Commit Graph

415 Commits

Author SHA1 Message Date
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
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
fd7d224d4c Bug fix #2972
Copy/Paste bone name buttons crashed, didn't use the callback for buttons
proper yet.

Also added MAXFRAME defines for buttons, instead of hardcoded values 9000
or 18000
2005-09-03 10:50:21 +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
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
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
50315dc100 Another painful editing issue solved!
Adding Ipos on a Constraint just was working totally insane. Here's how
it works now in the constraint Panel:

- Button "Show" will make the IpoWindow show the Constraint Ipo
 (it didn't before, when IpoWindow was not set to correct mode)

- Button "Key" will insert a key point on current frame (and show it in
  IpoWindow)

Note that both options will create an Action too, if not existed yet.
So, without opening an IpoWindow you can already animate Constraints.
(Todo: use the auto key option to always insert on changing slider)

And; selecting a Bone will update the Constraint IpoWindow too. Note
however, that when theres multiple Constraint Ipos on a Bone, it only
shows the first... will solve that later.
2005-08-22 21:58:55 +00:00
bfc5fedb79 Much wanted; Constraint "move up" and "move down" buttons, in the Panel! 2005-08-21 21:20:53 +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
cf8e820140 Ooops, one slipped on porting 2005-08-16 17:54:59 +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
f1609dde11 Added new button type: ROUNDBOX
This replaces drawing with uiRoundBox() or glRect() in button Panels,
which just fails for dynamic constructed button views where Panels are
sometimes invisible. Also eliminates hack with PanelPop().
Error was visible with new Modifier panel, entering/exiting EditMode.

Done Modifier and Constraints.

Syntax:

The last 4 free variables in the uiDefBut() call are:
- float, corner-rounding (0.0-pixels),
- not used,
- short: roundbox type (bits, 1 2 4 8 for clockwise corners starting left/top)
- short: color shade offset (color range 0-255)
2005-08-15 19:46:09 +00:00
2abd79b491 - readded DL_VERTS type to store lattice deformed verts
- new feature, twiddled with lattice resizing to try to maintain
   existing vertex changes... much nicer than just resetting the
   lattice if you decide you need more detail in the lattice.
 - modifiers work with lattices now. yes, that does mean you
   can make a chain of lattices effecting each other 8 miles
   long.
 - some cleanup of softbody code, was rather splintered and call
   path was twisted and confusing. reworked main object step
   routine to do things in a more obvious and consistent manner
   and without duplicate code
 - added ob->softflag OB_SB_RESET instead of sbObjectReset
   call
 - modifier changes reset softbody now
 - moved curve_getVertexCos/curve_applyVertexCos into curve.c
 - update curve modifier eval to work with virtual modifiers
 - update modifier apply to work with curves/surfs
 - update make parent to also recalc object data

NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
2005-08-15 10:30:53 +00:00
93aeb6b318 - added make_orco_curf, even does keys!
- removed {lattice,curve}_modifier functions
 - changed render code to use displist for curve rendering
   instead of making its own. required adding a bevelSplitFlag
   field to DispList. I also fixed the bevel face splitting
   which did not work correctly in many situations.
 - changed so all curve data creation happens in makeDispListCurveTypes,
   includes making bevel list and filling polys
 - changed render code to use displist for surface rendering
 - removed Curve.orco variable, built as needed now
 - removed stupid BLI_setScanFill* functions... why use a function
   argument when you can use a global and two functions! Why indeed.
   (this fixed crash when reloading a file with filled curves and
   toggling editmode)
 - bug fix, setting curve width!=1 disabled simple bevel for no
   apparent reason
 - cleaned up lots and lots of curve/displist code (fun example:
   "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
 - switched almost all lattice calls to go through lattice_deform_verts,
   only exception left is particles
 - added DBG_show_shared_render_faces function in render, just
   helps to visualize which verts are shared while testing (no
   user interface).
 - renamed some curve bevel buttons and rewrote tooltips to be
   more obvious
 - made CU_FAST work without dupfontbase hack

Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:

http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-08-14 06:08:41 +00:00
0fba0e6b4b - update displistmesh_to_mesh to free existing mesh data (including
sticky, dvert, and keys if number of verts don't match)
 - changed modifier panel to not allow manual addition of hook or
   softbody modifiers
 - changed apply modifier to apply to existing mesh (fixes bug with
   materials) and to warn about loss of tface/mcol/keys/dvert/sticky
   for all modifier types
 - changed modifier UI to not display disclosure triangle for virtual
   modifiers
 - changed softbody ui to allow enable/disable
2005-08-11 07:11:57 +00:00
ac3ed0f92a - switch to using softbody modifier, controls enabling but does not have
variables, these are still in same place. enable button automatically
   makes/enables modifier.
 - changed hook to hook modifier conversion to happen on direct link,
   required to make sure we don't forget to free any memory for files
   saved with 2.38 that have hooks.
 - update modifier interface to enforce modifiers with the require-original-
   data flag to not move beyond deforming modifiers.
 - enforce only one softbody modifier allowed

NOTE: Once again, no modifier stack for lattice yet means softbody for
lattice does not work atm.
2005-08-11 02:23:52 +00:00
9030e5f686 - added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
   indices)
 - added ModifierType.foreachObjectLink for iterating over Object
   links inside modifier data (used for file load, relinking, etc)
 - switched various modifiers_ functions to take object argument
   instead of ListBase
 - added user editable name field to modifiers
 - bug fix, duplicate and make single user didn't relink object
   pointers in modifier data
 - added modifiers to outliner, needs icon
 - added armature, hook, and softbody modifiers (softbody doesn't
   do anything atm). added conversion of old hooks to modifiers.

NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.

NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.

NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
7176e8926f Softbody collision with deformed deflectors2
using bit in pd->flag to signal the use of deformed rather than wasting pd->pad

removing evil cast
replaced by  using convertToDispListMesh()  ZR: I hope that's OK that way

commented off the ( debug purpose ) recursion trap in SoftBodyDetectCollision()
replaced forbidden okee() with printf() in there
( not so nice, since it does not anounce crash on UI )

note: crashing example from previous commit
needs enabling 'UMS'  on panel to crash again
UMS = uses modifier stack
2005-08-07 19:22:29 +00:00
f17a9a1d3d working on : make softbodies collide with moving ( armatures,lattices .. ) objects
works nice & smooth unless we encounter logical circles
well, because of function pointers re-hooking i could not debug that in detail
may be DAG or modifier stack is .. dunno

anyway
did abuse pd->pad bit 1 ( i hope this was 'real' padding till now )
to get SoftBodyDetectCollision(..) use mesh_get_derived_XXX [in effect.c] ..[*sigh* (the linetriangle() func is there)
..]
and put that to the deflection panel (blush .. i would have decapted anyone in my team doing stuff like that)

to defend this commit:
it makes you aware of problems ahead
having code that works/doesn't (on some conditions) is is usefull to look at
i think code is OK , so the problem is either
a. me not understanding
b. real

for locical circles see files -->
http://wund.privat.t-online.de/bt/WorkFine1.blend
http://wund.privat.t-online.de/bt/WorkFine2.blend
http://wund.privat.t-online.de/bt/WorkCrash.blend
2005-08-06 23:20:52 +00:00
3367a030b3 - added UI_EMBOSSR option (rounded emboss)
- added support for vector icons, from user API side is just like using
   a regular icon... on icon side is defined by a function in resources.c
   instead of using the blenderbuttons png file. vector icons are much
   easier to add and scale properly. intent is that vector icons would
   be drawn in window coordinates which lets icon developers make the
   most beautiful icons, but this requires some tweaking of the interface
   drawing that I am not going to do atm.
 - changed BIF_draw_icon* to take coordinates of where to draw icon instead
   of using passed in raster position
 - switch modifier UI to using vector icons, and tweaked some position and
   style stuff.
 - replaced most uses of UI_EMBOSSX with UI_EMBOSS (do same thing, just there
   to confuse people I guess)

