Commit Graph

3786 Commits

Author SHA1 Message Date
Daniel Dunbar
8564169543 - added decimation include dir to makefiles 2005-07-26 06:46:21 +00:00
Daniel Dunbar
2c20d7529a - bugfix, mirror modifier didn't copy deformed vertex cos for shared
verts
2005-07-26 06:39:58 +00:00
Daniel Dunbar
951a4934b0 - added wave modifier & removed old wave effect
- added decimate modifier & removed old decimate interface
   (currently lacks warning about destroying data, and there needs
   to be a way for modifiers to return errors back to the interface)
 - allow applyModifier to return NULL to indicate error
 - unfortunately new decimate modifier means it does not know exact
   number of faces in mesh (other modifiers may come before) and so
   instead interface uses a percentage. if people need exact face
   count slider then I will have to think of some hack to fit this
   in. note that it does display the output face count so its possible
   to tweak the pct to get what you want regardless.
 - removed python Wave object

If you are bored now how much easier it is to implement something
like decimate as a modifier. Very few changes to interface, very
few entry points.
2005-07-26 02:44:59 +00:00
Daniel Dunbar
ee8e41c65a - added apply button for individual modifiers 2005-07-26 00:45:19 +00:00
Daniel Dunbar
3abbc85ae0 - commit some testing code for LetterRip's bit button conversion 2005-07-25 23:56:57 +00:00
Daniel Dunbar
8655d65a7e - displacement fix, need to calc normals before displacing 2005-07-25 22:02:13 +00:00
Daniel Dunbar
b52d31965a - removed internal functions from effect header
- made particle system generation use its own RNG object,
   keeps it safe against varying calculation order in the renderer

Still a funny bug where having a material on a particle object
changes the particle locations (in renderer, not in interface...
bizarro)
2005-07-25 21:53:58 +00:00
Ton Roosendaal
e8347e8b28 - Dupliframes mball didn't work anymore (should be added to scene_update)
- restored nicer drawing for duplicator wireframe. Draws before selected,
  so you can see the duplicated object better
2005-07-25 21:38:13 +00:00
Daniel Dunbar
3dcc653365 - mixed up RNG type definition 2005-07-25 20:56:48 +00:00
Daniel Dunbar
40a5ed791d - added RNG abstract random object rng_{new/free/seed/get{Int,Double,Float}}
to avoid use of global generator. at the moment the renderer owns the
   number generator and this is important for retaining render consistency.
2005-07-25 20:33:10 +00:00
Daniel Dunbar
cb988ff8a9 - fix some error handling in blend loader, correct error codes
were not always returned.
2005-07-25 18:35:49 +00:00
Johnny Matthews
dec3fa07f3 Some bad use of non-public API. Changed the calls to BIF_undo_push() and BIF_undo() instead 2005-07-25 17:03:09 +00:00
Ton Roosendaal
26b2648a72 Little issues, combined commit!
- Bug #2857: Spin didn't create nice consistant normals
- removed unnecessary call to where_is_object() in init-render phase.
- Added DAG_scene_sort() calls when objects were removed (join cases)
- When using texture fonts, the file window header didn't display OK
- Saving a file didn't set the 'wait cursor' anymore (oldie!)
2005-07-25 10:58:21 +00:00
Ton Roosendaal
1295ed872c Regression file teapot.blend didn't render... this due to a hack removal of
a month ago (trying to cope with vertexcolor 'paint' and 'light'.)
Forgot to add the correct check for calculaing UV texture coords, needed to
have vertexcolor 'paint' working.
2005-07-25 09:19:23 +00:00
Daniel Dunbar
0a6ca24661 - warning fixes
- rare bug in calc_vertexnormals, fourth vertex normal was not flipped
   correctly (found thanks to my new auto regression test script)
2005-07-24 19:13:27 +00:00
Daniel Dunbar
13e6257ddf - switch displistmesh_to_mesh to just dupalloc the mface's
- added verteCos argument to sbObjectReset, lack of this was
   causing softbody objects to not be initialized with deform
 - made convert-to-mesh option call DAG_scene_sort, prevents
   crashes due to obsolete object pointer
2005-07-24 18:16:40 +00:00
Ton Roosendaal
aefd9e462f When entering editmode on Armature, the Pose now defaults to a correct
restposition, also for deform and bone childs.
2005-07-24 15:16:37 +00:00
Ton Roosendaal
495bb4efff Bug fix #2856
Changing 'active material' in Editing Buttons didn't update preview in
in Material Buttons.
2005-07-24 13:39:26 +00:00
Ton Roosendaal
fcaaebb4f0 NLA strip option "Add" accidentally also added constraint ipo values.
Result was characters going bezerk! By definition, pose blending now only
adds loc/rot/size, not constraint strength values.
2005-07-24 13:30:44 +00:00
Ton Roosendaal
4d273d8d5b Armature-Pose IK goodies!
- Added option to the IK buttons, to have it use the 'tip' as end of the
  IK chain. I never really understood this old convention (IK didn't work
  on the Bone itself).
  Old files still will read OK though. But I made the "To Tip" a default
  when adding new IK constraints.

