Now that all relevant code is C++, the indirection from the C struct
`GPUVertBuf` to the C++ `blender::gpu::VertBuf` class just adds
complexity and necessitates a wrapper API, making more cleanups like
use of RAII or other C++ types more difficult.
This commit replaces the C wrapper structs with direct use of the
vertex and index buffer base classes. In C++ we can choose which parts
of a class are private, so we don't risk exposing too many
implementation details here.
Pull Request: https://projects.blender.org/blender/blender/pulls/119825
The issue described was that the motion path didn't display the last frame
of a scene.
This PR makes the user facing motion path range inclusive on both ends.
E.g. when the user specifies a motion path from 1-24 the will now get all 24
frames, whereas previously the motion path would end at frame 23.
This also makes the `Scene Frame Range` option work properly since that
had the same issue. Now it displays the actual full scene range.
Internally, the `bMotionPath` is still exclusive on the upper bound.
It is just the `bAnimVizSettings` range that has been modified.
Pull Request: https://projects.blender.org/blender/blender/pulls/118611
Animators (especially for film and TV) often need
to track the movement of things in screenspace.
At the end of the day, the pixel motion is what counts.
But motion paths were always in world space,
which made it hard to use when the camera
is also animated (during action scenes e.g.)
This PR introduces the feature of projecting a motion path into the screen space of the active scene camera.
Limitations
This makes the motion path only useful when looking through the active scene camera.
Switching the scene camera using markers is not yet supported.
Technical Implementation
This is achieved by baking the motion path points into the
camera space on creation. For every point calculated,
the camera is evaluated through the depsgraph and
the resulting world matrix is used.
Then I pass in the current frame's world matrix of the
camera into the shader to make sure the points follow it.
As can be seen in the video, it looks quite odd when
viewed at another angle but this is expected.
I mentioned that in the tooltip, so it shouldn't be an issue
Pull Request: https://projects.blender.org/blender/blender/pulls/117593
`UUID` generally stands for "universally unique identifier". The session identifier that
we use is neither universally unique, nor does it follow the standard. Therefor, the term
"session uuid" is confusing and should be replaced.
In #116888 we briefly talked about a better name and ended up with "session uid".
The reason for "uid" instead of "id" is that the latter is a very overloaded term in Blender
already.
This patch changes all uses of "uuid" to "uid" where it's used in the context of a
"session uid". It's not always trivial to see whether a specific mention of "uuid" refers
to an actual uuid or something else. Therefore, I might have missed some renames.
I can't think of an automated way to differentiate the case.
BMesh also uses the term "uuid" sometimes in a the wrong context (e.g. `UUIDFaceStepItem`)
but there it also does not mean "session uid", so it's *not* changed by this patch.
Pull Request: https://projects.blender.org/blender/blender/pulls/117350
As discussed in #105407, it can be useful to support returning
a fallback value specified by the user instead of failing the driver
if a driver variable cannot resolve its RNA path. This especially
applies to context variables referencing custom properties, since
when the object with the driver is linked into another scene, the
custom property can easily not exist there.
This patch adds an optional fallback value setting to properties
based on RNA path (including ordinary Single Property variables
due to shared code and similarity). When enabled, RNA path lookup
failures (including invalid array index) cause the fallback value
to be used instead of marking the driver invalid.
A flag is added to track when this happens for UI use. It is
also exposed to python for lint type scripts.
When the fallback value is used, the input field containing
the property RNA path that failed to resolve is highlighted in red
(identically to the case without a fallback), and the driver
can be included in the With Errors filter of the Drivers editor.
However, the channel name is not underlined in red, because
the driver as a whole evaluates successfully.
Pull Request: https://projects.blender.org/blender/blender/pulls/110135
Currently vertices are mapped to B-Bone segments without taking the
rest pose curve into account. This is very simple and fast, but causes
poor deformations in some cases where the rest curvature is significant,
e.g. mouth corners in the new Rigify face rig.
