Commit Graph

685 Commits

Author SHA1 Message Date
Campbell Barton
709b1a93e6 support for #'s for output animation paths
This was supported...
image: /tmp/foo_###_bar --> /tmp/foo_001_bar.png

But not this...
anim: /tmp/foo_###_bar --> /tmp/foo_001_250_bar.avi
2010-01-26 21:41:38 +00:00
Ton Roosendaal
b119ce5fcc Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)

** Drag works as follows:

- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
  There are calls to define drag-able images, ID blocks, RNA paths, 
  file paths, and so on. By default you drag an icon, exceptionally 
  an ImBuf
- Drag items are registered centrally in the WM, it allows more drag 
  items simultaneous too, but not implemented

** Drop works as follows:

- On mouse release, and if drag items exist in the WM, it converts 
  the mouse event to an EVT_DROP type. This event then gets the full 
  drag info as customdata

- drop regions are defined with WM_dropbox_add(), similar to keymaps 
  you can make a "drop map" this way, which become 'drop map handlers' 
  in the queues.
- next to that the UI kit handles some common button types (like 
  accepting ID or names) to be catching a drop event too.

- Every "drop box" has two callbacks:
  - poll() = check if the event drag data is relevant for this box
  - copy() = fill in custom properties in the dropbox to initialize 
    an operator
- The dropbox handler then calls its standard Operator with its 
  dropbox properties.

** Currently implemented

Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images

Drag-able icons are subtly visualized by making them brighter a bit 
on mouse-over. In case the icon is a button or UI element too (most 
cases), the drag-able feature will make the item react to 
mouse-release instead of mouse-press. 

Drop options:

- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image


** Drag and drop Notes:

- Dropping into another Blender window (from same application) works 
too. I've added code that passes on mousemoves and clicks to other 
windows, without activating them though. This does make using multi-window
Blender a bit friendler.

- Dropping a file path to an image, is not the same as dropping an 
Image ID... keep this in mind. Sequencer for example wants paths to 
be dropped,  textures in 3d window wants an Image ID.

- Although drop boxes could be defined via Python, I suggest they're 
part of the UI and editor design (= how we want an editor to work), and 
not default offered configurable like keymaps. 

- At the moment only one item can be dragged at a time. This is for 
several reasons.... For one, Blender doesn't have a well defined 
uniform way to define "what is selected" (files, outliner items, etc). 
Secondly there's potential conflicts on what todo when you drop mixed 
drag sets on spots. All undefined stuff... nice for later.

- Example to bypass the above: a collection of images that form a strip, 
should be represented in filewindow as a single sequence anyway. 
This then will fit well and gets handled neatly by design.

- Another option to check is to allow multiple options per drop... it 
could show the operator as a sort of menu, allowing arrow or scrollwheel 
to choose. For time being I'd prefer to try to design a singular drop 
though, just offer only one drop action per data type on given spots.

- What does work already, but a tad slow, is to use a function that 
detects an object (type) under cursor, so a drag item's option can be 
further refined (like drop object on object = parent). (disabled)


** More notes

- Added saving for Region layouts (like split points for toolbar)

- Label buttons now handle mouse over

- File list: added full path entry for drop feature.

- Filesel bugfix: wm_operator_exec() got called there and fully handled, 
while WM event code tried same. Added new OPERATOR_HANDLED flag for this. 
Maybe python needs it too?

- Cocoa: added window move event, so multi-win setups work OK (didnt save).

- Interface_handlers.c: removed win->active

- Severe area copy bug: area handlers were not set to NULL

- Filesel bugfix: next/prev folder list was not copied on area copies

** Leftover todos

- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
  (for these reasons, makefile building has Carbon as default atm)

- ListView templates in UI cannot become dragged yet, needs review... 
it consists of two overlapping UI elements, preventing handling icon clicks.

- There's already Ghost library code to handle dropping from OS 
into Blender window. I've noticed this code is unfinished for Macs, but 
seems to be complete for Windows. Needs test... currently, an external 
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
Janne Karhu
9feadd443a Small fixes for particles.
* Particle collision with size was broken since raytrace optimizations by jaguarandi, now the collision code falls back to old slower method when the collision ray has a radius.
* Single goal/avoid object now works for boids.
* Some tiny improvements on collision avoidance for boids.
2010-01-23 15:45:01 +00:00
Brecht Van Lommel
1bb6ba0605 Thread queue: use _ftime to get current time on windows, same as
pthreads-win32 test suite.
2010-01-23 14:29:56 +00:00
Joseph Eagar
c71ace02c2 accidentally commited a patch that modifies wait_timeout, which I've not thourougly tested, but I'm not reverting it since it's needed to make msvc compile. it's only used if compiling with windows anyway. patch by mitchel stokes. 2010-01-23 11:32:21 +00:00
Joseph Eagar
7ef85aa41f Initial results of my profiling of the animation system.
Basically two simple changes, changes, I pulled in the faster 
ghash in bmesh (which uses mempools for allocation, providing 
a substanstial speedup in some cases, and also I inlined some
of the functions), and I changed __inline to __forceinline for inlining
of math functions.

