Cycles particle info node not working. 2018-04-04 13:18:06 +02:00
7db4b935e1 Depsgraph: Cleanup, reduce indentation level 2018-04-04 13:02:28 +02:00
ef22b837e8 Merge branch 'master' into blender2.8 2018-04-04 12:57:36 +02:00
0c7ec58966 Depsgraph: Make sure textures used by modifiers are in the graph 2018-04-04 12:56:04 +02:00
49f77b0d83 Proper fix for T54337
Accidentally checked the wrong variable in fa01a1738b.
2018-04-04 06:36:16 -04:00
39585e1abc Fix undefined workspace in UI script 2018-04-04 12:33:10 +02:00
3a17dab2b1 Fix Eevee crash with generated coordinates on non-objects. 2018-04-04 12:28:20 +02:00
9c7bd1fad9 Cleanup: simplify fix for T53497, this part is not strictly needed. 2018-04-04 12:28:20 +02:00
3a566687e1 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenloader/intern/readfile.c
2018-04-04 12:00:57 +02:00
677d699645 Tweak ID->tag reset on file load (no visible change expected!).
Issue was, *some* IDs (like infamous nodetrees from materials etc.)
would not go through the 'main' read_libblock() func, so their tags were
never reset.

So now, we ensure direct_link_id() always clear the tags, and move
setting them in read_libblock() after the call to direct_link_id().

Needed for depsgraph, but general healthier fix actually.
2018-04-04 11:59:16 +02:00
948f4e8c94 Depsgraph: Get pchan index from correct pose
This code should be replaced with evaluation-time ID block expansion,
but before that it will be helpful to get old design to work again.
2018-04-04 11:55:06 +02:00
a6999a869e Merge branch 'master' into blender2.8 2018-04-04 11:49:24 +02:00
c128738926 Depsgraph: Ensure root pchan is always found 2018-04-04 11:49:01 +02:00
c9ad9b260a Depsgraph: Pass CoW version of object to armature update done 2018-04-04 11:47:33 +02:00
fb5a57ab97 Fix part of T53497: Eevee stuttering on macOS for the first few seconds of usage.
The problem was that textures were assigned to different slots on different draw
calls, which caused shader specialization/patching by the driver. So the shader
would be compiled over and over until all possible assignments were used.
2018-04-04 11:30:55 +02:00
3f4df3f847 Fix missing hair in fishycat and everything else after particle recalc changes
The cache was getting reset always, due to special case of flag being 0.

Bug introduced by: 44cd24a9ce
2018-04-04 05:10:47 -04:00
e217fb439f Merge branch 'master' into blender2.8 2018-04-04 10:36:39 +02:00
909efe6be5 Depsgraph: Assert that pchan index is always valid 2018-04-04 10:35:32 +02:00
d54a058f35 Merge branch 'master' into blender2.8 2018-04-04 10:16:38 +02:00
f913e69093 Depsgraph: Add missing expansion od custom bone shapes
This was fixed in 2.8 branch but not in master.
2018-04-04 10:15:45 +02:00
eaf8608ba5 Merge branch 'master' into blender2.8 2018-04-04 09:54:50 +02:00
4674e02562 Depsgraph: Only bind ID-data and indices to depsgraph callbacks
This is a part of copy-on-write sanitization, to avoid all the checks
which were attempting to keep sub-data pointers intact.

Point is: ID pointers never change for CoW datablocks, but nested
data pointers might change when updating existing copy.

Solution: Only bind ID data pointers and index of sub-data.
This will make CoW datablock 7update function was easier in 2.8.

In master we were only using pose channel pointers in callbacks,
this is exactly what this commit addresses. A linear lookup array
is created on pose evaluation init and is thrown away afterwards.

One thing we might consider doing is to keep indexed array of
poses, similar to chanhash.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D3124
2018-04-04 09:48:41 +02:00
fa01a1738b Fix T54337: Cycles crash with simple subd object in debug build 2018-04-03 23:37:12 -04:00
8c4d28cdb9 Fix T54400: Some GCN 1 cards available to select for use with Cycles
Hainan was missing from the list of GCN 1 cards.
2018-04-03 23:15:07 -04:00
2f723a414f BMesh: remove redundant loop in select-next-active
Thanks to @nBurn for spotting
2018-04-03 18:32:55 +02:00
cd6daea7d3 Missed in last merge 2018-04-03 18:22:52 +02:00
48eaddfae0 Missed in last merge 2018-04-03 18:22:05 +02:00
e52beb3733 Merge branch 'master' into blender2.8 2018-04-03 18:12:39 +02:00
ab695c3297 Undo: make id-map use binary search to keep sorted 2018-04-03 18:07:51 +02:00
1f0f234b07 Fix own error w/ undo ID lookup
Was testing with small number of items, so this went unnoticed.
2018-04-03 17:58:37 +02:00
c713e9c472 Draw Manager: Improve description of draw_frustum_boundbox_calc variables 2018-04-03 12:18:56 -03:00
b2c9fdfe87 Cleanup: rename BMesh count_ex -> count_at_most 2018-04-03 17:06:36 +02:00
bfdb88f3f4 Cleanup: rename list count_ex -> count_at_most 2018-04-03 17:05:21 +02:00
06a62d4e06 Undo: use with_prev verisons of id-map lookups 2018-04-03 17:03:33 +02:00
5a7deab65a Undo: use general id-map for image undo lookups.
Was doing own name based lookups to keep compatible w/ global undo.
2018-04-03 17:03:33 +02:00
75de21f072 Undo System: id-map avoid duplicate add/lookup
Add versions of add/lookup that check the previous item.
2018-04-03 17:03:33 +02:00
53f068454e Fix mistake logging w/ undo 2018-04-03 17:03:33 +02:00
6744c34a26 Merge branch 'master' into blender2.8 2018-04-03 16:13:13 +02:00
96f565b380 Fix T54477: Broken utf8 strings in old .blend files
Back in the days (2.4x and before), it was rather easy to get some
invalid utf-8 strings in Blender. This is totally breaking modern code,
so this commit adds a simple 'check & fix strings' operator, available
from the main File menu.
2018-04-03 16:03:11 +02:00
601835cd31 Fix (unreported) crash when accessing some bl_rna.properties.
E.g. typing `bpy.data.bl_rna.properties[8].<tab>` in console would hard-crash
trying to dereference NULL pointer. Was a missing check in rna_Property_tags_itemf().
2018-04-03 14:32:23 +02:00
7e9a80530f Cleanup: remove unused mtexpoly array
Not needed in 2.8
2018-04-03 14:30:12 +02:00
a2c0a382cd Merge branch 'master' into blender2.8 2018-04-03 14:19:51 +02:00
feb7852e1b Fix duplicate Cycles panels in properties editor. 2018-04-03 14:04:59 +02:00
3a96cfcd26 Fix crash on startup on macOS, after recent framebuffer refactoring. 2018-04-03 09:36:31 +02:00
b3004d30f5 Undo: remove particle undo push
Was only called on copy particle system
which is already doing an undo push.
2018-04-03 08:57:01 +02:00
72ae0e1b6d Cleanup: editor BKE_main includes 2018-04-03 08:42:12 +02:00
a0eb54142f Undo: replace global access w/ ED_undo_stack_get
While I'd like to avoid using this too much since the operator
system should handle.
It's less trouble than accessing it inline each time.
2018-04-03 08:35:42 +02:00
a7a25fed2b Fix mode switching error on undo
For 2.8 there is already a utility function for this,
wrap it - avoiding an undo step.
2018-04-03 08:05:18 +02:00
751782c8df Correct own error in string lookup 2018-04-03 07:44:37 +02:00
Dalai Felinto
495b21fa0c Move to Collection: Reduce memory leakage
This is really minor but anyways, now it will only leak if you cancel the menu.
And that only if htis is the last time you called this operator before closing
Blender.
2018-04-02 18:52:22 -03:00
Dalai Felinto
89eb9c7f3e Move to Collection: Use automatic fallback name for new collections popup 2018-04-02 17:25:22 -03:00
Dalai Felinto
1f291d5814 Collections: API to get automatic name of new collection 2018-04-02 17:25:22 -03:00
Dalai Felinto
0faa065ed4 Move to Collection: Popup for naming new collection 2018-04-02 17:25:22 -03:00
Dalai Felinto
80e7a48f21 Fix blenderplayer (tm) 2018-04-02 17:24:20 -03:00
31f2a6755d PyAPI: Add PyC_Tuple_Pack_F64 utility 2018-04-02 19:48:34 +02:00
71d7d6cd8c Build: add WITH_OPENVDB_3_ABI_COMPATIBLE option.
Better fix for T54457. It seems Debian compiles OpenVDB without ABI 3
compatibility, while Arch does enable it as is the default in the OpeVDB
CMake build system.

So now there's an option that the distribution can set depending on how
they compile their OpenVDB package.
2018-04-02 19:13:04 +02:00
72c57a755e UI: Fix: Center vertical scrollbar circles. 2018-04-02 18:47:56 +02:00
e1d6e524b3 UI: Perf: Batch Trias with widgets.
This remove another portion of imm calls and reduce overall drawcall count.
2018-04-02 18:47:56 +02:00
4041385ddd Cleanup: remove redundant imbuf return values
Some functions always returned the input argument
which was never used.

This made code read as if there might be a leak.

Now return a boolean (true the imbuf is modified).
2018-04-02 17:34:52 +02:00
b49290be14 Partial fix for T54491: Use a more accurate solution to calculate the frustum boundbox 2018-04-02 12:21:09 -03:00
Milan Jaros
888a04c7e4 Build: fixes for the Intel compiler versions 2016, 2017, 2018.
Differential Revision: https://developer.blender.org/D3109
2018-04-02 16:39:04 +02:00
692aeb6fe0 Cleanup: newlines left in messages 2018-04-02 15:46:31 +02:00
89fdd88906 Merge branch 'master' into blender2.8 2018-04-02 15:18:10 +02:00
57bbd478a5 Cleanup: remove unused view_layer argument 2018-04-02 15:11:53 +02:00
4ffa05c30b Cleanup: move undo into it's own directory
Split out undo API from ED_util.h into ED_undo.h
2018-04-02 15:07:40 +02:00
b186592b21 Cleanup: move BKE_global include under ifdef's 2018-04-02 14:19:44 +02:00
44efbef41e Undo: store active curve shape key in edit-mode 2018-04-02 13:13:57 +02:00
017c731cf3 Logging: use for Python API
Adds categories "bpy.context" & "bpy.rna"
2018-04-02 13:13:57 +02:00
21fcc723e9 imbuf: revert some of the changes of rBb6ba3c682dd6615e760905572a5bcd69bb46371f since they broke the build. 2018-04-01 15:17:17 -06:00
b29ecbfc6b Fix compiling with Alembic
Still need G.main
2018-04-01 19:50:19 +02:00
c0eab1fde5 Workaround for undo steps not storing object modes 2018-04-01 19:33:02 +02:00
557db587b7 Merge branch 'master' into blender2.8 2018-04-01 11:14:09 +02:00
b65ea517eb Merge branch 'master' into blender2.8
- Undo that changes modes currently asserts,
  since undo is now screen data.

  Most likely we will change how object mode and workspaces work
  since it's not practical/maintainable at the moment.

- Removed view_layer from particle settings
  (wasn't needed and complicated undo).
2018-04-01 11:03:25 +02:00
f48895f74a Correct accidental changes by C Logging addition
Error in 891c1cfc9a
2018-04-01 10:23:28 +02:00
473f17b3d5 Resolve unsigned comparison error w/ MSVC 2018-04-01 07:41:23 +02:00
b6ba3c682d Cleanup: remove global header 2018-04-01 07:24:45 +02:00
951d89b7b4 Cleanup: warning 2018-03-31 23:51:38 +02:00
d18116a297 Removed by accident in last commit 2018-03-31 23:47:05 +02:00
651b8fb14e Undo: unified undo system w/ linear history
- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
  should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
  undo data is restored.
- Some undo types accumulate changes (image & text editing)
  others store the state multiple times (with de-duplication).
  This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
  manage restoring correct ID's.
  Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
  Previously this wasn't done, making history fail in some cases.
  This can be optimized to skip some combinations of undo steps.

grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.

See D3113
2018-03-31 20:40:37 +02:00
916c91bd08 BLF: Remove debug print
"this is not the commit you're looking for"
2018-03-31 20:33:05 +02:00
4ae7235637 BLF: Fix Vertical/Horizontal layout switch.
This was breaking the first drawcall after a simple/non-simple shader
switch.
2018-03-31 20:26:09 +02:00
c77870fc78 UI: Perf: Batch icons drawcalls together.
For this we use a new shader that gets it's data from a uniform array.
Vertex shader position the vertices using these data.

Using glUniform is way faster than using imm for that matter.

Like BLF rendering, UI icons are always (as far as I know) non occluded and
displayed above everything else. They also does not overlap with texts so
they can be batched at the same time.
2018-03-31 19:43:22 +02:00
4dc0c923fb BLF: Perf: Do not call FT_Set_Char_Size every time.
Using FT_Set_Char_Size is slow. Calling it only when needed is more clever.
2018-03-31 19:32:53 +02:00
f9691bae84 BLF: Perf: Add a kerning cache table for ascii chars.
This adds less than a megabyte of mem usage.
FT_Get_Kerning was the 2nd hotspot when profilling. This commit completly
remove this cost.

One concern though: I don't know if the kerning data is constant for every
sizes but it seems to be the case. I tested different fonts at different
dpi scalling and saw no differences.
2018-03-31 19:32:53 +02:00
91d0825b55 BLI_sort_utils: add pointer sorting callback
Also rename Pointer -> Ptr
2018-03-31 19:25:27 +02:00
ae3a1da1e6 Logging: fix own error with formatting 2018-03-31 15:43:47 +02:00
b237a1c2ea Use int instead of bool
Causes issues when including in some files.
2018-03-31 15:33:15 +02:00
db8e7f9780 Logging: add argument --log-show-basename
Optionally strips leading path from filenames when logging.
2018-03-31 15:29:46 +02:00
5cb440492e Cleanup: --help text output
Some arguments missed their <value>.
2018-03-31 14:53:15 +02:00
22d40fdfd8 Cleanup: blf internal struct naming
- use x/y/width/height/max as a suffix.
- replace 'num' prefix /w 'len' suffix.
2018-03-31 13:40:23 +02:00
0ef38879b3 Cleanup: BLF batch drawing naming
- batching -> batch_draw.
- ct & size -> len.
- start/end -> begin/end (follow GL convention).
2018-03-31 13:11:38 +02:00
ac4513a5b8 Logging: add ability to exclude categories. 2018-03-31 12:52:47 +02:00
5f59c22bf1 Docs: doxygen docs for clog 2018-03-31 12:27:18 +02:00
b8a66973ac Fix clog: own error allocating from static buffer 2018-03-31 11:25:49 +02:00
af11eea3fd Fix logger build w/ MSVC 2018-03-31 09:18:30 +02:00
1ebc14064b Build deps: do sndfile patch also on linux platform 2018-03-31 02:15:13 +03:00
8b74741b9e GWN: Perf: Bypass glUseProgram(0)
I left a flag to quickly debug if something is wrong.
But now that everything uses shader, it seems to be alright since a shader
is always set active before drawing.
2018-03-30 23:27:45 +02:00
ddbde6d1c0 UI: Perf: Do not use implicit Attrib fill. 2018-03-30 22:51:28 +02:00
4241d6a9cc BFL: Fix broken vertical texts.
I've made a separate version of the geom shader that works with full
3D modelviewmat.

This commit also includes some fixup inside blf_batching_start().
2018-03-30 22:50:17 +02:00
96d6a928ab DRW: Add BLF_batch_reset to be able to use BLF inside DRW. 2018-03-30 21:10:24 +02:00
f44d3e83cc UI: Perf: Add BLF batching for File browser and UI blocks.
This batch together most of the calls that can be batch together.
2018-03-30 21:09:24 +02:00
963e48e1df BLF: Add Batching capabilities.
You can now use BLF_batching_start and BLF_batching_end to batch every
drawcall to BLF together minimizing the overhead introduced by BLF and the
opengl driver.

These calls cannot be nested (for now).

If the modelview matrix changes, previously batched calls are issued and a
the process resume with the new matrix.

However the projection matrix MUST not change and gl scissors as well.
2018-03-30 20:59:45 +02:00
fb1463ff2b GPUFramebuffer: Fix assert triggering another assert. 2018-03-30 20:15:03 +02:00
ab9adf9cdc BLF: Use Batch API instead of IMM.
This is not a perfect win just yet. It's now calling glBufferSubData for
every call (instead of using glMapBufferRange which is almost faster), but
with this system we will be able to batch drawcalls together.

See next commit.
2018-03-30 20:09:26 +02:00
8568d38f1b GWN: Add GWN_vertbuf_vertex_count_set.
This allows us to specify a the number of vertices to upload to the gpu.
This is to keep the same allocation on the System Memory but send the least
amount of data to the GPU/Driver.
2018-03-30 20:09:26 +02:00
891c1cfc9a C Logging: use instead of printf for messages
- See `--log` help message for usage.
- Supports enabling categories.
- Color severity.
- Optionally logs to a file.
- Currently use to replace printf calls in wm module.

See D3120 for details.
2018-03-30 18:57:41 +02:00
c647c93f63 build_deps: Disable building docs for OIIO
Two issues are fixed with this commit:

1) When we build OIIO (on unixoid build environments) and no /src/doc/oiiotool was present we had no build target for it (which led to a build error). As we don't need docs for OIIO, we disable it now.

2) We specified a var that OIIO does not recognize (was removed upstream a long time ago): ILMBASE_VERSION.
2018-03-30 15:22:40 +02:00
Dalai Felinto
cc69831796 Select Grouped: Collection Part II
Selecting not only the objetcs directly linked to the selected collection.
So we also do it for the objetcs in the nested collections, just as we can
do from the outliner.
2018-03-29 20:03:47 -03:00
Dalai Felinto
41a81fece4 Collections: API to select all scene collection objects 2018-03-29 20:03:47 -03:00
Dalai Felinto
534916258d Select Grouped: Collection Part I
Use Shift+G > Collection. If there is only one collection, it just selects it,
if there are multiple ones user get to pick which one to select.

This is the same behaviour we have for groups. Note, we only select objects
directly in the collection, not the ones in any nested collection.

Feature suggested by Pablo Vazquez (venomgfx)
2018-03-29 20:03:47 -03:00
Dalai Felinto
024395170c Fix typo in outliner Select Objects tooltip 2018-03-29 20:03:47 -03:00
Dalai Felinto
156b548208 Collections: API to get collection from index 2018-03-29 20:03:47 -03:00
Dalai Felinto
1251043636 Collections: API to check if object is in collection 2018-03-29 20:03:47 -03:00
ee2aa31982 PyDoc: Merge manual docs for bge.texture
https://docs.blender.org/manual/en/dev/game_engine/python_api/videotexture.html

Had a few things that this file did not while this file having things the other did not.
To fix, I merged both documents into the python api.
2018-03-29 18:02:04 -04:00
b882257fbd BLF: Reduce the size of the buffer requested to IMM.
There is no point to not call strlen if the number of char is large.
2018-03-29 21:32:26 +02:00
7144fdf285 BLF: Perf: Divide by 6 the amount of verts sent to the GPU.
This means smaller imm buffer usage.

This does not reduce the number of drawcalls.

This uses geometry shader which is slow for the GPU but given we are really
CPU bound on this case, it should not matter.

A perfect implementation would:
- Set the glyph coord in a bufferTexture and just send the glyph ID to the
  GPU to read the bufferTexture.
- Use GWN_draw_primitive and draw 2*strllen triangle and just retrieve the
  glyph ID and color based on gl_VertexID / 6.
- Stream fixed size buffer that the Driver can discard quickly but this is
  the same as improving IMM directly.
2018-03-29 21:32:26 +02:00
c48b6fae9a GWN: Add immVertex4f. 2018-03-29 21:32:26 +02:00
354dfdac88 UI: Edit mode move edge data tool into a menu
UI: Edit mode move edge data tool into a menu

See also:

- D1741
- T46853

Reviewers: Severin, meta-androcto, campbellbarton

Subscribers: mont29, #user_interface

Tags: #user_interface

Differential Revision: https://developer.blender.org/D2259
2018-03-29 14:26:49 -04:00
0f6d52cd29 PyDocs: Adde link to Wikipedia page for mathutils.Euler class
This update adds a link to the Wikipedia article "Euler angles" to the description of the mathutils.Euler class.
I initially was not sure what a "Euler" represented in Blender API, but found the Wikipedia article helpful. I believe others will find the link helpful too if it appears in the class documentation.

This is similar to the Wikipedia links that appear in the mathutils.Matrix class, e.g: https://docs.blender.org/api/blender_python_api_current/mathutils.html?highlight=euler#mathutils.Matrix.adjugate

Author: @justasb

Reviewers: campbellbarton, trumanblending, Blendify

Reviewed By: Blendify

Subscribers: Blendify

Tags: #bf_blender

Differential Revision: https://developer.blender.org/D3077
2018-03-29 14:25:13 -04:00
Julian Eisel
b3ef5a04d1 Cleanup: Use uppercase UI_ prefix for external functions
Using uppercase prefixes is our convention for external functions.
"External" as in functions exposed to the outside of interface/ directory.
2018-03-29 17:21:02 +02:00
Julian Eisel
973eeff2ea Fix Blenderplayer compile error 2018-03-29 17:15:35 +02:00
8b45fd8b61 UI: Fix out of bound read catched by asan. 2018-03-29 16:46:28 +02:00
d93e7e6430 UI: Perf: Group fill/border/emboss batches together.
This roughly halves the number of drawcalls from widgetbase_draw.
2018-03-29 16:36:01 +02:00
Dalai Felinto
26b9c502ed Merge remote-tracking branch 'origin/master' into blender2.8
Fix for T54437: Sequencer preview uses last updated scene

The fix started in master, moving EvaluationContext initialization
before we leave `deg_evaluate_on_refresh()`.

Upon merging master we can fix the actual issue which was to set
the EvaluationContext depsgraph even if the depsgraph was already updated.
2018-03-29 10:36:34 -03:00
Dalai Felinto
11130970c6 Merge commit 'origin/master^' into blender2.8 2018-03-29 10:36:01 -03:00
Dalai Felinto
9f60c850f9 Depsgraph: initialize EvaluationContext even if nothing to update
This is required to T54437 (sequencer preview uses last updated scene).
Although the fix itself needs to be in 2.8, for the 2.8 specific
initialization code.
2018-03-29 09:56:09 -03:00
f6ad538040 UI: Perf: widgetbase: Replace imm usage by a batch cache.
Introduce a UI batch cache. For the moment it's only used by widgetbase so
leaving it interface_widgets.c. If it grows, it can have its own file.

Like all preset batches (batches used by UI context), vaos must be refreshed
each time a new window context is binded.

This still does 3 GWN_batch_draw in the worst cases but at least it does
not use the IMM api.

I will continue and batch the 3 calls together since we are really CPU
bound, so shader complexity does not really matters.

I cannot spot any difference on all the widgets I could test. I did not use
any unit tests so I cannot tell if there is really any defects.

This is not a complete rewrite but it adresses the top bottleneck found
after a profilling session.
2018-03-29 14:22:50 +02:00
ba9c2746b6 GPUShader: Add specialized widget base shader.
This vertex shader let us draw widgets with batches instead of imm calls.
2018-03-29 14:22:50 +02:00
3c48a21833 GWN: Batch: Add GWN_batch_uniform_4fv_array 2018-03-29 14:22:50 +02:00
8301b26452 EEVEE: Fix bad framebuffer configuration
Was causing black / corrupted scene because of broken downsample

Add a debug check to not run into this problem again.
2018-03-29 13:43:30 +02:00
72b4d444f6 Particles: Fix missing hair dynamics
Only if all the nasty looking bugs had such a simple solution...
2018-03-29 12:43:00 +02:00
44cd24a9ce Particles: Remove dedicated recalc field from ParticleSettings
Use more generic id->recalc flag.

Also sanitize flag flush from settings to particle system.
Need to do such flush before triggering point cache reset, since
point cache reset will do some logic based on what flags are set.

This will solve crash caused by threaded update which will set
some bitflags while point cache reset is in progress.
2018-03-29 12:41:11 +02:00
526719bccb Cleanup, silence compiler warning in release build 2018-03-29 12:40:23 +02:00
95b9680597 Draw manager: Make particle code drawing closer to old viewport
The way how particle state is to be accessed or used did not change
in Blender 2.8, so the drawing code should follow old design.

This code is somewhat duplicated from drawobject.c, but old draw
code is on the way to be removed anyway.

This fixes issue with disappearing particles when tweaking number
of particles.
2018-03-29 12:31:32 +02:00
0cbf747ffa Draw manager: Make evaluation context a part of context state
This way we don't have to re-initialize the full evaluation
context in every area we need it.
2018-03-29 12:18:07 +02:00
3177023104 Draw manager: Use C99 struct initialization
Allows us to easily add fields which we never want to
be initialized, but still keep sane order of fields in
the structure itself.
2018-03-29 12:07:11 +02:00
90e1a5fd27 Draw manager: Use utility functions for dealing with state memset 2018-03-29 11:43:42 +02:00
f42c6960d2 Draw manager: Cleanup, early output
Do early output and reduce level of indentation.
2018-03-29 10:34:42 +02:00
05c76990c8 Depsgraph: Tag datablock with original update flag
Tagging based on components might not be granular enough.

For example, for particles we would want to know what part
of particles was changed exactly. For the flushing we wouldn't
worry too much, because we will want less granular updates
there anyway.
2018-03-29 10:08:56 +02:00
ca5f3dd220 Fix T54457: build error with OpenVDB versions newer than 3.
Solution provided by Sven-Hendrik Haase.
2018-03-29 07:21:35 +02:00
52302757cd Fix T54455: OpenCL build error after recent changes. 2018-03-29 07:14:09 +02:00
Matt Heimlich
e3f1d98098 Cycles: take into account diffuse roughness for roughness baking.
Roughness baking previously defaulted to 1.0 for all diffuse materials,
now we also bake roughness values of Oren-Nayer and Principled Diffuse.

Differential Revision: https://developer.blender.org/D3115
2018-03-28 23:45:15 +02:00
Dalai Felinto
6456d59b6b Move to Collection - Add new collection
Include option to create new collection and move objects to this
collection.

Based on suggestion by Pablo Vazquez (venomgfx) and my own feedback.
2018-03-28 17:15:33 -03:00
Dalai Felinto
ba90597f22 Move to Collection - Skip Master Collection nested level
Have the Master Collection always opened. This removes one level of nesting.
As suggested by Pablo Vazquez (venomgfx).
2018-03-28 17:15:01 -03:00
Dalai Felinto
f167226b79 Move to Collection - initial operator
How to use: Select a few objects, and press "M" in the viewport.

If you hold ctrl the objects will be added to the selected collection.
Otherwise they are removed from all their original collections and moved
to the selected one instead.

Development Notes
=================
The ideal solution would be to implement an elegant generic multi-level
menu system similar to toolbox_generic() in 2.49.

Instead I used `uiItemMenuF` to acchieve the required nesting of the menus.

The downside is that `uiItemMenuF` requires the data its callback uses to be
always valid until the menu is discarded. But since there is no callback we
can call when the menu is discarded for operators that exited with
`OPERATOR_INTERFACE`.

That means we are using static allocated data, that is only freed next time
the operator is called. Which also means there will always be some
memory leakage.

Reviewers: campbellbarton

Differential Revision: https://developer.blender.org/D3117
2018-03-28 17:14:51 -03:00
1953de335e Cleanup: Tooltip spelling 2018-03-28 13:09:00 -04:00
1b6bf5b75e build_deps: disable hdf5 lib support
we do not ship with hdf5 support for alembic on any of the platforms.
2018-03-28 10:48:52 -06:00
8afc9c1e7d Fix Collada: broken tangents with Camera Animation import for xfov
When importing an xfov curve, we must transformed the data to
Lens opening angles in degrees. While the curve value itself is
correctly transformed, the transformation of the tangents has been
forgotten. this is fixed now.
2018-03-28 18:01:32 +02:00
Jeff Witthuhn
bc3a55c343 Cycles: don't require pthreads as dependency on Windows.
Use C++11 threads when available, and native critical section on Windows.
Later on we can remove pthread code when C+11 becomes required.

Differential Revision: https://developer.blender.org/D3116
2018-03-28 12:13:04 +02:00
205fe8afd7 Clay: Remove warning. 2018-03-28 11:33:23 +02:00
e49d66f22c Cleanup: typo in function name 2018-03-28 11:23:38 +02:00
a970ac5d55 BLI_array: utility to check memory is zerod 2018-03-28 11:13:54 +02:00
4bd5b824b0 Fix missing confirm quit dialog on macOS, after recent changes. 2018-03-28 10:54:17 +02:00
be587d76ef Cycles: Fix bad register cast in sseb
This is currently unused code, but causes gcc-8 to fail.
2018-03-28 10:34:31 +02:00
873c23456b UI: Perf: Don't use implicit Attrib.
Implicit attrib is doing memcpy which seems to be slower compared to
individual immAttrib*.

Only fixed the ones who appeared in my profilling logs.
2018-03-28 00:05:57 +02:00
0acf655f9d UI: Perf: Group drawcalls inside ui_draw_panel_dragwidget
16 Drawcalls > 1 Drawcall

Do I need to say more?
2018-03-28 00:05:57 +02:00
637993fafe UI: Perf: Make icon_draw_texture use GWN_draw_primitive.
This bypass the use of immediate mode for theses drawcalls. Placement and
and icon select (via uvs) is done inside the vertex shader.
2018-03-28 00:05:51 +02:00
3bb720a7de GPUShader: Cleanup: Remove unused uniform_interface. 2018-03-27 23:51:23 +02:00
7a94d4362a DRW: Opti: Make cursor use batch instead of immediate API.
This is also much cleaner and taking 1 drawcall instead of 2.
2018-03-27 23:50:26 +02:00
2117680094 UI: Fix assert cause by vertex count being too small. 2018-03-27 17:58:05 +02:00
2cbd7cc269 UI: Perf: Optimize widgetbase_draw.
Drawcall per window redraw on default layout:
- 4100+ without patch
- 1270 with patch

Theses drawcalls meant a lot of driver overhead since they each correspond
to one glMapBuffer which is slow.
2018-03-27 17:03:42 +02:00
e4d82c0dcf Fix T54435: Quit prompt fails w/ fractional scale 2018-03-27 16:46:10 +02:00
90b7bcb48d Merge branch 'master' into blender2.8 2018-03-27 15:09:00 +02:00
e22b870b4a Cleanup: global undo (minor changes to internals)
- Get memory usage from MemFile instead of MEM API
  avoids possible invalid when threads alloc memory.
- Use size_t instead of uint and uintptr_t to store size.
- Rename UndoElem.str -> filename
- Rename MemFileChunk.ident -> is_identical
2018-03-27 14:56:54 +02:00
ddecf23711 Merge branch 'master' into blender2.8 2018-03-27 07:08:58 +02:00
3bca1ef26b Cleanup: move paint curve undo into own file 2018-03-27 07:06:14 +02:00
a7aee250b8 Fix T54420: too much volume render noise with multiple volume objects.
Random numbers for step offset were correlated, now use stratified samples
which reduces noise as well for some types of volumes, mainly procedural
ones where the step size is bigger than the volume features.
2018-03-27 01:08:30 +02:00
17a4a5a553 Eevee Shaders: Fix "No matching overloaded function"
invert -> inverse
2018-03-26 19:11:02 -03:00
dff7f55cd0 GPUFramebuffer: Fix compiler warning about return value. 2018-03-26 17:54:46 +02:00
fc348a563e Fix bad merge resolution from previous commit 2018-03-26 14:59:55 +02:00
21aca14e43 Merge branch 'master' into blender2.8 2018-03-26 14:56:00 +02:00
3c45fdd171 GHOST: Solve compilation error of test programs 2018-03-26 14:51:56 +02:00
64e5f83133 BLF: Don't use user preferences
BLF is a low level module, which might (and is) used without Blender.

Thanks Campbell for review!
2018-03-26 14:49:23 +02:00
0476f8277a BLF: Cleanup, indentation inside of preprocessor 2018-03-26 14:07:19 +02:00
13f80a152a Fix T53800: Bad data editing during DEG evaluation?
Remain convinced that it should not be possible for undo code to run in
parallel with DEG eval... But for now, this whould prevent static
override code to dive into this collection.
2018-03-26 10:41:31 +02:00
0c49d83b49 Eevee: Use named EEVEE_EffectsFlag for effects flag. 2018-03-26 10:02:53 +02:00
b9ec7a9272 Eevee: Fix feedback loop warning. 2018-03-26 10:01:46 +02:00
92b61dc16d GPUTexture: Fix compilation issue. 2018-03-26 09:59:12 +02:00
41852c8a8c DRW: Fix crash/broken Metaballs display. 2018-03-25 20:06:12 +02:00
42b5328c36 DRW: Rename DRW_shgroup_uniform_buffer into DRW_shgroup_uniform_texture_ref
This is in order to not mix it with the incomming buffer textures.
2018-03-25 20:06:12 +02:00
94dd81941f DRW: Remove mentions of DRWInterface.
Theses are no longer relevant. Better talk about shgroup directly.
2018-03-25 20:06:12 +02:00
bc15ec0896 GPUFramebuffer: Refactor (Part 2)
This refactor modernise the use of framebuffers.
It also touches a lot of files so breaking down changes we have:
 - GPUTexture: Allow textures to be attached to more than one GPUFrameBuffer.
   This allows to create and configure more FBO without the need to attach
   and detach texture at drawing time.
 - GPUFrameBuffer: The wrapper starts to mimic opengl a bit closer. This
   allows to configure the framebuffer inside a context other than the one
   that will be rendering the framebuffer. We do the actual configuration
   when binding the FBO. We also Keep track of config validity and save
   drawbuffers state in the FBO. We remove the different bind/unbind
   functions. These make little sense now that we have separate contexts.
 - DRWFrameBuffer: We replace DRW_framebuffer functions by GPU_framebuffer
   ones to avoid another layer of abstraction. We move the DRW convenience
   functions to GPUFramebuffer instead and even add new ones. The MACRO
   GPU_framebuffer_ensure_config is pretty much all you need to create and
   config a GPUFramebuffer.
 - DRWTexture: Due to the removal of DRWFrameBuffer, we needed to create
   functions to create textures for thoses framebuffers. Pool textures are
   now using default texture parameters for the texture type asked.
 - DRWManager: Make sure no framebuffer object is bound when doing cache
   filling.
 - GPUViewport: Add new color_only_fb and depth_only_fb along with FB API
   usage update. This let draw engines render to color/depth only target
   and without the need to attach/detach textures.
 - WM_window: Assert when a framebuffer is bound when changing context.
   This balance the fact we are not track ogl context inside GPUFramebuffer.
 - Eevee, Clay, Mode engines: Update to new API. This comes with a lot of
   code simplification.

This also come with some cleanups in some engine codes.
2018-03-25 20:06:12 +02:00
f937123116 GPUFramebuffer: Refactor (part 1)
Move some DRWFramebuffer functions to GPUFramebuffer.
2018-03-25 20:06:12 +02:00
e5ee1ed818 Basic Engine: Remove unneeded use of Framebuffers. 2018-03-25 20:06:12 +02:00
9c1ab47fc4 GPUOffscreen: Remove unused offscreen blit. 2018-03-25 20:06:12 +02:00
619d977e1a GPULamp: Move GPU_frambuffer_blur to GPU_lamp.c
This is a bit useless because gpu lamps are only used by the game engine
and it is planned to be "remove" in some way.

Doing this to clean gpu_framebuffer.c.
2018-03-25 20:06:12 +02:00
4c66068790 GPUFramebuffer: Make current framebuffer thread local.
This make sense since we are using multiple olg contexts and two contexts
can be active at the same time with different framebuffers.
2018-03-25 20:06:12 +02:00
a78f5accbb GPUTexture: Style: Respect 120 char per line limit. 2018-03-25 20:06:12 +02:00
37a7cd8344 GPUViewport: Small simplifications + fixes.
- Use GPU_SHADER_2D_IMAGE_ALPHA.
 - Add alpha uniform.
 - bypass reseting the scissors and depth test because we used
   another context for drawing.
2018-03-25 20:06:12 +02:00
6d6c292cf8 Clay: Fix alpha problem cause by FXAA pass. 2018-03-25 20:06:12 +02:00
f63bb98223 GPUViewport: Remove depth debug.
This is not used anymore.
Debug visualisations should be moved to the draw manager.
2018-03-25 20:06:12 +02:00
b1c025d1e8 GPUTexture: Small refactor.
This includes a few modification:
 - The biggest one is call glActiveTexture before doing any call to
   glBindTexture for rendering purpose (uniform value depends on it).
   This is also better to know what's going on when rendering UI. So if
   there is missing UI elements because of this commit look for this first.
   This allows us to have "less calls" to glActiveTexture (I did not
   measure the final count) and less checks inside GPU_texture.

 - Remove use of GL_TEXTURE0 as a uniform value in a few places.

 - Be more strict and use BLI_assert for bad usage of GPU_texture functions.

 - Disable filtering for integer and stencil textures (not supported by
   OGL specs).

 - Replace bools inside GPUTexture by a bitflag supporting more options to
   identify texture types.
2018-03-25 20:06:11 +02:00
879eabedda DRWTexture: Remove DRW_texture_update 2018-03-25 20:06:11 +02:00
b9962d0070 DRW: Remove unecessary push/pull attrib.
Since we are rendering draw manager's command in a separate context, we
don't need to save/restore the UI opengl state attributes/config.
2018-03-25 20:06:11 +02:00
e02480fd16 GPU: gpu_draw.c: Fix wrong renaming.
Renaming happened in b4d053efc7 and seems to have been a bit too
agressive.
2018-03-25 20:06:11 +02:00
31bf6edf79 Text: line break always returned cancelled
Harmless but incorrect.
2018-03-25 17:51:49 +02:00
977a4e7f5d Text: re-allocate exact lengths for undo
Undo sometimes reserved too much space in the buffer,
now assert when this happens and allocate the exact size needed.

Note prepares for moving text editor undo out of the text block (D3113)
which will split the undo buffer into a list of undo steps.
2018-03-24 14:27:31 +01:00
3f9d5ea0ec Fix text editor undo w/ 4+ byte utf8 characters 2018-03-24 14:14:19 +01:00
9d1de621e2 Cleanup: move undo opcodes out of public header 2018-03-24 12:46:25 +01:00
19f148d9d0 PyDoc: Add docutils ref for "registration"
This will be used to link to from the manual.
2018-03-23 20:25:30 -04:00
Julian Eisel
357b72e0a7 Theming: Use list-item colors for all un-embossed buttons in list-items
E.g. number buttons in the shape key list would use theme colors of text
widgets.

Addresses T50862.
2018-03-23 20:46:51 +01:00
a7e4268bee UI: restore quit confirmation when dialog disabled 2018-03-23 17:32:13 +01:00
0c753c1dc4 RNA comparison/override: better control over property processing.
This commit essentially introduces a new RNA property flag, which when
set prevents affected property from being processed at all in comparison
code (also used to automatically generate static override rules).

The idea is to use it on very low-level data in RNA, like e.g. mesh's
geometry or psys' particles collections.

For now only applied to psys' particle collections, on the main mesh of
Agent327 pigeon, it goes from 100ms to 0.5ms on a full
auto-override-generating comparison...

Also added some new RNA property helper funcs to check on comparable and
overridable status.
2018-03-23 16:35:53 +01:00
15af75d79e msvc: Fix msvc2013 new despgraph related build errors.
msvc's function.hpp does not like NULL for function pointers. disabled support for this platform.
2018-03-23 09:23:08 -06:00
21f16bb93e Merge branch 'master' into blender2.8 2018-03-23 15:25:27 +01:00
4f8e407086 Libmv: Fix compilation error on Windows 2018-03-23 15:05:08 +01:00
ab48e6355d Glog/gflags: Reduce amount of local modifications
With better directory layout and more proper include
statements we can avoid several local modifications,
such as changing config.h for Windows Glog and the
ones related on pass-through statements in logging
headers in Glog.

This commit also makes unused functions not-a-warning
for external code.
2018-03-23 14:38:02 +01:00
Julian Eisel
60712d12eb UI: 4-column layout for the editor-type selector menu
The list of editor-types is rather long by now, so better to arrange them into
sections.

Original patch by @jeske with updates by @Blendify and myself.
Design Task: T36028
Patch: D3112
2018-03-23 14:28:46 +01:00
8eb8aa4939 Merge branch 'master' into blender2.8 2018-03-23 12:05:55 +01:00
da00a50f7f Merge branch 'master' into blender2.8 2018-03-23 11:56:14 +01:00
7cc2b27099 Cleanup: stray tabs
Tabs in middle of code (mostly for no reason / by accident).
2018-03-23 11:51:19 +01:00
f2f32c81d4 Cleanup: doxy header, line length 2018-03-23 11:28:25 +01:00
72c43e0285 Cleanup: move image undo into own file 2018-03-23 09:15:23 +01:00
Julian Eisel
529c21acc2 Fix issues with confirmation prompt on Windows
* Pressing "OK" wouldn't close Blender anymore
* Using File -> Quit would use popup version, not OS native window

Cleaned up code a bit to avoid duplicated logic.
2018-03-23 02:00:14 +01:00
Julian Eisel
aeec19d2e7 Fix own mistake from 4cb4556fa5
Trying to close Blender from a second window wouldn't work, the first window
would have to be hovered first. Ouch!
2018-03-22 23:52:38 +01:00
Julian Eisel
a4ea46ffc5 Fix memory leaks when doing "Save & Quit"
Steps to reproduce were:
* Open Blender (no need for factory settings, "Promt Quit" needs to be enabled)
* Edit the file (e.g. translate some object)
* Quit Blender but don't skip quit promt
* Press "Save & Quit"
* Save the file

Not sure if Windows supports the "Save & Quit" behavior, so this may not have
applied to Windows.
2018-03-22 23:29:48 +01:00
Julian Eisel
4cb4556fa5 Fix T48027: Memory leaks when exiting Blender from menu
You only had to close Blender through File -> Quit.

Leaks happened because WM_exit() was called from within operator, UI wasn't able
to free some of it's heap data then. This data was the handler added in
uiTemplateRunningJobs() and the IDProperty group added in uiItemFullO_ptr_ex().
There was obviously a general design issue which only became visible in this
specific case.

We now delay the WM_exit call by wrapping it into a handler that gets registered
as usual. I didn't see a better way to do this, all tricks done in
ui_apply_but_funcs_after() to prevent leaks didn't work here. In fact they may
be redundant now, but am not brave enough to try ;)
2018-03-22 23:25:28 +01:00
2ee4e9761f GPUCompositing: Remove last reference to gpu_shader_fullscreen_vert.glsl
It was breaking compilation with MSVC apparently.
2018-03-22 22:39:24 +01:00
150ad2238c PyDocs: Fix link syntax 2018-03-22 16:38:53 -04:00
0080878d67 Merge branch 'master' into blender2.8 2018-03-22 19:21:36 +01:00
897a21e6a3 Glog: Restore some custom config for MSVC2015 2018-03-22 17:48:36 +01:00
4486eddfaa GLog: Tweak settings according to our config
We do have gflags.
2018-03-22 17:32:51 +01:00
c9e7e1987b Glog: Workaround mess around windows and non-windows headers
Seems we can not use include directories order trick, since
files are included form inside ".." string, which forces current
directory to be checked first.
2018-03-22 17:26:02 +01:00
9f45f1a6b7 GFlags: Fix usage of unused attribute 2018-03-22 17:19:56 +01:00
2a4c40f4b9 Glog: Attempt to fix compilation error on Windows
Ideally it should be possible without hacking into sources files
of Glog itself.
2018-03-22 17:02:16 +01:00
0bce7186f7 Glog: Restore haiko OS 2018-03-22 16:58:23 +01:00
27d9863fa5 Fix T54172: Avoid jumping panel length during playback 2018-03-22 11:42:35 -04:00
18e2a5df1a Merge branch 'master' into blender2.8 2018-03-22 16:41:37 +01:00
69b327d8dc Depsgraph: Report new depsgraph evaluation time
Timing is printed to the console when running with --debug-depsgraph-time.
2018-03-22 16:40:32 +01:00
d554b8a748 UI: skip confirmation menu on quit prompt to save 2018-03-22 16:24:14 +01:00
47acd706fd GPUCompositing: Remove entire module.
This module has no use now with the new DrawManager and DrawEngines and it
is using deprecated paths.

Moving gpu_shader_fullscreen_vert.glsl
to draw/modes/shaders/common_fullscreen_vert.glsl
2018-03-22 16:11:49 +01:00
161393805f Update Google libraries
This commit updates:

- gflags 2.2.0 -> 2.2.1
- glog 0.3.4 -> 0.3.4
- gmock 1.7.0 -> 1.8.0
- gtest 1.7.0 -> 1.8.0
2018-03-22 16:10:08 +01:00
cfe43f8d1a Fix T54360: FFMPEG bitrate not editable for all codecs
The bitrate selection was hidden when a CRF mode was chosen and then
switched to a codec that doesn't support CRF.
2018-03-22 14:47:22 +01:00
e35f964daa Cleanup: Use more python way of checking boolean 2018-03-22 09:33:15 +01:00
865fbe343a Fix T54348: Bone dissolve gives invalid hierarchy
Disconnected bones weren't handled correctly.
2018-03-22 07:50:58 +01:00
ce51066e47 Fix bone dissolve using wrong envelope radius
Also correctly copy bone tip selection when dissolving.
2018-03-22 07:50:03 +01:00
6939523a15 Fix T54203: crash changing engine w/ project-paint 2018-03-21 16:51:56 +01:00
a6914d8f33 Eevee: Fix missing camera animation with CoW 2018-03-21 16:39:00 +01:00
5c08d17423 Draw manager: Fix missing active camera triangle with CoW 2018-03-21 16:31:10 +01:00
d33d6d0e06 GHOST CONTEXTWGL: Remove unused member
No longer used from this commit: https://developer.blender.org/rB0940e89e604d85d717f792b73e30e5e96a42e7c6#change-kg3gZvqkYPB6
2018-03-21 12:30:36 -03:00
69eb452622 Merge branch 'master' into blender2.8 2018-03-21 16:27:48 +01:00
3ea8710b9d Depsgraph: Remove redundant operation nodes
Rather a mistake since previous merge.
2018-03-21 16:12:36 +01:00
5ba5254ec1 UI: Optional prompt to quit for non win32 systems
D566 by @januz

Use Blender native dialog when OS dialog's aren't supported.
2018-03-21 16:04:01 +01:00
75c6119dc9 Fix: GWN Indexbuf creation was replacing the index buff bound to the last VAO
This led to problems such as the drawing of the navigate manipulator.
More details in the code comments.
2018-03-21 11:55:38 -03:00
cac2415d82 Merge branch 'master' into blender2.8 2018-03-21 12:47:13 +01:00
23ffd4ec39 Tracking: Make object created form tracks active and selected 2018-03-21 12:33:04 +01:00
658fb7f453 Tracking: Warn when no tracks are selected when creating mesh
Makes it more clear why mesh was not created this way.

