Commit Graph

434 Commits

Author SHA1 Message Date
a5c32e1353 1. Moved Edgeloop Delete to Delete Menu out of Edge Specials
2. Edgeloop Delete will pop the undo stack if it fails
3. Small Tweak on CTRL-Subdivide selection
2005-10-21 14:51:17 +00:00
7a7dadc107 New option; "Lock Time to Other Windows" for Ipo, Action, NLA and Time
windows. If set (in View pulldown), it synchronizes the horizontal scale of
the current window with the other Windows with this option set. That way
you always have these windows showing an identical part of the time you
work on.

Also added because Action Window now displays its content relative to
NLA strips.
2005-10-20 14:41:10 +00:00
89597ed362 Adding some simple but very convenient selection
functionality for the UV editor:

* A "Select->Pinned UVs" command (Shift P) that
selects all the visible pinned UVs
* A "Select->Border Select Pinned" tool (Shift B) that
works just like the normal border select tool, but only acts on pinned UVs

This is really useful when using LSCM, I only want to
touch the pinned UVs and then recalculate.
2005-10-20 10:31:02 +00:00
dc611a7575 New Mesh tool: "Rip".
http://www.blender3d.org/cms/Mesh_Ripping.712.0.html

This tool allows to insert gaps/seams in a Mesh, based on the selection
(1 vertex or a row of edges) and the position of the mouse (to indicate
the part that gets grabbed). Shortcut: Vkey.

Special Orange request!
2005-10-20 07:47:10 +00:00
4bd9775936 Stupid me! Committed in wrong console with wrong dir... here's the rest of
all files for the Ipo/Action/NLA makeover...
2005-10-10 18:05:30 +00:00
7095d8a11f - minor solver fix for msvc compilation
- added pop up menues for fluid sim bake with no
  fluid objects or without valid output dir settings
- fixed 3d view redraw for fluidsim buttons
2005-10-10 11:31:06 +00:00
9b010e4762 * Added a Select -> Inverse for object mode, available
in the 3d view header and toolbox.
2005-10-05 13:08:07 +00:00
Alexander Ewering
d6f1390a32 Missing file, must have slipped between 2 of the phone calls :) 2005-10-04 21:46:48 +00:00
772459f15c Shape Keys now can be controlled with Vertex Weight groups as well!
Just fill in the name of a Vertex group in the Shape Panel, and this
Shape will then become blended with the reference Shape.

It is useful for example for a symmetrical modeled head, make a
copy of that Shape, and use two Vertex Groups to make it asymetric.
Of course the Shapes update nicely while Weight Painting.

Also new; since the Vertex group names reside on Object level, you might
want to copy these names to the other Objects that have the same Mesh.
That's a new button "Copy to Linked" in the first Edit Panel.
2005-10-04 15:00:28 +00:00
45edb9cecb IpoWindow, Action curve update.
When no Ipo existed yet for an Action Channel (Bone), you could not add
curves with CTRL+click or Drivers. This was due to antique action code
state... it's still messy, no time for big cleanup here yet. At least
this works now. :)

(Also: removed test prints of previous commit)
2005-10-03 13:03:25 +00:00
1af3055832 Bugfix #3046
When using 3d window "unlocked" (own layer and own camera possible), the
dependency updates didn't work, these were only using Scene layers.

Changed the dependency graph call DAG_scene_flush_update()
to accept an argument for all visible layers in a Screen.
2005-10-03 09:04:57 +00:00
015fe7ea81 Version 1.0 of IpoDrivers.
First note that this is new functionality, unfinished, and only for
testing and feedback purposes. I'll list below what works, and what will
need work still.

This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html

An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows
to connect a property of other Objects as input for the "channel". For
example, IpoDrivers can be used to have a Shape Key being "driven" by
the rotation of a Bone. Or the RGB colors of a Material get driven by the
XYZ location of an Object.

Editing of Drivers happens in the IpoWindow. Here you can notice that the
channels (right hand window) now have an "active" channel indicator.
To add a Driver, you have to use the "Transform Properties" Panel (Nkey).
Here you can add or remove a Driver to the active channel, and use the
buttons to fill in what kind of relationship you want to establish.

