Commit Graph

87 Commits

Author SHA1 Message Date
9b09af0dca Fix #36701: Mask pivioting doesnt honor parenting
Made mask transformation aware of parent matrix.
2013-09-11 10:06:54 +00:00
6fdb2ed861 bmesh utility functions BM_face_as_array_loop_tri, BM_face_as_array_loop_quad
also set attributes for the header and remove debug print in mask.c
2013-09-06 06:27:22 +00:00
24ce60cfe4 Merge plane track feature from tomato branch
This commit includes all the changes made for plane tracker
in tomato branch.

Movie clip editor changes:

- Artist might create a plane track out of multiple point
  tracks which belongs to the same track (minimum amount of
  point tracks is 4, maximum is not actually limited).

  When new plane track is added, it's getting "tracked"
  across all point tracks, which makes it stick to the same
  plane point tracks belong to.

- After plane track was added, it need to be manually adjusted
  in a way it covers feature one might to mask/replace.

  General transform tools (G, R, S) or sliding corners with
  a mouse could be sued for this. Plane corner which
  corresponds to left bottom image corner has got X/Y axis
  on it (red is for X axis, green for Y).

- Re-adjusting plane corners makes plane to be "re-tracked"
  for the frames sequence between current frame and next
  and previous keyframes.

- Kayframes might be removed from the plane, using Shit-X
  (Marker Delete) operator. However, currently manual
  re-adjustment or "re-track" trigger is needed.

Compositor changes:

- Added new node called Plane Track Deform.

- User selects which plane track to use (for this he need
  to select movie clip datablock, object and track names).

- Node gets an image input, which need to be warped into
  the plane.

- Node outputs:
  * Input image warped into the plane.
  * Plane, rasterized to a mask.

Masking changes:

- Mask points might be parented to a plane track, which
  makes this point deforming in a way as if it belongs
  to the tracked plane.

Some video tutorials are available:
- Coder video: http://www.youtube.com/watch?v=vISEwqNHqe4
- Artist video: https://vimeo.com/71727578

This is mine and Keir's holiday code project :)
2013-08-16 09:46:30 +00:00
98c574e41a use 'greater/less then or equal to' operators rather then adding 1. 2013-08-11 05:40:35 +00:00
576161b186 fix [#36262] Paste strip with video or sound content from another file crashes Blender
existing code was very stupid.

- all ID pointers for clipboard strips are handled uniformly.
- clipboard stores a duplicate ID pointer which are restored on paste.
- restoring pointers...
-- use ID's that are still in the database (copy&paste within the same file).
-- fallback to name lookup.
-- fallback to loading them from the original filepath (movie-clip and sound only).

also fix bug pasting where initialing the sound wasn't done if there was no frame-offset.
2013-07-24 06:51:04 +00:00
4863feb956 Changes to mask evaluation
- BKE_mask_update_scene was only used with do_newframe=FALSE,
  removed this argument.

- Made it so BKE_mask_update_scene is able to handle LIB_ID_RECALC_DATA
  case. Namely, if mask ID is tagged for data update it means shapekeys
  will be re-evaluated (as if do_newframe=true).

  If mask id only tagged for LIB_ID_RECALC, then no shapekey evaluation
  happens (same as it used to behave before).

  This means, doing DAG_id_tag_update(&mask->id, OB_RECALC_DATA) will
  lead to shapekeys re-evaluation which is really needed in such
  operators as clearing shapekeys (and cleaning shapekeys which is
  in tomato branch yet).

  This is a bit silly to use OB_RECALC_DATA sine mask is not an OB,
  but could not see better way to do it now.

This fixes missing mask re-evaluation after clearing shapekey,
would expect no other functional changes.
2013-06-10 13:07:02 +00:00
7222d654b2 code cleanup: typo and stop manpage turning '$' into italic. 2013-05-25 02:21:50 +00:00
80a6654a81 Masks api improvements
- Added MaskLayer.splines.new (which creates single spline
  and returns pointer to it).
- Added MaskLayer.splines.remove() to remove given spline.
- Added MaskSpline.points.new() which creates new point
  in the origin and returns pointer to it.
- Added MaskSpline.points.remove() to remove given point.
2013-05-23 10:50:55 +00:00
6926596174 More new data names translation (most cases should be covered now).
Also done a few cleanup here and there...
2013-03-25 08:29:06 +00:00
Lukas Toenne
4638e5f99a Merge of the PyNodes branch (aka "custom nodes") into trunk.
PyNodes opens up the node system in Blender to scripters and adds a number of UI-level improvements.

=== Dynamic node type registration ===
Node types can now be added at runtime, using the RNA registration mechanism from python. This enables addons such as render engines to create a complete user interface with nodes.