This patch implements a new mapping mode that addresses this problem.
The general idea is to do an orthogonal projection on the curve. However,
since there is no analytical solution for bezier curves, it uses the
segment approximation:
* First, boundaries between segments are used for a binary space
partitioning search to narrow down the mapping to one segment.
* Then, a position on the segment is chosen via linear
interpolation between the BSP planes.
* Finally, to remove the sharp discontinuity at the evolute surface
a smoothing pass is applied to the chosen position by blending to
reduce the slope around the planes previously used in the BSP search.
In order to make per-vertex processing faster, a new array with the
necessary vectors converted to the pose space, as well as some
precomputed coefficients, is built.
The new mode is implemented as a per-bone option in order to ensure
backward compatibility, and also because the new mode may not be
optimal for all cases due to the difference in performance, and
complications like the smoothed but still present mapping
discontinuities around the evolute surface.
Wiki: https://wiki.blender.org/wiki/Source/Animation/B-Bone_Vertex_Mapping
Pull Request: https://projects.blender.org/blender/blender/pulls/110758
Pull Request: https://projects.blender.org/blender/blender/pulls/110758
Enable visual keying of bones that are influenced by an IK constraint.
This wasn't possible before, as the visual keying system only checked
constraints on the bone itself, and not whether the bone was part of an
IK chain.
This commit introduces a new `bPoseChannel::constflag` value
`PCHAN_INFLUENCED_BY_IK` that is set whenever the pose bone is part of
an IK chain.
The `pchan->constflag` field is computed during depsgraph evaluation. If
the depsgraph is active, it is now also written back to the original
pchan, so that it can be used in the "should visual keying be used"
function.
Fixes: #76791 "Different results when keyframing visual transforms and
applying transforms manually on IK constraint". Note that visually
keying does *not* copy the visual pose to the current pose. Furthermore,
when visually keying only part of the IK chain, the result of
re-evaluating the IK constraint (for example by moving the scene forward
and then backward by one frame) may still produce a different result, as
the IK chain now has a different start orientation.
Note that commit explicitly does not cover Spline IK constraints. They
can introduce heavy shear, especially with the default settings, which
cannot be represented by keys on loc/rot/scale.
For historical reference: 876cfc837e
introduces the 'use visual keying' preference option, where Blender
automatically chooses whether or not to use visual keying. This is why
there is a function at all that determines whether to use visual keying
or not.
Rename the `bPoseChannel::flag` `PCHAN_HAS_TARGET` to `PCHAN_HAS_NO_TARGET`
as that is actually the meaning of the flag (in the majority of the code).
Since the flag was so confusingly named, there were some mixups in the
armature overlay drawing code as well, which have been fixed now too.
Part of #91973
Moving the snapping code for the
* Graph Editor
* Action Editor
* and NLA editor
into the common system that lives on the scene.
This includes the Magnet icon for turning
snapping on and off.
The old settings translate to the new in the following way:
* `Frame Step` -> `Frame`
* `Second Step` -> `Second`
* `Nearest Frame` -> `Frame` + `Absolute Time Snap`
* `Nearest Second` -> `Second` + `Absolute Time Snap`
* `Nearest Marker` -> `Nearest Marker`
Since this moves the location of the snapping settings
from the editor to the scene, it changes the behavior.
Previously each editor could have different snapping
settings, where now they are all synced.
Pull Request: https://projects.blender.org/blender/blender/pulls/109015
`extern "C"` did not actually have an effect here since it only impacts
name mangling of functions, not structs (or other class types). Now this
can get in the way when we add C++ blocks with functions , e.g.
templates are not allowed in code with C-linkage.
Most of these were added in ad4b7741db, even though it was known that
this doesn't have any impact. Reason was because developers thought they
would have to add that to all direct and indirect includes to be able to
use a header in C++ (a common misconception). Now with most files
compiled in C++, it's obvious that this isn't the case.