Fixes T54368: 3D markers to mesh In MovieClipEditor Not working.
2018-03-21 12:30:50 +01:00
1e43665a39 Fix T54378: Drivers fail with property from empty
Empties were missing Parameters component.
2018-03-21 12:17:51 +01:00
f3efa2526d Fix T54366: Custom manipulator acts on linked data 2018-03-21 07:26:58 +01:00
Julian Eisel
7701f9e35c Fix crash when changing workspaces
Steps to reproduce were:
* Append a workspace (via '+' icon) - make sure its from the default workspaces.blend
* Activate it
* Should crash

Was accessing data from view-layer which wasn't updated yet (and thus could be
NULL). Crash occured after rB8153f89518b4a.

@campbellbarton, you may want to check if all object-mode stuff still works as
expected, not sure what's the state of it.
2018-03-20 23:31:44 +01:00
Dalai Felinto
89aa4b1604 Link and expand overrides for collections
This code was neglected. Yet it is needed for when we support datablock
overrides so that the ID pointers are properly linked and expanded.
2018-03-20 14:48:54 -03:00
504319239a Cleanup: remove useless static override reference pointer from ID struct. 2018-03-20 18:12:45 +01:00
410410f57b Add basic read-only RNA access to static override data.
Will make investigating issues much, much easier!
2018-03-20 18:12:45 +01:00
8a94a82934 Fix broken tatic verride detection in RNA collections.
We have to check all items of a collection when we want to create
overrides as needed...
2018-03-20 18:12:45 +01:00
d03223850e Fix build error on Windows 32 bit. 2018-03-20 17:11:14 +01:00
e0388bc61a Merge branch 'master' into blender2.8 2018-03-20 16:55:16 +01:00
69e35429bf Remove debug only code from previous commit 2018-03-20 16:54:50 +01:00
a5bb918392 Memory allocator: Clarify consistency check function
Also make it to return truth when everything is good and
false otherwise.
2018-03-20 16:51:33 +01:00
ebbb55dd80 Depsgraph: Fix memory leak when datablock is not reused
It is possible that datablock will not be re-used for the new
dependency graph building. Freeing function was freeing all
the nested pointers of databnlock, but not datablock memory
itself.
2018-03-20 16:07:27 +01:00
c188ab7b67 Depsgraph: Prevent non-expandable datablocks from being freed
This avoids original image datablock destruction when using
copy on write.
2018-03-20 16:07:27 +01:00
4f97f58513 MSVC: Fix lite build.
MSVC still defines __cplusplus as 199711L until it's in full conformance with the newer c++ standards, however the things we need from the standard are fully supported, hence a check for the msvc version was needed.
2018-03-20 08:26:11 -06:00
cdf0df10a6 DRW: Fix bound_ubo_slots allocation size. 2018-03-20 15:16:10 +01:00
8a9be95cfb DRW: Fix ubo binding code. 2018-03-20 15:08:23 +01:00
09c88fed1f Fixed: cache clearing when using multiple Alembic files. 2018-03-20 12:54:48 +01:00
1782abf6e2 Fix BLI_assert for MSVC
Also use `_BLI_ASSERT` prefix for internal defines.
2018-03-20 11:56:11 +01:00
04b8b1a167 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/library_query.c
2018-03-20 11:33:59 +01:00
60ff803998 Fix missing ID pointer handling in materials in ID remapping code. 2018-03-20 11:32:16 +01:00
46a391b668 Fix missing array duplication when copying material
Texture paint slots were copied as a pointer, causing double-free.
2018-03-20 11:22:47 +01:00
1662c514c0 Cleanup: unused variables
Missed in own recent changes.
2018-03-20 08:03:58 +01:00
c8a7c4f245 Merge branch 'master' into blender2.8 2018-03-20 16:13:37 +13:00
8e5c407fc4 Fix compile error with MSVC2013 - Can't use __func__ (from BLI_assert) in inlined functions
ERROR: blenlib/intern/math_base_inline.c:371 - '__func__' : undeclared identifier (C:\blenderdev\master2\blender\source\blender\editors\lattice\editlattice_tools.c)  [C2065]
2018-03-20 16:03:43 +13:00
Bogdan Nagirniak
b65933e7b3 Fix T54019: copying and linking bugs with custom ID pointer properties. 2018-03-19 22:14:02 +01:00
84536d1d3c GPU Bufferes: Small optimization when updating buffers
With the API recently added to gawain, it is now possible to update the vbos linked to the batch.
So the batch does not have to be destroyed.
The optimization is more sensitive when sculpt is made on low poly meshs
2018-03-19 18:09:00 -03:00
Matthias Ellerbeck
8ecf35d850 Fix T54240: automatic node link moving should take into account type.
Without this a "Clearcoat" link could be moved to "Clearcoat Normal"
for example, which doesn't make much sense.

Differential Revision: https://developer.blender.org/D3105
2018-03-19 21:52:49 +01:00
148b0fef09 Fix T54317: overlapping volume render bug after recent changes.
Increasing the samplig dimensions like this is not optimal, I'm looking
into some deeper changes to reuse the random number and change the RR
probabilities, but this should fix the bug for now.
2018-03-19 21:22:15 +01:00
fddb4dee8a Fix T54356: volume rendering bug using just color attribute. 2018-03-19 21:22:15 +01:00
254bb922e8 Cleanup: avoid passing bContext to particle API
Also add EvaluationContext to PEData
2018-03-19 19:04:50 +01:00
402486ea7b Merge branch 'master' into blender2.8 2018-03-19 18:18:49 +01:00
b8eca8e07d Cleanup: use utility header for particle looping 2018-03-19 18:18:04 +01:00
5e81d993af Merge branch 'master' into blender2.8 2018-03-19 18:14:05 +01:00
a3486e735f Cleanup: move particle undo into own file
Also avoid extern declarations which can get out of sync.
2018-03-19 17:46:49 +01:00
a5fc0ae150 Cleanup: move armature undo into own file 2018-03-19 17:45:20 +01:00
566f4e06ba Cleanup: move metaball undo into own file 2018-03-19 16:59:34 +01:00
e7ca9d3477 Cleanup: move curve undo into own file 2018-03-19 16:30:53 +01:00
b5bf3011bf GWN: Vertex Buffer: Remove the use of glMapBufferRange
We revert to the malloc/realloc and manually manage the upload.
There seems to be a performance penalty from using glMapBuffer on some
hardware, prefering way is glBufferData(NULL) with glBufferSubData.
2018-03-19 16:13:00 +01:00
c78ebf9f26 Cleanup: split lattice into own library
Was mixed with object functionality.
2018-03-19 15:45:50 +01:00
772e558e92 GWN: Perf: Use unsync glMapBufferRange to prevent sync time. 2018-03-19 14:14:32 +01:00
f2ae7796c3 GWN: Context: Use <unordered_set> instead of <forward_list>
We cannot have duplicates so unordered_set is better suited for this case.

Removing batches is now constant time on average instead of linear.
2018-03-19 14:14:32 +01:00
8859927e6f Merge branch 'master' into blender2.8 2018-03-19 11:17:52 +01:00
342a18287f Cleanup: type conversion warning 2018-03-19 09:12:48 +01:00
7729966af1 Fixed typo Python API
`mathutils.geometry.barycentric_transform` used `tri_a[1-3]` for the
target triangle, but in fact they are `tri_b[1-3]`
2018-03-19 08:19:48 +01:00
e95282e783 Merge branch 'master' into blender2.8 2018-03-18 16:05:02 +01:00
0301df40e5 Fix ugly recursive pattern in RNA PointCache data layout.
PointCache was having a collection of items of PointCache type, having a
collection of items of PointCache type, having...

Nuff said.

For now, chose the 'ugly' way to fix it, that is, the one that changes
nothing to API and scripts using it: we define another 'PointCacheItem'
RNA type for items of our point cache collection, which has exact same
interface as PointCache except for the collection.

This is doomed to be rewritten at some point anyway, not worth spending
time trying to define a really correct data layout for now.
2018-03-18 15:37:23 +01:00
368c581df1 CMake: disable boost for lite builds 2018-03-18 05:10:02 +01:00
2a9f000806 Cleanup: kdopbvh, only set parent nodes once 2018-03-18 05:08:12 +01:00
a51fdd89fd Cleanup: use MEM_SAFE_FREE 2018-03-18 05:08:12 +01:00
2aa0bde3dc mathutils: replace interp w/ blend when standalone 2018-03-18 05:08:12 +01:00
07c90f3a73 build_environment: remove msvc compiler warning from boost.
Even the boost people have given up trying to keep up with the rapid release
of new msvc versions, and have removed the warn for now see: 5ad0730630 (diff-eac863c1d46c77471e54e8818aab7534)
2018-03-17 12:47:17 -06:00
7427e3e501 MSVC: ignore warning c4828 The file contains a character that is illegal.
The only place this warning is coming from is from comments in headers of 3rd party libs. we can safely repress this warning for now.
2018-03-17 12:45:27 -06:00
4a3d94c073 Eevee: Volumetrics: Fix crash when using smoke volumes. 2018-03-17 19:08:14 +01:00
1ed287058d DRW: Fix error in texture binding / unbinding. 2018-03-17 18:48:14 +01:00
c2f36c3558 GWN: Element Buffer: Refactor / Optimisation.
- Upload the data to the GPU directly when creating the element buffer in
   GWN_indexbuf_build_in_place().

 - Convert data in place when squeezing the indices and removing the need
   for another allocation.

 - GWN_indexbuf_build_in_place() can be used with already used element
   buffers and reupload their data without changing vbo id (keeping vaos
   up to date).
2018-03-17 18:23:04 +01:00
87d88581aa GWN: Vertex Buffer refactor.
We now alloc a vbo id on creation and let OpenGL manage its memory directly.
We use glMapBuffer to get this memory location.

This enables us to reuse and modify any vertex buffer directly without
destroying it with its associated Batches.

This commit does not really improve performance but will let us implement
more optimizations in the future.

We can also resize the buffer even if this can be slow if we need to keep
the existing data.

The addition of the usage hint makes dynamic buffers not a special case
anymore, simplifying things a bit.
2018-03-17 17:02:07 +01:00
dd44248219 DRW: Move cache time to GPUViewport for profiling
This enables us to average this timer over time like the others.
2018-03-17 17:02:07 +01:00
9ed7093aa6 Merge branch 'master' into blender2.8 2018-03-17 14:24:06 +01:00
64fbd50e4c Refactor: Collada: remove param, changed order of params in Function call
* In the Collada Module parameters are typically ordered
  in a similar way. I changed this to:

    extern std::string get_joint_id(Object *ob, Bone *bone);

* The Object parameter was not used in get_joint_sid().
  I changed this to:

	extern std::string get_joint_sid(Bone *bone);
2018-03-17 14:16:19 +01:00
dc08df659e Merge branch 'master' into blender2.8 2018-03-16 17:50:07 +01:00
e15591a1d7 Fix (unreported) a broken 'RNA diff collection' case.
When a name property is defined for collection's struct, but no name is
actually set, we want to also fallback to index case. We cannot handle
empty names to address items of a collection!
2018-03-16 17:49:54 +01:00
c722fd2184 Some more minor cleanups. 2018-03-16 17:49:54 +01:00
5389964eea Add an assert to BKE_icon_changed() that we are actually dealing with ID icon.
Otherwise, ID->obj is an opaque pointer, wrong usage here could lead to
a vast amount of bad things.
2018-03-16 17:17:19 +01:00
1a71d5ae85 Fix T54310: Assert when enable Brush custom icon.
We had a mix of two issues here actually:
* First, Brush are currently using their own sauce for custom previews,
this is not great, but moving them to use common ImagePreview system of
IDs is a low-priority TODO. For now, they should totally ignore their
own ImagePreview.
* Second, BKE_icon_changed() would systematically create a PreviewImage
for ID types supporting it, which does not really makes sense, this
function is merely here to 'tag' previews as outdated. Actual creation
of previews is deferred to later, when we actually need them.
2018-03-16 17:06:43 +01:00
67e2806dcb Cleanup: naming and const parameter. 2018-03-16 16:44:23 +01:00
36e7de9eb3 Merge branch 'master' into blender2.8 2018-03-16 12:26:37 +01:00
da4efaeb87 Depsgraph: Support colored addresses in debug prints
Enabled with --debug-depsgraph-pretty, only works with ANSI terminals.

Thanks Bastien for review!
2018-03-16 12:24:51 +01:00
295d8510af Add Truecolor ANSI console constants
They are used to start and end colored output in console.
Use with care, it is up to you to check that console actually
supports Truecolor ANSII.

In thew future we can extend this to other consoles and platforms.
2018-03-16 12:16:29 +01:00
f0596bf660 Hash: Add utility function to convert address to rgb values
Some magic hashing, will become handy to make debug messages
easier to follow.
2018-03-16 12:11:55 +01:00
5baf0de6e7 Merge branch 'master' into blender2.8 2018-03-16 11:24:41 +01:00
3baf31e73a Depsgraph: Move evaluation debug prints to depsgraph
This way we can easily control format and keep it consistent.

And also possibly do other trickery, like coloring addresses!
2018-03-16 11:14:38 +01:00
5de9c8f6f0 Cleanup: move mesh mirror functions to own file 2018-03-17 00:55:11 +11:00
ee0697e50b Cleanup: doxy sections for editmesh files. 2018-03-17 00:55:11 +11:00
7e954d974a GWN: Uncomment a (now) usefull assert 2018-03-16 08:50:31 +01:00
53f8c47c49 Eevee: Add warning comment about ubo/texture persistence.
More info on bindings persistence here :
8a692da7f81d8b0798f4aeebaa4a1123693fc279
2018-03-16 08:50:31 +01:00
2cfcffb057 Clay: Small cleanup.
Use persistent binds for the texture and UBOs.
Remove use of stencil.
2018-03-16 08:50:31 +01:00
93e26cb770 DRW: Fix/refactor UBO & Texture binding.
Previous approach was not clear enough and caused problems.
UBOs were taking slots and not release them after a shading group even
if this UBO was only for this Shading Group (notably the nodetree ubo,
since we now share the same GPUShader for identical trees).

So I choose to have a better defined approach:
- Standard texture and ubo calls are assured to be valid for the shgrp
they are called from.
- (new) Persistent texture and ubo calls are assured to be valid accross
shgrps unless the shader changes.

The standards calls are still valids for the next shgrp but are not assured
to be so if this new shgrp binds a new texture.

This enables some optimisations by not adding redundant texture and ubo
binds.
2018-03-16 08:50:31 +01:00
43d0943141 Merge branch 'master' into blender2.8 2018-03-17 01:43:19 +11:00
2816694b05 Code cleanup: fix various compiler warnings on clang/macOS. 2018-03-16 05:08:56 +01:00
3692a2bcb3 Merge branch 'master' into blender2.8 2018-03-16 04:35:37 +01:00
e5327afcb7 Fix T54326: Import Alembic stuck in edit mode
Switch to object mode before doing the import.
2018-03-16 04:06:34 +01:00
Cheryl Chen
07b07e53ea Fix T53971: single layer render showing the wrong render layer in image editor.
Original patch Cheryl Chen, extra fixes by Brecht.

Differential Revision: https://developer.blender.org/D3098
2018-03-16 00:58:10 +01:00
Guillaume Chereau
e56fd59f22 Code refactor: move OIIO image buffer writing outside session, into callback.
Original patch by Guillaume, modifications by Brecht.

Differential Revision: https://developer.blender.org/D3102
2018-03-15 23:05:16 +01:00
41149ca134 GHOST: Support Unity taskbar progress API
Unity itself is deprecated, but the API is also supported by KDE and the GNOME Dock extension,
which means that it will be useful for a wide variety of distributions.

To get a progress bar, the system must have a blender.desktop file and libunity installed.

The need for libunity is annoying, but the only alternative would be to integrate a DBus library...

Reviewers: campbellbarton, brecht

Differential Revision: https://developer.blender.org/D3106
2018-03-15 22:49:56 +01:00
995ccf8168 BLI_assert: extract from BLI_utildefines
BLI_utildefines is quite large, defining many unrelated things.
Add BLI_assert to include in inline headers, so math defines don't
pull in too much.
2018-03-16 06:03:29 +11:00
cca1e1b707 UV/Image Editor: Optimize UV Drawing
Use batchs to store the entire buffer of loops before drawing.
These batchs can be stored in the mesh draw cache later.
2018-03-15 13:36:16 -03:00
709ffd94ee Depsgraph: Fix missing shader updates with copy on write
Basically, don't do full in-place copy of node tree datablock if it's
already expanded. Current way how node tree is evaluated is fully
built around the idea that evaluation copies values from original
to copied datablocks.

Changing links is handled on another level.
2018-03-15 15:21:07 +01:00
1816d1f992 Mesh: Batch cache: Fix sculpt update issue.
Old solution was to create a new vbo and copy it to the location of
the old vbo hoping for the batches to update their vaos before drawing.

The issue is that the new VAO caching is not updating the VAOs at all
unless the shader interface changes.

So unless we expand gawain to support updating of vertex buffers (in a
better way than the current "dynamic" buffer) we need to delete every batch
linked to the vbo we want to recreate.

This solution might have performance implications.
2018-03-15 13:58:25 +01:00
a769cae241 GWN: Fix compilation error without VRAM_USAGE flag. 2018-03-15 13:58:25 +01:00
8d36629b4b Merge branch 'master' into blender2.8 2018-03-16 06:11:35 +11:00
d7a8a864ed Minor cleanup & commenting. 2018-03-15 09:44:16 +01:00
316ccc4a6e GHOST: Fix wrong usage of wglCreatePbufferARB.
Last argument must be a pointer to list of int terminated by a value of 0.
2018-03-15 01:51:46 +01:00
71139cedcb Missed last commit 2018-03-15 11:16:32 +11:00
e55c29b4ec BLI_math: don't use asserts in inline API
Requires BLI_utildefines.h to be included first,
(already noted in other inline code).

Possible alternative could be to move BLI_assert into own header.
2018-03-15 11:12:10 +11:00
6fa4001824 GWN: Batch: Perf: Comment out glBindVertexArray(0)
Even if they are for safety they are not free to use !

On my system (Mesa + AMD Vega GPU) calling:
glBindVertexArray(1);
glDrawArrays(GL_TRIANGLES, 0, 3);
glBindVertexArray(0);
in a loop, shows the same overhead as a full vao switching (which is more
or less 10 times slower than just calling glDrawArrays)

Moreover, now that we use OpenGL 3.3 binding a VAO is REQUIRED to issue a
drawcall so it is garanted to be overwritten before the next drawcall.
Problem can only happen if someone draws directly with opengl commands.
2018-03-14 22:44:27 +01:00
75de653e4d GWN: Batch: Only revert to default Vao when needed.
Drawing ranges via glDrawArrays is already supported and should not need
a manual offset in the VAO like glDrawArraysInstanced or glDrawElements.
2018-03-14 22:44:27 +01:00
4ecc8b6786 GWN: Add primitive restart in element/index buffers.
This allows to draw multiple primitive of the type
GWN_PRIM_LINE_STRIP
GWN_PRIM_LINE_LOOP
GWN_PRIM_TRI_STRIP
GWN_PRIM_TRI_FAN
GWN_PRIM_LINE_STRIP_ADJ
with only one drawcall. This should speed up some areas that are really
sensitive to drawcall counts : UV drawing, Hair drawing...
2018-03-14 22:44:27 +01:00
2c80a4d4aa Fix T54322: partial redraw not working after recent refactor. 2018-03-14 20:39:10 +01:00
9009622b54 Merge branch 'master' into blender2.8 2018-03-14 18:10:31 +01:00
b0823962e9 Style cleanup. 2018-03-14 18:05:09 +01:00
d34b1b35bf Fix (unreported) broken IDarray case in IDP_EqualsProperties_ex.
For IDProps IDarray, IDP_EqualsProperties was called for each item,
instead of IDP_EqualsProperties_ex, discarding value of `is_strict`
option.

Probably not an issue with current code, though.
2018-03-14 17:53:29 +01:00
d0055155e8 Fix T54319: Crash after double-clicking baked F-curve 2018-03-14 16:02:46 +01:00
342593f124 Cleanup: rename BLI_array_count -> len
Match naming convention used everywhere else.
Count should only be used when this isn't directly accessible.
2018-03-15 01:53:20 +11:00
9521b67ac0 Depsgraph: Fix missing updates with drivers
The issue was only visible with copy-on-write enabled, and related to the
fact, that dependency graph builder binds original FCurves.

For now use smallest patch possible to make things to work and to make
draguu happy.

Need to think of a smarter way to deal with drivers, bones and view layers.
2018-03-14 15:21:31 +01:00
5c30121b8c Clay: Add FXAA.
I tried to use real multisampling but the main problem is the outline detection that needs to have matching depth samples.

So adding FXAA instead. Always on for now, may add a parameter for it later.

One thing to note is that we need to copy the final output once again to the main color buffer because we cannot swap the dtxl textures (they can be referenced elsewhere like GPUOffscreen).

We could improve upon this and add TAA on top if viewport is still.
2018-03-14 14:55:36 +01:00
3530ee2949 GPUViewport: Fix offscreen multisample syncing. 2018-03-14 12:55:19 +01:00
b4209b138f Clay: Refactor: Port clay to a deferred pipeline.
This means that rendering clay with AO only needs 1 geometry pass.
Thus greatly improving performance of poly heavy scene.

This also fix a self shadow issue in the AO, making low sample count
way better.

We also do not need to blit the depth anymore since we
are doing a fullscreen shading pass.

The constant cost of running the a deferred shading pass is negligeable.
This include quite a bit of code cleanup inside clay_engine.c.

The deferred pipeline is only enabled if at least one material needs it.
Multisampling is not supported yet.

Small hacks when doing deferred:
- We invert the normal before encoding it for precision.
- We put the facing direction into the sign of the mat_id.
- We dither the normal to fight the low bitdepth artifacts of the normal
  buffer (which is 8bits per channel to reduce bandwidth usage).
2018-03-14 12:41:00 +01:00
e22bc559b0 DRW: Add DRW_viewport_invert_size_get for more ease of use. 2018-03-14 12:41:00 +01:00
f7f3b08977 GPUTexture: Unlock GL_R16I format. 2018-03-14 12:41:00 +01:00
Dalai Felinto
e7c3c46e89 Fix make single user crash
How to reproduce the crash:
* Factory startup
* 'u'key (make single user)

It comes with a simple unittest to reproduce the original issue.
2018-03-14 08:13:27 -03:00
59aa8d22ef Cleanup: use flags instead of collection of bools to get RNA override status. 2018-03-14 11:47:35 +01:00
c22c2ff060 Updated bpy.props getter/setter example
- The common name in computer science are 'getters' and 'setters', so by
  adding these names to the documentation (while 'get' and 'set are still
  also mentioned) we improve findability. Having 'Getters/Setters' as a
  title also makes it clearer that this example is not just about
  getting or setting the property value.
- Added a little prefix to each printed value, so that print statement,
  expected output, and real output can be matched easier.
2018-03-14 11:42:36 +01:00
b76471c1f9 Fix T54286: bpy.props operator example misses property access
The old example had two downsides:

- It promoted a blocking UI design, where the user is shown a popup
  before actually executing the operator.
- It didn't show how to actually use the property values.

The new code avoids these mistakes. The properties are also shown in the
redo panel in the 3D view.

Note that I also changed the bl_idname, as this is an example about
properties, not about dialogue boxes, and changed the class name to use
the standard operator naming convention.

I also extended the example to include a panel that sets multiple
properties of the operator, since I see questions about this relatively
frequently.
2018-03-14 11:31:14 +01:00
d430d12123 Merge branch 'master' into blender2.8 2018-03-14 18:08:37 +11:00
8803c5ca5d Cleanup: use sections for editmesh tools/select 2018-03-14 17:54:45 +11:00
7314904a77 Eevee: Fix sequencer rendering.
Sequencer rendering can use multisample render targets. Be sure to sync
thoses after rendering.

Also disable the sample loop when not needed.

Do note that currently the color correction is broken with the sequencer.
2018-03-14 03:29:10 +01:00
f5d529b8e2 GPUViewport: Fix offscreen multisample rendering.
Multisample rendering needs to have both a multisample and a regular color/depth target for engines that does not support MSAA.
2018-03-14 03:29:10 +01:00
bba3b43112 GPUTexture: Save sample count inside texture struct.
This adds a quick way to know if a texture is a multisample texture and its sample count.
2018-03-14 03:29:10 +01:00
c1694540c3 API generating script: give better version for releases builds.
Was giving '2.62.1 <sha1>' even for releases, now rather giving nicer
'2.62a <sha1>' in that case.
2018-03-13 19:49:39 +01:00
585208e0e9 Merge branch 'master' into blender2.8 2018-03-14 02:15:37 +11:00
be25a0faa7 Cleanup: pass selectmode directly
Pass instead of editmesh or toolsettings.
Needed for multi edit-mode
2018-03-14 02:08:29 +11:00
bf8f5f5142 Cleanup: doxygen comments 2018-03-14 02:08:07 +11:00
c99c45a1e3 Fix (unreported) crash when changing active shapekey in Edit mode.
Looks like someone changed the signature of some RNA update callback,
and for some reason that 'change skey' update function was not updated
(or later got merged from master)...

We'll need RNA to check for its func signatures, some day...
2018-03-13 14:08:17 +01:00
81c199af83 Fix T54302 - Wrong added scene when adding a scene strip to the Sequencer
When adding scene strips to the sequencer, the wrong scenes were
getting getting added if some were skipped. For example:
Given 4 scenes (A, B, C, D) if you're trying to add the last 3 scenes
(B, C, D) as strips to the first scene (A), it would ended up adding
"A, B, C" instead of "B, C, D" as expected.

Fix provided by Andrew (signal9).
2018-03-13 23:05:57 +13:00
e0bb5109b3 Use Action datablock's own icon (instead of Animation Data's one) for File Browser's lib icons 2018-03-13 23:05:57 +13:00
028580fd1e Merge branch 'master' into blender2.8 2018-03-13 18:39:51 +11:00
3106f18176 Cleanup: long lines, use doxy sections 2018-03-13 18:07:10 +11:00
ce08d0681b Eevee: Render: Add Info messages. 2018-03-13 04:25:50 +01:00
266cdf955e Eevee: Render: Allow cancel during probe update. 2018-03-13 03:58:27 +01:00
0f1d7a5796 Eevee: Render: Fix softlock if rendering before lazy shader compil ends.
Calling the rendering operator seems to kill any other WM_job running, leaving
uncompiled materials into a GPU_MAT_QUEUED state. This then made the probe update
looping indefinitely (all_materials_updated remaining to false).

To fix this, we resume compilation for materials that are in this state.
Cancelling Render before all material compilation could make certain material
remain uncompiled. Fortunately, this is not allowed as of now.
2018-03-13 03:58:00 +01:00
0acccda4a4 GPUMaterial: Fix non finished material status if shader has no output.
This wasn't producing any issue for now but it's better to make things clean.
2018-03-13 03:49:04 +01:00
8b399d3148 Eevee: Fix temporal sampling not resetting.
World Probe update was not resetting the TAA.

This also reset the volume sampling in cases that needs it (world/grid probe diffuse coefs update).
2018-03-13 01:35:16 +01:00
a3f4de64e5 Eevee: Fix bad Outlines after probe updates.
This was because the default matrices were not setup back after resetting the current TAA sample.
2018-03-13 01:24:51 +01:00
17793a66c6 Fix T54299: crash rendering objects with motion blur disabled, after recent changes. 2018-03-12 17:37:29 +01:00
733b9e4f99 Merge branch 'master' into blender2.8 2018-03-12 17:31:46 +01:00
44aa86b0a5 Cycles: reorganize tests in more evenly distributed groups. 2018-03-12 17:29:44 +01:00
e07dd9fd59 Cycles: add constant folding to displacement nodes. 2018-03-12 17:29:44 +01:00
629d44e049 Fix type in comment 2018-03-12 17:03:54 +01:00
a752bc148e Depsgraph: Make timing profile a command line option
This way we can add even more statistics, even one which will be print
to the console.

Would be nice if we also have verbosity level control.
2018-03-12 17:01:02 +01:00
815852e950 Fix T54296: Cycles viewport render stuck on constant re-render
Need Clear ID recalc flag on load. Otherwise it's possible to have
some IDs considered always updated by Cycles, when they were saved
in a tagged-for-update state.

Thanks Bastien for feedback and review!
2018-03-12 10:58:12 +01:00
8f4579affd Merge branch 'master' into 28 2018-03-12 16:38:41 +11:00
da62507bc8 Cleanup: remove misleading array size 2018-03-12 16:37:26 +11:00
d75456196f Cleanup: typo 2018-03-12 16:35:31 +11:00
ba01cdc770 Merge branch 'master' into blender2.8 2018-03-12 15:01:22 +11:00
25502a9bdc Cleanup: sync EDBM_uv_* functions w/ 2.8
They're nearly the same, so keep names matching to avoid conflicts.
2018-03-12 14:51:45 +11:00
1d0077649d Merge branch 'master' into blender2.8 2018-03-12 14:25:20 +11:00
1966924467 UV: internal changes to picking
Nothing user visible, only things needed for multi-object support,
making picking functions more flexible too.

- Support passing in an initialized hit-struct,
  so it's possible to do multiple nearest calls on the same hit data.
- Replace manhattan distance w/ squared distance
  so they can be compared.
- Return success to detect changes to a hit-data
  which might already be initialized (also more readable).
2018-03-12 13:57:38 +11:00
3a6f26c087 Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-03-11 23:47:08 +01:00
ddae05cdca Merge remote-tracking branch 'origin' into blender2.8 2018-03-11 23:45:53 +01:00
7fed3ad32b GPUImage: Add back garbage collection for the new viewport pipeline. 2018-03-11 23:44:10 +01:00
765d7242d5 GPUMaterial: Add Material shader cache.
This is mostly to avoid re-compilation when using undo/redo operators.
This also has the benefit to reuse the same GPUShader for multiple materials using the same nodetree configuration.

The cache stores GPUPasses that already contains the shader code and a hash to test for matches.
We use refcounts to know when a GPUPass is not used anymore.

I had to move the GPUInput list from GPUPass to GPUMaterial because it's containing references to the material nodetree and cannot be reused.

A garbage collection is hardcoded to run every 60 seconds to free every unused GPUPass.
2018-03-11 23:44:10 +01:00
7194259fb1 Eevee: SSS: Fix compilation error. 2018-03-11 23:44:10 +01:00
2c9c22df26 fix Collada: wrong usage of pointer and hidden redeclaration
* Suspicious usage of pointer:

  short *type = 0; // this creates a null pointer

When this is later used for anything then blender would crash.
After following the code and check what happens i strongly believe
the author wanted to use a short and not a pointer to a short here.

* local variable where reused later in same function
While this did no harm, i still felt it was better to use a different
name here to make things more separated:

- moved variable declaraiotns into loop (for int a=0; ...)
- renamed uv_images to uv_image_set
- renamed index variable from i to j in inner loop that
  reused same index name from outer loop
2018-03-11 20:59:50 +01:00
49a7cd1ba4 Cleanup Collada: Removed duplicate variable setting 2018-03-11 20:59:50 +01:00
7952ece01b Cleanup: avoid redeclaration of iterator in same function
The iterator was redeclared 3 times. I fixed this to avoid future issues.
I commit separately because so the changes are less cluttered all over
the place.
2018-03-11 20:59:49 +01:00
a2cc85b264 Cleanup Collada: Avoid unintentional reuse of previous defined variable
The variable child was redeclared multiple times in the same function.
While this has not created any issues i still changed this to avoid
confusion and keep the usage of the variables more local.
2018-03-11 20:59:49 +01:00
ca11ef7fd3 Fix Collada: Avoid unnecessary and even wrong check on unavailable data
The function validateConstraints() potentially causes a null pointer
exception. I changed this so that the function returns a failure as soon
as the validation fails. This avoids falling into the null pointer trap.
2018-03-11 20:59:49 +01:00
2de0daa179 Cleanup Collada: Make sure index variables are not reused
The variables i and j have been declared before in the same function.
I changed the names to mi and mj to keep things clear.
2018-03-11 20:59:49 +01:00
86b1887ded Cleanup Collada: make sure float array is initialised
This is just to silence a compiler warning and keeping
the code clean. The actual code never uses uninitialised
array elements.
2018-03-11 20:59:49 +01:00
01c27faed0 Refactor Collada: combined 2 almost identical functions into one
The 2 methods add_bezt() and create_bezt() do almost the same.
I combined them both into add_bezt() and added the optional parameter
eBezTriple_Interpolation ipo
2018-03-11 20:59:48 +01:00
3eaa408cb3 Fix T54274, and rename option --window-borderless to --window-fullscreen 2018-03-11 12:26:43 +02:00
7ecc7c46af Merge branch 'master' into blender2.8 2018-03-11 16:11:56 +11:00
63483fe417 Cleanup: long lines 2018-03-11 15:50:25 +11:00
93e0e716f3 Merge branch 'master' into blender2.8 2018-03-10 19:06:28 +01:00
23ccf5767f Cycles: add roughness baking support, using squared roughness convention. 2018-03-10 18:37:33 +01:00
7613ffc944 Cycles: switch to squared roughness convention for all nodes.
This was already done for the Principled BSDF to be compatible with typical
baked roughness maps in PBR workflows.
2018-03-10 18:05:01 +01:00
d27158aae9 Merge branch 'master' into blender2.8 2018-03-10 06:55:39 +01:00
8a76f8dac3 Code cleanup: fix compiler warning. 2018-03-10 06:51:52 +01:00
1f5c5fa189 Fix T54279: viewport update bug with volume meshes.
Meshes without vertex normals were not handled correctly.
2018-03-10 06:27:19 +01:00
3f2b88d195 Code refactor: reduce number of loops over meshes. 2018-03-10 06:27:19 +01:00
07d0a87b5c Fix T54278: volume artifacts with small density and color after recent changes. 2018-03-10 06:27:19 +01:00
50dde3d01a Fix T54269: saved EXR file files unreadable some editors in Blender.
Don't write the multichannel metadata when there is only a single layer,
and don't unnecessarily consider single layer images with Blender metadata
as multi layer.
2018-03-10 06:27:19 +01:00
d526b35ce2 Code cleanup: use spaces for aligned indentation. 2018-03-10 06:27:19 +01:00
db333d9ea4 Cycles: support arbitrary number of motion blur steps for objects. 2018-03-10 06:27:19 +01:00
78c2063685 Cycles: support arbitrary number of motion blur steps for cameras. 2018-03-10 06:27:19 +01:00
267d892326 Code refactor: motion blur cleanups, preparing for next commit. 2018-03-10 04:54:05 +01:00
6c4ddfc5d9 Code refactor: don't expose UpdateObjectTransformState in header. 2018-03-10 04:54:05 +01:00
b66efbecf4 Code refactor: make Transform always affine, dropping last row.
This save a little memory and copying in the kernel by storing only a 4x3
matrix instead of a 4x4 matrix. We already did this in a few places, and
those don't need to be special exceptions anymore now.
2018-03-10 04:54:05 +01:00
623141f339 Code refactor: add DecomposedTransform.
This is in preparation of making Transform affine only, and also gives us
a little extra type safety so we don't accidentally treat it as a regular
4x4 matrix.
2018-03-10 04:54:05 +01:00
516e82a900 Code refactor: add ProjectionTransform separate from regular Transform.
This is in preparation of making Transform affine only.
2018-03-10 04:54:04 +01:00
cd15d87bfc Code refactor: avoid motion transform copy, remove unused curved code.
The purpose of the previous code refactoring is to make the code more readable,
but combined with this change benchmarks also render about 2-3% faster with an
NVIDIA Titan Xp.
2018-03-10 04:54:04 +01:00
Stefan Werner
f3010e98c3 Code refactor: use KernelShader and KernelParticle instead of float arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
fa9175ff02 Code refactor: use KernelLight instead of float4 arrays.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
Stefan Werner
f66ff4ee86 Code refactor: use KernelOject struct instead of float4 array.
Original patch by Stefan with modifications by Brecht.
2018-03-10 04:54:04 +01:00
f3161bd2ab Eevee: Planar Reflections: Fix corrupted results in downsampling step.
It only seems to happen in some drivers/gpu, the vertices gets culled if 4th component is 0.0. So lesson learned: always use 1.0 if constant.
2018-03-10 02:18:25 +01:00
92c2e2f386 Eevee: Planar Reflection: Add refraction support for reflected objects. 2018-03-10 02:18:25 +01:00
4f55ee5a3c Eevee: Add new clipping UBO.
This fixes problems with the planar reflections.
2018-03-10 02:18:25 +01:00
82957cfec8 Eevee: Make use of the new view matrix UBO. 2018-03-10 02:18:25 +01:00
41abbc271c DRW: Change UBOs binding logic.
Use the same logic than textures. Also reset bindings only on shader changes.
2018-03-10 02:18:25 +01:00
dfd8a52cd2 DRW: Change clip planes API.
The draw manager now just set the number of active clip planes. It's now up to the engine to specify the plane equations as uniform/ubo/constant.
2018-03-10 02:18:25 +01:00
1b8ba6b8b9 DRW: Add assert for uniform that needs valid data. 2018-03-10 02:18:25 +01:00
8444aaaa69 DRW: Put all view-only dependant uniform in a UBO.
This leads to less lookups to the GWNShaderInterface and less uniform upload.

We still keep a legacy path so that Builtin uniforms can still work. We might restrict this path to Builtin shader only in the future.
2018-03-10 02:18:25 +01:00
4540bd226d Eevee: Probes: Fix last planar reflections remaining after deletion. 2018-03-10 02:18:25 +01:00
13b99b7bbb Eevee: Probes: Add culling for planar probes.
Planar probes that have no influence on pixels in the view are culled.

This greatly improve performance when theses probes are offscreen.
2018-03-10 02:18:25 +01:00
7c31edb385 DRW: Culling: Expose & Add culling functions to engines.
This way engines can do preemptive culling by themselves.
2018-03-10 02:18:25 +01:00
4402633e33 BoundBox: Fix wrong max in BKE_boundbox_alloc_unit. 2018-03-10 02:18:25 +01:00
c962f7ef77 Eevee: Render: Add cancel support
You can now cancel your renders that are too long. This will still output the current status of the render. For example if you cancel at 50% rendering progress, you will have a render result with only half the render samples.
2018-03-10 02:18:25 +01:00
f043365c38 DRW: Culling: Fix precision error.
This was triggering the BLI_assert(fac >= 0.0f);.

Clamp fac to ensure correct value for release builds.
2018-03-10 02:18:25 +01:00
9cd09fee6a Eevee: Planar: Add transparent objects.
The ordering is left broken for the viewport as this can be quite heavy.
Only do it if doing a render.
2018-03-10 02:18:25 +01:00
e697c1da42 Eevee: Planar Probe: Add supersampling jitter.
This also fix a bug with the probe debug display when there was more than 2 probes. ped->probe_id was equal to 0 for all planar probes until the next frame. Resulting in all planar data debug to show probe 0.
2018-03-10 02:18:25 +01:00
Julian Eisel
41b38c5f75 Don't add "Report a Bug" button for official tracker to non-official add-ons
If no custom URL was set, add-ons would get a "Report a Bug" button opening
the default developer.blender.org bug tracker. Now we only add this default
button if the add-on is bundled and not installed by the user.
2018-03-09 21:22:24 +01:00
14e7ba0c8a Fix Pose Lib: pose is applied when selected bones don't overlap with pose
Premise: When pose bones are selected, applying a pose library should
only affect the selected bones.

This commit fixes a bug where the pose was also applied when there was
no overlap between the selected bones and the bones in the pose. For
example, applying a pose which contains only keyframes for the left
hand, while only right-hand bones are selected, would apply the pose
to the left hand anyway.

The code is now also slightly more efficient; the removed 'selcount'
counter was only used as a binary (i.e. zero or non-zero). It's now
stored as a bitflag instead.
2018-03-09 19:03:29 +01:00
c3d7be150b Cleanup: iterator macros
This line was missing in previous commit
2018-03-09 11:00:54 +01:00
d3e14c2e2f Manipulator: disable UV widget, following prefs 2018-03-09 20:44:41 +11:00
40e62f271c FFmpeg: Add regression tests
Currently only covering handful of files from reports about wrong fps detected.

It will need D3083 applied first to get tests passed, also tests themselves
are to be committed to svn.

But there are some python code which needs to be reviewed, like blendfile
passed to run_blender().

Reviewers: sybren, mont29

Reviewed By: sybren, mont29

Subscribers: mont29

Differential Revision: https://developer.blender.org/D3096
2018-03-09 10:33:20 +01:00
370a2d6917 Fix T53857: Incorrect framerate for videos imported from OBS
This is an issue with which value to trust: fps vs. tbr. They both cam be
somewhat broken. Currently the idea is:

- If file was saved with FFmpeg AND we are decoding with FFmpeg we trust tbr.
- If we are decoding with Libav we use fps (there does not seem to be tbr in
  Libav, unless i'm missing something).
- All other cases we use fps.

Seems to work all good for files from T53857, T54148 and T51153. Ideally we
would need to collect some amount of regression files to make further tweaks
more scientific.

Reviewers: mont29

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D3083
2018-03-09 10:32:17 +01:00
f47a41a3d9 Cleanup: iterator macros
- put render iterator in own scope
  (would shadow it's own variable if used multiple times).
- enforce semicolon at end of iterator macros.
- no need to typedef one-off macro structs.
2018-03-09 11:52:11 +11:00
9342f55d12 Merge branch 'master' into blender2.8 2018-03-08 17:54:52 +11:00
222a941a2b Merge branch 'master' into blender2.8 2018-03-08 17:47:02 +11:00
ecab7bef69 Cleanup: Rename view3d context set function
Use common prefix so adding related functions share the prefix.
2018-03-08 17:30:24 +11:00
28f86bf117 Cleanup: use edit/active objects from view context
Needed to implement multiple edit-objects.
2018-03-08 17:27:36 +11:00
cb8311fecf Cleanup: set the view-context once 2018-03-08 17:27:36 +11:00
5331581ea4 Cleanup: Use BKE_ prefix for all public functions exposed by the NLA module 2018-03-08 17:15:34 +13:00
7e2100e499 T54233: NLA "Push Down" discards Blend Mode, Extrapolation, and Influence
Each AnimData block has a set of Blend/Extrapolation/Influence settings
that can be used to control how the active action is blended with the
NLA stack. However, these settings were not getting copied over to the
newly created strips (as the push-down code existed long before these
settings were added).

This commit solves this in several ways:
* Active Action Blend/Extrapolation/Influence settings now get copied
  to the new strips when adding them to the NLA stack via Push Down.

  Note: This doesn't happen when there are no existing NLA tracks,
        as these settings don't get used in that case.

* Strip Influence will be copied across when inf < 1.0 (i.e. when a
  non-default value is used), to maintain the effect. To make this work,
  the influence value will get added as a keyframe to the strip's
  "Influence" Control FCurve.

  - See code comments for an alternative approach and why that was not chosen
  - Strip Time still doesn't get keyframes added automatically yet.

* To ensure the "extrapolation mode" settings don't get always overwritten,
  I've put in place a compromise: the extrapolation will only get changed
  if the chosen setting will cause problmes (i.e. hold forward & back -> hold forward
  if there are other tracks before it already).

Not safe for backporting to 2.79[x] stable releases.
2018-03-08 17:15:33 +13:00
fb70f9bf99 Fix crash if NLA strip with "Use Animated Influence" setting is enabled without the Influence Strip F-Curve existing 2018-03-08 17:15:33 +13:00
a5d63624de Cleanup: Fix invalid name prefix 2018-03-08 17:15:32 +13:00
872df463f6 Eevee: Render: Add progress. 2018-03-08 00:09:04 +01:00
70fa15d1b8 Eevee: Save and reset matrixstate for probe rendering. 2018-03-08 00:09:04 +01:00
45ec962f68 DRW: Fix culling with inverted view (planar reflections)
Just invert the frustum planes in this case.
2018-03-08 00:09:04 +01:00
8d8f7e52c1 Make sure that the WM_opengl_context_create is always called on the main thread
Avoid the error 170 ("The requested resource is in use").
2018-03-07 20:05:51 -03:00
fef1b01553 Fix wglShareLists being called with rendering contexts in use
`wglShareLists` was failing with error code 170 ("The requested resource is in use").
2018-03-07 19:40:08 -03:00
596f33f801 Fix T54206: bevel and inset operations repeat did not remember offset.
Now repeating the operator will use the previously chosen offset, either with
the modal operator or typed in. The modal operator will still start at zero.
2018-03-07 22:53:22 +01:00
Julian Eisel
8851460174 Proper fix for User Preferences window crash
Reverts rBb9ae517794765d6a1660 and fixes the issue properly. Old fix could cause
NULL to be passed to functions that expect all arguments to be non-NULL.
2018-03-07 21:18:16 +01:00
Julian Eisel
c00b42b710 Fix Blenderplayer not compiling 2018-03-07 20:41:49 +01:00
d59627d361 Merge branch 'master' into blender2.8 2018-03-08 02:03:36 +11:00
118fb9f1f7 EditMesh: pass object data to notifiers
Both were being passed in different parts of the code,
use object data for consistency.
2018-03-08 01:49:30 +11:00
f02af0407f Cleanup: use _BEGIN suffix for group iterators 2018-03-07 20:46:27 +11:00
b9ae517794 Add missing NULL check
Caused loading user-prefs to crash.
2018-03-07 16:40:02 +11:00
49baf15a35 Merge branch 'master' into blender2.8 2018-03-07 14:31:53 +11:00
737a5efff4 Cleanup: edit-mode undo API
Move function descriptions into the struct,
minor improvements to variable naming,
use convention of 'g_' prefix for static vars.
2018-03-07 14:00:02 +11:00
4f23e13001 DRW: Fix memory leak.
This prevents the creation of a new job if no job is running.
2018-03-07 01:40:40 +01:00
cfba75a21a Eevee: Fix volume rendering glitches.
The bug was due to the Halton function returning uninitialized value for 0 iteration.
2018-03-07 01:40:40 +01:00
aa07660201 Eevee: Fix garbage on the first frames when enabling volumetrics.
Was cause by newly added shader deferred compilation.
2018-03-07 01:40:40 +01:00
267e816b9a Draw Manager: Simplify the algorithm that extract the BoundingSphere of a Frustum
The idea is to separate the most common case from symmetrical frustum. And to make a simple but efficient calculation.

