Commit Graph

671 Commits

Author SHA1 Message Date
Daniel Dunbar
4cea576ced - silly test inversion, thanks to Stephan Kassemeyer for noticing 2005-10-09 21:01:57 +00:00
Daniel Dunbar
7a742d9f89 - bug fix #2940, at some point assumption that mesh_get_derived_...
returned NULL in editmode was invalidated which caused a crash in
   particles (was freeing subsurf cache). I can't remember but hope
   that I didn't intentionally break this assumption for some
   reason. :/
2005-10-09 18:38:40 +00:00
Daniel Dunbar
8649197925 - bug fix for #2948, made ccgSubSurf bail (completely) when it encounters
an inconsistent mesh. I would really like this to be corrected at some
   other stage, probably on loading, but at least things shouldn't crash
   now.
2005-10-09 18:18:11 +00:00
Daniel Dunbar
f105f96175 o another warning fix for msvc 2005-10-09 16:59:10 +00:00
Daniel Dunbar
af8b623002 o some warning fixes (compare of int to NULL, missing prototype) 2005-10-09 16:57:49 +00:00
Ton Roosendaal
03be0d343d Quickly re-enabled drawing of Text object in editmode.
Simple fix... but I am in a three meeting session in Stockholm now, can
not do full tests, hope it works. :)
2005-10-06 21:43:56 +00:00
Ton Roosendaal
5b25951013 Drivers cannot drive channels of own Object, added error warning for it. I
might allow this once, but it's a lot of new complexities then.
It also means you cannot drive one Bone with another Bone in same Pose.
2005-10-04 20:17:10 +00:00
Ton Roosendaal
375056def5 Added (temporal) fix for crashes with the new cool "show modifier deform in
editmode" feature. This specific fix only patches the case with armature
deformed meshes & vertex groups.

Note that while in editmode, new created vertices have no weights or
groups assigned, so the result will be unpredictable. This feature should
actually only be allowed for moving vertices around I guess...
2005-10-04 18:04:49 +00:00
Ton Roosendaal
772459f15c Shape Keys now can be controlled with Vertex Weight groups as well!
Just fill in the name of a Vertex group in the Shape Panel, and this
Shape will then become blended with the reference Shape.

It is useful for example for a symmetrical modeled head, make a
copy of that Shape, and use two Vertex Groups to make it asymetric.
Of course the Shapes update nicely while Weight Painting.

Also new; since the Vertex group names reside on Object level, you might
want to copy these names to the other Objects that have the same Mesh.
That's a new button "Copy to Linked" in the first Edit Panel.
2005-10-04 15:00:28 +00:00
Kent Mein
bfea10e659 Small code cleanups by Stephane SOPPER...
remove extra ;   and move a variable declaration to top of function.

Kent
2005-10-03 20:24:10 +00:00
Ton Roosendaal
bec1e25720 Adding Drivers in Actions now update live as well.
The main change is that an Action now always updates Poses  on transform,
unless you are editing the Pose itself. Please test!
2005-10-03 14:40:42 +00:00
Ton Roosendaal
12dc565786 New! Edit mode curve now draws solid extrusions, bevelcurves and tapers.
Fix: when unlinking an Action from Armature, the ipo window still allowed
adding drivers, causing crashes.
2005-10-03 14:13:47 +00:00
Ton Roosendaal
1af3055832 Bugfix #3046
When using 3d window "unlocked" (own layer and own camera possible), the
dependency updates didn't work, these were only using Scene layers.

Changed the dependency graph call DAG_scene_flush_update()
to accept an argument for all visible layers in a Screen.
2005-10-03 09:04:57 +00:00
Ton Roosendaal
015fe7ea81 Version 1.0 of IpoDrivers.
First note that this is new functionality, unfinished, and only for
testing and feedback purposes. I'll list below what works, and what will
need work still.

This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html

An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows
to connect a property of other Objects as input for the "channel". For
example, IpoDrivers can be used to have a Shape Key being "driven" by
the rotation of a Bone. Or the RGB colors of a Material get driven by the
XYZ location of an Object.

