when changing curve twist I assumed 2D curves would not need dir or quat values set, however these are used when getting a path from a curve.
also added interp_v3_v3v3v3v3
Added some more methods for the Red-Black Tree implementation in Blender (used for runtime viewing and searching of keyframes) which abstract away some of the lower-level handling of the BST (i.e. adding nodes without balancing and searching for nodes).
Also, improved the implementation of the jump next/prev keyframe operator so that it pops up an error message when the last keyframe in whatever direction is encountered.
adjust epsilon value for isect_ray_tri_v3()
from the comment...
/* note: these values were 0.000001 in 2.4x but for projection snapping on
* a human head (1BU==1m), subsurf level 2, this gave many errors */
- 0.000001 -> 0.00000001
* 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
* Fix remaining issues before conversion.
* Inline various vector functions, currently enabled for all platforms.
I expect this to work in GCC/MSVC at least, if other platforms don't
support it, #ifdef's can be added.
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.
Will use rotation gimbal axis when an object or bone set to Euler rotation mode is selected (global axis otherwise)
Use case: being able to do rotations that only affect one animation curve in the 3d view instead of just in the curve editor.
I'm committing this right now despite what follows because it's already useful as is.
Known bug: manipulator arrows can look slightly skewed (not really a big problem), but more importantly, rotation circles for the rotation manipulator are skewed and will not perfectly reflect the rotation axis (it will still use the correct one though). That will be fixed shortly.
To do: This orientation should act like Local, where each object/bone uses its own orientation and not just the one of the active object/bone.
Note: Saved files with custom orientations might end up with other orientations selected when being opened up. I don't think it's that useful to make a do_version for that, but I can if warranted.
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
* the code for BLI_is_dir can be shared on Windows, no need of extra implementation - error was usage of BLI_exists instead of BLI_exist!
* left BLI_is_dir in since it's nicer to read and understand
* also removed deprecated outliner_header from MSVC projectfiles.
* Only F-Curves and Drivers that affect selected bones will be visible when this happens.
* Moved the function to grab text within a pair of "" following some prefix to blenlib.
* Rendering twice or more could crash layer/pass buttons.
* Compositing would crash while drawing the image.
* Rendering animations could also crash drawing the image.
* Compositing could crash
* Starting to rendering while preview render / compo was
still running could crash.
* Exiting while rendering an animation would not abort the
renderer properly, making Blender seemingly freeze.
* Fixes theoretically possible issue with setting malloc
lock with nested threads.
* Drawing previews inside nodes could crash when those nodes
were being rendered at the same time.
There's more crashes, manipulating the scene data or undo can
still crash, this commit only focuses on making sure the image
buffer and render result access is thread safe.
Implementation:
* Rather than assuming the render result does not get freed
during render, which seems to be quite difficult to do given
that e.g. the compositor is allowed to change the size of
the buffer or output different passes, the render result is
now protected with a read/write mutex.
* The read/write mutex allows multiple readers (and pixel
writers) at the same time, but only allows one writer to
manipulate the data structure.
* Added BKE_image_acquire_ibuf/BKE_image_release_ibuf to access
images being rendered, cases where this is not needed (most
code) can still use BKE_image_get_ibuf.
* The job manager now allows only one rendering job at the same
time, rather than the G.rendering check which was not reliable.
library loading was using some non-public OS X functions, which give
linking issues for me. Since OS X 10.3 standard unix dlopen() is
supported, so I just removed this code, we don't support earlier
versions anyway.
changed with the file path changes, the reason to check this first
is that it allows to edit py scripts without having to run the
build system for each change.
This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/Unix_FHS
for scons WITH_BF_FHS enabled an alternative layout eg.
scons WITH_BF_FHS=1 BF_INSTALLDIR="/usr/local"
for CMake just run "make install" after make (CMAKE_INSTALL_PREFIX is used for the base path)
Currently only scripts use both the system and user path correctly, other areas of blender have their own path code inline with lots of ifdefs, needs to be carefully updated.
* VecLerp3f and Vec2Lerp3f - interpolate 3 2d/3d vectors from 3 weights
* AngleToLength(angle) - useful for making even width shell/walls based on the angles of the surrounding geometry from each point. (same method used in 2.4x python solidify script).
also quiet some warnings.
Added a utility function to check which transforms for an object or bone are animated, returning these as bitflags and/or optionally retrieving the relevant F-Curves too. Beware that this method may not be working correctly yet, but it shouldn't hurt anyone in the meantime :)
Also, split RNA-path building function up into a version which only creates the path up to the given struct, with the other parts being added later.