The new radius is usually 98% the size of the radius size of the asymmetric solution.

Thanks to @fclem for reviewing the patch on IRC
2018-03-06 19:27:43 -03:00
faf70e1e64 Eevee: Fix crash with volumetrics + default mat + alpha blend 2018-03-06 16:52:06 +01:00
d5ecadd643 Eevee: Fix Cascaded shadowmap setup.
It was getting the wrong matrice because of the point light override.
2018-03-06 16:45:23 +01:00
6b5b61eb8c DRW: Fix DRW_viewport_matrix_override_set_all function. 2018-03-06 16:45:23 +01:00
4e7d9b7a98 Eevee: Fix probes not working after a world update. 2018-03-06 16:45:23 +01:00
f8b63b564d Eevee: Update to support shader deferred compilation.
World probe is tagged to refresh when it it's shader is updated.
Probes are recomputed only after all meshes shaders have been compiled.
2018-03-06 16:45:23 +01:00
2faa809ea6 GPU: Fix typo. 2018-03-06 16:45:23 +01:00
b55077a506 DRW: Fix broken grid in ortho view. 2018-03-06 16:45:23 +01:00
aa02c099f9 Eevee: fix wrong sizeof.
Like really? wtf dude? *self face slapping*
2018-03-06 16:45:23 +01:00
94fadd00d8 DRW: Shader Deferred compilation: Use a wmJob for threading.
Also get rid of the static var and initialization.
This enables the user to see the progress on the info header.
Closing blender or reading a file also kill the job which is good.

Unfortunatly, this job cannot be interrupt by users directly. We could make it interruptible but we need a way to resume the compilation.
2018-03-06 16:45:22 +01:00
3a209c2857 DRW: Deferred compilation initial implementation. 2018-03-06 16:44:04 +01:00
f14cbc0d07 Material: Free gpumaterials before the notree.
This is because gpumaterials can contain references to the tree when doing lazy compilation.
2018-03-06 16:44:04 +01:00
162ef15da6 Eevee: Fix bad framebuffer when changing probe resolution. 2018-03-06 16:44:04 +01:00
b7414d357a Screen: Fix screen layout preview render. 2018-03-06 16:44:04 +01:00
a6e6d7e022 Eevee: More use of DRW_viewport_matrix_override_set_all 2018-03-06 16:44:04 +01:00
2af6520007 DRW: Fix occlusion culling. 2018-03-06 16:30:27 +01:00
76122bc8f0 Cycles: Fix crash when building with no shading systems 2018-03-06 13:04:28 +01:00
ec904ed327 Cycles: Cleanup, indentation 2018-03-06 13:04:28 +01:00
8d572e8764 Cleanup: unused var 2018-03-06 22:42:32 +11:00
85b68aaf7f Merge branch 'master' into blender2.8 2018-03-06 20:04:02 +11:00
a5a0dcec90 Merge branch 'master' into blender2.8 2018-03-06 19:13:41 +11:00
4d86a432da Utility to enter sculpt mode 2018-03-06 19:11:19 +11:00
dd611dd0b8 Eevee: Optimize shadows drawing
In the gpus like `AMD Radeon HD 7570M` and `Intel(R) HD Graphics 4000` this solution improves performance a hundreds or even thousands of times depending on the resolution.

Reviewed By: @brecht and @fclem

Differential Revision: https://developer.blender.org/D3095
2018-03-05 22:03:14 -03:00
b5b5260464 Fix T54234, add BLENDER_VERSION_CHAR to .plist 2018-03-06 02:36:29 +02:00
d9d3ed16a8 Fix T53206: Array modifier doesn't merge vgroups
Vertex group remapping utility function,
now shared between object join and array modifier cap-ends.

Weights which don't exist are removed.

D3092 by @Foaly
2018-03-06 09:57:41 +11:00
84a154ac68 Merge branch 'master' into blender2.8 2018-03-05 16:14:46 +01:00
df267bd4c4 Sequencer: Expose read-only FPS property for movie-type strips
Main purpose is to make it possible to cover FPS detection with regression test.
But it might also be handy for some other scripters.

Thanks Campbell for review!
2018-03-05 15:01:23 +01:00
ae9beb1cea UI: rename panel 'Workspace Add-ons'
Show/Hide is limited to menus
2018-03-06 00:59:44 +11:00
caa0b0fadf Fix T54204: Wrong selection on Clean Tracks (Motion Tracking)
A mistake in a fix for T53612.

Regression in 2.79a, candidate for 2.79b :S
2018-03-05 12:00:25 +01:00
63d8ccf9ff Fix T54225: Blur node stopped working when Map Range was fed with image
The issue was happening with fast Gaussian blur, and caused by NaN value pixels
in the input buffer.

Now made it so Map Range output does not produce NaN, by returning arbitrary
value of 0. Still better than NaN!
2018-03-05 11:44:42 +01:00
9593a62746 Cleanup: left wrong comment in 2018-03-05 17:03:18 +11:00
f3018322c0 Fix T53478, T53430: Sequencer cut edge case fails
Previous fix for T53430 caused T54200.

The edge case for soft & hard cuts weren't working,
where the strip used start/end-still & the frame was placed exactly on
the start/end of of the sequence content.

T54200 fixed the end-still case but broke hard-cuts for all other cases.

This fixes the case for soft/hard cuts with/without start/end-still.
2018-03-05 16:58:01 +11:00
327985e887 Revert "Fix T53430: Cut at the strip end fails w/ endstill"
This reverts commit 855799ecc1.

Caused T54200
2018-03-05 16:58:01 +11:00
807663742b Error passing context arg to marker menu
own mistake in 6981861fcf
2018-03-05 14:10:43 +11:00
3607b4eb52 Fix LLVM/OSL library detection on macOS to prefer own OSL libraries. 2018-03-04 07:40:21 +01:00
74f3fb746a Fix Clang compiler detection on macOS.
"AppleClang" was not properly detected here. Now make the compiler ID
test a bit less compact but consistent with other code.
2018-03-04 07:39:04 +01:00
2adece9fbb Merge branch 'master' into blender2.8 2018-03-03 14:58:14 +01:00
dab20bd41f Fix T54211: OpenGL debug error message in texture draw mode.
Quite harmless and won't be a problem in 2.8.
2018-03-03 14:57:02 +01:00
8d575899a1 WorkSpace: use existing mode data w/ scene-switch
Check if mode data exists before attempting to change the modes.
2018-03-03 16:39:57 +11:00
b8f7538348 WorkSpace: avoid redundant notifiers w/ mode sync 2018-03-03 16:24:35 +11:00
d111f33008 WorkSpace: always change modes w/ the same active object 2018-03-03 12:28:42 +11:00
94b99949eb Fix T54202: Cycles crash rendering empty mesh volume after recent optimization. 2018-03-02 23:10:27 +01:00
Dalai Felinto
3fc2d122c4 Fix texture panel for Cycles
I keep reading that texture painting is not working yet. However it is fully
working. We even have a "Full Shading" option in the viewport display panel.

Clay/EEVEE still need their UI figured out. But the context itself is doing
its part after this patch, and at least for Cycles it's working like 2.79.
2018-03-02 17:19:04 -03:00
b6fe80ca19 Fix Cycle standalone build. 2018-03-02 19:56:22 +01:00
c43d51c1c2 Eevee: Make use of culling when rendering the shadowmaps. 2018-03-02 18:35:59 +01:00
9b47ad2974 Eevee: Cleanup & fix Warnings. 2018-03-02 18:35:59 +01:00
5e730974fe DRW: Add DRWMatrixState to manage all matrices together. 2018-03-02 18:35:59 +01:00
d63829117c DRW: Refactor simple instancing.
Instead of creating a new instancing shading group without attrib, we now have instancing calls. The benefits is that they can be culled.
They can be used in conjuction with the standard and generate calls but shader must support it (which is generally not the case).
We store a pointer to the actual count so that the number can be tweaked between redraw.

This will makes multi layer rendering more efficient.
2018-03-02 18:35:59 +01:00
62390527b2 Object Mode: Make use of optimized DRW_shgroup_call_object_add 2018-03-02 18:35:59 +01:00
1c12e1a2eb Clay: Perf: Early out of SSAO if there is no need for it. 2018-03-02 18:35:59 +01:00
Dalai Felinto
2308b5e9c5 Fix build errors in Linux 2018-03-02 13:09:32 -03:00
c327cf489c Merge branch 'master' into blender2.8 2018-03-02 16:42:27 +01:00
f76d49ed95 Depsgraph: Fix dependency cycle when ID prop drives ID property
Introduced explicit ID property node for driers in depsgraph,
so it is clear what is the input for driver, and what is the
output.

This also solved relations builder throwing lots of errors
due to ID property not being found.
2018-03-02 16:27:31 +01:00
411a781491 Depsgraph: Silence obviously noisy relations build errors
Those were happening for drivers which points to invalid drivers, and those
drivers will have their own dedicated error prints.
2018-03-02 15:51:44 +01:00
0fb55310b3 Depsgraph: Cleanup, use dedicated function to ensure node exists 2018-03-02 14:35:19 +01:00
f9f559a05f WorkSpace: Simplify exiting mode after changes
It was too tricky to know ahead of time if an object would still
be visible in the new window/workspace/scene/layer combination,
especially since other windows may share some of these data-blocks.

So store the context, make the change, then check if the object is
still visible, freeing mode data of it's not.
2018-03-03 00:23:02 +11:00
cedc7676ac Depsgraph: Cleanup, function return value
Driver build result was never used, so no reason to return operation.
2018-03-02 14:12:33 +01:00
35bd1bb957 WorkSpace: move edit mode w/ sync into own func 2018-03-02 23:04:19 +11:00
437801bec1 Correct draw manager locking flag check
Error in eeae50fc1c, thanks @mano-wii for spotting
2018-03-02 22:53:01 +11:00
42d9280b8a Depsgraph: Fix cycle detector to handle closed loops
It was possible to have relations like A -> B -> C -> A (import thing is
that no other operations points into this cluster) which were not detected
or reported by dependency cycle solver.

Now this is solved by ensuring we don't leave unvisited nodes behind.
2018-03-02 12:30:58 +01:00
99bcfb825f Cleanup: Avoid double semi-colon 2018-03-02 11:26:07 +01:00
b5b34bc2c0 Tests: Avoid access globals from abstract base class
Delegate functionality to subclasses, assert when subclasses didn't do
job the are supposed to do.

Thanks Sybren for pointing to a proper solution.
2018-03-02 11:18:12 +01:00
f2a2d5492b Cycles: Fix building of OpenCL kernels after volume optimization commit
OpenCL is C based, so no support for operators.

Related commit: 7377d411b4
2018-03-02 04:53:13 -05:00
e1f1567b56 WorkSpace: ED_workspace_object_mode_in_other_window check other windows
The same workspace can have different active objects depending on the
window. So check other windows.
2018-03-02 20:01:49 +11:00
a9509a2f8a Maintain scaling ratio of non-free axes in Maintain Volume T48079 fix.
This is probably a better way to handle it: instead of totally
discarding scaling of non-free axes, keep the ratio between them.
Basically the logic of the constraint is now that it rescales the
object uniformly in the non-free axis plane in order to force the
total volume change to the desired value.
2018-03-02 11:01:49 +03:00
8153f89518 WorkSpace: object-sync when changing workspaces. 2018-03-02 19:01:38 +11:00
eee3a4d3ab Cleanup: move ED_object_mode_generic_* to object_modes.c 2018-03-02 14:55:53 +11:00
da2d0fe43a Merge branch 'master' into blender2.8 2018-03-02 14:46:21 +11:00
4913e47aa0 Merge branch 'master' into blender2.8 2018-03-02 14:09:27 +11:00
ff74357da0 Object Mode: move logic to 'object_modes.c'
Was mixed with edit-mode, centralize mode switching in a single file.

No functional changes.
2018-03-02 14:00:47 +11:00
b7016e69b3 Cleanup: remove object-mode 'reset' check
Silently fail when attempting to enter a mode that's not compatible
with the object.
2018-03-02 13:37:35 +11:00
4df2179f19 Cleanup: rename 'screen_changed_update'
Match 'workspace_change_update'.
2018-03-02 13:25:21 +11:00
a7355c3221 WorksSpace: sync object-modes when changing scene
Note that this code will likely be generalized,
currently each new case is a little different though
so it's too early to move them into general functions.
2018-03-02 13:19:52 +11:00
7e4c23e4d7 FCurve: only calculate single axis length
Was calculating all 3
2018-03-02 12:45:25 +11:00
341ab45f7b Fix building w/o Python
Also minor cleanup.
2018-03-02 11:17:57 +11:00
bc23381a26 Cleanup: remove print 2018-03-02 10:22:10 +11:00
Dalai Felinto
b941d808c1 Remove legacy code used for sequencer preview image
This (now removed code) calls gl_Vertex deprecated draws. It was doing
background drawing (color gradient, flat background) which is not used
by any engine.
2018-03-01 18:22:31 -03:00
ec76f38b09 Discard non-free axis scaling in Maintain Volume to improve 2.79 compat.
It seems the reason the old version of the constraint overcompensates
as reported in T48079 is to allow the constraint to work with uniform
scaling on all axes. However the way it did that actually _requires_
uniform scaling for the constraint to work correctly, and breaks if
only the free scaling axis is used to avoid redundant channels.

This version attempts to allow both by discarding scaling in the non-
free directions instead of applying the correction on top of it.
2018-03-01 20:46:59 +03:00
3a3dfd4e65 Python tests: Split re-usable test related functionality to a module
The idea is to avoid re-implementing this for an upcoming FFmpeg tests.
2018-03-01 17:44:35 +01:00
1178518a68 Refactor: Merge non-functional-change part of 'edit normals' 2017 GSoC.
This merges changes in internals, runtime-only of existing custom
normals code, which make sense as of themselves, and will make diff of
soc branch easier/lighter to review.

In the details, it mostly changes two things:

* Now, smooth fans (aka MLoopNorSpaceArray) can store either loop
indices, or pointers to BMLoop themselves. This makes sense since in
BMesh, it's relatively easy to get index from a BMElement, but nearly
impracticable to go the other way around.

* First change enforces another, now we cannot rely anymore on `loops`
being NULL in MLoopNorSpace to detect single-loop fans, so we instead
store that info in a new flag.

Again, these are expected to be totally non-functional changes.
2018-03-01 16:54:21 +01:00
Dalai Felinto
8f7e3600d1 More clean of macros with an _END and no _BEGIN
Follow up on 7aed2de798.
2018-03-01 12:23:25 -03:00
f242f3e75b Fix assert on exit edit-mode 2018-03-01 22:46:25 +11:00
865fdd61df 3D View: minor selection tweaks
- don't initialize the GL context when cache is used.
- don't run second pass when the first one has no hits.
2018-03-01 22:05:09 +11:00
1852e702ab Merge branch 'master' into blender2.8 2018-03-01 11:56:01 +01:00
7377d411b4 Cycles volume: fast empty space optimization by generating a tight mesh
around the volume.

We generate a tight mesh around the active voxels of the volume in order
to effectively skip empty space, and start volume ray marching as close
to interesting volume data as possible. See code comments for details on
how the mesh generation algorithm works.

This gives up to 2x speedups in some scenes.

Reviewed by: brecht, dingto

Reviewers: #cycles

Subscribers: lvxejay, jtheninja, brecht

Differential Revision: https://developer.blender.org/D3038
2018-03-01 11:54:01 +01:00
bcafdc82d8 WorkSpace: fix mode exiting w/ multi-window
Activating an object exited modes for all other objects in the layer.
Now check these objects aren't active in other windows first.
2018-03-01 21:33:06 +11:00
7aed2de798 Cleanup: macro's w/ an _END need a matching _BEGIN
Convention from 2.7x, since some looping macros don't need an '_END',
it avoids confusion to keep this.
2018-03-01 19:01:53 +11:00
1fc5eb305a Missing assignment in object mode sync
Own error in recent change (1aeb9294f4)
2018-03-01 18:37:49 +11:00
eeae50fc1c DRW: add ability to lock states from changing
Selection code relies on being able to set the depth functions
however passes have their own depth settings.

Add DRW_state_lock to ignore passes settings for particular flags.

This fixes occlusion queries cycling through objects under the cursor.
2018-03-01 17:14:35 +11:00
b5cc55c822 Merge branch 'master' into blender2.8 2018-03-01 16:48:13 +11:00
172614fb7d GPU_select: remove unused finalize function
Changed 2.8x code so this is no longer needed.
2018-03-01 16:43:45 +11:00
a459ef2827 Fix T54190: Occlusion query select failed
By default select wasn't picking the nearest object,
this could have been fixed by not clearing the depth buffer,
but calling GPU_select_(begin/end) without the binded frame-buffer
caused issues for depth-picking. So move GPU_select begin/end to a
callback.

This also has the advantage that only needs to populate the engines once
to draw two passes.

Note that cycling through objects fails with occlusion queries still,
will fix shortly.
2018-03-01 16:37:39 +11:00
68015f9d39 DRW: Initial implementation of Frustum culling.
This is very efficient and add a pretty low overhead (0.1ms of drawing time for 10K objects passing through all tests, on my i3-4100M).
The like the rest of the DRWCallState, test is "cached" until the view matrices changes.
2018-03-01 03:53:25 +01:00
dee2efb968 Clay: Make use of optimized DRW_shgroup_call_object_add. 2018-03-01 03:53:25 +01:00
5d0665d435 DRW: DRWCallState: Fix matflag being overwritten by other engines. 2018-03-01 03:53:25 +01:00
725112cce7 DRW: Codestyle: Remove DRWCallHeader and DRWCallGenerate 2018-03-01 03:53:25 +01:00
64e35f6fd2 DRW: Reuse DRWCallState for the same object.
This enables caching the matrices and reducing redraw time of the same object which is particulary important for eevee.
2018-03-01 03:53:25 +01:00
1ba96857d1 DRW: Merge calls_generate pool with calls pool & add DRWCallState pool. 2018-03-01 03:53:25 +01:00
d1da7dba47 DRW: Fix warnings in Release Build. 2018-03-01 03:53:25 +01:00
61c8ed40f5 WorkSpace: show/hode opt-out support for addons
In some cases it doesn't make sense for add-ons to be listed for hiding.
Especially for import/export which use minimal UI space.

This adds `bl_info["use_owner"]` to add-ons,
currently defaulting to True for all non Import-Export add-ons.
2018-03-01 11:22:46 +11:00
7f86afec9d Cycles: don't count volume boundaries as transparent bounces.
This is more important now that we will have tigther volume bounds that
we hit multiple times. It also avoids some noise due to RR previously
affecting these surfaces, which shouldn't have been the case and should
eventually be fixed for transparent BSDFs as well.

For non-volume scenes I found no performance impact on NVIDIA or AMD.
For volume scenes the noise decrease and fixed artifacts are worth the
little extra render time, when there is any.
2018-03-01 01:21:29 +01:00
33b6f944c6 Merge branch 'master' into blender2.8 2018-02-28 21:34:09 +01:00
03d1070378 Cycles: change principled BSDF default distribution and SSS.
* Use a subsurface color equal to the base color, and give the subsurface
  radius skin like values by default. This is how the parameter should
  typically be used.
* Use GGX by default, multiscatter GGX is still quite noisy and has some
  fireflies so let's keep it optional for now.
2018-02-28 21:31:28 +01:00
8cc7f48581 Cycles: principled absorption color now has more effect at lower values. 2018-02-28 20:11:53 +01:00
Dalai Felinto
382218beb2 Point cache: Pass EvaluationContext for all the related functions
Now the only missing bit seems to be in Cycles to pass depsgraph to
builtin_image_float_pixels().

Ideally we could get evaluation context instead of using depsgraph + settings.
But for the other rna EvaluationContext functions this is how we are doing.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3087
2018-02-28 13:55:56 -03:00
4a892adac5 merge from master (needed to fix collada headerfiles which have been modified in master and in blender2.8 slightly different) 2018-02-28 17:29:56 +01:00
4762c099d7 Fix T52685, part II: Add option to strip numbers from flipped bone names again.
While doing so with Bone_R.001, Bone_R.003, Bone_R.003 etc. is doomed to
issues, doing that on duplicates of actually correctly named bones can
be handy, and safe.

So adding back as an option (was removed in rB702bc5ba26d5).
2018-02-28 17:13:31 +01:00
e73fe77ac0 collada: EvaluationContext is now feeded into the class instances of AnimationExporter and DocumentExporter on creation. Also skipped the const qualifier for now because BKE_scene_graph_update_for_newframe() needs it to be not const 2018-02-28 17:10:57 +01:00
cee66b8cc0 Fix T52685: Flip names for bones its not working.
Flip names operator changed in rB702bc5ba26d5, to some sensible
behavior. But this breaks common workflow of 'duplicate part of the
bones, scale-mirror new ones, and flip their names'.

So now, instead of doing this in two steps, trying to guesstimate which
bones should get which name, just add option to flip names to duplicate
operator itself. Simpler, safer, and much, much more consitent behavior
and predictable results.
2018-02-28 16:59:32 +01:00
56ea42efa1 Radial control: Skip operator properties from being saved
This solves issue with tweaking brush size when interleaving particle edit
and texture paint modes. The issue was caused by texture paing setting more
operator properties then it's done for particle edit mode, which made window
manager to use saved proeprties for the "missing" ones.

Don't see any reason why we would want to save any of those properties.

This is a regression since rB83b60dac57a1.
2018-02-28 16:14:35 +01:00
a363324f7f Collada: Make EvaluationContext const as its only used for reading here 2018-02-28 16:05:29 +01:00
91c3cfbb6f collada: call from operator to Collada exporter/importer now uses structures instead of passing many parameters 2018-02-28 16:05:29 +01:00
01f732d97b Collada: Moved structure definitions for export settings to the exportSettings.h Also make typedefs for import/export structures. 2018-02-28 16:05:28 +01:00
d937d06c02 WorkSpace: UI filtering for add-ons
Allows for each workspace to have it's own add-ons on display.

Filtering for: Panels, Menus, Keymaps & Manipulators.
Automatically applies to add-ons at the moment.

Access from workspace, toggled off by default
once enabled, add-ons can be white-listed.

See D3076
2018-03-01 01:31:07 +11:00
80d1d9629e Depsgraph: Update tool settings when updating CoW scene 2018-02-28 14:57:49 +01:00
4e8bd537c3 Merge branch 'master' into blender2.8 2018-02-28 14:54:51 +01:00
8b8e16dc2c De-duplicate tool settings copy and make tool settings freeing reusable 2018-02-28 14:52:17 +01:00
bd25e73c54 Null pointer check exiting sculpt mode
Needed for 2.8x, harmless here.
2018-03-01 00:39:42 +11:00
e7aca5bd3c Null pointer check exiting sculpt mode
Needed for 2.8x, harmless here.
2018-02-28 23:23:48 +11:00
1aeb9294f4 WorkSpace: use existing objects mode on select
When selecting an object which is already visible in another window
use the mode from that workspace without performing any mode switching.
2018-02-28 23:09:33 +11:00
9e9cb9fce9 Workspace: sync object-modes to other workspaces
When changing the mode of an object, apply this to all other
workspaces that share the same active object.

Also use copy the object-mode when duplicating workspaces.
2018-02-28 20:04:21 +11:00
c0d6627dc5 Merge branch 'master' into blender2.8 2018-02-28 03:11:17 +01:00
c9a2927930 Code cleanup: fix a few harmless warnings. 2018-02-28 03:10:38 +01:00
2329cc09e6 Code cleanup: make viewport free simpler and consistent with GPU module. 2018-02-28 03:04:15 +01:00
8a7eb6c4c1 Update CUEW to latest version
Some Linux distribution have only libcuda.so.1, not libcuda.so.
2018-02-28 03:03:12 +01:00
7990105407 Code cleanup: fix a few compiler warnings. 2018-02-28 03:03:07 +01:00
be5e437bb5 DRW: Fix broken particle drawing.
Was caused by GPU_SELECT_LOAD_IF_PICKSEL_LIST not iterating at all if shgroup->instance_count == 0.
2018-02-28 02:24:21 +01:00
376e74f2aa Object Mode: Fix incorrect lightprobe wire color when in edit mode. 2018-02-28 02:10:38 +01:00
6bd53cb541 Cleanup: comment for depth picking code, const args
Note that setting `glDepthFunc` isn't important,
since 2.8 branch changes this value it might seem like an error
however it's harmless in this case - so better make note of this.
2018-02-28 11:47:54 +11:00
4d382e2564 DRW: Disable depth test when drawing statistics 2018-02-28 01:39:12 +01:00
6addaf7393 Cleanup: use 'uint' for GPU_select 2018-02-28 11:37:39 +11:00
74a22c8a8a DRW: Fix negative scale object drawing. 2018-02-28 01:29:26 +01:00
0df21e2504 DRW: Refactor & Split draw_manager.c into multiple files.
Refactor include:
- Removal of DRWInterface. (was useless)
- Split DRWCallHeader into a new struct DRWCallState that will be reused in the future.
- Use BLI_link_utils for APPEND/PREPEND.
- Creation of the new DRWManager struct type. This will enable us to create more than one manager in the future.
- Removal of some dead code.
2018-02-28 01:29:26 +01:00
d5a55b6918 BLI_link_utils: Add BLI_LINKS_APPEND(list, link) 2018-02-28 01:29:26 +01:00
11100faa5c Merge branch 'master' into blender2.8 2018-02-28 00:08:16 +01:00
bc71aa5a4c Cleanup: macros using _END, should have a _BEGIN
Also use var names not likely to be shadowed.
2018-02-28 10:05:38 +11:00
2eb94be750 Code cleanup: refactor Cycles image metadata retrieval to use a struct. 2018-02-27 23:42:30 +01:00
Dalai Felinto
000002e42d Cycles point density texture
This still does not make point density to work in Cycles, but at least it pass
the depsgraph down the line.

Note this was working fine before the depsgraph/render refactor to pass
evaluated depsgraph to the engines.
2018-02-27 18:25:54 -03:00
828f545213 Fix Cycles to mostly work with render layer / depsgraph changes.
Point density texture and motion blur are still broken, and many more changes
are needed in general to used evaluated datablocks.
2018-02-27 18:25:54 -03:00
Dalai Felinto
06420c5fe8 Refactor depsgraph/render logic to serve evaluated depsgraph to engines
User notes
----------
Compositing, rendering of multi-layers in Eevee should be fully working now.

Development notes
-----------------
Up until now we were still using the same depsgraph for rendering and viewport
evaluation. And we had to go out of our ways to be sure the depsgraphs were
updated.

Now we iterate over the (to be rendered) view layers and create a depsgraph to
each one, fully evaluated and call the render engines (Cycles, Eevee, ...) with
this viewlayer/depsgraph/evaluation context.

At this time we are not handling data persistency, Depsgraph is created from
scratch prior to rendering each frame.  So I got rid of most of the partial
update calls we had during the render pipeline.

Cycles: Brecht Van Lommel did a patch to tackle some of the required Cycles
changes but this commit mark these changes as TODOs. Basically Cycles needs to
render one layer at a time.

Reviewers: sergey, brecht

Differential Revision: https://developer.blender.org/D3073
2018-02-27 18:25:54 -03:00
Dalai Felinto
bd119ab017 Depsgraph: Expose query to get view layer to RNA 2018-02-27 18:25:54 -03:00
0f6c08c8cf Merge branch 'master' into blender2.8 2018-02-27 21:06:29 +01:00
450be3b226 Collada: Added tests for Animation export 2018-02-27 20:41:34 +01:00
1a65168c42 merge Collada changtes from master 2018-02-27 17:53:53 +01:00
Dalai Felinto
925f2280e6 Merge commit '6aadd61bd892d3908ed8151' into blender2.8 2018-02-27 13:48:26 -03:00
26fc197d49 Collada: commented out code was previously left over with an unresolved conflict in it. Deleting as its no longer needed 2018-02-27 17:14:35 +01:00
05b5958a7a Collada: Remove obsolete code 2018-02-27 17:08:40 +01:00
d1f0bdd337 fix: Collada Matrixdata Importer tried to fix rotations where nothing was to fix. The matrixdata import is now only doing a matrix decompose and then pplies the decomposed values to 3 trans-, 3 scale- and 4 rot-curves) 2018-02-27 17:02:52 +01:00
148e2ace61 Collada: removed unnecessary dup[licate matrix conversion in matrix data exporter 2018-02-27 17:02:52 +01:00
0ea110f4ea Collada exporter: Replaced numbers 0/1 by boolean values fasle/true for better reading 2018-02-27 17:02:52 +01:00
91f3cfec10 Collada Shape key export can create huge datafiles and may need some optimization. Disable export by default, user can still enable on demand 2018-02-27 17:02:52 +01:00
20c5131384 Collada enable Export of animation data by default 2018-02-27 17:02:52 +01:00
158a1de4fb DRW: Fix multithreading conflict with material previews. 2018-02-27 15:50:34 +01:00
ec0ecbe795 DRW: Refactor / Cleanup Builtin uniforms.
-Make the view and object dependant matrices calculation isolated and separated, avoiding non-needed calculation.
-Adding a per drawcall matrix cache so that we can precompute these in advance in the future.
-Replaced integer uniform location of only view dependant builtins by DRWUniforms that are only updated once per shgroup.
2018-02-27 14:50:16 +01:00
fe80d8ec3c DRW: Do not recreate the common uniform buffer every frame. 2018-02-27 14:50:16 +01:00
be284c82d4 GWN: Query builtin uniform at shader creation.
This avoids having non null entries in shaderface->builtin_uniforms and a redundant check.
2018-02-27 14:50:16 +01:00
3cc4070a30 Fix T54179: Assert changing layers in 2nd window 2018-02-28 00:08:49 +11:00
Dalai Felinto
12c8fef8c7 Eevee preview materials
Now that Eevee has support for offline rendering (F12) we can use it for
the Material previews.

Note: This makes the duplicated UI issue one panel worse. That happens when
Cycles if your scene engine, and Eevee is your workspace engine.
2018-02-27 09:31:16 -03:00
6aadd61bd8 Cleanup: remove unused duplicate code 2018-02-27 22:02:18 +11:00
3d7235fc87 MSVC 2013 Compile Fix/Workaround for "static thread_local" vars
Apparently MSVC 2013 has trouble with stuff that's been declared
"static thread_local" (and/or maybe even the "thread_local" keyword).

https://stackoverflow.com/questions/29399494/what-is-the-current-state-of-support-for-thread-local-across-platforms
2018-02-27 11:23:22 +01:00
5a1a63a858 Merge branch 'master' into blender2.8 2018-02-27 11:16:43 +01:00
26f4ce4a76 Collada: Remove unused vector of flaot[4][4] values
Was in fact causing issues on macOS, something to do with
a destructor.
2018-02-27 11:14:55 +01:00
2026179bb2 Collada: Use floating point version of abs()
Avoids implicit cast of float to int.
2018-02-27 11:14:17 +01:00
aa592cc00c Merge branch 'master' into blender2.8 2018-02-27 20:45:33 +11:00
a7ef312611 GPU_select: correction to select-pick-finalize
Would run twice, harmless at the moment but could cause issues later.
2018-02-27 20:44:12 +11:00
50d03de600 Fix error in depth picking caused by GL contexts
Depth picking needs to read the depth buffer after drawing
since GPU_select_end runs in a different OpenGL context
reading the depth buffer wasn't working.
This caused the last object to be unelectable.
2018-02-27 20:33:42 +11:00
efef0ee672 Merge branch 'master' into blender2.8 2018-02-27 20:24:02 +11:00
4de50d7572 GPU_select: utility function to finalize selection
Needed for depth picking in 2.8
2018-02-27 20:16:53 +11:00
24f759ba5a Revert "F12 offline Freestyle rendering support in Eevee"
This reverts commit 8a7c0abc2d.
2018-02-27 13:02:58 +09:00
50b95211bf Fix T54106: Save blend ignores 'check_existing' 2018-02-27 13:33:59 +11:00
8a7c0abc2d F12 offline Freestyle rendering support in Eevee
This patch adds F12 offline Freestyle rendering support to Eevee.

Most functionalities are identical with those found in Cycles.

The only major difference is that the per-view layer "use Freestyle" toggle
option is currently placed in the "Passes" panel of the "View Layers"
properties window instead of a "Layer" panel as in Cycles.  Since Freestyle
is a post-processed overlay and not a pass, the present option location is
a compromise.  To describe this fact, the per-layer "use Freestyle" option
is in a subsection labeled as "Layer".

Reviewers: fclem, brecht, campbellbarton

Reviewed By: fclem, brecht

Subscribers: dfelinto

Differential Revision: https://developer.blender.org/D3084
2018-02-27 08:53:31 +09:00
e24906759f Merge branch 'master' into blender2.8 2018-02-26 23:38:21 +01:00
b5f0e8e1a1 Collada: removed unused variables. fixed incompatible format in console output (AnimationExporter.cpp) 2018-02-26 23:37:27 +01:00
edcd30f6ab Merge branch 'blender2.8' of git.blender.org:blender into blender2.8 2018-02-26 22:55:15 +01:00
f228a08d02 merge from master 2018-02-26 22:49:30 +01:00
Dalai Felinto
96285e1ca4 VSE preview: Get depsgraph from EvaluationContext
Note: Sequencer preview is working only for Clay, for Eevee is still not working.
2018-02-26 18:04:18 -03:00
e94276d403 GWN: Fix glitches when closing a window. 2018-02-26 20:09:54 +01:00
c17042bc6d Eevee: Fix prev_persmat being used by multiple viewport. 2018-02-26 20:08:48 +01:00
f4cc9ba4c3 V3D: Vertex selection: Fix opengl error. 2018-02-26 20:07:39 +01:00
fa7e4cc685 WM/GPU: Clear VAO cache of batch preset when switching context.
This is needed for multiple windows to draw the batch presets.
This will not be needed once we use only one context for UI.
2018-02-26 19:49:06 +01:00
13261304a3 DRW: Add new Draw Manager OpenGL Context.
This separate context allows two things:
- It allows viewports in multi-windows configuration.
- F12 render can use this context in a separate thread and do a non-blocking render.

The downside is that the context cannot be used while rendering so a request to refresh a viewport will lock the UI. This is something that will be adressed in the future.

Under the hood what does that mean:
- Not adding more mess with VAOs management in gawain.
- Doing depth only draw for operators / selection needs to be done in an offscreen buffer.
- The 3D cursor "autodis" operator is still reading the backbuffer so we need to copy the result to it.
- All FBOs needed by the drawmanager must to be created/destroyed with its context active.
- We cannot use batches created for UI in the DRW context and vice-versa. There is a clear separation of resources that enables the use of safe multi-threading.
2018-02-26 19:41:17 +01:00
0940e89e60 GHOST: Add new interface to manage offscreen contexts.
Offscreen contexts are not attached to a window and can only be used for rendering to frambuffer objects.

CGL implementation : Brecht Van Lommel (brecht)
GLX implementation : Clément Foucault (fclem)
WGL implementation : Germano Cavalcante (mano-wii)

Other implementation are just place holder for now.
2018-02-26 19:10:15 +01:00
7dd0e36dc4 simplified collada integration in Blender. made functions mostly similar with blender2.8 2018-02-26 17:18:31 +01:00
a024da55af Adding support for Matrix Transformation export
The exporter does export matrix data (4*4 Transformation matrix) only for Skeletal animation. For object animation only exporting to trans/rot/loc is implemented.

This task implements Matrix export also for simple Object animation.

Differential Revision: https://developer.blender.org/D3082
2018-02-26 17:16:56 +01:00
5f9657316e collada: fix typo in if statement 2018-02-26 12:55:54 +01:00
57b378b046 as discussed on IRC this definition seems to be not necessary 2018-02-26 12:45:37 +01:00
8e826caf5e optimized the output of the collada test script for better reading 2018-02-26 12:09:48 +01:00
c52df4fc7c Cleanup: typos
D3081 by @rjg, with others.
2018-02-26 19:58:31 +11:00
f1bd96a9ab Revert "changing collada parameters"
This reverts commit d91f2ac37a.

This change makes scene.collada_export() meaningless
(ignoring the scene the method is being run on).
2018-02-26 19:35:45 +11:00
3fd5a4047c Presets: remove double underscore in preset names 2018-02-26 19:21:02 +11:00
d416e56e70 Fix T54029: Wrong preset name display in win32 2018-02-26 19:05:01 +11:00
b1414b7322 Cleanup: use function for clearing bmesh tags 2018-02-26 14:05:58 +11:00
Hugo Sales
5d54d6b479 Fix T50132: UV sticky mode is not respected with border/circle/lasso select.
Differential Revision: https://developer.blender.org/D3074
2018-02-25 22:28:54 +01:00
ec27281812 Fix incorrect text clipping on node link button in material properties. 2018-02-25 19:57:40 +01:00
d6df23d9d9 Object Mode: Display meshes without faces and edges in object mode. 2018-02-25 17:55:49 +01:00
b795f5eb7a Eevee: Cleanup cascaded shadowmap code. 2018-02-25 17:55:49 +01:00
241c90c92d DRW/GWN: Bypass glUseProgram.
Turns out to be the call that was destroying performance.

I get 18ms->6ms improvement of drawing time with 10 000 unique objects.

And we can still improve upon this!
2018-02-25 17:59:46 +01:00
24d51a05a9 Manipulator: rename is_visible -> poll
Rename to WM_manipulator_group_type_poll,
use convention of other poll functions.
2018-02-26 00:04:59 +11:00
15dfd866db Fix Player tm, a lifes job 2018-02-25 10:35:08 +01:00
2b158861a3 merged collada rework from master into blender 2.8 2018-02-25 00:06:41 +01:00
d91f2ac37a changing collada parameters
Differential Revision: https://developer.blender.org/D3080
2018-02-24 22:51:04 +01:00
0a1434ed86 Fix a whitespace slipped in 2018-02-24 18:07:05 +01:00
c23b77fe46 Fix Plyer tm 2018-02-24 17:30:37 +01:00
dd7b9a362d T45687: Rework the Export/Import of Animations
This started with a fix for an animated Object Hierarchy. Then i decided to cleanup and optimize a bit. But at the end this has become a more or less full rewrite of the Animation Exporter. All of this happened in a separate local branch and i have retained all my local commits to better see what i have done.

Brief description:

* I fixed a few issues with exporting keyframed animations of object hierarchies where the objects have parent inverse matrices which differ from the Identity matrix.
* I added the option to export sampled animations with a user defined sampling rate (new user interface option)
* I briefly tested Object Animations and Rig Animations.

What is still needed:

* Cleanup the code
* Optimize the user interface
* Do the Documentation

Reviewers: mont29

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D3070
2018-02-24 15:55:27 +01:00
94eb189752 Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/BKE_blender_version.h
2018-02-24 14:02:50 +01:00
4403ca80bd Smoke: expose empty space clipping property to the UI.
This is used to determine which voxels are to be considered empty space.

Previously it was hardcoded for converting dense grids to OpenVDB grids
to reduce disk space usage.

This value is also useful for rendering engines to know, i.e. to
optimize ray marching.
2018-02-24 13:37:58 +01:00
6d8a4c10b6 OpenVDB : use underscores instead of spaces in grid names.
Some other software cannot handle grid names with spaces in them. We still check for names with spaces so as to not break old
files.

This fixes T53802.
2018-02-24 13:37:08 +01:00
Dalai Felinto
c4abb33102 Fixup for border render changes
Although I fixed border rendering, I broke non-border rendering.

Issue introduced on:  0305fc30b3
2018-02-23 17:26:57 -03:00
38ccd1fe33 Eevee: add Principled Volume shader. 2018-02-23 19:10:24 +01:00
77062e8bbb Eevee: add blackbody shader node support.
This replaces the blackbody to RGB code with the simpler and faster one from
Cycles. It's a little different but the other placing using this is the legacy
volume drawing, so no need to stay compatible with that.
2018-02-23 19:10:24 +01:00
57609993d0 GPU: fixes for string socket types in shader nodes.
These are not passed to GLSL functions, but should be used to load e.g.
a texture or attribute.
2018-02-23 19:10:24 +01:00
af061b4dac Eeevee: add temperature grid support, make color grid unpremultiplied.
This matches similar changes done for Cycles.
2018-02-23 19:10:02 +01:00
a44b08a6c4 Merge branch 'master' into blender2.8 2018-02-23 19:02:49 +01:00
0aec2dcd3a Cycles: add Principled Volume shader.
Similar to the Principled BSDF, this should make it easier to set up volume
materials. Smoke and fire can be rendererd with just a single principled
volume node, the appropriate attributes will be used when available. The node
also works for simpler homogeneous volumes like water or mist.

Differential Revision: https://developer.blender.org/D3033
2018-02-23 18:57:58 +01:00
acd619d7c9 Cycles: change smoke color grid to not include density multiplied in.
This breaks backwards compatibility some, making smoke colors brighters
than before. But it is also more correct this way.
2018-02-23 18:57:58 +01:00
a963c7d48d Code refactor: improve attribute handling for optional volume attributes.
A volume shader should be able to request attributes, and still be rendered
as homogeneous if no volume attributes are available for the object.
2018-02-23 18:57:58 +01:00
4448ed6c5e Smoke: change default flame temperatures to match OpenGL preview. 2018-02-23 18:57:58 +01:00
04896d223d Smoke: add temperature grid, with values 0..1 corresponding to 0..1000K. 2018-02-23 18:57:58 +01:00
15fb8ad6ae Nodes: left align text for color and string sockets, same as other types. 2018-02-23 18:57:58 +01:00
Dalai Felinto
0305fc30b3 Fix border rendering for eevee + stop passing render result around
Technically the original issue is that xof/yof in render result is calculated
for drawing border render. So a simpler patch could be:

```
- rr->xof = re->disprect.xmin;
+ rr->xof = re->disprect.xmin + BLI_rcti_cent_x(&re->disprect) - (re->winx / 2);
```

However everywhere in the code we are getting border directly from re->disprect
which we may as well do here too.

Besides I'm taking this as a chance to get rid of RenderResult in the internal
loop of eevee, to help prepare the code to the upcoming rendering pipeline
changes.
2018-02-23 13:26:30 -03:00
dceb8d37c2 Fix T54137: OpenEXR files with long red/green/blue channel names not loading correctly. 2018-02-23 14:34:27 +01:00
44d45e1af4 Buildbot: Enable Volta deviced CUDA binaries 2018-02-23 14:24:59 +01:00
e24dee435e Buildbot: Remove master configuration files
Those are stored in blender-buildbot repository now, so having them in
Blender only causes extra work to keep files in sync.
2018-02-23 12:37:05 +01:00
07f05e294a Buildbot: Disable cuda hack for macOS 2018-02-23 10:55:26 +01:00
5127910749 Merge branch 'master' into blender2.8 2018-02-23 17:12:55 +11:00
6618852b7f WM: Add WM_menutype_poll function
Wraps menutype poll, no functional changes.
2018-02-23 17:02:03 +11:00
171c756f20 Merge branch 'master' into blender2.8 2018-02-23 13:10:39 +11:00
f36c803e55 WM: add WM_keymap_poll function
Wrapps keymap poll, no functional changes.
2018-02-23 12:59:55 +11:00
dd77e45151 Cleanup: header guards & style 2018-02-23 12:59:55 +11:00
Dalai Felinto
d7ba1ada82 Fix T54136: Crash when deleting an object that is in an instanced group
We were not cleaning up groups after deleting objects, leaving groups with
Bases that had no object.

It includes a unittest.

Reviewers: mont29
2018-02-22 17:16:39 -03:00
e7c4a9d1ef GWN: Fix immediate mode when closing a window. 2018-02-22 19:49:59 +01:00
8115162e98 DRW: Fix T54135 : Crash caused by wrongly iterating over ListBase. 2018-02-22 19:47:52 +01:00
d4795cc5d1 DRW: Fix use of uninitialized call->obmat. 2018-02-22 19:47:52 +01:00
03d1f08282 WM: Make sure that immediate mode is active before deactivate it 2018-02-22 13:22:28 -03:00
2694c1fc60 Merge branch 'master' into blender2.8 2018-02-22 16:31:59 +01:00
71e00252f0 Depsgraph: Fix mistake in previous refactor commit 2018-02-22 16:30:47 +01:00
2f5f392453 Merge branch 'master' into blender2.8 2018-02-22 15:45:41 +01:00
5f857378af Cleanup: Fix const pointers mess in previous commit. 2018-02-22 15:41:41 +01:00
4ee3d7e3ac Merge branch 'master' into blender2.8
Conflicts:
	source/blender/bmesh/intern/bmesh_mesh.c
2018-02-22 15:22:44 +01:00
0eee776e45 Fix (unreported) meshes changing shading when creating empty clnors data.
When you were using autosmooth to generate some custom normals, and
created empty custom loop normal data, you would go back to an 'all
smooth' shading, cancelling some sharp edges generated by the mesh's
smooth threshold.

Now we will first tag such edges as sharp, such that shading remains the
same. This is not crucial in current master, but it is for clnors
editing gsoc branch!
2018-02-22 15:20:39 +01:00
4b068c4d6f Cleanup: clnor code: more 'do not use same varname for two different things'. 2018-02-22 15:20:39 +01:00
e83b9cde1a Fix T54129: Moving keyframes on top of other keyframes, removes both keyframes
Regression caused by earlier commits to improve the automerge behaviour.
In this case, the problems only occurred when moving a selected keyframe
forwards in time to overlap an unselected keyframe.
2018-02-23 03:13:56 +13:00
00ba28e9f8 Fix: Don't ignore duplicate channels when doing border/circle/lasso select
While it is necessary to ignore duplicates when doing Deselect/Column Select
(where double-updates may result in nothing being selected), for borderselect,
not including the duplicates meant that sometimes, nothing would happen
if you were trying to borderselect keyframes originating from hidden channels.

This was first noticed in the greasepencil-object branch, but affects all
animation channel types.
2018-02-23 02:41:05 +13:00
5aff002f7b GWN: Context: Fix allocation/codestyle and crash on startup. 2018-02-22 14:31:40 +01:00
672e823578 Merge branch 'master' into blender2.8 2018-02-22 14:27:57 +01:00
86ad5cacfa Depsgraph: Remove unused argument 2018-02-22 14:27:29 +01:00
4a0d8f92f6 Remove old depsgraph from modifiers relations update context 2018-02-22 14:09:45 +01:00
539987766b Merge branch 'master' into blender2.8 2018-02-22 14:08:27 +01:00
3d1c0afe0e Depsgraph: Remove unused bmain from modifiers relations update context 2018-02-22 14:07:08 +01:00
62b3522da2 Fix compilation error with legacy depsgraph disabled 2018-02-22 13:05:38 +01:00
6e860bef28 Merge branch 'master' into blender2.8 2018-02-22 13:05:00 +01:00
df04520602 Depsgraph: Wrap all arguments foe modifiers relations update into a struct
Makes it easier to add or remove fields needed to update relations.
2018-02-22 12:54:06 +01:00
cc05b661f7 GWN: Fix use after free crash.
This is not an ideal solution but blender freeing system is already well tangled.
So tracking and clearing vao caches when destroying contexts does prevent bad behaviour.
2018-02-22 12:39:57 +01:00
a17de773fd Merge branch 'master' into blender2.8 2018-02-22 11:20:28 +01:00
93072e44d1 Depsgraph: Replace LIB_TAG_DOIT with hash lookup
This allows us to:

- Not mock around with tags stored in a global space,
    and not to iterate over all datablocks in the database
    to clear the tags.