Editing of Drivers happens in the IpoWindow. Here you can notice that the
channels (right hand window) now have an "active" channel indicator.
To add a Driver, you have to use the "Transform Properties" Panel (Nkey).
Here you can add or remove a Driver to the active channel, and use the
buttons to fill in what kind of relationship you want to establish.

Driver Objects

Note that any Ipo Channel can become driven now, but that only Object
transformation or Pose Bone transformation can be used to become a
Driver now.
At this moment, only the local transformation is taken into account.
For Objects that means the location/rotation/scale value without Parent
transform (as shown in "Transform Properties" Panel for Objects).
For Pose Bones it means that only the Pose transform (changes of rest
position) is Driver information (also as shown in Transform Property
Panel in Pose Mode).

Mapping of Drivers

When an Ipo Channel is "driven", the mapping is by default one-to-one.
It is only restricted by already built-in limits for Channels, like
for Material the "R" value can only range from 0.0 to 1.0.

Also note that when mapping rotations, the actual rotation values
in Ipos are scaled down with a factor 10.0. (180 degrees actually has
in the Ipo system a value of 18.0). This is an ancient year zero
convention in Blender... it is a bit hidden, because the ruler
(vertical as well as horizontal) displays the virtual values correctly.
Only the Properties panel shows the actual value.

When you draw an IpoCurve in a Driven channel, this curve will define
the mapping between the Driver output (horizontal) and Driven input
(vertical, as usual).
A nice new option to use is "Insert one-to-one curve" (press I-key,
or in pulldown menu). This will also zoom the display in exactly to
fill the window, allowing easy edit. If you use this option with
degrees, it will map 180 degree rotation to a range of 1.0 unit.

Live updates

Since the Drivers are integrated in the Ipo system, they will always
be updated whenever an Ipo is evaluated. This happens at least on
frame changes.
For interactive feedback, updates while transforming objects were
added in these cases:

- Driven Object Ipos, by other Objects or Pose Bones
- Driven Shape Key Ipos, by other Objects or Pose Bones

You can also insert Drivers on Action Ipos, but these are only evaluated
on frame change now.

Todo

- Drivers can also get a text button, allowing a 1 line Python script
  to be executed.
- Make UI for it a bit less hidden... maybe with visualization in 3D?
- Allowing global transform coordinates as Driver too.

Issues

- renaming Bones won't rename drivers
- (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
Alexander Ewering
61e9d7c2d4 Possible fix for bug #3094 - use normal malloc/free for stuff that gets
alloced inside SDL threads.
2005-09-30 10:23:28 +00:00
Ton Roosendaal
1ec6cc4986 Orange report bug; Adding a new scene, choose "link obdata" gives corrupt
memory. Poses should be relinked right after duplicating, not during a
redraw (when more objects use same armature).

Added in readfile a patch to make sure files saved with this duplicate
error can still be used.
2005-09-29 16:37:37 +00:00
Alexander Ewering
76a57eb82f Fix Python API to correctly create Text3D objects. This is just a
temporary fix (duplicating code again), the *real* fix would be to once
make one central function to create and init a text object for all
places...

I also tried to introduce compatibility code to be able to load old files
with broken text objects (cu->tb == NULL due to missing init code).

Hope it works :)
2005-09-29 15:46:06 +00:00
Ton Roosendaal
03e1ec988b - Added "anisotropic" rendering for static particle hair strands.
This means the diffuse and specular shaders don't use the normal
  for hair (which is actually undefined, a hair is micro cylinder) but
  it uses the tangent vector (vector in direction of hair).

For Diffuse, it computes a fake normal now, representing the optimal
hair normal pointing towards the light. All current builtin shaders
work with this, including ramps.

For Specular, it uses another formula to remap dot products for all
lines that now use the tangent vector instead of the normal:

dot = vector * tangent
dot = sqrt(1.0 - dot*dot)

Gives better results than using the 'fake' normal for diffuse. Officially
(according the papers) this could be used for diffuse too, but then hair
becomes very flat. Now you can control the flatness easily with ramps or
using Oren-Nayer for example.