Examples of how such nodes can be defined can be found in my personal wiki docs atm [1] and as a script template in release/scripts/templates_py/custom_nodes.py [2].

=== Node group improvements ===
Each node editor now has a tree history of edited node groups, which allows opening and editing nested node groups. The node editor also supports pinning now, so that different spaces can be used to edit different node groups simultaneously. For more ramblings and rationale see (really old) blog post on code.blender.org [3].

The interface of node groups has been overhauled. Sockets of a node group are no longer displayed in columns on either side, but instead special input/output nodes are used to mirror group sockets inside a node tree. This solves the problem of long node lines in groups and allows more adaptable node layout. Internal sockets can be exposed from a group by either connecting to the extension sockets in input/output nodes (shown as empty circle) or by adding sockets from the node property bar in the "Interface" panel. Further details such as the socket name can also be changed there.

[1] http://wiki.blender.org/index.php/User:Phonybone/Python_Nodes
[2] http://projects.blender.org/scm/viewvc.php/trunk/blender/release/scripts/templates_py/custom_nodes.py?view=markup&root=bf-blender
[3] http://code.blender.org/index.php/2012/01/improving-node-group-interface-editing/
2013-03-18 16:34:57 +00:00
5cb22bbedf Fix sequencer crash when pasteing strips after creating new file
Issue happened for scene. movie clip and mask strips, which contains
pointers to datablocks which are freeing on loading new file.

Also, scene strip would crash when pasted from clipboard after scene
was unlinked from file.
2013-02-28 14:25:09 +00:00
fdfa5910b5 Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashes
Issue was caused by couple of circumstances:

- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview

All this leads to threading conflict between preview render and undo
system.

Solved it in  way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.

This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:

- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
  but adds temporary mesh to specified Main.

So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.

Viewport render shall not be an issue because object sync happens from
main thread in this case.

It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.

Thanks to Brecht for review!
2013-02-05 12:46:15 +00:00
f79c61c166 Masking: fixed bug with vector handles not updating when CV is parented to a motion track. 2012-11-27 11:28:39 +00:00
9b948717b0 code cleanup: float <> double conversion. 2012-11-03 18:23:30 +00:00
f70d2c65d8 rename api functions...
- minf, maxf, mini, maxi --> min_ff, max_ff, min_ii, max_ii
2012-10-23 13:28:22 +00:00
b6bf0e4952 fix [#32713] Crash with modifiers + GLSL mode
crash caused by own commit r50969, the fix exposed a crash in an area of code that must have never been used before.
2012-10-01 11:05:09 +00:00
1a19cbb166 fix for some errors when unlinking.
- movieclip unlink didn't clear node ID pointers from the scene (leaving dangling pointers).
- mask datablock unlink was clearning references from scene nodes twice.
2012-10-01 07:54:37 +00:00
e75f5c8208 quiet -Wmissing-prototypes warnings, and enable this warning by default for C with gcc.
helps for finding unused functions and making functions static, also did some minor code cleanup.
2012-09-15 01:52:28 +00:00
883117077b fix for 2 crashes freeing masks
- freeing a mask from RNA BKE_libblock_free() twice on the mask.
- loading a new blend file would only free the mask and not unlink it from nodes - it would access freed memory.
2012-09-14 01:15:08 +00:00
05755d307a fix [#31946] Masking doesn't respect pixel ratio 2012-09-13 05:29:38 +00:00
13254cde8c Alternate mask spline feather offset calculation method: now there are 2 [Even | Smooth]
- Even preserves thickness but can give unsightly loops
- Smooth gives nicer shape but can give unsightly feather/spline mismatch for 'S' shapes created by beziers.

This is an example where smooth works much nicer.

http://www.graphicall.org/ftp/ideasman42/mask_compare.png
2012-08-27 09:44:56 +00:00
52310bd4a7 code cleanup: remove dead assignments, gave mask vars clearer names & moved some mask evaluation funcs into mask_evaluate.c 2012-08-26 18:09:01 +00:00
d35957ba94 code cleanup: split out mask spline evaluation into its own file. 2012-08-26 13:41:40 +00:00
f67d0e63a4 add new mask blend mode: 'Merge Subtract'. gives better results when using feather on overlapping masks when one subtracts from another. 2012-08-22 11:58:59 +00:00
869382403a mask: skip self intersection on drawing when fill is disabled, since it was only drawing on one side of an unfilled spline. 2012-08-21 09:20:35 +00:00
5e78327b92 fix for mask feather intersection checks not working right for non-filled, feathered masks.
now do intersection checks for both sides of the feather.
2012-08-20 16:34:14 +00:00
be513d1b15 fix for missing NULL checks when sequence-strip pointers become NULL because of problems with library linking. 2012-08-13 17:25:03 +00:00
a334b5a4b6 Made feather self-intersection check an option.
Useful in cases when masking stuff like self-intersecting
ropes. This could probably be smarter option, but can't
currently think about robust approach here.
2012-08-06 15:20:14 +00:00
b282b5275c Mask feather self-intersection check
Enable self-intersection check for preview. In own tests average
time for this operation on mango files was ~0.0015sec, and it was
like 20 splines max which still gives pretty smooth performance
on my core quad machine.