- Properly deal with datablocks which might not be in main database.

    While it sounds crazy, it might be handy when dealing with preview,
    or some partial scene updates, such as motion paths.

- Avoids majority of places where depsgraph construction needed bmain.

    This is something what could help in blender2.8 branch.

From tests with production file here did not see any measurable slowdown.

Hopefully, there is no functional changes :)
2018-02-22 11:03:39 +01:00
76953a6ebd Depsgraph: Add utility class to keep track of handled ID datablocks
Currently unused, actual logic change will come in the next commit.
2018-02-22 10:58:33 +01:00
6bac7c35e8 Merge branch 'master' into blender2.8 2018-02-22 10:47:40 +01:00
51483bd49f Depsgraph: Use proper debug print flags check
Was printing some tagging/evaluation prints when only building
messages were requested.
2018-02-22 10:40:18 +01:00
9729726aa8 Depsgraph: Report graph construction time when run with --debug-depsgraph-build 2018-02-22 10:35:04 +01:00
632d66eb89 Depsgraph: Cleanup, reduce indentation level 2018-02-22 10:31:47 +01:00
4ab002bca3 WorkSpace: object-mode switching support
When changing workspaces, existing object-mode data is freed
the new workspaces mode is entered (if possible).
2018-02-22 18:18:44 +11:00
5b857102fa Add NULL checks to ED_object_base_activate
Passing a NULL active base is valid,
own changes to mode-switching didn't check for this case.
2018-02-22 17:09:25 +11:00
026ac65831 WorkSpace: Restore saved object-modes again
Was temporarily removed when moving object mode to workspace.

Note: there is an issue where eval_ctx->view_layer is NULL on load,
for now pass a view layer argument, we might wan't to set the value
instead.
2018-02-22 15:52:30 +11:00
648df0fcdb Revert "BKE: Changing ID freeing order."
This reverts commit 87c72a7d27.

Caused T54121 which breaks blend file saving.
For now crash on exit is preferable.
Possible solution is to free screen-manipulator batches in a separate
loop.
2018-02-22 15:10:43 +11:00
257cf86a05 Merge branch 'master' into blender2.8 2018-02-22 00:59:32 +01:00
5d5c6bb5ef Cycles: add Russian roulette termination for volume multiple scattering.
This mainly helps with dense volumes, rendering can be 30% faster with
little noise increase in such scenes.
2018-02-22 00:55:32 +01:00
2d81758aa6 Cycles: better path termination for transparency.
We now continue transparent paths after diffuse/glossy/transmission/volume
bounces are exceeded. This avoids unexpected boundaries in volumes with
transparent boundaries. It is also required for MIS to work correctly with
transparent surfaces, as we also continue through these in shadow rays.

The main visible changes is that volumes will now be lit by the background
even at volume bounces 0, same as surfaces.

Fixes T53914 and T54103.
2018-02-22 00:55:32 +01:00
84e92f9b3c Cycles: make principled BSDF node wider in the node editor by default. 2018-02-22 00:55:32 +01:00
6a48a9dc6e Code cleanup: fix incorrect socket names in hair and particle info nodes. 2018-02-22 00:55:11 +01:00
04964ff1f4 GWN: Fix compilation on windows 2018-02-21 18:58:29 -03:00
87c72a7d27 BKE: Changing ID freeing order.
Screen can contains manipulators that contains batches to be freed before the opengl contexts (in WM) are destroyed.

Also fix other GPU related free.
2018-02-21 22:51:35 +01:00
9a5be1fba9 Fix incorrect OSL raytype bits and add some comments. 2018-02-21 17:56:26 +01:00
606bc5f301 Fix T54105: random walk SSS missing in branched indirect paths.
Unify the path and branched path indirect SSS code. No performance impact
found on CUDA, for AMD split kernel the extra code was already there.
2018-02-21 17:56:26 +01:00
5cc1d5fe17 Fix T54107: bevel shader + normal map gives wrong result. 2018-02-21 17:56:26 +01:00
7be1928ea1 Gawain: VertexFormat: Cleanup
Reorganize struct elements by size, rename a constant.
2018-02-21 15:28:26 +01:00
c5eba46d7f Gawain: Refactor: VAOs caching AND use new VAOs manager.
A major bottleneck of current implementation is the call to create_bindings() for basically every drawcalls.
This is due to the VAO being tagged dirty when assigning a new shader to the Batch, defeating the purpose of the Batch (reuse it for drawing).

Since managing hundreds of batches in DrawManager and DrawCache seems not fun enough to me, I prefered rewritting the batches itself.

--- Batch changes ---
For this to happen I needed to change the Instancing to be part of the Batch rather than being another batch supplied at drawtime.
The Gwn_VertBuffers are copied from the batch to be instanciated and a new Gwn_VertBuffer is supplied for instancing attribs.
This mean a VAO can be generated and cached for this instancing case.

A Batch can be rendered with instancing, without instancing attribs and without the need for a new VAO using the GWN_batch_draw_range_ex with the force_instance parameter set to true.

--- Draw manager changes ---
The downside with this approach is that we must track the validity of the instanced batch (the original one). For this the only way (I could think of) is to set a callback for when the batch is getting free.
This means a bit of refactor in the DrawManager with the separation of batching and instancing Batches.

--- VAO cache ---
Each VAO is generated for a given ShaderInterface. This means we can keep it alive as long as the shader interface lives.
If a ShaderInterface is discarded, it needs to destroy every VAO associated to it. Otherwise, a new ShaderInterface with the same adress could be generated and reuse the same VAO with incorrect bindings.
The VAO cache itself is using a mix between a static array of VAO and a dynamic array if the is not enough space in the static.
Using this hybrid approach is a bit more performant than the dynamic array alone.
The array will not resize down but empty entries will be filled up again. It's unlikely we get a buffer overflow from this. Resizing could be done on next allocation if needed.

--- Results ---
Using Cached VAOs means that we are not querying each vertex attrib for each vbo for each drawcall, every redraw!
In a CPU limited test scene (10000 cubes in Clay engine) I get a reduction of CPU drawing time from ~20ms to 13ms.

The only area that is not caching VAOs is the instancing from particles (see comment DRW_shgroup_instance_batch).
2018-02-21 15:28:26 +01:00
1b3f9ecd0d Gawain: Add new context/vao manager.
This allows allocation of VAOs from different opengl contexts and thread as long as the drawing happens in the same context.

Allocation is thread safe as long as we abide by the "one opengl context per thread" rule.

We can still free from any thread and actual freeing will occur at new vao allocation or next context binding.
2018-02-21 15:28:26 +01:00
7de387f4b5 Cleanup: Don't perform borderselect on channels that aren't visible 2018-02-22 01:46:12 +13:00
cab608066a Fix: Return back to conventional way of averaging points for keyframe de-dup
The other approach was causing too much error in some cases (e.g. favouring
the lower-valued keyframes). This fix should make the resulting curves less
bumpy/jagged.
2018-02-22 01:46:11 +13:00
915d120c36 Fix: Forgot to recalculate handles after deleting keyframes 2018-02-22 01:46:11 +13:00
bba1120116 Fix: Don't average keyframe values if FCurve can only have int/discrete values
This is to prevent problems with integer/enum properties getting invalid
values set.
2018-02-22 01:46:10 +13:00
dd75211d83 Cleanup: Delete debugging code and the old version of the automerge code 2018-02-22 01:46:10 +13:00
f2cdb1c7cc Tweak/Fix for T54106 - Moving multiple selected keyframes on top of an unselected one would not merge the keys
This commit removes an earlier attempt at optimising the lookups
for duplicates of a particular tRetainedKeyframe once we'd already
deleted all the selected copies. The problem was that now, instead
of getting rid of the unselected keys (i.e. the basic function here),
we were only getting rid of the selected duplicates.

With this fix, unselected keyframes will now get removed (as expected)
again. However, we currently don't take their values into account
when merging keyframes, since it is assumed that we don't care so much
about their values when overriding.
2018-02-22 01:46:09 +13:00
63da3b79ed Minor Optimisation: Terminate early if we've passed the insertion point for tRetainedKeyframes 2018-02-22 01:46:08 +13:00
ac717928ad Feature Request T54106: When scaling keyframes, merge (by-averaging) selected keys
that end up on the same frame

Currently, when scaling keyframes in the Dopesheet, if multiple
selected keyframes end up on the same frame post-scaling, they
would not get removed by the "Automerge" setting that normally
removes duplicates on the same frame.

This commit changes the behaviour so that when multiple selected
keyframes end up on the same frame, instead of keeping all these
around on the same frame (e.g. resulting in a column of keyframes
on different values), we will instead merge them into a single
keyframe (by averaging the values). This should result in a
smoother F-Curve with fewer "stair-steps" that need to be carefully
cleaned out afterwards.

Requested by @hjalti
2018-02-22 01:46:07 +13:00
6b31a14ff7 bezt_add_to_cfra_elem() - Use same keyframe equality test as in other places
This shouldn't affect anything currently, as this function doesn't appear
to get used anywhere.
2018-02-22 01:46:07 +13:00
4d966aa19c Fix T54065: NLA-Strip Control Curves would get disabled when name-based-filtering is enabled
This bug took a while to track down. In the test file with this report,
the Nla-Strip Control Curve for strip time would get disabled if you
changed the NLA Editor to a second Graph Editor instance.

It turns out that because this second Graph Editor would have the
"filter fcurves by name" option enabled, this would trigger a lookup
of the referenced property's name (in order to test whether it matched
the filtering criteria). However, since that filtering code was written
before the introduction of these curves, it still assumed that the names
for these Control Curves should be handled the same as for standard FCurves.
Unfortunately, that doesn't work, as the property lookups fail if the standard
method is used - when the lookups fail, the F-Curves get tagged as being
invalid/disabled (and need to be reset using the "Revive Disabled FCurves"
operator).

Note: The changes in this patch look complicated, as I've had to shuffle
a bit of code around so that the name-filtering check can have access to
the additional info it needs. In the process, I've also removed the earlier
(hacky) approach where the control curves were getting added to a temp
buffer to get changed from normal FCurves to special ANIMTYPE_NLACURVES.
2018-02-22 01:46:06 +13:00
f7354119cc Fix more missing ID remapping in animation editor callbacks
Applying the same fixes as introduced in 98d797b67c
this time, for the Graph and NLA editors
2018-02-22 01:46:05 +13:00
2945831630 Depsgraph: Fix fake dependency cycle with chained IK solvers with tip excluded
Not sure why we need a relation from solver to a tip local transform, this
will be handled via parent relation.

Fixes remaining dependency cycles reported in T54083.
2018-02-21 12:04:28 +01:00
74ee98f642 Depsgraph: Fix dependency when constraint influence drives some other constraint
It is not possible to address transform at particular position of constraint
stack, and when constraint is being addressed is usually from driver variable.

This fixes some of dependency cycles reported in T54083.
2018-02-21 11:13:25 +01:00
d4ee0cee51 Merge branch 'master' into blender2.8 2018-02-21 10:51:58 +01:00
fe1a508e55 Depsgraph: Split debug flags
Now it's possible to have debug messages for following things:

- Graph construction
- Graph evaluation
- Graph tagging
2018-02-21 10:44:36 +01:00
2e73efa9b8 Depsgraph: Fix crash using --debug-depsgraph and --debug-depsgraph-no-threads
Was accessing past the array boundaries.

Should be safe for 2.79a.
2018-02-21 10:42:22 +01:00
bfa51b1b0c Fix subsurf modifier after error in merge commit
Merge commit that had the error: e99094035c
2018-02-21 04:38:29 -05:00
78ceb4b51e Merge branch 'master' into blender2.8 2018-02-21 10:30:50 +01:00
b1946e7f7a Depsgraph: Report overall number of cycles detected
Handy to quickly see if a fix fixed any of the cycles in a real rig,
or whether it's introduced new ones.
2018-02-21 10:11:43 +01:00
6535f668b4 VSE: skip non image/movie w/ proxy dir storage
This would use uninitialized filename variable,
looked into supporting this however generating proxies currently only
works for movies.
2018-02-21 18:33:48 +11:00
Dalai Felinto
813204838a Fix for draw manager cache not re-set between different render layers 2018-02-20 16:43:15 -03:00
Dalai Felinto
c14925bddf Proper implementation of compositor support for Draw Manager
We need to move the render result logic outside the render engine code.

It makes no sense for Eevee/Clay/... to have to re-implement the render resilt
creation logic. Beside the original implementation really got it wrong, by
ignoring the different render layers needed for the final render.

Finally, there is no need to re-create the logic for views. So this was also
fixed.

Note 1: This will break still if the depsgraph of the needed view layers is not
updated / created. We need to address this separately. For now if users want
to test this, just show each view layer in the viewport at least once.

Note 2: We are still getting depsgraph from scene and creating if needed.
`BKE_scene_get_depsgraph(scene, view_layer, true);` according to Sergey we need
to move the render depsgraph for the Render struct instead. I will do it
separately as well.
2018-02-20 11:03:26 -03:00
35f225b44c Cleanup: split normals: use different varnames for angle and its cosine.
Using same name for two different things is not the best idea ever...
2018-02-20 13:03:10 +01:00
87e37224c7 Fix T54069: Vertex groups for hair length is wrong in some cases
This is a regression in rB4f1c0a1 which only allowed cutting haior at the
second segment only, while there is nothing wrong with cutting hair at the
first segmewnt.
2018-02-20 10:47:01 +01:00
529cc364f4 Fix T54096: Subdivision Surface + Boolean Modifiers + Transform = crash
Don't use dm->get*Array for DM you don't own. This call can allocate temporary
CD layer, which is not thread safe at all.

Also removed hard-coded logic around CDDM check. new functions will do same
logic, but are mode DM-type-=independent.
2018-02-19 16:16:56 +01:00
Dalai Felinto
a16c0ebc59 Fix warning after fix for crash on renaming group collections
Warning introduced on: 73079e01fd.
2018-02-19 11:12:46 -03:00
Dalai Felinto
73079e01fd Outliner: Fix crash when renaming Group layer collection 2018-02-19 10:52:03 -03:00
Dalai Felinto
065630e717 Outliner: Update buttons editor when renaming collection
Reported by Pablo Vazquez (venomgfx) outside phabricator.
2018-02-19 10:48:07 -03:00
dc65a6f63b Fix T53032: Image sequence works bad with Displace modifier
We shouldn't mix image pool acuisition with and without user provided,
the fact that internally image.c uses last frame from Image datablock
confuses the logic.
2018-02-19 14:33:48 +01:00
Dalai Felinto
30d0194585 Fix collection object mode panels
They were broken since we moved object mode into workspace.
2018-02-19 09:53:39 -03:00
0e4829eb05 Cleanup: rename SequenceEditor instance to 'ed'
Name 'sequencer' & 'sequence' are too similar.
2018-02-19 22:32:41 +11:00
264691e563 Merge branch 'master' into blender2.8 2018-02-19 17:46:42 +11:00
860939ccc2 Cleanup: remove BMeshToMeshParams.calc_tessface
This wasn't used, tessface is being phased out.
Caller can run explicitly if needed.
2018-02-19 17:41:37 +11:00
05f3e245a8 Fix T54098: Crash existing /w dyntopo sculpt
Optionally don't remap indices for objects.

Checking all objects parent's would reference a freed pointer
while freeing all objects.

In the case of dynamic topology there is no use in keeping track
of hook/vertex-parent indices.

Also disable this when creating meshes for undo storage
since adding an undo step shouldn't be modifying other objects.
2018-02-19 17:34:30 +11:00
34e76c7162 Merge branch 'master' into blender2.8 2018-02-19 15:59:20 +11:00
7f65ab86e5 Cleanup: sync vertex-paint and sculpt from 2.8
Sync API changes from 2.8 to master.
2018-02-19 15:54:06 +11:00
569273c234 Merge branch 'master' into blender2.8 2018-02-18 19:59:27 +01:00
1beb6b43c1 Fix T54089: missing GLSL material draw update when changing object pass index. 2018-02-18 19:28:46 +01:00
2bc952fdb6 Merge branch 'master' into blender2.8 2018-02-18 22:33:05 +11:00
7ff3cd2693 Cleanup: group BLI_ghash_utils.c API in BLU_ghash.h 2018-02-18 22:12:27 +11:00
41ad08f3c3 Cleanup: split GHash helpers from implementation 2018-02-18 21:44:56 +11:00
deacb3d6b8 Cleanup: add 2d suffix to BLI files
Some of these API's can have 3D versions, explicitly name them 2D.
2018-02-18 21:27:33 +11:00
fee4b646c4 Cycles: tweak CUDA messages and avoid build errors with existing sm_2x configs. 2018-02-18 00:53:25 +01:00
1dcd7db73d Code cleanup: remove some more unused code after recent CUDA changes. 2018-02-18 00:53:03 +01:00
9e717c0495 Cycles: Remove Fermi texture code.
This should be the last Fermi removal commit, unless I missed something.
It's been a pleasure Fermi!
2018-02-17 22:56:58 +01:00
e1ef902058 Cycles: Remove fermi related defines from the code.
Did not touch Texture related defines, that comes next.
2018-02-17 22:19:54 +01:00
2eaf90b305 Cycles: Remove Fermi support from CMake and update runtime checks in device_cuda.cpp.
Fermi code in Cycles kernel and texture system are coming next.
2018-02-17 16:15:07 +01:00
75396edb31 Buildbot: Disable Cycles CUDA support on 32bit, and stop building sm_2x. 2018-02-17 15:49:37 +01:00
5d3f679013 Code cleanup: remove WM subwindows.
These no longer made much sense after regions were added, they just
duplicated state that was already in the regions.
2018-02-17 14:23:19 +01:00
cbd0e09898 Fix GL_FRAMEBUFFER_UNSUPPORTED warning in console on macOS. 2018-02-17 14:12:54 +01:00
f2453ecdcd Merge branch 'master' into blender2.8 2018-02-17 01:39:29 +01:00
09eb790f4b DRW: Fix assert with DRW_shgroup_material_instance_create. 2018-02-16 23:06:43 +01:00
85f179eb23 Fix T53399: Dopesheet keyframes and the drawing of points were not visible with some Intel cards 2018-02-16 18:02:06 -02:00
4b1904c8df GHOST: Windows: Print information on the GPU 2018-02-16 16:46:58 -02:00
5bc2c17161 fix:T50079 collada matrix and blender matrix are transposed. This was not regarded by the animation importer, so it was creating very odd results 2018-02-16 16:58:20 +01:00
e1a686e444 fix: limit precision also for animation matrixes if the limit option is set (gives nicer output for inspection) 2018-02-16 16:55:20 +01:00
c45f28ce95 New function to check if running opengl render 2018-02-16 16:52:27 +01:00
7fdf720fb1 Fix rotation issues due to matrix to quaternion ambiguities
Reviewers: mont29

Reviewed By: mont29

Subscribers: mont29

Differential Revision: https://developer.blender.org/D3066
2018-02-16 15:19:35 +01:00
18bb0bc569 Object Mode: exit sculpt on selection 2018-02-17 00:01:25 +11:00
ce4d52c4f3 Object Mode: exit vert/weight paint on selection
Was keeping data, since objects no longer store modes,
object mode can't be properly detected.
2018-02-17 00:01:25 +11:00
c28dea5e24 Vertex Paint: expose exist paint-mode to API 2018-02-17 00:01:25 +11:00
31f47f44de Cleanup: avoid shadowing w/ name 'base' 2018-02-17 00:01:25 +11:00
233a886ceb Code cleanup: deduplicate code for running Python scripts outside Blender. 2018-02-16 12:51:49 +01:00
3d2d58391a Tests: add OpenGL UI drawing tests.
This reuses the Cycles regression test code to also work for OpenGL UI drawing.
We launch Blender with a bunch of .blend files, take a screenshot and compare
it with a reference screenshot, and generate a HMTL report showing the failed
tests and their differences.

For Cycles we keep small reference renders to compare to in svn, but for OpenGL
developers currently have to generate the references manually. How to use:

* WITH_OPENGL_DRAW_TESTS=ON in CMake
* BLENDER_TEST_UPDATE=1 ctest -R opengl_draw
* .. make code changes ..
* ctest -R opengl_draw
* open build_dir/tests/opengl_draw/report.html

Differential Revision: https://developer.blender.org/D3064
2018-02-16 12:51:49 +01:00
0f23f618f3 Tests: split off render report test code from Cycles tests.
This renames test environment variables from CYCLESTEST_* to BLENDER_TEST_*.

Differential Revision: https://developer.blender.org/D3064
2018-02-16 12:51:49 +01:00
5fde26454c Fix bplayer (c) 2018-02-16 12:40:11 +01:00
c3ace7950d Merge branch 'master' into blender2.8 2018-02-16 11:51:41 +01:00
8dfe9ef4e3 Fix bplayer (c) 2018-02-16 10:42:43 +01:00
451d5cef0f Fix part II of T53977: Severe problem with multiple instances of a library (save and reload).
Once 'losing lib' issue is fixed (in previous commit), we have new issue
that this could lead to several copies of the same linked data-block in
.blend file. Which is not good. At all.

So had to add a GHash-based check in libraries reading code to ensure we
only load a same ID from a same lib once.
2018-02-16 10:34:00 +01:00
8165234b46 Fix part I of T53977: Severe problem with multiple instances of a library (save and reload).
The issue was that when a same lib was found several times in loaded
.blend, we'd only keep the first occurence. But since Blender expects
next data-blocks to belong to last found library, we could actually
be adding data-blocks assigned to copies of the duplicated lib to
another, totally unrelated lib.

Those data-blocks were then obviously not found when actually loading
libs content, and lost.

Note that this only fix one part of the issue, current code can
generate several copies of same linked data-block now, will fix in
another commit.
2018-02-16 10:34:00 +01:00
fa0e89b9e8 Metalball drawing: rename mball helpers to handles
and also rename some related functions
2018-02-16 02:01:09 -02:00
3ba6ff6750 Cleanup: quiet warning 2018-02-16 09:14:25 +11:00
a24be95b0f GWN: Fix ubo debug printf 2018-02-15 19:16:08 +01:00
e401e2d89c GWN: Fix attrib arrays giving incorrect name depending on the platform.
It seems that some opengl implementations are returning "[0]" after array names but some others dont.

Remove the "[0]" so everything is consistent.
2018-02-15 19:16:08 +01:00
4438325ec9 Merge branch 'master' into blender2.8 2018-02-15 18:15:00 +01:00
e03f335b1d Code cleanup: simplify switch statement, ensure we catch missing enums. 2018-02-15 18:13:07 +01:00
b1ee10aa1b Fix T54073: crash and uninitialized memory in Cycles displacement hashing. 2018-02-15 18:00:55 +01:00
ad37ccbc32 Fix crash reading deg_point_cache_transform.blend test, saved with 2.8.
In general 2.8 files may not be readable in master, but might as well fix
this case so all the lib/tests can be opened still.
2018-02-15 18:00:55 +01:00
4fd3f8db9d Cleanup: Remove debug-only code 2018-02-15 17:57:51 +01:00
b879502da4 Fix T54076: MCE in Graph mode - clip.graph_select_border does not work by header menu
While the script should be using INVOKE_PREVIEW for operators in clip view,
window manager was lacking some switch statements.

Thanks Brecht fore review!
2018-02-15 16:58:56 +01:00
ca5fdd857b Merge branch 'master' into blender2.8 2018-02-16 01:17:43 +11:00
2aef87bfae Cleanup: rename BLI_thread.h API
- Use BLI_threadpool_ prefix for (deprecated)
  thread/listbase API.
- Use BLI_thread as prefix for other functions.

See P614 to apply instead of manually resolving conflicts.
2018-02-16 01:13:46 +11:00
df1c88b652 Merge branch 'master' into blender2.8 2018-02-15 14:15:55 +01:00
ccdacf1c9b Cleanup: use '_len' instead of '_size' w/ BLI API
- When returning the number of items in a collection use BLI_*_len()
- Keep _size() for size in bytes.
- Keep _count() for data structures that don't store length
  (hint this isn't a simple getter).

See P611 to apply instead of manually resolving conflicts.
2018-02-15 23:39:08 +11:00
4da6c49613 Cleanup: Style, braces with macros
See https://wiki.blender.org/index.php/Dev:Doc/Code_Style#Braces_with_Macros
2018-02-15 12:41:35 +01:00
c0bbc4abf5 Cleanup: Remove BLI_ prefix from listbase macro
This is kind of doesn't matter where macro itself is defined.

We should stick to the following:

- If some macro is actually more an inline function, follow regular
  function name conventions.
- If macro is a macro, type it in capitals. Use module prefix if that
  helps readability or it if helps avoiding accidents.
2018-02-15 12:38:21 +01:00
2589f55a55 Merge branch 'master' into blender2.8 2018-02-15 12:33:44 +01:00
6d4022f619 Simple hair children: Make twist affected by texture
This completes twist feature, which is now possible to also control by
texture. Since textures can not easily contain negative values as well,
same trick with 0.5 neutral as vertex groups is used.

All in all, this twist features allows to do following things.

Original hair:

{F2287535}

Hair with scientifically calculated twist value of 0.5:

{F2287540}

And we can also twist braids in opposite directions dependent on left/right
side:

{F2287548}
2018-02-15 12:24:48 +01:00
5ce6ca0536 Fix T54078: Adding subsurf prior to particle system breaks simple children vgroups and textures
cpa->num points to a face index on BASE mesh, but get_child_modifier_parameters()
expects index on a FINAL dm. So wrong index was used here.
2018-02-15 11:53:58 +01:00
67cec97387 Simple hair children: Make twist affected by vertex group
The idea is to give a control over direction of twist, and maybe amount of
twist as well. More concrete example: make braids on left and right side of
character head to be twisting opposite directions.

Now, tricky part: we need some negative values to flip direction, but weights
can not be negative. So we use same trick as displacement map and tangent normal
maps, where 0.5 is neutral, values below 0.5 are considered negative and values
above 0.5 are considered positive.
2018-02-15 11:53:58 +01:00
ffde74a878 Simple hair children: Initial implementation of twist control
It allows to have children hair to be twisted around parent curve, which is
quite an essential feature when creating hair braids.

There are currently two controls:

- Number of turns around parent children.
- Influence curve, which allows to modify "twistness" along the strand.
2018-02-15 11:53:58 +01:00
bb3efe6127 Blenlib: Assert when attempting to rotate point around vector and store result in the point
This isn't supported since there are subsequent reads to all point coordinates
after modification started.

Probably we need to create a temp copy of point, but that's like extra CPU
ticks.
2018-02-15 11:53:57 +01:00
ff82968a6c Particles: Wrap insane amount of arguments to child modifier evaluation
Use single structure. It seems we will need to pass more information soon,
so better to do it via the structure.
2018-02-15 11:53:57 +01:00
9d2a699a90 Avoid unnecessary sqrt calls 2018-02-15 21:38:24 +11:00
c1784824ff Fix crash when rendering particles with cycles
view_layer is NULL when the render engine is created, this gets passed
around and ends up in this code causing a crash. This should be reverted
after the render engine api is updated to set view_layer.
2018-02-15 03:26:59 -05:00
144a661152 Make particle edit draw mode a noop
Seems this was just a template, but that template painted everything
green. Not sure what this draw mode should do really.
2018-02-15 03:26:59 -05:00
c4a783bdf7 Fix lack of particles updates and disappearing particles
The conditionals in particle code are... some sort of madness... I'm not
even sure what the correct behavior should be from looking at it.

In this case the path cache generation was being skipped in edit mode.
2018-02-15 03:26:59 -05:00
5dba0b68f8 Tag update when using particle edit brushes 2018-02-15 03:26:59 -05:00
eb0d430b4d Fix crash with particle cut brush and other brushes
Why is bedit->data.context NULL?
2018-02-15 03:26:59 -05:00
7f38e59810 Start bringing back particle edit
Its kind of broken, but have to start somewhere
2018-02-15 03:26:59 -05:00
c98af0faaf Add versioning code to make particles with default size visible again
Due to changes in draw code particles from old files that may have had a
default draw size of 0 will not be visible. Old draw code would check
for this and adjust the size, however the unit for draw size has changed
from pixels to BU, and it no longer makes sense to have such checks.

This patch is to ensure particles from such files remain visible.
2018-02-15 03:26:59 -05:00
ca7f826c6f Merge branch 'master' into blender2.8 2018-02-15 18:05:02 +11:00
b8b8669b28 Cleanup: style, warning 2018-02-15 18:03:55 +11:00
58ba89b5be Fix T54075: Align Objects fails w/ empty mesh 2018-02-15 11:33:47 +11:00
70f1b8cc40 Cleanup: style 2018-02-15 11:13:54 +11:00
56fa48969e Fix T54072: Crash splitting edges 2018-02-15 11:05:37 +11:00
e6386ed286 Merge branch 'master' into blender2.8 2018-02-14 21:49:13 +01:00
b5fe00d1ac Cycles: restore Particle Info Index for now, keep it next to Random.
It seems to be useful still in cases where the particle are distributed in
a particular order or pattern, to colorize them along with that. This isn't
really well defined, but might as well avoid breaking backwards compatibility
for now.
2018-02-14 21:45:57 +01:00
2464dcef37 Eevee: Fix broken AO and Contact shadows on certain platform.
This was caused by ce0f70fbd6
2018-02-14 19:02:03 +01:00
0ef981f603 DRW: Refactor: Less feature duplication with Gwn.
This removes the need of custom attribs for instancing.
Instancing works fully with dynamic batches & Gwn_VertFormat now.

This is in prevision of the VAO manager patch.
2018-02-14 18:59:42 +01:00
629a874817 DRW: Add instance buffer manager.
This manager allows to distribute existing batches for instancing
attributes. This reduce the number of batches creation.
Querying a batch is done with a vertex format. This format should
be static so that it's pointer never changes (because we are using
this pointer as identifier [we don't want to check the full format
that would be too slow]).

This might make the original Instance Data manager useless but it's currently used by DRW_object_engine_data_ensure().
2018-02-14 18:59:42 +01:00
ab7e7a005b GWN: Add new dynamic type of batches and remove
Theses batches keeps their memory chuck allocated after transfer to be reused and updated very often.

NOTE: This commit break instancing in DRW. (it's fixed in the next commit)
2018-02-14 18:59:42 +01:00
1e9ef2a25e GWN: Add GWN_batch_draw_procedural
This allow to drawn large amounts of primitives without any memory footprint.
2018-02-14 18:59:42 +01:00
0f3bc636c8 GWN: Allow drawing instances without batch_instancing 2018-02-14 18:59:42 +01:00
01244df007 DRW: Refactor: Make use of the new Gawain long attrib support. 2018-02-14 18:59:42 +01:00
df86e9cab5 GWN: Extend support for multiple of 4 components in batches. 2018-02-14 18:59:42 +01:00
27a7174546 GWN: Fix style and line of code that does nothing! 2018-02-14 18:59:41 +01:00
a5afe13e1c GWN: Add support for 4x4 Matrices and instancing attributes.
Only support float matrices specifically for code simplicity.
2018-02-14 18:59:41 +01:00
3102bf2889 Merge branch 'master' into blender2.8 2018-02-14 15:16:50 +01:00
f6107af4cf Cycles: change Index output of Hair and Particle Info to Random, in 0..1 range.
These are used for randomization, so it's convenient if the index is already
hashed and consistent with the Object Info node.
2018-02-14 14:55:46 +01:00
618bc6c679 GPU: use alpha blend that works for drawing to transparent buffer.
It's unlikely to ever be intentional to square the source alpha, as happens
with glBlendFunc, so this changes the blending throughout the code.
2018-02-14 14:00:57 +01:00
7028a11db9 GPU: don't use multisample for entire window, only for offscreen 3D viewport.
Now that the new 3D viewport draws to a multisample offscreen buffer, there is
no good reason anymore to create an entire multisample window and pay the
performance/memory cost for other regions that don't need it.

GL_MULTISAMPLE now only gets enabled for offscreen buffers, so we don't need
to check for it throughout the UI code anymore.

Differential Revision: https://developer.blender.org/D3062
2018-02-14 14:00:48 +01:00
8049ad21b0 Fix incorrect RNA path to view_render settings. 2018-02-14 13:31:37 +01:00
3851033a06 Code cleanup: simplify subwindow code. 2018-02-14 12:31:13 +01:00
c8e661706f Particles: Avoid multiple function declarations in multiple places
This makes it really hard to spot errors when function signature changes.
2018-02-14 11:52:58 +01:00
8003059646 Particles: Cleanup, remove trailign whitespace 2018-02-14 11:46:33 +01:00
1c34825b4f Hair child: Use clamp function to clamp curve evaluation
Avoids redundant calls to the curve evaluation.
2018-02-14 11:42:09 +01:00
c09e4ae08a Math utils: Add clamping functions 2018-02-14 11:21:27 +01:00
a966852362 CMake: Expose Cycles devices support as CMake option
Handy to disable GPU based devices when it's needed to run Valgrind.
2018-02-14 10:32:32 +01:00
c341dd0585 CMake: Fix cimpilation error when CUDA dynload is disabled but toolkit is not installed 2018-02-14 10:20:26 +01:00
88bd994a37 Merge branch 'master' into blender2.8 2018-02-14 16:04:07 +11:00
b48815a9b7 Cleanup: use prefix for tests
Allows for running all `bmesh_*` or `object_*` tests.
2018-02-14 16:02:21 +11:00
769c9a2363 Object Mode: remove Scene.obedit
This means we can support having the same scene in different windows
with different edit-objects.
2018-02-14 08:49:20 +11:00
6e040b045a GPU: add offscreen buffer drawing utility functions. 2018-02-13 20:02:31 +01:00
e9b1163162 Code cleanup: stop using rectangle textures in window draw, simplify code. 2018-02-13 20:02:31 +01:00
afb213f876 Code cleanup: fix incorrect reading of GL scissor coordinates.
These are often the same as the viewport, but not always.
2018-02-13 20:02:31 +01:00
96a2807e73 Code cleanup: remove unneeded gla* 2D drawing functions. 2018-02-13 20:02:31 +01:00
ff2d1edcd4 Fix blenderplayer build. 2018-02-13 20:02:31 +01:00
b330804ff3 Merge branch 'master' into blender2.8 2018-02-14 01:06:41 +11:00
9fb1f9c5cd Add ED_object_editmode_exit_ex
Allow exiting editmode from non-active scene.
2018-02-14 00:39:39 +11:00
37f65e9dc4 Cycles: Implement index output for hair node
This is like the only way to add variety to hair which is created
using simple children. Used here for the hair.

Maybe not ideal, but the time will show.
2018-02-13 14:20:47 +01:00
9e2ec6c86a Fix T54064: Can't create new Cycles materials
Was caused by object mode removal
2018-02-13 07:03:12 -05:00
cd517c002f Object Mode: remove Scene.obedit for RNA 2018-02-13 21:06:51 +11:00
8234f24838 Object Mode: Loop over objects for ED_editors_exit
We could loop over active objects but this ensures don't miss any
and avoids complicated context checks.
2018-02-13 21:00:26 +11:00
c8597a465f Object Mode: remove Scene.obedit
Add ED_screen_window_find, BKE_workspace_edit_object
2018-02-13 20:55:12 +11:00
754d3a2fe6 Object Mode: remove Scene.obedit for 3D View 2018-02-13 19:44:21 +11:00
d8992192e5 Object Mode: pass edit-object to outliner drawing
Also add 'OBEDIT_FROM_EVAL_CTX' macro.
2018-02-13 18:45:35 +11:00
2c6d079a90 Object Mode: pass edit-object to UV API 2018-02-13 18:29:49 +11:00
dacc6d4b02 Object Mode: remove Scene.obedit in draw manager
Part of larger change to remove this variable entirely.
2018-02-13 18:15:47 +11:00
d640ce40aa (Nodes) Display image name if any in the Cycles Image and Environment Texture node title 2018-02-13 00:58:26 +01:00
fc99eed5be Fix random walk SSS issues with different base and subsurface color.
Burley SSS uses a bit of strange thing where the albedo and closure weight are
different, which makes the subsurface color act a bit like a subsurface radius
indirectly by the way the Burley SSS profile works.

This can't work for random walk SSS though, and it's not clear to me that this
is actually a good idea since it's really the subsurface radius that is supposed
to control this. For now I'll leave Burley SSS working the same to not break
backwards compatibility.
2018-02-12 21:08:59 +01:00
b37dff9239 Fix part of T53080: don't use current scene world for icon previews.
This can be very slow if it contains a big texture, and it's not
necessarily setup in a useful way anyway, and materials can be used
in multiple scenes.
2018-02-12 20:39:40 +01:00
37ce77ba06 Buildbot: Remove usage of deprecated chroot 2018-02-12 17:56:19 +01:00
ce8b5bd90d Add boolean regression test. 2018-02-12 07:23:50 -05:00
147c24aeeb Fix T54032: Adding torus test fails
rna_LayerObjects_active_object_update used wrong viewlayer.

Regression in 345c6298e9
2018-02-12 19:39:52 +11:00
bbb2fa14c8 Merge branch 'master' into blender2.8 2018-02-12 17:57:53 +11:00
657396be08 Error in last commit, disable cycles when not enabled
Would only disable when loading old preferences.
2018-02-12 17:56:14 +11:00
2c3d4f7e65 Merge branch 'master' into blender2.8 2018-02-12 17:39:58 +11:00
53431a560e Disable cycles when WITH_CYCLES=OFF 2018-02-12 17:37:39 +11:00
fc97e120f6 BKE_addon: new/free/ensure functions 2018-02-12 17:24:18 +11:00
0bf615fc24 GHOST: Optimize and simplify the creation of a GHOST_Context on Windows
Instead of cloning the window to create dummyHWNDs and dummyHDCs to avoid calling the SetPixelFormat more than once in the same window, use the original window and HDC and do not call the SetPixelFormat again.

In addition to avoiding a lot of unnecessary calls, it simplifies the code and makes it match the others OS
2018-02-10 00:32:13 -02:00
832f7a6648 Merge branch 'master' into blender2.8 2018-02-09 20:36:59 +01:00
Dalai Felinto
5216eaec1d Eevee: Film filter default to 1.5 instead of 1.0
Cycles already uses 1.5 as default. BI original 1.0 filter doesn't look good for
Eevee. The ideal scenario would be for both Cycles AND Eevee to use the same DNA
setting.

But for now it is nice to at least have Eevee renders to look better by default.

Note: This handles doversion for 2.7x files only. Files previously created in
2.8 need to be manually corrected.
2018-02-09 17:16:36 -02:00
a6968e87f1 Cycles: add random walk subsurface scattering to Principled BSDF.
Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:42 +01:00
0df9b2c715 Cycles: random walk subsurface scattering.
It is basically brute force volume scattering within the mesh, but part
of the SSS code for faster performance. The main difference with actual
volume scattering is that we assume the boundaries are diffuse and that
all lighting is coming through this boundary from outside the volume.

This gives much more accurate results for thin features and low density.
Some challenges remain however:

* Significantly more noisy than BSSRDF. Adding Dwivedi sampling may help
  here, but it's unclear still how much it helps in real world cases.
* Due to this being a volumetric method, geometry like eyes or mouth can
  darken the skin on the outside. We may be able to reduce this effect,
  or users can compensate for it by reducing the scattering radius in
  such areas.
* Sharp corners are quite bright. This matches actual volume rendering
  and results in some other renderers, but maybe not so much real world
  objects.

Differential Revision: https://developer.blender.org/D3054
2018-02-09 19:58:33 +01:00
7978306cbb Merge branch 'master' into blender2.8 2018-02-09 17:24:23 +01:00
3ab5ef7b4f Fix (unreported) error on freeing timers which customdata pointer shall not be freed.
Looks like there was no way to avoid that so far, since
WM_event_add_timer_notifier can set mere int-in-pointer there, this can
cause issues. So added mere flags system to wmTimer to allow
controlling this.
2018-02-09 17:23:35 +01:00
7e3e542aab Merge branch 'master' into blender2.8 2018-02-09 16:26:05 +01:00
ea9099473a Fix (unreported) crash when duplicating a FileBrowser window in preview draw mode.
We did not clear preview or smoothscroll timers pointers in copy code...
2018-02-09 16:15:42 +01:00
be4ebb7fa6 Merge branch 'master' into blender2.8 2018-02-09 14:27:32 +01:00
97597ed600 Doc: attempt to document RNA's FunctionFlag.
Tired of searching through code to find which is what, and how to use it
in the C callback, everytime I need anot-so-common option...
2018-02-09 13:34:18 +01:00
908ee2e0f2 Paint Dirt: remove operator call from Python
Instead of calling an operator I just call `collection.new()`. Moving the
code into a separate function also simplifies it. In its new form there is
also no undefined behaviour when me.vertex_colors is non-empty but without
active layer.
2018-02-09 12:52:46 +01:00
5db950e860 Cleanup: use workspace for object_mode when possible 2018-02-09 22:14:39 +11:00
Dalai Felinto
25074be697 Fix collection syncing when creating new collections from the outliner
We were not passing a scene collection parent to the BKE_collection_add
function, which in turn made syncing not work.

Right now we:
* Explicitly pass the master collection in this case
* Fallback to the master collection in other cases

With unittest.
2018-02-09 09:05:27 -02:00
3c09077e3b Paint Dirt: some small fixes
- normalize → average the vector: the vector isn't normalized here, because
  it doesn't necessarily becomes unit length. Instead, the sum is converted
  to an average vector.
- angle is the acos()…: the dot product between the vertex normal and the
  average direction of the connected vertices is computed, and not the
  opposite.
- The initial `con` list was discarded immediately and replaced by a new
  list.
- File didn't end with a newline.
2018-02-09 10:35:03 +01:00
37e53ca5f3 Missed opencollada edit in recent changes 2018-02-09 20:25:32 +11:00
07ccb8b97c Fix crash with font on curve
Was a mistake from recent texspace changes.

Reported by Pablo here in the studio!
2018-02-09 10:14:08 +01:00
32287212f5 Cleanup: pass eval_ctx to sculpt_init_session
Matches vertex paint mode
2018-02-09 17:46:46 +11:00
9b9861578d Merge branch 'master' into blender2.8 2018-02-09 13:56:49 +11:00
8f9386596f CMake: include missing headers 2018-02-09 13:50:05 +11:00
8a6b83d27e Fix T53958: Sequencer zoom 1:1 fails 2018-02-09 13:39:47 +11:00
5e65791516 Fix T53347: Vertex paint crash
Vertex paint was still using sculpt mode brush (which can be NULL).
2018-02-09 12:00:26 +11:00
Dalai Felinto
518d59970d Fix blenderplayer (tm) 2018-02-08 17:44:25 -02:00
3b61d2bb68 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/addon/ui.py
2018-02-09 03:00:20 +09:00
859379ac48 Fix for missing "Use Freestyle" toggle in the Cycles "Layer" options panel.
Reviewed By: Brecht Van Lommel (brecht), Dalai Felinto (dfelinto)

Differential Revision: https://developer.blender.org/D3048
2018-02-09 02:48:21 +09:00
29d2ff7b31 Cycles: unify OSL BSSRDF closure into a single bssrdf() closure with method.
This is similar to the upstream unified microfacet() closure, and makes it
easier to extend in the future.
2018-02-08 16:56:11 +01:00
aabafece03 Code refactor: tweaks in SSS code to prepare for coming changes.
This also fixes a subtle bug in the split kernel branched path SSS, the
volume stack update can't be shared between multiple hit points.
2018-02-08 16:56:11 +01:00
28e2bc90dd Code refactor: remove unnecessary RNG offset in branched path code.
This is only needed for SSS which bounces to a different shading point.
2018-02-08 16:56:11 +01:00
8c8e53c12d Cycles tests: separate directory for sss tests. 2018-02-08 16:56:11 +01:00
d3248bb50b Disable fast adjust code. Add other end spec matching.
This fixes a few caess where new width adjustment code

was less than ideal.
2018-02-08 10:48:24 -05:00
74fa84f37f Remove redundant check for armature mode
Caller ensures pose-mode, this flag is only set while drawing.
2018-02-09 02:39:54 +11:00
be2bd5d722 Fix mixed weight-paint & pose mode 2018-02-09 02:34:32 +11:00
9278614115 Merge branch 'master' into blender2.8 2018-02-08 16:27:28 +01:00
e0597baed5 Remove Carve boolean
We've got quite comprehensive BMesh based implementation, which is way easier
for maintenance than abandoned Carve library.

After all the time BMesh implementation was working on the same level of
limitations about manifold meshes and touching edges than Carve. Is better
to focus on maintaining one boolean implementation now.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Differential Revision: https://developer.blender.org/D3050
2018-02-08 15:37:44 +01:00
bdc708762c Merge branch 'master' into blender2.8 2018-02-08 15:14:22 +01:00
9dc7dca3a2 Depsgraph: Fix missing camera animation after visibility changes
Synchronize code in on_visible_update with depsgraph building.

Need to update all cameras, since they might be hooked up to marker.
2018-02-08 15:12:38 +01:00
c3e61cab8a Merge branch 'master' into blender2.8 2018-02-08 23:48:36 +11:00
f088c6b9f6 Mesh: concave quad support
Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.

Reported as T53999 although this issue has been known limitation
for a long time.
2018-02-08 23:38:17 +11:00
5f2b4002f4 Dopesheet: Synchronize selection on bones when selecting everything
This is also how box selection and mouse selection is working.

Requested by Hjalti, reviewed by Joshua. Thanks!
2018-02-08 12:36:39 +01:00
022a481789 Fix error in object-mode removal
Wasn't setting transform context
2018-02-08 21:58:45 +11:00
127d515f3d Merge branch 'master' into blender2.8 2018-02-08 21:43:37 +11:00
1ddd03b793 Fail gracefully when editmode data doesn't exist
Sync changes from 2.8
2018-02-08 21:36:16 +11:00
345c6298e9 Object Mode: move to workspace struct
- Read-only access can often use EvaluationContext.object_mode
- Write access to go to WorkSpace.object_mode.
- Some TODO's remain (marked as "TODO/OBMODE")
- Add-ons will need updating
  (context.active_object.mode -> context.workspace.object_mode)
- There will be small/medium issues that still need resolving
  this does work on a basic level though.