Example image (disappears in some weeks)
http://www.blender.org/bf/rt9.jpg

- Added new texture channel "Strand" to apply textures on hairs over the
  length of hair (1 dimensional). Orco now gives 1 fixed coordinate for
  the entire hair, based on where it starts.
  Note; UV doesn't work yet. Nor vertexcolor.

http://www.blender.org/bf/rt10.jpg
2005-09-29 13:19:07 +00:00
Nils Thuerey
d7b441473a - removed some unecessary files & code
- debug output now controlled globally by elbeem debug level
  (BLENDER_ELBEEMDEBUG environment var), also for fluidsimBake
	and read/writeBobj
- debug output is written to file for WIN32
- added "for" and "vector" etc. defines for MSVC6
  (I couldnt get hold of the compiler itself, so not tested yet)
2005-09-28 16:20:57 +00:00
Ton Roosendaal
c8a4f20fb8 Removed ancient (2.1) feature for Constraints... a highly undocumented and
unpredictable one!

This is what it did; if two or more Constraints are of the same type, it
accumulates the Target positions/rotations for the constraints, averages
them, and then only applies the last Constraint in the row. It seems to
be a trick to blend IK Constraints or so... in all other cases I cannot
find a good use for it (nor did Bassam).

For example; add three Empties, and make one Empty to have 2 location
constraints to the other two. This just didn't work, unless you insert
an "Empty" constraint inbetween.
I will post in the blender.org animation forum feedback for it too. :)

Its quite easy to make it an option, but I first like to grasp fully what
the actual use of such an option is.
2005-09-28 10:07:54 +00:00
Ton Roosendaal
96253376e7 Recommitted this commit yesterday, was apparently done in the wrong
directory... so the slowdown was still evident!

Maintenance commit;

  - *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
    calling a routine that accessed frontbuffer drawing.... a very old patch
    for SGIs even! :)
  - Prepared code for support of unlimited Shape keys
  - Curve objects didnt draw correct for selection-outline option
2005-09-27 21:52:04 +00:00
Ton Roosendaal
43d2904037 Cleanup and new features for vertex keys.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html

- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)

- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)

- Added a Shape Panel in the Edit buttons with the various options

- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.

- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-09-26 15:34:21 +00:00
Ton Roosendaal
a8043ed8d4 New!
Hooks now support vertex groups. With weight painting it looks very
interesting. Almost z-painting! :) Try a sphere with all vertices in a
group, hook it, and scale empty in object mode a bit.
http://www.blender.org/bf/rt3.jpg
(Which gives the idea to make a Displace Modifier working with normals and
vertexgroups..)

Works as follows now; in Mesh editmode, when no vertices are selected, it
tries to assign on CTRL+H command the active Vertex Group. (Menu is getting
to long now... need to think over). Only works when vertices are assigned
to a Vertex Group, this to calculate the Hook center.
2005-09-24 20:17:48 +00:00
Daniel Dunbar
8b7c690a0b - assorted warning fixes (signedness, float->double)
- added decimate,boolean modifier copydata methods
2005-09-24 16:02:56 +00:00
Ton Roosendaal
e282f49904 Error in derivedmesh... OBACT undefined of course. :) 2005-09-24 13:55:39 +00:00
Ton Roosendaal
e1c56fc201 Made WeightPaint use shaded mode. This thanks to the preparations as done
by daniel before. :)
Note; the shaded display uses smooth normals by default, because thats how
the derived mesh works!

Daniel; I've changed the G_WEIGHTPAINT hack in derivedmesh code... no idea
how this could work even. Still ugly though.
2005-09-24 13:49:55 +00:00
Ton Roosendaal
6b33e12b90 Bug fix #3094
Playback of sequencer sound crashed in combination with dupliverted
Objects. (confirmed in osx only btw).

Found out there's old not-needed code in the update_for_newframe() call,
that was intended to do updates for Manipulators (calling countall()).
In countall(), the entire duplilists were generated over, just for
counting the totals.

First step was removing the countall from update_for_newframe, and added
a count_duplilist() call which doesn't generate the full duplilist. That
made Blender not crashing anymore, but gives "Error totblock", without
printing the block names even...

The weird thing also was that the crash showed severe memory corruption in
the malloc library, when combining audio scrubbing (SDL) and duplilists.