Driver Objects

Note that any Ipo Channel can become driven now, but that only Object
transformation or Pose Bone transformation can be used to become a
Driver now.
At this moment, only the local transformation is taken into account.
For Objects that means the location/rotation/scale value without Parent
transform (as shown in "Transform Properties" Panel for Objects).
For Pose Bones it means that only the Pose transform (changes of rest
position) is Driver information (also as shown in Transform Property
Panel in Pose Mode).

Mapping of Drivers

When an Ipo Channel is "driven", the mapping is by default one-to-one.
It is only restricted by already built-in limits for Channels, like
for Material the "R" value can only range from 0.0 to 1.0.

Also note that when mapping rotations, the actual rotation values
in Ipos are scaled down with a factor 10.0. (180 degrees actually has
in the Ipo system a value of 18.0). This is an ancient year zero
convention in Blender... it is a bit hidden, because the ruler
(vertical as well as horizontal) displays the virtual values correctly.
Only the Properties panel shows the actual value.

When you draw an IpoCurve in a Driven channel, this curve will define
the mapping between the Driver output (horizontal) and Driven input
(vertical, as usual).
A nice new option to use is "Insert one-to-one curve" (press I-key,
or in pulldown menu). This will also zoom the display in exactly to
fill the window, allowing easy edit. If you use this option with
degrees, it will map 180 degree rotation to a range of 1.0 unit.

Live updates

Since the Drivers are integrated in the Ipo system, they will always
be updated whenever an Ipo is evaluated. This happens at least on
frame changes.
For interactive feedback, updates while transforming objects were
added in these cases:

- Driven Object Ipos, by other Objects or Pose Bones
- Driven Shape Key Ipos, by other Objects or Pose Bones

You can also insert Drivers on Action Ipos, but these are only evaluated
on frame change now.

Todo

- Drivers can also get a text button, allowing a 1 line Python script
  to be executed.
- Make UI for it a bit less hidden... maybe with visualization in 3D?
- Allowing global transform coordinates as Driver too.

Issues

- renaming Bones won't rename drivers
- (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
d91d4fd41f * Headers for the last Set Smooth commit 2005-09-28 11:56:09 +00:00
4e854b1a5c Maintenance commit;
- *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
  calling a routine that accessed frontbuffer drawing.... a very old patch
  for SGIs even! :)
- Prepared code for support of unlimited Shape keys
- Curve objects didnt draw correct for selection-outline option
2005-09-26 18:10:20 +00:00
43d2904037 Cleanup and new features for vertex keys.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html

- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)

- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)

- Added a Shape Panel in the Edit buttons with the various options

- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.

- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-09-26 15:34:21 +00:00
577456f86a Darn editmesh code! Trying to prevent user error (add overlapping faces)
caused a myriad of other errors in tools... now you couldn't create a
triangle if one 1 edge was in a face already.

I should have known it should be coded differently. :)
So, here's another version, which actually restores the old code, and
only has the exception on pressing Fkey.
2005-09-25 10:41:35 +00:00
a8043ed8d4 New!
Hooks now support vertex groups. With weight painting it looks very
interesting. Almost z-painting! :) Try a sphere with all vertices in a
group, hook it, and scale empty in object mode a bit.
http://www.blender.org/bf/rt3.jpg
(Which gives the idea to make a Displace Modifier working with normals and
vertexgroups..)

Works as follows now; in Mesh editmode, when no vertices are selected, it
tries to assign on CTRL+H command the active Vertex Group. (Menu is getting
to long now... need to think over). Only works when vertices are assigned
to a Vertex Group, this to calculate the Hook center.
2005-09-24 20:17:48 +00:00
6e94b02616 Various Transform bugfixes.
- Trackball rotate was missing the NoConstraints flag
- Zooming didn't recalculate the 2D center correctly
- Zooming in transform was sending event to the 3D window even when working on UVs. (disabled when working on UVs for now, will need to send events to a 2D window handler eventually)
- In camera mode, when the selection was exactly on the camera, initgrabz was barfing, fallback to 1.0 now, which gives ok results.
2005-09-24 18:00:32 +00:00
e5b9f62c6e bugfix #3100
Hrms... previous commit here to make sure faces are not added 'double',
caused a part in removedoubles not to work well, removing too many
faces. Solved it more proper now.
2005-09-24 15:36:25 +00:00
0ce3341aaa Created a new sub-context ("tab") for all physics related button panels.
There we can find now Particles, Fields & deflectors, Soft Body and Fluids.
This also as preparation for more work on the particle side (becomes two
panels).