See D3037
2018-02-08 21:14:26 +11:00
Dalai Felinto
14a19fed78 Fixing builds for 2.8 - outliner typo 2018-02-08 08:03:35 -02:00
611712fcc8 Linux: Add appdata.xml file for packagers
D3025 by @januz
2018-02-08 15:59:16 +11:00
2597 changed files with 65289 additions and 370059 deletions

4
.gitmodules vendored
View File

@@ -3,22 +3,18 @@
url = ../blender-addons.git
branch = blender2.8
ignore = all
branch = master
[submodule "release/scripts/addons_contrib"]
path = release/scripts/addons_contrib
url = ../blender-addons-contrib.git
branch = master
ignore = all
branch = master
[submodule "release/datafiles/locale"]
path = release/datafiles/locale
url = ../blender-translations.git
branch = master
ignore = all
branch = master
[submodule "source/tools"]
path = source/tools
url = ../blender-dev-tools.git
branch = master
ignore = all
branch = master

View File

@@ -165,7 +165,6 @@ option_defaults_init(
_init_OPENCOLORIO
_init_SDL
_init_FFTW3
_init_GAMEENGINE
_init_OPENSUBDIV
)
@@ -235,13 +234,6 @@ option(WITH_FFTW3 "Enable FFTW3 support (Used for smoke, ocean sim, and
option(WITH_BULLET "Enable Bullet (Physics Engine)" ON)
option(WITH_SYSTEM_BULLET "Use the systems bullet library (currently unsupported due to missing features in upstream!)" )
mark_as_advanced(WITH_SYSTEM_BULLET)
option(WITH_GAMEENGINE "Enable Game Engine" ${_init_GAMEENGINE})
if(APPLE)
set(WITH_GAMEENGINE_DECKLINK OFF)
else()
option(WITH_GAMEENGINE_DECKLINK "Support BlackMagicDesign DeckLink cards in the Game Engine" ON)
endif()
option(WITH_PLAYER "Build Player" OFF)
option(WITH_OPENCOLORIO "Enable OpenColorIO color management" ${_init_OPENCOLORIO})
option(WITH_CLAY_ENGINE "Enable Clay engine" ON)
@@ -253,6 +245,8 @@ option(WITH_OPENSUBDIV "Enable OpenSubdiv for surface subdivision" _init_OPEN
option(WITH_OPENVDB "Enable features relying on OpenVDB" OFF)
option(WITH_OPENVDB_BLOSC "Enable blosc compression for OpenVDB, only enable if OpenVDB was built with blosc support" OFF)
option(WITH_OPENVDB_3_ABI_COMPATIBLE "Assume OpenVDB library has been compiled with version 3 ABI compatibility" OFF)
mark_as_advanced(WITH_OPENVDB_3_ABI_COMPATIBLE)
# GHOST Windowing Library Options
option(WITH_GHOST_DEBUG "Enable debugging output for the GHOST library" OFF)
@@ -312,7 +306,6 @@ endif()
# Modifiers
option(WITH_MOD_FLUID "Enable Elbeem Modifier (Fluid Simulation)" ON)
option(WITH_MOD_SMOKE "Enable Smoke Modifier (Smoke Simulation)" ON)
option(WITH_MOD_BOOLEAN "Enable Boolean Modifier" ON)
option(WITH_MOD_REMESH "Enable Remesh Modifier" ON)
# option(WITH_MOD_CLOTH_ELTOPO "Enable Experimental cloth solver" OFF) # this is now only available in a branch
# mark_as_advanced(WITH_MOD_CLOTH_ELTOPO)
@@ -416,7 +409,7 @@ option(WITH_CYCLES_OSL "Build Cycles with OSL support" ${_init_CYCLES_OSL})
option(WITH_CYCLES_OPENSUBDIV "Build Cycles with OpenSubdiv support" ${_init_CYCLES_OPENSUBDIV})
option(WITH_CYCLES_CUDA_BINARIES "Build Cycles CUDA binaries" OFF)
option(WITH_CYCLES_CUBIN_COMPILER "Build cubins with nvrtc based compiler instead of nvcc" OFF)
set(CYCLES_CUDA_BINARIES_ARCH sm_20 sm_21 sm_30 sm_35 sm_37 sm_50 sm_52 sm_60 sm_61 CACHE STRING "CUDA architectures to build binaries for")
set(CYCLES_CUDA_BINARIES_ARCH sm_30 sm_35 sm_37 sm_50 sm_52 sm_60 sm_61 CACHE STRING "CUDA architectures to build binaries for")
mark_as_advanced(CYCLES_CUDA_BINARIES_ARCH)
unset(PLATFORM_DEFAULT)
option(WITH_CYCLES_LOGGING "Build Cycles with logging support" ON)
@@ -427,6 +420,13 @@ mark_as_advanced(WITH_CYCLES_LOGGING)
mark_as_advanced(WITH_CYCLES_DEBUG)
mark_as_advanced(WITH_CYCLES_NATIVE_ONLY)
option(WITH_CYCLES_DEVICE_CUDA "Enable Cycles CUDA compute support" ON)
option(WITH_CYCLES_DEVICE_OPENCL "Enable Cycles OpenCL compute support" ON)
option(WITH_CYCLES_NETWORK "Enable Cycles compute over network support (EXPERIMENTAL and unfinished)" OFF)
mark_as_advanced(WITH_CYCLES_DEVICE_CUDA)
mark_as_advanced(WITH_CYCLES_DEVICE_OPENCL)
mark_as_advanced(WITH_CYCLES_NETWORK)
option(WITH_CUDA_DYNLOAD "Dynamically load CUDA libraries at runtime" ON)
mark_as_advanced(WITH_CUDA_DYNLOAD)
@@ -458,7 +458,8 @@ option(WITH_BOOST "Enable features depending on boost" ON)
# Unit testsing
option(WITH_GTESTS "Enable GTest unit testing" OFF)
option(WITH_OPENGL_TESTS "Enable OpenGL related unit testing (Experimental)" OFF)
option(WITH_OPENGL_RENDER_TESTS "Enable OpenGL render related unit testing (Experimental)" OFF)
option(WITH_OPENGL_DRAW_TESTS "Enable OpenGL UI drawing related unit testing (Experimental)" OFF)
# Documentation
@@ -571,17 +572,13 @@ endif()
#-----------------------------------------------------------------------------
# Check for conflicting/unsupported configurations
if(NOT WITH_BLENDER AND NOT WITH_PLAYER AND NOT WITH_CYCLES_STANDALONE)
if(NOT WITH_BLENDER AND NOT WITH_CYCLES_STANDALONE)
message(FATAL_ERROR
"At least one of WITH_BLENDER or WITH_PLAYER or "
"WITH_CYCLES_STANDALONE must be enabled, nothing to do!"
"At least one of WITH_BLENDER or WITH_CYCLES_STANDALONE "
"must be enabled, nothing to do!"
)
endif()
if(NOT WITH_GAMEENGINE AND WITH_PLAYER)
message(FATAL_ERROR "WITH_PLAYER requires WITH_GAMEENGINE")
endif()
if(NOT WITH_CXX11)
if(WITH_AUDASPACE AND NOT WITH_SYSTEM_AUDASPACE)
message(FATAL_ERROR "WITH_AUDASPACE requires WITH_CXX11")
@@ -595,9 +592,6 @@ if(NOT WITH_AUDASPACE)
if(WITH_JACK)
message(FATAL_ERROR "WITH_JACK requires WITH_AUDASPACE")
endif()
if(WITH_GAMEENGINE)
message(FATAL_ERROR "WITH_GAMEENGINE requires WITH_AUDASPACE")
endif()
endif()
if(NOT WITH_SDL AND WITH_GHOST_SDL)
@@ -605,10 +599,6 @@ if(NOT WITH_SDL AND WITH_GHOST_SDL)
endif()
# python module, needs some different options
if(WITH_PYTHON_MODULE AND WITH_PLAYER)
message(FATAL_ERROR "WITH_PYTHON_MODULE requires WITH_PLAYER to be OFF")
endif()
if(WITH_PYTHON_MODULE AND WITH_PYTHON_INSTALL)
message(FATAL_ERROR "WITH_PYTHON_MODULE requires WITH_PYTHON_INSTALL to be OFF")
endif()
@@ -639,9 +629,8 @@ if(NOT WITH_BOOST)
set_and_warn(WITH_INTERNATIONAL OFF)
set_and_warn(WITH_OPENVDB OFF)
set_and_warn(WITH_OPENCOLORIO OFF)
set_and_warn(WITH_MOD_BOOLEAN OFF)
elseif(WITH_CYCLES OR WITH_OPENIMAGEIO OR WITH_INTERNATIONAL OR
WITH_OPENVDB OR WITH_OPENCOLORIO OR WITH_MOD_BOOLEAN)
WITH_OPENVDB OR WITH_OPENCOLORIO)
# Keep enabled
else()
# New dependency graph needs either Boost or C++11 for function bindings.
@@ -715,6 +704,15 @@ if(WITH_AUDASPACE)
endif()
endif()
# Auto-enable CUDA dynload if toolkit is not found.
if(NOT WITH_CUDA_DYNLOAD)
find_package(CUDA)
if (NOT CUDA_FOUND)
message("CUDA toolkit not found, using dynamic runtime loading of libraries instead")
set(WITH_CUDA_DYNLOAD ON)
endif()
endif()
#-----------------------------------------------------------------------------
# Check for valid directories
# ... a partial checkout may cause this.
@@ -1226,7 +1224,7 @@ if(WITH_LIBMV OR WITH_GTESTS OR (WITH_CYCLES AND WITH_CYCLES_LOGGING))
if(WIN32)
set(GLOG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/extern/glog/src/windows)
else()
set(GLOG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/extern/glog/src)
set(GLOG_INCLUDE_DIRS ${CMAKE_SOURCE_DIR}/extern/glog/include)
endif()
endif()
endif()
@@ -1363,6 +1361,7 @@ if(CMAKE_COMPILER_IS_GNUCC)
# flags to undo strict flags
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_DEPRECATED_DECLARATIONS -Wno-deprecated-declarations)
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_UNUSED_PARAMETER -Wno-unused-parameter)
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_UNUSED_FUNCTION -Wno-unused-function)
if(CMAKE_COMPILER_IS_GNUCC AND (NOT "${CMAKE_C_COMPILER_VERSION}" VERSION_LESS "7.0"))
ADD_CHECK_C_COMPILER_FLAG(CC_REMOVE_STRICT_FLAGS C_WARN_NO_IMPLICIT_FALLTHROUGH -Wno-implicit-fallthrough)
@@ -1427,8 +1426,8 @@ elseif(CMAKE_C_COMPILER_ID MATCHES "Intel")
ADD_CHECK_CXX_COMPILER_FLAG(CXX_WARNINGS CXX_WARN_NO_SIGN_COMPARE -Wno-sign-compare)
# disable numbered, false positives
set(C_WARNINGS "${C_WARNINGS} -wd188,186,144,913,556")
set(CXX_WARNINGS "${CXX_WARNINGS} -wd188,186,144,913,556")
set(C_WARNINGS "${C_WARNINGS} -wd188,186,144,913,556,858,597,177,1292,167,279,592,94,2722,3199")
set(CXX_WARNINGS "${CXX_WARNINGS} -wd188,186,144,913,556,858,597,177,1292,167,279,592,94,2722,3199")
elseif(CMAKE_C_COMPILER_ID MATCHES "MSVC")
# most msvc warnings are C & C++
set(_WARNINGS
@@ -1446,6 +1445,7 @@ elseif(CMAKE_C_COMPILER_ID MATCHES "MSVC")
"/wd4267" # conversion from 'size_t' to 'type', possible loss of data
"/wd4305" # truncation from 'type1' to 'type2'
"/wd4800" # forcing value to bool 'true' or 'false'
"/wd4828" # The file contains a character that is illegal
# errors:
"/we4013" # 'function' undefined; assuming extern returning int
"/we4133" # incompatible pointer types
@@ -1564,7 +1564,7 @@ if(WITH_GTESTS)
include(GTestTesting)
endif()
if(WITH_BLENDER OR WITH_PLAYER)
if(WITH_BLENDER)
add_subdirectory(intern)
add_subdirectory(extern)
@@ -1589,13 +1589,6 @@ if(WITH_BLENDER)
endif()
#-----------------------------------------------------------------------------
# Blender Player
if(WITH_PLAYER)
add_subdirectory(source/blenderplayer)
endif()
#-----------------------------------------------------------------------------
# Testing
add_subdirectory(tests)
@@ -1610,9 +1603,6 @@ include(build_files/cmake/packaging.cmake)
if(WITH_BLENDER)
openmp_delayload(blender)
endif()
if(WITH_PLAYER)
openmp_delayload(blenderplayer)
endif()
#-----------------------------------------------------------------------------
# Print Final Configuration
@@ -1646,8 +1636,6 @@ if(FIRST_RUN)
message(STATUS "C++ Compiler: \"${CMAKE_CXX_COMPILER_ID}\"")
info_cfg_text("Build Options:")
info_cfg_option(WITH_GAMEENGINE)
info_cfg_option(WITH_PLAYER)
info_cfg_option(WITH_BULLET)
info_cfg_option(WITH_IK_SOLVER)
info_cfg_option(WITH_IK_ITASC)
@@ -1710,7 +1698,6 @@ if(FIRST_RUN)
endif()
info_cfg_text("Modifiers:")
info_cfg_option(WITH_MOD_BOOLEAN)
info_cfg_option(WITH_MOD_REMESH)
info_cfg_option(WITH_MOD_FLUID)
info_cfg_option(WITH_MOD_OCEANSIM)

View File

@@ -58,7 +58,6 @@ include(cmake/openexr.cmake)
include(cmake/freetype.cmake)
include(cmake/freeglut.cmake)
include(cmake/glew.cmake)
include(cmake/hdf5.cmake)
include(cmake/alembic.cmake)
include(cmake/glfw.cmake)
include(cmake/clew.cmake)

View File

@@ -53,17 +53,20 @@ if(WIN32)
if(BUILD_MODE STREQUAL Release)
set(BOOST_HARVEST_CMD ${BOOST_HARVEST_CMD} && ${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/boost/include/boost-1_60/ ${HARVEST_TARGET}/boost/include/)
endif()
set(BOOST_PATCH_COMMAND ${PATCH_CMD} --verbose -p 1 -N -d ${BUILD_DIR}/boost/src/external_boost < ${PATCH_DIR}/boost.diff)
elseif(APPLE)
set(BOOST_CONFIGURE_COMMAND ./bootstrap.sh)
set(BOOST_BUILD_COMMAND ./bjam)
set(BOOST_BUILD_OPTIONS toolset=clang cxxflags=${PLATFORM_CXXFLAGS} linkflags=${PLATFORM_LDFLAGS} --disable-icu boost.locale.icu=off)
set(BOOST_HARVEST_CMD echo .)
set(BOOST_PATCH_COMMAND echo .)
else()
set(BOOST_HARVEST_CMD echo .)
set(BOOST_CONFIGURE_COMMAND ./bootstrap.sh)
set(BOOST_BUILD_COMMAND ./bjam)
set(BOOST_BUILD_OPTIONS cxxflags=${PLATFORM_CXXFLAGS} --disable-icu boost.locale.icu=off)
set(BOOST_PATCH_COMMAND echo .)
endif()
set(BOOST_OPTIONS
@@ -96,6 +99,7 @@ ExternalProject_Add(external_boost
URL_HASH MD5=${BOOST_MD5}
PREFIX ${BUILD_DIR}/boost
UPDATE_COMMAND ""
PATCH_COMMAND ${BOOST_PATCH_COMMAND}
CONFIGURE_COMMAND ${BOOST_CONFIGURE_COMMAND}
BUILD_COMMAND ${BOOST_BUILD_COMMAND} ${BOOST_BUILD_OPTIONS} -j${MAKE_THREADS} architecture=x86 address-model=${BOOST_ADDRESS_MODEL} variant=${BOOST_BUILD_TYPE} link=static threading=multi ${BOOST_OPTIONS} --prefix=${LIBDIR}/boost install
BUILD_IN_SOURCE 1

View File

@@ -102,8 +102,6 @@ if(BUILD_MODE STREQUAL Release)
${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/python/ ${HARVEST_TARGET}/python/ &&
# alembic
${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/alembic ${HARVEST_TARGET}/alembic &&
# hdf5
${CMAKE_COMMAND} -E copy_directory ${LIBDIR}/hdf5 ${HARVEST_TARGET}/hdf5 &&
# BlendThumb
${CMAKE_COMMAND} -E copy ${LIBDIR}/BlendThumb64/bin/blendthumb.dll ${HARVEST_TARGET}/ThumbHandler/lib/BlendThumb64.dll &&
${CMAKE_COMMAND} -E copy ${LIBDIR}/BlendThumb32/bin/blendthumb.dll ${HARVEST_TARGET}/ThumbHandler/lib/BlendThumb.dll &&

View File

@@ -25,6 +25,7 @@ if(BUILD_MODE STREQUAL Release)
-DALSOFT_CONFIG=Off
-DALSOFT_HRTF_DEFS=Off
-DALSOFT_INSTALL=On
-DALSOFT_BACKEND_SNDIO=Off
)
if(UNIX)

View File

@@ -90,6 +90,7 @@ set(OPENIMAGEIO_EXTRA_ARGS
-DUSE_PYTHON=OFF
-DUSE_PYTHON3=OFF
-DUSE_OCIO=OFF
-DUSE_WEBP=${WITH_WEBP}
-DOIIO_BUILD_TOOLS=${OIIO_TOOLS}
-DOIIO_BUILD_TESTS=OFF
-DBUILD_TESTING=OFF

View File

@@ -27,7 +27,7 @@ else()
set(SNDFILE_OPTIONS --enable-static --disable-shared )
endif()
if(APPLE)
if(UNIX)
set(SNDFILE_PATCH_CMD ${PATCH_CMD} --verbose -p 0 -d ${BUILD_DIR}/sndfile/src/external_sndfile < ${PATCH_DIR}/sndfile.diff)
else()
set(SNDFILE_PATCH_CMD)

View File

@@ -1650,7 +1650,6 @@ compile_OIIO() {
cmake_d="$cmake_d -D LINKSTATIC=OFF"
cmake_d="$cmake_d -D USE_SIMD=sse2"
cmake_d="$cmake_d -D ILMBASE_VERSION=$ILMBASE_VERSION"
cmake_d="$cmake_d -D OPENEXR_VERSION=$OPENEXR_VERSION"
if [ "$_with_built_openexr" = true ]; then
@@ -1669,6 +1668,7 @@ compile_OIIO() {
cmake_d="$cmake_d -D BUILD_TESTING=OFF"
cmake_d="$cmake_d -D OIIO_BUILD_TESTS=OFF"
cmake_d="$cmake_d -D OIIO_BUILD_TOOLS=OFF"
cmake_d="$cmake_d -D TXT2MAN="
#cmake_d="$cmake_d -D CMAKE_EXPORT_COMPILE_COMMANDS=ON"
#cmake_d="$cmake_d -D CMAKE_VERBOSE_MAKEFILE=ON"

View File

@@ -0,0 +1,15 @@
--- a/boost/config/compiler/visualc.hpp 2015-12-08 11:55:19 -0700
+++ b/boost/config/compiler/visualc.hpp 2018-03-17 10:29:52 -0600
@@ -287,12 +287,3 @@
# define BOOST_COMPILER "Microsoft Visual C++ version " BOOST_STRINGIZE(BOOST_COMPILER_VERSION)
#endif
-//
-// last known and checked version is 19.00.23026 (VC++ 2015 RTM):
-#if (_MSC_VER > 1900)
-# if defined(BOOST_ASSERT_CONFIG)
-# error "Unknown compiler version - please run the configure tests and report the results"
-# else
-# pragma message("Unknown compiler version - please run the configure tests and report the results")
-# endif
-#endif

View File

@@ -21,9 +21,8 @@ else()
message(FATAL_ERROR "Unknown build environment")
endif()
# Default to only build Blender, not the player
# Default to only build Blender
set(WITH_BLENDER ON CACHE BOOL "" FORCE)
set(WITH_PLAYER OFF CACHE BOOL "" FORCE)
# ######## Linux-specific build options ########
# Options which are specific to Linux-only platforms

View File

@@ -1,12 +0,0 @@
# This is applied as an override on top of blender_linux.config
# Disables all the areas which are not needed for the player.
set(WITH_COMPOSITOR OFF CACHE BOOL "" FORCE)
set(WITH_CYCLES OFF CACHE BOOL "" FORCE)
set(WITH_FREESTYLE OFF CACHE BOOL "" FORCE)
set(WITH_GHOST_XDND OFF CACHE BOOL "" FORCE)
set(WITH_OPENCOLLADA OFF CACHE BOOL "" FORCE)
set(WITH_OPENSUBDIV OFF CACHE BOOL "" FORCE)
set(WITH_LIBMV OFF CACHE BOOL "" FORCE)
set(WITH_BLENDER OFF CACHE BOOL "" FORCE)
set(WITH_PLAYER ON CACHE BOOL "" FORCE)

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@@ -1,368 +0,0 @@
# -*- python -*-
# ex: set syntax=python:
# <pep8 compliant>
# List of the branches being built automatically overnight
NIGHT_SCHEDULE_BRANCHES = [None, "blender2.8"]
# List of the branches available for force build
FORCE_SCHEDULE_BRANCHES = ["master", "blender2.8", "experimental-build"]
"""
Stock Twisted directory lister doesn't provide any information about last file
modification time, we hack the class a bit in order to have such functionaliity
:)
"""
from buildbot.status.web.base import DirectoryLister
def get_files_and_directories(self, directory):
from twisted.web.static import (getTypeAndEncoding,
formatFileSize)
import urllib
import cgi
import time
import os
files = []
dirs = []
for path in directory:
url = urllib.quote(path, "/")
escapedPath = cgi.escape(path)
lastmodified = time.ctime(os.path.getmtime(
os.path.join(self.path, path)))
if os.path.isdir(os.path.join(self.path, path)):
url = url + '/'
dirs.append({'text': escapedPath + "/", 'href': url,
'size': '', 'type': '[Directory]',
'encoding': '',
'lastmodified': lastmodified})
else:
mimetype, encoding = getTypeAndEncoding(path, self.contentTypes,
self.contentEncodings,
self.defaultType)
try:
size = os.stat(os.path.join(self.path, path)).st_size
except OSError:
continue
files.append({
'text': escapedPath, "href": url,
'type': '[%s]' % mimetype,
'encoding': (encoding and '[%s]' % encoding or ''),
'size': formatFileSize(size),
'lastmodified': lastmodified})
return dirs, files
DirectoryLister._getFilesAndDirectories = get_files_and_directories
# Dictionary that the buildmaster pays attention to.
c = BuildmasterConfig = {}
# BUILD SLAVES
#
# We load the slaves and their passwords from a separator file, so we can have
# this one in SVN.
from buildbot.buildslave import BuildSlave
import master_private
c['slaves'] = []
for slave in master_private.slaves:
c['slaves'].append(BuildSlave(slave['name'], slave['password']))
# TCP port through which slaves connect
c['slavePortnum'] = 9989
# CHANGE SOURCES
from buildbot.changes.svnpoller import SVNPoller
from buildbot.changes.gitpoller import GitPoller
c['change_source'] = GitPoller(
'git://git.blender.org/blender.git',
pollinterval=1200)
# CODEBASES
#
# Allow to control separately things like branches for each repo and submodules.
all_repositories = {
r'git://git.blender.org/blender.git': 'blender',
r'git://git.blender.org/blender-translations.git': 'blender-translations',
r'git://git.blender.org/blender-addons.git': 'blender-addons',
r'git://git.blender.org/blender-addons-contrib.git': 'blender-addons-contrib',
r'git://git.blender.org/blender-dev-tools.git': 'blender-dev-tools',
r'https://svn.blender.org/svnroot/bf-blender/': 'lib svn',
}
def codebaseGenerator(chdict):
return all_repositories[chdict['repository']]
c['codebaseGenerator'] = codebaseGenerator
# SCHEDULERS
#
# Decide how to react to incoming changes.
# from buildbot.scheduler import Scheduler
from buildbot.schedulers import timed, forcesched
c['schedulers'] = []
def schedule_force_build(name):
c['schedulers'].append(forcesched.ForceScheduler(name='force ' + name,
builderNames=[name],
codebases=[forcesched.CodebaseParameter(
codebase="blender",
branch=forcesched.ChoiceStringParameter(
name="branch", choices=FORCE_SCHEDULE_BRANCHES, default="master"),
# Do not hide revision, can be handy!
repository=forcesched.FixedParameter(name="repository", default="", hide=True),
project=forcesched.FixedParameter(name="project", default="", hide=True)),
# For now, hide other codebases.
forcesched.CodebaseParameter(hide=True, codebase="blender-translations"),
forcesched.CodebaseParameter(
codebase="blender-addons",
branch=forcesched.ChoiceStringParameter(
name="branch", choices=["master", "blender2.8"], default="master"),
repository=forcesched.FixedParameter(name="repository", default="", hide=True),
project=forcesched.FixedParameter(name="project", default="", hide=True),
revision=forcesched.FixedParameter(name="revision", default="", hide=True),
),
forcesched.CodebaseParameter(hide=True, codebase="blender-addons-contrib"),
forcesched.CodebaseParameter(hide=True, codebase="blender-dev-tools"),
forcesched.CodebaseParameter(hide=True, codebase="lib svn")],
properties=[]))
def schedule_build(name, hour, minute=0):
for current_branch in NIGHT_SCHEDULE_BRANCHES:
scheduler_name = "nightly " + name
if current_branch:
scheduler_name += ' ' + current_branch
# Use special addons submodule branch when building blender2.8 branch.
addons_branch = "master"
if current_branch == "blender2.8":
addons_branch = "blender2.8"
c['schedulers'].append(timed.Nightly(name=scheduler_name,
codebases={
"blender": {"repository": ""},
"blender-translations": {"repository": "", "branch": "master"},
"blender-addons": {"repository": "", "branch": addons_branch},
"blender-addons-contrib": {"repository": "", "branch": "master"},
"blender-dev-tools": {"repository": "", "branch": "master"},
"lib svn": {"repository": "", "branch": "trunk"}},
branch=current_branch,
builderNames=[name],
hour=hour,
minute=minute))
# BUILDERS
#
# The 'builders' list defines the Builders, which tell Buildbot how to
# perform a build: what steps, and which slaves can execute them.
# Note that any particular build will only take place on one slave.
from buildbot.process.factory import BuildFactory
from buildbot.process.properties import Interpolate
from buildbot.steps.source import SVN
from buildbot.steps.source import Git
from buildbot.steps.shell import ShellCommand
from buildbot.steps.shell import Compile
from buildbot.steps.shell import Test
from buildbot.steps.transfer import FileUpload
from buildbot.steps.master import MasterShellCommand
from buildbot.config import BuilderConfig
# add builder utility
c['builders'] = []
buildernames = []
def add_builder(c, name, libdir, factory, branch='',
rsync=False, hour=3, minute=0):
slavenames = []
for slave in master_private.slaves:
if name in slave['builders']:
slavenames.append(slave['name'])
if len(slavenames) > 0:
f = factory(name, libdir, branch, rsync)
c['builders'].append(BuilderConfig(name=name,
slavenames=slavenames,
factory=f,
category='blender'))
buildernames.append(name)
schedule_build(name, hour, minute)
schedule_force_build(name)
# common steps
def git_submodule_step(submodule):
return Git(name=submodule + '.git',
repourl='git://git.blender.org/' + submodule + '.git',
mode='update',
codebase=submodule,
workdir=submodule + '.git')
def git_step(branch=''):
if branch:
return Git(name='blender.git',
repourl='git://git.blender.org/blender.git',
mode='update',
branch=branch,
codebase='blender',
workdir='blender.git',
submodules=True)
else:
return Git(name='blender.git',
repourl='git://git.blender.org/blender.git',
mode='update',
codebase='blender',
workdir='blender.git',
submodules=True)
def git_submodules_update():
command = ['git', 'submodule', 'update', '--remote']
return ShellCommand(name='Submodules Update',
command=command,
description='updating',
descriptionDone='up to date',
workdir='blender.git')
def lib_svn_step(dir):
return SVN(name='lib svn',
baseURL='https://svn.blender.org/svnroot/bf-blender/%%BRANCH%%/lib/' + dir,
codebase='lib svn',
mode='update',
defaultBranch='trunk',
workdir='lib/' + dir)
def rsync_step(id, branch, rsync_script):
return ShellCommand(name='rsync',
command=['python', rsync_script, id, branch],
description='uploading',
descriptionDone='uploaded',
workdir='install')
# generic builder
def generic_builder(id, libdir='', branch='', rsync=False):
filename = 'uploaded/buildbot_upload_' + id + '.zip'
compile_script = '../blender.git/build_files/buildbot/slave_compile.py'
test_script = '../blender.git/build_files/buildbot/slave_test.py'
pack_script = '../blender.git/build_files/buildbot/slave_pack.py'
rsync_script = '../blender.git/build_files/buildbot/slave_rsync.py'
unpack_script = 'master_unpack.py'
f = BuildFactory()
if libdir != '':
f.addStep(lib_svn_step(libdir))
for submodule in ('blender-translations',
'blender-addons',
'blender-addons-contrib',
'blender-dev-tools'):
f.addStep(git_submodule_step(submodule))
f.addStep(git_step(branch))
f.addStep(git_submodules_update())
f.addStep(Compile(command=['python', compile_script, id], timeout=3600))
f.addStep(Test(command=['python', test_script, id]))
f.addStep(ShellCommand(name='package',
command=['python', pack_script, id, branch or Interpolate('%(src:blender:branch)s')],
description='packaging',
descriptionDone='packaged'))
if rsync:
f.addStep(rsync_step(id, branch, rsync_script))
else:
f.addStep(FileUpload(name='upload',
slavesrc='buildbot_upload.zip',
masterdest=filename,
maxsize=180 * 1024 * 1024,
workdir='install'))
f.addStep(MasterShellCommand(name='unpack',
command=['python2.7', unpack_script, filename],
description='unpacking',
descriptionDone='unpacked'))
return f
# Builders
add_builder(c, 'mac_x86_64_10_9_cmake', 'darwin', generic_builder, hour=1)
add_builder(c, 'linux_glibc219_i686_cmake', '', generic_builder, hour=2)
add_builder(c, 'linux_glibc219_x86_64_cmake', '', generic_builder, hour=1)
add_builder(c, 'win32_cmake_vc2013', 'windows_vc12', generic_builder, hour=1)
add_builder(c, 'win64_cmake_vc2013', 'win64_vc12', generic_builder, hour=2)
add_builder(c, 'win32_cmake_vc2015', 'windows_vc14', generic_builder, hour=3)
add_builder(c, 'win64_cmake_vc2015', 'win64_vc14', generic_builder, hour=4)
# STATUS TARGETS
#
# 'status' is a list of Status Targets. The results of each build will be
# pushed to these targets. buildbot/status/*.py has a variety to choose from,
# including web pages, email senders, and IRC bots.
c['status'] = []
from buildbot.status import html
from buildbot.status.web import authz
from buildbot.status.web import auth
users = []
for slave in master_private.slaves:
users += [(slave['name'], slave['password'])]
authz_cfg = authz.Authz(
auth=auth.BasicAuth(users),
# change any of these to True to enable; see the manual for more
# options
gracefulShutdown=False,
forceBuild=True, # use this to test your slave once it is set up
forceAllBuilds=False,
pingBuilder=False,
stopBuild=True,
stopAllBuilds=False,
cancelPendingBuild=True,
)
c['status'].append(html.WebStatus(http_port=8010, authz=authz_cfg))
#c['status'].append(html.WebStatus(http_port=8010))
# PROJECT IDENTITY
c['projectName'] = "Blender"
c['projectURL'] = "http://www.blender.org"
# the 'buildbotURL' string should point to the location where the buildbot's
# internal web server (usually the html.WebStatus page) is visible. This
# typically uses the port number set in the Waterfall 'status' entry, but
# with an externally-visible host name which the buildbot cannot figure out
# without some help.
c['buildbotURL'] = "http://builder.blender.org/"
# DB URL
#
# This specifies what database buildbot uses to store change and scheduler
# state. You can leave this at its default for all but the largest
# installations.
c['db_url'] = "sqlite:///state.sqlite"

View File

@@ -1,151 +0,0 @@
# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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.
#
# ##### END GPL LICENSE BLOCK #####
# Runs on Buildbot master, to unpack incoming unload.zip into latest
# builds directory and remove older builds.
# <pep8 compliant>
import os
import shutil
import sys
import zipfile
# extension stripping
def strip_extension(filename):
extensions = '.zip', '.tar', '.bz2', '.gz', '.tgz', '.tbz', '.exe'
for ext in extensions:
if filename.endswith(ext):
filename = filename[:-len(ext)]
return filename
# extract platform from package name
def get_platform(filename):
# name is blender-version-platform.extension. we want to get the
# platform out, but there may be some variations, so we fiddle a
# bit to handle current and hopefully future names
filename = strip_extension(filename)
filename = strip_extension(filename)
tokens = filename.split("-")
platforms = ('osx', 'mac', 'bsd',
'win', 'linux', 'source',
'irix', 'solaris')
platform_tokens = []
found = False
for i, token in enumerate(tokens):
if not found:
for platform in platforms:
if platform in token.lower():
found = True
break
if found:
platform_tokens += [token]
return '-'.join(platform_tokens)
def get_branch(filename):
if filename.startswith("blender-2.8"):
return "blender2.8"
tokens = filename.split("-")
branch = ""
for token in tokens:
if token == "blender":
return branch
if branch == "":
branch = token
else:
branch = branch + "-" + token
return ""
# get filename
if len(sys.argv) < 2:
sys.stderr.write("Not enough arguments, expecting file to unpack\n")
sys.exit(1)
filename = sys.argv[1]
# open zip file
if not os.path.exists(filename):
sys.stderr.write("File %r not found.\n" % filename)
sys.exit(1)
try:
z = zipfile.ZipFile(filename, "r")
except Exception as ex:
sys.stderr.write('Failed to open zip file: %s\n' % str(ex))
sys.exit(1)
if len(z.namelist()) != 1:
sys.stderr.write("Expected one file in %r." % filename)
sys.exit(1)
package = z.namelist()[0]
packagename = os.path.basename(package)
# detect platform and branch
platform = get_platform(packagename)
branch = get_branch(packagename)
if platform == '':
sys.stderr.write('Failed to detect platform ' +
'from package: %r\n' % packagename)
sys.exit(1)
# extract
if not branch or branch == 'master':
directory = 'public_html/download'
elif branch == 'experimental-build':
directory = 'public_html/download/experimental'
else:
directory = 'public_html/download'
try:
filename = os.path.join(directory, packagename)
zf = z.open(package)
f = file(filename, "wb")
shutil.copyfileobj(zf, f)
os.chmod(filename, 0644)
zf.close()
z.close()
except Exception as ex:
sys.stderr.write('Failed to unzip package: %s\n' % str(ex))
sys.exit(1)
# remove other files from the same platform and branch
try:
for f in os.listdir(directory):
if get_platform(f) == platform and get_branch(f) == branch:
if f != packagename:
os.remove(os.path.join(directory, f))
except Exception as ex:
sys.stderr.write('Failed to remove old packages: %s\n' % str(ex))
sys.exit(1)

View File

@@ -60,7 +60,6 @@ if 'cmake' in builder:
# Config file to be used (relative to blender's sources root)
cmake_config_file = "build_files/cmake/config/blender_full.cmake"
cmake_player_config_file = None
cmake_cuda_config_file = None
# Set build options.
@@ -73,8 +72,9 @@ if 'cmake' in builder:
if builder.endswith('x86_64_10_9_cmake'):
cmake_extra_options.append('-DCMAKE_OSX_ARCHITECTURES:STRING=x86_64')
cmake_extra_options.append('-DCMAKE_OSX_DEPLOYMENT_TARGET=10.9')
cmake_extra_options.append('-DCUDA_HOST_COMPILER=/usr/local/cuda-hack/clang')
cmake_extra_options.append('-DCUDA_NVCC_EXECUTABLE=/usr/local/cuda-hack/nvcc')
# Used to trick CUDFA to see CLang as an older version.
# cmake_extra_options.append('-DCUDA_HOST_COMPILER=/usr/local/cuda-hack/clang')
# cmake_extra_options.append('-DCUDA_NVCC_EXECUTABLE=/usr/local/cuda-hack/nvcc')
elif builder.startswith('win'):
if builder.endswith('_vc2015'):
@@ -100,32 +100,30 @@ if 'cmake' in builder:
elif glibc == 'glibc211':
deb_name = "squeeze"
cmake_config_file = "build_files/buildbot/config/blender_linux.cmake"
cmake_player_config_file = "build_files/buildbot/config/blender_linux_player.cmake"
if builder.endswith('x86_64_cmake'):
chroot_name = 'buildbot_' + deb_name + '_x86_64'
targets = ['player', 'blender']
targets = ['blender']
elif builder.endswith('i686_cmake'):
bits = 32
chroot_name = 'buildbot_' + deb_name + '_i686'
cuda_chroot_name = 'buildbot_' + deb_name + '_x86_64'
targets = ['player', 'blender', 'cuda']
targets = ['blender']
cmake_extra_options.extend(["-DCMAKE_C_COMPILER=/usr/bin/gcc-7",
"-DCMAKE_CXX_COMPILER=/usr/bin/g++-7"])
cmake_options.append("-C" + os.path.join(blender_dir, cmake_config_file))
# Prepare CMake options needed to configure cuda binaries compilation.
cuda_cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=%s" % ('ON' if build_cubins else 'OFF'))
cuda_cmake_options.append("-DCYCLES_CUDA_BINARIES_ARCH=sm_20;sm_21;sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61")
if build_cubins or 'cuda' in targets:
if bits == 32:
cuda_cmake_options.append("-DCUDA_64_BIT_DEVICE_CODE=OFF")
else:
# Prepare CMake options needed to configure cuda binaries compilation, 64bit only.
if bits == 64:
cuda_cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=%s" % ('ON' if build_cubins else 'OFF'))
cuda_cmake_options.append("-DCYCLES_CUDA_BINARIES_ARCH=sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61;sm_70")
if build_cubins or 'cuda' in targets:
cuda_cmake_options.append("-DCUDA_64_BIT_DEVICE_CODE=ON")
# Only modify common cmake options if cuda doesn't require separate target.
if 'cuda' not in targets:
cmake_options += cuda_cmake_options
# Only modify common cmake options if cuda doesn't require separate target.
if 'cuda' not in targets:
cmake_options += cuda_cmake_options
else:
cuda_cmake_options.append("-DWITH_CYCLES_CUDA_BINARIES=OFF")
cmake_options.append("-DCMAKE_INSTALL_PREFIX=%s" % (install_dir))
@@ -159,9 +157,7 @@ if 'cmake' in builder:
os.chdir(target_build_dir)
# Tweaking CMake options to respect the target
target_cmake_options = cmake_options[:]
if target == 'player':
target_cmake_options.append("-C" + os.path.join(blender_dir, cmake_player_config_file))
elif target == 'cuda':
if target == 'cuda':
target_cmake_options += cuda_cmake_options
target_chroot_prefix = cuda_chroot_prefix[:]
target_name = 'cycles_kernel_cuda'

View File

@@ -126,7 +126,6 @@ if builder.find('cmake') != -1:
elif builder.startswith('linux_'):
blender = os.path.join(install_dir, 'blender')
blenderplayer = os.path.join(install_dir, 'blenderplayer')
buildinfo_h = os.path.join(build_dir, "source", "creator", "buildinfo.h")
blender_h = os.path.join(blender_dir, "source", "blender", "blenkernel", "BKE_blender_version.h")
@@ -138,18 +137,18 @@ if builder.find('cmake') != -1:
blender_glibc = builder.split('_')[1]
if builder.endswith('x86_64_cmake'):
chroot_name = 'buildbot_squeeze_x86_64'
chroot_name = 'buildbot_jessie_x86_64'
bits = 64
blender_arch = 'x86_64'
elif builder.endswith('i686_cmake'):
chroot_name = 'buildbot_squeeze_i686'
chroot_name = 'buildbot_jessie_i686'
bits = 32
blender_arch = 'i686'
# Strip all unused symbols from the binaries
print("Stripping binaries...")
chroot_prefix = ['schroot', '-c', chroot_name, '--']
subprocess.call(chroot_prefix + ['strip', '--strip-all', blender, blenderplayer])
subprocess.call(chroot_prefix + ['strip', '--strip-all', blender])
print("Stripping python...")
py_target = os.path.join(install_dir, blender_version)

View File

@@ -44,9 +44,9 @@ if "cmake" in builder:
"""
if builder.endswith('x86_64_cmake'):
chroot_name = 'buildbot_squeeze_x86_64'
chroot_name = 'buildbot_jessie_x86_64'
elif builder.endswith('i686_cmake'):
chroot_name = 'buildbot_squeeze_i686'
chroot_name = 'buildbot_jessie_i686'
if chroot_name:
chroot_prefix = ['schroot', '-c', chroot_name, '--']
"""

View File

@@ -25,10 +25,6 @@ IGNORE = (
"extern/bullet2/src/BulletDynamics/Character/btKinematicCharacterController.h",
"extern/bullet2/src/BulletDynamics/ConstraintSolver/btHinge2Constraint.h",
"extern/bullet2/src/BulletDynamics/ConstraintSolver/btUniversalConstraint.h",
"extern/carve/include/carve/config.h",
"extern/carve/include/carve/random/random.h",
"extern/carve/patches/files/config.h",
"extern/carve/patches/files/random.h",
"intern/audaspace/SRC/AUD_SRCResampleFactory.h",
"intern/audaspace/SRC/AUD_SRCResampleReader.h",
)

View File

@@ -16,7 +16,6 @@ set(WITH_CYCLES_OPENSUBDIV ON CACHE BOOL "" FORCE)
set(WITH_FFTW3 ON CACHE BOOL "" FORCE)
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE ON CACHE BOOL "" FORCE)
set(WITH_COMPOSITOR ON CACHE BOOL "" FORCE)
set(WITH_FREESTYLE ON CACHE BOOL "" FORCE)
set(WITH_GHOST_XDND ON CACHE BOOL "" FORCE)
@@ -34,7 +33,6 @@ set(WITH_INTERNATIONAL ON CACHE BOOL "" FORCE)
set(WITH_JACK ON CACHE BOOL "" FORCE)
set(WITH_LZMA ON CACHE BOOL "" FORCE)
set(WITH_LZO ON CACHE BOOL "" FORCE)
set(WITH_MOD_BOOLEAN ON CACHE BOOL "" FORCE)
set(WITH_MOD_FLUID ON CACHE BOOL "" FORCE)
set(WITH_MOD_REMESH ON CACHE BOOL "" FORCE)
set(WITH_MOD_SMOKE ON CACHE BOOL "" FORCE)
@@ -52,7 +50,6 @@ set(WITH_SDL ON CACHE BOOL "" FORCE)
set(WITH_X11_XINPUT ON CACHE BOOL "" FORCE)
set(WITH_X11_XF86VMODE ON CACHE BOOL "" FORCE)
set(WITH_PLAYER ON CACHE BOOL "" FORCE)
set(WITH_MEM_JEMALLOC ON CACHE BOOL "" FORCE)

View File

@@ -6,7 +6,6 @@
#
set(WITH_HEADLESS ON CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
# disable audio, its possible some devs may want this but for now disable
# so the python module doesnt hold the audio device and loads quickly.

