Commit Graph

3770 Commits

Author SHA1 Message Date
Brecht Van Lommel
91446e9aad Math Lib
* Post-conversion commit, fixing some introduced warnings.
2009-11-10 20:50:34 +00:00
Brecht Van Lommel
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
Brecht Van Lommel
4617bb68ba Math Lib
* Pre-conversion commit removing old arithb.c code, this will not compile,
  next commit fixes that.
2009-11-10 20:40:18 +00:00
Martin Poirier
d611dd3735 Function declaration for BPY_context_get 2009-11-10 16:18:54 +00:00
Campbell Barton
7efc2c2375 modify the python context access so invalid names will raise an exception rather then returning None.
this way the UI scripts are less likely to fail silently and wont let typos work ok.

also allow subclassing of the context, added a copy function,
 bpy.context.copy(), returns the context as a python dict to be modified and used in python.

This also showed up an invalid brush member in the screen context.
2009-11-10 15:09:53 +00:00
Matt Ebb
297045fd96 Fix for [#19852] Animation rendering not working in new scene
As part of this commit, I moved the scene frame_step to RenderData, where the other frame-related data is.
2009-11-10 04:56:55 +00:00
Matt Ebb
bc006655ba * Finished (well, almost ;) RNA wrapping and layout-engine-ing all the nodes.
Still a few quirks, including redraw issues on multilayer image input nodes, but it's pretty much there.
Would also be good to wrap the input/output sockets, too, will check on it.

This fixes bug [#19740] INPUT NODE: Cannot load images / motion pictures
2009-11-10 04:01:44 +00:00
Joshua Leung
d0cd641de3 Bugfixes for Armatures, SplineIK, and F-Curve RNA:
* Fixed the handling of the 'draw_active' flag for drawing of armatures. This is now cleared from bones in old files (so one bone always got represented as active in the viewport even when others were selected), and the flag is correctly set temporarily when drawing the bones (only one place had been done).

* Fixed typo with SplineIK that was making the root bone of the bone chains always be ignored. Similar functionality can come back at some point, but in a more useful form.

* Shortened the UI names for the F-Curve colouring modes to increase readability. The old ones were too long to be able to distinguish between entries in the UI.
2009-11-09 23:41:48 +00:00
Campbell Barton
5935ef0049 use armature active bone as a pointer rather then a flag for each bone that needs looking up.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.

Note: it may be better to allow active/unselected as with objects.
2009-11-09 21:03:54 +00:00
Campbell Barton
0bb70e4fae workaround for crash when dragging nodes 2009-11-09 11:15:49 +00:00
Campbell Barton
aa7374e471 - removing the last particle system now exits particle edit mode.
- py UI script used an undeclared variable
2009-11-06 12:27:28 +00:00
Brecht Van Lommel
1e40adddc7 2.5 Modifiers: mesh deform, boolean and decimation work again. 2009-11-05 18:05:55 +00:00
Joshua Leung
06d5d53a24 Bugfixes + Spline IK Tweaks:
* #19819: 'Select' operator for Hooks was crashing when Hooks didn't have any vertices assigned yet

* Default twist resolution mode for curves is now 'Minimise'. This seems to work better for Curve Deforms and other purposes. Can be changed if other ways are better after some more testing.

* Spline IK now has more options for controlling how the x and z axis scaling is determined. There is now a choice between using the radius of the curve, the x+z scaling from the bones, or no scaling (default). This does break old files a bit, but this is to have a more stable base for later.
2009-11-05 10:09:45 +00:00
Campbell Barton
08bbda5005 - Stopping jobs on undo wasnt fixing undo/redo while with render previews as it was supposed to: needed WM_jobs_stop_all rather then WM_jobs_stop because it ends the thread rather then just setting 'stop'.
- gpl header + warning fix
2009-11-04 20:50:09 +00:00
Joshua Leung
20c424730e Spline IK: Rolling Control
Recoded the way that Spline-IK computes the x+z axes of the bones so that flipping artifacts are minimised, and the rotation of individual bones can be used to affect the results of the solution, as per requests from Cessen. 