Also renamed panels, and made sure the name "Soft Body" is spelled every-
where the same!

It uses an icon as was designed long ago already. Needs some thinking...
2005-09-24 15:10:08 +00:00
6b33e12b90 Bug fix #3094
Playback of sequencer sound crashed in combination with dupliverted
Objects. (confirmed in osx only btw).

Found out there's old not-needed code in the update_for_newframe() call,
that was intended to do updates for Manipulators (calling countall()).
In countall(), the entire duplilists were generated over, just for
counting the totals.

First step was removing the countall from update_for_newframe, and added
a count_duplilist() call which doesn't generate the full duplilist. That
made Blender not crashing anymore, but gives "Error totblock", without
printing the block names even...

The weird thing also was that the crash showed severe memory corruption in
the malloc library, when combining audio scrubbing (SDL) and duplilists.

I now suspect there's a remaining issue with DerivedMesh, but for that I
need help from Daniel.
2005-09-24 09:05:48 +00:00
Mika Saari
f210e88263 Coding style from spaces to tabs in files related to Unicode Font Object.
Function strlen changed to wcslen in editfont.c in ALT-U (undo) functionality.
2005-09-19 17:58:51 +00:00
e2d577de9e initial commit of the fluid simulator.
Ton reviewed and gave his blessing.
Zr, can you have a look ?

see :
http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9

for initial comments.

N_T : the solver itself (elbeem) needs some works to get rid of
warnings
2005-09-18 13:27:12 +00:00
0804d66f79 - Imagepaint code cleanup:
- Move UVTEXTTOOL variables into global Gip struct (like Gvp for
    vertex paint). This will probably be moved into SpaceImage later,
    so it is saved with the .blend file.
  - Disable tool drawing. a better solution needs to be found.
  - Panel button layout is still the same, this will change.

- Removed the NAN_TPT define, it has no use anymore.
2005-09-16 20:17:09 +00:00
e63f211721 Adding missing prototypes, removing unused variables, initializing vars,
all to make compiling warning less again in gcc. :)
2005-09-15 17:32:24 +00:00
Alexander Ewering
98bd4615b5 On behalf of Mika Saari, the famous Unicode Font support!
Further information is available here:

http://wiki.blender.org/bin/view.pl/Blenderdev/UnicodeFont3D

Shortlist of features:

- Unicode character support for Font3D
- UI to select characters from Unicode character list
- UI to select Unicode table areas
- Optimized character loading (Load only those characters which are used
  in font object)

Please test extensively if it breaks anything, try also loading/saving
files, packing fonts, etc.

The official text regression file in the regression suite should be a
good start.

Thanks to mikasaari for this very useful addition!
2005-09-14 14:02:21 +00:00
f20f4e4307 Bug fix #3033
Using "make parent armature with creating vertex groups" option gave
corrupted memory when one or more bones had the "Deform" option not set.
Was caused by old boneclass SKINNABLE variable. To end this confusement,
removed this define from code.

Note for future Armature tool coders; don't use this bonelooper
functionality. Operations in Object mode for armatures should use the
Pose Channels, which is a simple ListBase to go over. I have to recode
the 'create vertexgroups' still...
2005-09-11 10:12:31 +00:00
42ee04702c having a "mini gimp" in image editor
{ hope it does not break builds .. mscv6 .. scons works fine here }
2005-09-09 22:31:23 +00:00
0ba5653034 Added icons for outliner display of Modifiers. Used ones as provided by
Eckhard Jaeger on forums. http://download.blender.org/demo/test/rt9.jpg

Notes;
- made new Armature icon, based on looks of Action icon. Using a Bone icon
  for everything was too confusing
- made softbody icon softer... it looked like a water drop, something that
  would be better for Fluid stuff later :)
- the Modifier icon itself (wrench) looks a bit too much like a tool... but
  its a clear icon that stands out.
2005-09-08 10:59:13 +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
63cd6b2179 Quick added; editmode bone subdivision (Wkey only). Doesn't do mirrored
yet. Need commit so I can access it on the compu in Orange studio :)
2005-09-06 09:47:30 +00:00
b787bc2829 Auto-Fgon Feature for subdivide
If Fgon is selected in mesh tools panel, In the following cases

Quad - 2 edge Adjacent - Path
Quad - 2 edge Adjacent - Innervert
Quad - 3 edge

'extra' faces are combined to fgons. to make cleaner subdivides. Please give feedback
2005-09-02 16:31:03 +00:00
fa63c6a7e1 First version of visualizing the DoF (french degrees!) for Pose-bones. It
now only draws the limits for X and Z rotations (Y is bone axis itself).

