Commit Graph

267 Commits

Author SHA1 Message Date
fffce6c554 Sculpt: Multires
* Displacement coordinates are now stored differently, as a grid per
  face corner. This means there is duplication of coordinates, especially
  at low subdivision levels, but the simpler implementation justifies it
  I think.
* ToDo: conversion of existing multires files (2.4x or 2.5x), loading them
  may even crash now.
* Editmode preservation/interpolation code also has not been updated yet.

* Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh,
  which should be more memory efficient.
* There are still bad memory peaks (if you're using 32bit) when subdividing
  or propagating displacements. Though at least there should be no huge
  memory blocks allocated, which windows is now to have trouble with.
* Still found some weird spike artifacts at lower multires levels, some also
  happening before this commit. Perhaps computation of tangents needs to be
  tweaked more.

* Multires modifier now has viewport, sculpt and render levels. Also the
  levels have been made consistent with subsurf, previously the same level
  of subdivision was one less for multires.
* Both multires and subsurf modifier now can have their subdivision level
  set to 0 for no subdivision.
2009-11-25 14:07:12 +00:00
0e165c55bb did math lib conversion, equivilent to merge with trunk/2.5 at r24464 2009-11-23 14:41:22 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
599f2a77e1 vgroup allocation fix 2009-11-08 23:03:01 +00:00
71d2ceb691 test commit 2009-11-02 06:31:23 +00:00
2d0d4e7de4 commit before doing some hefty shapekey change, will break compilation 2009-11-01 00:06:53 +00:00
8f788c64db merge with trunk/2.5 at r23876
[[Split portion of a mixed commit.]]
2009-10-22 23:22:05 +00:00
e80d2cc426 imbusy GSoC'09 branch merge (Vertex Buffer Object support) 2009-10-03 15:35:01 +00:00
86b474a344 made subsurf object mode conversion faster, though still needs a bit more work 2009-09-15 15:32:09 +00:00
b0a1904d33 another optimization pass. biggest change is MDeformGroup->dw is now allocated via a somewhat simplistic, if effective allocator. This needs a little bit more work; I'd really prefer building this into guardedalloc, but the method requires mempools, which currently live in blenlib. and I'm not sure if we can have guardedalloc linking with blenlib? anyway, current allocator code is more of a temporary fix until I figure that out. 2009-09-10 01:46:52 +00:00
9a5ffc8c38 brought weight paint back. 2009-08-31 15:57:13 +00:00
8151a51684 Shift-G (select similar) is now bmeshafied for face select mode.
The patch was by Wael El Oraiby, who did a great job on it.
Yay for Wael!  Commit of patch #19242.

There's also some CCGSubSurf stuff mixed in with this, though it's
still not working right (fixed tons of bugs, just the main ones
for some reason are still there, despite their original causes
being fixed :-/).
2009-08-22 04:45:19 +00:00
f7cef59b3d rearranged some code a bit 2009-08-18 20:05:08 +00:00
927e03cf16 fixed some problems in weld, collapse, and collapse uvs 2009-08-12 03:51:28 +00:00
eb34e3ad7c Brought Extrude all the way back. The contextual menu works,
as does only edges and individual faces extrude (individual vert 
extrude already did).

Note that I need to port this, after we all figure out how to handle
operators with variable transform follow-ons.

I also implemented the merge->collapse function, which is currently
accessable under ctrl->v, Bmesh Test Operator.  I still need to
implement the other merge modes, and properly hook everything into
the merge menu tool, which I plan on doing soon (tomorrow hopefully).

The cool thing about the collapse tool, is not only does it handle (all)
UV layers, it handles vcols as well.  To do this, I had to add a few math
functions to the customdata API, which seem to be working well.
2009-08-11 07:49:35 +00:00
321246e6d9 vertex and uv layers now refernce mpolys/mloops in rna. also fixed some customdata-related problems. 2009-07-16 09:17:27 +00:00
3bade13503 pre-merge commit. the mirror modifier is currently in pieces, to be picked back up after the merge. there should be some removedoubles fixes, along with some other assorted fixes. 2009-07-14 06:13:43 +00:00
454eb8793d Array modifier is now implemented using bmesh
(though it's not completely feature-complete yet).
I ported over the remove doubles code from the
old bmesh branch for this, and split it into two
bmops, "Weld Verts" and "Remove Doubles".

