Commit Graph

12148 Commits

Author SHA1 Message Date
55dd39f9fa Fix for armature deform: if there's a vertexgroup on a vertex, but not with
bone assigned to the group (like for softbody) the envelope-deform was not
applied.
2005-09-09 15:16:39 +00:00
e2944936ac Fix for weight painting errors, as reported by Bassam.
- Undo/Redo didn't work
- Crash on using weightpaint with Armature-modifier (instead of parent).

Note: checking if an object is being deformed cannot be simply done with
checking for a parent anymore... for this a call in modifier.c has been
added; modifiers_isDeformedByArmature(Object *). It even returns the
Armature object pointer.
2005-09-07 18:07:24 +00:00
1dba65e296 Roland Hess' Floor Constraint patch: https://projects.blender.org/tracker/?func=detail&aid=2993&group_id=9&atid=127
Minor modifications to simplify the code in evaluate_constraint.

The "Stick" feature will need more work as it gives bad results when skipping frames, jumping around on the timeline and when going backward in time.

Suggestion: Would be nice if it could use the local space too, not just global space planes.
2005-09-07 00:11:39 +00:00
c1155c6a4d Three armature fixes (yes, i'm in studio orange!)
- on adding armatures, the "use vertexgroup" and "use envelope" options
  are now on.
- fixed ancient bug; on duplicate bone in editmode, it popped to the
  origin of armature, if parent bone was not selected and current bone not
  connected.
- subdivide bones now follows the Mirror edit option too
2005-09-06 16:57:08 +00:00
Alexander Ewering
167d2ebc12 Fix truetype (freetype2) font loading 2005-09-04 09:30:57 +00:00
484315332c - added NewBooleanMeshDLM bad level call 2005-09-03 18:10:13 +00:00
a77e3482f2 Saturday morning first cup of coffee hack (yeah, its a late
morning)

 - fun for the whole family, boolean mesh modifier... doesn't work
   with layered modifiers yet (just uses base mesh), although may
   god have mercy on your soul if you want to run boolean on a
   subsurf anyway
 - added displistmesh_add_edges

This exposes a bug in boolean, apparently the output is somehow
random (hash on alloc'd pointer value perhaps) which is sortof
lame.

It also makes more apparent the desire for some level of control
over dep graph evaluation during editmode (at the moment dep
graph is reevaluated for a mesh object in editmode, but since
mesh changes are on editmesh other objects don't really see
any change, so it is a wasted recalc).
2005-09-03 17:22:29 +00:00
0535d26e6d - Changed xz limit drawing to use same formulas as the limiting in the IK
module -- the previous method could be off pretty far.
- Added drawing of transparent surface for it, instead of just the border.
- Added "stretch IK", allowing bones not only to rotate, but also scale.
  The "Stretch" value below the DoF buttons is used to enabled this.

- Some code tweaking: slightly simplified computation of transform for IK,
  renamed chain to tree, removed unused pchan->ik_mat, ..

Internal IK module work:
- Do damping per DoF also based on stiffness, hopefully makes it converge
  faster with very stiff joints.
- Instead of having two joints types (translational and rotational), now
  all 6 DoF's can be enabled for one joint.
- Added limits for translational joints.
2005-08-31 22:09:44 +00:00
Alexander Ewering
c005095ea8 Re-enabled freetype font rendering :-) 2005-08-31 19:07:06 +00:00
5d1972cb4e - mesh_strip_loose_faces was completely wrong, dunno what I was on... 2005-08-31 04:04:28 +00:00
Alexander Ewering
a07394ef2c More text object fancyness, and fixes:
- "Flush" is now split into two seperate Alignment modes "Flush" and
   "Justify":

   - Justify does exactly the same as a normal word processor's justify
     function does, and in addition, it uses *whitespace* instead of
     *character spacing* (kerning) to fill lines. Much more readable.

   - Flush is pretty much the old Blender "Flush" mode - and as such it
     uses character spacing to fill lines. Just as Justify, this only
     works with at least one textframe.

 - Underlining for text objects. Not a lot to explain. New button "U" in
   the editbuttons, and CTRL-U as hotkey toggle underlining for newly
   entered characters or for the selection, just like CTRL-B/CTRL-I do for
   bold/italic.

   Underline height (thickness) and Underline position (vertical) can be
   set in the editbuttons.