- Hotkey CTRL+I: add IK, with option to have it adding an Empty target,
  or use a selected Bone as target. With the new non-modal PoseMode, it
  gives instant access to playing with the IK chain.

- Hotkey ALT+I: clears IK, on all selected Bones

- Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
2005-07-24 11:36:05 +00:00
Martin Poirier
1d27a7676b GCC 4 didn't like static function after non static prototype. Moved prototype to c file and added static to it. 2005-07-24 09:21:31 +00:00
Martin Poirier
ee6bcd01a2 Removing "Custom" as a menu entry in 3D view header (ztonzy spotted that). 2005-07-24 08:26:45 +00:00
Martin Poirier
fa0795c84f Missing include file from commits. (tsk) 2005-07-24 07:10:56 +00:00
Martin Poirier
df864efff3 Some stuff slipped in header_view3d.c too. Thanks to basse for spoting that quickly. 2005-07-24 06:57:46 +00:00
Martin Poirier
0e2302bfa5 Big Transform Manipulator Merge
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.

This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
	- The dropdown in the 3D view header is always visible
	- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
		However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
	- Alt-Space (to change the orientation) works during transform


New Transform orientation: View, using the view axis.

Fixes for the following bugs:
	- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
	- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
	- Numinput with lock constraints didn't work correctly. Reported on elysiun

	Probably some others that I'm forgetting

I also moved a couple of functions around in an attempt to make things clearer.
2005-07-24 06:25:00 +00:00
Ton Roosendaal
1516381df1 - Armature editmode now supports lasso. Please be aware that in editmode,
armatures actually only consists of points, flushing bone selection
  based on points that are selected.

Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :)

- Fix; crash in selecting in editmode armature (commit 1 hour ago)
- Fix; in editmode, bones didn't transform (same commit)
- Fix; in drawmode "Sticks", names could go weird in editmode (commit
  two days ago)
2005-07-23 20:56:40 +00:00
Daniel Dunbar
e331e68b57 - added ModifierData flag, is modifier enabled in editmode
- added modifier type flag: should modifier be enabled by default for
   active in editmode
 - added subsurf "debug incremental" option instead of G.rt==52 (it becomes
   a slightly useful feature now for debugging how well a modifier works
   with incremental subsurf... maybe important for future python modifier
   developers)
 - shuffled modifier button layout just to keep people guessing
 - switched back to drawing editmesh face centers not through derivedmesh,
   I didn't think this one through, forgot that centers were also used for
   selection. have to think about what to do about this, should be either
   (a) don't draw centers with a cage active (optimal mode) or (b) come up
   with api to draw centers through derivedmesh and also handle selection.
 - changed recalc_editnormals to also follow the len(no)==0.0 use vertex
   co convention
2005-07-23 19:15:08 +00:00
Daniel Dunbar
fb651ddb4a - change mesh_calc_normals to set vertices with len(no)==0
to normalised coordinate (convention in blender, helps with
   halo)
 - removed vertexnormals(), vertexnormals_mesh()
 - removed CTX_NO_NOR_RECALC (always assume already calculated)
 - change NMesh.c to call mesh_calc_normals
 - chance load_editMesh to call mesh_calc_normals after done
   converting instead of using editmesh normals
 - update recalc_editnormals to also calc vertex normals (whats
   4 more adds and a sqrt among friends)

Its hard to believe, but it just might be the case that there
are only two places mesh normals are calculated now (renderer
and kernel)
2005-07-23 19:03:43 +00:00
Ton Roosendaal
948f27c0d8 Killed silly modal PoseMode mode! :)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
  for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
  with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
  time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
  Object's PoseMode

It was quite a lot recode, so tests & reports are welcome.

Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
2005-07-23 18:52:31 +00:00
Daniel Dunbar
6e98a38ea2 - cleaned up calc_vertexnormals, did unnecessary temporary array alloc
and passed over faces twice
 - changed init_render_mesh to *always* call calc_vertexnormals. Vertex normal
   calculation is insignificant time wise in comparison to modern renders so
   it wasn't a big savings anyway, and vertex normals were sometimes incorrect.
   Still issue remaining regarding what to do with wire normals.
2005-07-23 18:27:09 +00:00
Daniel Dunbar
42da62679f - removed mface->puno flags, was only used to flip normals in display
and this is better left to user (whee this was a fun commit! so
   much deleting!)
 - removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals)
2005-07-23 16:09:08 +00:00
Johnny Matthews
0a05783cba Added code in loopcut to undo cut if edgeslide was cancelled. (For you Chris!)
Also Added some code for UV's in subdivide. This is close, but still is not perfect :(
2005-07-23 14:39:59 +00:00
Johnny Matthews
d7dcadfb7a Added point.c to the SConscript file 2005-07-23 14:15:13 +00:00
Joseph Gilbert
6a9e7ab3f2 _new point class and update_
- adds a new point class
  * point/ vector math (p + v = p, p - p = v, etc.)
  * points can be transformed by matrices/quats
  * wraps 'place vector' type vectors that have no magnitude
- wrapped toXXX() methods work correctly
  * toXXX() will NOT wrap data (this is due to the fact that wrapped data cannot be converted)
  * added a 'wrapped' attribute to mathutils classes to determine wether the object is accessing python or blender data
- added the ability to negate vectors/points with "-vec"
  * deprecated vector.negate()
- added the ability to shorhand inverse matrices with "~mat" (tilde)
- conversion between vector/point with toXXX() methods
2005-07-23 13:46:40 +00:00
Daniel Dunbar
32255b65df - added DerivedMesh.drawMapped{VertNormals,FaceNormals,FaceCenters}EM
functions and implementation for EditmeshDerivedMesh
 - switch drawobject to drawing normals/centers through the DerivedMesh
 - added G_DRAW_VNORMALS flag and button, implementation is not yet complete
   because editmesh normals are not updated regularly
 - switch editmesh draw buttons to use uiDefButBit (can't we get some
   monkey to convert all of the uiDefBut calls with TOG|BIT type? It
   makes grepping the source much nicer)
2005-07-23 07:45:39 +00:00
Daniel Dunbar
e125ed5958 - fix a bug with softbody, verts were copied out of order (meant
history was lost... I think, dunno this code well.)
 - commented out code to do merging of quad with 3 verts shared in
   mirror mode... didnt seem worth the effort and mesh still wasnt
   perfect afterwards
 - bug fix, indices for triangles were not swapped correctly in
   mirror, could lead to crash with subsurf in editmode
2005-07-23 06:05:29 +00:00
Daniel Dunbar
481a589ca6 - agh!!!! horrible code alert!!! pushdata/popdata in build_particle_system
actually copy Object data and then store it back later. Of course this
   means changes to object during the call are lost (and very hard to track
   down). Eekadoodle!

