Commit Graph

15236 Commits

Author SHA1 Message Date
Andre Susano Pinto
1deba75110 *Added initial code of rayobject_rtbuild
An helper class to build trees
2009-06-30 22:07:42 +00:00
Andre Susano Pinto
021e0cc53f *reserved RayObject align offset 0 for private usage inside each structure
point is that other structures like trees can then distiguish between other nodes or rayobject primitives
withouth needing any other variable.
	(Note yet used but will reduce memory by a nice factor (linear to the number of primitives))
2009-06-30 14:05:33 +00:00
Andre Susano Pinto
e0cfafa629 Measure build time...
*as expected it's a lot faster on BVH
2009-06-30 01:17:50 +00:00
Andre Susano Pinto
dd7463bd4d svn merge -r 21041:21243 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-06-29 21:50:53 +00:00
Andre Susano Pinto
1136656bba *forgot this file 2009-06-29 20:15:59 +00:00
Andre Susano Pinto
f5f6850f23 *make type of acceleration structure changeable at runtime
*added some counter code (test/hits) for primitives and raycasts
2009-06-29 19:48:11 +00:00
Brecht Van Lommel
d9b74dcbc9 2.5: fix for compile error after recent search menu commit. 2009-06-29 19:37:09 +00:00
Brecht Van Lommel
e7928dd4b4 RNA
Implementation of RNA side of foreach_get/foreach_set,
Campbell will do python code.

Three functions for efficiently setting some property for all
items in a collection. RNA_property_collection_raw_array gives
access to the properties as an array with length, stride, and
type specified, if this is possible, i.e. not when it uses a
ListBase, or if a manual get/set function is implemented.

Two other functions take a C array pointer and get/set it
using the a collection + property name, using efficient array
access if possible, and otherwise using slower RNA iterator.

RNA_property_collection_raw_get
RNA_property_collection_raw_set

The number of type conversion required here got a bit out of
hand, it could be more efficient still if checking for more
cases, but function is already long enough.


Example: http://www.pasteall.org/6362/c
2009-06-29 19:15:51 +00:00
Campbell Barton
9a7ea9664e BGE PyAPI support for subclassing any BGE game type from python, scripters define extra functions on gameObjects.
Adding a UI to set the type on startup can be added easily.

# ----
class myPlayer(GameTypes.KX_GameObject):
  def die(self):
    # ... do stuff ...
    self.endObject()

# make an instance
player = myPlayer(gameOb) # gameOb is made invalid now.
player.die()

# ----

One limitation (which could also be an advantage), is making the subclass instance will return that subclass everywhere, you cant have 2 different subclasses of the same BGE data at once.
2009-06-29 12:06:46 +00:00
Ton Roosendaal
7ca31bb171 2.5
Search Menu: added feature that on opening, it shows the 
current ID block, and selects it. Same can be used for other
searches, just pass on pointer to active item for the search
callback.

Also fixed arrow triangle draw for search.
2009-06-29 11:29:52 +00:00
Campbell Barton
c50bbe5ae7 BGE Py API using python3 c/api calls. include bpy_compat.h to support py2.x 2009-06-29 02:25:54 +00:00
Ton Roosendaal
bb1f24ac44 2.5
Make include to make GE compile.

Py 2.3 doesnt compile expressions/Value.cpp btw... 
Value.cpp:616: error: 'class PyObjectPlus' has no member named 'ob_type'

Probably need to wait for py 3.1 :)
2009-06-28 18:09:19 +00:00
Ton Roosendaal
13ec1fbfa4 2.5
Starting GE should initialize opengl for the 3d region.
2009-06-28 16:31:20 +00:00
Elia Sarti
5d6485f06e 2.5 / RNA
Return right size for PROP_COLLECTION parameters
2009-06-28 13:41:50 +00:00
Campbell Barton
1b5851b4f9 PyNumberMethods needed ifdefs for python3.x and some other corrections. 2009-06-28 13:27:06 +00:00
Ton Roosendaal
7d88981a24 2.5
Menu usage: enabled arrow-key based browsing, especially for open and
close sublevels. Only thing missing is to prevent sublevel to open
on creating menu (like SHIFT+A now), this is design conflict in code.
(It sends fake mouse move events causing it)

Implementation note; the 'auto open sublevel' feature gets triggered
with new state var, that checks if mouse was used or not.

