Commit Graph

16327 Commits

Author SHA1 Message Date
Campbell Barton
ce5b9d21a7 tweaks to brush falloff and alpha, giving nicer looking strokes. 2008-12-10 03:13:48 +00:00
Martin Poirier
6651af413d When not using quick mode, automatically select the last drawn stroke. 2008-12-09 21:25:30 +00:00
Martin Poirier
2b9a6251d1 Reeb graph filtering
Add exception to normal nodes preservation when that node is the root node. In that case, pruning the arc is A-OK and in fact needed.
2008-12-09 20:46:25 +00:00
Ton Roosendaal
b205ec4f18 2.5
Area Manager: revised how an area subdivision gets managed. Originally
the 'spacedata' would store regiondata too, but this already became
impractical (like having view2d data in region is useful). So I left
that part how it is. See new diagram:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/AreaManager

This means that regions in an Area define location/size or constraints
for how they get arranged. The "RegionType" which is linked to this 
defines its functionality. 

For fun, test, and code validation: two temporary hotkeys added.
SKEY: splits current region horizontally
SHIFT+S: splits vertically

Note - in outliner - that "context" sticks to the Area as whole, the region
here only defines view. That's the purpose. :) For two outliners with different
context you open 2 areas.
Also note that dragging screen-edges shows the region-alignment type (split
with percentage).
2008-12-09 15:59:43 +00:00
Campbell Barton
42f792309f bugfix - [#18063] Projection paint branch: draw tool "drops out" when model extends beyond view borders
reported by michael williamson.

Was caused by point inside triangle test using an error limit that didnt adjust for different size triangles.
2008-12-09 14:30:05 +00:00
Benoit Bolsee
cd47292745 ImageMirror: add clip attribute to limit clipping distance of mirror rendering 2008-12-09 14:16:10 +00:00
Joshua Leung
b9e04c67dc RNA: Start of RNA wrapping for Armatures
Wrapped most of Armature settings, but bones are not yet complete.
2008-12-09 11:29:40 +00:00
Campbell Barton
4251912b54 * tablet pressure changing opacity while painting didnt work
* pixels with <= the current opacity are not painted onto, speeds up painting especially with low spacing. (only when airbrush is disabled)
* use qsort rather then own crufty sorting function
* grouped projection painting functions together.
2008-12-09 08:21:53 +00:00
Matt Ebb
aef61a7000 wip commit to work on at home, nothing to see 2008-12-09 07:19:55 +00:00
Joshua Leung
13c634c7ba 2.5 - Swapped order for adding View2D keymaps in TimeLine so that they can still work. 2008-12-09 06:23:40 +00:00
Diego Borghetti
12fbd936dd Fix mistake in last commit.. it's pic + 1 ;) 2008-12-09 04:57:42 +00:00
Matt Ebb
9e1da805e1 * Added back the GR: field for volume materials, limiting lighting to a certain group 2008-12-09 04:27:34 +00:00
Campbell Barton
1adb5b5442 patch from Mitchell Stokes
#18045] [patch] A patch that exposes the rest of the motion functions of KX_GameObject to Python.

*applyForce	=> setForce
*applyTorque	=> setTorque
*applyRotation	=> setDRot
*applyMovement	=> setDLoc
2008-12-09 04:13:23 +00:00
Diego Borghetti
cac797eff6 Commit patch [#18057] by Dalai Felinto (dfelinto)
This implement the option of playback an animation using the
step value in the render panel (or -a -j).

Tested here and work fine, about the ffmpeg/avi bug it's my
fault, I don't think in "step + video format", so now it's
in my todo-list :)
2008-12-09 04:02:18 +00:00
Martin Poirier
93efabc0d9 Off by one error at the end of reeb and sketch iterators causing despair and dismay. 2008-12-09 00:46:05 +00:00
Willian Padovani Germano
caf58fe4b2 == Python Space Handlers ==
- Old feature request: now space handlers can report release events, too. For that a new space handler type was added, here's the header for it:

# SPACEHANDLER.VIEW3D.EVENT.ALL

These scripts report both "presses and releases". For release events, Blender.eventValue is zero and Blender.link == Blender.SpaceHandlers.VIEW3D_EVENT_RELEASE. Check the API_related bpy doc for more info.

