Commit Graph

12883 Commits

Author SHA1 Message Date
Ton Roosendaal
dde68ec0e0 Orange; added a depsgraph update tag for the case a Group is being animated
with NLA, whilst the "NLA target" has no action or nlastrips itself.
2005-12-14 18:43:53 +00:00
Ton Roosendaal
e65e6237a2 Orange; Magical Group relink option. :)
This is the case:

- Empty has Group duplicator
- Empty has NLA strips to animate the group

On linking the Empty to another group (with button in ObjectButtons), it
checks for the current strips in NLA, and tries to find the proper objects
in the new Group, based on name matches.
If not found, it sets the strip-objects to zero.
2005-12-14 15:58:52 +00:00
Ton Roosendaal
2fd72143f6 Wednesday merger of Orange branch and bf-blender 2005-12-14 14:24:23 +00:00
Ton Roosendaal
564ca3cede Commit with fix for ActionStrip "Hold" missed two crucial features;
- if repeat is set on exact integer values, it jumped to first position
- code was missing the action start offset
2005-12-14 14:10:04 +00:00
Ton Roosendaal
9983c5f172 Orange: added proper stringcopy for creating/finding pose and action-
channels. This for python api development here... :)
2005-12-14 13:47:40 +00:00
Ton Roosendaal
4f235db6e6 Tuesday merger of Orange branch with bf-blender 2005-12-13 20:32:39 +00:00
Ton Roosendaal
d1cc4b7a15 Orange reported fix: Stride bone offset was blending with any strip, even
when strips had no stride set... causing using multiple strips not to work
for stride.
2005-12-13 20:16:10 +00:00
Ton Roosendaal
985b43adc2 Bugfix #3580
Apparently python allows to create Key blocks without proper *from pointer
back to the owner of the Key. The Key unfortunately wasn't mean to be a
dynamic block linkable to any Mesh...

This patch sets the from pointer on any call to do_mesh_key, which is safe
to do anyway. I made a note to get rid of that convention once, but at
least now we got non-crashing blenders. :)

(In bugreport noted that we need to check Python code for it too!)
2005-12-13 15:07:21 +00:00
Ton Roosendaal
f27350174a Bug #3562
Strips with a repeat fraction (like 3.51) should also "hold" on the
fraction of .51 when indicated so.
Patch provided by Roland Hess, but cleaned up (exisiting) mess a bit too.
2005-12-12 21:56:32 +00:00
Stephen Swaney
d32b100464 bugfix: #3420 Indent/Unindent in text editor not undoable
contributed by Mr. TextEditor - themyers.  Thanks!
2005-12-12 18:35:15 +00:00
Ton Roosendaal
46c18b3e95 NLA editor, adding actions wasn't possible when amount of actions was over
30, the databrowse option didnt work.

Made popup menu to go to 60 now, in 3 collums max. Databrowse works too
now.

Next commit; check all other databrowsers for it.
2005-12-12 16:29:47 +00:00
Ton Roosendaal
7daa8d0bca Sunday merger of orange branch with bf-blender 2005-12-11 23:04:27 +00:00
Ton Roosendaal
d3113b5184 Orange: made duplicators work for dynamic particle systems. Meaning; a
particle generator can be duplicated.

Note that the particles are only generated once, on the original, and just
get duplicated.
For static particles it worked already OK.

Added note for previous grouping commit; group-duplicators should support
fully all animation systems, including modifiers and particles.
2005-12-11 14:28:22 +00:00
Ton Roosendaal
d7bee8c117 Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
   enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
   to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
  causing unnecessary slowdown on reading.

Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
Ton Roosendaal
485dd1d376 Orange; WIP commit for inclusion of "Tangent" vector in rendering.
This first implementation only supports it for Meshes with UV maps, and
only tangents in V direction.

Tangent diffuse:
http://www.blender.org/bf/0001_0080.avi
Tangent spec, diffuse, and bump:
http://www.blender.org/bf/20001_0080.avi

NOTE: since UV coordinates are still very badly subsurfed, this won't work
well for subsurf meshes... on the todo.

