Joshua asked me to check depsgraph drivers; i've added the
very minimal case, but further I'm stuck, need help.
Also made region listeners for Graph Editor work for all.
* ShapeKey conversions should now go to the correct places
* Added fix for drivers to prevent crashes when no driver object is provided (Franky from BBB seems to have one such driver for some reason).
* Temporarily disabled a check when evaluating drivers for whether the driver is tagged for evaluation. Drivers still need to be correctly tagged AND ordered by the Depsgraph to work correctly.
Added support in threaded compositor to copy the viewer
image safely away, prevents crashing especially for
people using blender -E or redrawing viewer while it
composites.
(Note; reloading images in nodes, render result, and
probably other cases have to be checked still)
Compositor now uses threaded jobs.
- updates happen per preview node! Check this file for
fun: http://www.blender.org/bf/composite_image.blend
(any compo node could get preview!)
- had to ensure the composite data gets fully copied before
it executes thread, so editing is not frustrated.
- put back node buttons (missing init)
- added WM_jobs api call to check for running job,
illustrated with red light icon in 'use nodes' button.
- added another callback to WM_jobs, to initialize.
use this init to ensure you only do it when job really
starts.
- added an extra notifier option for WM_jobs, to signal
finished job (like redraw image view)
- fixed file read error, it copied the screen it read,
instead of using it.
- commented out annoying prints for missing ops in imagewin
* Objects parented to bones now load correctly again (so Mancandy no longer looks like he had a run-in with a lawn mulcher). Was caused by a typo. I'm not sure how that got in there (or who did it)
* Action/Graph Editors would crash when loading files with Materials with some drivers.
This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.
Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.
It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.
Notes:
* Fixed a few bugs in RNA User-Preferences wrapping
* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?
* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.
* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
* Made the various datatypes in the DopeSheet get shown again (NOTE: some of the types that don't get conversions to Animato yet may need some further checking).
* Did some code cleanup to allow F-Curve channels to always show RNA-based names correctly
Simple toolbox-style menu system. Brecht will review it
though, and/or check on way to use it for menus.
I tried to avoid uiBlock and rna stuff all over. :)
Quick image test:
http://www.blender.org/bf/rt.jpg
Examples you can read in:
- editors/screen/screen_ops.c:testing123() (press F5)
- editors/object/object_edit.c:object_add_primitive_invoke()
(press SHIFT+A)
Concept is simple:
uiMenuBegin(): returns a handle.
uiMenuEnd(): puts it all to work.
In between you can add items like:
uiMenuItemVal(): a name, icon, retval (use uiMenuFunc())
uiMenuItemO(): an operator + icon
uiMenuItemEnumO(): an operator, property name, value
Sublevels go easy too:
uiMenuLevel(): creates item for sublevel, with function pointer.
Inside that function you can use all menu calls again.
Levels can go as deep you want.
uiMenuLevelEnumO(): creates operator sublevel for an enum
* sequencer transform now does overlap checks.
* removed old transform functions from sequencer_edit.c
* shuffle_seq moved to kernel, now moves strips to the end of the last sequence of itschannel (if all channels are used). 2.4x would remove the strip.
* most of the 'Strip' menu items now call their operators in the header menu, some for view and select too.
* Action Editor/Dopesheet now displays names retrieved from RNA in the form - "<Struct/OwnerName>.<PropertyName>.<ArrayIndex>"
i.e. "HeadBone.Location.X"
i.e. "Cube.Rotation.Y"
i.e. "Material.Diffuse Color.G"
For now, the first part of the name may be unclear as it is easy to confuse Material channels with Object ones if the material was called "Object1" or so (theoretrical example only). This will be explored further.
* Also, fixed crashes when loading some old files with 'Object' Action Channels in their Actions
- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
and lattice
(another commit following)
In the brief tests I did on a few rigs, this seems to work ok. Martin may want to check on the code for any cleanups that may be needed here.
Coming soon will be some modifications to the primative insert-key operator added earlier, so that Animato can be used to animate characters!
* FModifier data is now allocated correctly, solving crashes on loading files containing IPO-curves with cyclic extrapolation
* Fixed memory leaks with FModifiers and their data not being freed correctly. Not sure exactly why the old code didn't work for this.
* Absolute shapekeys work again. For now, the 'speed' curve isn't converted yet (same goes for 'Curves'). Those were kindof hacky, since they manipulated time in weird ways. Probably the clamping to 0.0-1.0 range can go though.
* Materials, Textures, Cameras, and local-constraint IPO's are now converted properly to the new system
- wm draw method is now initialized correct when reading older
files, but the SDNA bug causing the problem is still unsolved.
is due to // char pad[8]; not being recognized as commented.
- triple buffer proxy texture test follows spec better now,
was disabling triple buffer unnecessarily on some drivers.
- some cmake compile fixes related to sequencer pthread usage
and removed bad level calls lib for player.
- show outliner header buttons in oops mode as well until that
can be switched in the UI.
- fix region data free issue for tooltips
- warning fixes
File reading of 2.50 files fixed.
- it now exits nicely from queues without using free'd memory
(checks CTX_wm_window(C) to be NULL)
- code that matched current (ghost) window with new situation
lacked setting a pointer good.
Overall cleaned some parts too; like context clears now all
wm related pointers when you set a new wm, window or area.
Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
Most of the settings have been converted, however, there are a few which are not easy to convert.
* For textures:
- tex->noisedepth - undefined in RNA?
- tex->noisetype - undefined in RNA?
- tex->stype - undefined in RNA?
- tex->noise_basis2 - is noted in RNA as undefined...
