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blender-archive/source/blender/editors/physics/particle_object.c

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Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/**
* $Id:
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_windowmanager_types.h"
#include "BLI_math.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "BLI_listbase.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_main.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BKE_utildefines.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_particle.h"
#include "ED_screen.h"
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
#include "physics_intern.h"
/********************** particle system slot operators *********************/
static int particle_system_add_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Scene *scene = CTX_data_scene(C);
if(!scene || !ob)
return OPERATOR_CANCELLED;
object_add_particle_system(scene, ob, NULL);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_particle_system_add(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Add Particle System Slot";
ot->idname= "OBJECT_OT_particle_system_add";
ot->description="Add a particle system.";
/* api callbacks */
ot->poll= ED_operator_object_active_editable;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
ot->exec= particle_system_add_exec;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int particle_system_remove_exec(bContext *C, wmOperator *op)
{
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
Scene *scene = CTX_data_scene(C);
int mode_orig = ob->mode;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(!scene || !ob)
return OPERATOR_CANCELLED;
object_remove_particle_system(scene, ob);
/* possible this isn't the active object
* object_remove_particle_system() clears the mode on the last psys
* */
if(mode_orig & OB_MODE_PARTICLE_EDIT)
if((ob->mode & OB_MODE_PARTICLE_EDIT)==0)
if(scene->basact && scene->basact->object==ob)
WM_event_add_notifier(C, NC_SCENE|ND_MODE|NS_MODE_OBJECT, NULL);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void OBJECT_OT_particle_system_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Particle System Slot";
ot->idname= "OBJECT_OT_particle_system_remove";
ot->description="Remove the selected particle system.";
/* api callbacks */
ot->poll= ED_operator_object_active_editable;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
ot->exec= particle_system_remove_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** new particle settings operator *********************/
static int psys_poll(bContext *C)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
return (ptr.data != NULL);
}
static int new_particle_settings_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
Main *bmain= CTX_data_main(C);
ParticleSystem *psys;
ParticleSettings *part = NULL;
Object *ob;
PointerRNA ptr;
ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
psys = ptr.data;
/* add or copy particle setting */
if(psys->part)
part= psys_copy_settings(psys->part);
else
part= psys_new_settings("ParticleSettings", bmain);
ob= ptr.id.data;
if(psys->part)
psys->part->id.us--;
psys->part = part;
psys_check_boid_data(psys);
DAG_scene_sort(scene);
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void PARTICLE_OT_new(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New Particle Settings";
ot->idname= "PARTICLE_OT_new";
ot->description="Add new particle settings.";
/* api callbacks */
ot->exec= new_particle_settings_exec;
ot->poll= psys_poll;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** keyed particle target operators *********************/
static int new_particle_target_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
pt = psys->targets.first;
for(; pt; pt=pt->next)
pt->flag &= ~PTARGET_CURRENT;
pt = MEM_callocN(sizeof(ParticleTarget), "keyed particle target");
pt->flag |= PTARGET_CURRENT;
pt->psys = 1;
BLI_addtail(&psys->targets, pt);
DAG_scene_sort(scene);
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void PARTICLE_OT_new_target(wmOperatorType *ot)
