[Bf-blender-cvs] [559bd757] blender2.8: Merge branch 'master' into blender2.8
Bastien Montagne
noreply at git.blender.org
Sat Nov 19 16:29:03 CET 2016
Commit: 559bd7576602e04b1895481561b054e67982351c
Author: Bastien Montagne
Date: Sat Nov 19 16:28:39 2016 +0100
Branches: blender2.8
https://developer.blender.org/rB559bd7576602e04b1895481561b054e67982351c
Merge branch 'master' into blender2.8
Conflicts:
source/blender/blenloader/intern/versioning_270.c
source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/editors/space_view3d/drawobject.c
===================================================================
===================================================================
diff --cc source/blender/blenloader/intern/versioning_270.c
index 577c278,25d78b7..3fa3f03
--- a/source/blender/blenloader/intern/versioning_270.c
+++ b/source/blender/blenloader/intern/versioning_270.c
@@@ -1367,26 -1467,10 +1367,33 @@@ void blo_do_versions_270(FileData *fd,
}
}
+ if (!MAIN_VERSION_ATLEAST(main, 278, 4)) {
+ const float sqrt_3 = (float)M_SQRT3;
+ for (Brush *br = main->brush.first; br; br = br->id.next) {
+ br->fill_threshold /= sqrt_3;
+ }
+ }
++
+ {
+ if (!DNA_struct_elem_find(fd->filesdna, "View3DDebug", "char", "background")) {
+ bScreen *screen;
+
+ for (screen = main->screen.first; screen; screen = screen->id.next) {
+ ScrArea *sa;
+ for (sa = screen->areabase.first; sa; sa = sa->next) {
+ SpaceLink *sl;
+
+ for (sl = sa->spacedata.first; sl; sl = sl->next) {
+ switch (sl->spacetype) {
+ case SPACE_VIEW3D:
+ {
+ View3D *v3d = (View3D *)sl;
+ v3d->debug.background = V3D_DEBUG_BACKGROUND_NONE;
+ }
+ }
+ }
+ }
+ }
+ }
+ }
}
diff --cc source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
index 1abce2e,4de82dd..3cf510e
--- a/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_nodes.cc
@@@ -55,9 -55,12 +55,11 @@@ extern "C"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
+ #include "DNA_mask_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
+ #include "DNA_movieclip_types.h"
#include "DNA_node_types.h"
-#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
@@@ -782,207 -692,50 +685,6 @@@ void DepsgraphNodeBuilder::build_rigidb
}
}
- /* IK Solver Eval Steps */
- void DepsgraphNodeBuilder::build_ik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
- {
- bKinematicConstraint *data = (bKinematicConstraint *)con->data;
-
- /* Find the chain's root. */
- bPoseChannel *rootchan = BKE_armature_ik_solver_find_root(pchan, data);
-
- if (has_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
- DEG_OPCODE_POSE_IK_SOLVER))
- {
- return;
- }
-
- /* Operation node for evaluating/running IK Solver. */
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
- DEPSOP_TYPE_SIM, function_bind(BKE_pose_iktree_evaluate, _1, scene, ob, rootchan),
- DEG_OPCODE_POSE_IK_SOLVER);
- }
-
- /* Spline IK Eval Steps */
- void DepsgraphNodeBuilder::build_splineik_pose(Scene *scene, Object *ob, bPoseChannel *pchan, bConstraint *con)
- {
- bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
-
- /* Find the chain's root. */
- bPoseChannel *rootchan = BKE_armature_splineik_solver_find_root(pchan, data);
-
- /* Operation node for evaluating/running Spline IK Solver.
- * Store the "root bone" of this chain in the solver, so it knows where to start.
- */
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE, rootchan->name,
- DEPSOP_TYPE_SIM, function_bind(BKE_pose_splineik_evaluate, _1, scene, ob, rootchan),
- DEG_OPCODE_POSE_SPLINE_IK_SOLVER);
- }
-
- /* Pose/Armature Bones Graph */
- void DepsgraphNodeBuilder::build_rig(Scene *scene, Object *ob)
-void DepsgraphNodeBuilder::build_particles(Scene *scene, Object *ob)
--{
- bArmature *arm = (bArmature *)ob->data;
-
- /* animation and/or drivers linking posebones to base-armature used to define them
- * NOTE: AnimData here is really used to control animated deform properties,
- * which ideally should be able to be unique across different instances.
- * Eventually, we need some type of proxy/isolation mechanism in-between here
- * to ensure that we can use same rig multiple times in same scene...
- */
- build_animdata(&arm->id);
-
- /* Rebuild pose if not up to date. */
- if (ob->pose == NULL || (ob->pose->flag & POSE_RECALC)) {
- BKE_pose_rebuild_ex(ob, arm, false);
- /* XXX: Without this animation gets lost in certain circumstances
- * after loading file. Need to investigate further since it does
- * not happen with simple scenes..