View File

@@ -9,6 +9,7 @@ set(WITH_INSTALL_PORTABLE ON CACHE BOOL "" FORCE)
set(WITH_SYSTEM_GLEW ON CACHE BOOL "" FORCE)
set(WITH_ALEMBIC OFF CACHE BOOL "" FORCE)
set(WITH_BOOST OFF CACHE BOOL "" FORCE)
set(WITH_BUILDINFO OFF CACHE BOOL "" FORCE)
set(WITH_BULLET OFF CACHE BOOL "" FORCE)
set(WITH_CODEC_AVI OFF CACHE BOOL "" FORCE)
@@ -20,7 +21,6 @@ set(WITH_CYCLES_OPENSUBDIV OFF CACHE BOOL "" FORCE)
set(WITH_FFTW3 OFF CACHE BOOL "" FORCE)
set(WITH_LIBMV OFF CACHE BOOL "" FORCE)
set(WITH_LLVM OFF CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
set(WITH_COMPOSITOR OFF CACHE BOOL "" FORCE)
set(WITH_FREESTYLE OFF CACHE BOOL "" FORCE)
set(WITH_GHOST_XDND OFF CACHE BOOL "" FORCE)
@@ -38,7 +38,6 @@ set(WITH_INTERNATIONAL OFF CACHE BOOL "" FORCE)
set(WITH_JACK OFF CACHE BOOL "" FORCE)
set(WITH_LZMA OFF CACHE BOOL "" FORCE)
set(WITH_LZO OFF CACHE BOOL "" FORCE)
set(WITH_MOD_BOOLEAN OFF CACHE BOOL "" FORCE)
set(WITH_MOD_FLUID OFF CACHE BOOL "" FORCE)
set(WITH_MOD_REMESH OFF CACHE BOOL "" FORCE)
set(WITH_MOD_SMOKE OFF CACHE BOOL "" FORCE)
@@ -55,4 +54,3 @@ set(WITH_RAYOPTIMIZATION OFF CACHE BOOL "" FORCE)
set(WITH_SDL OFF CACHE BOOL "" FORCE)
set(WITH_X11_XINPUT OFF CACHE BOOL "" FORCE)
set(WITH_X11_XF86VMODE OFF CACHE BOOL "" FORCE)

View File

@@ -16,7 +16,6 @@ set(WITH_CYCLES_OPENSUBDIV ON CACHE BOOL "" FORCE)
set(WITH_FFTW3 ON CACHE BOOL "" FORCE)
set(WITH_LIBMV ON CACHE BOOL "" FORCE)
set(WITH_LIBMV_SCHUR_SPECIALIZATIONS ON CACHE BOOL "" FORCE)
set(WITH_GAMEENGINE ON CACHE BOOL "" FORCE)
set(WITH_COMPOSITOR ON CACHE BOOL "" FORCE)
set(WITH_FREESTYLE ON CACHE BOOL "" FORCE)
set(WITH_GHOST_XDND ON CACHE BOOL "" FORCE)
@@ -34,7 +33,6 @@ set(WITH_INTERNATIONAL ON CACHE BOOL "" FORCE)
set(WITH_JACK ON CACHE BOOL "" FORCE)
set(WITH_LZMA ON CACHE BOOL "" FORCE)
set(WITH_LZO ON CACHE BOOL "" FORCE)
set(WITH_MOD_BOOLEAN ON CACHE BOOL "" FORCE)
set(WITH_MOD_FLUID ON CACHE BOOL "" FORCE)
set(WITH_MOD_REMESH ON CACHE BOOL "" FORCE)
set(WITH_MOD_SMOKE ON CACHE BOOL "" FORCE)
@@ -52,10 +50,9 @@ set(WITH_SDL ON CACHE BOOL "" FORCE)
set(WITH_X11_XINPUT ON CACHE BOOL "" FORCE)
set(WITH_X11_XF86VMODE ON CACHE BOOL "" FORCE)
set(WITH_PLAYER ON CACHE BOOL "" FORCE)
set(WITH_MEM_JEMALLOC ON CACHE BOOL "" FORCE)
set(WITH_CYCLES_CUDA_BINARIES ON CACHE BOOL "" FORCE)
set(CYCLES_CUDA_BINARIES_ARCH sm_20;sm_21;sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61 CACHE STRING "" FORCE)
set(CYCLES_CUDA_BINARIES_ARCH sm_30;sm_35;sm_37;sm_50;sm_52;sm_60;sm_61 CACHE STRING "" FORCE)
# platform dependent options
if(UNIX AND NOT APPLE)

View File

@@ -12,9 +12,6 @@ set(WITH_INSTALL_PORTABLE OFF CACHE BOOL "" FORCE)
# no point int copying python into python
set(WITH_PYTHON_INSTALL OFF CACHE BOOL "" FORCE)
# dont build the game engine
set(WITH_GAMEENGINE OFF CACHE BOOL "" FORCE)
# disable audio, its possible some devs may want this but for now disable
# so the python module doesnt hold the audio device and loads quickly.
set(WITH_AUDASPACE OFF CACHE BOOL "" FORCE)

View File

@@ -6,7 +6,6 @@
# disable Blender
set(WITH_BLENDER OFF CACHE BOOL "" FORCE)
set(WITH_PLAYER OFF CACHE BOOL "" FORCE)
set(WITH_CYCLES_BLENDER OFF CACHE BOOL "" FORCE)
# build Cycles

View File

@@ -565,6 +565,8 @@ function(SETUP_BLENDER_SORTED_LIBS)
set(BLENDER_SORTED_LIBS
bf_windowmanager
bf_editor_undo
bf_editor_space_api
bf_editor_space_action
bf_editor_space_buttons
@@ -581,6 +583,7 @@ function(SETUP_BLENDER_SORTED_LIBS)
bf_editor_space_sequencer
bf_editor_space_text
bf_editor_space_time
bf_editor_space_topbar
bf_editor_space_userpref
bf_editor_space_view3d
bf_editor_space_clip
@@ -595,6 +598,7 @@ function(SETUP_BLENDER_SORTED_LIBS)
bf_editor_mesh
bf_editor_metaball
bf_editor_object
bf_editor_lattice
bf_editor_armature
bf_editor_physics
bf_editor_render
@@ -688,6 +692,7 @@ function(SETUP_BLENDER_SORTED_LIBS)
extern_sdlew
bf_intern_glew_mx
bf_intern_clog
)
if(NOT WITH_SYSTEM_GLOG)
@@ -736,10 +741,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
list(APPEND BLENDER_SORTED_LIBS bf_intern_itasc)
endif()
if(WITH_MOD_BOOLEAN)
list(APPEND BLENDER_SORTED_LIBS extern_carve)
endif()
if(WITH_GHOST_XDND)
list(APPEND BLENDER_SORTED_LIBS extern_xdnd)
endif()
@@ -760,10 +761,6 @@ function(SETUP_BLENDER_SORTED_LIBS)
list_insert_after(BLENDER_SORTED_LIBS "ge_logic_ngnetwork" "extern_bullet")
endif()
if(WITH_GAMEENGINE_DECKLINK)
list(APPEND BLENDER_SORTED_LIBS bf_intern_decklink)
endif()
if(WIN32)
list(APPEND BLENDER_SORTED_LIBS bf_intern_gpudirect)
endif()
@@ -822,7 +819,7 @@ macro(TEST_SSE_SUPPORT
endif()
elseif(CMAKE_C_COMPILER_ID MATCHES "Intel")
set(${_sse_flags} "") # icc defaults to -msse
set(${_sse2_flags} "-msse2")
set(${_sse2_flags} "") # icc defaults to -msse2
else()
message(WARNING "SSE flags for this compiler: '${CMAKE_C_COMPILER_ID}' not known")
set(${_sse_flags})
@@ -1148,7 +1145,9 @@ endmacro()
# External libs may need 'signed char' to be default.
macro(remove_cc_flag_unsigned_char)
if(CMAKE_C_COMPILER_ID MATCHES "^(GNU|Clang|Intel)$")
if(CMAKE_COMPILER_IS_GNUCC OR
(CMAKE_C_COMPILER_ID MATCHES "Clang") OR
(CMAKE_C_COMPILER_ID MATCHES "Intel"))
remove_cc_flag("-funsigned-char")
elseif(MSVC)
remove_cc_flag("/J")

View File

@@ -31,6 +31,9 @@ endmacro()
if(NOT DEFINED LIBDIR)
set(LIBDIR ${CMAKE_SOURCE_DIR}/../lib/darwin)
# Prefer lib directory paths
file(GLOB LIB_SUBDIRS ${LIBDIR}/*)
set(CMAKE_PREFIX_PATH ${LIB_SUBDIRS})
else()
message(STATUS "Using pre-compiled LIBDIR: ${LIBDIR}")
endif()
@@ -327,8 +330,8 @@ if(WITH_OPENVDB)
endif()
if(WITH_LLVM)
set(LLVM_ROOT_DIR ${LIBDIR}/llvm CACHE PATH "Path to the LLVM installation")
set(LLVM_VERSION "3.4" CACHE STRING "Version of LLVM to use")
set(LLVM_ROOT_DIR ${LIBDIR}/llvm)
set(LLVM_VERSION 3.4)
if(EXISTS "${LLVM_ROOT_DIR}/bin/llvm-config")
set(LLVM_CONFIG "${LLVM_ROOT_DIR}/bin/llvm-config")
else()
@@ -365,7 +368,7 @@ if(WITH_LLVM)
endif()
if(WITH_CYCLES_OSL)
set(CYCLES_OSL ${LIBDIR}/osl CACHE PATH "Path to OpenShadingLanguage installation")
set(CYCLES_OSL ${LIBDIR}/osl)
find_library(OSL_LIB_EXEC NAMES oslexec PATHS ${CYCLES_OSL}/lib)
find_library(OSL_LIB_COMP NAMES oslcomp PATHS ${CYCLES_OSL}/lib)

View File

@@ -10,6 +10,10 @@
* \ingroup intern
*/
/** \defgroup clog C-Logging (CLOG)
* \ingroup intern
*/
/** \defgroup ctr container
* \ingroup intern
*/

View File

@@ -36,62 +36,6 @@
/* ================================ */
/** \defgroup bge Game Engine */
/** \defgroup gamelogic Game Logic
* \ingroup bge
*/
/** \defgroup bgeconv Converter
* \ingroup bge
*/
/** \defgroup blroutines Blender Routines
* \ingroup bge
*/
/** \defgroup expressions Expressions
* \ingroup bge
*/
/** \defgroup player Game Player
* \ingroup bge
*/
/** \defgroup ketsji Ketsji
* \ingroup bge
* \todo check all headers and code files for proper licenses
*/
/** \defgroup ketsjinet Ketsji Network
* \ingroup ketsji
*/
/** \defgroup bgenet Network
* \ingroup bge
*/
/** \defgroup bgenetlb Loopback Network
* \ingroup bgenet
*/
/** \defgroup phys Physics
* \ingroup bge
*/
/** \defgroup physbullet Bullet Physics
* \ingroup phys
*/
/** \defgroup physdummy Dummy Physics (none)
* \ingroup phys
*/
/** \defgroup bgerast Rasterizer
* \ingroup bge
*/
/** \defgroup bgerastoglfilters OpenGL Filters
* \ingroup bgerast
*/
/** \defgroup bgerastogl OpenGL Rasterizer
* \ingroup bgerast
*/
/** \defgroup bgesg BGE SceneGraph
* \ingroup bge
*/
/** \defgroup bgevideotex BGE Video Texture
* \ingroup bge
*/
/* ================================ */
/** \defgroup blender Blender */
/** \defgroup blt BlenTranslation
@@ -196,6 +140,10 @@
* \ingroup editors
*/
/** \defgroup edlattice lattice
* \ingroup editors
*/
/** \defgroup edmesh mesh
* \ingroup editors
*/
@@ -264,10 +212,6 @@
* \ingroup editors
*/
/** \defgroup splogic game logic editor
* \ingroup editors
*/
/** \defgroup spnla NLA editor
* \ingroup editors
*/
@@ -316,6 +260,10 @@
* \ingroup editors
*/
/** \defgroup edundo undo utilities
* \ingroup editors
*/
/** \defgroup spuv UV editing
* \ingroup editors
*/

View File

@@ -1,7 +1,7 @@
MEMORY MANAGEMENT IN BLENDER (guardedalloc)
-------------------------------------------
NOTE: This file does not cover memutil and smart pointers and rerefence counted
NOTE: This file does not cover memutil and smart pointers and reference counted
garbage collection, which are contained in the memutil module.
Blender takes care of dynamic memory allocation using a set of own functions
@@ -51,7 +51,7 @@ void MEM_printmemlist(void);
- if err_stream is set by MEM_set_error_stream() this function dumps a list of all
currently allocated memory blocks with length and name to the stream
int MEM_check_memory_integrity(void);
bool MEM_consistency_check(void);
- this function tests if the internal structures of the memory manager are intact
- returns 0 on success and !=0 on error

View File

@@ -1,37 +0,0 @@
"""
Basic Physics Constraint
++++++++++++++++++++++++
Example of how to create a hinge Physics Constraint between two objects.
"""
from bge import logic
from bge import constraints
# get object list
objects = logic.getCurrentScene().objects
# get object named Object1 and Object 2
object_1 = objects["Object1"]
object_2 = objects["Object2"]
# want to use Edge constraint type
constraint_type = 2
# get Object1 and Object2 physics IDs
physics_id_1 = object_1.getPhysicsId()
physics_id_2 = object_2.getPhysicsId()
# use bottom right edge of Object1 for hinge position
edge_position_x = 1.0
edge_position_y = 0.0
edge_position_z = -1.0
# rotate the pivot z axis about 90 degrees
edge_angle_x = 0.0
edge_angle_y = 0.0
edge_angle_z = 90.0
# create an edge constraint
constraints.createConstraint(physics_id_1, physics_id_2,
constraint_type,
edge_position_x, edge_position_y, edge_position_z,
edge_angle_x, edge_angle_y, edge_angle_z)

View File

@@ -1,40 +0,0 @@
"""
Texture Replacement
+++++++++++++++++++
Example of how to replace a texture in game with an external image.
``createTexture()`` and ``removeTexture()`` are to be called from a
module Python Controller.
"""
from bge import logic
from bge import texture
def createTexture(cont):
"""Create a new Dynamic Texture"""
obj = cont.owner
# get the reference pointer (ID) of the internal texture
ID = texture.materialID(obj, 'IMoriginal.png')
# create a texture object
object_texture = texture.Texture(obj, ID)
# create a new source with an external image
url = logic.expandPath("//newtexture.jpg")
new_source = texture.ImageFFmpeg(url)
# the texture has to be stored in a permanent Python object
logic.texture = object_texture
# update/replace the texture
logic.texture.source = new_source
logic.texture.refresh(False)
def removeTexture(cont):
"""Delete the Dynamic Texture, reversing back the final to its original state."""
try:
del logic.texture
except:
pass

View File

@@ -1,237 +0,0 @@
"""
Video Capture with DeckLink
+++++++++++++++++++++++++++
Video frames captured with DeckLink cards have pixel formats that are generally not directly
usable by OpenGL, they must be processed by a shader. The three shaders presented here should
cover all common video capture cases.
This file reflects the current video transfer method implemented in the Decklink module:
whenever possible the video images are transferred as float texture because this is more
compatible with GPUs. Of course, only the pixel formats that have a correspondant GL format
can be transferred as float. Look for fg_shaders in this file for an exhaustive list.
Other pixel formats will be transferred as 32 bits integer red-channel texture but this
won't work with certain GPU (Intel GMA); the corresponding shaders are not shown here.
However, it should not be necessary to use any of them as the list below covers all practical
cases of video capture with all types of Decklink product.
In other words, only use one of the pixel format below and you will be fine. Note that depending
on the video stream, only certain pixel formats will be allowed (others will throw an exception).
For example, to capture a PAL video stream, you must use one of the YUV formats.
To find which pixel format is suitable for a particular video stream, use the 'Media Express'
utility that comes with the Decklink software : if you see the video in the 'Log and Capture'
Window, you have selected the right pixel format and you can use the same in Blender.
Notes: * these shaders only decode the RGB channel and set the alpha channel to a fixed
value (look for color.a = ). It's up to you to add postprocessing to the color.
* these shaders are compatible with 2D and 3D video stream
"""
import bge
from bge import logic
from bge import texture as vt
# The default vertex shader, because we need one
#
VertexShader = """
#version 130
void main()
{
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
gl_TexCoord[0] = gl_MultiTexCoord0;
}
"""
# For use with RGB video stream: the pixel is directly usable
#
FragmentShader_R10l = """
#version 130
uniform sampler2D tex;
// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
uniform float stereo;
// eye = 0.0 for the left eye, 0.5 for the right eye
uniform float eye;
void main(void)
{
vec4 color;
float tx, ty;
tx = gl_TexCoord[0].x;
ty = eye+gl_TexCoord[0].y*stereo;
color = texture(tex, vec2(tx,ty));
color.a = 0.7;
gl_FragColor = color;
}
"""
# For use with YUV video stream
#
FragmentShader_2vuy = """
#version 130
uniform sampler2D tex;
// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
uniform float stereo;
// eye = 0.0 for the left eye, 0.5 for the right eye
uniform float eye;
void main(void)
{
vec4 color;
float tx, ty, width, Y, Cb, Cr;
int px;
tx = gl_TexCoord[0].x;
ty = eye+gl_TexCoord[0].y*stereo;
width = float(textureSize(tex, 0).x);
color = texture(tex, vec2(tx, ty));
px = int(floor(fract(tx*width)*2.0));
switch (px) {
case 0:
Y = color.g;
break;
case 1:
Y = color.a;
break;
}
Y = (Y - 0.0625) * 1.168949772;
Cb = (color.b - 0.0625) * 1.142857143 - 0.5;
Cr = (color.r - 0.0625) * 1.142857143 - 0.5;
color.r = Y + 1.5748 * Cr;
color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
color.b = Y + 1.8556 * Cb;
color.a = 0.7;
gl_FragColor = color;
}
"""
# For use with high resolution YUV
#
FragmentShader_v210 = """
#version 130
uniform sampler2D tex;
// stereo = 1.0 if 2D image, =0.5 if 3D (left eye below, right eye above)
uniform float stereo;
// eye = 0.0 for the left eye, 0.5 for the right eye
uniform float eye;
void main(void)
{
vec4 color, color1, color2, color3;
int px;
float tx, ty, width, sx, dx, bx, Y, Cb, Cr;
tx = gl_TexCoord[0].x;
ty = eye+gl_TexCoord[0].y*stereo;
width = float(textureSize(tex, 0).x);
// to sample macro pixels (6 pixels in 4 words)
sx = tx*width*0.25+0.01;
// index of display pixel in the macro pixel 0..5
px = int(floor(fract(sx)*6.0));
// increment as we sample the macro pixel
dx = 1.0/width;
// base x coord of macro pixel
bx = (floor(sx)+0.01)*dx*4.0;
color = texture(tex, vec2(bx, ty));
color1 = texture(tex, vec2(bx+dx, ty));
color2 = texture(tex, vec2(bx+dx*2.0, ty));
color3 = texture(tex, vec2(bx+dx*3.0, ty));
switch (px) {
case 0:
case 1:
Cb = color.b;
Cr = color.r;
break;
case 2:
case 3:
Cb = color1.g;
Cr = color2.b;
break;
default:
Cb = color2.r;
Cr = color3.g;
break;
}
switch (px) {
case 0:
Y = color.g;
break;
case 1:
Y = color1.b;
break;
case 2:
Y = color1.r;
break;
case 3:
Y = color2.g;
break;
case 4:
Y = color3.b;
break;
default:
Y = color3.r;
break;
}
Y = (Y - 0.0625) * 1.168949772;
Cb = (Cb - 0.0625) * 1.142857143 - 0.5;
Cr = (Cr - 0.0625) * 1.142857143 - 0.5;
color.r = Y + 1.5748 * Cr;
color.g = Y - 0.1873 * Cb - 0.4681 * Cr;
color.b = Y + 1.8556 * Cb;
color.a = 0.7;
gl_FragColor = color;
}
"""
# The exhausitve list of pixel formats that are transferred as float texture
# Only use those for greater efficiency and compatiblity.
#
fg_shaders = {
'2vuy' :FragmentShader_2vuy,
'8BitYUV' :FragmentShader_2vuy,
'v210' :FragmentShader_v210,
'10BitYUV' :FragmentShader_v210,
'8BitBGRA' :FragmentShader_R10l,
'BGRA' :FragmentShader_R10l,
'8BitARGB' :FragmentShader_R10l,
'10BitRGBXLE':FragmentShader_R10l,
'R10l' :FragmentShader_R10l
}
#
# Helper function to attach a pixel shader to the material that receives the video frame.
#
def config_video(obj, format, pixel, is3D=False, mat=0, card=0):
if pixel not in fg_shaders:
raise('Unsuported shader')
shader = obj.meshes[0].materials[mat].getShader()
if shader is not None and not shader.isValid():
shader.setSource(VertexShader, fg_shaders[pixel], True)
shader.setSampler('tex', 0)
shader.setUniformEyef("eye")
shader.setUniform1f("stereo", 0.5 if is3D else 1.0)
tex = vt.Texture(obj, mat)
tex.source = vt.VideoDeckLink(format + "/" + pixel + ("/3D" if is3D else ""), card)
print("frame rate: ", tex.source.framerate)
tex.source.play()
obj["video"] = tex
#
# Attach this function to an object that has a material with texture
# and call it once to initialize the object
#
def init(cont):
# config_video(cont.owner, 'HD720p5994', '8BitBGRA')
# config_video(cont.owner, 'HD720p5994', '8BitYUV')
# config_video(cont.owner, 'pal ', '10BitYUV')
config_video(cont.owner, 'pal ', '8BitYUV')
#
# To be called on every frame
#
def play(cont):
obj = cont.owner
video = obj.get("video")
if video is not None:
video.refresh(True)

View File

@@ -1,33 +0,0 @@
"""
Basic Video Playback
++++++++++++++++++++
Example of how to replace a texture in game with a video. It needs to run
everyframe.
"""
import bge
from bge import texture
from bge import logic
cont = logic.getCurrentController()
obj = cont.owner
# the creation of the texture must be done once: save the
# texture object in an attribute of bge.logic module makes it persistent
if not hasattr(logic, 'video'):
# identify a static texture by name
matID = texture.materialID(obj, 'IMvideo.png')
# create a dynamic texture that will replace the static texture
logic.video = texture.Texture(obj, matID)
# define a source of image for the texture, here a movie
movie = logic.expandPath('//trailer_400p.ogg')
logic.video.source = texture.VideoFFmpeg(movie)
logic.video.source.scale = True
# quick off the movie, but it wont play in the background
logic.video.source.play()
# you need to call this function every frame to ensure update of the texture.
logic.video.refresh(True)

View File

@@ -2,43 +2,44 @@
Hello World Text Example
++++++++++++++++++++++++
Blender Game Engine example of using the blf module. For this module to work we
Example of using the blf module. For this module to work we
need to use the OpenGL wrapper :class:`~bgl` as well.
"""
# import game engine modules
from bge import render
from bge import logic
# import stand alone modules
import bgl
import blf
import bpy
font_info = {
"font_id": 0,
"handler": None,
}
def init():
"""init function - runs once"""
# create a new font object, use external ttf file
font_path = logic.expandPath('//Zeyada.ttf')
# store the font indice - to use later
logic.font_id = blf.load(font_path)
import os
# Create a new font object, use external ttf file.
font_path = bpy.path.abspath('//Zeyada.ttf')
# Store the font indice - to use later.
if os.path.exists(font_path):
font_info["font_id"] = blf.load(font_path)
else:
# Default font.
font_info["font_id"] = 0
# set the font drawing routine to run every frame
scene = logic.getCurrentScene()
scene.post_draw = [write]
font_info["handler"] = bpy.types.SpaceView3D.draw_handler_add(
draw_callback_px, (None, None), 'WINDOW', 'POST_PIXEL')
def write():
"""write on screen"""
width = render.getWindowWidth()
height = render.getWindowHeight()
# OpenGL setup
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadIdentity()
bgl.gluOrtho2D(0, width, 0, height)
bgl.glMatrixMode(bgl.GL_MODELVIEW)
bgl.glLoadIdentity()
def draw_callback_px(self, context):
"""Draw on the viewports"""
# BLF drawing routine
font_id = logic.font_id
blf.position(font_id, (width * 0.2), (height * 0.3), 0)
font_id = font_info["font_id"]
blf.position(font_id, 2, 80, 0)
blf.size(font_id, 50, 72)
blf.draw(font_id, "Hello World")
if __name__ == '__main__':
init()

View File

@@ -2,30 +2,56 @@
Operator Example
++++++++++++++++
A common use of custom properties is for python based :class:`Operator` classes.
A common use of custom properties is for python based :class:`Operator`
classes. Test this code by running it in the text editor, or by clicking the
button in the 3D Viewport's Tools panel. The latter will show the properties
in the Redo panel and allow you to change them.
"""
import bpy
class DialogOperator(bpy.types.Operator):
bl_idname = "object.dialog_operator"
class OBJECT_OT_property_example(bpy.types.Operator):
bl_idname = "object.property_example"
bl_label = "Property Example"
bl_options = {'REGISTER', 'UNDO'}
my_float = bpy.props.FloatProperty(name="Some Floating Point")
my_bool = bpy.props.BoolProperty(name="Toggle Option")
my_string = bpy.props.StringProperty(name="String Value")
def execute(self, context):
print("Dialog Runs")
self.report({'INFO'}, 'F: %.2f B: %s S: %r' %
(self.my_float, self.my_bool, self.my_string))
print('My float:', self.my_float)
print('My bool:', self.my_bool)
print('My string:', self.my_string)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
class OBJECT_PT_property_example(bpy.types.Panel):
bl_idname = "object_PT_property_example"
bl_label = "Property Example"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_category = "Tools"
def draw(self, context):
# You can set the property values that should be used when the user
# presses the button in the UI.
props = self.layout.operator('object.property_example')
props.my_bool = True
props.my_string = "Shouldn't that be 47?"
# You can set properties dynamically:
if context.object:
props.my_float = context.object.location.x
else:
props.my_float = 327
bpy.utils.register_class(DialogOperator)
bpy.utils.register_class(OBJECT_OT_property_example)
bpy.utils.register_class(OBJECT_PT_property_example)
# test call
bpy.ops.object.dialog_operator('INVOKE_DEFAULT')
# Demo call. Be sure to also test in the 3D Viewport.
bpy.ops.object.property_example(my_float=47, my_bool=True,
my_string="Shouldn't that be 327?")

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@@ -1,13 +1,12 @@
"""
Get/Set Example
+++++++++++++++
Getter/Setter Example
+++++++++++++++++++++
Get/Set functions can be used for boolean, int, float, string and enum properties.
Getter/setter functions can be used for boolean, int, float, string and enum properties.
If these callbacks are defined the property will not be stored in the ID properties
automatically, instead the get/set functions will be called when the property is
read or written from the API.
automatically. Instead, the `get` and `set` functions will be called when the property
is respectively read or written from the API.
"""
import bpy
@@ -65,25 +64,24 @@ def set_enum(self, value):
bpy.types.Scene.test_enum = bpy.props.EnumProperty(items=test_items, get=get_enum, set=set_enum)
# Testing
# Testing the properties:
scene = bpy.context.scene
scene.test_float = 12.34
print(scene.test_float)
print('test_float:', scene.test_float)
scene.test_array = (True, False)
print([x for x in scene.test_array])
print('test_array:', tuple(scene.test_array))
# scene.test_date = "blah" # this would fail, property is read-only
print(scene.test_date)
print('test_date:', scene.test_date)
scene.test_enum = 'BLUE'
print(scene.test_enum)
print('test_enum:', scene.test_enum)
# >>> 12.34000015258789
# >>> [True, False]
# >>> 2013-01-05 16:33:52.135340
# >>> setting value 3
# >>> GREEN
# The above outputs:
# test_float: 12.34000015258789
# test_array: (True, False)
# test_date: 2018-03-14 11:36:53.158653
# setting value 3
# test_enum: GREEN

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@@ -1,49 +0,0 @@
Application Data (bge.app)
==========================
Module to access application values that remain unchanged during runtime.
.. module:: bge.app
.. data:: version
The Blender/BGE version as a tuple of 3 ints, eg. (2, 75, 1).
.. note::
Version tuples can be compared simply with (in)equality symbols;
for example, ``(2, 74, 5) <= (2, 75, 0)`` returns True (lexical order).
:type: tuple of three ints
.. data:: version_string
The Blender/BGE version formatted as a string, eg. "2.75 (sub 1)".
:type: str
.. data:: version_char
The Blender/BGE version character (for minor releases).
:type: str
.. data:: has_texture_ffmpeg
True if the BGE has been built with FFmpeg support,
enabling use of :class:`~bge.texture.ImageFFmpeg` and :class:`~bge.texture.VideoFFmpeg`.
:type: bool
.. data:: has_joystick
True if the BGE has been built with joystick support.
:type: bool
.. data:: has_physics
True if the BGE has been built with physics support.
:type: bool

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@@ -1,336 +0,0 @@
Physics Constraints (bge.constraints)
=====================================
.. module:: bge.constraints
Examples
--------
.. include:: __/examples/bge.constraints.py
:start-line: 1
:end-line: 4
.. literalinclude:: __/examples/bge.constraints.py
:lines: 6-
Functions
---------
.. function:: createConstraint( \
physicsid_1, physicsid_2, constraint_type, \
pivot_x=0.0, pivot_y=0.0, pivot_z=0.0, \
axis_x=0.0, axis_y=0.0, axis_z=0.0, flag=0)
Creates a constraint.
:arg physicsid_1: The physics id of the first object in constraint.
:type physicsid_1: int
:arg physicsid_2: The physics id of the second object in constraint.
:type physicsid_2: int
:arg constraint_type: The type of the constraint, see `Create Constraint Constants`_.
:type constraint_type: int
:arg pivot_x: Pivot X position. (optional)
:type pivot_x: float
:arg pivot_y: Pivot Y position. (optional)
:type pivot_y: float
:arg pivot_z: Pivot Z position. (optional)
:type pivot_z: float
:arg axis_x: X axis angle in degrees. (optional)
:type axis_x: float
:arg axis_y: Y axis angle in degrees. (optional)
:type axis_y: float
:arg axis_z: Z axis angle in degrees. (optional)
:type axis_z: float
:arg flag: 128 to disable collision between linked bodies. (optional)
:type flag: int
:return: A constraint wrapper.
:rtype: :class:`~bge.types.KX_ConstraintWrapper`
.. function:: exportBulletFile(filename)
Exports a file representing the dynamics world (usually using ``.bullet`` extension).
See `Bullet binary serialization <http://bulletphysics.org/mediawiki-1.5.8/index.php/Bullet_binary_serialization>`__.
:arg filename: File path.
:type filename: str
.. function:: getAppliedImpulse(constraintId)
:arg constraintId: The id of the constraint.
:type constraintId: int
:return: The most recent applied impulse.
:rtype: float
.. function:: getVehicleConstraint(constraintId)
:arg constraintId: The id of the vehicle constraint.
:type constraintId: int
:return: A vehicle constraint object.
:rtype: :class:`~bge.types.KX_VehicleWrapper`
.. function:: getCharacter(gameobj)
:arg gameobj: The game object with the character physics.
:type gameobj: :class:`~bge.types.KX_GameObject`
:return: Character wrapper.
:rtype: :class:`~bge.types.KX_CharacterWrapper`
.. function:: removeConstraint(constraintId)
Removes a constraint.
:arg constraintId: The id of the constraint to be removed.
:type constraintId: int
.. function:: setCcdMode(ccdMode)
.. note::
Very experimental, not recommended
Sets the CCD (Continous Colision Detection) mode in the Physics Environment.
:arg ccdMode: The new CCD mode.
:type ccdMode: int
.. function:: setContactBreakingTreshold(breakingTreshold)
.. note::
Reasonable default is 0.02 (if units are meters)
Sets tresholds to do with contact point management.
:arg breakingTreshold: The new contact breaking treshold.
:type breakingTreshold: float
.. function:: setDeactivationAngularTreshold(angularTreshold)
Sets the angular velocity treshold.
:arg angularTreshold: New deactivation angular treshold.
:type angularTreshold: float
.. function:: setDeactivationLinearTreshold(linearTreshold)
Sets the linear velocity treshold.
:arg linearTreshold: New deactivation linear treshold.
:type linearTreshold: float
.. function:: setDeactivationTime(time)
Sets the time after which a resting rigidbody gets deactived.
:arg time: The deactivation time.
:type time: float
.. function:: setDebugMode(mode)
Sets the debug mode.
:arg mode: The new debug mode, see `Debug Mode Constants`_.
:type mode: int
.. function:: setGravity(x, y, z)
Sets the gravity force.
:arg x: Gravity X force.
:type x: float
:arg y: Gravity Y force.
:type y: float
:arg z: Gravity Z force.
:type z: float
.. function:: setLinearAirDamping(damping)
.. note::
Not implemented
Sets the linear air damping for rigidbodies.
.. function:: setNumIterations(numiter)
Sets the number of iterations for an iterative constraint solver.
:arg numiter: New number of iterations.
:type numiter: int
.. function:: setNumTimeSubSteps(numsubstep)
Sets the number of substeps for each physics proceed. Tradeoff quality for performance.
:arg numsubstep: New number of substeps.
:type numsubstep: int
.. function:: setSolverDamping(damping)
.. note::
Very experimental, not recommended
Sets the damper constant of a penalty based solver.
:arg damping: New damping for the solver.
:type damping: float
.. function:: setSolverTau(tau)
.. note::
Very experimental, not recommended
Sets the spring constant of a penalty based solver.
:arg tau: New tau for the solver.
:type tau: float
.. function:: setSolverType(solverType)
.. note::
Very experimental, not recommended
Sets the solver type.
:arg solverType: The new type of the solver.
:type solverType: int
.. function:: setSorConstant(sor)
.. note::
Very experimental, not recommended
Sets the successive overrelaxation constant.
:arg sor: New sor value.
:type sor: float
.. function:: setUseEpa(epa)
.. note::
Not implemented
Constants
+++++++++
.. attribute:: error
Symbolic constant string that indicates error.
:type: str
Debug Mode Constants
^^^^^^^^^^^^^^^^^^^^
Debug mode to be used with :func:`setDebugMode`.
.. data:: DBG_NODEBUG
No debug.
.. data:: DBG_DRAWWIREFRAME
Draw wireframe in debug.
.. data:: DBG_DRAWAABB
Draw Axis Aligned Bounding Box in debug.
.. data:: DBG_DRAWFREATURESTEXT
Draw features text in debug.
.. data:: DBG_DRAWCONTACTPOINTS
Draw contact points in debug.
.. data:: DBG_NOHELPTEXT
Debug without help text.
.. data:: DBG_DRAWTEXT
Draw text in debug.
.. data:: DBG_PROFILETIMINGS
Draw profile timings in debug.
.. data:: DBG_ENABLESATCOMPARISION
Enable sat comparision in debug.
.. data:: DBG_DISABLEBULLETLCP
Disable Bullet LCP.
.. data:: DBG_ENABLECCD
Enable Continous Collision Detection in debug.
.. data:: DBG_DRAWCONSTRAINTS
Draw constraints in debug.
.. data:: DBG_DRAWCONSTRAINTLIMITS
Draw constraint limits in debug.
.. data:: DBG_FASTWIREFRAME
Draw a fast wireframe in debug.
Create Constraint Constants
^^^^^^^^^^^^^^^^^^^^^^^^^^^
Constraint type to be used with :func:`createConstraint`.
.. data:: POINTTOPOINT_CONSTRAINT
.. to do
.. data:: LINEHINGE_CONSTRAINT
.. to do
.. data:: ANGULAR_CONSTRAINT
.. to do
.. data:: CONETWIST_CONSTRAINT
.. to do
.. data:: VEHICLE_CONSTRAINT
.. to do
.. data:: GENERIC_6DOF_CONSTRAINT
.. to do

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@@ -1,250 +0,0 @@
Game Keys (bge.events)
======================
*****
Intro
*****
This module holds key constants for the SCA_KeyboardSensor.
.. module:: bge.events
.. code-block:: python
# Set a connected keyboard sensor to accept F1
import bge
co = bge.logic.getCurrentController()
# 'Keyboard' is a keyboard sensor
sensor = co.sensors["Keyboard"]
sensor.key = bge.events.F1KEY
code-block:: python
# Do the all keys thing
import bge
co = bge.logic.getCurrentController()
# 'Keyboard' is a keyboard sensor
sensor = co.sensors["Keyboard"]
for key,status in sensor.events:
# key[0] == bge.events.keycode, key[1] = status
if status == bge.logic.KX_INPUT_JUST_ACTIVATED:
if key == bge.events.WKEY:
# Activate Forward!
if key == bge.events.SKEY:
# Activate Backward!
if key == bge.events.AKEY:
# Activate Left!
if key == bge.events.DKEY:
# Activate Right!
code-block:: python
# The all keys thing without a keyboard sensor (but you will
# need an always sensor with pulse mode on)
import bge
# Just shortening names here
keyboard = bge.logic.keyboard
JUST_ACTIVATED = bge.logic.KX_INPUT_JUST_ACTIVATED
if keyboard.events[bge.events.WKEY] == JUST_ACTIVATED:
print("Activate Forward!")
if keyboard.events[bge.events.SKEY] == JUST_ACTIVATED:
print("Activate Backward!")
if keyboard.events[bge.events.AKEY] == JUST_ACTIVATED:
print("Activate Left!")
if keyboard.events[bge.events.DKEY] == JUST_ACTIVATED:
print("Activate Right!")
*********
Functions
*********
.. function:: EventToString(event)
Return the string name of a key event. Will raise a ValueError error if its invalid.
:arg event: key event constant from :mod:`bge.events` or the keyboard sensor.
:type event: int
:rtype: string
.. function:: EventToCharacter(event, shift)
Return the string name of a key event. Returns an empty string if the event cant be represented as a character.
:type event: int
:arg event: key event constant from :mod:`bge.events` or the keyboard sensor.
:type shift: bool
:arg shift: set to true if shift is held.
:rtype: string
****************
Keys (Constants)
****************
.. _mouse-keys:
==========
Mouse Keys
==========
.. data:: LEFTMOUSE
.. data:: MIDDLEMOUSE
.. data:: RIGHTMOUSE
.. data:: WHEELUPMOUSE
.. data:: WHEELDOWNMOUSE
.. data:: MOUSEX
.. data:: MOUSEY
.. _keyboard-keys:
=============
Keyboard Keys
=============
-------------
Alphabet keys
-------------
.. data:: AKEY
.. data:: BKEY
.. data:: CKEY
.. data:: DKEY
.. data:: EKEY
.. data:: FKEY
.. data:: GKEY
.. data:: HKEY
.. data:: IKEY
.. data:: JKEY
.. data:: KKEY
.. data:: LKEY
.. data:: MKEY
.. data:: NKEY
.. data:: OKEY
.. data:: PKEY
.. data:: QKEY
.. data:: RKEY
.. data:: SKEY
.. data:: TKEY
.. data:: UKEY
.. data:: VKEY
.. data:: WKEY
.. data:: XKEY
.. data:: YKEY
.. data:: ZKEY
-----------
Number keys
-----------
.. data:: ZEROKEY
.. data:: ONEKEY
.. data:: TWOKEY
.. data:: THREEKEY
.. data:: FOURKEY
.. data:: FIVEKEY
.. data:: SIXKEY
.. data:: SEVENKEY
.. data:: EIGHTKEY
.. data:: NINEKEY
--------------
Modifiers Keys
--------------
.. data:: CAPSLOCKKEY
.. data:: LEFTCTRLKEY
.. data:: LEFTALTKEY
.. data:: RIGHTALTKEY
.. data:: RIGHTCTRLKEY
.. data:: RIGHTSHIFTKEY
.. data:: LEFTSHIFTKEY
----------
Arrow Keys
----------
.. data:: LEFTARROWKEY
.. data:: DOWNARROWKEY
.. data:: RIGHTARROWKEY
.. data:: UPARROWKEY
--------------
Numberpad Keys
--------------
.. data:: PAD0
.. data:: PAD1
.. data:: PAD2
.. data:: PAD3
.. data:: PAD4
.. data:: PAD5
.. data:: PAD6
.. data:: PAD7
.. data:: PAD8
.. data:: PAD9
.. data:: PADPERIOD
.. data:: PADSLASHKEY
.. data:: PADASTERKEY
.. data:: PADMINUS
.. data:: PADENTER
.. data:: PADPLUSKEY
-------------
Function Keys
-------------
.. data:: F1KEY
.. data:: F2KEY
.. data:: F3KEY
.. data:: F4KEY
.. data:: F5KEY
.. data:: F6KEY
.. data:: F7KEY
.. data:: F8KEY
.. data:: F9KEY
.. data:: F10KEY
.. data:: F11KEY
.. data:: F12KEY
.. data:: F13KEY
.. data:: F14KEY
.. data:: F15KEY
.. data:: F16KEY
.. data:: F17KEY
.. data:: F18KEY
.. data:: F19KEY
----------
Other Keys
----------
.. data:: ACCENTGRAVEKEY
.. data:: BACKSLASHKEY
.. data:: BACKSPACEKEY
.. data:: COMMAKEY
.. data:: DELKEY
.. data:: ENDKEY
.. data:: EQUALKEY
.. data:: ESCKEY
.. data:: HOMEKEY
.. data:: INSERTKEY
.. data:: LEFTBRACKETKEY
.. data:: LINEFEEDKEY
.. data:: MINUSKEY
.. data:: PAGEDOWNKEY
.. data:: PAGEUPKEY
.. data:: PAUSEKEY
.. data:: PERIODKEY
.. data:: QUOTEKEY
.. data:: RIGHTBRACKETKEY
.. data:: RETKEY (Deprecated: use bge.events.ENTERKEY)
.. data:: ENTERKEY
.. data:: SEMICOLONKEY
.. data:: SLASHKEY
.. data:: SPACEKEY
.. data:: TABKEY

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@@ -1,425 +0,0 @@
Rasterizer (bge.render)
=======================
*****
Intro
*****
.. module:: bge.render
Example of using a :class:`bge.types.SCA_MouseSensor`,
and two :class:`bge.types.KX_ObjectActuator` to implement MouseLook:
.. note::
This can also be achieved with the :class:`bge.types.KX_MouseActuator`.
.. code-block:: python
# To use a mouse movement sensor "Mouse" and a
# motion actuator to mouse look:
import bge
# scale sets the speed of motion
scale = 1.0, 0.5
co = bge.logic.getCurrentController()
obj = co.owner
mouse = co.sensors["Mouse"]
lmotion = co.actuators["LMove"]
wmotion = co.actuators["WMove"]
# Transform the mouse coordinates to see how far the mouse has moved.
def mousePos():
x = (bge.render.getWindowWidth() / 2 - mouse.position[0]) * scale[0]
y = (bge.render.getWindowHeight() / 2 - mouse.position[1]) * scale[1]
return (x, y)
pos = mousePos()
# Set the amount of motion: X is applied in world coordinates...
wmotion.useLocalTorque = False
wmotion.torque = ((0.0, 0.0, pos[0]))
# ...Y is applied in local coordinates
lmotion.useLocalTorque = True
lmotion.torque = ((-pos[1], 0.0, 0.0))
# Activate both actuators
co.activate(lmotion)
co.activate(wmotion)
# Centre the mouse
bge.render.setMousePosition(int(bge.render.getWindowWidth() / 2), int(bge.render.getWindowHeight() / 2))
*********
Constants
*********
.. data:: KX_TEXFACE_MATERIAL
Materials as defined by the texture face settings.
.. data:: KX_BLENDER_MULTITEX_MATERIAL
Materials approximating blender materials with multitexturing.
.. data:: KX_BLENDER_GLSL_MATERIAL
Materials approximating blender materials with GLSL.
.. DATA:: VSYNC_OFF
Disables vsync
.. DATA:: VSYNC_ON
Enables vsync
.. DATA:: VSYNC_ADAPTIVE
Enables adaptive vsync if supported.
Adaptive vsync enables vsync if the framerate is above the monitors refresh rate.
Otherwise, vsync is diabled if the framerate is too low.
.. data:: LEFT_EYE
Left eye being used during stereoscopic rendering.
.. data:: RIGHT_EYE
Right eye being used during stereoscopic rendering.
.. data:: RAS_OFS_RENDER_BUFFER
The pixel buffer for offscreen render is a RenderBuffer. Argument to :func:`offScreenCreate`
.. data:: RAS_OFS_RENDER_TEXTURE
The pixel buffer for offscreen render is a Texture. Argument to :func:`offScreenCreate`
*****
Types
*****
.. class:: RASOffScreen
An off-screen render buffer object.
Use :func:`offScreenCreate` to create it.
Currently it can only be used in the :class:`bge.texture.ImageRender`
constructor to render on a FBO rather than the default viewport.
.. attribute:: width
The width in pixel of the FBO
:type: integer
.. attribute:: height
The height in pixel of the FBO
:type: integer
.. attribute:: color
The underlying OpenGL bind code of the texture object that holds
the rendered image, 0 if the FBO is using RenderBuffer.
The choice between RenderBuffer and Texture is determined
by the target argument of :func:`offScreenCreate`.
:type: integer
*********
Functions
*********
.. function:: getWindowWidth()
Gets the width of the window (in pixels)
:rtype: integer
.. function:: getWindowHeight()
Gets the height of the window (in pixels)
:rtype: integer
.. function:: setWindowSize(width, height)
Set the width and height of the window (in pixels). This also works for fullscreen applications.
.. note:: Only works in the standalone player, not the Blender-embedded player.
:arg width: width in pixels
:type width: integer
:arg height: height in pixels
:type height: integer
.. function:: setFullScreen(enable)
Set whether or not the window should be fullscreen.
.. note:: Only works in the standalone player, not the Blender-embedded player.
:arg enable: ``True`` to set full screen, ``False`` to set windowed.
:type enable: bool
.. function:: getFullScreen()
Returns whether or not the window is fullscreen.
.. note:: Only works in the standalone player, not the Blender-embedded player; there it always returns False.
:rtype: bool
.. function:: getDisplayDimensions()
Get the display dimensions, in pixels, of the display (e.g., the
monitor). Can return the size of the entire view, so the
combination of all monitors; for example, ``(3840, 1080)`` for two
side-by-side 1080p monitors.
:rtype: tuple (width, height)
.. function:: makeScreenshot(filename)
Writes an image file with the current displayed frame.
The image is written to *'filename'*.
The path may be absolute (eg. ``/home/foo/image``) or relative when started with
``//`` (eg. ``//image``). Note that absolute paths are not portable between platforms.
If the filename contains a ``#``,
it will be replaced by an incremental index so that screenshots can be taken multiple
times without overwriting the previous ones (eg. ``image-#``).
Settings for the image are taken from the render settings (file format and respective settings,
gamma and colospace conversion, etc).
The image resolution matches the framebuffer, meaning, the window size and aspect ratio.
When running from the standalone player, instead of the embedded player, only PNG files are supported.
Additional color conversions are also not supported.
:arg filename: path and name of the file to write
:type filename: string
.. function:: enableVisibility(visible)
Deprecated; doesn't do anything.
.. function:: showMouse(visible)
Enables or disables the operating system mouse cursor.
:arg visible:
:type visible: boolean
.. function:: setMousePosition(x, y)
Sets the mouse cursor position.
:arg x: X-coordinate in screen pixel coordinates.
:type x: integer
:arg y: Y-coordinate in screen pixel coordinates.
:type y: integer
.. function:: setBackgroundColor(rgba)
Deprecated and no longer functional. Use :py:meth:`bge.types.KX_WorldInfo.backgroundColor` instead.
.. function:: setEyeSeparation(eyesep)
Sets the eye separation for stereo mode. Usually Focal Length/30 provides a confortable value.
:arg eyesep: The distance between the left and right eye.
:type eyesep: float
.. function:: getEyeSeparation()
Gets the current eye separation for stereo mode.
:rtype: float
.. function:: setFocalLength(focallength)
Sets the focal length for stereo mode. It uses the current camera focal length as initial value.
:arg focallength: The focal length.
:type focallength: float
.. function:: getFocalLength()
Gets the current focal length for stereo mode.
:rtype: float
.. function:: getStereoEye()
Gets the current stereoscopy eye being rendered.
This function is mainly used in a :class:`bge.types.KX_Scene.pre_draw` callback
function to customize the camera projection matrices for each
stereoscopic eye.
:rtype: LEFT_EYE, RIGHT_EYE
.. function:: setMaterialMode(mode)
Set the material mode to use for OpenGL rendering.
:arg mode: material mode
:type mode: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
.. note:: Changes will only affect newly created scenes.
.. function:: getMaterialMode(mode)
Get the material mode to use for OpenGL rendering.
:rtype: KX_TEXFACE_MATERIAL, KX_BLENDER_MULTITEX_MATERIAL, KX_BLENDER_GLSL_MATERIAL
.. function:: setGLSLMaterialSetting(setting, enable)
Enables or disables a GLSL material setting.
:arg setting:
:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
:arg enable:
:type enable: boolean
.. function:: getGLSLMaterialSetting(setting)
Get the state of a GLSL material setting.
:arg setting:
:type setting: string (lights, shaders, shadows, ramps, nodes, extra_textures)
:rtype: boolean
.. function:: setAnisotropicFiltering(level)
Set the anisotropic filtering level for textures.
:arg level: The new anisotropic filtering level to use
:type level: integer (must be one of 1, 2, 4, 8, 16)
.. note:: Changing this value can cause all textures to be recreated, which can be slow.
.. function:: getAnisotropicFiltering()
Get the anisotropic filtering level used for textures.
:rtype: integer (one of 1, 2, 4, 8, 16)
.. function:: setMipmapping(value)
Change how to use mipmapping.
:type value: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
.. note:: Changing this value can cause all textures to be recreated, which can be slow.
.. function:: getMipmapping()
Get the current mipmapping setting.
:rtype: RAS_MIPMAP_NONE, RAS_MIPMAP_NEAREST, RAS_MIPMAP_LINEAR
.. function:: drawLine(fromVec,toVec,color)
Draw a line in the 3D scene.
:arg fromVec: the origin of the line
:type fromVec: list [x, y, z]
:arg toVec: the end of the line
:type toVec: list [x, y, z]
:arg color: the color of the line
:type color: list [r, g, b]
.. function:: enableMotionBlur(factor)
Enable the motion blur effect.
:arg factor: the ammount of motion blur to display.
:type factor: float [0.0 - 1.0]
.. function:: disableMotionBlur()
Disable the motion blur effect.
.. function:: showFramerate(enable)
Show or hide the framerate.
:arg enable:
:type enable: boolean
.. function:: showProfile(enable)
Show or hide the profile.
:arg enable:
:type enable: boolean
.. function:: showProperties(enable)
Show or hide the debug properties.
:arg enable:
:type enable: boolean
.. function:: autoDebugList(enable)
Enable or disable auto adding debug properties to the debug list.
:arg enable:
:type enable: boolean
.. function:: clearDebugList()
Clears the debug property list.
.. function:: setVsync(value)
Set the vsync value
:arg value: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
:type value: integer
.. function:: getVsync()
Get the current vsync value
:rtype: One of VSYNC_OFF, VSYNC_ON, VSYNC_ADAPTIVE
.. function:: offScreenCreate(width,height[,samples=0][,target=bge.render.RAS_OFS_RENDER_BUFFER])
Create a Off-screen render buffer object.
:arg width: the width of the buffer in pixels
:type width: integer
:arg height: the height of the buffer in pixels
:type height: integer
:arg samples: the number of multisample for anti-aliasing (MSAA), 0 to disable MSAA
:type samples: integer
:arg target: the pixel storage: :data:`RAS_OFS_RENDER_BUFFER` to render on RenderBuffers (the default),
:data:`RAS_OFS_RENDER_TEXTURE` to render on texture.
The later is interesting if you want to access the texture directly (see :attr:`RASOffScreen.color`).
Otherwise the default is preferable as it's more widely supported by GPUs and more efficient.
If the GPU does not support MSAA+Texture (e.g. Intel HD GPU), MSAA will be disabled.
:type target: integer
:rtype: :class:`RASOffScreen`

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@@ -1,38 +0,0 @@
Game Types (bge.types)
======================
.. module:: bge.types
************
Introduction
************
This module contains the classes that appear as instances in the Game Engine. A
script must interact with these classes if it is to affect the behaviour of
objects in a game.
The following example would move an object (i.e. an instance of
:class:`KX_GameObject`) one unit up.
.. code-block:: python
# bge.types.SCA_PythonController
cont = bge.logic.getCurrentController()
# bge.types.KX_GameObject
obj = cont.owner
obj.worldPosition.z += 1
To run the code, it could be placed in a Blender text block and executed with
a :class:`SCA_PythonController` logic brick.
*****
Types
*****
.. toctree::
:glob:
bge.types.*

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@@ -1,78 +0,0 @@
BL_ActionActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ActionActuator(SCA_IActuator)
Action Actuators apply an action to an actor.
.. attribute:: action
The name of the action to set as the current action.
:type: string
.. attribute:: frameStart
Specifies the starting frame of the animation.
:type: float
.. attribute:: frameEnd
Specifies the ending frame of the animation.
:type: float
.. attribute:: blendIn
Specifies the number of frames of animation to generate when making transitions between actions.
:type: float
.. attribute:: priority
Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
:type: integer
.. attribute:: frame
Sets the current frame for the animation.
:type: float
.. attribute:: propName
Sets the property to be used in FromProp playback mode.
:type: string
.. attribute:: blendTime
Sets the internal frame timer. This property must be in the range from 0.0 to blendIn.
:type: float
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
:type: integer
.. attribute:: useContinue
The actions continue option, True or False. When True, the action will always play from where last left off,
otherwise negative events to this actuator will reset it to its start frame.
:type: boolean
.. attribute:: framePropName
The name of the property that is set to the current frame number.
:type: string

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@@ -1,61 +0,0 @@
BL_ArmatureActuator(SCA_IActuator)
==================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ArmatureActuator(SCA_IActuator)
Armature Actuators change constraint condition on armatures.
.. attribute:: type
The type of action that the actuator executes when it is active.
Can be one of :ref:`these constants <armatureactuator-constants-type>`
:type: integer
.. attribute:: constraint
The constraint object this actuator is controlling.
:type: :class:`BL_ArmatureConstraint`
.. attribute:: target
The object that this actuator will set as primary target to the constraint it controls.
:type: :class:`KX_GameObject`
.. attribute:: subtarget
The object that this actuator will set as secondary target to the constraint it controls.
:type: :class:`KX_GameObject`.
.. note::
Currently, the only secondary target is the pole target for IK constraint.
.. attribute:: weight
The weight this actuator will set on the constraint it controls.
:type: float.
.. note::
Currently only the IK constraint has a weight. It must be a value between 0 and 1.
.. note::
A weight of 0 disables a constraint while still updating constraint runtime values (see :class:`BL_ArmatureConstraint`)
.. attribute:: influence
The influence this actuator will set on the constraint it controls.
:type: float.