I also removed the timer in the view3d zoom op (ctrl-middlemouse)
that was making it nonfunctional.  Why was that there?
2010-01-23 11:25:20 +00:00
Campbell Barton
5badcca867 bugfix [#20767] Particle edit mode crashes
& missing include added
2010-01-22 21:40:31 +00:00
Brecht Van Lommel
8ec59c7c68 Math Lib:
* inline some more functions, from math_base and math_vector
* also made some changes to the way inline is done so it can
  work for more than one file
* reflect_v3_v3v3 requires input vectors to be normalized now.
* added rgb_to_grayscale
* added zero_v4, copy_v4_v4, swap_v4_v4, is_one_v3
* added box_clip_bounds_m4 to clip a bounding box against a
  projection matrix
2010-01-22 11:10:24 +00:00
Brecht Van Lommel
2d2339a709 Threads: added queue for passing data between threads. Includes a function
to wait for an item to be put in the queue and then pop immediately without,
this makes it possible to avoid sleep() while waiting for the results of a
thread.
2010-01-22 11:06:57 +00:00
Joseph Eagar
7ad7820f7f Added a new notifyer, NC_SPACE_CHANGED, to signal an editor that
replaces another so it can do updates (e.g. dopesheet editor can
sync channel selection).

Also coded a simple optimization for allocating small objects,
based on mempools.  It's #ifdef'd out, you can enabled it by 
defining OPTIMIZE_SMALL_BLOCKS (e.g. adding -DDOPTIMIZE_SMALL_BLOCKS to
your compiler flags).

We suffer from a great deal of performance loss from the system allocator
(vgroups, ghash, edgehash, the singly-linked list implementation in blenlib,
editmesh, and likely a great many areas I'm forgetting), and this is the 
common solution for handling the many-small-objects problem.  It's not
really production-ready yet (it's long-term memory consequencers need to
be profiled first, and the implementation tweaked as necassary), but for
people on systems with slow system allocators it's worth trying.

Note that since this creates a guardedalloc<->blenlib link, the build systems
need to be updated accordingly (I've already done this for scons, though I'm
not sure if the player builds).
2010-01-21 03:08:57 +00:00
Matt Ebb
1d3186cbcf Durian request: Added 'Color Balance' node to compositor. uses Lift/Gamma/Gain
similar to sequence editor.

--> http://mke3.net/blender/devel/2.5/color_balance_node.jpg

Also added 0 key (zero key) shortcut when mouse is over a button, to reset it to its default value.
Same as the RMB menu ->Reset to Default, except for color wheels, it only resets the hue/sat/value
components that that widget affects.

Peter/Xavier: The existing color balance code can generate NaNs (fractional power of a negative),
which causes havoc along the image pipeline. I added a check in the node code to prevent this.

