Commit Graph

14680 Commits

Author SHA1 Message Date
Martin Poirier
28786f55e6 Retarget bug: missing angle cost on last bone. 2008-12-02 21:29:31 +00:00
Martin Poirier
e2fb12ea18 Step 3/3, merging subdivision/bone creation methods using iterators
This also adds a special Embedding option called "Peel Objects". This option makes the embedding snap consider objects as whole, taking the first and last hit of each of them to calculate the embedding point (instead of peeling with first/second, third/fourth and so on). This option is useful if you have mecanical pieces with lots of details (as single objects) and want to put bones in the middle (think of adding bones to a mecha, for example).
2008-11-29 20:37:10 +00:00
Martin Poirier
d467158158 Second step out of three for merging sketching subdivision methods with graph subdivision methods.
Graph subdivision uses graph arc iterators.
2008-11-24 19:24:49 +00:00
Martin Poirier
933ac8db12 Link pole controls to the parent of the bone with the IK constraint.
Presumably, this should give better result, but tests where not conclusive.
2008-11-24 17:48:40 +00:00
Martin Poirier
8a4a2d96d0 Fix bug with name templating text buttons (wrong event). 2008-11-22 22:22:38 +00:00
Martin Poirier
6ae70999b9 Cache the armature template graph while in editmode.
Display the number of joints in the selected template in the sketch panel
When using selected bones as template, turn off Connected if bone has a parent that is not copied.
2008-11-22 17:58:49 +00:00
Martin Poirier
c6ff0ec49d Change name templating to &S and &N (less potential bugs).
It now also accepts lower case versions (&s and &n).
2008-11-20 22:23:01 +00:00
Martin Poirier
0f3e985aca merging trunk 17485:17520 2008-11-20 21:57:21 +00:00
Martin Poirier
520a5b0926 Crasher fix.
If vertex groups had % in them, the function making the menu string would crash (in release only).
2008-11-20 21:45:22 +00:00
Campbell Barton
935ed8a53b commit yesterday broke scaling in the sequencer (dumb mistake)
also changed 3 if's into a switch statement for selecting the interpolation.
2008-11-20 00:34:24 +00:00
Martin Poirier
9bb9859753 draft for arc iterators to unify code.
Just moving code to work home, nothing to see here.
2008-11-19 20:01:13 +00:00
Campbell Barton
f8e56e96bf Split up the following imbuf functions in 2...
void bicubic_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void neareast_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);
void bilinear_interpolation(struct ImBuf *in, struct ImBuf *out, float u, float v, int xout, int yout);

Added...
void bicubic_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void neareast_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);
void bilinear_interpolation_color(struct ImBuf *in, unsigned char *col, float *col_float, float u, float v);

This is needed so for projection painting but generally useful if you want to get the interpolated color of a pixel in an image without having a destination imbuf.

While editing these I noticed the functons are a bit dodgy, they assume the input ImBuf has matching float/chr buffer to the output.
2008-11-19 03:28:07 +00:00
Campbell Barton
a4776347ea bicubic_interpolation - dont use pow(val, 3.0f) at all, do (val*val*val) instead,
Tested overall speedup is about 5x when scaling 4096x4096 -> 4000x4000 in the sequencer.

There were some artifacts in the resulting image but double checked and the old code gives the same problems.
Added back old code with #if 0's since its a bit more readable.
2008-11-19 02:07:23 +00:00
Campbell Barton
bbc00befe7 some scons command line args were not working since recent changes-
scons CCFLAGS="-O0 -ggdp3" 
for example would pass on the args including the "'s to scons, causing the build to fail.
2008-11-18 05:47:19 +00:00
Martin Poirier
9ba822c4d7 Fix leak on exit (it's not a real fix, still uses silly global mem) 2008-11-17 23:02:53 +00:00
Martin Poirier
c08d374df2 merging trunk 17457:17485 2008-11-17 22:19:05 +00:00
Martin Poirier
826c6d935d QuatOne was so wrong is would make Hamilton cry.
Thankfully, very little code used it, the only exception being the retarget code in etch-a-ton.
2008-11-17 22:13:45 +00:00
Martin Poirier
2d0a005aaa Template retarget now works with normal conversion (not in Quick mode that is). 2008-11-17 21:11:12 +00:00
Martin Poirier
497c9b4ce7 Use grease pencil manhattan distance threshold for strokes. 2008-11-17 21:03:41 +00:00
Martin Poirier
139f6bb1aa New option for roll correction.
Calculate new roll based on the angle to the normal of the joint (cross produce of the two bones).

This works best in some cases but not in others, so it's an option for now.