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@@ -1,105 +0,0 @@
BL_ArmatureBone(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureBone(PyObjectPlus)
Proxy to Blender bone structure. All fields are read-only and comply to RNA names.
All space attribute correspond to the rest pose.
.. attribute:: name
bone name.
:type: string
.. attribute:: connected
true when the bone head is struck to the parent's tail.
:type: boolean
.. attribute:: hinge
true when bone doesn't inherit rotation or scale from parent bone.
:type: boolean
.. attribute:: inherit_scale
true when bone inherits scaling from parent bone.
:type: boolean
.. attribute:: bbone_segments
number of B-bone segments.
:type: integer
.. attribute:: roll
bone rotation around head-tail axis.
:type: float
.. attribute:: head
location of head end of the bone in parent bone space.
:type: vector [x, y, z]
.. attribute:: tail
location of head end of the bone in parent bone space.
:type: vector [x, y, z]
.. attribute:: length
bone length.
:type: float
.. attribute:: arm_head
location of head end of the bone in armature space.
:type: vector [x, y, z]
.. attribute:: arm_tail
location of tail end of the bone in armature space.
:type: vector [x, y, z]
.. attribute:: arm_mat
matrix of the bone head in armature space.
:type: matrix [4][4]
.. note::
This matrix has no scale part.
.. attribute:: bone_mat
rotation matrix of the bone in parent bone space.
:type: matrix [3][3]
.. attribute:: parent
parent bone, or None for root bone.
:type: :class:`BL_ArmatureBone`
.. attribute:: children
list of bone's children.
:type: list of :class:`BL_ArmatureBone`

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@@ -1,278 +0,0 @@
BL_ArmatureChannel(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureChannel(PyObjectPlus)
Proxy to armature pose channel. Allows to read and set armature pose.
The attributes are identical to RNA attributes, but mostly in read-only mode.
.. attribute:: name
channel name (=bone name), read-only.
:type: string
.. attribute:: bone
return the bone object corresponding to this pose channel, read-only.
:type: :class:`BL_ArmatureBone`
.. attribute:: parent
return the parent channel object, None if root channel, read-only.
:type: :class:`BL_ArmatureChannel`
.. attribute:: has_ik
true if the bone is part of an active IK chain, read-only.
This flag is not set when an IK constraint is defined but not enabled (miss target information for example).
:type: boolean
.. attribute:: ik_dof_x
true if the bone is free to rotation in the X axis, read-only.
:type: boolean
.. attribute:: ik_dof_y
true if the bone is free to rotation in the Y axis, read-only.
:type: boolean
.. attribute:: ik_dof_z
true if the bone is free to rotation in the Z axis, read-only.
:type: boolean
.. attribute:: ik_limit_x
true if a limit is imposed on X rotation, read-only.
:type: boolean
.. attribute:: ik_limit_y
true if a limit is imposed on Y rotation, read-only.
:type: boolean
.. attribute:: ik_limit_z
true if a limit is imposed on Z rotation, read-only.
:type: boolean
.. attribute:: ik_rot_control
true if channel rotation should applied as IK constraint, read-only.
:type: boolean
.. attribute:: ik_lin_control
true if channel size should applied as IK constraint, read-only.
:type: boolean
.. attribute:: location
displacement of the bone head in armature local space, read-write.
:type: vector [X, Y, Z].
.. note::
You can only move a bone if it is unconnected to its parent. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`).
.. attribute:: scale
scale of the bone relative to its parent, read-write.
:type: vector [sizeX, sizeY, sizeZ].
.. note::
An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
.. attribute:: rotation_quaternion
rotation of the bone relative to its parent expressed as a quaternion, read-write.
:type: vector [qr, qi, qj, qk].
.. note::
This field is only used if rotation_mode is 0. An action playing on the armature may change the value. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
.. attribute:: rotation_euler
rotation of the bone relative to its parent expressed as a set of euler angles, read-write.
:type: vector [X, Y, Z].
.. note::
This field is only used if rotation_mode is > 0. You must always pass the angles in [X, Y, Z] order; the order of applying the angles to the bone depends on rotation_mode. An action playing on the armature may change this field. An IK chain does not update this value, see joint_rotation.
.. note::
Changing this field has no immediate effect, the pose is updated when the armature is updated during the graphic render (see :data:`BL_ArmatureObject.update`)
.. attribute:: rotation_mode
Method of updating the bone rotation, read-write.
:type: integer (one of :ref:`these constants <armaturechannel-constants-rotation-mode>`)
.. attribute:: channel_matrix
pose matrix in bone space (deformation of the bone due to action, constraint, etc), Read-only.
This field is updated after the graphic render, it represents the current pose.
:type: matrix [4][4]
.. attribute:: pose_matrix
pose matrix in armature space, read-only,
This field is updated after the graphic render, it represents the current pose.
:type: matrix [4][4]
.. attribute:: pose_head
position of bone head in armature space, read-only.
:type: vector [x, y, z]
.. attribute:: pose_tail
position of bone tail in armature space, read-only.
:type: vector [x, y, z]
.. attribute:: ik_min_x
minimum value of X rotation in degree (<= 0) when X rotation is limited (see ik_limit_x), read-only.
:type: float
.. attribute:: ik_max_x
maximum value of X rotation in degree (>= 0) when X rotation is limited (see ik_limit_x), read-only.
:type: float
.. attribute:: ik_min_y
minimum value of Y rotation in degree (<= 0) when Y rotation is limited (see ik_limit_y), read-only.
:type: float
.. attribute:: ik_max_y
maximum value of Y rotation in degree (>= 0) when Y rotation is limited (see ik_limit_y), read-only.
:type: float
.. attribute:: ik_min_z
minimum value of Z rotation in degree (<= 0) when Z rotation is limited (see ik_limit_z), read-only.
:type: float
.. attribute:: ik_max_z
maximum value of Z rotation in degree (>= 0) when Z rotation is limited (see ik_limit_z), read-only.
:type: float
.. attribute:: ik_stiffness_x
bone rotation stiffness in X axis, read-only.
:type: float between 0 and 1
.. attribute:: ik_stiffness_y
bone rotation stiffness in Y axis, read-only.
:type: float between 0 and 1
.. attribute:: ik_stiffness_z
bone rotation stiffness in Z axis, read-only.
:type: float between 0 and 1
.. attribute:: ik_stretch
ratio of scale change that is allowed, 0=bone can't change size, read-only.
:type: float
.. attribute:: ik_rot_weight
weight of rotation constraint when ik_rot_control is set, read-write.
:type: float between 0 and 1
.. attribute:: ik_lin_weight
weight of size constraint when ik_lin_control is set, read-write.
:type: float between 0 and 1
.. attribute:: joint_rotation
Control bone rotation in term of joint angle (for robotic applications), read-write.
When writing to this attribute, you pass a [x, y, z] vector and an appropriate set of euler angles or quaternion is calculated according to the rotation_mode.
When you read this attribute, the current pose matrix is converted into a [x, y, z] vector representing the joint angles.
The value and the meaning of the x, y, z depends on the ik_dof_x/ik_dof_y/ik_dof_z attributes:
* 1DoF joint X, Y or Z: the corresponding x, y, or z value is used an a joint angle in radiant
* 2DoF joint X+Y or Z+Y: treated as 2 successive 1DoF joints: first X or Z, then Y. The x or z value is used as a joint angle in radiant along the X or Z axis, followed by a rotation along the new Y axis of y radiants.
* 2DoF joint X+Z: treated as a 2DoF joint with rotation axis on the X/Z plane. The x and z values are used as the coordinates of the rotation vector in the X/Z plane.
* 3DoF joint X+Y+Z: treated as a revolute joint. The [x, y, z] vector represents the equivalent rotation vector to bring the joint from the rest pose to the new pose.
:type: vector [x, y, z]
.. note::
The bone must be part of an IK chain if you want to set the ik_dof_x/ik_dof_y/ik_dof_z attributes via the UI, but this will interfere with this attribute since the IK solver will overwrite the pose. You can stay in control of the armature if you create an IK constraint but do not finalize it (e.g. don't set a target) the IK solver will not run but the IK panel will show up on the UI for each bone in the chain.
.. note::
[0, 0, 0] always corresponds to the rest pose.
.. note::
You must request the armature pose to update and wait for the next graphic frame to see the effect of setting this attribute (see :data:`BL_ArmatureObject.update`).
.. note::
You can read the result of the calculation in rotation or euler_rotation attributes after setting this attribute.

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@@ -1,129 +0,0 @@
BL_ArmatureConstraint(PyObjectPlus)
===================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_ArmatureConstraint(PyObjectPlus)
Proxy to Armature Constraint. Allows to change constraint on the fly.
Obtained through :class:`BL_ArmatureObject`.constraints.
.. note::
Not all armature constraints are supported in the GE.
.. attribute:: type
Type of constraint, (read-only).
Use one of :ref:`these constants<armatureconstraint-constants-type>`.
:type: integer, one of CONSTRAINT_TYPE_* constants
.. attribute:: name
Name of constraint constructed as <bone_name>:<constraint_name>. constraints list.
:type: string
This name is also the key subscript on :class:`BL_ArmatureObject`.
.. attribute:: enforce
fraction of constraint effect that is enforced. Between 0 and 1.
:type: float
.. attribute:: headtail
Position of target between head and tail of the target bone: 0=head, 1=tail.
:type: float.
.. note::
Only used if the target is a bone (i.e target object is an armature.
.. attribute:: lin_error
runtime linear error (in Blender units) on constraint at the current frame.
This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
:type: float
.. attribute:: rot_error
Runtime rotation error (in radiant) on constraint at the current frame.
:type: float.
This is a runtime value updated on each frame by the IK solver. Only available on IK constraint and iTaSC solver.
It is only set if the constraint has a rotation part, for example, a CopyPose+Rotation IK constraint.
.. attribute:: target
Primary target object for the constraint. The position of this object in the GE will be used as target for the constraint.
:type: :class:`KX_GameObject`.
.. attribute:: subtarget
Secondary target object for the constraint. The position of this object in the GE will be used as secondary target for the constraint.
:type: :class:`KX_GameObject`.
Currently this is only used for pole target on IK constraint.
.. attribute:: active
True if the constraint is active.
:type: boolean
.. note::
An inactive constraint does not update lin_error and rot_error.
.. attribute:: ik_weight
Weight of the IK constraint between 0 and 1.
Only defined for IK constraint.
:type: float
.. attribute:: ik_type
Type of IK constraint, (read-only).
Use one of :ref:`these constants<armatureconstraint-constants-ik-type>`.
:type: integer.
.. attribute:: ik_flag
Combination of IK constraint option flags, read-only.
Use one of :ref:`these constants<armatureconstraint-constants-ik-flag>`.
:type: integer
.. attribute:: ik_dist
Distance the constraint is trying to maintain with target, only used when ik_type=CONSTRAINT_IK_DISTANCE.
:type: float
.. attribute:: ik_mode
Use one of :ref:`these constants<armatureconstraint-constants-ik-mode>`.
Additional mode for IK constraint. Currently only used for Distance constraint:
:type: integer

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@@ -1,34 +0,0 @@
BL_ArmatureObject(KX_GameObject)
================================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: BL_ArmatureObject(KX_GameObject)
An armature object.
.. attribute:: constraints
The list of armature constraint defined on this armature.
Elements of the list can be accessed by index or string.
The key format for string access is '<bone_name>:<constraint_name>'.
:type: list of :class:`BL_ArmatureConstraint`
.. attribute:: channels
The list of armature channels.
Elements of the list can be accessed by index or name the bone.
:type: list of :class:`BL_ArmatureChannel`
.. method:: update()
Ensures that the armature will be updated on next graphic frame.
This action is unecessary if a KX_ArmatureActuator with mode run is active
or if an action is playing. Use this function in other cases. It must be called
on each frame to ensure that the armature is updated continously.

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@@ -1,230 +0,0 @@
BL_Shader(PyObjectPlus)
=======================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: BL_Shader(PyObjectPlus)
BL_Shader GLSL shaders.
TODO - Description
.. method:: setUniformfv(name, fList)
Set a uniform with a list of float values
:arg name: the uniform name
:type name: string
:arg fList: a list (2, 3 or 4 elements) of float values
:type fList: list[float]
.. method:: delSource()
Clear the shader. Use this method before the source is changed with :data:`setSource`.
.. method:: getFragmentProg()
Returns the fragment program.
:return: The fragment program.
:rtype: string
.. method:: getVertexProg()
Get the vertex program.
:return: The vertex program.
:rtype: string
.. method:: isValid()
Check if the shader is valid.
:return: True if the shader is valid
:rtype: boolean
.. method:: setAttrib(enum)
Set attribute location. (The parameter is ignored a.t.m. and the value of "tangent" is always used.)
:arg enum: attribute location value
:type enum: integer
.. method:: setNumberOfPasses( max_pass )
Set the maximum number of passes. Not used a.t.m.
:arg max_pass: the maximum number of passes
:type max_pass: integer
.. method:: setSampler(name, index)
Set uniform texture sample index.
:arg name: Uniform name
:type name: string
:arg index: Texture sample index.
:type index: integer
.. method:: setSource(vertexProgram, fragmentProgram)
Set the vertex and fragment programs
:arg vertexProgram: Vertex program
:type vertexProgram: string
:arg fragmentProgram: Fragment program
:type fragmentProgram: string
.. method:: setUniform1f(name, fx)
Set a uniform with 1 float value.
:arg name: the uniform name
:type name: string
:arg fx: Uniform value
:type fx: float
.. method:: setUniform1i(name, ix)
Set a uniform with an integer value.
:arg name: the uniform name
:type name: string
:arg ix: the uniform value
:type ix: integer
.. method:: setUniform2f(name, fx, fy)
Set a uniform with 2 float values
:arg name: the uniform name
:type name: string
:arg fx: first float value
:type fx: float
:arg fy: second float value
:type fy: float
.. method:: setUniform2i(name, ix, iy)
Set a uniform with 2 integer values
:arg name: the uniform name
:type name: string
:arg ix: first integer value
:type ix: integer
:arg iy: second integer value
:type iy: integer
.. method:: setUniform3f(name, fx, fy, fz)
Set a uniform with 3 float values.
:arg name: the uniform name
:type name: string
:arg fx: first float value
:type fx: float
:arg fy: second float value
:type fy: float
:arg fz: third float value
:type fz: float
.. method:: setUniform3i(name, ix, iy, iz)
Set a uniform with 3 integer values
:arg name: the uniform name
:type name: string
:arg ix: first integer value
:type ix: integer
:arg iy: second integer value
:type iy: integer
:arg iz: third integer value
:type iz: integer
.. method:: setUniform4f(name, fx, fy, fz, fw)
Set a uniform with 4 float values.
:arg name: the uniform name
:type name: string
:arg fx: first float value
:type fx: float
:arg fy: second float value
:type fy: float
:arg fz: third float value
:type fz: float
:arg fw: fourth float value
:type fw: float
.. method:: setUniform4i(name, ix, iy, iz, iw)
Set a uniform with 4 integer values
:arg name: the uniform name
:type name: string
:arg ix: first integer value
:type ix: integer
:arg iy: second integer value
:type iy: integer
:arg iz: third integer value
:type iz: integer
:arg iw: fourth integer value
:type iw: integer
.. method:: setUniformDef(name, type)
Define a new uniform
:arg name: the uniform name
:type name: string
:arg type: uniform type
:type type: UNI_NONE, UNI_INT, UNI_FLOAT, UNI_INT2, UNI_FLOAT2, UNI_INT3, UNI_FLOAT3, UNI_INT4, UNI_FLOAT4, UNI_MAT3, UNI_MAT4, UNI_MAX
.. method:: setUniformMatrix3(name, mat, transpose)
Set a uniform with a 3x3 matrix value
:arg name: the uniform name
:type name: string
:arg mat: A 3x3 matrix [[f, f, f], [f, f, f], [f, f, f]]
:type mat: 3x3 matrix
:arg transpose: set to True to transpose the matrix
:type transpose: boolean
.. method:: setUniformMatrix4(name, mat, transpose)
Set a uniform with a 4x4 matrix value
:arg name: the uniform name
:type name: string
:arg mat: A 4x4 matrix [[f, f, f, f], [f, f, f, f], [f, f, f, f], [f, f, f, f]]
:type mat: 4x4 matrix
:arg transpose: set to True to transpose the matrix
:type transpose: boolean
.. method:: setUniformiv(name, iList)
Set a uniform with a list of integer values
:arg name: the uniform name
:type name: string
:arg iList: a list (2, 3 or 4 elements) of integer values
:type iList: list[integer]
.. method:: setUniformEyef(name)
Set a uniform with a float value that reflects the eye being render in stereo mode:
0.0 for the left eye, 0.5 for the right eye. In non stereo mode, the value of the uniform
is fixed to 0.0. The typical use of this uniform is in stereo mode to sample stereo textures
containing the left and right eye images in a top-bottom order.
:arg name: the uniform name
:type name: string
.. method:: validate()
Validate the shader object.

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@@ -1,70 +0,0 @@
BL_ShapeActionActuator(SCA_IActuator)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: BL_ShapeActionActuator(SCA_IActuator)
ShapeAction Actuators apply an shape action to an mesh object.
.. attribute:: action
The name of the action to set as the current shape action.
:type: string
.. attribute:: frameStart
Specifies the starting frame of the shape animation.
:type: float
.. attribute:: frameEnd
Specifies the ending frame of the shape animation.
:type: float
.. attribute:: blendIn
Specifies the number of frames of animation to generate when making transitions between actions.
:type: float
.. attribute:: priority
Sets the priority of this actuator. Actuators will lower priority numbers will override actuators with higher numbers.
:type: integer
.. attribute:: frame
Sets the current frame for the animation.
:type: float
.. attribute:: propName
Sets the property to be used in FromProp playback mode.
:type: string
.. attribute:: blendTime
Sets the internal frame timer. This property must be in the range from 0.0 to blendin.
:type: float
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<action-actuator>`.
:type: integer
.. attribute:: framePropName
The name of the property that is set to the current frame number.
:type: string

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@@ -1,72 +0,0 @@
CListValue(CPropValue)
======================
.. module:: bge.types
base class --- :class:`CPropValue`
.. class:: CListValue(CPropValue)
This is a list like object used in the game engine internally that behaves similar to a python list in most ways.
As well as the normal index lookup (``val= clist[i]``), CListValue supports string lookups (``val= scene.objects["Cube"]``)
Other operations such as ``len(clist)``, ``list(clist)``, ``clist[0:10]`` are also supported.
.. method:: append(val)
Add an item to the list (like pythons append)
.. warning::
Appending values to the list can cause crashes when the list is used internally by the game engine.
.. method:: count(val)
Count the number of instances of a value in the list.
:return: number of instances
:rtype: integer
.. method:: index(val)
Return the index of a value in the list.
:return: The index of the value in the list.
:rtype: integer
.. method:: reverse()
Reverse the order of the list.
.. method:: get(key, default=None)
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: from_id(id)
This is a funtion especially for the game engine to return a value with a spesific id.
Since object names are not always unique, the id of an object can be used to get an object from the CValueList.
Example:
.. code-block:: python
myObID=id(gameObject)
ob= scene.objects.from_id(myObID)
Where ``myObID`` is an int or long from the id function.
This has the advantage that you can store the id in places you could not store a gameObject.
.. warning::
The id is derived from a memory location and will be different each time the game engine starts.
.. warning::
The id can't be stored as an integer in game object properties, as those only have a limited range that the id may not be contained in. Instead an id can be stored as a string game property and converted back to an integer for use in from_id lookups.

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@@ -1,11 +0,0 @@
CPropValue(CValue)
==================
.. module:: bge.types
base class --- :class:`CValue`
.. class:: CPropValue(CValue)
This class has no python functions

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@@ -1,17 +0,0 @@
CValue(PyObjectPlus)
====================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: CValue(PyObjectPlus)
This class is a basis for other classes.
.. attribute:: name
The name of this CValue derived object (read-only).
:type: string

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@@ -1,36 +0,0 @@
KX_ArmatureSensor(SCA_ISensor)
==============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_ArmatureSensor(SCA_ISensor)
Armature sensor detect conditions on armatures.
.. attribute:: type
The type of measurement that the sensor make when it is active.
Can be one of :ref:`these constants <armaturesensor-type>`
:type: integer.
.. attribute:: constraint
The constraint object this sensor is watching.
:type: :class:`BL_ArmatureConstraint`
.. attribute:: value
The threshold used in the comparison with the constraint error
The linear error is only updated on CopyPose/Distance IK constraint with iTaSC solver
The rotation error is only updated on CopyPose+rotation IK constraint with iTaSC solver
The linear error on CopyPose is always >= 0: it is the norm of the distance between the target and the bone
The rotation error on CopyPose is always >= 0: it is the norm of the equivalent rotation vector between the bone and the target orientations
The linear error on Distance can be positive if the distance between the bone and the target is greater than the desired distance, and negative if the distance is smaller.
:type: float

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KX_BlenderMaterial(PyObjectPlus)
================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_BlenderMaterial(PyObjectPlus)
This is the interface to materials in the game engine.
Materials define the render state to be applied to mesh objects.
The example below shows a simple GLSL shader setup allowing to dynamically mix two texture channels
in a material. All materials of the object executing this script should have two textures using
separate UV maps in the two first texture channels.
The code works for both Multitexture and GLSL rendering modes.
.. code-block:: python
from bge import logic
vertex_shader = """
void main(void)
{
// simple projection of the vertex position to view space
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
// coordinate of the 1st texture channel
gl_TexCoord[0] = gl_MultiTexCoord0;
// coordinate of the 2nd texture channel
gl_TexCoord[1] = gl_MultiTexCoord1;
}
"""
fragment_shader ="""
uniform sampler2D texture_0;
uniform sampler2D texture_1;
uniform float factor;
void main(void)
{
vec4 color_0 = texture2D(texture_0, gl_TexCoord[0].st);
vec4 color_1 = texture2D(texture_1, gl_TexCoord[1].st);
gl_FragColor = mix(color_0, color_1, factor);
}
"""
object = logic.getCurrentController().owner
for mesh in object.meshes:
for material in mesh.materials:
shader = material.getShader()
if shader is not None:
if not shader.isValid():
shader.setSource(vertex_shader, fragment_shader, True)
# get the first texture channel of the material
shader.setSampler('texture_0', 0)
# get the second texture channel of the material
shader.setSampler('texture_1', 1)
# pass another uniform to the shader
shader.setUniform1f('factor', 0.3)
.. attribute:: shader
The material's shader.
:type: :class:`BL_Shader`
.. attribute:: blending
Ints used for pixel blending, (src, dst), matching the setBlending method.
:type: (integer, integer)
.. attribute:: material_index
The material's index.
:type: integer
.. method:: getShader()
Returns the material's shader.
:return: the material's shader
:rtype: :class:`BL_Shader`
.. method:: getTextureBindcode(textureslot)
Returns the material's texture OpenGL bind code/id/number/name.
:arg textureslot: Specifies the texture slot number
:type textureslot: integer
:return: the material's texture OpenGL bind code/id/number/name
:rtype: integer
.. attribute:: alpha
The material's alpha transparency.
:type: float between 0.0 and 1.0 inclusive
.. attribute:: hardness
How hard (sharp) the material's specular reflection is.
:type: integer between 1 and 511 inclusive
.. attribute:: emit
Amount of light to emit.
:type: float between 0.0 and 2.0 inclusive
.. attribute:: specularIntensity
How intense (bright) the material's specular reflection is.
:type: float between 0.0 and 1.0 inclusive
.. attribute:: diffuseIntensity
The material's amount of diffuse reflection.
:type: float between 0.0 and 1.0 inclusive
.. attribute:: specularColor
The material's specular color.
:type: :class:`mathutils.Color`
.. attribute:: diffuseColor
The material's diffuse color.
:type: :class:`mathutils.Color`
.. method:: setBlending(src, dest)
Set the pixel color arithmetic functions.
:arg src: Specifies how the red, green, blue, and alpha source blending factors are computed, one of...
* :data:`~bgl.GL_ZERO`
* :data:`~bgl.GL_ONE`
* :data:`~bgl.GL_SRC_COLOR`
* :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
* :data:`~bgl.GL_DST_COLOR`
* :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
* :data:`~bgl.GL_SRC_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
* :data:`~bgl.GL_DST_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
* :data:`~bgl.GL_SRC_ALPHA_SATURATE`
:type src: int
:arg dest: Specifies how the red, green, blue, and alpha destination blending factors are computed, one of...
* :data:`~bgl.GL_ZERO`
* :data:`~bgl.GL_ONE`
* :data:`~bgl.GL_SRC_COLOR`
* :data:`~bgl.GL_ONE_MINUS_SRC_COLOR`
* :data:`~bgl.GL_DST_COLOR`
* :data:`~bgl.GL_ONE_MINUS_DST_COLOR`
* :data:`~bgl.GL_SRC_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_SRC_ALPHA`
* :data:`~bgl.GL_DST_ALPHA`
* :data:`~bgl.GL_ONE_MINUS_DST_ALPHA`
* :data:`~bgl.GL_SRC_ALPHA_SATURATE`
:type dest: int
.. method:: getMaterialIndex()
Returns the material's index.
:return: the material's index
:rtype: integer

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@@ -1,302 +0,0 @@
KX_Camera(KX_GameObject)
========================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_Camera(KX_GameObject)
A Camera object.
.. data:: INSIDE
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
.. data:: INTERSECT
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
.. data:: OUTSIDE
See :data:`sphereInsideFrustum` and :data:`boxInsideFrustum`
.. attribute:: lens
The camera's lens value.
:type: float
.. attribute:: fov
The camera's field of view value.
:type: float
.. attribute:: ortho_scale
The camera's view scale when in orthographic mode.
:type: float
.. attribute:: near
The camera's near clip distance.
:type: float
.. attribute:: far
The camera's far clip distance.
:type: float
.. attribute:: shift_x
The camera's horizontal shift.
:type: float
.. attribute:: shift_y
The camera's vertical shift.
:type: float
.. attribute:: perspective
True if this camera has a perspective transform, False for an orthographic projection.
:type: boolean
.. attribute:: frustum_culling
True if this camera is frustum culling.
:type: boolean
.. attribute:: projection_matrix
This camera's 4x4 projection matrix.
.. note::
This is the identity matrix prior to rendering the first frame (any Python done on frame 1).
:type: 4x4 Matrix [[float]]
.. attribute:: modelview_matrix
This camera's 4x4 model view matrix. (read-only).
:type: 4x4 Matrix [[float]]
.. note::
This matrix is regenerated every frame from the camera's position and orientation. Also, this is the identity matrix prior to rendering the first frame (any Python done on frame 1).
.. attribute:: camera_to_world
This camera's camera to world transform. (read-only).
:type: 4x4 Matrix [[float]]
.. note::
This matrix is regenerated every frame from the camera's position and orientation.
.. attribute:: world_to_camera
This camera's world to camera transform. (read-only).
:type: 4x4 Matrix [[float]]
.. note::
Regenerated every frame from the camera's position and orientation.
.. note::
This is camera_to_world inverted.
.. attribute:: useViewport
True when the camera is used as a viewport, set True to enable a viewport for this camera.
:type: boolean
.. method:: sphereInsideFrustum(centre, radius)
Tests the given sphere against the view frustum.
:arg centre: The centre of the sphere (in world coordinates.)
:type centre: list [x, y, z]
:arg radius: the radius of the sphere
:type radius: float
:return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
:rtype: integer
.. note::
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
cam = cont.owner
# A sphere of radius 4.0 located at [x, y, z] = [1.0, 1.0, 1.0]
if (cam.sphereInsideFrustum([1.0, 1.0, 1.0], 4) != cam.OUTSIDE):
# Sphere is inside frustum !
# Do something useful !
else:
# Sphere is outside frustum
.. method:: boxInsideFrustum(box)
Tests the given box against the view frustum.
:arg box: Eight (8) corner points of the box (in world coordinates.)
:type box: list of lists
:return: :data:`~bge.types.KX_Camera.INSIDE`, :data:`~bge.types.KX_Camera.OUTSIDE` or :data:`~bge.types.KX_Camera.INTERSECT`
.. note::
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
cam = cont.owner
# Box to test...
box = []
box.append([-1.0, -1.0, -1.0])
box.append([-1.0, -1.0, 1.0])
box.append([-1.0, 1.0, -1.0])
box.append([-1.0, 1.0, 1.0])
box.append([ 1.0, -1.0, -1.0])
box.append([ 1.0, -1.0, 1.0])
box.append([ 1.0, 1.0, -1.0])
box.append([ 1.0, 1.0, 1.0])
if (cam.boxInsideFrustum(box) != cam.OUTSIDE):
# Box is inside/intersects frustum !
# Do something useful !
else:
# Box is outside the frustum !
.. method:: pointInsideFrustum(point)
Tests the given point against the view frustum.
:arg point: The point to test (in world coordinates.)
:type point: 3D Vector
:return: True if the given point is inside this camera's viewing frustum.
:rtype: boolean
.. note::
When the camera is first initialized the result will be invalid because the projection matrix has not been set.
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
cam = cont.owner
# Test point [0.0, 0.0, 0.0]
if (cam.pointInsideFrustum([0.0, 0.0, 0.0])):
# Point is inside frustum !
# Do something useful !
else:
# Box is outside the frustum !
.. method:: getCameraToWorld()
Returns the camera-to-world transform.
:return: the camera-to-world transform matrix.
:rtype: matrix (4x4 list)
.. method:: getWorldToCamera()
Returns the world-to-camera transform.
This returns the inverse matrix of getCameraToWorld().
:return: the world-to-camera transform matrix.
:rtype: matrix (4x4 list)
.. method:: setOnTop()
Set this cameras viewport ontop of all other viewport.
.. method:: setViewport(left, bottom, right, top)
Sets the region of this viewport on the screen in pixels.
Use :data:`bge.render.getWindowHeight` and :data:`bge.render.getWindowWidth` to calculate values relative to the entire display.
:arg left: left pixel coordinate of this viewport
:type left: integer
:arg bottom: bottom pixel coordinate of this viewport
:type bottom: integer
:arg right: right pixel coordinate of this viewport
:type right: integer
:arg top: top pixel coordinate of this viewport
:type top: integer
.. method:: getScreenPosition(object)
Gets the position of an object projected on screen space.
.. code-block:: python
# For an object in the middle of the screen, coord = [0.5, 0.5]
coord = camera.getScreenPosition(object)
:arg object: object name or list [x, y, z]
:type object: :class:`KX_GameObject` or 3D Vector
:return: the object's position in screen coordinates.
:rtype: list [x, y]
.. method:: getScreenVect(x, y)
Gets the vector from the camera position in the screen coordinate direction.
:arg x: X Axis
:type x: float
:arg y: Y Axis
:type y: float
:rtype: 3D Vector
:return: The vector from screen coordinate.
.. code-block:: python
# Gets the vector of the camera front direction:
m_vect = camera.getScreenVect(0.5, 0.5)
.. method:: getScreenRay(x, y, dist=inf, property=None)
Look towards a screen coordinate (x, y) and find first object hit within dist that matches prop.
The ray is similar to KX_GameObject->rayCastTo.
:arg x: X Axis
:type x: float
:arg y: Y Axis
:type y: float
:arg dist: max distance to look (can be negative => look behind); 0 or omitted => detect up to other
:type dist: float
:arg property: property name that object must have; can be omitted => detect any object
:type property: string
:rtype: :class:`KX_GameObject`
:return: the first object hit or None if no object or object does not match prop
.. code-block:: python
# Gets an object with a property "wall" in front of the camera within a distance of 100:
target = camera.getScreenRay(0.5, 0.5, 100, "wall")

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KX_CameraActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_CameraActuator(SCA_IActuator)
Applies changes to a camera.
.. attribute:: damping
strength of of the camera following movement.
:type: float
.. attribute:: axis
The camera axis (0, 1, 2) for positive ``XYZ``, (3, 4, 5) for negative ``XYZ``.
:type: int
.. attribute:: min
minimum distance to the target object maintained by the actuator.
:type: float
.. attribute:: max
maximum distance to stay from the target object.
:type: float
.. attribute:: height
height to stay above the target object.
:type: float
.. attribute:: object
the object this actuator tracks.
:type: :class:`KX_GameObject` or None

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KX_CharacterWrapper(PyObjectPlus)
=================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_CharacterWrapper(PyObjectPlus)
A wrapper to expose character physics options.
.. attribute:: onGround
Whether or not the character is on the ground. (read-only)
:type: boolean
.. attribute:: gravity
The gravity value used for the character.
:type: float
.. attribute:: maxJumps
The maximum number of jumps a character can perform before having to touch the ground. By default this is set to 1. 2 allows for a double jump, etc.
:type: int in [0, 255], default 1
.. attribute:: jumpCount
The current jump count. This can be used to have different logic for a single jump versus a double jump. For example, a different animation for the second jump.
:type: int
.. attribute:: walkDirection
The speed and direction the character is traveling in using world coordinates. This should be used instead of applyMovement() to properly move the character.
:type: Vector((x, y, z))
.. method:: jump()
The character jumps based on it's jump speed.

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KX_ConstraintActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ConstraintActuator(SCA_IActuator)
A constraint actuator limits the position, rotation, distance or orientation of an object.
.. attribute:: damp
Time constant of the constraint expressed in frame (not use by Force field constraint).
:type: integer
.. attribute:: rotDamp
Time constant for the rotation expressed in frame (only for the distance constraint), 0 = use damp for rotation as well.
:type: integer
.. attribute:: direction
The reference direction in world coordinate for the orientation constraint.
:type: 3-tuple of float: (x, y, z)
.. attribute:: option
Binary combination of :ref:`these constants <constraint-actuator-option>`
:type: integer
.. attribute:: time
activation time of the actuator. The actuator disables itself after this many frame. If set to 0, the actuator is not limited in time.
:type: integer
.. attribute:: propName
the name of the property or material for the ray detection of the distance constraint.
:type: string
.. attribute:: min
The lower bound of the constraint. For the rotation and orientation constraint, it represents radiant.
:type: float
.. attribute:: distance
the target distance of the distance constraint.
:type: float
.. attribute:: max
the upper bound of the constraint. For rotation and orientation constraints, it represents radiant.
:type: float
.. attribute:: rayLength
the length of the ray of the distance constraint.
:type: float
.. attribute:: limit
type of constraint. Use one of the :ref:`these constants <constraint-actuator-limit>`
:type: integer.

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KX_ConstraintWrapper(PyObjectPlus)
==================================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_ConstraintWrapper(PyObjectPlus)
KX_ConstraintWrapper
.. method:: getConstraintId(val)
Returns the contraint ID
:return: the constraint ID
:rtype: integer
.. method:: setParam(axis, value0, value1)
Set the contraint limits
:arg axis:
:type axis: integer
.. note::
* Lowerlimit == Upperlimit -> axis is locked
* Lowerlimit > Upperlimit -> axis is free
* Lowerlimit < Upperlimit -> axis it limited in that range
For PHY_LINEHINGE_CONSTRAINT = 2 or PHY_ANGULAR_CONSTRAINT = 3:
axis = 3 is a constraint limit, with low/high limit value
* 3: X axis angle
:arg value0 (min): Set the minimum limit of the axis
:type value0: float
:arg value1 (max): Set the maximum limit of the axis
:type value1: float
For PHY_CONE_TWIST_CONSTRAINT = 4:
axis = 3..5 are constraint limits, high limit values
* 3: X axis angle
* 4: Y axis angle
* 5: Z axis angle
:arg value0 (min): Set the minimum limit of the axis
:type value0: float
:arg value1 (max): Set the maximum limit of the axis
:type value1: float
For PHY_GENERIC_6DOF_CONSTRAINT = 12:
axis = 0..2 are constraint limits, with low/high limit value
* 0: X axis position
* 1: Y axis position
* 2: Z axis position
axis = 3..5 are relative constraint (Euler) angles in radians
* 3: X axis angle
* 4: Y axis angle
* 5: Z axis angle
:arg value0 (min): Set the minimum limit of the axis
:type value0: float
:arg value1 (max): Set the maximum limit of the axis
:type value1: float
axis = 6..8 are translational motors, with value0=target velocity, value1 = max motor force
* 6: X axis position
* 7: Y axis position
* 8: Z axis position
axis = 9..11 are rotational motors, with value0=target velocity, value1 = max motor force
* 9: X axis angle
* 10: Y axis angle
* 11: Z axis angle
:arg value0 (speed): Set the linear velocity of the axis
:type value0: float Range: -10,000.00 to 10,000.00
:arg value1 (force): Set the maximum force limit of the axis
:type value1: float Range: -10,000.00 to 10,000.00
axis = 12..14 are for linear springs on each of the position of freedom
* 12: X axis position
* 13: Y axis position
* 14: Z axis position
axis = 15..17 are for angular springs on each of the angle of freedom in radians
* 15: X axis angle
* 16: Y axis angle
* 17: Z axis angle
:arg value0 (stiffness): Set the stiffness of the spring
:type value0: float
:arg value1 (damping): Tendency of the spring to return to it's original position
:type value1: float
1.0 = springs back to original position (no damping)
0.0 = don't springs back
.. method:: getParam(axis)
Get the contraint position or euler angle of a generic 6DOF constraint
:arg axis:
:type axis: integer
axis = 0..2 are linear constraint values
* 0: X axis position
* 1: Y axis position
* 2: Z axis position
:return: position
:rtype: float
axis = 3..5 are relative constraint (Euler) angles in radians
* 3: X axis angle
* 4: Y axis angle
* 5: Z axis angle
:return: angle
:rtype: float
.. attribute:: constraint_id
Returns the contraint ID (read only)
:type: integer
.. attribute:: constraint_type
Returns the contraint type (read only)
:type: integer
- :class:`~bge.constraints.POINTTOPOINT_CONSTRAINT`
- :class:`~bge.constraints.LINEHINGE_CONSTRAINT`
- :class:`~bge.constraints.ANGULAR_CONSTRAINT`
- :class:`~bge.constraints.CONETWIST_CONSTRAINT`
- :class:`~bge.constraints.VEHICLE_CONSTRAINT`
- :class:`~bge.constraints.GENERIC_6DOF_CONSTRAINT`

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KX_FontObject(KX_GameObject)
============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_FontObject(KX_GameObject)
A Font object.
.. code-block:: python
# Display a message about the exit key using a Font object.
import bge
co = bge.logic.getCurrentController()
font = co.owner
exit_key = bge.events.EventToString(bge.logic.getExitKey())
if exit_key.endswith("KEY"):
exit_key = exit_key[:-3]
font.text = "Press key '%s' to quit the game." % exit_key
.. attribute:: text
The text displayed by this Font object.
:type: string

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KX_GameActuator(SCA_IActuator)
==============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_GameActuator(SCA_IActuator)
The game actuator loads a new .blend file, restarts the current .blend file or quits the game.
.. attribute:: fileName
the new .blend file to load.
:type: string
.. attribute:: mode
The mode of this actuator. Can be on of :ref:`these constants <game-actuator>`
:type: Int

File diff suppressed because it is too large Load Diff

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KX_LibLoadStatus(PyObjectPlus)
==============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_LibLoadStatus(PyObjectPlus)
An object providing information about a LibLoad() operation.
.. code-block:: python
# Print a message when an async LibLoad is done
import bge
def finished_cb(status):
print("Library (%s) loaded in %.2fms." % (status.libraryName, status.timeTaken))
bge.logic.LibLoad('myblend.blend', 'Scene', async=True).onFinish = finished_cb
.. attribute:: onFinish
A callback that gets called when the lib load is done.
:type: callable
.. attribute:: finished
The current status of the lib load.
:type: boolean
.. attribute:: progress
The current progress of the lib load as a normalized value from 0.0 to 1.0.
:type: float
.. attribute:: libraryName
The name of the library being loaded (the first argument to LibLoad).
:type: string
.. attribute:: timeTaken
The amount of time, in seconds, the lib load took (0 until the operation is complete).
:type: float

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KX_LightObject(KX_GameObject)
=============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_LightObject(KX_GameObject)
A Light object.
.. code-block:: python
# Turn on a red alert light.
import bge
co = bge.logic.getCurrentController()
light = co.owner
light.energy = 1.0
light.color = [1.0, 0.0, 0.0]
.. data:: SPOT
A spot light source. See attribute :data:`type`
.. data:: SUN
A point light source with no attenuation. See attribute :data:`type`
.. data:: NORMAL
A point light source. See attribute :data:`type`
.. attribute:: type
The type of light - must be SPOT, SUN or NORMAL
.. attribute:: layer
The layer mask that this light affects object on.
:type: bitfield
.. attribute:: energy
The brightness of this light.
:type: float
.. attribute:: shadowClipStart
The shadowmap clip start, below which objects will not generate shadows.
:type: float (read only)
.. attribute:: shadowClipEnd
The shadowmap clip end, beyond which objects will not generate shadows.
:type: float (read only)
.. attribute:: shadowFrustumSize
Size of the frustum used for creating the shadowmap.
:type: float (read only)
.. attribute:: shadowBindId
The OpenGL shadow texture bind number/id.
:type: int (read only)
.. attribute:: shadowMapType
The shadow shadow map type (0 -> Simple; 1 -> Variance)
:type: int (read only)
.. attribute:: shadowBias
The shadow buffer sampling bias.
:type: float (read only)
.. attribute:: shadowBleedBias
The bias for reducing light-bleed on variance shadow maps.
:type: float (read only)
.. attribute:: useShadow
Returns True if the light has Shadow option activated, else returns False.
:type: boolean (read only)
.. attribute:: shadowColor
The color of this light shadows. Black = (0.0, 0.0, 0.0), White = (1.0, 1.0, 1.0).
:type: :class:`mathutils.Color` (read only)
.. attribute:: shadowMatrix
Matrix that converts a vector in camera space to shadow buffer depth space.
Computed as:
mat4_perspective_to_depth * mat4_lamp_to_perspective * mat4_world_to_lamp * mat4_cam_to_world.
mat4_perspective_to_depth is a fixed matrix defined as follow:
0.5 0.0 0.0 0.5
0.0 0.5 0.0 0.5
0.0 0.0 0.5 0.5
0.0 0.0 0.0 1.0
.. note:
There is one matrix of that type per lamp casting shadow in the scene.
:type: Matrix4x4 (read only)
.. attribute:: distance
The maximum distance this light can illuminate. (SPOT and NORMAL lights only).
:type: float
.. attribute:: color
The color of this light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
:type: list [r, g, b]
.. attribute:: lin_attenuation
The linear component of this light's attenuation. (SPOT and NORMAL lights only).
:type: float
.. attribute:: quad_attenuation
The quadratic component of this light's attenuation (SPOT and NORMAL lights only).
:type: float
.. attribute:: spotsize
The cone angle of the spot light, in degrees (SPOT lights only).
:type: float in [0 - 180].
.. attribute:: spotblend
Specifies the intensity distribution of the spot light (SPOT lights only).
:type: float in [0 - 1]
.. note::
Higher values result in a more focused light source.

