Disabled behind defines. Uncomment //#define NEWTRANSFORM in transform.h to enable.
Use at your own risk
For more info, see Wiki: http://wiki.blender.org/bin/view.pl/Blenderdev/TransformRefactoring
And tuhopuu mailing list: http://projects.blender.org/pipermail/tuhopuu-devel/
Notes for Ton (things that could need bulldozing:
- TransData conversions. Objects is ok, but others could be rechecked. (some still use totsel). Need to add pose mode support.
- Need more icons in the PET mode dropdown (in the 3D view header) for the new modes
- Add new transform calls to Toolbox and Menus and the one right after Extrude.
That's pretty much all I can think of now.
compiled in (datatoc) and doesn't need installation anymore.
Also reviewed weird path conventions for searching AA fonts;
- U.fontdir is only used as standard search path for fileselecting
- U.fontname stores only full path to AA font if used one
- If a font cannot be found, it always falls back to the compiled in one
- If .B.blend is saved with default font, U.fontname is not set
Also added a button in usermenu "restore default".
When this works as expected, I'll commit changes for installation too.
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
http://www.loria.fr/~levy/Galleries/LSCM/index.htmlhttp://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
* Blender static now links. By default this option is disabled on all
platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
- HOST_CC. This is the C compiler for the host platform. This value is the
same as TARGET_CC when not cross compiling.
- HOST_CXX. This is the C++ compiler for the host platform. This value is
the same as TARGET_CXX when not cross compiling.
- TARGET_CC. This is the C compiler for the target platform.
- TARGET_CXX. This is the C++ compiler for the target platform.
- TARGET_AR. This is the linker command for linking libraries.
- PATH This is the standard search path
All SConscript files have been updated to reflect these changes. Now it's
possible to change only the root SConstruct file, and all compiler specific
variables are passed automatically to all SConscript files. Of course, this
does not apply to makesdna because there the host and target platform is
different from all other libraries.
To pass a variable that applies to all platforms, all we now have to do is
set the correct value in library_env
Note: as usual, to get the latest options in the config.opts file, first
remove your version.
* Added the options to build (configurable via config.opts):
- blender dynamic (default enabled),
- blender static (default disabled). Not working because of a linking order
problem. The /usr/lib/libGL.a and /usr/lib/libGLU.a flags need to be
appended at the end of the link command, not directly after the linker.
Mailed the SCons mail list for a possible solution.
- blender player (default disabled). Not implemented yet anyway.
- blender plugin (default disabled). Not implemented yet anyway.
* Added the following variables to the config.opts:
- OPENGL_STATIC. This flag is only needed when building blender static.
- USE_BUILDINFO (true/false). Display build information in the splash
screen. When enabled, it will always rebuild source/creator/buildinfo.c,
so for compilation speed reasons, it is not adviced to enable this all the
time.
I had to make some adjustments specifically for the windows build
(winblender.res) file. This file is only compiled when building the dynamic
blender. I hope this is correct.
* Removed the I18N_DEFINES from the config.opts file. This define is not a
user setting. The defines depend on what options the user enables in the top
of the config.opts file (USE_INTERNATIONAL).
* Moved the defines to the correct SConscript files.
Only the relevant libraries now use these defines.
* Windows fix for the python settings. There were missing brackets [ and ] for
these settings.
* Almost all library settings are now available in the config.opts user option
file.
* All platform variables had to be updated to make this possible. Things are
much clearer now, but I only was able to test the changes on Linux. I've
tried to update all other platform variables, but things are most likely to
be broken. Please contact me how to resolve the issues.
Note: Before running scons, remove your existing config.opts file to get all
new options.
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
source/gameengine/SConscript.
All libraries are now sorted alphabetically. This has no impact on the build
process.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* Windows (jesterKing)
- builds with quicktime (optional)
- builds with openal (optional)
- builds with international support (optional)
- Use the DOS box to build
- builds with precompiled libraries
* Irix (Hos)
- Uses default Irix compiler
- Not all optimization levels correct yet
- options for quicktime, openal and international disabled
- builds with precompiled libraries
* Cygwin (me)
- has a problem in the linking stage
- uses free build tools (gcc)
- options for quicktime, openal and international disabled
- uses the system libs and include files for building - no option to build
with the precompiled libraries yet.
* MacOS (sgefant)
- builds with quicktime (optional)
- options for openal and international disabled
- builds a nice bundle
- builds with precompiled libraries
Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
optional parts are only to be enabled by directly setting 'true' or
'false' in the SConstruct file. This needs to be moved to a user config
file. Also, the .o/.obj files are stored in the source tree. This needs
to be fixed as well.
The game engine is not yet built.