   Oh yeah, actual commit was to move call to fetch derived mesh above
   pushdata, because this call can alloc cache's in the Object (which won't
   get freed later if it is after pushdata)
2005-07-23 04:37:02 +00:00
Daniel Dunbar
7a6c4a23e7 - move build_particle_system to makeDispList, it was getting called
recursively in certain situations. needs review.
2005-07-22 22:01:39 +00:00
Ton Roosendaal
dcf210b826 Events added for:
- clear parent (didn't do a recalc data for deformed objects)
- add/remove object name in modifier menu (redraw event)
2005-07-22 21:42:56 +00:00
Ton Roosendaal
365bea41d6 Error in drawing of new armature options;
bglPolygonOffset(0) was accidentally called without it being set before,
causing window matrix to go weird. :)
2005-07-22 19:51:08 +00:00
Ton Roosendaal
05d45b888b Motion blur didn't work for Object Ipos (rest worked OK), so simple
fix. :)

Also removed the ugly old 'update for newframe' from renderwin.c, the
new call scene_update_for_newframe() does it much friendlier.
2005-07-22 19:24:10 +00:00
Daniel Dunbar
cb3d0afd87 - moved mesh_getVertexCos to mesh.c and prototyped
- make mesh_modifier build vertex locations on demand
2005-07-22 17:03:50 +00:00
Daniel Dunbar
b6b352e0b7 - got fed up with not being able to put a breakpoint on MEM_
errors, switched MEM_set_error_stream to MEM_set_error_callback
   that calls a function to print result instead of just giving
   a FILE *

Note: requires intern recompile
2005-07-22 16:40:26 +00:00
Daniel Dunbar
9e502dae6f - bug fix, old files with me->subdiv==0 crashed, fix to make sure they
don't crash and also changed patch to properly init SubsurfModifierData
2005-07-22 15:09:54 +00:00
Daniel Dunbar
e546e81762 - added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
 - added editmode versions of modifier deform/apply calls and flag
   to tag modifiers that support editmode
 - added isFinalCalc param to applyModifier, basically a switch to let
   subsurf know if it is calc'ng orco or not (so it can deal with cache
   appropriately). This is kinda hacky and perhaps I can come up with
   a better solution (its also a waste to do a complete subdivide just
   to get vertex locations).
 - changed ccgsubsurf to not preallocate hash's to be approximately correct
   size... this was probably not a big performance savings but means that
   the order of faces returned by the iterator can vary after the first
   call, this messes up orco calculation so dropped for time being.
 - minor bug fix, meshes with only key didn't get vertex normals correctly
   calc'd
 - updated editmesh derivedmesh to support auxiliary locations
 - changed mesh_calc_modifiers to alloc deformVerts on demand
 - added editmesh_calc_modifiers for calculating editmesh cage and final
   derivedmesh's
 - bug fix, update shadedisplist to always calc colors (even if totvert==0)
 - changed load_editMesh and make_edge to build me->medge even if totedge==0
   (incremental subsurf checks this)

todo: add drawFacesTex for ccgderivedmesh

So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.

Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
Daniel Dunbar
4060b82567 - put {} around the various minmax defines... this was a nice bughunt 2005-07-22 05:03:04 +00:00
Chris Burt
438b5a6733 Fix for bug #2766: Shear shortcut broken
The problem is that the shear shortcut that was originally chosen was
eaten up by the shortcut to switch to the scale blezmo. Changed the
shortcut to CTRL + ALT + SHIFT + S which is painful but seeing as how
shear in object mode has limited use, I don't think it will cause any
real problems. I also updated the menu entry to match.

This was assigned to Martin but he's busy so I did it... and if I did it
wrong... blame him for not fixing it sooner ;)
2005-07-22 03:25:29 +00:00
Daniel Dunbar
451161c29e - bump blender version
- warning fixes (unused vars)
 - added do_lib_versions for patches that need to happen
   after linking and updated some patches.

There are still issues where patches can go wrong, particularly
if an Object is linked from another file. However, this should
fix all crashes.
2005-07-21 22:34:01 +00:00
Ton Roosendaal
96a6a38e00 New drawmode for the Armature geeks!
It was noticed that Bones dont perform well in 'xray' drawing, for that
purpose a very minimal style would serve best.
This new option "Line" draws a solid line with bitmap circles in endings.

http://www.blender.org/cms/Armature_draw_modes.629.0.html

Or temporal pics:

http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt.jpg
2005-07-21 22:03:27 +00:00
Daniel Dunbar
24f2b61fdb - add comments to BKE_DerivedMesh.h about which functions are called in editmode
- gcc warning fixes
 - start work to make CCGDerivedMesh able to run in object mode (hint: more
   speed improvements)
 - fix modifier move down tooltip
2005-07-21 21:19:38 +00:00