   Implemented as CU_POLY polygon curves.

 - The B, U and i buttons (and the corresponding CTRL-B/U/I keystrokes)
   have been fixed to only affect *one* attribute at a time. Formerly,
   hitting CTRL-B when no other style was active, on a text portion with
   italics text, for example, would kill the italics and just apply bold.

   Now, these attributes always add or substract only, but do not
   replace the style.

 - In the past, there were bugs with material indices uninitialized, and
   thus crashes in the renderer with illegal material indices.

   Even though I assume they have been fixed, I've put in a check that
   checks (hah) if the material index of a character is illegal (bigger
   than ob->totcol), and then sets it to zero, and spits out a warning
   on stderr.

   If you see such warnings, please report and link to the .blend.

 - Bugfix: All alignment modes only worked if there were at least *two*
   lines of text in the text object. Fixed


There's now a regression test file for text objects, please add to the
corresponding repository:

http://blender.instinctive.de/downloads/release/demo/text-regression.blend.gz
2005-08-29 12:46:07 +00:00
ae28d7bcfc Pose depgraph error... skipped a bone for proper IK sorting. Caused lag or
bad updates in grabbing.
2005-08-28 15:26:00 +00:00
85efe767f0 Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...

Here's how IK works now;

- IK chains can go all the way to the furthest parent Bone. Disregarding
  the old option "IK to Parent" and disgregarding whether a Bone has an
  offset to its parent (offsets now work for IK, so you can also make
  T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
  whether a Bone is directly connected to a Parent Bone, or not.
  In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
  chain. This can be any Parent of the IK tip (where the IK constraint is).
  By default it goes all the way, unless you set a value for the new IK
  Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
  same Bone, and when there's a branched structure.
  Multiple IK's on a single chain (no branches) is still executed as usual,
  doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
  share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
  Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
  in case there's a Tree IK structure. These weights cannot be set to
  zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
  Of course, the new features won't show in older Blender binaries! :)

Other changes & notes;

- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
  to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
  name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
  connected (ALT+P had already "Disconnect").

On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
eb1f65768a IK work-in-progress commit;
- Removed old convention that only allowed one "IK" connection for Bones
  in a joint. Was highly frustrating for editing trees or branches.
  In a next commit, there will be a different method to define IK target
  and IK root, so this option actually will become "Connect Bone" or so.

- the IK group name is gone, now is just an option "Tree IK". When IK
  chains share a root they'll form a tree.
  Todo is preventing conflicts here (will be for editor to define IK Root)

- Adding new IK constraint with CTRL+I activates Constraint
2005-08-27 17:04:29 +00:00
8f5bff6051 Make IK DOF stiffness work in range 0.0-1.0, for consistency. 2005-08-27 14:27:05 +00:00
ac619bace6 Third and last commit for Brecht's IK work.
Full logs for changes will be added later. Worth to note now;
- support for 'tree IK' added
- DOF and stiffness per IK bone (in pose only)
- Orientation IK support (target rotates -> chain follows)

This is still WIP. Buttons might change, button ranges will change, and the
way 'IK groups' are working will change. You can play with this, but don't
expect saved files to work still by end of this day! :)
2005-08-27 12:48:45 +00:00
c9f01eefcd iBug fix #2965
Switching scene in Edit Mode crashed. Accessed the DAG without it being
initialized yet.
2005-08-24 21:12:58 +00:00
a51896b591 Move the settings in the Mesh Tools panel to the new toolsettings struct in Scene. These settings are now saved per scene. 2005-08-24 20:37:25 +00:00
a978c122ee Making compiler happy;
- removed unused variables
- #if 0 around unused calls
- init of uninitialized vars
2005-08-24 20:26:28 +00:00
dfb654ba60 Huge commit, but not much features... had to shuffle a lot of code around.
Main target was cleanup of editconstraint.c and removal of the ugly
ob->activecon (active constraint channel), which was set by the "Show"
button in the Constraint Panel.
Better is to introduce an 'Active Constraint' itself, which stores in
the Constraint itself. By using this setting, and by checking the active
Bone, the UI can update reliably now. This only shows now in IpoWindow
btw (for constraint ipos). The active Constraint is drawn in the Buttons
with a slightly brighter backdrop. Any action in that Panel selects a
constraint now (even click in backdrop).