On the todo;
- generate tangents for meshes without UV (with some options)
- use tangents from Curve/Surface
- add the Ashkimin shader from tracker

-----

Important bugfix; curves didn't render anymore since yesterday. :)
2005-12-09 15:14:32 +00:00
Ken Hughes
1e589f59d0 -- Bugfix #3520: Text with extrusion and/or bevelling would would disappear
when edit mode was entered.
2005-12-09 14:30:51 +00:00
Ton Roosendaal
c492729b3a New feature: "Stress" texture input channel
(As usual movies disappears after while)

Face example showing stress values on a blend. White is stretch, black
is squeeze
http://www.blender.org/bf/0001_0014.avi

Quick test with softbody stretch
http://www.blender.org/bf/0001_0100.avi

Based on the difference of the "Orco" (original undeformed coordinate)
and the actual render coordinate, a stress value is computed to make
textures react to stretching or wrinking skin.

The texture coordinate is neutral (0) on relaxed state. -1 is squeezed
to zero, +1 is stretched to infinity.
Note that scaling (object itself or parent) also will result in
stress values.

The reason for the huge commit is a cleanup in allocating memory for
the vertices. These were growing too large with new options, so now it
allocates the optional coordinates dynamically.
Saves about 20 MB memory per 1M vertices already. But best of all is that
I now can add much more fun... so tangents, here we come!
2005-12-08 22:05:42 +00:00
Ton Roosendaal
0c60e72cbf Orange: Group with curve objects in it, and used with group-duplication,
didn't update display when original was on hidden layer.
2005-12-07 19:47:22 +00:00
Ton Roosendaal
fba94ef97a Orange: Custom drawing types for bones in Poses!
In Armature Pose-bone panel, the 'hide' button got replaced with a button
where you can type (TAB complete works) a name for a Mesh Object. It then
draws that Object instead of the indicated bone drawing type.

Fixes for bone layers:
- Akey in Editmode didnt work proper (now deselects all non visible bones
  too. selection for editmode works on the vertices, not bones...
- Snap in Editmode now respects layers
2005-12-07 15:07:31 +00:00
Ton Roosendaal
5a514ae20e Orange Bugfix: depsgraph code crashed on building particle system without
forcefields.... tsk!
2005-12-07 12:46:34 +00:00
Ton Roosendaal
1123be1bcc Orange request; Bones in Armature now have own layer settings.
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.

Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)

In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.

Todo: make action/nla drawing comply to Armature layer settings.
2005-12-07 12:36:26 +00:00
Ton Roosendaal
ee63a6fd79 Orange:
Depsgraph support for animated duplicated groups that come from Library
files.... so nice, a huge walking group of characters in a 90k file or so!
2005-12-06 17:05:37 +00:00
Ton Roosendaal
6555ddbcd8 Orange:
Series of fixes in Library linking of groups;

- On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base"
  anymore, meaning they won't show up as Objects in the Scene.
  This ensures you can use the linked Group as duplicator without having
  your file polluted with new (and linked) objects.
  (I realize it should be possible to have it with Base too, will check)
- On append or file-read, the linked Group Objects get drawn properly,
  but the animation system doesn't run yet.
- Group buttons (F7) now shows if a Group is from Library
- Outliner draws Library linked data with blue-ish text

Other fixes;

- Using group-duplicator, with originals in hidden layer, now shows and
  updates animated Objects correctly.
- All of Object button panels did not have a proper protection against
  editing Library data.
2005-12-06 15:39:25 +00:00
Ton Roosendaal
952a2709ad Orange: tuesday sync with bf-blender 2005-12-06 10:58:54 +00:00
Ton Roosendaal
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
Ken Hughes
2d19c4f208 -- Bugfix 3543: call to test_index_face() in decimateModifier_applyModifier()
was passing pointer to the wrong face, which led to eekadoodle later in
   EditMode.
2005-12-06 00:02:55 +00:00
Ton Roosendaal
863234481e "Make Local" menu (Lkey) now has as first option to make only Objects
local, keeping all Data stuff (Mesh, Materials) from Library.