Also: on render in editmode, editmode result gets stored, as usual for 2.4x.
2009-06-28 12:30:50 +00:00
Elia Sarti
8bf355533e Zeroing listbase result for context data collection get when no data is found.
Caused crash for uninitialized pointers when getting collection data for editors not supporting that member, e.g. "deselect all" operator in non-3dview editors.
2009-06-28 11:37:45 +00:00
Campbell Barton
6b9f3b5f5c BGE Python API
Remove the last of the odd C++/python wrapper code from http://www.python.org/doc/PyCPP.html (~1998)

* Use python subclasses rather then having fake subclassing through get/set attributes calling parent types.
* PyObject getset arrays are created while initializing the types, converted from our own attribute arrays. This way python deals with subclasses and we dont have to define getattro or setattro functions for each type.
* GameObjects and Scenes no longer have attribute access to properties. only dictionary style access - ob['prop']
* remove each class's get/set/dir functions.
* remove isA() methods, can use PyObject_TypeCheck() in C and issubclass() in python.
* remove Parents[] array for each C++ class, was only used for isA() and wasnt correct in quite a few cases.
* remove PyTypeObject that was being passed as the last argument to each class (the parent classes too).

TODO -
* Light and VertexProxy need to be converted to using attributes.
* memory for getset arrays is never freed, not that bad since its will only allocates once.
2009-06-28 11:22:26 +00:00
Ton Roosendaal
6998a0f47b 2.5
Bugfixes:

- Preview Icon for render result crashed, there was still need for a scene
  pointer to be passed on.

- Added quick fix for preventing shaded drawmode to call render while
  rendering is in progress. It crashes badly.
  Rendering while UI is alive is still in probation, most UI stuff will
  probably get blocked, with exception from inspecting buttons and using
  the image window.
2009-06-28 09:35:37 +00:00
Campbell Barton
7271f86be5 removed un-needed hack, something weired was going on when debugging that made the pointers to these functions change after initialization. 2009-06-28 02:47:49 +00:00
Campbell Barton
388e59a768 BGE Fix for no redrawing.
Was caused by un-initialized engine ticrate, do_versions was working on 2.4x but isnt in 2.5 so just add a zero check when getting from the world.
2009-06-28 02:37:07 +00:00
Campbell Barton
aa933d2c9f BGE Redraw problem:
at the moment only files from blender 2.4x will display in 2.5x, compared area and window structs in both cases and dont see any differences.

This doesnt fix the problem but corrects a few things related to window drawing with the BGE,
also adds a hack because I noticed the window and area pointers in the KX_BlenderCanvas were offset after initialized, maybe need to use <static cast> ?
2009-06-27 23:54:20 +00:00
Nicholas Bishop
67073db49c 2.5/Sculpt:
Improved sculpting in perspective mode; starting a stroke on the background would sometimes result in the brush having a huge effect on the mesh. Fixed by waiting to start the stroke until the mouse moves over the model.

The fix is not quite perfect, because detection of the edge of the model is based on the depth buffer, so other things that change the depth buffer, like the grid and axis lines in the 3d view, can throw off the calculation.
2009-06-27 21:14:04 +00:00
Nicholas Bishop
b097f7250d 2.5/Sculpt:
Removed a bunch of old code that was #ifdef'd out. Mostly relates to partial visibility and partial redraw. Both of these are important features, but need better design updated for 2.5.

