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
|
|
|
/**
|
2010-03-21 01:14:04 +00:00
|
|
|
* $Id$
|
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
|
|
|
*
|
|
|
|
* ***** 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,
|
2010-02-12 13:34:04 +00:00
|
|
|
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
|
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
|
|
|
*
|
|
|
|
* 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_scene_types.h"
|
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
#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"
|
2010-01-22 06:48:29 +00:00
|
|
|
#include "BKE_global.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 "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"
|
2009-12-04 06:33:01 +00:00
|
|
|
#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;
|
|
|
|
|
2009-11-28 13:33:56 +00:00
|
|
|
object_add_particle_system(scene, ob, NULL);
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
|
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_POINTCACHE, ob);
|
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
|
|
|
|
|
|
|
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";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Add a particle system";
|
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
|
|
|
|
|
|
|
/* api callbacks */
|
2009-12-04 06:33:01 +00:00
|
|
|
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;
|
2009-12-04 06:33:01 +00:00
|
|
|
|
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);
|
2009-11-06 12:27:28 +00:00
|
|
|
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);
|
2009-11-06 12:27:28 +00:00
|
|
|
|
|
|
|
/* 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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_POINTCACHE, ob);
|
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
|
|
|
|
|
|
|
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";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Remove the selected particle system";
|
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
|
|
|
|
|
|
|
/* api callbacks */
|
2009-12-04 06:33:01 +00:00
|
|
|
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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_new(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name= "New Particle Settings";
|
|
|
|
ot->idname= "PARTICLE_OT_new";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Add new particle settings";
|
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
|
|
|
|
|
|
|
/* 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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_new_target(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name= "New Particle Target";
|
|
|
|
ot->idname= "PARTICLE_OT_new_target";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Add a new particle target";
|
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
|
|
|
|
|
|
|
/* 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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
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";
|
2009-11-28 14:37:21 +00:00
|
|
|
ot->idname= "PARTICLE_OT_target_remove";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Remove the selected particle target";
|
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
|
|
|
|
|
|
|
/* 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);
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_target_move_up(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
ot->name= "Move Up Target";
|
|
|
|
ot->idname= "PARTICLE_OT_target_move_up";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description= "Move particle target up in the list";
|
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= 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);
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_target_move_down(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
ot->name= "Move Down Target";
|
|
|
|
ot->idname= "PARTICLE_OT_target_move_down";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description= "Move particle target down in the list";
|
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= target_move_down_exec;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
|
|
|
|
}
|
|
|
|
|
2009-10-05 13:25:56 +00:00
|
|
|
/************************ 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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, NULL);
|
2009-10-05 13:25:56 +00:00
|
|
|
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";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description= "Move dupli object up in the list";
|
2009-10-05 13:25:56 +00:00
|
|
|
|
|
|
|
ot->exec= dupliob_move_up_exec;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
|
|
|
|
}
|
|
|
|
|
2009-10-18 21:12:04 +00:00
|
|
|
/********************** 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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, NULL);
|
2009-10-18 21:12:04 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_dupliob_copy(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name= "Copy Particle Dupliob";
|
|
|
|
ot->idname= "PARTICLE_OT_dupliob_copy";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Duplicate the current dupliobject";
|
2009-10-18 21:12:04 +00:00
|
|
|
|
|
|
|
/* 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;
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, NULL);
|
2009-10-18 21:12:04 +00:00
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_dupliob_remove(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
/* identifiers */
|
|
|
|
ot->name= "Remove Particle Dupliobject";
|
|
|
|
ot->idname= "PARTICLE_OT_dupliob_remove";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description="Remove the selected dupliobject";
|
2009-10-18 21:12:04 +00:00
|
|
|
|
|
|
|
/* api callbacks */
|
|
|
|
ot->exec= remove_particle_dupliob_exec;
|
|
|
|
|
|
|
|
/* flags */
|
|
|
|
ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO;
|
|
|
|
}
|
|
|
|
|
2009-10-05 13:25:56 +00:00
|
|
|
/************************ 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);
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, NULL);
|
2009-10-05 13:25:56 +00:00
|
|
|
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";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description= "Move dupli object down in the list";
|
2009-10-05 13:25:56 +00:00
|
|
|
|
|
|
|
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);
|
2010-03-09 03:42:20 +00:00
|
|
|
ParticleEditSettings *pset= PE_settings(scene);
|
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
|
|
|
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++) {
|
2009-11-10 20:43:45 +00:00
|
|
|
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;
|
|
|
|
|
2010-03-09 03:42:20 +00:00
|
|
|
if(ELEM(pset->brushtype, PE_BRUSH_ADD, PE_BRUSH_PUFF))
|
|
|
|
pset->brushtype = PE_BRUSH_NONE;
|
|
|
|
|
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
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_disconnect_hair(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
ot->name= "Disconnect Hair";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description= "Disconnect hair from the emitter mesh";
|
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->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;
|
2009-10-21 10:56:31 +00:00
|
|
|
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++)
|
2009-11-10 20:43:45 +00:00
|
|
|
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) {
|
2010-01-22 06:48:29 +00:00
|
|
|
if (G.f & G_DEBUG)
|
|
|
|
printf("No nearest point found for hair root!");
|
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
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
mface = CDDM_get_face(dm,nearest.index);
|
|
|
|
|
2009-11-10 20:43:45 +00:00
|
|
|
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) {
|
2009-11-10 20:43:45 +00:00
|
|
|
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
|
2009-11-10 20:43:45 +00:00
|
|
|
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);
|
2009-11-10 20:43:45 +00:00
|
|
|
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);
|
2009-11-10 20:43:45 +00:00
|
|
|
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);
|
|
|
|
}
|
|
|
|
|
Timeline addition: Display cached frames
This started off doing pointcache debugging but it's also very useful for users too.
Previously it was very hard to see the state of the system when you're working caches
such as physics point cache - is it baked? which frames are cached? is it out of date?
Now, for better feedback, cached frames are drawn for the active object at the bottom
of the timeline - a semitransparent area shows the entire cache extents, and more
solid blocks on top show the frames that are cached. Darker versions indicate it's
using a disk cache.
It can be disabled in general in the timeline View -> Caches menu, or by each individual
system that can be shown.
There's still a bit to do on this, behaviour needs to be clarified still eg. deciding what
shows when it's out of date, or when it's been played back but not cached, etc. etc.
Part of this is due to a lack of definition in the point cache system itself, so we should
try and clean up/clarify this behaviour and what it means to users, at the same time.
Also would be interested in extending this to other caches such as fluid cache,
sequencer memory cache etc. in the future, too.
2010-06-22 02:29:52 +00:00
|
|
|
WM_event_add_notifier(C, NC_OBJECT|ND_PARTICLE, ob);
|
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
|
|
|
|
|
|
|
return OPERATOR_FINISHED;
|
|
|
|
}
|
|
|
|
|
|
|
|
void PARTICLE_OT_connect_hair(wmOperatorType *ot)
|
|
|
|
{
|
|
|
|
ot->name= "Connect Hair";
|
2010-02-10 21:15:44 +00:00
|
|
|
ot->description= "Connect hair to the emitter mesh";
|
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->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");
|
|
|
|
}
|
|
|
|
|