- Bug fix: left mouse clicks could be reported twice.

Important: for both the feature and the fix, to make the code nicer and to let space handlers become available in more situations, I moved the check for space handlers in space.c. Now it happens before checks for grease pencil, sculpt and left/right mouse button swapping. If this causes any problem (it shouldn't), please report.

PS: Thanks to Steven Truppe, who asked for this and even sent me a patch, but to preserve compatibility with existing event space handler scripts I did things in a different way.
2008-12-09 00:18:30 +00:00
Ton Roosendaal
ab40dd4053 2.5
Stupid error made blender not compile!
2008-12-08 19:16:47 +00:00
Ton Roosendaal
dc50e7fd3c 2.5
Minor cleanups.
2008-12-08 16:43:19 +00:00
Ton Roosendaal
02e23c16dd 2.5
Part one of wrapping up area/region management.
Read design doc here:
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/AreaManager

This commit:
- brings keymap storage to WM, based on names/types. This structure
  allows rna-ifying it too, so you can browse keymaps etc.
- creating areas and regions works slightly different now, wich
  regiontypes stored in areatype.

Todo:
- better callbacks and structure for defining which handlers need to
  be added.
- using region types to validate regions
- proper implementation of local region data
- code method for customizing keymaps. Current idea is that you have
  to indicate an entire keymap to be custom, to prevent too complicated
  merging problems of default and custom maps (like order, multiple keys
  for same operator, disabling options, etc).
2008-12-08 15:02:57 +00:00
Joshua Leung
11e15bf689 View2D: Tweaks to make handles work better with no-clamping of bubble 2008-12-08 00:48:27 +00:00
Martin Poirier
af52f24fe4 fixing compile error 2008-12-08 00:40:27 +00:00
Joshua Leung
a09835a8f4 View2D: Modal Ctrl-MMB-drag Zoom Restored
Added back the Ctrl-MMB-drag zoom.
* It uses RNA-props for delta amounts to be added to the cur rect, as opposed to storing a transform factor like the others.
* Made the operator another repeatable one
* The user-pref Continue/Dolly/Scale options are still respected. Currently, this is not stored as an RNA-prop for repeated behaviour, as it is not necessary for this operator to function correctly (and also, this data would fall under 'context' info more)

Removed clamping of scroller 'bubble' to bounds of scroller, as it produced a confusing display when using handles to zoom view.
2008-12-07 23:54:41 +00:00
Joshua Leung
63b8fca5b3 View2D: Minor tweaks to scrollbar drawing
Handles on ends of bubble are now drawn as rects. When that axis is zoomable, the handles are darker than when they are not.
2008-12-07 22:19:41 +00:00
Campbell Barton
69298b7b76 * layer mask (similar to the gimp), uses a UV layer's image as mask for painting.
* cloning between layers was broken
* Added buttons for selecting the souce clone/mask layer in the UV layer list.
2008-12-07 19:24:41 +00:00
Joshua Leung
ed015907df View2D: Scroller Manipulations
Implemented operator to work with scrollers. This should work reasonably well, but as always, more testing is needed.
* LMB-drag can now be used to initiate manipulations of scrollbars (so they can be dragged as per normal)
* By clicking on the 'dark regions' on the ends of the scroll bubble, it is possible to zoom the view (in a way similar to Sony Vegas scrollbars)

Tidied up code of other operators
* Re-labelled the current zoom operators, as there is still a modal click-drag zoom tool to be ported still
* Marked all of the existing view manipulation operators as redoable. Scrollers manipulator is not allowed to be redoable. 