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@@ -1,134 +0,0 @@
KX_MeshProxy(SCA_IObject)
=========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_MeshProxy(SCA_IObject)
A mesh object.
You can only change the vertex properties of a mesh object, not the mesh topology.
To use mesh objects effectively, you should know a bit about how the game engine handles them.
#. Mesh Objects are converted from Blender at scene load.
#. The Converter groups polygons by Material. This means they can be sent to the renderer efficiently. A material holds:
#. The texture.
#. The Blender material.
#. The Tile properties
#. The face properties - (From the "Texture Face" panel)
#. Transparency & z sorting
#. Light layer
#. Polygon shape (triangle/quad)
#. Game Object
#. Vertices will be split by face if necessary. Vertices can only be shared between faces if:
#. They are at the same position
#. UV coordinates are the same
#. Their normals are the same (both polygons are "Set Smooth")
#. They are the same color, for example: a cube has 24 vertices: 6 faces with 4 vertices per face.
The correct method of iterating over every :class:`KX_VertexProxy` in a game object
.. code-block:: python
from bge import logic
cont = logic.getCurrentController()
object = cont.owner
for mesh in object.meshes:
for m_index in range(len(mesh.materials)):
for v_index in range(mesh.getVertexArrayLength(m_index)):
vertex = mesh.getVertex(m_index, v_index)
# Do something with vertex here...
# ... eg: color the vertex red.
vertex.color = [1.0, 0.0, 0.0, 1.0]
.. attribute:: materials
:type: list of :class:`KX_BlenderMaterial` type
.. attribute:: numPolygons
:type: integer
.. attribute:: numMaterials
:type: integer
.. method:: getMaterialName(matid)
Gets the name of the specified material.
:arg matid: the specified material.
:type matid: integer
:return: the attached material name.
:rtype: string
.. method:: getTextureName(matid)
Gets the name of the specified material's texture.
:arg matid: the specified material
:type matid: integer
:return: the attached material's texture name.
:rtype: string
.. method:: getVertexArrayLength(matid)
Gets the length of the vertex array associated with the specified material.
There is one vertex array for each material.
:arg matid: the specified material
:type matid: integer
:return: the number of verticies in the vertex array.
:rtype: integer
.. method:: getVertex(matid, index)
Gets the specified vertex from the mesh object.
:arg matid: the specified material
:type matid: integer
:arg index: the index into the vertex array.
:type index: integer
:return: a vertex object.
:rtype: :class:`KX_VertexProxy`
.. method:: getPolygon(index)
Gets the specified polygon from the mesh.
:arg index: polygon number
:type index: integer
:return: a polygon object.
:rtype: :class:`KX_PolyProxy`
.. method:: transform(matid, matrix)
Transforms the vertices of a mesh.
:arg matid: material index, -1 transforms all.
:type matid: integer
:arg matrix: transformation matrix.
:type matrix: 4x4 matrix [[float]]
.. method:: transformUV(matid, matrix, uv_index=-1, uv_index_from=-1)
Transforms the vertices UV's of a mesh.
:arg matid: material index, -1 transforms all.
:type matid: integer
:arg matrix: transformation matrix.
:type matrix: 4x4 matrix [[float]]
:arg uv_index: optional uv index, -1 for all, otherwise 0 or 1.
:type uv_index: integer
:arg uv_index_from: optional uv index to copy from, -1 to transform the current uv.
:type uv_index_from: integer

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KX_MouseActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_MouseActuator(SCA_IActuator)
The mouse actuator gives control over the visibility of the mouse cursor and rotates the parent object according to mouse movement.
.. method:: reset()
Undoes the rotation caused by the mouse actuator.
.. attribute:: visible
The visibility of the mouse cursor.
:type: boolean
.. attribute:: use_axis_x
Mouse movement along the x axis effects object rotation.
:type: boolean
.. attribute:: use_axis_y
Mouse movement along the y axis effects object rotation.
:type: boolean
.. attribute:: threshold
Amount of movement from the mouse required before rotation is triggered.
:type: list (vector of 2 floats)
The values in the list should be between 0.0 and 0.5.
.. attribute:: reset_x
Mouse is locked to the center of the screen on the x axis.
:type: boolean
.. attribute:: reset_y
Mouse is locked to the center of the screen on the y axis.
:type: boolean
.. attribute:: object_axis
The object's 3D axis to rotate with the mouse movement. ([x, y])
:type: list (vector of 2 integers from 0 to 2)
* KX_ACT_MOUSE_OBJECT_AXIS_X
* KX_ACT_MOUSE_OBJECT_AXIS_Y
* KX_ACT_MOUSE_OBJECT_AXIS_Z
.. attribute:: local_x
Rotation caused by mouse movement along the x axis is local.
:type: boolean
.. attribute:: local_y
Rotation caused by mouse movement along the y axis is local.
:type: boolean
.. attribute:: sensitivity
The amount of rotation caused by mouse movement along the x and y axis.
:type: list (vector of 2 floats)
Negative values invert the rotation.
.. attribute:: limit_x
The minimum and maximum angle of rotation caused by mouse movement along the x axis in degrees.
limit_x[0] is minimum, limit_x[1] is maximum.
:type: list (vector of 2 floats)
.. attribute:: limit_y
The minimum and maximum angle of rotation caused by mouse movement along the y axis in degrees.
limit_y[0] is minimum, limit_y[1] is maximum.
:type: list (vector of 2 floats)
.. attribute:: angle
The current rotational offset caused by the mouse actuator in degrees.
:type: list (vector of 2 floats)

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@@ -1,83 +0,0 @@
KX_MouseFocusSensor(SCA_MouseSensor)
====================================
.. module:: bge.types
base class --- :class:`SCA_MouseSensor`
.. class:: KX_MouseFocusSensor(SCA_MouseSensor)
The mouse focus sensor detects when the mouse is over the current game object.
The mouse focus sensor works by transforming the mouse coordinates from 2d device
space to 3d space then raycasting away from the camera.
.. attribute:: raySource
The worldspace source of the ray (the view position).
:type: list (vector of 3 floats)
.. attribute:: rayTarget
The worldspace target of the ray.
:type: list (vector of 3 floats)
.. attribute:: rayDirection
The :data:`rayTarget` - :class:`raySource` normalized.
:type: list (normalized vector of 3 floats)
.. attribute:: hitObject
the last object the mouse was over.
:type: :class:`KX_GameObject` or None
.. attribute:: hitPosition
The worldspace position of the ray intersecton.
:type: list (vector of 3 floats)
.. attribute:: hitNormal
the worldspace normal from the face at point of intersection.
:type: list (normalized vector of 3 floats)
.. attribute:: hitUV
the UV coordinates at the point of intersection.
:type: list (vector of 2 floats)
If the object has no UV mapping, it returns [0, 0].
The UV coordinates are not normalized, they can be < 0 or > 1 depending on the UV mapping.
.. attribute:: usePulseFocus
When enabled, moving the mouse over a different object generates a pulse. (only used when the 'Mouse Over Any' sensor option is set).
:type: boolean
.. attribute:: useXRay
If enabled it allows the sensor to see through game objects that don't have the selected property or material.
:type: boolean
.. attribute:: propName
The property or material the sensor is looking for.
:type: string
.. attribute:: useMaterial
Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property.
:type: boolean

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KX_NavMeshObject(KX_GameObject)
===============================
.. module:: bge.types
base class --- :class:`KX_GameObject`
.. class:: KX_NavMeshObject(KX_GameObject)
Python interface for using and controlling navigation meshes.
.. method:: findPath(start, goal)
Finds the path from start to goal points.
:arg start: the start point
:arg start: 3D Vector
:arg goal: the goal point
:arg start: 3D Vector
:return: a path as a list of points
:rtype: list of points
.. method:: raycast(start, goal)
Raycast from start to goal points.
:arg start: the start point
:arg start: 3D Vector
:arg goal: the goal point
:arg start: 3D Vector
:return: the hit factor
:rtype: float
.. method:: draw(mode)
Draws a debug mesh for the navigation mesh.
:arg mode: the drawing mode (one of :ref:`these constants <navmesh-draw-mode>`)
:arg mode: integer
:return: None
.. method:: rebuild()
Rebuild the navigation mesh.
:return: None

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@@ -1,23 +0,0 @@
KX_NearSensor(KX_TouchSensor)
=============================
.. module:: bge.types
base class --- :class:`KX_TouchSensor`
.. class:: KX_NearSensor(KX_TouchSensor)
A near sensor is a specialised form of touch sensor.
.. attribute:: distance
The near sensor activates when an object is within this distance.
:type: float
.. attribute:: resetDistance
The near sensor deactivates when the object exceeds this distance.
:type: float

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@@ -1,35 +0,0 @@
KX_NetworkMessageActuator(SCA_IActuator)
========================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_NetworkMessageActuator(SCA_IActuator)
Message Actuator
.. attribute:: propName
Messages will only be sent to objects with the given property name.
:type: string
.. attribute:: subject
The subject field of the message.
:type: string
.. attribute:: body
The body of the message.
:type: string
.. attribute:: usePropBody
Send a property instead of a regular body message.
:type: boolean

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KX_NetworkMessageSensor(SCA_ISensor)
====================================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_NetworkMessageSensor(SCA_ISensor)
The Message Sensor logic brick.
Currently only loopback (local) networks are supported.
.. attribute:: subject
The subject the sensor is looking for.
:type: string
.. attribute:: frameMessageCount
The number of messages received since the last frame. (read-only).
:type: integer
.. attribute:: subjects
The list of message subjects received. (read-only).
:type: list of strings
.. attribute:: bodies
The list of message bodies received. (read-only).
:type: list of strings

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@@ -1,129 +0,0 @@
KX_ObjectActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ObjectActuator(SCA_IActuator)
The object actuator ("Motion Actuator") applies force, torque, displacement, angular displacement,
velocity, or angular velocity to an object.
Servo control allows to regulate force to achieve a certain speed target.
.. attribute:: force
The force applied by the actuator.
:type: Vector((x, y, z))
.. attribute:: useLocalForce
A flag specifying if the force is local.
:type: boolean
.. attribute:: torque
The torque applied by the actuator.
:type: Vector((x, y, z))
.. attribute:: useLocalTorque
A flag specifying if the torque is local.
:type: boolean
.. attribute:: dLoc
The displacement vector applied by the actuator.
:type: Vector((x, y, z))
.. attribute:: useLocalDLoc
A flag specifying if the dLoc is local.
:type: boolean
.. attribute:: dRot
The angular displacement vector applied by the actuator
:type: Vector((x, y, z))
.. note::
Since the displacement is applied every frame, you must adjust the displacement based on the frame rate, or you game experience will depend on the player's computer speed.
.. attribute:: useLocalDRot
A flag specifying if the dRot is local.
:type: boolean
.. attribute:: linV
The linear velocity applied by the actuator.
:type: Vector((x, y, z))
.. attribute:: useLocalLinV
A flag specifying if the linear velocity is local.
:type: boolean
.. note::
This is the target speed for servo controllers.
.. attribute:: angV
The angular velocity applied by the actuator.
:type: Vector((x, y, z))
.. attribute:: useLocalAngV
A flag specifying if the angular velocity is local.
:type: boolean
.. attribute:: damping
The damping parameter of the servo controller.
:type: short
.. attribute:: forceLimitX
The min/max force limit along the X axis and activates or deactivates the limits in the servo controller.
:type: list [min(float), max(float), bool]
.. attribute:: forceLimitY
The min/max force limit along the Y axis and activates or deactivates the limits in the servo controller.
:type: list [min(float), max(float), bool]
.. attribute:: forceLimitZ
The min/max force limit along the Z axis and activates or deactivates the limits in the servo controller.
:type: list [min(float), max(float), bool]
.. attribute:: pid
The PID coefficients of the servo controller.
:type: list of floats [proportional, integral, derivate]
.. attribute:: reference
The object that is used as reference to compute the velocity for the servo controller.
:type: :class:`KX_GameObject` or None

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KX_ParentActuator(SCA_IActuator)
================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_ParentActuator(SCA_IActuator)
The parent actuator can set or remove an objects parent object.
.. attribute:: object
the object this actuator sets the parent too.
:type: :class:`KX_GameObject` or None
.. attribute:: mode
The mode of this actuator.
:type: integer from 0 to 1.
.. attribute:: compound
Whether the object shape should be added to the parent compound shape when parenting.
Effective only if the parent is already a compound shape.
:type: boolean
.. attribute:: ghost
Whether the object should be made ghost when parenting
Effective only if the shape is not added to the parent compound shape.
:type: boolean

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@@ -1,139 +0,0 @@
KX_PolyProxy(SCA_IObject)
=========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_PolyProxy(SCA_IObject)
A polygon holds the index of the vertex forming the poylgon.
Note:
The polygon attributes are read-only, you need to retrieve the vertex proxy if you want
to change the vertex settings.
.. attribute:: material_name
The name of polygon material, empty if no material.
:type: string
.. attribute:: material
The material of the polygon.
:type: :class:`KX_BlenderMaterial`
.. attribute:: texture_name
The texture name of the polygon.
:type: string
.. attribute:: material_id
The material index of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v1
vertex index of the first vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v2
vertex index of the second vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v3
vertex index of the third vertex of the polygon, use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: v4
Vertex index of the fourth vertex of the polygon, 0 if polygon has only 3 vertex
Use this to retrieve vertex proxy from mesh proxy.
:type: integer
.. attribute:: visible
visible state of the polygon: 1=visible, 0=invisible.
:type: integer
.. attribute:: collide
collide state of the polygon: 1=receives collision, 0=collision free.
:type: integer
.. method:: getMaterialName()
Returns the polygon material name with MA prefix
:return: material name
:rtype: string
.. method:: getMaterial()
:return: The polygon material
:rtype: :class:`KX_BlenderMaterial`
.. method:: getTextureName()
:return: The texture name
:rtype: string
.. method:: getMaterialIndex()
Returns the material bucket index of the polygon.
This index and the ones returned by getVertexIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`.
:return: the material index in the mesh
:rtype: integer
.. method:: getNumVertex()
Returns the number of vertex of the polygon.
:return: number of vertex, 3 or 4.
:rtype: integer
.. method:: isVisible()
Returns whether the polygon is visible or not
:return: 0=invisible, 1=visible
:rtype: boolean
.. method:: isCollider()
Returns whether the polygon is receives collision or not
:return: 0=collision free, 1=receives collision
:rtype: integer
.. method:: getVertexIndex(vertex)
Returns the mesh vertex index of a polygon vertex
This index and the one returned by getMaterialIndex() are needed to retrieve the vertex proxy from :class:`MeshProxy`.
:arg vertex: index of the vertex in the polygon: 0->3
:arg vertex: integer
:return: mesh vertex index
:rtype: integer
.. method:: getMesh()
Returns a mesh proxy
:return: mesh proxy
:rtype: :class:`MeshProxy`

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KX_RadarSensor(KX_NearSensor)
=============================
.. module:: bge.types
base class --- :class:`KX_NearSensor`
.. class:: KX_RadarSensor(KX_NearSensor)
Radar sensor is a near sensor with a conical sensor object.
.. attribute:: coneOrigin
The origin of the cone with which to test. The origin is in the middle of the cone. (read-only).
:type: list of floats [x, y, z]
.. attribute:: coneTarget
The center of the bottom face of the cone with which to test. (read-only).
:type: list of floats [x, y, z]
.. attribute:: distance
The height of the cone with which to test.
:type: float
.. attribute:: angle
The angle of the cone (in degrees) with which to test.
:type: float
.. attribute:: axis
The axis on which the radar cone is cast.
:type: integer from 0 to 5
KX_RADAR_AXIS_POS_X, KX_RADAR_AXIS_POS_Y, KX_RADAR_AXIS_POS_Z,
KX_RADAR_AXIS_NEG_X, KX_RADAR_AXIS_NEG_Y, KX_RADAR_AXIS_NEG_Z

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@@ -1,78 +0,0 @@
KX_RaySensor(SCA_ISensor)
=========================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_RaySensor(SCA_ISensor)
A ray sensor detects the first object in a given direction.
.. attribute:: propName
The property the ray is looking for.
:type: string
.. attribute:: range
The distance of the ray.
:type: float
.. attribute:: useMaterial
Whether or not to look for a material (false = property).
:type: boolean
.. attribute:: useXRay
Whether or not to use XRay.
:type: boolean
.. attribute:: hitObject
The game object that was hit by the ray. (read-only).
:type: :class:`KX_GameObject`
.. attribute:: hitPosition
The position (in worldcoordinates) where the object was hit by the ray. (read-only).
:type: list [x, y, z]
.. attribute:: hitNormal
The normal (in worldcoordinates) of the object at the location where the object was hit by the ray. (read-only).
:type: list [x, y, z]
.. attribute:: hitMaterial
The material of the object in the face hit by the ray. (read-only).
:type: string
.. attribute:: rayDirection
The direction from the ray (in worldcoordinates). (read-only).
:type: list [x, y, z]
.. attribute:: axis
The axis the ray is pointing on.
:type: integer from 0 to 5
* KX_RAY_AXIS_POS_X
* KX_RAY_AXIS_POS_Y
* KX_RAY_AXIS_POS_Z
* KX_RAY_AXIS_NEG_X
* KX_RAY_AXIS_NEG_Y
* KX_RAY_AXIS_NEG_Z

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KX_SCA_AddObjectActuator(SCA_IActuator)
=======================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_AddObjectActuator(SCA_IActuator)
Edit Object Actuator (in Add Object Mode)
.. warning::
An Add Object actuator will be ignored if at game start, the linked object doesn't exist (or is empty) or the linked object is in an active layer.
.. code-block:: none
Error: GameObject 'Name' has a AddObjectActuator 'ActuatorName' without object (in 'nonactive' layer)
.. attribute:: object
the object this actuator adds.
:type: :class:`KX_GameObject` or None
.. attribute:: objectLastCreated
the last added object from this actuator (read-only).
:type: :class:`KX_GameObject` or None
.. attribute:: time
the lifetime of added objects, in frames. Set to 0 to disable automatic deletion.
:type: integer
.. attribute:: linearVelocity
the initial linear velocity of added objects.
:type: list [vx, vy, vz]
.. attribute:: angularVelocity
the initial angular velocity of added objects.
:type: list [vx, vy, vz]
.. method:: instantAddObject()
adds the object without needing to calling SCA_PythonController.activate()
.. note:: Use objectLastCreated to get the newly created object.

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KX_SCA_DynamicActuator(SCA_IActuator)
=====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_DynamicActuator(SCA_IActuator)
Dynamic Actuator.
.. attribute:: mode
:type: integer
the type of operation of the actuator, 0-4
* KX_DYN_RESTORE_DYNAMICS(0)
* KX_DYN_DISABLE_DYNAMICS(1)
* KX_DYN_ENABLE_RIGID_BODY(2)
* KX_DYN_DISABLE_RIGID_BODY(3)
* KX_DYN_SET_MASS(4)
.. attribute:: mass
the mass value for the KX_DYN_SET_MASS operation.
:type: float

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KX_SCA_EndObjectActuator(SCA_IActuator)
=======================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_EndObjectActuator(SCA_IActuator)
Edit Object Actuator (in End Object mode)
This actuator has no python methods.

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KX_SCA_ReplaceMeshActuator(SCA_IActuator)
=========================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SCA_ReplaceMeshActuator(SCA_IActuator)
Edit Object actuator, in Replace Mesh mode.
.. warning::
Replace mesh actuators will be ignored if at game start, the named mesh doesn't exist.
This will generate a warning in the console
.. code-block:: none
Error: GameObject 'Name' ReplaceMeshActuator 'ActuatorName' without object
.. code-block:: python
# Level-of-detail
# Switch a game object's mesh based on its depth in the camera view.
# +----------+ +-----------+ +-------------------------------------+
# | Always +-----+ Python +-----+ Edit Object (Replace Mesh) LOD.Mesh |
# +----------+ +-----------+ +-------------------------------------+
from bge import logic
# List detail meshes here
# Mesh (name, near, far)
# Meshes overlap so that they don't 'pop' when on the edge of the distance.
meshes = ((".Hi", 0.0, -20.0),
(".Med", -15.0, -50.0),
(".Lo", -40.0, -100.0)
)
cont = logic.getCurrentController()
object = cont.owner
actuator = cont.actuators["LOD." + obj.name]
camera = logic.getCurrentScene().active_camera
def Depth(pos, plane):
return pos[0]*plane[0] + pos[1]*plane[1] + pos[2]*plane[2] + plane[3]
# Depth is negative and decreasing further from the camera
depth = Depth(object.position, camera.world_to_camera[2])
newmesh = None
curmesh = None
# Find the lowest detail mesh for depth
for mesh in meshes:
if depth < mesh[1] and depth > mesh[2]:
newmesh = mesh
if "ME" + object.name + mesh[0] == actuator.getMesh():
curmesh = mesh
if newmesh != None and "ME" + object.name + newmesh[0] != actuator.mesh:
# The mesh is a different mesh - switch it.
# Check the current mesh is not a better fit.
if curmesh == None or curmesh[1] < depth or curmesh[2] > depth:
actuator.mesh = object.name + newmesh[0]
cont.activate(actuator)
.. attribute:: mesh
:class:`MeshProxy` or the name of the mesh that will replace the current one.
Set to None to disable actuator.
:type: :class:`MeshProxy` or None if no mesh is set
.. attribute:: useDisplayMesh
when true the displayed mesh is replaced.
:type: boolean
.. attribute:: usePhysicsMesh
when true the physics mesh is replaced.
:type: boolean
.. method:: instantReplaceMesh()
Immediately replace mesh without delay.

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KX_Scene(PyObjectPlus)
======================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_Scene(PyObjectPlus)
An active scene that gives access to objects, cameras, lights and scene attributes.
The activity culling stuff is supposed to disable logic bricks when their owner gets too far
from the active camera. It was taken from some code lurking at the back of KX_Scene - who knows
what it does!
.. code-block:: python
from bge import logic
# get the scene
scene = logic.getCurrentScene()
# print all the objects in the scene
for object in scene.objects:
print(object.name)
# get an object named 'Cube'
object = scene.objects["Cube"]
# get the first object in the scene.
object = scene.objects[0]
.. code-block:: python
# Get the depth of an object in the camera view.
from bge import logic
object = logic.getCurrentController().owner
cam = logic.getCurrentScene().active_camera
# Depth is negative and decreasing further from the camera
depth = object.position[0]*cam.world_to_camera[2][0] + object.position[1]*cam.world_to_camera[2][1] + object.position[2]*cam.world_to_camera[2][2] + cam.world_to_camera[2][3]
@bug: All attributes are read only at the moment.
.. attribute:: name
The scene's name, (read-only).
:type: string
.. attribute:: objects
A list of objects in the scene, (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`
.. attribute:: objectsInactive
A list of objects on background layers (used for the addObject actuator), (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`
.. attribute:: lights
A list of lights in the scene, (read-only).
:type: :class:`CListValue` of :class:`KX_LightObject`
.. attribute:: cameras
A list of cameras in the scene, (read-only).
:type: :class:`CListValue` of :class:`KX_Camera`
.. attribute:: active_camera
The current active camera.
:type: :class:`KX_Camera`
.. note::
This can be set directly from python to avoid using the :class:`KX_SceneActuator`.
.. attribute:: world
The current active world, (read-only).
:type: :class:`KX_WorldInfo`
.. attribute:: suspended
True if the scene is suspended, (read-only).
:type: boolean
.. attribute:: activity_culling
True if the scene is activity culling.
:type: boolean
.. attribute:: activity_culling_radius
The distance outside which to do activity culling. Measured in manhattan distance.
:type: float
.. attribute:: dbvt_culling
True when Dynamic Bounding box Volume Tree is set (read-only).
:type: boolean
.. attribute:: pre_draw
A list of callables to be run before the render step.
:type: list
.. attribute:: post_draw
A list of callables to be run after the render step.
:type: list
.. attribute:: pre_draw_setup
A list of callables to be run before the drawing setup (i.e., before the model view and projection matrices are computed).
:type: list
.. attribute:: gravity
The scene gravity using the world x, y and z axis.
:type: Vector((gx, gy, gz))
.. method:: addObject(object, reference, time=0)
Adds an object to the scene like the Add Object Actuator would.
:arg object: The (name of the) object to add.
:type object: :class:`KX_GameObject` or string
:arg reference: The (name of the) object which position, orientation, and scale to copy (optional), if the object to add is a light and there is not reference the light's layer will be the same that the active layer in the blender scene.
:type reference: :class:`KX_GameObject` or string
:arg time: The lifetime of the added object, in frames. A time of 0 means the object will last forever (optional).
:type time: integer
:return: The newly added object.
:rtype: :class:`KX_GameObject`
.. method:: end()
Removes the scene from the game.
.. method:: restart()
Restarts the scene.
.. method:: replace(scene)
Replaces this scene with another one.
:arg scene: The name of the scene to replace this scene with.
:type scene: string
:return: True if the scene exists and was scheduled for addition, False otherwise.
:rtype: boolean
.. method:: suspend()
Suspends this scene.
.. method:: resume()
Resume this scene.
.. method:: get(key, default=None)
Return the value matching key, or the default value if its not found.
:return: The key value or a default.
.. method:: drawObstacleSimulation()
Draw debug visualization of obstacle simulation.

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@@ -1,49 +0,0 @@
KX_SceneActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SceneActuator(SCA_IActuator)
Scene Actuator logic brick.
.. warning::
Scene actuators that use a scene name will be ignored if at game start, the named scene doesn't exist or is empty
This will generate a warning in the console:
.. code-block:: none
Error: GameObject 'Name' has a SceneActuator 'ActuatorName' (SetScene) without scene
.. attribute:: scene
the name of the scene to change to/overlay/underlay/remove/suspend/resume.
:type: string
.. attribute:: camera
the camera to change to.
:type: :class:`KX_Camera` on read, string or :class:`KX_Camera` on write
.. note::
When setting the attribute, you can use either a :class:`KX_Camera` or the name of the camera.
.. attribute:: useRestart
Set flag to True to restart the sene.
:type: boolean
.. attribute:: mode
The mode of the actuator.
:type: integer from 0 to 5.

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@@ -1,115 +0,0 @@
KX_SoundActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SoundActuator(SCA_IActuator)
Sound Actuator.
The :data:`startSound`, :data:`pauseSound` and :data:`stopSound` do not require the actuator to be activated - they act instantly provided that the actuator has been activated once at least.
.. attribute:: volume
The volume (gain) of the sound.
:type: float
.. attribute:: time
The current position in the audio stream (in seconds).
:type: float
.. attribute:: pitch
The pitch of the sound.
:type: float
.. attribute:: mode
The operation mode of the actuator. Can be one of :ref:`these constants<logic-sound-actuator>`
:type: integer
.. attribute:: sound
The sound the actuator should play.
:type: Audaspace factory
.. attribute:: is3D
Whether or not the actuator should be using 3D sound. (read-only)
:type: boolean
.. attribute:: volume_maximum
The maximum gain of the sound, no matter how near it is.
:type: float
.. attribute:: volume_minimum
The minimum gain of the sound, no matter how far it is away.
:type: float
.. attribute:: distance_reference
The distance where the sound has a gain of 1.0.
:type: float
.. attribute:: distance_maximum
The maximum distance at which you can hear the sound.
:type: float
.. attribute:: attenuation
The influence factor on volume depending on distance.
:type: float
.. attribute:: cone_angle_inner
The angle of the inner cone.
:type: float
.. attribute:: cone_angle_outer
The angle of the outer cone.
:type: float
.. attribute:: cone_volume_outer
The gain outside the outer cone (the gain in the outer cone will be interpolated between this value and the normal gain in the inner cone).
:type: float
.. method:: startSound()
Starts the sound.
:return: None
.. method:: pauseSound()
Pauses the sound.
:return: None
.. method:: stopSound()
Stops the sound.
:return: None

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@@ -1,29 +0,0 @@
KX_StateActuator(SCA_IActuator)
===============================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_StateActuator(SCA_IActuator)
State actuator changes the state mask of parent object.
.. attribute:: operation
Type of bit operation to be applied on object state mask.
You can use one of :ref:`these constants <state-actuator-operation>`
:type: integer
.. attribute:: mask
Value that defines the bits that will be modified by the operation.
The bits that are 1 in the mask will be updated in the object state.
The bits that are 0 are will be left unmodified expect for the Copy operation which copies the mask to the object state.
:type: integer

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@@ -1,71 +0,0 @@
KX_SteeringActuator(SCA_IActuator)
==================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_SteeringActuator(SCA_IActuator)
Steering Actuator for navigation.
.. attribute:: behavior
The steering behavior to use.
:type: one of :ref:`these constants <logic-steering-actuator>`
.. attribute:: velocity
Velocity magnitude
:type: float
.. attribute:: acceleration
Max acceleration
:type: float
.. attribute:: turnspeed
Max turn speed
:type: float
.. attribute:: distance
Relax distance
:type: float
.. attribute:: target
Target object
:type: :class:`KX_GameObject`
.. attribute:: navmesh
Navigation mesh
:type: :class:`KX_GameObject`
.. attribute:: selfterminated
Terminate when target is reached
:type: boolean
.. attribute:: enableVisualization
Enable debug visualization
:type: boolean
.. attribute:: pathUpdatePeriod
Path update period
:type: int

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@@ -1,47 +0,0 @@
KX_TouchSensor(SCA_ISensor)
===========================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: KX_TouchSensor(SCA_ISensor)
Touch sensor detects collisions between objects.
.. attribute:: propName
The property or material to collide with.
:type: string
.. attribute:: useMaterial
Determines if the sensor is looking for a property or material. KX_True = Find material; KX_False = Find property.
:type: boolean
.. attribute:: usePulseCollision
When enabled, changes to the set of colliding objects generate a pulse.
:type: boolean
.. attribute:: hitObject
The last collided object. (read-only).
:type: :class:`KX_GameObject` or None
.. attribute:: hitObjectList
A list of colliding objects. (read-only).
:type: :class:`CListValue` of :class:`KX_GameObject`
.. attribute:: hitMaterial
The material of the object in the face hit by the ray. (read-only).
:type: string

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@@ -1,61 +0,0 @@
KX_TrackToActuator(SCA_IActuator)
=================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_TrackToActuator(SCA_IActuator)
Edit Object actuator in Track To mode.
.. warning::
Track To Actuators will be ignored if at game start, the object to track to is invalid.
This will generate a warning in the console:
.. code-block:: none
GameObject 'Name' no object in EditObjectActuator 'ActuatorName'
.. attribute:: object
the object this actuator tracks.
:type: :class:`KX_GameObject` or None
.. attribute:: time
the time in frames with which to delay the tracking motion.
:type: integer
.. attribute:: use3D
the tracking motion to use 3D.
:type: boolean
.. attribute:: upAxis
The axis that points upward.
:type: integer from 0 to 2
* KX_TRACK_UPAXIS_POS_X
* KX_TRACK_UPAXIS_POS_Y
* KX_TRACK_UPAXIS_POS_Z
.. attribute:: trackAxis
The axis that points to the target object.
:type: integer from 0 to 5
* KX_TRACK_TRAXIS_POS_X
* KX_TRACK_TRAXIS_POS_Y
* KX_TRACK_TRAXIS_POS_Z
* KX_TRACK_TRAXIS_NEG_X
* KX_TRACK_TRAXIS_NEG_Y
* KX_TRACK_TRAXIS_NEG_Z

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@@ -1,166 +0,0 @@
KX_VehicleWrapper(PyObjectPlus)
===============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_VehicleWrapper(PyObjectPlus)
KX_VehicleWrapper
TODO - description
.. method:: addWheel(wheel, attachPos, downDir, axleDir, suspensionRestLength, wheelRadius, hasSteering)
Add a wheel to the vehicle
:arg wheel: The object to use as a wheel.
:type wheel: :class:`KX_GameObject` or a :class:`KX_GameObject` name
:arg attachPos: The position to attach the wheel, relative to the chassis object center.
:type attachPos: vector of 3 floats
:arg downDir: The direction vector pointing down to where the vehicle should collide with the floor.
:type downDir: vector of 3 floats
:arg axleDir: The axis the wheel rotates around, relative to the chassis.
:type axleDir: vector of 3 floats
:arg suspensionRestLength: The length of the suspension when no forces are being applied.
:type suspensionRestLength: float
:arg wheelRadius: The radius of the wheel (half the diameter).
:type wheelRadius: float
:arg hasSteering: True if the wheel should turn with steering, typically used in front wheels.
:type hasSteering: boolean
.. method:: applyBraking(force, wheelIndex)
Apply a braking force to the specified wheel
:arg force: the brake force
:type force: float
:arg wheelIndex: index of the wheel where the force needs to be applied
:type wheelIndex: integer
.. method:: applyEngineForce(force, wheelIndex)
Apply an engine force to the specified wheel
:arg force: the engine force
:type force: float
:arg wheelIndex: index of the wheel where the force needs to be applied
:type wheelIndex: integer
.. method:: getConstraintId()
Get the constraint ID
:return: the constraint id
:rtype: integer
.. method:: getConstraintType()
Returns the constraint type.
:return: constraint type
:rtype: integer
.. method:: getNumWheels()
Returns the number of wheels.
:return: the number of wheels for this vehicle
:rtype: integer
.. method:: getWheelOrientationQuaternion(wheelIndex)
Returns the wheel orientation as a quaternion.
:arg wheelIndex: the wheel index
:type wheelIndex: integer
:return: TODO Description
:rtype: TODO - type should be quat as per method name but from the code it looks like a matrix
.. method:: getWheelPosition(wheelIndex)
Returns the position of the specified wheel
:arg wheelIndex: the wheel index
:type wheelIndex: integer
:return: position vector
:rtype: list[x, y, z]
.. method:: getWheelRotation(wheelIndex)
Returns the rotation of the specified wheel
:arg wheelIndex: the wheel index
:type wheelIndex: integer
:return: the wheel rotation
:rtype: float
.. method:: setRollInfluence(rollInfluece, wheelIndex)
Set the specified wheel's roll influence.
The higher the roll influence the more the vehicle will tend to roll over in corners.
:arg rollInfluece: the wheel roll influence
:type rollInfluece: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSteeringValue(steering, wheelIndex)
Set the specified wheel's steering
:arg steering: the wheel steering
:type steering: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSuspensionCompression(compression, wheelIndex)
Set the specified wheel's compression
:arg compression: the wheel compression
:type compression: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSuspensionDamping(damping, wheelIndex)
Set the specified wheel's damping
:arg damping: the wheel damping
:type damping: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setSuspensionStiffness(stiffness, wheelIndex)
Set the specified wheel's stiffness
:arg stiffness: the wheel stiffness
:type stiffness: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer
.. method:: setTyreFriction(friction, wheelIndex)
Set the specified wheel's tyre friction
:arg friction: the tyre friction
:type friction: float
:arg wheelIndex: the wheel index
:type wheelIndex: integer

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@@ -1,209 +0,0 @@
KX_VertexProxy(SCA_IObject)
===========================
.. module:: bge.types
base class --- :class:`SCA_IObject`
.. class:: KX_VertexProxy(SCA_IObject)
A vertex holds position, UV, color and normal information.
Note:
The physics simulation is NOT currently updated - physics will not respond
to changes in the vertex position.
.. attribute:: XYZ
The position of the vertex.
:type: Vector((x, y, z))
.. attribute:: UV
The texture coordinates of the vertex.
:type: Vector((u, v))
.. attribute:: normal
The normal of the vertex.
:type: Vector((nx, ny, nz))
.. attribute:: color
The color of the vertex.
:type: Vector((r, g, b, a))
Black = [0.0, 0.0, 0.0, 1.0], White = [1.0, 1.0, 1.0, 1.0]
.. attribute:: x
The x coordinate of the vertex.
:type: float
.. attribute:: y
The y coordinate of the vertex.
:type: float
.. attribute:: z
The z coordinate of the vertex.
:type: float
.. attribute:: u
The u texture coordinate of the vertex.
:type: float
.. attribute:: v
The v texture coordinate of the vertex.
:type: float
.. attribute:: u2
The second u texture coordinate of the vertex.
:type: float
.. attribute:: v2
The second v texture coordinate of the vertex.
:type: float
.. attribute:: r
The red component of the vertex color. 0.0 <= r <= 1.0.
:type: float
.. attribute:: g
The green component of the vertex color. 0.0 <= g <= 1.0.
:type: float
.. attribute:: b
The blue component of the vertex color. 0.0 <= b <= 1.0.
:type: float
.. attribute:: a
The alpha component of the vertex color. 0.0 <= a <= 1.0.
:type: float
.. method:: getXYZ()
Gets the position of this vertex.
:return: this vertexes position in local coordinates.
:rtype: Vector((x, y, z))
.. method:: setXYZ(pos)
Sets the position of this vertex.
:type: Vector((x, y, z))
:arg pos: the new position for this vertex in local coordinates.
.. method:: getUV()
Gets the UV (texture) coordinates of this vertex.
:return: this vertexes UV (texture) coordinates.
:rtype: Vector((u, v))
.. method:: setUV(uv)
Sets the UV (texture) coordinates of this vertex.
:type: Vector((u, v))
.. method:: getUV2()
Gets the 2nd UV (texture) coordinates of this vertex.
:return: this vertexes UV (texture) coordinates.
:rtype: Vector((u, v))
.. method:: setUV2(uv, unit)
Sets the 2nd UV (texture) coordinates of this vertex.
:type: Vector((u, v))
:arg unit: optional argument, FLAT==1, SECOND_UV==2, defaults to SECOND_UV
:arg unit: integer
.. method:: getRGBA()
Gets the color of this vertex.
The color is represented as four bytes packed into an integer value. The color is
packed as RGBA.
Since Python offers no way to get each byte without shifting, you must use the struct module to
access color in an machine independent way.
Because of this, it is suggested you use the r, g, b and a attributes or the color attribute instead.
.. code-block:: python
import struct;
col = struct.unpack('4B', struct.pack('I', v.getRGBA()))
# col = (r, g, b, a)
# black = ( 0, 0, 0, 255)
# white = (255, 255, 255, 255)
:return: packed color. 4 byte integer with one byte per color channel in RGBA format.
:rtype: integer
.. method:: setRGBA(col)
Sets the color of this vertex.
See getRGBA() for the format of col, and its relevant problems. Use the r, g, b and a attributes
or the color attribute instead.
setRGBA() also accepts a four component list as argument col. The list represents the color as [r, g, b, a]
with black = [0.0, 0.0, 0.0, 1.0] and white = [1.0, 1.0, 1.0, 1.0]
.. code-block:: python
v.setRGBA(0xff0000ff) # Red
v.setRGBA(0xff00ff00) # Green on little endian, transparent purple on big endian
v.setRGBA([1.0, 0.0, 0.0, 1.0]) # Red
v.setRGBA([0.0, 1.0, 0.0, 1.0]) # Green on all platforms.
:arg col: the new color of this vertex in packed RGBA format.
:type col: integer or list [r, g, b, a]
.. method:: getNormal()
Gets the normal vector of this vertex.
:return: normalized normal vector.
:rtype: Vector((nx, ny, nz))
.. method:: setNormal(normal)
Sets the normal vector of this vertex.
:type: sequence of floats [r, g, b]
:arg normal: the new normal of this vertex.

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@@ -1,29 +0,0 @@
KX_VisibilityActuator(SCA_IActuator)
====================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: KX_VisibilityActuator(SCA_IActuator)
Visibility Actuator.
.. attribute:: visibility
whether the actuator makes its parent object visible or invisible.
:type: boolean
.. attribute:: useOcclusion
whether the actuator makes its parent object an occluder or not.
:type: boolean
.. attribute:: useRecursion
whether the visibility/occlusion should be propagated to all children of the object.
:type: boolean

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@@ -1,79 +0,0 @@
KX_WorldInfo(PyObjectPlus)
=============================
.. module:: bge.types
base class --- :class:`PyObjectPlus`
.. class:: KX_WorldInfo(PyObjectPlus)
A world object.
.. code-block:: python
# Set the mist color to red.
import bge
sce = bge.logic.getCurrentScene()
sce.world.mistColor = [1.0, 0.0, 0.0]
.. data:: KX_MIST_QUADRATIC
Type of quadratic attenuation used to fade mist.
.. data:: KX_MIST_LINEAR
Type of linear attenuation used to fade mist.
.. data:: KX_MIST_INV_QUADRATIC
Type of inverse quadratic attenuation used to fade mist.
.. attribute:: mistEnable
Return the state of the mist.
:type: bool
.. attribute:: mistStart
The mist start point.
:type: float
.. attribute:: mistDistance
The mist distance fom the start point to reach 100% mist.
:type: float
.. attribute:: mistIntensity
The mist intensity.
:type: float
.. attribute:: mistType
The type of mist - must be KX_MIST_QUADRATIC, KX_MIST_LINEAR or KX_MIST_INV_QUADRATIC
.. attribute:: mistColor
The color of the mist. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
Mist and background color sould always set to the same color.
:type: :class:`mathutils.Color`
.. attribute:: backgroundColor
The color of the background. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
Mist and background color sould always set to the same color.
:type: :class:`mathutils.Color`
.. attribute:: ambientColor
The color of the ambient light. Black = [0.0, 0.0, 0.0], White = [1.0, 1.0, 1.0].
:type: :class:`mathutils.Color`

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@@ -1,21 +0,0 @@
PyObjectPlus
============
.. module:: bge.types
.. class:: PyObjectPlus
PyObjectPlus base class of most other types in the Game Engine.
.. attribute:: invalid
Test if the object has been freed by the game engine and is no longer valid.
Normally this is not a problem but when storing game engine data in the GameLogic module,
KX_Scenes or other KX_GameObjects its possible to hold a reference to invalid data.
Calling an attribute or method on an invalid object will raise a SystemError.
The invalid attribute allows testing for this case without exception handling.
:type: boolean

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@@ -1,49 +0,0 @@
SCA_2DFilterActuator(SCA_IActuator)
===================================
.. module:: bge.types
base class --- :class:`SCA_IActuator`
.. class:: SCA_2DFilterActuator(SCA_IActuator)
Create, enable and disable 2D filters.
The following properties don't have an immediate effect.
You must active the actuator to get the result.
The actuator is not persistent: it automatically stops itself after setting up the filter
but the filter remains active. To stop a filter you must activate the actuator with 'type'
set to :data:`~bge.logic.RAS_2DFILTER_DISABLED` or :data:`~bge.logic.RAS_2DFILTER_NOFILTER`.
.. attribute:: shaderText
shader source code for custom shader.
:type: string
.. attribute:: disableMotionBlur
action on motion blur: 0=enable, 1=disable.
:type: integer
.. attribute:: mode
Type of 2D filter, use one of :ref:`these constants <Two-D-FilterActuator-mode>`.
:type: integer
.. attribute:: passNumber
order number of filter in the stack of 2D filters. Filters are executed in increasing order of passNb.
Only be one filter can be defined per passNb.
:type: integer (0-100)
.. attribute:: value
argument for motion blur filter.
:type: float (0.0-100.0)

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@@ -1,13 +0,0 @@
SCA_ANDController(SCA_IController)
==================================
.. module:: bge.types
base class --- :class:`SCA_IController`
.. class:: SCA_ANDController(SCA_IController)
An AND controller activates only when all linked sensors are activated.
There are no special python methods for this controller.

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@@ -1,19 +0,0 @@
SCA_ActuatorSensor(SCA_ISensor)
===============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_ActuatorSensor(SCA_ISensor)
Actuator sensor detect change in actuator state of the parent object.
It generates a positive pulse if the corresponding actuator is activated
and a negative pulse if the actuator is deactivated.
.. attribute:: actuator
the name of the actuator that the sensor is monitoring.
:type: string

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@@ -1,11 +0,0 @@
SCA_AlwaysSensor(SCA_ISensor)
=============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_AlwaysSensor(SCA_ISensor)
This sensor is always activated.

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@@ -1,39 +0,0 @@
SCA_DelaySensor(SCA_ISensor)
============================
.. module:: bge.types
base class --- :class:`SCA_ISensor`
.. class:: SCA_DelaySensor(SCA_ISensor)
The Delay sensor generates positive and negative triggers at precise time,
expressed in number of frames. The delay parameter defines the length of the initial OFF period. A positive trigger is generated at the end of this period.
The duration parameter defines the length of the ON period following the OFF period.
There is a negative trigger at the end of the ON period. If duration is 0, the sensor stays ON and there is no negative trigger.
The sensor runs the OFF-ON cycle once unless the repeat option is set: the OFF-ON cycle repeats indefinately (or the OFF cycle if duration is 0).
Use :class:`SCA_ISensor.reset` at any time to restart sensor.
.. attribute:: delay
length of the initial OFF period as number of frame, 0 for immediate trigger.
:type: integer.
.. attribute:: duration
length of the ON period in number of frame after the initial OFF period.
If duration is greater than 0, a negative trigger is sent at the end of the ON pulse.
:type: integer
.. attribute:: repeat
1 if the OFF-ON cycle should be repeated indefinately, 0 if it should run once.
:type: integer

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@@ -1,11 +0,0 @@
SCA_IActuator(SCA_ILogicBrick)
==============================
.. module:: bge.types
base class --- :class:`SCA_ILogicBrick`
.. class:: SCA_IActuator(SCA_ILogicBrick)
Base class for all actuator logic bricks.

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