The bone matrices are now computed normally, and then made to conform to the orientation + scaling imposed by the splines, using the Damped-Track method. Previously, the axes of the bones were calculated without regarding the prior orientation of other bones in the chain, which lead to "z-twists". 

Notes for further investigation:
- There appears to be some shearing that gets introduced now. Unforunately, I can't seem to isolate the cause of this, but I hope it's not going to become too much of a problem in general.
- Maybe inverse corrections for rotation will now be necessary when using transform tools?
2009-11-04 11:30:48 +00:00
Brecht Van Lommel
ae37d92dbf Fix #19742: shape key crashes for curve & lattice. 2009-11-04 09:20:31 +00:00
Brecht Van Lommel
e9ce90c238 Fix bug #19699: point density texture doesn't save particle system.
Non-ID pointers in DNA can only point to data from own ID block, so
now instead it uses an index into the particle system list, but still
exposed as a pointer through RNA.
2009-11-04 08:44:42 +00:00
Matt Ebb
a799b6ee06 Fix for [#19745] displacement modifier is messing up texture coordinates when using an object for texture coordinates
Modifier was resetting object's imat to worldspace during render process, where it is assumed to be in camera space.
2009-11-04 05:31:42 +00:00
Jens Ole Wund
2a8ef208b2 Soft bodies care for real time 2009-11-04 00:21:25 +00:00
Jens Ole Wund
5ff7cbd2f9 fixing minor issues
such as ignoring forward timing rule
2009-11-02 23:42:08 +00:00
Campbell Barton
6bfcd5a811 how embarrassing! 2009-11-02 17:25:15 +00:00
Joshua Leung
334a80a4f8 Spline IK Experimental Features:
1) "Even Divisions" - This option ignores the length of bones when considering how they should fit along the curve. This is useful for getting a smoother curve fit without having to worry about getting the bone lengths spot on. By default, this is disabled.

2) "Keep Max Length" - This option prevents the bone chain from extending past its natural length when the spline is stretched beyond that length. When the spline length is substatially shorter though, this bones get scaled to zero; making this option possibly useful for doing "growing tips". 
This is essentially a 'no scale' option, although the behaviour when the curve is shorter is really a compromise since the curve cannot be accurately satisfied + left intact without some scaling being applied due to the way this works.

3) "Radius to Thickness" - The average radius of the spline between at the head+tail of each bone determines the x+z scaling of the bone.
2009-11-02 10:04:37 +00:00
Joshua Leung
e8b5effdff Spline IK Bugfixes 1:
* Fixed crash when reloading a file with Spline IK and/or Damped Track constraints. The targets for these constraints weren't getting relinked.
* Fixed problems with removing Spline IK making some bones unable to be manipulated.
* Jotted down some comments in the Spline IK code noting places where additional tweaks will be added.
2009-11-01 22:30:47 +00:00
Joshua Leung
3111ebde65 Quick tweak to version patching code for Camera IPO's to fix one of the issues in bugreport 19761.
For now, this just assumes that the 'lens' parameter was animated (assuming a perspective lens was used). Unfortunately, this may not always be correct, but at least there's a path now that can lead to further tweaking.
2009-11-01 11:33:41 +00:00
Joshua Leung
2068eaf1b7 Rigging Goodies: Spline IK Constraint
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve. 

Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend

Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.png
http://download.blender.org/ftp/incoming/b250_splineik_001_after.png

I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)

Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation. 

Have fun!
2009-11-01 11:29:40 +00:00
Martin Poirier
d5921a274f Proportional edit for object mode.
Limitations:

1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick.

2) Does not support Connected (this could be done through parent links, but see 3 first).

3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty.


Other stuff:
New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection)
Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty)
2009-10-30 17:48:50 +00:00
Joshua Leung
ae3cf92491 New Track To Constraint: "Damped"
This is effectively a C-port of Nathan Vegdahl's "No Twist" TrackTo PyConstraint, and has been added as a separate type of constraint to be consistent with the existing constraints (Locked Track, and Track To). 