I now suspect there's a remaining issue with DerivedMesh, but for that I
need help from Daniel.
2005-09-24 09:05:48 +00:00
Nils Thuerey
4fb0cccc68 - merged latest version of fluid solver
(fixed shadowed variables warnings, removed cfgparser.hpp,
	added cfgparser.h, removed debugging output)
- added support for env. var BLENDER_ELBEEMDEBUG to enable
  debugging output again
- fixed missing triangle display (marching cubes produced v3=0 triangles)
- fixed geometry init bug (nearest intersection check
  for intersecting objects was messed up)
- changed position of derived mesh creation in DerivedMesh.c
  (for some reason the useDeform code is necessary, without it or
	 with useDeform=0 nothing is displayed)
- 3dviews now update every 2 seconds to show simulation progress
- note: mesh_strip_loose_faces(me); in ./source/blender/blenkernel/intern/mesh.c:937
  not necessary anymore?
2005-09-23 14:42:14 +00:00
Ton Roosendaal
d9fa984f35 More properly coded version for adding edges... now only do_versions()
reads from the old mface->edcode flag to set edge drawing.

ALso; added a pointer check in draw_mesh_object(), here the derivedmesh
gives NULL on reading regression file lostride.blend. Zr needs to check!
2005-09-22 17:52:41 +00:00
Ton Roosendaal
0f6194e5bc Bugfix #3077
Radiosity didn't add edges block, on "Replace Meshes". Caused wireframe
not to draw, but also crashes like for join().

Also: added patch that sets the drawflags in edges derived from the
ones set in faces. This ensures the conversion to be done correct.

TODO: this edges call also used in other areas in code, that has to be
catched and done differently.
2005-09-22 17:00:58 +00:00
Ton Roosendaal
10a790041b Orange request; get RVK (relative vertex keys) work for Curve objects.
Sir yes sir!
2005-09-20 21:18:37 +00:00
Ton Roosendaal
0746e7edb3 Bug fix #3044
Undid Daniels' commit (version 1.42) for this file, which claimed to fix
"free baked softbody". Result was that baked softbodies couldn't be read
from a file (always were freed).

I tested the free bake, and it works properly. Daniel: your move!
2005-09-20 10:21:30 +00:00
Mika Saari
f210e88263 Coding style from spaces to tabs in files related to Unicode Font Object.
Function strlen changed to wcslen in editfont.c in ALT-U (undo) functionality.
2005-09-19 17:58:51 +00:00
Alexander Ewering
743bf0c7bb Looking at it, I could improve drawing of selection at least
*slightly* for TextOnCurve. It draws with errors, but it's at least
possible to remotely guess the selection :-)
2005-09-18 23:50:23 +00:00
Alexander Ewering
9db14ce9b3 Disabling underlining for text objects with "TextOnCurve", because it can
never work correctly with it, the way it is currently implemented.

The selection won't draw correctly either with TextOnCurve, and this is
really asking a bit much..

What to do...
2005-09-18 23:44:30 +00:00
Jean-Luc Peurière
e2d577de9e initial commit of the fluid simulator.
Ton reviewed and gave his blessing.
Zr, can you have a look ?

see :
http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9

for initial comments.

N_T : the solver itself (elbeem) needs some works to get rid of
warnings
2005-09-18 13:27:12 +00:00
Ton Roosendaal
9e3468bde2 NLA strips that had an internal repeat, didn't use correct timing to be
rendered with MBlur or Fields.
This is a fix for now, but I've already noticed several pending issues for
Blender's internal time control (time ipos, global time control, startframe
offsets, etc). That's for another time! (pun not intended :)
2005-09-18 12:24:14 +00:00
Brecht Van Lommel
0804d66f79 - Imagepaint code cleanup:
- Move UVTEXTTOOL variables into global Gip struct (like Gvp for
    vertex paint). This will probably be moved into SpaceImage later,
    so it is saved with the .blend file.
  - Disable tool drawing. a better solution needs to be found.
  - Panel button layout is still the same, this will change.