I'll have to see if I can iron the left over kinks, then it can be made the default (with Align to view an added option).
2008-11-17 20:38:04 +00:00
Campbell Barton
3a1cfa5015 Added BF_PROFILE_LINKFLAGS, Compiling with BF_PROFILE=1 was also throwing a python error. 2008-11-17 10:43:12 +00:00
Martin Poirier
0bee65b624 Fix compilation on OS X
Patch by dfelinto
2008-11-17 00:54:45 +00:00
Remigiusz Fiedler
3a44c76246 DXF-Importer: updated version v1.12 - 2008.11.16 by migius
- remove try_finally: cause not supported in python <2.5
 - add Bezier curves bevel radius support (default 1.0)
2008-11-16 23:52:29 +00:00
Hamed Zaghaghi
da1738377f 17973Patch by dfelinto, and also fixed a bug in 2d-filters 2008-11-15 12:10:16 +00:00
Martin Poirier
d2023e070c Pkey toggle sketching panel
(it used to do select parent, but that's already done with [ and ] for children, no need for a second key).
2008-11-14 17:33:15 +00:00
Martin Poirier
6eda50f8d9 Merging trunk 17342:17457 2008-11-14 16:09:23 +00:00
Martin Poirier
59ac45dd12 Reset max cost to FLT_MAX (this fixes a bug with early culling)
Optimization when number of buckets == number of joints
2008-11-14 15:46:51 +00:00
Martin Poirier
9c30c74bd5 Stroke conversion wasn't quite ok with unaligned armatures.
Last bugfix before sleep I swear.
2008-11-14 03:52:04 +00:00
Campbell Barton
7cce946de7 copy over pthread dll to the install dir with cross compiling,
eventually should copy more libs but for now this makes blenderlite work 
- (used for automatic blender builds on graphicall)
2008-11-14 03:21:06 +00:00
Martin Poirier
7401c57fb3 Transform Roll Fixes for editbone. Special case for rotation, we don't need to guess in those case and the result is better if we use the real rotation. 2008-11-14 03:13:40 +00:00
Joshua Leung
fece3f5e97 Bugfix:
Grease Pencil crashed after duplicating a screen-area, and deleting a layer from the original screen-area. The duplication code was not reassigning some pointers.
2008-11-14 02:13:10 +00:00
Campbell Barton
ff0c599c4b update for compiling cross compiling win32 on linux, had a lot of trouble with makesdna, the only way I could build and link was as a
win32 binary.
Still unable to link blender.exe
and run with wine.
2008-11-13 23:12:38 +00:00
Martin Poirier
dc4ef17eea ==Armature==
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.

Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)

Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.

It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.

NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
2008-11-13 22:35:40 +00:00
Martin Poirier
e76f7e7930 Normal Orientation on EditBones uses roll for Z axis. 2008-11-13 21:44:32 +00:00
Martin Poirier
3d6be3536f Fix saving and loading of the template variable (it incorrectedly counted as a user). 2008-11-13 18:57:10 +00:00
Robin Allen
c838ee9592 Removed support for nested texture trees, minor ui enhancements 2008-11-13 09:57:11 +00:00
Campbell Barton
934b21f5d9 for scons on linux and other *nux systems
only install locale data if international is enabled, only install fonts if freetype is enabled.
2008-11-13 02:18:35 +00:00
Campbell Barton
a35345f8ba 2 utility functions added for projection painting.
* BLI_linklist_index() - to get an items index in a  LinkList
* BLI_memarena_use_malloc() - BLI_memarena_use_calloc alredy existed but there was no way to switch back to malloc.

also added texnodes to cmake
2008-11-12 22:35:58 +00:00
Andrea Weikert
8449f0d776 == MSVC projectfiles ==
update for texture nodes
2008-11-12 21:03:42 +00:00
Andrea Weikert
ae3bb90975 fix bad level call in texture nodes
BIF_preview_changed wasn't needed after all.
2008-11-12 21:02:45 +00:00
Robin Allen
bc53b942fe Added stubs to fix linker errors in texnodes 2008-11-12 20:11:54 +00:00
Martin Poirier
913fd3c730 Sensible defaults with do_version
Auto names for name templating. When turned on, N will be incremented everytime (after a stroke has been converted) and S will be set to "l" or "r" (or "L or "R" if it already contains a capital L or R) depending on which side of the X axis the stroke started on. Experimental, there might be some bugs left.
2008-11-12 19:16:46 +00:00
Ton Roosendaal
0509409c6b Bah, two more files! 2008-11-12 19:14:46 +00:00
Ton Roosendaal
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
Nathan Letwory
3fd3a13efc set default path to the version that creates a working binary of Blender, when building with mingw. Now there is no need to do extra copying/config changing 2008-11-12 16:04:14 +00:00
Nathan Letwory
999f312d62 Change the LCG_DIR usage to BF_name_LIBPATH where possible. FFMPEG can't be done like that yet, needs some extra thought to handle differences between vc and mingw setup 2008-11-12 07:48:53 +00:00
Nathan Letwory
b8fb31e236 Remove BGE defines from highest level and define only there where needed. This prevents scons from doing complete rebuilds when toggling BGE related options. 2008-11-11 22:48:47 +00:00
Nathan Letwory
7e4db234ce previous commits showed that the absolute path problem was even deeper. This should fix yet again some of the problems with giving them to BF_BUILDDIR 2008-11-11 21:37:53 +00:00
Nathan Letwory
418ee26c0e spaces -> tabs 2008-11-11 20:47:45 +00:00
Nathan Letwory
7850320ed2 fix for another place where absolute paths for BF_BUILDDIR where a problem (generating results in the wrong place) 2008-11-11 20:46:46 +00:00