In general, this works considerably better than the existing "Track To" constraint, since it works by determining the smallest rotation necessary to get the current orientation of the owner to an orientation which would be tracking the target. It is also a much more straightforward approach than the weird old method the old Track To uses.

I've made a few tweaks to the code to deal with the (hopefully rare) cases where the target and the constrained are coincident. These don't appear to cause too much trouble in general.

TODO:
- Probably the naming of the constraints will change, to better convey their purposes. Naming suggestions welcome.
2009-10-30 06:33:40 +00:00
Daniel Genrich
099438f087 Smoke:
* Bugfix for crash when deleting particle system used by Smoke Flow modifier (reported by nudelZ).
2009-10-29 19:26:13 +00:00
Campbell Barton
98527a7106 various small fixes
- undo stops all running jobs (operator redo was crashing with threaded render)
- adding new armatures was crashing if there was no valid view3d
- transform with an active hidden object would crash
2009-10-29 18:49:36 +00:00
Campbell Barton
c508e6198a Python can now run operators with their own context (data context).
The aim of this is to avoid having to set the selection each time before running an operator from python.

At the moment this is set as a python dictionary with string keys and rna values... eg.

C = {}
C["active_object"] = bpy.data.objects['SomeOb']
bpy.ops.object.game_property_new(C)

# ofcourse this works too..
bpy.ops.object.game_property_new({"active_object":ob})

# or...
C = {"main":bpy.data, "scene":bpy.data.scenes[0], "active_object":bpy.data.objects['SomeOb'], "selected_editable_objects":list(bpy.data.objects)}
bpy.ops.object.location_apply(C)
2009-10-29 09:25:11 +00:00
Brecht Van Lommel
d6cde96286 Added support for custom RNA properties on Bones, only worked for
PoseChannel previously.
2009-10-28 15:33:45 +00:00
Arystanbek Dyussenov
6c4388e3b0 - fixed enum syntax in BKE_fcurve.h and ED_keyframing.h to make g++ happy
- exporting addEditBone from armature module for COLLADA importer
2009-10-27 16:13:50 +00:00
Joshua Leung
e76ce369bb Compiler warning fixes for mingw:
* There's an unresolved error in transform_conversions.c which I've flagged in this commit. I'm not quite sure what the exact intentions of that code were (i.e. was the "void_pointer = 1" really intended)
2009-10-27 09:38:15 +00:00
Campbell Barton
1c1659eb28 - Right click menu can open links directly to API reference docs (rna and operators)
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
  this calls a popup for invoke by default (which intern calls execute())

- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.

- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
2009-10-27 02:54:25 +00:00
Joshua Leung
b2f9672078 Animation Bugfixes - Noise Modifier + Graph Editor:
* #19727: Noise modifier does nothing with size 1.0
When the 'Size' and 'Phase' parameters were both 1.0 exactly, and evaltime was an integer (as is the case when doing animation evaluation but not for Graph Editor drawing), the noise calculation function was bailing out. Now, the 'z' component supplied to this function is a decimal value (hardcoded to 0.1 after experimentation) to try and avoid this situation.

* Graph Editor 'Bake' operator was using wrong poll callback, making it useless when trying to use it on a F-Curve that only has modifiers on it (i.e. the main use case of the operator!)
2009-10-26 11:10:04 +00:00
Brecht Van Lommel
3ffb695b10 Shape Keys
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).

The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.

One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.

Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
2009-10-22 16:35:51 +00:00
Campbell Barton
d037061b68 after transform if strips overlap, move the frame rather then the channel to fix.
useful while snap isnt working. metastrips still need to be supported.
2009-10-22 14:40:32 +00:00
Brecht Van Lommel
06d57fdae0 Shape Keys
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.

Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
2009-10-22 09:31:07 +00:00
Joshua Leung
359a3d1811 Two fixes:
* RNA Path fixing when renaming data now checks if a path in question cannot be resolved before trying to fix it. This should reduce the number of misindentified cases I hope.

* Silenced compiler warnings for EdgeSlide stuff that mingw was making about unused variables.
2009-10-22 03:12:44 +00:00
Joshua Leung
c825a9aeaa Bugfix #19703: Axis Angle wont work
* Transform code was not properly fixed to work with the new way that axis-angle data was stored
* The order of the args for the conversion function when switching rotation representations was wrong, causing problems when switching from quaternion to axis angle (i.e. these occurred for newly created bones).
2009-10-22 02:14:11 +00:00
Guillermo S. Romero
5fb73d8b81 Make compiler happy, remove doubtful non init usage. 2009-10-21 17:56:26 +00:00
Joshua Leung
c0d74fa192 Bugfix #19696: Crash when adding an Empty or Force field 2009-10-20 23:18:00 +00:00
Campbell Barton
487a5045c9 [#19688] pressing O and alt+O doesn't toggle proportional edit mode when editing a lattice.
- proportional edit keybindings for particle and lattice
2009-10-20 20:59:02 +00:00
Campbell Barton
23f69cbe92 move G_FACESELECT from G.f to mesh->editflag, renamed to ME_EDIT_PAINT_MASK 2009-10-20 19:27:27 +00:00
Brecht Van Lommel
cb8f7fd385 Auto Save
Auto save is now working again in 2.5. It will also remember now what
the location of the original file was when recovering it, so that
library links still work and saving the restored file does not save to
the temp directory. There is also a new Recover Auto Save operator
which will open the filebrowser in the temp directory and show the
auto saved .blends.

Implemenation Notes:

* Timer storage was moved from window to windowmanager, so we can have
  windowmanager level timers too now, doesn't make sense to have
  autosave timer attached to a particular window.
* FileGlobal now has a filename field storing where the file was saved.
  Note that this is only used when loading a file through the recover
  operators, regular file read doesn't use it, so copying the quit.blend
  manually over the original file will still work as expected.
* Jobs timer no longer uses operator now, this seems more like an
  internal thing, changing keymaps should not make it possible to break
  the jobs manager.
* Autosave is postponed by 10 seconds when a modal operator is running,
  e.g. transform or file browsing.
* Moved setting G.sce in setup_app_data before depsgraph updates, these
  can use the filename for pointcaches.
2009-10-20 13:58:53 +00:00
Joshua Leung
8bc1087e2e Fixes for Path-Renaming Fix:
* Now the old/new names get tagged with [" "] before the search and replace operation, which should alleviate problems with searching for 'bone' and ending up with all instances of 'boney' 'boney.r' etc. also getting renamed.

* Cleaned up some compiler warnings, and removed an unused function from an earlier attempt at this work.
2009-10-20 04:07:57 +00:00
Joshua Leung
7f133f65b2 Bugfix #19663: Renaming named data doesn't fix F-Curves
RNA Paths used in F-Curve, Drivers, etc. now get renamed when some data that they use gets renamed. This only works when things like Bones, Constraints, Shape Keys, and Modifiers get renamed, but other cases can get added easily. 

The code here only performs simple string replacements, so there is the potential for problems when several sets of data with the same names are present. For example, if there are multiple armatures with bones that have the same names, renaming a bone on one armature (with a bone on another armature having the same name) will break all the drivers on the other one, even though they aren't really connected. However, I don't expect the aforementioned scenario to really be a problem in most production scenarios.
2009-10-20 03:44:35 +00:00
Brecht Van Lommel
652ea9ee30 Fix #19627: previews in materials nodes were not cleared before re-render. 2009-10-19 14:10:37 +00:00
Campbell Barton
dd96bf6168 - added xmirror to the weightpaint options
- made texture_slot return the texture slot for the node texture
2009-10-19 14:03:02 +00:00
Brecht Van Lommel
596d25773a Another fix for duplicating objects with particles. 2009-10-19 13:21:37 +00:00