Would think let's check how it works for now, if it'll give some
issues here, would just avoid tessellation on every redraw by
storing tessellation in some cache (probably in mask user).

Another change is related on a way which loop to collapse.
Changed length check with AABB size check. A bit slower but
should be a bit more predictable.
2012-08-06 13:53:38 +00:00
7beb47bd69 fix for freeing NULL pointer. 2012-08-06 13:04:40 +00:00
9ddbd8329e fix uninitialized memory use for mask feather points, also remove some double promotions. 2012-08-05 13:26:39 +00:00
2044b62370 resolve some issues with curve resolution calculaction
- resolution could become so high that it would wrap around  to a negative number, now check for small numbers before doing float division.
- resolution was being calculated in some cases when it already met the clamp value - now this is skipped.
2012-08-04 20:17:22 +00:00
72a3fb15d7 changes to mask editing
- use Alt to modify all mask feather at once while dragging.
- copying a multi-user mask from the interface works now.
- show masks when UV editing isnt used, rather then checking editmode (would give some odd/annoying image space header).
- add a fake mask user by default.
- moving points with LMB drag no longer selects them.
2012-07-31 17:31:34 +00:00
4c02549d5d remove references to raskter from compositor and BKE mask. 2012-07-31 16:04:47 +00:00
3ec212fd71 patch [#32195] MASKS: Canonical Porter Duff algorithm for merge missing.
from Troy Sobotka (sobotka)

This gives nicer blending then 'ADD', setting as default for new masks.
2012-07-28 11:36:01 +00:00
9a2d862123 clamp mask resolution, the occasional crash would happen failing to alloc when adding feather points very close together. 2012-07-27 11:05:08 +00:00
52aa7a4a4c Added utility function to return marker's subframe position
Used in mask parenting stuff.
2012-07-27 10:12:58 +00:00
1543a713a8 copying a mask now copies its animation data too 2012-07-27 08:36:48 +00:00
c42b23030b copy support for mask datablocks 2012-07-27 08:18:11 +00:00
2b133b14ab mask/image viewer now works with non 1:1 image aspect, editing masks in the image viewer should be generally usable now though still some TODO's left. 2012-07-25 20:39:49 +00:00
d9dbea1836 move mask and draw settings into its own struct to be shared between spaces. 2012-07-24 20:33:55 +00:00
9b51503307 style cleanup 2012-07-21 22:58:08 +00:00
1bb7cfded6 Merge mask fixes from tomato branch
--
svn merge -r49075:49076 -r49086:49087  ^/branches/soc-2011-tomato
2012-07-21 09:01:39 +00:00
e80918604a Fixed wrong self-intersection check for non-closed splines 2012-07-18 11:48:13 +00:00
c05af6210e Fixed crash of self-intersection loop in special cases
It was wrongly calculated bucket number per side in cases when some
of segments is filling the whole bounding box across some of dimension.

Solved by limiting buckets at least to 1 in such cases.
2012-07-18 10:22:56 +00:00
2c2e1775f9 Feather self-intersection test speed up
Made some minor optimization such as:

- Avoid using "%" operation in loops, replace with a check
  for index "overflow".
- Use pre-computed values for scaling feather coordinates
  to 0 .. 1 space.

This allowed to reach couple of milliseconds of boost.

Another change is to use higher number of buckets (up to 512).
This doesn't took significantly more memory (like uses only 10MB
of memory for average splines) and allows to have 30-50x boost
for average splines.

Use dynamically calculated number of buckets for this, to be
sure segments would fit two buckets.

Also fixed intersection detection in some cases when edge is
shared between two buckets -- it is possible that such edge
would cross third bucket and intersect edge from there.
2012-07-17 16:22:18 +00:00
e35d3083ec Fixed crash when rasterizing spline with only one point
It was an issue in new feather self-intersection test code.
2012-07-17 10:43:57 +00:00
f4cff34392 disable feather collapse during drawing, its very slow. 2012-07-17 09:56:10 +00:00
1f96470b5d Fixed disappearing in some circumstances feather
Real fix would be to find a point which is definitely now on loop
to be collapsed, but that's for a bit later. This commit should
remove possible stoppers.
2012-07-16 19:23:15 +00:00
5915b53350 Fixed crash caused by recent feather collapse commit 2012-07-16 18:34:57 +00:00