Commit Graph

632 Commits

Author SHA1 Message Date
Brecht Van Lommel
6cadd2bee3 Fix drivers and shape keys not handling subframes / frame mapping properly.
Change Scene.frame_set so that it ensures subframe in range [0,1[ as Blender
expects, otherwise some things like physics point cache lookups don't get
evaluated properly.
2013-01-27 16:45:00 +00:00
Campbell Barton
1da7d7d1a0 use bool for new code. 2013-01-24 14:48:08 +00:00
Ton Roosendaal
9592cade86 Armature rigging:
Added more clear warning print for cases when a Proxy cannot be resolved.
2013-01-24 11:21:40 +00:00
Sergej Reich
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
Sergej Reich
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00
Sergej Reich
27601aaf01 rigidbody: Add DNA/RNA/BKE infrastructure for the rigid body sim
This is just the basic structure, the simulation isn't hooked up yet.

Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.

Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.

Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:22 +00:00
Sergey Sharybin
86991fbcb0 Fixed render time regression in Blender Internal
It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.

The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.

The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.

To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
  buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
  image and user. Pool could be NULL and in this case fallback to
  BKE_image_acquire_ibuf will happen.

  This helps to avoid lots to if(poll) checks in image sampling
  code.

- BKE_image_pool_release_ibuf releases image buffer. In fact, it
  will only do something if pool is NULL, in all other case it'll
  equal to DoNothing operation.
2013-01-21 08:49:42 +00:00
Campbell Barton
d8d24bdebd fix [#33682] Animation not updated when the active shape index isnt set 2013-01-03 06:47:44 +00:00
Campbell Barton
ec1681fae7 style cleanup 2013-01-02 01:49:07 +00:00
Nicholas Bishop
22c02c9d3a Code cleanup: rename BLI_pbvh to BKE_pbvh 2012-12-30 18:31:31 +00:00
Nicholas Bishop
fc442dbd51 Add DNA/RNA/BKE infrastructure for dynamic-topology sculpt mode
* Add a detail_size field to the Sculpt struct, two new sculpt flags,
  and a Mesh flag for dynamic-topology mode; that's it for file-level
  changes needed by dynamic topology

* Add RNA for the new DNA field and flags

* Add a new icon for dynamic-topology created by Julio Iglesias. TODO:
  update the icon for the new SVG icon format

* Add a SculptSession function for converting from BMesh to Mesh,
  handles reordering mesh elements and setting face shading
2012-12-30 18:27:33 +00:00
Bastien Montagne
ba14beb000 Code cleanup: add usual 'BKE_' prefix to 'public' constraint functions from blenkernel... 2012-12-23 11:31:15 +00:00
Ton Roosendaal
39a6af35f5 Small tweak in the new "Relative Parent" option for Bones that have Object-children:
- Transform now is relative to the bone root.

For backwards compatibility this transform was set to the tip for parenting... 

Now the new parenting option uses the root, the old one still the tip.
I've noted in the code to check on a version patch, to make it consistent.
2012-12-22 11:08:25 +00:00
Campbell Barton
f25618f29a make Node.links return a tuple, this may you can't do socket.links.append() by mistake.
removed RNAMeta mixin class since you cant register subclasses.

also some minor code cleanup
2012-12-21 12:16:13 +00:00
Ton Roosendaal
915f78af92 Armature bone feature:
New Bone option: "Relative Parenting". 

This makes Child-Objects of Bones transform similar to how deformations 
of bones are calculated. Allows to move bones in editmode to set pivot.

The option is in Bone Panel, with clear label. 
It is ON now by default when you add new bones

Requested by Kjartan, our famous robot designer :) For "hard body rigs" it's
very useful.
2012-12-21 12:07:28 +00:00
Campbell Barton
899ba3fdb6 style cleanup 2012-12-18 01:46:15 +00:00
Brecht Van Lommel
779375251c Fix #33487: game engine did not convert objects with rotation modes other than
Euler XYZ correctly, was never implemented;
2012-12-17 21:40:28 +00:00
Ton Roosendaal
95225cf110 Bug fix, IRC report.
With 2 windows, 2 scenes, linked objects:
- enter editmode in 1 window.
- the other window allowed to enter editmode too.
- and crash happened on exit editmode.

Since editmode is in Context (scene->obedit) a bad conflict arises.

New function BKE_object_is_in_editmode() returns this info outside of
context. Note I didn't use BMEdit_FromObject() because of the assert().

NOTE: contextual storage of editmode could need rework... five places:
- ob->mode / ob->restore_mode
- scene->object
- CTX_data_edit_object()
- BKE_object_is_in_editmode()
- view3d mode handling menu
2012-12-17 14:51:06 +00:00
Campbell Barton
9a469b62ca replace strcpy with BLI_strncpy or memcpy when the size is known. 2012-12-16 08:43:05 +00:00
Campbell Barton
a6bee579e9 move pbvh into BKE, it used many BKE bad level includes.
now blenlib/BLI doesn't depend on any blenkern/BKE functions,
there are still some bad level includes but these are only to access G.background and the blender version define.
2012-12-15 15:59:25 +00:00
Campbell Barton
21a9fa9089 move bpath module from BLI to BKE, it was making many bad level calls into BKE. 2012-12-15 15:31:50 +00:00
Campbell Barton
7c699a217a define the size of matrix args for both rows/cols. 2012-12-11 14:29:01 +00:00
Campbell Barton
f0b6b89911 fix [#33156] Ctrl+L Link modifiers produce copies with identical names 2012-11-13 14:53:33 +00:00
Brecht Van Lommel
dc5ba03945 Fix #33123: lamp nodes drivers not working, now uses same hacks as material
to work around dependency graph limitations.
2012-11-09 13:57:09 +00:00
Ton Roosendaal
2a8ce1f121 Bugfix #33074
In armature editmode, with mirroring, after duplication of a bone and using
the Wkey "flip names" you get a crash. Code for naming was accessing a NULL
in the bPose channel - not set until leaving editmode.