The animation stuff on Object becomes local though;
- Ipo
- Action
- NLA
2005-12-05 17:06:58 +00:00
Ton Roosendaal
f98a5a8036 Bugfix #3514
Once an Object Ipo position was inserted, the object couldn't be moved when
a particle system was tied to it. Needed code to copy object settings,
before the particle animation was done.
2005-12-05 13:44:22 +00:00
Ton Roosendaal
a2d66cbff8 Hrms... setting the undosteps to zero then should also work! :) 2005-12-05 11:52:30 +00:00
Ton Roosendaal
4fb1bcaa15 Bugfix #3507
Global Undo didn't use the 'undo steps' value in the user presets yet...
even whilst button mentioned 'editmode undo' there, an easy fix to add.
2005-12-05 11:46:40 +00:00
Ton Roosendaal
dd1f6c649a Orange bramch:
New diffuse shader, "Fresnel", which using existing fresnel formula.
Since it hilights edges (away from lamp), nice to fill darker parts with
the new layering system.

Weird stuff though;
http://www.blender.org/bf/0001_0040.avi
(Movie disappears in a couple of days!)

Note; for ray-shadow you need to use the Bias, to prevent 'terminator'
problems. I made that option default now.
2005-12-04 20:43:41 +00:00
Ton Roosendaal
1efe0a7232 Sunday sync of Orange with bf-blender 2005-12-04 17:22:36 +00:00
Ton Roosendaal
aa939b8599 Orange branch feature; Material Layering
(WIP, don't bugs for this in tracker yet please!)

- New Panel "Layers" in Material buttons, allows to add unlimited amount
  of materials on top of each other.
- Every Layer is actually just another Material, which gets rendered/shaded
  (including texture), and then added on top of previous layer with an
  operation like Mix, Add, Mult, etc.
- Layers render fully independent, so bumpmaps are not passed on to next
  layers.
- Per Layer you can set if it influences Diffuse, Specular or Alpha
- If a Material returns alpha (like from texture), the alpha value is
  used for adding the layers too.
- New texture "Map To" channel allows to have a texture work on a Layer
- Each layer, including basis Material, can be turned on/off individually

Notes:

- at this moment, the full shading pass happens for each layer, including
  shadow, AO and raytraced mirror or transparency...
- I had to remove old hacks from preview render, which corrected reflected
  normals for preview texturing.
- still needs loadsa testing!
2005-12-04 14:32:21 +00:00
Nils Thuerey
e49998807c - fixed output behaviour (now behaves just like render output,
thus directories in the path are created using RE_make_existing_file
  in fluidsim.c)
- changed default output to be '//fluidsimdata/...'
- hopefully fixed bugs #3466 and #3470 (orco texture coords caused
  problems when the fluidsim mesh was bigger than the original one,
  one no other deformations were used - new deformedVerts are now
  allocated in this case in DerivedMesh.c)
2005-12-03 17:45:35 +00:00
Ken Hughes
6ba27d69b0 -- Bugfix #3524: theEditMesh structure was not being initialized correctly. 2005-12-02 18:00:38 +00:00
Ton Roosendaal
066f79cfa4 Friday merge of bf-blender into orange branch. 2005-12-02 13:55:13 +00:00
Ton Roosendaal
c4a1d655ae True X-mirror mesh editing!
Set the option in EditMode, in 2nd mesh tools panel. It only works on
transform options now (grab/rot/scale), and of course assumes a near-
perfect symmetrical mesh. Mesh Object itself can be on any location
though (and rotated etc).
2005-12-01 19:04:57 +00:00
Ton Roosendaal
d369a44dde Orange bugreport; disabling (with small icon button) a deforming modifier
for EditMode, the CrazySpace correction still worked. Made it check for
the modifier mode flag.
2005-11-30 20:22:27 +00:00
Ton Roosendaal
ec2644fe5c Bugfix - own repertoire :)
- Curves without bevel or extrude didn't calculate the Z value for
  softbody when the "3d" option for curves was off.
- Typo in softbody.c, for switch of // comments to /* */
2005-11-30 18:58:10 +00:00
Ton Roosendaal
0140c36df9 Cleanup & preparation commit for getting Armatures/Poses/Actions working
in the game engine again.

