Added slider to define scale of object solution which is used to define
"depth" of object relative to camera position. This slider effects on all
"users" of object solution such as bundles display, constrained objects and so.
Added new operator called "Set Solution Scale" to set real scale for object
solution based on real distance between two bundles reconstructed for this object.
New slider and operator can be found on "Object" panel in toolbox when in
reconstruction mode and active tracking object isn't a camera.
also add an assert so invalid index access will raise an error in debug mode, without this it was quite easy to access invalid memory without meaning to.
no functional change.
This allows group nodes inside other group nodes in cycles and makes the
code more generic for all possible cases, like direct group
input-to-output links and unused group sockets.
Previous code tried to connect external nodes and internal group sockets
by following links until a "real" node input/output. This quickly
becomes complicated in corner cases as described above and can lead to
unexpected behavior when the group socket is of a different type than
the internal/external sockets, but that conversion is skipped.
The new code uses the concept of "proxy nodes" similar to what the new
compositor does. Each group socket is replaced with a proxy node with a
single input and output, to which other nodes in the same tree and
internal nodes can link to. After all groups have been expanded in the
graph, these proxy nodes are removed again, adding converter nodes if
necessary.
The buttons for "hiding" (collapsing) a node, hiding unlinked sockets, additional options, the preview and for opening a node group were all using a custom mouse test function, which was broken. They now use actual buttons instead of just displaying icons. Before executing the respective operators the button's node has to be selected and activated, so the buttons use an intermediate handle function, which selects the node and then calls the operator.
- Object.to_mesh was still using deprecated colbits variable (object material wouldnt work for any material after 16)
- dont set colbits when setting material slot anymore.
patch http://codereview.appspot.com/5482043
from Andrew Hale
* Text from the submission *
This patch adds the ability to use arbitrary sized vectors from mathutils.
Currently vectors are only of size 2, 3 or 4 since they are generally restricted
to geometric applications. However, we can use arbitrary sized vectors for
efficient calculations and data manipulation.
Node specially useful for Texture correction.
This is also a nice example of a simple node made from scratch in case someone wants to create their custom nodes.
Review by Brecht.
inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
reviewed by Brecht, with help from Lukas.
Note: dot is reversed compared to Blender.
In Blender Normals point outside, while in Cycles they point inside.
If you use your own custom vector with the Normal Node you will see a difference.
If you feed it with object normals it should work just as good.
Point cache interpolation was using too early start frame in cases when target frame was a subframe. This appeared as random ghost particles when rendering particle animation with full sample motion blur enabled.
Object used to be parented to active camera which isn't very convenient when
working with witness cameras.
Now parent camera can be specified in constraint (if it's not specified, active camera is used)
- Bundles selection is now available for object's bundles
- If bundles selection wasn't changed in 3D viewport, fallback to regular
object selection, so objects behind bundles can be selected
- Snap cursor to selection now respects object's bundle selection
- Object and rack name now can be selected from list in constraint settings
- Added preset for tracks used for object tracking