This is just the basic structure, the simulation isn't hooked up yet.
Scenes get a pointer to a rigid body world that holds rigid body objects.
Objects get a pointer to a rigdid body object.
Both rigid body world and objects aren't used directly in the simulation
and only hold information to create the actual physics objects.
Physics objects are created when rigid body objects are validated.
In order to keep blender and bullet objects in sync care has to be taken
to either call appropriate set functions or flag objects for validation.
Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
This commit adds:
* A new bpy.app.translations module giving some info about locales/translation stuff (current active locale, all locales currently known by blender, all translation contexts currently defined, etc.).
* The ability for addons to feature translations, using the (un)register functions of above module.
* Also cleans up "translate py string when storing into RNA prop" by removing "PROP_TRANSLATE" string's subtype, and adding a PROP_STRING_PY_TRANSLATE flag instead (this way it is no more exposed to python...).
Addon translations work with py dictionaries: each addon features a dict {lang: {(context, message): translation, ...}, ...}, which is registered when the addon is enabled (and unregistered when disabled).
Then, when a key (context, message) is not found in regular mo catalog, a cache dict for current locale is built from all registered addon translations, and key is searched in it.
Note: currently addons writers have to do all the work by hand, will add something (probably extend "edit translation" addon) to automate messages extraction from addons soon(ish)! To get a look to expected behavior from addons, have a look at render_copy_settings/__init__.py and render_copy_settings/translations.py (rather stupid example currently, but...). Once we have a complete process, I'll also update relevant wiki pages.
This commit adds support of packed and generated images
for Cycles when using SVM backend. Movies are still not
supported. This changes also doesn't touch OSL which is
much less trivial to adopt for any images which are not
saved to disk.
Implementation details:
- When adding images to Image Manager is now possible
to mark image as builtin. Builtin images will bypass
OIIO loader and will use special loading callbacks.
- Callbacks are set by Blender Session and they're
using C++ RNA interface to obtain needed data (pixels,
dimensions, is_float flag).
- Image Manager assumes file path is used as reference
to a builtin images, but in fact currently image
datablock name is used for reference. This makes it
easy to find an image in BlendData database.
- Added some extra properties to Image RNA:
* channels, which denotes actual number of channels
in ImBuf. This is needed to treat image's pixels
correct (before it wasn't possible because API
used internal number of channels for pixels which
is in fact doesn't correlate with image depth)
* is_float, which is truth if image is stored in
float buffer of ImBuf.
- Implemented string lookup for C++ RNA collections
for cases there's no manual lookup function.
OSL is not supported because it used own image loading
and filtering routines and there's seems to be no API
to feed pre-loaded pixels directly to the library.
Think we'll either need to add some API to support
such kind of feeding or consider OSL does not have
support of packed images at all.
Movies are not supported at this moment because of lack
of RNA API to load specified frame. It's not difficult
to solve, just need to consider what to best here:
* Either write some general python interface for ImBuf
and use it via C++ API, or
* Write a PY API function which will return pixels for
given frame, or
* Use bad-level BKE_* call
Anyway, small steps, further improvements later.
Reviewed by Brecht, thanks!
The current C callback functions are too simple allow a straightforward implementation, in particular they don't receive the PropertyRNA pointer itself as an argument, which means the callback cannot directly access the PropertyRNA's py_data pointers which store the python function objects. For this reason a second runtime variant of these callbacks has been added. It is only used for runtime callbacks and not in makesrna, but otherwise works the same way.
Conflicts resolved:
source/blender/blenloader/intern/readfile.c
source/blender/bmesh/operators/bmo_utils.c
This commit also includes a fix of a bug identified during the merge and committed in revision 51853.
Thanks Thomas (dingto) for the timely fix!
possible to call BlendData.meshes.remove() directly.
It requires special order of classes in header file (namely classes used for
collection functions should be declared before collection properties with this
classes are declared). Currently used naive linear search for this, could be
replaced with hash or bisect, but for now performance here is not an issue.
Patch by Sergey, but committing now because it's needed for next commit.
Removing data then accessing would allow invalid memory access and often crash.
Example:
import bpy
image = bpy.data.images.new(name="a", width=5, height=5)
bpy.data.images.remove(image)
print(image.name)
Now access to the removed data raises an error:
ReferenceError: StructRNA of type Image has been removed
This is the same level of error checking that was done in blender 2.4x but was made difficult by RNA functions not having access to the PyObject's.
When this new subtypes is used, then string of property is hidden using
asterisks, e.g.: mysecretpassword -> ****************
This code was reviewed and modified by Brecht. Thanks very much:
- https://codereview.appspot.com/6713044/
This new subtype of string property is intended mostly for Add-on developers
writing Add-on which communicates with some server (http, sql, ftp, verse,
etc.). When this server requires user authentication and user has to type
username and password, then current API didn't allow to type 'hidden' password,
e.g. when you want to demonstrate this script, then everybody can see this
security password. Some examples of Add-on which could use this new subtype:
- On-line database of textures
- Integration of render farm
- Integration of Verse
Security Notes:
- You can copy paste hiddent string of property from text input using (Ctrl-C, Ctrl-V),
but you can do this in other GUI toolkits too (this behavior it is widely used).
- Text of string property is stored in plain text, but it is widely used in other
GUI toolkits (Qt, Gtk, etc.).
Simple examples:
- https://dl.dropbox.com/u/369894/draw_op_passwd.py
- https://dl.dropbox.com/u/369894/blender-password.png
Added support of such features, as:
- Ability to call RNA functions using C++ classes
For example RenderEngine.tag_update
- Property setters (for scalars and arrays)
Used Qt/jQuery-like getters/setters style, meaning Class.prop() is a getter,
Class.prop(value) is a setter.
Still to come:
Collection functions are not currently registering inside a property
Meaning BlendData.meshes wouldn't be a subclass of BlendDataMeshes result
you'll need to explicitly create BlendDataMeshes for now instead of doing
BlendData.meshes.remove()