Assorted changes:
* Added more flags for Outliner on reading old files, to prevent more weird things happening as code expects certain flags these days
2008-12-07 12:15:04 +00:00
Nathan Letwory
efdb726cf3 * put the PyRNA testing bit inside the DISABLE_PYTHON define, so we can use blenderlite as target too 2008-12-07 10:55:33 +00:00
Campbell Barton
00cc0f6852 split code for applying each paint tool into its own function. 2008-12-07 08:54:42 +00:00
Joshua Leung
b7fc71a3e2 View2D: Renamed a few API methods to follow standard naming conventions, and added define to use when an argument to these methods is irrelevant. 2008-12-07 06:21:06 +00:00
Joshua Leung
d2bfb9ae1d View2D: TimeCode display when displaying 'Seconds' not 'Frames'
When time grids are drawn in 'seconds' not 'frames' (use the TKEY to toggle this in Timeline for testing), times are now printed in a timecode format similar to SMPTE. It deviates from SMPTE in several respects, otherwise the timecodes will collide with the current grid spacings (Note: this will be subject to review in future). 

* Hours will only be shown when they are needed. This shouldn't cause too many problems, since it is highly unlikely to get sequences, etc. that long.
* Frames are only shown when zoomed in close enough. When they are shown, display of minutes is generally ommitted unless significant. 
* I've used the semicolon (;) character as the delimeter between frames and seconds. This seems to be the convention in Final Cut Pro, Vegas, and Quicktime...

---

Also in this commit:
* added UI_view2d_status_enforce() call to the end of UI_view2d_totRect_set(), so that the caller will not have to worry about doing so.

* swapped the order of V2D_GRID_(NO)CLAMP defines so to be more consistent with older versions of Blender. Default (0) is now no-clamping.
2008-12-07 03:42:25 +00:00
Campbell Barton
6d8a2dd9ef * added an option not to use projection painting (use existing 3D paint)
* further tweak limits to get rid of some face clipping problems.
2008-12-06 19:19:54 +00:00
Campbell Barton
d138a6d43c * fixed crash when a mesh with no UVs was painted.
* fixed more bugs in face clipping, clip_line wasnt working when the line was horiz/vertical. unning exactly on the clipping rectangle bounds.
* testing if a point was inside a triangle didnt work if the point was touching the triangles edge, added IsectPT2Df_limit(...) for this rather then using 3 point/line intersection checks.
...Cant find anymore bugs in face clipping now :)
2008-12-06 17:53:08 +00:00
Ton Roosendaal
5d8cfef713 2.5
Mainwindow had wrong subwindow rect definition.
2008-12-06 16:22:21 +00:00
Campbell Barton
2b7098820d * Patch from Michael Fox to set the normal angle (was fixed at 80 before)
* Fixed another face clipping bug (some artifacts still when using screen aligned faces)
* Removed Soften and Warp buttons on the panit panel since they are not used for projection painting
* added do_versions to initialize bleed and normal values
2008-12-06 13:42:55 +00:00
Joshua Leung
45cc5197e3 View2D - Bugfix for grid calculation for 'frames'
Grid calculations for frames and seconds were mixed up, meaning that grid was often off.
2008-12-06 10:25:51 +00:00
Joshua Leung
afb45ae7cf View2D: Code cleanup - UI_view2d_status_enforce()
This commit *should* bring UI_view2d_status_enforce() (formerly known in pre 2.5 as test_view2d) under control again. 
I've attempted to reduce the amount of duplicated code here, so hopefully there won't be any nasty bugs that will show up in some of the other views when they are ported.