Weld verts welds specific verts together, while remove
doubles finds doubles and welds them.

I also reverted the hotkey change I made earlier.
2009-06-23 05:35:49 +00:00
a457b7129c further fixes for modifiers, and edge loop select works now. 2009-06-16 20:08:40 +00:00
fc79b456fd merge with 2.5 at r20783 2009-06-10 19:15:27 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
5bb09886fb mesh DNA modficiations; two new structures added for storing ngons, MPoly and MLoop. 2009-05-26 04:17:47 +00:00
f026266e18 merge with 2.5 at r20307. note there were some python hacking necassary for this to work, so um hopefully there's not too much cruft from that.
[[Split portion of a mixed commit.]]
2009-05-23 03:24:15 +00:00
166c270f06 NOTE: do not test. work-in-progress commit with editmesh ripped out and replaced with bmesh. this is not usable by any means. for those who read through this, note the design is still fairly messy in places, and fyi BMTessMesh is the replacement for EditMesh, I need to rename it to BMEditMesh. 2009-05-16 16:18:08 +00:00
e9ad9f894e 2.5: weight paint mode fix for corrupted layer data, and added
a customdata layer specifically to store weightpaint colors
instead of abusing the vertex colors layers.
2009-04-02 14:38:40 +00:00
215f0fa27d the make ngon function's overlap test needed some work, the API function
that does that needed to be split in two. this made dissolve faces sometimes
not work.

also added some api functions to recalculate normals for verts, edges and
faces.  and added a new flag, BM_NONORMCALC, to prevent this from happening
on individual fgon faces after they are tesselated.  and made dissolve faces
happen on fkey in all the selection modes, not just face select.
2009-03-12 03:55:53 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
ec00764dd2 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17434:HEAD 2008-12-14 17:32:24 +00:00
4251912b54 * tablet pressure changing opacity while painting didnt work
* pixels with <= the current opacity are not painted onto, speeds up painting especially with low spacing. (only when airbrush is disabled)
* use qsort rather then own crufty sorting function
* grouped projection painting functions together.
2008-12-09 08:21:53 +00:00
69298b7b76 * layer mask (similar to the gimp), uses a UV layer's image as mask for painting.
* cloning between layers was broken
* Added buttons for selecting the souce clone/mask layer in the UV layer list.
2008-12-07 19:24:41 +00:00
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
cbec9883f9 Fix for [#17376] Applying mirror modifier does not respect UV pinning.
The custom data system wasn't swapping pinning or selection flags for MTFace
data when face vertices were reordered.
2008-08-04 14:49:55 +00:00
908337bee1 Game Engine: alpha blending and sorting
=======================================

Alpha blending + sorting was revised, to fix bugs and get it
to work more predictable.

* A new per texture face "Sort" setting defines if the face
  is alpha sorted or not, instead of abusing the "ZTransp"
  setting as it did before.
* Existing files are converted to hopefully match the old
  behavior as much as possible with a version patch.
* On new meshes the Sort flag is disabled by the default, to
  avoid unexpected and hard to find slowdowns.
* Alpha sorting for faces was incredibly slow. Sorting faces
  in a mesh with 600 faces lowered the framerate from 200 to
  70 fps in my test.. the sorting there case goes about 15x
  faster now, but it is still advised to use Clip Alpha if
  possible instead of regular Alpha.
* There still various limitations in the alpha sorting code,
  I've added some comments to the code about this.

Some docs at the bottom of the page:
http://www.blender.org/development/current-projects/changes-since-246/realtime-glsl-materials/

Merged some fixes from the apricot branch, most important
change is that  tangents are now exactly the same as the rest
of Blender, instead of being computed in the game engine with a
different algorithm.

