- convert MeshDerivedMesh to calculate new vertex normals and such
on initialize, means copy free conversion to DispListMesh
- replace vertex access through function by direct access fo
MeshDerivedMesh
- shadeDispList was not getting correct orco's
- On exit editmode and after deleting bones, a pointer in PoseChannels
was not set NULL correctly, causing potential crashes.
- Action Window: select on 'ipo key' (little icon) didn't select/deselect
the associated bone (old bug!)
- After unlinking an Action, the blue color in bones was not cleared
Also:
- Improved selection in editmode, doing it in 2 stages. Makes it a lot more
accurate.
mesh_get_derived_final... a bit slower atm because of extraneous
copying (will be fixed shortly) but normals are correct for deformed
meshes now (don't think they ever have been)
leaving in a DL_VERTS type displist (and modifying mesh)
- removed DL_VERTS displist type (woot woot)
- makeDispListMesh now puts deformed verts in object->derivedDeform
- switch over other system parts to new deformed vert storage,
still kinda hacky and maybe some inconsistencies... will be
sorted out soon enough.
- moved build_particle_system to makeDispListMesh... this may have
adverse side effects, needs to be sorted out with depgraph system
- Bone points for B-Bone drawing were not adjusted for size of Bone, now
they draw same size as for other bone type
- Deleting bones in editmode didn't check for constraints in Pose, causing
weird collapsed poses or even crashes
- ALT+S scaling on B-Bones in editmode didn't correct for the Object scale.
current depgraph... that's when an object has multiple "parents", which
have different relation types. (one parent moves Object, the other
deforms). In that case the result was undefined.
Solved it nicely with the DAG building code, resulting in quicker flushing
of changes even.
Also noted a bug in the drawview.c 'object_handle_update' call, which
should not check for layers. The DAG flushing clears recalc flags for
invisible layers, if possible. Now need to write that @#!# doc!
and from editmode Armature
- Altered 'axismat' for PoseMode bone transform. Fix for bug #2769, bone
rotations using hotkey-constraints (R, Y, Y) didn't work well.
- convert object_apply_deform to use mesh_get_derived_deform
- convert build_particle_system to use mesh_get_derived_deform
- remove apply option from mesh_modifier
What do you know, this leaves only one callsite for mesh_modifier
and one "user" site for DL_VERTS...
- added mesh_get_derived_deform function (always returns a DerivedMesh
corresponding to deformed (but not subdivided) mesh). used in places
where original mesh is to be displayed but with deformed coordinates
(vpaint for example).
- added DirectMesh.getVert{Co,No} implementations for MeshDerivedMesh
- updated vpaint to use mesh_get_derived_deform
- changed mesh_get_derived_render to always return a DerivedMesh (even if
no subsurf)
- changed init_render_mesh to always get the mesh data through a
DerivedMesh
situations where data can be shared easily.
- added convertDisplistToMesh function for regular mesh DerivedMesh
interface (how many times can *you* use mesh in one sentence?)
- do_puno was uninitialized in init_render_mesh
- added mesh_get_derived_final (temporary), difference from
mesh_get_derived is it always returns a derived mesh, even if
no subsurf.
The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
This will improve collision detection and physics for the game engine (Ketsji).
Bullet uses optionally uses the ODE quickstep solver.
Hope this commit doesn't break everything.
- appropriate callers of makeDispList replaced with depgraph calls
- unappropriate places just killed... small chance this gives some
errors in corner cases if dep graph isn't notified (example, font
family displists) but these can be tracked down as they show up.
- still a large number of callers of makeDispListCurveTypes, but
makeDispListMesh has just a few.
to that in editmesh as well as for edit{curve,lattice}
- added a G.editModeTitleExtra string that gets displayed in header info
string in editmode. currently used to display "(Key)" when editing a
key (before there was not UI level display of this info).
This adds two new method to the BPY Object type:
- makeParentDeform
- makeParentVertex
Both are based on makeParent. In fact, I splitted off the parenting
part of makeParent into an internal function so that all can reuse it. I
also added DEP_graph refresh flag that where missing.
makeParentDeform sets the parent type accordingly for correct
deformation (armature and curve) and checks if the parent and childs are of the
correct type for deformation.
makeParentVertex takes as additional mandatory argument a tuple of
indices to tell the parent which vertex to use. It does some object type
checking too.
Also included documentation. :)
Test file is in the patch there: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2833&group_id=9
Note to Ton: When doing vertex parenting, the dashed parent line is only updated correctly if the objects are on screen when calling the function. If they aren't, the line is wrong and is only corrected when another recalc is called on the parent or child.
- some other twiddles to fix mixed signedness compiler warnings
And from the "Dear lazy programmers" file: After you have extern declared
a variable 5 or more times at the top a function, you would have actually
saved a lot of effort by just putting it in the header where it belonged.
Or perhaps you thought by hiding it no one else would notice you were
using global variables to pass information around. Tsk tsk.