{
/* identifiers */
ot->name= "New Particle Target";
ot->idname= "PARTICLE_OT_new_target";
ot->description="Add a new particle target.";
/* api callbacks */
ot->exec= new_particle_target_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int remove_particle_target_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
pt = psys->targets.first;
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT) {
BLI_remlink(&psys->targets, pt);
MEM_freeN(pt);
break;
}
}
pt = psys->targets.last;
if(pt)
pt->flag |= PTARGET_CURRENT;
DAG_scene_sort(scene);
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
operator renaming for more consistent word ordering (_add/_remmove shold be last, ACT_OT_* --> ACTION_OT_*) ACT_OT_clean --> ACTION_OT_clean ACT_OT_clickselect --> ACTION_OT_clickselect ACT_OT_copy --> ACTION_OT_copy ACT_OT_delete --> ACTION_OT_delete ACT_OT_duplicate --> ACTION_OT_duplicate ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type ACT_OT_frame_jump --> ACTION_OT_frame_jump ACT_OT_handle_type --> ACTION_OT_handle_type ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert ACT_OT_interpolation_type --> ACTION_OT_interpolation_type ACT_OT_keyframe_type --> ACTION_OT_keyframe_type ACT_OT_mirror --> ACTION_OT_mirror ACT_OT_new --> ACTION_OT_new ACT_OT_paste --> ACTION_OT_paste ACT_OT_previewrange_set --> ACTION_OT_previewrange_set ACT_OT_properties --> ACTION_OT_properties ACT_OT_sample --> ACTION_OT_sample ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle ACT_OT_select_border --> ACTION_OT_select_border ACT_OT_select_column --> ACTION_OT_select_column ACT_OT_snap --> ACTION_OT_snap ACT_OT_test --> ACTION_OT_test ACT_OT_unlink --> ACTION_OT_unlink ACT_OT_view_all --> ACTION_OT_view_all ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove FILE_OT_add_bookmark --> FILE_OT_bookmark_add GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert NLA_OT_add_actionclip --> NLA_OT_actionclip_add NLA_OT_add_meta --> NLA_OT_meta_add NLA_OT_add_tracks --> NLA_OT_tracks_add NLA_OT_add_transition --> NLA_OT_transition_add NLA_OT_remove_meta --> NLA_OT_meta_remove PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove PTCACHE_OT_add_new --> PTCACHE_OT_add
2009-11-28 14:37:21 +00:00
void PARTICLE_OT_target_remove(wmOperatorType *ot)
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
{
/* identifiers */
ot->name= "Remove Particle Target";
operator renaming for more consistent word ordering (_add/_remmove shold be last, ACT_OT_* --> ACTION_OT_*) ACT_OT_clean --> ACTION_OT_clean ACT_OT_clickselect --> ACTION_OT_clickselect ACT_OT_copy --> ACTION_OT_copy ACT_OT_delete --> ACTION_OT_delete ACT_OT_duplicate --> ACTION_OT_duplicate ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type ACT_OT_frame_jump --> ACTION_OT_frame_jump ACT_OT_handle_type --> ACTION_OT_handle_type ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert ACT_OT_interpolation_type --> ACTION_OT_interpolation_type ACT_OT_keyframe_type --> ACTION_OT_keyframe_type ACT_OT_mirror --> ACTION_OT_mirror ACT_OT_new --> ACTION_OT_new ACT_OT_paste --> ACTION_OT_paste ACT_OT_previewrange_set --> ACTION_OT_previewrange_set ACT_OT_properties --> ACTION_OT_properties ACT_OT_sample --> ACTION_OT_sample ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle ACT_OT_select_border --> ACTION_OT_select_border ACT_OT_select_column --> ACTION_OT_select_column ACT_OT_snap --> ACTION_OT_snap ACT_OT_test --> ACTION_OT_test ACT_OT_unlink --> ACTION_OT_unlink ACT_OT_view_all --> ACTION_OT_view_all ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove FILE_OT_add_bookmark --> FILE_OT_bookmark_add GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert NLA_OT_add_actionclip --> NLA_OT_actionclip_add NLA_OT_add_meta --> NLA_OT_meta_add NLA_OT_add_tracks --> NLA_OT_tracks_add NLA_OT_add_transition --> NLA_OT_transition_add NLA_OT_remove_meta --> NLA_OT_meta_remove PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove PTCACHE_OT_add_new --> PTCACHE_OT_add