- */
- if (ob->adt) {
- ob->adt->recalc |= ADT_RECALC_ANIM;
- }
- }
-
- /* speed optimization for animation lookups */
- if (ob->pose) {
- BKE_pose_channels_hash_make(ob->pose);
- if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
- BKE_pose_update_constraint_flags(ob->pose);
- }
- }
-
- /* Make sure pose is up-to-date with armature updates. */
- add_operation_node(&arm->id,
- DEPSNODE_TYPE_PARAMETERS,
- DEPSOP_TYPE_EXEC,
- NULL,
- DEG_OPCODE_PLACEHOLDER,
- "Armature Eval");
-
-- /**
- * Pose Rig Graph
- * ==============
- *
- * Pose Component:
- * - Mainly used for referencing Bone components.
- * - This is where the evaluation operations for init/exec/cleanup
- * (ik) solvers live, and are later hooked up (so that they can be
- * interleaved during runtime) with bone-operations they depend on/affect.
- * - init_pose_eval() and cleanup_pose_eval() are absolute first and last
- * steps of pose eval process. ALL bone operations must be performed
- * between these two...
- * Particle Systems Nodes
- * ======================
-- *
- * Bone Component:
- * - Used for representing each bone within the rig
- * - Acts to encapsulate the evaluation operations (base matrix + parenting,
- * and constraint stack) so that they can be easily found.
- * - Everything else which depends on bone-results hook up to the component only
- * so that we can redirect those to point at either the the post-IK/
- * post-constraint/post-matrix steps, as needed.
- * There are two types of nodes associated with representing
- * particle systems:
- * 1) Component (EVAL_PARTICLES) - This is the particle-system
- * evaluation context for an object. It acts as the container
- * for all the nodes associated with a particular set of particle
- * systems.
- * 2) Particle System Eval Operation - This operation node acts as a
- * blackbox evaluation step for one particle system referenced by
- * the particle systems stack. All dependencies link to this operation.
-- */
-
- /* pose eval context */
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_INIT, function_bind(BKE_pose_eval_init, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_INIT);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_POST, function_bind(BKE_pose_eval_flush, _1, scene, ob, ob->pose), DEG_OPCODE_POSE_DONE);
-
- /* bones */
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
- /* node for bone eval */
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_INIT, NULL, // XXX: BKE_pose_eval_bone_local
- DEG_OPCODE_BONE_LOCAL);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_EXEC, function_bind(BKE_pose_eval_bone, _1, scene, ob, pchan), // XXX: BKE_pose_eval_bone_pose
- DEG_OPCODE_BONE_POSE_PARENT);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_OUT, NULL, /* NOTE: dedicated noop for easier relationship construction */
- DEG_OPCODE_BONE_READY);
-
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_POST, function_bind(BKE_pose_bone_done, _1, pchan),
- DEG_OPCODE_BONE_DONE);
-
- /* constraints */
- if (pchan->constraints.first != NULL) {
- build_pose_constraints(ob, pchan);
- }
-
- /**
- * IK Solvers...
- *
- * - These require separate processing steps are pose-level
- * to be executed between chains of bones (i.e. once the
- * base transforms of a bunch of bones is done)
- *
- * Unsolved Issues:
- * - Care is needed to ensure that multi-headed trees work out the same as in ik-tree building
- * - Animated chain-lengths are a problem...
- */
- for (bConstraint *con = (bConstraint *)pchan->constraints.first; con; con = con->next) {
- switch (con->type) {
- case CONSTRAINT_TYPE_KINEMATIC:
- build_ik_pose(scene, ob, pchan, con);
- break;
-
- case CONSTRAINT_TYPE_SPLINEIK:
- build_splineik_pose(scene, ob, pchan, con);
- break;
-
- default:
- break;
- }
- }
- }
- }
-
- void DepsgraphNodeBuilder::build_proxy_rig(Object *ob)
- {
- ID *obdata = (ID *)ob->data;
- build_animdata(obdata);
-
- BLI_assert(ob->pose != NULL);
-
- /* speed optimization for animation lookups */
- BKE_pose_channels_hash_make(ob->pose);
- if (ob->pose->flag & POSE_CONSTRAINTS_NEED_UPDATE_FLAGS) {
- BKE_pose_update_constraint_flags(ob->pose);
- }
--
- add_operation_node(&ob->id,
- DEPSNODE_TYPE_EVAL_POSE,
- DEPSOP_TYPE_INIT,
- function_bind(BKE_pose_eval_proxy_copy, _1, ob),
- DEG_OPCODE_POSE_INIT);
- /* component for all particle systems */
- ComponentDepsNode *psys_comp = add_component_node(&ob->id, DEPSNODE_TYPE_EVAL_PARTICLES);
--
- for (bPoseChannel *pchan = (bPoseChannel *)ob->pose->chanbase.first;
- pchan != NULL;
- pchan = pchan->next)
- {
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_INIT, NULL,
- DEG_OPCODE_BONE_LOCAL);
- /* particle systems */
- LINKLIST_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
- ParticleSettings *part = psys->part;
--
- add_operation_node(&ob->id, DEPSNODE_TYPE_BONE, pchan->name,
- DEPSOP_TYPE_EXEC, NULL,
- DEG_OPCODE_BONE_READY);
- /* particle settings */
- // XXX: what if this is used more than once!
- build_animdata(&part
@@ Diff output truncated at 10240 characters. @@
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