Pull Request: https://projects.blender.org/blender/blender/pulls/111926
Move control over the color of bones from bone groups to the bones
themselves. Instead of using bone groups (which are defined on the pose,
and thus owned by the object), the color is stored on:
- the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`)
- a possible override on the pose bone (`struct bPoseChannel`, or RNA
`ob.pose.bones['bone_name'].color`).
When the pose bone is set to its default color, the color is determined
by the armature bone. In armature edit mode, the armature bone colors
are always used, as then the pose data is unavailable.
Versioning code converts bone group colors to bone colors. If the
Armature has a single user, the group color is stored on the bones
directly. If it has multiple users, the group colors will be stored on
the pose bones instead.
The bone group color is not removed from DNA for forward compatibility,
that is, to avoid immediate dataloss when saving a 3.6 file with 4.0.
This is part of the replacement of bone groups & armature layers with
bone collections. See the design task at #108941.
Pull request: https://projects.blender.org/blender/blender/pulls/109976
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
Also see #103343.
Couldn't move two files yet:
* `softbody.c`: The corresponding regression test fails. It seems like the
conversion to C++ changes floating point accuracy, but it's not clear where that happens exactly.
* `writeffmpeg.c`: Is a bit more complex to convert because of the static array in `av_err2str`.
Pull Request: https://projects.blender.org/blender/blender/pulls/110182
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Add a new flag that determines whether root bones (i.e. bones without a
parent) should be translated to the armature object's origin. This can
be found in the Armature's IK properties panel.
By default this flag is disabled, so new rigs will not see this 'locking
to the origin' behaviour. Versioning code ensures that the flag is
enabled on older files, to preserve the behaviour of existing rigs.
This also bumps the Blender subversion and at the same time fixes an
incorrect bump in ee08b2ddff (where the
'minimum compatible version' was updated instead of the current Blender
version).
Pull request: https://projects.blender.org/blender/blender/pulls/107869
Update the RNA and DNA documentation for two bone matrices:
- `PoseBone.matrix_channel` (`bPoseChannel::chan_mat` in DNA) contains
the evaluated loc/rot/scale channels, including constraints and drivers.
- `PoseBone.matrix` (`bPoseChannel::pose_mat` in DNA) contains the same
transform, but then expressed in the armature object space.
No functional changes, just clarifications in comments / tooltips.
Expand the motion path frame range options with an extra option "Manual
Range". When chosen, Blender will not automatically update the path
range any more.
Additionally, the start/end frame fields are greyed out in the UI when
one of the automatic range options is selected (i.e. all but the new
"Manual Range" one). It is still possible to set the start/end frame
temporarily, but the original behaviour (of recomputing those on update)
remains.
Manifest Task: T101522
Motion paths can now be initialised to more sensible frame ranges,
rather than simply 1-250:
- Scene Frame Range
- Selected Keyframes
- All Keyframes
Reviewed By: sybren, looch, dfelinto, pablico
Maniphest Tasks: T93047
Differential Revision: https://developer.blender.org/D13687
This reverts commit 1558b270e9.
An earlier commit (rB101fadcf6b93c) introduced some new functionality,
which was overlooked in reviewing this commit & got broken.
Will re-commit after the issue has been fixed.
Ref: D13687
Motion paths can now be initialised to more sensible frame ranges,
rather than simply 1-250:
- Scene Frame Range
- Selected Keyframes
- All Keyframes
The Motion Paths operators are now also added to the Object context menu
and the Dopesheet context menu.
The scene range operator was removed, because the operators now
automatically find the range when baking the motion paths.
The clear operator now appears separated in "Selected Only" and "All",
because it was not clear for the user what the button was doing.
Reviewed By: sybren, looch
Maniphest Tasks: T93047
Differential Revision: https://developer.blender.org/D13687
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Part of T91671.
Not much else to say, this is mainly a massive deletion of code.