Thanks to Ben Batt for tackling the issue :)
2012-11-04 12:13:26 +00:00
Campbell Barton
f213ae0b19 style cleanup 2012-11-01 09:54:00 +00:00
Mitchell Stokes
3bf9bb3b13 BGE: Adding support for Bullet's collision masks. Each object now has a collision mask and a collision group. Object A and object B collide if object A's groups is in object B's mask and object B's group is in object A's mask. In other words, the group defines what the object is (collision wise) and the group defines what the object can collide with.
The majority of this patch was provided by Kupoman with some edits from me and heavy testing by z0r.
2012-10-30 15:44:16 +00:00
Ton Roosendaal
f746f3ea09 Bugfix #32496
You don't believe it, this bug traces back to 2002. Went by unreported for a decade.

If you link in an object, delete it, and relink again its materials are lost!
Easy fix, annoying error. :)
2012-10-24 13:24:34 +00:00
Campbell Barton
90f7b9e9cc comment quick cache RNA and quiet compiler werning. 2012-10-23 15:07:09 +00:00
Ton Roosendaal
d273ddfd4f Bugfix 30974
- Disabled "Quick Cache" option. It was causing ridiculous updates
  on the entire animation system for start-end frame on every user
  event causing changes here (like during transform). Worst was that you
  couldn't transform animated objects for that reason either.

  Most of the code is still there, waiting for a moment to revise it...

- Constraint "Follow Track" (marker) wasn't using inverse matrix code
  in transform, making it wacko to use (wrong pivot, crazyspace)
2012-10-23 14:07:32 +00:00
Campbell Barton
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
Campbell Barton
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
Campbell Barton
c56a911cd9 style cleanup: comments 2012-10-20 20:20:02 +00:00
Bastien Montagne
2256c8e25f Fix [#32925] Center cursor (shift+C) crashing blender after duplicating bone in armature edit mode.
Center Cursor uses BKE_object_minmax(), which uses pchans' bone member to check whether a bone is visible or not. But after a duplication, the duplicated pchan->bone are NULL, skiping in this case (as if they were hidden, not optimal but should do the work for now - anyway, using pchan's values in Edit mode does not really make sense, imho).
2012-10-19 19:16:18 +00:00
Campbell Barton
67e2768570 quiet some -Wshadow warnings 2012-10-12 14:35:10 +00:00
Brecht Van Lommel
fedc8e1722 Cycles: add "From Dupli" option for texture coordinate node. This gets the
Generated and UV coordinates from the duplicator of instance instead of the
object itself.

This was used in e.g. Big Buck Bunny for texturing instanced feathers with
a UV map on the bird. Many files changed, mainly to do some refactoring to
get rid of G.rendering global in duplilist code.
2012-10-04 21:40:39 +00:00
Campbell Barton
d8144ef0f5 style cleanup: comment blocks 2012-10-04 13:26:15 +00:00
Sergey Sharybin
c1abde5935 Fix #32667: Curve softbodies doesn't render animation (cycles)
Issue was caused by cycles being duplicated curve objects before converting
them to mesh. This duplication will loose pointcache which resulted in object
not being properly deformed.
2012-09-27 14:37:20 +00:00
Campbell Barton
3b487a6944 fix for all pose-group editing functions crashing when the context didnt have an area (in background mode),
fix pose-group-sort and pose-group-moving being disabled for pinned poses.

also fix for own missing NULL check for pose mask clear which would crash when run without an active object
2012-09-23 02:31:30 +00:00
Campbell Barton
0d5d2146eb code cleanup: make shape key api names consistent with our new convention. 2012-09-19 10:12:07 +00:00
Campbell Barton
d3737de8c2 fix for a strange linking error where set_property() in source/blender/blenkernel/intern/property.c would get mixed up with an X11 function of the same name. it crashed blender loading on my system.
Give functions in property.c more unique names.
2012-09-18 04:35:30 +00:00
Campbell Barton
a4ff2b9140 code cleanup: warnings 2012-09-18 03:15:12 +00:00
Campbell Barton
b3d2ea28ce speedup for vertex parent lookups, were looping over array elements when it wasn't needed for lattice and curves, and in some cases meshes.
do dirrect array lookups instead where possible.
2012-09-16 08:25:31 +00:00
Campbell Barton
fed6b2bcb7 code cleanup: remove paranoid/invalid NULL checks and also reduce some unneeded size_t -> int conversions. 2012-09-15 07:31:17 +00:00
Campbell Barton
d98dd2585f code cleanup: replace memcpy for copy_v3_v3(), and fix for unlikely crash - if (ob->mat == NULL && ob->totcol) 2012-09-15 06:03:49 +00:00
Campbell Barton
10d18e5b5f code cleanup: use min/max inline functions rather than macros & simplify loop 2012-09-11 09:39:37 +00:00
Campbell Barton
71d1b09708 minor code cleanup 2012-08-25 12:55:14 +00:00
Campbell Barton
e982e9b04f fix [#32353] 'Focus'(center) applied on a rig should only take visible bones into account 2012-08-18 14:27:48 +00:00
Campbell Barton
f0951f58ca code cleanup: rename G.afbreek --> is_break, G.rendering --> is_rendering 2012-08-08 18:37:06 +00:00
Mitchell Stokes
47c7266522 Accidentally did a commit when I wanted to revert... (ignore my last revision) 2012-08-08 01:29:20 +00:00