Also removed the old (huge/ugly!) sculpt() function that is now handled by the stroke operator code.
2009-06-27 17:10:19 +00:00
Ton Roosendaal
c79e57dba8 2.5
Two bugfixes:
- When making 2d windows small (zero sized) the view2d data could get
  corrupted with NaN values. Clipped values correctly to 1.
- Search menu (ctrl+alt+f) had wrong color for selected text in text
  button
2009-06-27 16:35:42 +00:00
Janne Karhu
7b547f7ce7 Particle ID block controls:
* Adding/removing particle systems to an object.
* Changing of particle settings.
* Currently showing an object's particle systems in a list (like materials).
2009-06-27 15:41:47 +00:00
Janne Karhu
912c2f440b Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
	- exact (not marked)
	- outdated (simulation is not done completely with current settings)
	- non-exact (frames were skipped during simulation)

* The parameter "cache step" effects the number of frames between saved cache frames.
	- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
	- Speeds up the "quick caching" very much.
	- Frames between cached frames are interpolated from the cached frames.
	- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.

* The caching can work in normal or "quick" mode:
	[Normal cache]
	- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
	- Becomes non-exact: After larger than 1 frame steps.
	- Becomes outdated: After any change effecting the simulation other than frame steps.
	- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.

	[Quick cache]
	- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
	- Becomes non-exact: Always from frame 1 (unless cache step = 1).
	- Becomes outdated: Never.
	- Pros/cons: Not very accurate, but super fast!
	- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.

* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
	- step forwards (to unknown) -> simulate from last exact frame, store result
	- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame

* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
	- Baking does the same, but runs the simulation all the way to the end of simulation.
	- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
	
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".

* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +00:00
Ton Roosendaal
9becf3c310 2.5
Test commit; toolbar has 'add operator' menu in mesh editmode.
Nothing stored, freed here...

Also: removed reading .B.blend, since a much better default has
been compiled in now, prevents confusing testers who run 2.5
for the first time. :) Of course .B25.blend still works.
2009-06-27 15:21:37 +00:00
Brecht Van Lommel
c9513df561 UI:
* Fix issue with icon not being left-aligned in text field.
* Put modifier tab after data tab in buttons header.
2009-06-27 14:35:24 +00:00
Brecht Van Lommel
1d135cb955 RNA: move softbody flags from Object to SoftBodySettings. 2009-06-27 14:02:21 +00:00
Thomas Dinges
ce15921a68 2.5 RNA:
* Added more softbody properties (collision, solver) and some flags in object RNA.
2009-06-27 13:20:19 +00:00
Ton Roosendaal
5d6801a472 2.5
Mesh editmode fix: Add new primitive often was on wrong location.
Viva Vazquez testing! :)
2009-06-27 13:10:18 +00:00
Ton Roosendaal
d55b460419 2.5
Bugreport; on dragging area edges, the mouse-release event was 
swallowed by the panel animation handler. Thanks Pablo Vazquez 
for report. :)
2009-06-27 12:41:28 +00:00
Thomas Dinges
5d6ef223fb 2.5 RNA:
* Started Wrapping softbody RNA.
2009-06-27 11:57:50 +00:00
Brecht Van Lommel
222fe6b1a5 UI
* Search popup + autocomplete for bones, vertex groups, etc. This
  is done with layout.item_pointerR, specifying an RNA collection to
  take the items from. Used by constraints and modifiers.

* Some tests with the List template, ignore those for now..
2009-06-27 01:15:31 +00:00
Brecht Van Lommel
d839a9ae9c RNA
* Added support for passing collections to/from RNA functions,
  this is done using a ListBase of CollectionPointerLink, which
  is a standard ListBase link + PointerRNA.

* Added editable active uv/vcol layer to Mesh.
* Armature.bones now includes all bones, not only the ones without
  parents.
* Modifier UV layer fields now are allowed to be empty, previously
  this would set the name during modifier evaluation if there was
  none.
2009-06-27 01:10:39 +00:00
Ton Roosendaal
524b861437 2.5
Part one (of probably many :) of Operator review/validation.
Nothing final nor defined, it's reseach :)

- Added tool buttons in "Toolbar" (Tkey). Just four examples
  for objectmode, and six for mesh editmode.