Quick snaphsots (links will disappear):
http://www.blender.org/bf/rt6.jpg
http://www.blender.org/bf/rt7.jpg

It only draws for selected Bones that are part of IK, and have limits set.
Most work was getting code OK to setup drawing this 'DoF space', so now
experiments can be done with more drawing types.

ALso; Buttons for DoFs now only draw if the pose-bones are part of an IK
chain.
2005-08-29 17:02:24 +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
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
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
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
e12e2469c8 Bretch's patch for 2D transform. Thanks
Using new transform code to handle UV window.

With the ground work done, Transform could more easily be extended to handle IPO window now.

Tracker item: http://projects.blender.org/tracker/?func=detail&atid=127&aid=2946&group_id=9
2005-08-23 18:13:30 +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
dd5410162a New feature; User definable Clipping Planes.
Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.

Disable it with another ALT+B press.

Commit is huge because it had to change all selection code as well.
The user-clipping planes are in 'eye space', the other clipping
happens in projected 'viewport space'.

Nice to notice is that the 'x=3200' convention (to denote a coordinate
is clipped) now is a define. Define value is still a number though... but
we now can get up to screens of 12000 pixels without issues!

Known issue; here it refuses to draw the 'object centers' or Lamp icons
within the clipping region. Can't find any reason for it... however, we
might move to non-pixmaps for it anyway.

Testing might reveil numerous issues, will be standby for it.

Curious? Check this http://www.blender.org/bf/rt4.jpg
2005-08-20 19:18:35 +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
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
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
Chris Want
c6abd2d106 For lukep:
In face select mode, select faces by triangle/quad/other.
Available through header menu, toolbox, or hot keys.

Hot keys are:

ctrl-shift-alt-3: Select all triangles
ctrl-shift-alt-4: Select all quads
ctrl-shift-alt-5: Select all non-triangles/quads
(maybe a bit sore for the wrist)

And also available through the menu/toolbox.

I've never used f-gons so I don't know if the 'select other'
function works there (or works at all, for that matter).
2005-08-16 22:11:40 +00:00
4fed035618 Weight Paint & Vertex Paint goodies;
- New: "Spray" is an option now. This used to be the only available vertex
  painting method, while holding the mousebutton and move mouse, it keeps
  applying (adding, blending) the color.
  Disabling "Spray" will give more a 'paint' effect, only applying the
  maximum what you indicated to be painting.

- Weight Paint now offers all options Vertex Paint has. This includes "Add",
  "Mult", "Sub", and "Filter". And of course the "Spray", which is default
  off btw.
  Since Weight Paint might need totally different settings, they are stored
  separate from Vertex Paint options.

- Renamed the weird "Area" and "Soft" options into something that tells what
  it actually does (Even tooltips were wrong).
  Area -> "All Faces", option to have all Faces inside the brush being
     painted on. Disabling this only paints on the face under the cursor.
  Soft -> "Vertex Dist", option that uses distances from cursor to vertex
     to calculate the effect. Disable it to only paint per-face.
  If someone knows better names... go ahead! :)

- New WeightPaint option in the Panel: "Clear", which removes reference
  to this deform group from all vertices.

- Removed code that deleted 'deform vertices' from Mesh on exit editmode,
  when vertexgroups were empty. This just worked against you... you could
  not paint on empty groups.

- Made Weight Paint painting much nicer. The way it applied values was very
  harsh without good transitions. Mainly because it didn't use the
  "Vertex Dist" option, but also because it applied colors 3 or 4 times per
  vertex (tria/quad).

- Weight Paint undo now restores on a 2nd Undo.

- Vertex Paint Panel button "Clear" didn't work even.
2005-08-16 19:37:36 +00:00