Still plenty of potential for lots of better colour correction tools in the compositor, just needs time...
2010-01-20 04:19:55 +00:00
Campbell Barton
b0f87935a8 spelling errors, no real changes to code. 2010-01-14 10:59:42 +00:00
Brecht Van Lommel
ff353b4939 Math lib: added normalize_v3_v3 in addition to normalize_v3. 2010-01-12 19:47:54 +00:00
Campbell Barton
a3e461ce1b - player building again
- fix for compiler warnigns
- bpath reporting was incorrect
2010-01-11 10:48:41 +00:00
Matt Ebb
e0dd3fe587 * Restored font selection functionality with open font and unlink font operators,
so you can change the font of 3D text objects.
2010-01-11 05:10:57 +00:00
Campbell Barton
e26005795d [#20587] Time field under Stamp (rendering) is always showing 00:00:00.01 2010-01-10 10:50:11 +00:00
Campbell Barton
40e9b1711b bugfix [#20627] Sculting - Mesh without faces crashes
fix own error in py ui also
2010-01-10 10:20:44 +00:00
Campbell Barton
1f1245a92a Remap Relative paths save option.
If you have a blend file and want to save in a new directory enabling this will save with the paths corrected relative to the new directory.
2010-01-08 17:50:55 +00:00
Joshua Leung
7079047538 Animation Channels Drawing Tweak:
A solid color backdrop is now drawn behind the mute/protect toggles and sliders, reducing the visual clutter with long names still appearing behind the UI widgets.
2010-01-08 11:14:30 +00:00
Campbell Barton
e77fadf066 fix for painting bug added since 25391 (own fault)
Making shell_angle_to_dist use radians was needed for solidify but somehow broke paint. Need to look into further but for now this fixes it.
2010-01-07 12:41:07 +00:00
Brecht Van Lommel
d16547ab73 Alt+B view clipping is now taken into account properly for sculpt, particle
edit and snapping, by clipping the view ray.
2010-01-05 14:26:38 +00:00
Campbell Barton
a2fe0cf5d7 armature ghost stepsize was not initialized, Aligorith: can you check this is correct?
remove other small warnings
2010-01-01 19:10:31 +00:00
Campbell Barton
11e529f4f7 made the array interpolation function from last commit into a generic function
/* given an array with some invalid values this function interpolates valid values
 * replacing the invalid ones */
int interp_sparse_array(float *array, int list_size, float skipval)
2010-01-01 15:57:17 +00:00
Campbell Barton
1cfb5ffb5d arg!, my secret testing keyword is exposed 2009-12-29 15:47:16 +00:00
Campbell Barton
5cd837a562 * speedup for animating bones, in one scene with sintel and a dragon animated its over 4x faster.
* utility function BLI_findstring to avoid listbase lookup loops everywhere.
  eg: 
    ListBase *lb= objects= &CTX_data_main(C)->object;
    Object *ob= BLI_findstring(lb, name, offsetof(ID, name) + 2);

* made some more math functions use const's, (fix warnings I made in previous commits)
2009-12-29 15:40:26 +00:00
Campbell Barton
0767cdd4a0 Transfer Shape Key
Useful if you have 2 different characters with the same base mesh (matching indicies), and want to copy a facial expression for eg, from one to another.
Durian request to re-use shapes between characters. 

* Copies the active shape to other selected objects
* Different methods to apply the shape
* * OFFSET, simple translation offset
* * RELATIVE (EDGE/FACE), Use Barycentric transformation to copy the shape. This means the target mesh can be a different orientation and scale and the shape should still apply since the surrounding geometry is used as a basis for the offset.

bug: barycentric transform's depth was inverted.

Note:
* This isnt added into a menu yet,
* This cant be redone since adding a shape key messes up the redo stack. needs fixing for other scripts too.
2009-12-27 11:14:06 +00:00
Campbell Barton
fde4686d77 barycentric transform utility geometry function.
From 2 triangles and 1 point, the relative position between the point and the first triangle is applied to the second triangle to find the target point.
the barycentric weights are calculated in 2D space with a signed area so values outside the triangle bounds are supported.

wrapped by python:
 pt_to = Geometry.BarycentricTransform(pt_from, t1a, t1b, t1c, t2a, t1b, t1c)