Note that a few cleanups possible after this proxy removal were kept out
of this commit to try to reduce a bit its size.
Reviewed By: sergey, brecht
Maniphest Tasks: T91671
Differential Revision: https://developer.blender.org/D13995
When a manual frame range is set, allow marking an action as having
Cyclic Animation. This does not affect how the action is evaluated,
but the Cycle-Aware Keying option will automatically make any newly
added F-Curves cyclic. This allows using the option from the start
to build the cycle, rather than only for tweaking an existing loop.
The curves are made cyclic when they have only one key, either
after inserting the first key, or before adding the second one.
The latter case avoids the need to manually make the first added
curve cyclic after marking a newly added action cyclic.
Differential Revision: https://developer.blender.org/D11803
Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action. However, currently it
can only be deduced by scanning the keyframes of the curves within
it. This is not ideal if e.g. curves are staggered for overlap.
As suggested by Nathan Vegdahl in comments to T54724, this patch adds
Action properties that allow manually specifying its active frame range.
The settings are exposed via a panel in the Dopesheet and Action Editor.
When enabled, the range is highlighted in the background using a striped
fill to distinguish it from the solid filled regular playback range.
When set, the frame range is used when adding or updating NLA tracks,
and by add-ons using `Action.frame_range`, e.g. FBX exporter.
Differential Revision: https://developer.blender.org/D11803
In addition to the base bone transformation itself, B-Bones have
controls that affect transformation of its segments. For rotation
the features are quite complete, allowing to both reorient the
Bezier handles via properties, and to control them using custom
handle bones. However for scaling there are two deficiencies.
First, there are only X and Y scale factors (actually X and Z),
while lengthwise all segments have the same scaling. The ease
option merely affects the shape of the curve, and does not cause
actual scaling.
Second, scaling can only be controlled via properties, thus
requiring up to 6 drivers per joint between B-Bones to transfer
scaling factors from the handle bone. This is very inefficient.
Finally, the Z channels are confusingly called Y.
This commit adds a B-Bone Y Scale channel and extra B-Bone flag
fields to DNA with appropriate versioning (including for F-Curves
and drivers) in preparation to addressing these limitations.
Functionality is not changed, so the new fields are not used
until the following commits.
Differential Revision: https://developer.blender.org/D9870
Add translation/rotation/scale parameters for custom bones shapes. The
new scale is a 3D vector `custom_shape_scale_xyz`, and replaces the
`custom_shape_scale` float.
Reviewed By: #animation_rigging, sybren, zeddb
Differential Revision: https://developer.blender.org/D10974
- Remove use of evaluated poses, instead calculate transformations
into an array which is applied afterwards.
- Only update ID's for poses that have been changed.
Make it possible to attach a preview image to an Action.
In the #asset_browser_pose_libraries project, poses will be stored as
individual Action datablocks. Having a thumbnail for each pose is of
course essential.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D10306
Move the "Show Group Colors" toggle from a per-editor option to a single
user preference in the Animation preferences. The Grease Pencil
animation channel side panel allows picking a channel color; this now
shows a message when channel colors are disabled.
The old "Show Group Colors" toggle had to be set per editor, and was on
by default. This meant that disabling group colors would require an
action for every file, for every editor. It is very hard to select a
color that works both as bone color in the 3D Viewport (needs to be
bright there) as well as the channel list (needs to be dark there), most
animators turn channel list colors off.
Differential Revision: https://developer.blender.org/D9391
A lot of animator request an option to invert the filter of the dopesheet channels. This patch adds that invert filter option. This is not for Grease Pencil only, affect to all modes.
{F8983328}
Note: I have seen the new button has a rounded borders on the left. It would be better get rectangle shape, but not sure how to do it.
Reviewed By: campbellbarton, pepeland
Maniphest Tasks: T81676
Differential Revision: https://developer.blender.org/D9182
c68a2a
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466