Summary of changes:
* Restored V2D_KEEPZOOM flag which I had previously removed, having misunderstood its function.
* Fixed bugs with resizing Outliner window
* Outliner width is now columns + 1 again. Documented reasons for this (otherwise, stuff gets covered by scrollbars, but we cannot see it)
2008-12-06 09:25:42 +00:00
Campbell Barton
5a5ae824ce WIP fixes, still need to tidy up more.
* fix from last commit, threaded memarena wasnt used currectly in one case. (crashing blender)
* add a remove doubles and point on line test to face poly clipping function (fixes some cases where buckets are aligned with faces)
2008-12-06 01:21:42 +00:00
Benoit Bolsee
2746034295 BGE bug #17731 fixed: No sleeping Button disables dynamics of an object if it's parented+unparented 2008-12-05 23:13:23 +00:00
Nathan Letwory
8a04f039ad * seems like cur and tot were mixed up, thus preventing panning from working 2008-12-05 18:41:28 +00:00
Campbell Barton
1159ccfd4d Use MEM_*alloc for some of the main arrays rather then MemArena (was waisting too much memory) 2008-12-05 13:00:14 +00:00
Matt Ebb
1b9eabeef6 * Added other noise basis types to point density turbulence
* Fixed a bug in 'ignoring volumes in AAO'
2008-12-05 04:06:41 +00:00
Joshua Leung
5e60414961 View2D API: Cleaning up API + New Methods
* Cleaned up flags defined for View2D, and added some for defining the alignment of the view's data in the 'tot' rect (i.e. which quadrant(s) the view data is allowed to reside in). 

* These flags are used in the new UI_view2d_totRect_set() function, which sets the new size of the 'tot' rect (i.e. the maximum viewable area). Currently, is only used for Outliner, but channel-lists also require this.

* Added API method to reset 'cur' (current viewing region) to 'default' viewing region - UI_view2d_curRect_reset(). Currently, 'keepzoom' is not respected. I'll check on whether this is needed when I recode UI_view2d_status_enforce(), which is badly in need of a cleanup.
2008-12-05 02:03:37 +00:00
Nathan Letwory
e4a8a39f9d * silence a warning 2008-12-04 20:34:37 +00:00
Nathan Letwory
b087c8adf2 * rename some view2d defines to be clearer and more in line with the rest of view2d defines. 2008-12-04 20:28:59 +00:00
Benoit Bolsee
149d231d69 VideoTexture: new ImageMirror class for easy mirror (and portal) creation
The new class VideoTexture.ImageMirror() is available to perform
automatic mirror rendering.

Constructor:

  VideoTexture.ImageMirror(scene,observer,mirror,material)
    scene:    reference to the scene that will be rendered.
              Both observer and mirror must be part of that scene.
    observer: reference to a game object used as view point for
              mirror rendering: the scene will be rendered through
              the mirror as if the active camera was at the observer 
              location. Usually the observer is the active camera
              but you can use any game obejct.
    mirror:   reference to the mesh object holding the mirror.
    material: material ID of the mirror texture as returned by 
              VideoTexture.materialID(). The mirror is formed by 
              the polygons mapped to that material.

There are no specific methods or attributes. ImageMirror inherits 
all methods and attributes from ImageRender. You must refresh the
parent VideoTexture.Texture object regularly to update the mirror 
rendering.

Guidelines on how to create a working mirror:
- Use a texture that is specific to the mirror so that the mirror 
  rendering only appears on the mirror.
- The mirror must be planar; the algorithm works well only for planar
  or quasi planar mirror. For spherical mirror, you will get better
  results with ImageRender and a camera at the center of the mirror. 
  ImageMirror automatically computes the mirror orientation and 
  position. The mirror doesn't need to be rectangular, it can be 
  circular or take any form provided it is planar.
- The mirror up direction must be along the Z axis in local mesh
  coordinates. If the mirror is not vertical, ImageMirror will 
  compute the up direction as being the projection of the Z axis
  on the mirror plane.
- UV mapping must be set right to get correct mirror rendering:
  - make a planar projection of the mirror polygons (Unwrap or projection from view)
  - eventually rotate the projection so that UV up direction corresponds to the mesh Z axis
  - scale the projection so that the extreme points touch the border of the texture
  - flip the UV projection horizontally (scale -1 on X axis). This is needed
    because the mirror texture is rendered from the back of the mirror and
    thus is reversed from the view point of the observer. Horizontal flip 
    in the UV map restores the correct orientation.