2009-11-28 14:37:21 +00:00
ot->idname= "PARTICLE_OT_target_remove";
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
ot->description="Remove the selected particle target.";
/* api callbacks */
ot->exec= remove_particle_target_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/************************ move up particle target operator *********************/
static int target_move_up_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
pt = psys->targets.first;
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT && pt->prev) {
BLI_remlink(&psys->targets, pt);
BLI_insertlink(&psys->targets, pt->prev->prev, pt);
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
break;
}
}
return OPERATOR_FINISHED;
}
void PARTICLE_OT_target_move_up(wmOperatorType *ot)
{
ot->name= "Move Up Target";
ot->idname= "PARTICLE_OT_target_move_up";
ot->description= "Move particle target up in the list.";
ot->exec= target_move_up_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/************************ move down particle target operator *********************/
static int target_move_down_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
Object *ob = ptr.id.data;
ParticleTarget *pt;
if(!psys)
return OPERATOR_CANCELLED;
pt = psys->targets.first;
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT && pt->next) {
BLI_remlink(&psys->targets, pt);
BLI_insertlink(&psys->targets, pt->next, pt);
DAG_id_flush_update(&ob->id, OB_RECALC_DATA);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
break;
}
}
return OPERATOR_FINISHED;
}
void PARTICLE_OT_target_move_down(wmOperatorType *ot)
{
ot->name= "Move Down Target";
ot->idname= "PARTICLE_OT_target_move_down";
ot->description= "Move particle target down in the list.";
ot->exec= target_move_down_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/************************ move up particle dupliweight operator *********************/
static int dupliob_move_up_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
ParticleSettings *part;
ParticleDupliWeight *dw;
if(!psys)
return OPERATOR_CANCELLED;
part = psys->part;
for(dw=part->dupliweights.first; dw; dw=dw->next) {
if(dw->flag & PART_DUPLIW_CURRENT && dw->prev) {
BLI_remlink(&part->dupliweights, dw);
BLI_insertlink(&part->dupliweights, dw->prev->prev, dw);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, NULL);
break;
}
}
return OPERATOR_FINISHED;
}
void PARTICLE_OT_dupliob_move_up(wmOperatorType *ot)
{
ot->name= "Move Up Dupli Object";
ot->idname= "PARTICLE_OT_dupliob_move_up";
ot->description= "Move dupli object up in the list.";
ot->exec= dupliob_move_up_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/********************** particle dupliweight operators *********************/
static int copy_particle_dupliob_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
ParticleSettings *part;
ParticleDupliWeight *dw;
if(!psys)
return OPERATOR_CANCELLED;
part = psys->part;
for(dw=part->dupliweights.first; dw; dw=dw->next) {
if(dw->flag & PART_DUPLIW_CURRENT) {
dw->flag &= ~PART_DUPLIW_CURRENT;
dw = MEM_dupallocN(dw);
dw->flag |= PART_DUPLIW_CURRENT;
BLI_addhead(&part->dupliweights, dw);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, NULL);
break;
}
}
return OPERATOR_FINISHED;
}
void PARTICLE_OT_dupliob_copy(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Copy Particle Dupliob";
ot->idname= "PARTICLE_OT_dupliob_copy";
ot->description="Duplicate the current dupliobject.";
/* api callbacks */
ot->exec= copy_particle_dupliob_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
static int remove_particle_dupliob_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
ParticleSettings *part;
ParticleDupliWeight *dw;
if(!psys)
return OPERATOR_CANCELLED;
part = psys->part;
for(dw=part->dupliweights.first; dw; dw=dw->next) {
if(dw->flag & PART_DUPLIW_CURRENT) {
BLI_remlink(&part->dupliweights, dw);
MEM_freeN(dw);
break;
}
}
dw = part->dupliweights.last;
if(dw)
dw->flag |= PART_DUPLIW_CURRENT;
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, NULL);
return OPERATOR_FINISHED;