- Removed the NAN_TPT define, it has no use anymore.
2005-09-16 20:17:09 +00:00
Alexander Ewering
825d0d5d58 Fix the "Text to 3D Font" options in the text editor.
Note: The "Insert Text" button pretty much replaces this, together with
      the fact that editing 3d text is now much more powerful than the
      usual text editor ;-)
2005-09-15 22:03:41 +00:00
Ton Roosendaal
c664f23c9e Bug fix #3036
Particle emittor parented to Bone in armature didnt update correct.
2005-09-15 20:34:41 +00:00
Alexander Ewering
1c337c49f1 Commented out the memset(...) in chtoutf8(), as it just assumed the buffer
was at least 16 bytes long, but wasn't always, and it gets cleared manually
by all calling places anyway.

Should fix crashes.
2005-09-14 17:01:03 +00:00
Alexander Ewering
98bd4615b5 On behalf of Mika Saari, the famous Unicode Font support!
Further information is available here:

http://wiki.blender.org/bin/view.pl/Blenderdev/UnicodeFont3D

Shortlist of features:

- Unicode character support for Font3D
- UI to select characters from Unicode character list
- UI to select Unicode table areas
- Optimized character loading (Load only those characters which are used
  in font object)

Please test extensively if it breaks anything, try also loading/saving
files, packing fonts, etc.

The official text regression file in the regression suite should be a
good start.

Thanks to mikasaari for this very useful addition!
2005-09-14 14:02:21 +00:00
Ton Roosendaal
999392e4b7 Checked some regression files (2.37) and found issues with correct backward
conversion of data still. Remains a painful issue to get things converted
and in same time prevent things from calculated twice. :)

Anyhoo, issue was that old files with armatures in hidden layers went wrong
2005-09-12 13:02:36 +00:00
Stephen Swaney
5f15cf3d9a fix compiler warning: No newline at end of file 2005-09-12 04:46:34 +00:00
Ton Roosendaal
55dd39f9fa Fix for armature deform: if there's a vertexgroup on a vertex, but not with
bone assigned to the group (like for softbody) the envelope-deform was not
applied.
2005-09-09 15:16:39 +00:00
Ton Roosendaal
e2944936ac Fix for weight painting errors, as reported by Bassam.
- Undo/Redo didn't work
- Crash on using weightpaint with Armature-modifier (instead of parent).

Note: checking if an object is being deformed cannot be simply done with
checking for a parent anymore... for this a call in modifier.c has been
added; modifiers_isDeformedByArmature(Object *). It even returns the
Armature object pointer.
2005-09-07 18:07:24 +00:00
Martin Poirier
1dba65e296 Roland Hess' Floor Constraint patch: https://projects.blender.org/tracker/?func=detail&aid=2993&group_id=9&atid=127
Minor modifications to simplify the code in evaluate_constraint.

The "Stick" feature will need more work as it gives bad results when skipping frames, jumping around on the timeline and when going backward in time.

Suggestion: Would be nice if it could use the local space too, not just global space planes.
2005-09-07 00:11:39 +00:00
Ton Roosendaal
c1155c6a4d Three armature fixes (yes, i'm in studio orange!)
- on adding armatures, the "use vertexgroup" and "use envelope" options
  are now on.
- fixed ancient bug; on duplicate bone in editmode, it popped to the
  origin of armature, if parent bone was not selected and current bone not
  connected.
- subdivide bones now follows the Mirror edit option too
2005-09-06 16:57:08 +00:00
Alexander Ewering
167d2ebc12 Fix truetype (freetype2) font loading 2005-09-04 09:30:57 +00:00
Daniel Dunbar
a77e3482f2 Saturday morning first cup of coffee hack (yeah, its a late
morning)

 - fun for the whole family, boolean mesh modifier... doesn't work
   with layered modifiers yet (just uses base mesh), although may
   god have mercy on your soul if you want to run boolean on a
   subsurf anyway
 - added displistmesh_add_edges

This exposes a bug in boolean, apparently the output is somehow
random (hash on alloc'd pointer value perhaps) which is sortof
lame.

It also makes more apparent the desire for some level of control
over dep graph evaluation during editmode (at the moment dep
graph is reevaluated for a mesh object in editmode, but since
mesh changes are on editmesh other objects don't really see
any change, so it is a wasted recalc).
2005-09-03 17:22:29 +00:00