So now we have pose channels & constraint channels nicely behaving. Now the
darn Action channels... :)

Further in this commit:

- interface.c: Button ROUNDBOX now does button callback too.
               Button NUMSLI didn't do the callback on a click only

- Cleaned up include files in yafray, got annoyed it compiled over all the
  time.

- removed unused variables from Constraint struct
2005-08-24 20:18:03 +00:00
9759296483 - more fixes for wpaint mode, need to patch mesh modifier as well
- change wpaint to flush changes during painting... can see this
   is going to be a problem because will also redeform. what to
   do, what to do...
2005-08-23 21:04:17 +00:00
ad9099ea5d Fix for reading older files... it didn't always convert OK for the new
deformation options of Armatures, causing bones not to deform.

It was caused by using the old "boneclass" variable and SKINNABLE.
Apparently the boneclass can have any value in older files. Will be killed.

Please note; in files created after last sunday, with setting "No deform" on a
Bone, that setting has to be done again.
2005-08-23 20:19:01 +00:00
7396075ef1 - add option to drawMappedFaces to draw with colors (from tface or mcol)
- convert weightpaint/vertexpaint to draw using drawMappedFaces, slightly
   hacky because during weightpaint mcol's get overridden in order to
   have them propogate through modifiers. should work fine.
 - add NULL check in shaded draw, prevents crash w/ dupliframe
2005-08-23 20:04:10 +00:00
056a33ac69 new game-menu option 'Record Game Physics to Ipo'
including implementation. hope it works, and doesn't break to much.
it bakes physics objects transform into ipo, every frame of the running gameengine.
When you disable and run the game again, it clears the ipo's again. just for physics objects at the moment.

(perhaps some better UI in the future?)
2005-08-23 13:16:02 +00:00
0192536102 - added iterator to edgehash
- updated decimator to make edges
2005-08-23 02:29:22 +00:00
4ad5cdf91e - subsurf getVertCos returned verts in wrong order since
shuffling of code... led to fun and crazy results (maybe
   less fun for les artiste)
2005-08-23 02:05:45 +00:00
931d0fc235 - switch modifiers_isDeformedByArmature to also include
virtual modifiers
2005-08-22 20:25:54 +00:00
3d7ed80ed4 - added modifiers_isDeformedByArmature function 2005-08-22 20:24:59 +00:00
838d938522 Some fixes;
- Armature deform options "Envelope" and "Vertexgroup" didn't combine. One
  Vertexgroup added disabled all Envelopes
- "Clear" option in WPaint Panel now sends refresh to deform
- Same for Undo in Wpaint
2005-08-21 22:01:20 +00:00
dd7bcb94bf - sillyness... added drawMappedEdges for mesh
- revert to drawLooseEdges instead of general drawEdgesFlag
 - ditched TFace edge flags, done dynamically now which also
   means don't need to recalc surface on flag changes
 - added BLI_edgehash, guess what it does
2005-08-21 20:48:45 +00:00
d2f6ff1900 - bug fix, last edge wasn't flagged correctly on make_edges 2005-08-21 19:01:30 +00:00
6ad0c922af Control over Armature deform. Three new options are added for it;
Armature Panel
- "Vertex Groups"
- "Envelope"

Bones Panel
- "Mult"

The logic works as follows;
- Set "Vertex Groups" will enable vertex group based deform (default)
- Set "Envelope" will enable Bone Envelopes to deform
- Set both will apply Envelope deform on vertices without VertexGroups

- Set the per-Bone "Mult" option to have Envelopes work on top of a
  VertexGroup
- The per-Bone "Deform" option (was called "Skinnable") will dis/enable
  the Bone to deform for all situations.

The old convention was that, without any vertex groups, the Bones deformed
with bone-distances. I can't patch that... so you have to enable it by
hand in older files. Not too bad, since this option was unusable before
anyway. :)
2005-08-21 18:53:12 +00:00
9a105042fc At last! B-bones now deform. :)
This works pretty nice for better control over the curvature of any bone
deform. No need to give Bones (vgroups) large influence, just add a coupleof B-bone segments.