}
void PARTICLE_OT_dupliob_remove(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Remove Particle Dupliobject";
ot->idname= "PARTICLE_OT_dupliob_remove";
ot->description="Remove the selected dupliobject.";
/* api callbacks */
ot->exec= remove_particle_dupliob_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
/************************ move down particle dupliweight operator *********************/
static int dupliob_move_down_exec(bContext *C, wmOperator *op)
{
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= ptr.data;
ParticleSettings *part;
ParticleDupliWeight *dw;
if(!psys)
return OPERATOR_CANCELLED;
part = psys->part;
for(dw=part->dupliweights.first; dw; dw=dw->next) {
if(dw->flag & PART_DUPLIW_CURRENT && dw->next) {
BLI_remlink(&part->dupliweights, dw);
BLI_insertlink(&part->dupliweights, dw->next, dw);
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, NULL);
break;
}
}
return OPERATOR_FINISHED;
}
void PARTICLE_OT_dupliob_move_down(wmOperatorType *ot)
{
ot->name= "Move Down Dupli Object";
ot->idname= "PARTICLE_OT_dupliob_move_down";
ot->description= "Move dupli object down in the list.";
ot->exec= dupliob_move_down_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
}
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
/************************ connect/disconnect hair operators *********************/
static void disconnect_hair(Scene *scene, Object *ob, ParticleSystem *psys)
{
ParticleSystemModifierData *psmd = psys_get_modifier(ob,psys);
ParticleData *pa;
PTCacheEdit *edit;
PTCacheEditPoint *point;
PTCacheEditKey *ekey = NULL;
HairKey *key;
int i, k;
float hairmat[4][4];
if(!ob || !psys || psys->flag & PSYS_GLOBAL_HAIR)
return;
if(!psys->part || psys->part->type != PART_HAIR)
return;
edit = psys->edit;
point= edit ? edit->points : NULL;
for(i=0, pa=psys->particles; i<psys->totpart; i++,pa++) {
if(point) {
ekey = point->keys;
point++;
}
psys_mat_hair_to_global(ob, psmd->dm, psys->part->from, pa, hairmat);
for(k=0,key=pa->hair; k<pa->totkey; k++,key++) {
mul_m4_v3(hairmat,key->co);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(ekey) {
ekey->flag &= ~PEK_USE_WCO;
ekey++;
}
}
}
psys_free_path_cache(psys, psys->edit);
psys->flag |= PSYS_GLOBAL_HAIR;
PE_update_object(scene, ob, 0);
}
static int disconnect_hair_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= NULL;
int all = RNA_boolean_get(op->ptr, "all");
if(!ob)
return OPERATOR_CANCELLED;
if(all) {
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
disconnect_hair(scene, ob, psys);
}
}
else {
psys = ptr.data;
disconnect_hair(scene, ob, psys);
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void PARTICLE_OT_disconnect_hair(wmOperatorType *ot)
{
ot->name= "Disconnect Hair";
ot->description= "Disconnect hair from the emitter mesh.";
ot->idname= "PARTICLE_OT_disconnect_hair";
ot->exec= disconnect_hair_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "all", 0, "All hair", "Disconnect all hair systems from the emitter mesh");
}
static void connect_hair(Scene *scene, Object *ob, ParticleSystem *psys)
{
ParticleSystemModifierData *psmd = psys_get_modifier(ob,psys);
ParticleData *pa;
PTCacheEdit *edit;
PTCacheEditPoint *point;
PTCacheEditKey *ekey = NULL;
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
HairKey *key;
BVHTreeFromMesh bvhtree;
BVHTreeNearest nearest;
MFace *mface;
DerivedMesh *dm = NULL;
int numverts;
int i, k;
float hairmat[4][4], imat[4][4];
float v[4][3], vec[3];
if(!psys || !psys->part || psys->part->type != PART_HAIR)
return;
edit= psys->edit;
point= edit ? edit->points : NULL;
if(psmd->dm->deformedOnly)
dm= psmd->dm;
else
dm= mesh_get_derived_deform(scene, ob, CD_MASK_BAREMESH);
numverts = dm->getNumVerts (dm);
memset( &bvhtree, 0, sizeof(bvhtree) );
/* convert to global coordinates */
for (i=0; i<numverts; i++)
mul_m4_v3(ob->obmat, CDDM_get_vert(dm, i)->co);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
bvhtree_from_mesh_faces(&bvhtree, dm, 0.0, 2, 6);
for(i=0, pa= psys->particles; i<psys->totpart; i++,pa++) {
key = pa->hair;
