Object: Move transform matrices to runtime struct #118210

Merged
Hans Goudey merged 3 commits from HooglyBoogly/blender:object-matrix-runtime into main 2024-02-14 16:15:00 +01:00
Member

The object_to_world and world_to_object matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to ObjectRuntime and moves the matrices to
use the C++ float4x4 type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on Object directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse world_to_object matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in ObjectRuntime at all,
and just calculate it on demand. Or at least we should remove the
redundant caluclations. That should be done separately though.


Also, we should probably change constinv in the
same way. But I'd prefer to consider those separately too.

The `object_to_world` and `world_to_object` matrices are set during depsgraph evaluation, calculated from the object's animated location, rotation, scale, parenting, and constraints. It's confusing and unnecessary to store them with the original data in DNA. This commit moves them to `ObjectRuntime` and moves the matrices to use the C++ `float4x4` type, giving the potential for simplified code using the C++ abstractions. The matrices are accessible with functions on `Object` directly since they are used so commonly. Though for write access, directly using the runtime struct is necessary. The inverse `world_to_object` matrix is often calculated before it's used, even though it's calculated as part of depsgraph evaluation. Long term we might not want to store this in `ObjectRuntime` at all, and just calculate it on demand. Or at least we should remove the redundant caluclations. That should be done separately though. --- Also, we should probably change `constinv` in the same way. But I'd prefer to consider those separately too.
Hans Goudey added 1 commit 2024-02-13 16:59:50 +01:00
Object: Move transform matrices to runtime struct
Some checks reported errors
buildbot/vexp-code-patch-lint Build done.
buildbot/vexp-code-patch-darwin-x86_64 Build done.
buildbot/vexp-code-patch-darwin-arm64 Build done.
buildbot/vexp-code-patch-linux-x86_64 Build done.
buildbot/vexp-code-patch-windows-amd64 Build done.
buildbot/vexp-code-patch-coordinator Build done.
ff6a72ca12
The `object_to_world` and `world_to_object` matrices are set during
depsgraph evaluation, calculated from the object's animated location,
rotation, scale, parenting, and constraints. It's confusing and
unnecessary to store them with the original data in DNA.

This commit moves them to `ObjectRuntime` and moves the matrices to
use the C++ `float4x4` type, giving the potential for simplified code
using the C++ abstractions. The matrices are accessible with functions
on `Object` directly since they are used so commonly. Though for write
access, directly using the runtime struct is necessary.

The inverse `world_to_object` matrix is often calculated before it's
used, even though it's calculated as part of depsgraph evaluation.
Long term we might not want to store this in `ObjectRuntime` at all,
and just calculate it on demand. Or at least we should remove the
redundant caluclations. That should be done separately though.
Hans Goudey requested review from Brecht Van Lommel 2024-02-13 17:01:06 +01:00
Hans Goudey requested review from Sergey Sharybin 2024-02-13 17:01:06 +01:00
Hans Goudey requested review from Jacques Lucke 2024-02-13 17:01:07 +01:00
Hans Goudey added this to the Core project 2024-02-13 17:01:13 +01:00

@blender-bot build

@blender-bot build
Hans Goudey added 1 commit 2024-02-13 17:23:20 +01:00
Cleanup: Make format
All checks were successful
buildbot/vexp-code-patch-lint Build done.
buildbot/vexp-code-patch-linux-x86_64 Build done.
buildbot/vexp-code-patch-darwin-x86_64 Build done.
buildbot/vexp-code-patch-windows-amd64 Build done.
buildbot/vexp-code-patch-darwin-arm64 Build done.
buildbot/vexp-code-patch-coordinator Build done.
43f04b1b34
Bastien Montagne approved these changes 2024-02-13 17:23:20 +01:00
Bastien Montagne left a comment
Owner

LGTM, indeed I cannot see any reason not to move these matrices into runtime data.

LGTM, indeed I cannot see any reason not to move these matrices into runtime data.

@blender-bot build

@blender-bot build

The parentinv is not a runtime matrix, it is parent's world_to_object matrix at the moment the object was parented.

The `parentinv` is not a runtime matrix, it is parent's `world_to_object` matrix at the moment the object was parented.
Sergey Sharybin approved these changes 2024-02-14 15:51:35 +01:00
Hans Goudey added 1 commit 2024-02-14 15:55:24 +01:00
Brecht Van Lommel approved these changes 2024-02-14 16:12:38 +01:00
Hans Goudey merged commit 1c0f374ec3 into main 2024-02-14 16:15:00 +01:00
Hans Goudey deleted branch object-matrix-runtime 2024-02-14 16:15:02 +01:00
Sign in to join this conversation.
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset System
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Asset Browser Project
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
4 Participants
Notifications
Due Date
The due date is invalid or out of range. Please use the format 'yyyy-mm-dd'.

No due date set.

Dependencies

No dependencies set.

Reference: blender/blender#118210
No description provided.