NOTE: 
- moved some barycentric weight functions out of projection painting into the math lib.
- ended up making some of the math functions use const args.
TODO:
- support exceptional cases. zero area tries and similar.
2009-12-27 01:32:58 +00:00
Campbell Barton
d5592fe254 fixes for errors/warnings found with cppcheck 2009-12-26 20:23:13 +00:00
Martin Poirier
8cce609a04 Missing angle_v3v3 definition (it was declared)
Wrong definition for angle_v2v2 (it read 2d vectors as 3d vectors)
2009-12-22 19:56:12 +00:00
Brecht Van Lommel
996152de58 Bugfix: sculpt mode could crash using a mesh without faces. 2009-12-18 17:15:58 +00:00
Brecht Van Lommel
5e48ab8d75 Sculpt:
* Increase epsilon for intersection a bit more, ortho view + small
  faces are problematic.
* Fix a redraw issue with one partial redraw too much at the end of
  the stroke.
2009-12-16 19:19:08 +00:00
Campbell Barton
7fc799d4a9 utility functions for getting the corner angles of a quad or tri: angle_quad_v3 & angle_tri_v3 2009-12-15 09:39:46 +00:00
Campbell Barton
9633d198fb solidify from 2.4x (ported from python to C)
- shell_angle_to_dist() was using degrees
2009-12-14 23:35:13 +00:00
Andrea Weikert
ca16488e81 MSVC 9 compile fixes and cleanups
* added renamed files in revision 25337
* renamed BLI_util.h -> BLI_path_util.h for consistency
* cleanup of #includes: removed BLI_blenlib.h in favour of direct includes of the needed headerfiles in a few places.
* removed debug print in sequencer.c
* added missing include in blenkernel/blender.c -> bad dependency, needs to be fixed still
2009-12-13 17:46:30 +00:00
Campbell Barton
61da7bb866 more sequence -> sequencer rename, also made sequencer swap strip update effects strips 2009-12-13 15:48:57 +00:00
Campbell Barton
abe8c09b8a * renamed BKE_sequence.h and sequence.c --> sequencer
* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
2009-12-13 14:56:45 +00:00
Guillermo S. Romero
3fd73289bd Add include path to access gpu_buffers.h from pbvh.c. 2009-12-11 19:27:47 +00:00
Brecht Van Lommel
cb4d9a7427 Sculpt:
* Temporary workaround for sculpt not working well with small polygons,
  still seems to be some issues, but can at least paint now.
* Small optimization avoiding local function variable aliasing.
2009-12-11 16:59:09 +00:00
Brecht Van Lommel
3a9dcf1fea Sculpt Branch:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
2009-12-11 14:38:02 +00:00
Brecht Van Lommel
c6ffe23762 Sculpt Branch:
* Added detection if VBO extension is supported.
* Redraw other 3d views after sculpting.
* Fix brush sometimes punching through mesh with very small polygons,
  added an extra epsilon to the ray-triangle intersection.
2009-12-11 14:16:17 +00:00
Brecht Van Lommel
9ea765e5d3 Sculpt Branch:
* Smooth brush works again for multires.
* Optimal Display option for multires modifier, same as subsurf.
2009-12-09 13:37:19 +00:00
Brecht Van Lommel
82ddfbf99f Sculpt Branch:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
2009-12-07 19:22:48 +00:00
Brecht Van Lommel
4ca2581b77 Sculpt Branch:
* Don't allow adding/removing multires levels in editmode.
* Customdata code for swapping mdisps restored.
* Fix inflate brush crashing with multires.
* Smooth and layer brush don't work yet with multires, but at
  least avoids crashing now.
* Fix threading issue with flatten brush.
2009-12-07 19:11:37 +00:00
Matt Ebb
b89138564e Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color 
management works internally. While the previous method worked well for 
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult 
for other areas such as compositing.

This implementation now considers all color data (with only a couple of 
exceptions such as brush colors) to be stored in linear RGB color space, 
rather than sRGB as previously. This brings it in line with Nuke, which also 
operates this way, quite successfully. Color swatches, pickers, color ramp 
display are now gamma corrected to display gamma so you can see what 
you're doing, but the numbers themselves are considered linear. This 
makes understanding blending modes more clear (a 0.5 value on overlay 
will not change the result now) as well as making color swatches act more 
predictably in the compositor, however bringing over color values from 
applications like photoshop or gimp, that operate in a gamma space, 
will give identical results.

This commit will convert over existing files saved by earlier 2.5 versions to 
work generally the same, though there may be some slight differences with 
things like textures. Now that we're set on changing other areas of shading, 
this won't be too disruptive overall.

I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png

and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
Joshua Leung
3d1f297489 Added temporary compiling fix for MSVC after Campbell's rounding commit.
Copied (in if-defs - for msvc win32/64) the python math functions used for dealing with the lack of a 'round()' function.
2009-11-30 00:18:36 +00:00
Campbell Barton
d98093a91a - added a new math function double_round, useful for rounding a number to a number of decimal places.
- added Mathutils vector method, vec.asTuple(round), since this is tedious in python and fairly common task.
2009-11-29 22:42:33 +00:00
Arystanbek Dyussenov
92b4316708 Merge from COLLADA branch into trunk of -c 24572 (cmake and scons for OpenCollada @ 675, Linux) and 25001 (bone animation import). See corresponding log entries for more detail. 2009-11-29 19:16:52 +00:00
Brecht Van Lommel
b83751d8c2 Math Lib: merging over some changes from the sculpt branch:
* swap v2/v3
* multiply-and-add (madd) v3
* inline v3 short/float conversion
* mul_v3_m3v3
2009-11-28 13:11:41 +00:00
Jens Ole Wund
12968cdd8a adding function
vcloud_estimate_transform(..) to math library
comments there (@math_geom.c) should explain what it does
-- removing attached clutter from softbody.c
2009-11-25 23:54:21 +00:00
Brecht Van Lommel
2582e3a900 Sculpt: fix windows compile issues, pointed out by JMS, thanks! 2009-11-25 18:20:46 +00:00