All files in source/gameengine/ I've committed below have a comment like
/* XXX note .... */
where something needs to be done. This is pretty straightforward for Erwin,
who has been notified in person too about this. :)
2005-11-29 12:45:18 +00:00
Ton Roosendaal
acd06aebc1 Depsgraph fix for editing linked Objects with the other instances being
in other layers (or hidden with local view).

In my search for the absolute minimum of recalculations, changes are only
flushed when they're visible. On changing layers, the tags then are just
set again (for everything that potentially moves) to ensure proper state.

However, it didn't work proper for linked Mesh objects that changed in
editmode, the Derivedmesh callback then accessed memory out of bounds.

The current dependency code was more designed for animation systems...
updating display data should work too, but might need some more tests!

(Thanks Andrea for clear error sample!)
2005-11-27 20:49:25 +00:00
Ton Roosendaal
ebb00c1ce5 Bug #3479
Cyclic paths (or curve guides) were not drawn in Solid View when not
selected.
2005-11-27 18:54:23 +00:00
Ton Roosendaal
dff7bebab8 Bugfix #3478
Using a Curve object as a forcefield (not as Guide) crashed Blender.
Needed an additional check in code.
2005-11-27 18:17:02 +00:00
Ton Roosendaal
cb82936a98 Bugfix #3477
Bug in VortexField caused in some situations the particles or strands to
disappear completely. Non initialized variable...
2005-11-27 17:27:32 +00:00
Brecht Van Lommel
0e0cafcada "UV Test Grid" option in Image Window > Image menu > New, to generate
a colored grid instead of a blank image, for quickly spotting distortion
in UV maps.
2005-11-27 16:21:25 +00:00
Ton Roosendaal
a494a76e9e Finishing touch for hair strand shadows;
- raytracing code now uses cylinder-line intersect for strands. It used
  to intersect with the screen-aligned strand quads, giving too many
  misses for tracing.
  Note; mirror for hair is still not well supported!

- added in Materials a choice for whether a material is Traceable for
  raytracing or whether it is part of Shadow buffers. This way you can
  exclude hair strands from raytracing, but still get shadowbuffers for it.
2005-11-27 12:19:12 +00:00
Ton Roosendaal
986745abcc Bugfix (tracker #3456, elysiun forum).
The new colorband code still had floating point issue... how much a
< or <= can differ eh!
2005-11-24 16:54:55 +00:00
Ton Roosendaal
bb0445c722 Bugfix #3437 #3438
- Mirror modifier showed particles on wrong half.
  Note: particles don't do modifiers yet (apart from using subsurf coords)
- Boolean modifier copy didn't copy the 'operation' type.
2005-11-23 19:19:44 +00:00
Jean-Luc Peurière
16ec668047 added bad level call stub for sluidsim 2005-11-23 14:42:17 +00:00
Nils Thuerey
5c56ca1180 - changed DerivedMesh integration, the fluidsim meshes now
replace the original one. so modifiers now work with them
  (apply modifier, or edit mode still work on original mesh).
  this should fix the three fluidsim bugs in the tracker.
- fixed stupid makesdna problem (writing "char string[160+80]" isnt
  a good idea :)
- changed GUI a bit, now displays an estimate of the required memory,
  there's still a problem with redrawing (currently relies on a call
  to the derived mesh generation)
- the fluidsim struct changed to store the bounding box,
  and the current loaded surface mesh
- temporary simulation files are now removed if env. var.
  BLENDER_DELETEELBEEMFILES is not set or zero
- fluidsimSettingsFree now gets properly called when freeing an object
2005-11-23 12:49:22 +00:00