(Review in progress is operator internal state vs context, what
do redo exactly, undo vs redo syncing, when op->invoke or not,
etc. This has to be pinned down exactly and frozen asap)

- On undo, clear redo-operator-stack for now (won't work)
- Added call to better detect active/current view3d region.
  ED_view3d_context_rv3d(C)
- Fixed some operators that missed correct redo (add-prim etc).

Later more fun!
2009-06-26 15:48:09 +00:00
Ton Roosendaal
07e9c4ef2b 2.5
Makes toolbar region in 3d editor work correctly overlapping, also
when area is subdivided in 4-split, and/or with properties region.
2009-06-26 12:55:46 +00:00
Andre Susano Pinto
165593931f *another blackdots fixed - had forgoted to enable skip-neighbour faces on ao. 2009-06-26 02:11:08 +00:00
Campbell Barton
4b914c7f75 Made Mathutils use radians rather then degrees. defining USE_MATHUTILS_DEG for testing existing scripts.
Added conversion for BGE Quaternion WXYZ (Blender/C) -> XYZW (Moto C++).
BGE Python API now uses WXYZ following mathutils (break script warning).
2009-06-25 20:47:41 +00:00
Ton Roosendaal
47ca543b32 2.5
Rendering preview icons is back!

Note for Andrea: the render code has been decoupled from
drawing, it needs Scene context to be able to run...

At the moment only the search menu calls the new render
code (which is the ID browse menu default anyway)
2009-06-25 15:41:27 +00:00
Campbell Barton
d428ba1de8 PyAPI RNA/BGE
* all mathutils types now have optional callbacks
* PyRNA returns mathutils quat and euler types automatically when they have the rotation subtype.
* PyRNA, reuse the BPy_StructRNA PyObject rather name making a new one for each function returned.
* use more arithb.c functions for Mathutils quaternion type (less inline cruft).
* BGE Mathutils integration mostly finished- KX_PyMath now converts to Mathutils types rather then lists.
* make all mathutils types share the same header so they can share a number of functions - dealloc, getWrapped, getOwner.
2009-06-25 10:11:37 +00:00
Brecht Van Lommel
7a357cba39 2.5: File Selector: display operator properties in the side region,
check Save Image or Export PLY operator for example.

Also these code changes:

* Added some RNA collection iterator macros to simplify code.
* Fix bpy.props.BoolProperty not working correct.
* Merge uiDefAutoButsRNA/uiDefAutoButsRNA_single into one.
2009-06-24 21:27:10 +00:00
Andre Susano Pinto
edfb507088 *Fixed handling of HEMI and SUN lights shadows 2009-06-24 19:29:48 +00:00
Brecht Van Lommel
169fdf9e97 2.5: bug fixes for some erratice materials buttons drawing. 2009-06-24 18:39:00 +00:00
Ton Roosendaal
b6241e7b7c 2.5
Bugfix: added refresh for modifiers for enable/disable
2009-06-24 17:57:10 +00:00
Ton Roosendaal
ee9c260c38 2.5
- Added ND_SHADING notifier on linking materials, so it gives 
  refreshes in UI
- Removed reduntant debug prints

Crucial fixes in other code while checking warnings;
- Particle buttons were assigned to short, whilst data was int
- Filesel border select used float rect API, on an int rect.
2009-06-24 17:22:22 +00:00
Ton Roosendaal
627abe0acf 2.5
Added support for icons in search menu.
It already displays icons for saved materials etc. from old files.
Have to add previewrenders for this still.
2009-06-24 16:44:54 +00:00
Brecht Van Lommel
5b26f520bb UI
* Added SCROLL button type, use like a NUMSLI basically, with
  a1 used to define the scroller size.
* Add scroll and toggle colors to the Theme (toggle was set to
  draw like radio in a recent commit, but it's the intention
  these look different).
* Added rudimentary list template, used for object material
  slots, this is WIP though.
* In popup menu, split text with line breaks over multiple
  lines, makes python errors display slightly nicer.
2009-06-24 14:16:56 +00:00
Brecht Van Lommel
a379fdd7fb 2.5: Object material slot operators add/remove/assign/select/deselect. 2009-06-24 14:07:48 +00:00