Two notes;
- The Bone property "Segments" defines if a deform happens as a 'B-bone'.
  The drawtype B-bone is just for display in 3d window.
- A B-bone also deforms (bends) in Rest-position, if there's a joint that
  creates a curved Bone. Therefore, best results you get by creating a
  rest-position with straight joints. Or, if you prefer a slightly bended
  restposition (for a spine or so), make sure the Mesh model is *not*
  curved, the B-bone will do this for you.

Also added: proper events on changing buttons for Bones, like "Segm" or
"Dist" etc.
2005-08-21 11:26:53 +00:00
7804860cf6 - added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
 - change all Mesh's to have ->medge now. This is forced by make_edges
   on readfile, and in the various exotic important routines, and on
   conversion back in python.
 - make python NMesh structure always have medges now (needs testing)
 - with above two changes it is guarenteed that mf->v3 is never ==0
   in main blender code (i.e., all MFace's are actually triangles
   or quads) and so I went through and removed all the historic tests
   to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
 - removed MEdge edcode flag, no longer needed
 - added experimental replacement for edge flag system

Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.

NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.

To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +00:00
fff5d816ab - bug fix, mirror modifier could duplicate edges on boundary in
certain cases
2005-08-20 20:04:32 +00:00
ad5ac39ccc - another drawing bugfix, some normals were passed wrong 2005-08-20 18:49:08 +00:00
6c001485fa - bug fix for stooooopid crash in mirror modifier 2005-08-20 18:25:11 +00:00
3da7c4c5c9 - possible fix for editmesh solid drawing black, I can't reproduce
so working a bit blind here
2005-08-20 18:14:04 +00:00
752dbf1e9a - made make_edge mark edges with LOOSEEDGE appropriately
- added user settable defaultEdgeData (for auto edge creation
   in CCGSubSurf)
 - bug fix, possible crash on meshes with loose edges but
   in mface not in medge
 - missed file in last commit, for proper updating in image
   window
2005-08-20 09:16:09 +00:00
a30740c196 - convert all DerivedMesh map functions to use index based
mapping (instead of Edit{Vert,Edge,Face} pointers)
 - dropped convertToDispListMeshMapped (whew, glad of it too)
 - added DerivedMesh drawMappedFaces function
 - dropped EM suffix for DerivedMesh functions, it was neither
   particularly correct nor descriptive
 - converted test_index_mface to test_index_face that also corrects
   MCol and TFace. Good thing we had three versions of this routine,
   you never know when one might burn down.
 - removed flipnorm_mesh, not used anymore (and was incorrect to
   boot)

 - Getting face select to work with modifiers turned out to be much
   more complicated than expected. Reworked mapping architecture for
   modifiers - basically elements in a DispListMesh are now required
   to be stored in an order that corresponds exactly to original
   ordering. MVert/MEdge/MFace all have a new flag ME_XXX_STEPINDEX
   that is set on each element that is set on the first derived element
   of each original element. I can't say the code to follow these
   requirements for subsurf is particularly transparent, but on the
   upside it is a reasonably consistent and simple system that is memory
   efficient and allows keeping the DispListMesh structure.

 - rewrote mirror modifier to be simpler/conform to new requirements
   for mapped DispListMesh structure. This also means that mirror interacts
   much better with incremental subsurf calculation (it used to recalc
   one entire side on any topology change, now it generally avoids that).

 - added EM_{init,free}_index_arrays and EM_get_{vert,edge,face}_for_index
   functions to handle mapping indices back into appropriate EditMesh
   structures.
 - bug fix, make edges didn't recalc object data
 - bug fix, initial image assignment to TFace's didn't recalc object data

 - new feature, added circle select support for FACESELECT
 - bug fix, creating new faces in editmode duplicated the TFACE active
   flag - but there should only be one active tface
 - bug fix, possible crash when deleting all faces in faceselect mode
   on mesh with tfaces...

Still todo: TFace edge drawing is still not always correct in face
mode, in particular with a mirror modifier when mesh has edges (and
no preceeding subsurf). Have not yet decided how to deal with this.
Best solution is probably to do switch to meshes all having MEdge's,
in which case I can get rid of TFace edge flags (and need to recalc
modifiers on tface selection change).
2005-08-20 03:08:23 +00:00
d81a5abf32 Moving functions and calls to have a cleaner situation for futre work (implicit solver .. n stuff) 2005-08-19 22:55:05 +00:00
6d60b0acfe More armature stuff;
- The "Skinnable" option for Bones now is taken into account for the
  Envelope drawmode. If not Skinnable, it also doesn't draw the soft
  deform area. Maybe bone should be hidden... dunno yet.
- Use CTRL+LMB in weightpaint mode to sample the weight in a mesh.
  Note; it returns the weight of the closest visible vertex, not of a
  Blended result.
- NKey Panel for Mesh edit now shows a menu with the VertexGroup name(s)
  of a selected Vertex, plus the Weight.