nearest.index = -1;
nearest.dist = FLT_MAX;
BLI_bvhtree_find_nearest(bvhtree.tree, key->co, &nearest, bvhtree.nearest_callback, &bvhtree);
if(nearest.index == -1) {
printf("No nearest point found for hair root!");
continue;
}
mface = CDDM_get_face(dm,nearest.index);
copy_v3_v3(v[0], CDDM_get_vert(dm,mface->v1)->co);
copy_v3_v3(v[1], CDDM_get_vert(dm,mface->v2)->co);
copy_v3_v3(v[2], CDDM_get_vert(dm,mface->v3)->co);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(mface->v4) {
copy_v3_v3(v[3], CDDM_get_vert(dm,mface->v4)->co);
interp_weights_poly_v3( pa->fuv,v, 4, nearest.co);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
}
else
interp_weights_poly_v3( pa->fuv,v, 3, nearest.co);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
pa->num = nearest.index;
pa->num_dmcache = psys_particle_dm_face_lookup(ob,psmd->dm,pa->num,pa->fuv,NULL);
psys_mat_hair_to_global(ob, psmd->dm, psys->part->from, pa, hairmat);
invert_m4_m4(imat,hairmat);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
VECSUB(vec, nearest.co, key->co);
if(point) {
ekey = point->keys;
point++;
}
for(k=0,key=pa->hair; k<pa->totkey; k++,key++) {
VECADD(key->co, key->co, vec);
mul_m4_v3(imat,key->co);
Sorry, three commits in one, became difficult to untangle.. Editors Modules * render/ module added in editors, moved the preview render code there and also shading related operators. * physics/ module made more consistent with other modules. renaming files, making a single physics_ops.c for operators and keymaps. Also move all particle related operators here now. * space_buttons/ now should have only operators relevant to the buttons specificially. Updates & Notifiers * Material/Texture/World/Lamp can now be passed to DAG_id_flush_update, which will go back to a callback in editors. Eventually these should be in the depsgraph itself, but for now this gives a unified call for doing updates. * GLSL materials are now refreshed on changes. There's still various cases missing, * Preview icons now hook into this system, solving various update cases that were missed before. * Also fixes issue in my last commit, where some preview would not render, problem is avoided in the new system. Icon Rendering * On systems with support for non-power of two textures, an OpenGL texture is now used instead of glDrawPixels. This avoids problems with icons get clipped on region borders. On my Linux desktop, this gives an 1.1x speedup, and on my Mac laptop a 2.3x speedup overall in redrawing the full window, with the default setup. The glDrawPixels implementation on Mac seems to have a lot of overhread. * Preview icons are now drawn using proper premul alpha, and never faded so you can see them clearly. * Also tried to fix issue with texture node preview rendering, globals can't be used with threads reliably.
2009-09-29 19:12:12 +00:00
if(ekey) {
ekey->flag |= PEK_USE_WCO;
ekey++;
}
}
}
free_bvhtree_from_mesh(&bvhtree);
if(!psmd->dm->deformedOnly)
dm->release(dm);
psys_free_path_cache(psys, psys->edit);
psys->flag &= ~PSYS_GLOBAL_HAIR;
PE_update_object(scene, ob, 0);
}
static int connect_hair_exec(bContext *C, wmOperator *op)
{
Scene *scene= CTX_data_scene(C);
Object *ob= CTX_data_pointer_get_type(C, "object", &RNA_Object).data;
PointerRNA ptr = CTX_data_pointer_get_type(C, "particle_system", &RNA_ParticleSystem);
ParticleSystem *psys= NULL;
int all = RNA_boolean_get(op->ptr, "all");
if(!ob)
return OPERATOR_CANCELLED;
if(all) {
for(psys=ob->particlesystem.first; psys; psys=psys->next) {
connect_hair(scene, ob, psys);
}
}
else {
psys = ptr.data;
connect_hair(scene, ob, psys);
}
WM_event_add_notifier(C, NC_OBJECT|ND_DRAW, ob);
return OPERATOR_FINISHED;
}
void PARTICLE_OT_connect_hair(wmOperatorType *ot)
{
ot->name= "Connect Hair";
ot->description= "Connect hair to the emitter mesh.";
ot->idname= "PARTICLE_OT_connect_hair";
ot->exec= connect_hair_exec;
/* flags */
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
RNA_def_boolean(ot->srna, "all", 0, "All hair", "Connect all hair systems to the emitter mesh");
}