* For Cameras:
- "CAM_LENS" define was used for either 'ortho_scale', or 'lens' depending on camera type. This is currently difficult to ascertain using current code... I'll revisit this later
- cam->YF_aperature - undefined in RNA
- cam->YF_dofdist - undefined in RNA
* Fixed bug in with RNA-paths. String identifiers (i.e. some_collection["somekey"]) were not getting handled at all due to wrong indices it seems. I don't know of any other code using this, so hopefully there aren't any unintended bugs caused by this.
This means that bone animation now works again.
* Added a few more sanity checks to file-reading code, and heaps of extra prints everywhere else for debugging purposes (these will be removed in due course).
Added WM Jobs manager
- WM can manage threaded jobs for you; just provide a couple
of components to get it work:
- customdata, free callback for it
- timer step, notifier code
- start callback, update callback
- Once started, each job runs an own timer, and will for
every time step check necessary updates, or close the
job when ready.
- No drawing happens in jobs, that's for notifiers!
- Every job stores an owner pointer, and based on this owner
it will prevent multiple jobs to enter the stack.
Instead it will re-use a running job, signal it to stop
and allow caller to re-initialize it even.
- Check new wm_jobs.c for more explanation. Jobs API is still
under construction.
Fun: BLI_addtail(&wm->jobs, steve); :)
Put Node shader previews back using wmJobs
- Preview calculating is now fully threaded (1 thread still)
- Thanks to new event system + notifiers, you can see
previews update even while dragging sliders!
- Currently it only starts when you change a node setting.
Warning: the thread render shares Node data, so don't delete
nodes while it renders! This topic is on the todo to make safe.
Also:
- bug in region initialize (do_versions) showed channel list in
node editor wrong.
- flagged the channel list 'hidden' now, it was really in the
way! This is for later to work on anyway.
- recoded Render API callbacks so it gets handlers passed on,
no globals to use anymore, remember?
- previewrender code gets now so much nicer! Will remove a lot
of stuff from code soon.
This is work-in-progress patching support for converting animation saved in old system to work in the new one.
* Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow...
* This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems.
* Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
can transform the strips or move their handles
Still todo, click-drag transform, metastrips support, snapping, markers overlap checks and constrain to valid channels.
* Added back Auto Preview-Range tool (i.e. set preview-range from keyframe extents)
* Restored delete keyframe tool. For now, this doesn't delete empty F-Curves, even though its keyframe-api counterpart still does. I still need to figure out how to do this in the best way.
* Fixed crashes when selecting keyframes in 'object' summary channels
* Removed prototypes for a few unused/depreceated functions...
* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools
* F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things.
* There are a few tools which are not available yet which were available in 2.5 before Animato was added:
- Copy/Paste
- Rearrange channels
Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow.
* Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
- removed static vars _last_seq, last_imagename and last_sounddir, replacing them with with vars in the "Editing" struct. didnt manage to get the active sequence to load so currently thats lost when loading.
- removed flag SEQ_ACTIVE
- Added operators cut, mute, unmute, deselect_all, select_invert, select, select_more, select_less, select_pick_linked, select_linked and borderselect.
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.
* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...
* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).
* File writing code should now only write the new data to files
- Added shift+d duplicate for object and editmode mesh.
Note it uses WM_operator_name_call(), which is fine now,
but in future might put again 2 undo's and operators on
the stack.
Will have to spend some time on how Macros will work!
- added itterator CTX_selected_editable_objects()
(named it first "edible" but that was too funny!)
Also cleaned object_edit.c to use this correctly.
- added CTX_wm_view3d(), especially for hybrid tools
that *can* use view3d, but don't have to.
- moved debug -d print for operators to the real invoke call
Cleanup warnings from Joshua's commit (mostly unused variables,
but also used functions that were not prototyped).
Two bugfixes; passing on &ob->adt instead of ob->adt
But; the DNA system is now messed up, with two structs using
the same ID (nAction and bAction), that goes horrible wrong!
* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change.
* Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
- Depricated another bunch of globals; all the totobj,
totmesh, totvert, and so on.
- All code that needs such totals now count it themselves,
these stats were not supposed to be reliable
- Editmesh now stores and manages own totals.
- Todo: make a scene->stats that tracks notifiers.
Bugfix: selecting failed in editmesh, backbuffer stuff was
too late, already using index ranges before it was set.
Organized as follows:
uvedit/
uv editing related code
uvedit_draw.c: drawing code
uvedit_ops.c: operators, just a few done
uvedit_unwrap_ops.c: will be operators for unwrapping
uvedit_paramatrizer.c: lscm/abf/stretch/pack
space_image/
space_image.c: registration and common getter/setters
image_draw.c: drawing code, mostly functional
image_panels.c: panels, all commented out
image_render.c: render callbacks, non functional
image_ops.c: operators, only view navigation done
image_header.c: header, menus mostly done but missing buttons
Notes:
* Header menus consist only of Operator and RNA buttons, if they
are not implemented they're displayed grayed out. Ideally the full
header could work like this, but std_libbuttons looks problematic.
* Started using view2d code more than the old code, but for now it
still does own view2d management due to some very specific
requirements that the image window has. The drawing code however
is more clear hopefully, it only uses view2d, and there is no
switching between 'p' and 'f' view2d's anymore, it is always 'f'.
* In order to make uvedit operators more independent I move some
image space settings to scene toolsettings, and the current image
and its buffer is in the context. Especially sync selection and
select mode belonged there anyway as this cannot work correct with
different spaces having different settings anyway.
* Image paint is not back yet, did not want to put that together with
uvedit because there's really no code sharing.. perhaps vertex paint,
image paint and sculpt would be good to have in one module to share
brush code, partial redraw, etc better.