Fix:
- while scaling Bone points in editmode (Envelope drawtype), the Bone
  root scale was not copied from (or to) the parent tip. This was not
  visible (is not drawn) but deform did use it... causing weird errors.
  For those who saw this error today: just go into editmode, select all
  Bones, press Skey, enter. That fixes it :)
2005-08-19 21:37:29 +00:00
9e05d6efb5 Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;

http://www.blender3d.org/cms/Armature_Envelopes.647.0.html

Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).

Also part of this commit is:

- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
  keep the PoseMode hidden Bones separate from EditMode.
  (In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
  mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
  data. Sounds logical, but remember that VertexGroups are partial on a
  Mesh, partial on Object. Weird design decision though...
  Anyhoo, at this moment the only way to have Bone Envelopes deform, is
  by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
  depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
  set.
2005-08-19 12:35:15 +00:00
8c41c00ff7 - added DerivedMesh.drawUVEdges function & implementations
- removed DerivedMesh.drawLooseEdges and replaced with much more
   general drawEdgesFlag function that draws based edge flags.
 - switch DerivedMesh.drawFacesTex to give user control over which
   faces are drawn
 - added object_uvs_changed and object_tface_flags_changed functions
   to do object recalc flag flush/redraw queueing and added calls
   in appropriate places
 - added various edge flags to mark TFace information. This is used
   by the drawEdgesFlag routine and was the best way I could come
   up with to deal with drawing TFace information from modifier stack.
   Unfortunate side effects are (1) uses a lot of MEdge flags (although
   not needed in file so thats fine) and (2) requires recalculation
   of modifier stack on UV selection changes. #2 is disappointing
   but I could not find a better solution.
 - update UV mesh shadow drawing to use modifier result. At the moment
   just uses the final result but probably should be integrated with
   the editmode cage option.
 - convert draw_tfaces3D to use drawEdgesFlag routine which cleaned
   up the code quite a bit.
 - convert draw_tface_mesh to draw using result of modifier stack.
   Same comment about which result actually gets draw in FACESELECT
   mode as for UV editor shadow drawing applies.

There is a still a bug in that selection is using the wrong
mesh to draw.
2005-08-18 11:31:20 +00:00
ec5fa2f4f9 - remove redundant calculation of spring length 2005-08-18 11:04:22 +00:00
829cb52ac6 Got rid of a couple other warnings, of the form:
struct blah was declared in param list this is probably not what you want...

Kent
2005-08-17 17:56:54 +00:00
2872263377 - New feature: shift+ctrl+t in Mesh editmode splits quads in exact opposite
way. Requested for low-poly modeling.

- fix: on exit editmode, the code always created a mesh->dvert block...
  silly, this made other code confused which decided whether to use
  dverts (vertex groups) or not.

- removed obsolete call from armature.c. Also fixed name of function there,
  preparation work for nicer support in Blender for "deform envelopes"
2005-08-17 13:26:42 +00:00
55b5abe2c9 - bug fix, free bake didn't work
- bug fix, force free of bake data on exit editmode, can't
   give user a choice
2005-08-16 22:58:31 +00:00
d408dcdaad Added prototypes for some stubs to shut gcc up ;)
(In doing so found a stub that had wrong # of args)

Kent
2005-08-16 20:21:43 +00:00
43e329edb7 softbody <--> softbody collision
make softbodies collide with objects patented to armatures (bones), lattices .. )

Softbody deflectors always use the new modifier stack. (thanks ZR)

Softbody deflector code checks for identity of colliding objects so,
there is no need to prohibit softbodies to be a deflector.

So now you can put some soft balls in a box and see them bounce.

see : http://wund.privat.t-online.de/bt/sb_sb_coll.blend

A deflector cube parented to SB lattice:
http://wund.privat.t-online.de/bt/sb_lattice.blend

BM
2005-08-16 17:48:47 +00:00