Also, the subversion was bumped to 1.
2008-07-29 15:48:31 +00:00
5c82516261 -> Support for Custom Data in bevel modifier
Added Customdata to Bmesh <-> derivedmesh functions
2008-07-10 00:46:19 +00:00
3185253a06 -> UV and VCOL support for bevel (editmode)
BMesh and the bevel code now support UVs/VCOLS.
The offset is fixed at this time, but will be
made dynamic later.
2008-07-08 02:22:37 +00:00
eda5b6d736 ->Last Commit broke compilation on GCC
CustomData_bmesh_set function header and
prototype didnt match. For some reason this
not only compiledon MSVC but didnt even warn...
2008-07-04 22:32:06 +00:00
733b4c9351 -> Vertex Group support for bevel (editmode only)
Vertex groups are now preserved when beveling (editmode only).
Modifier support as well as uv/vert colors to follow soon.
2008-07-04 17:59:16 +00:00
12461cde17 error in customdata editmesh function,
was using the active index when it should use the first index, not a big deal since CustomData_em_get_n isnt used in trunk yet.
2008-06-07 18:16:23 +00:00
a6e18574b8 Fix for bug #11650: removing uv layers in editmode did not work correct.
Fix for bug #11661: bake to viewport uv layer instead of render uv layer.
2008-05-15 19:40:09 +00:00
d5c1042ed8 Bugfix: editmode mesh transform was doing slow x-axis mirror
computations with the option disabled. Also small memory usage
optimization for vertex groups.
2008-04-15 18:07:04 +00:00
29d87d64ca Particles
=========

- Texture orco coordinates for particles are now actual orcos instead
  of just the vertex positions, which means they are the same under
  deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
  distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
  instead of generating an orco derivedmesh separately, the derivedmesh
  is generated alongside the regular one and stored in an orco custom
  data layer.
2007-12-05 12:40:54 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
78a20a930a fixed copy between UV layers.
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
2007-09-18 19:39:25 +00:00
f6aa903e10 * added functions to copy between UV and vertex color layers.
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index
  since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index
* fixed some warnings
* made the colored edge in active face draw mode only display when texture mode enabled.
2007-09-12 02:13:35 +00:00
4bfa934ff3 -> Added mesh properties to modifiers
Mesh properties layers were not getting copied in the modifier stack.
2007-09-10 22:56:29 +00:00
ba958bea0f -> Custom Properties for Mesh entities
In order to give import/export script authors the ability to add properties
to inidividual faces, vertices and edges in the same manner as they are able
to do with ID structures three new custom data types have been added to blender
for floats, integers and strings.

Things to note:

-Since property Layers are custom data, they are added to all verts, edges 
 or faces at once.
-Only one property layer for each unique property name may exist. In  other 
 words, you cannot have a float layer as well as an integer layer
 both with the same name.
-No user interface for this exists at the moment.

The following methods and attributes have been added to the Blender.Mesh
Python module and it's object types:

->MVert/Edge/FaceSeq:
	addPropertyLayer(name, type)
	removePropertyLayer(name)
	renamePropertyLayer(original name, new name)
	properties(readonly list.)

->MVert/Edge/Face
	getProperty(name)
	setProperty(name, value)

->Mesh module
	PropertyTypes (readonly dictionary)
2007-06-04 19:18:19 +00:00
c24aa10561 Made it so blender has an active render layer for Uv and Vertex color mesh layers.
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.

boxpack2d.py - redoen in C now, dont need python version.
2007-05-02 00:01:23 +00:00
99135b0674 dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.
using mface->flag for both.

Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-29 13:39:46 +00:00
2a47217cba = Updating the UVProject modifier to handle multiple UV layers =
* Removed the "Add UVs" option from the UVProject modifier
* Added a UV layer menu to the UVProject modifier
* Refactored the Displace modifier UV layer menu code to allow the UVProject
  modifier to share it
* Added two CustomData functions to facilitate getting layers by name
2007-01-29 15:10:55 +00:00
043be07050 Large fix for multires. Changed UV coordinates (MTFaces) to be special first-level data in multires. The data is now stored in a standard CustomData struct in Multires, rather than being stored for each level. (The UVs can now only be edited on level 1.) Changes allow multiple sets of UVs to work correctly. This change should also decrease multires memory usage some (though only when UVs are being used, of course.)
Changes to CustomData:
Some functions would only return the current active layer, added extra variants that take an index to select the level (modeled after CustomData_get_layer_n.)

Still todo:
* UVs are being interpolated linearly, should probably offer Catmull-Clark subdivision like Subsurf modifier.
* Vertex Colors still don't support multiple customdata layers.
* Editing UV data on levels other than 1 should be disabled in the interface (same for weights)
2007-01-10 06:09:10 +00:00