Besides these simple rules, the mirror rendering is completely automatic. 
In particular, you don't need to allocate a camera for the rendering, 
ImageMirror creates dynamically a camera for that. The reflection is correct
even on large angles. The mirror can be a dynamic and moving object, the 
algorithm always computes the correct camera position based on observer 
relative position. You don't have to worry about mirror position in the scene: 
the algorithm automatically computes the camera frustum so that any object 
behind the mirror is not rendered.

Warnings:
- observer and mirror are references to game objects. ImageMirror keeps
  a pointer to them but does not increment the reference count. You must ensure 
  that these game objects are not deleted as long as you refresh() the ImageMirror
  object. You must release the ImageMirror object before you delete the game
  objects. To release the ImageMirror object (normally stored in GameLogic),
  just assign it to None.
- Mirror rendering is automatically skipped when the observer is behind the mirror
  but it is not disabled when the mirror is out of sight of the observer.
  You should only refresh the mirror when you know that the observer is likely to see it.
  For example, no need to refresh a car inner mirror when the player is not in the car.

Example:

  contr = GameLogic.getCurrentController()
  # object holding the mirror
  mirror = contr.getOwner()
  scene = GameLogic.getCurrentScene()
  # observer will be the active camere
  camera = scene.getObjectList()['OBCamera']
  matID = VideoTexture.materialID(mirror, 'IMmirror.png')
  GameLogic.mirror = VideoTexture.Texture(mirror, matID)
  GameLogic.mirror.source = VideoTexture.ImageMirror(scene,camera,mirror,matID)
  # to render the mirror, just call GameLogic.mirror.refresh(True) on each frame.

You can download a demo game (with a video file) here:

  http://home.scarlet.be/~tsi46445/blender/VideoTextureDemo.zip

For those who have already downloaded the demo, you can just update the blend file:

  http://home.scarlet.be/~tsi46445/blender/MirrorTextureDemo.blend
2008-12-04 16:07:46 +00:00
Ton Roosendaal
2e517db96a Small fix for repeat-last-operator:
- Context in WM wasn't set for regions yet, done now. So repeat works on
  per-region ops too.
- Debug print was printing the wrong repeated op.
  (repeat-op could show menu naming the op to repeat)
2008-12-04 09:37:42 +00:00
Joshua Leung
cb92e781f4 View2D: Scrollbars will now pan the view when MMB-dragged on 2008-12-04 09:33:12 +00:00
Joshua Leung
6fe9a03456 View2D: Scrollbar tweaks
* Added back vertical scale markings for vertical scrollbars. Currently untested (until IPO Editor can be put back in). Also, there was a special exception for the Sequencer, which will need to be checked when the time comes too.

* Fixed the display of frame numbers in scrollbars. Was caused by error in using an int, where a float was required (this is one place MSVC gives better warnings than GCC). 

* Outliner horizontal scrollbar now displays a more useful range. The previous range was based on screen width, not width of content. 

* Outliner horizontal scrollbar now draws with bevel-highlight line again. Was missed out in a previous commit.

* Added simple toggle Frames/Seconds operator to TimeLine to test if the View2D code is working right for this. This uses the same hotkey (TKEY) as it's counterpart (with a menu for input) did in previous incarnations of Blender.
2008-12-04 05:37:55 +00:00
Joshua Leung
efe8ad86e3 View2D: Units on Scrollers (XAxis only)
Added back units on scrollbars for anim editors (i.e. Timeline). Vertical scrollbars have yet to be done, but there's no way to test yet.

Using markers and current frame indicator (and value) as guides, it is clear that there is still some inaccuracy with the drawing of the grid or the frames/markers are drawn wrong! Will investigate further.
2008-12-04 02:01:42 +00:00
Brecht Van Lommel
2a1d37ddc2 RNA:
* DNA_key_types.h: wrapped KeyBlock.data, and added back position
  and current value, now done.
2008-12-04 01:58:14 +00:00
Brecht Van Lommel
8fc5d6e7de RNA
* Remove some unnecessary defining of struct types for pointers.
* Review of DNA_key_types.h and added Key for Mesh and Curve.
2008-12-04 00:07:47 +00:00