After the window coordinate stuff is sorted out with vector icons
it probably makes sense to move all non-photorealistic icons in blenderbuttons
to vector form just so scaling goes better.
2005-08-04 22:36:21 +00:00
8319b3d1fa - modifier UI update (aka, find the modifier buttons!!)
- moved back to editing buttons, where life is now cramped... switched
   to constraint style foldout panes, still a WIP. In particular not
   sure what buttons should be in header (and if current toggles stay
   in header if they should also be in an expanded pane). Also need
   new icons for move up/move down (and drag and drop would of course
   be nice). Finally current plane is to make it so modifiers will
   expand out in modifier pane for horizontal orientations instead of
   just going down down down to goblin town.
 - added error field to modifiers that is displayed in UI, need to have
   some way for modifiers to return errors back to interface (esp. important
   for python)
 - tweaked cage determination and handling, currently the editmode cage
   is determined by last modifier with OnCage set that is preceeded completely
   by modifiers that support mapping or are disabled in editmode. it is
   kinda confusing, but the interface only lets you toggle OnCage for modifiers
   that support it - it just might not be clear all the time why you can't
   toggle a certain modifier OnCage.
 - update displistmesh_copy to only copy edges if non-NULL

There is a display bug that already existed but is more obvious with
new modifiers where parts of the pane get drawn in a different area
after toggling editmode. It has to do with drawing parts of the interface
using GL instead of 100% buttons. I try to keep my grubby little toes
out of the interface code so this can wait for Ton to return.
2005-08-04 07:25:43 +00:00
b03a20d272 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuff
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the
   name of the actual bit define instead of just a magic constant, this makes
   searching the code much nicer. most of the credit here goes to LetterRip
   who did almost all of the conversions, I mostly just checked them over.
2005-08-03 18:48:22 +00:00
8a58197cf3 - change modifier applyModifier[EM] function to not free derived argument
- added modifier_supportsMapping function
 - update CCG to set actual vertex normal (and not just
   interior face vertex normal, bla bla bla no one knows
   what this means nevermind).
 - renamed modifierType_get_info to modifierType_getInfo for
   consistency and to increase my commit line count.
 - update EditMeshDerivedMesh to calculate (and use new) normals
   when given deformed vertices
 - added
 - update editmode modifier calculation to also calculate a cage,
   not working 100% atm, in particular if a deformer follows a modifier
   that returns a DerivedMesh the cage is not accurate.
 - added ccg derivedmesh drawMapped{Vert,Face]NormalsEM functions
 - currently UI for selecting the cage mesh is rather irritating,
   will be updated
2005-08-03 04:04:05 +00:00
eadfd13123 - missed in remove wave effect commit, option was still in effect menu 2005-07-26 19:27:56 +00:00
951a4934b0 - added wave modifier & removed old wave effect
- added decimate modifier & removed old decimate interface
   (currently lacks warning about destroying data, and there needs
   to be a way for modifiers to return errors back to the interface)
 - allow applyModifier to return NULL to indicate error
 - unfortunately new decimate modifier means it does not know exact
   number of faces in mesh (other modifiers may come before) and so
   instead interface uses a percentage. if people need exact face
   count slider then I will have to think of some hack to fit this
   in. note that it does display the output face count so its possible
   to tweak the pct to get what you want regardless.
 - removed python Wave object

If you are bored now how much easier it is to implement something
like decimate as a modifier. Very few changes to interface, very
few entry points.
2005-07-26 02:44:59 +00:00
ee8e41c65a - added apply button for individual modifiers 2005-07-26 00:45:19 +00:00
4d273d8d5b Armature-Pose IK goodies!
- Added option to the IK buttons, to have it use the 'tip' as end of the
  IK chain. I never really understood this old convention (IK didn't work
  on the Bone itself).
  Old files still will read OK though. But I made the "To Tip" a default
  when adding new IK constraints.

- Hotkey CTRL+I: add IK, with option to have it adding an Empty target,
  or use a selected Bone as target. With the new non-modal PoseMode, it
  gives instant access to playing with the IK chain.

- Hotkey ALT+I: clears IK, on all selected Bones

- Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
2005-07-24 11:36:05 +00:00
e331e68b57 - added ModifierData flag, is modifier enabled in editmode
- added modifier type flag: should modifier be enabled by default for
   active in editmode
 - added subsurf "debug incremental" option instead of G.rt==52 (it becomes
   a slightly useful feature now for debugging how well a modifier works
   with incremental subsurf... maybe important for future python modifier
   developers)
 - shuffled modifier button layout just to keep people guessing
 - switched back to drawing editmesh face centers not through derivedmesh,
   I didn't think this one through, forgot that centers were also used for
   selection. have to think about what to do about this, should be either
   (a) don't draw centers with a cage active (optimal mode) or (b) come up
   with api to draw centers through derivedmesh and also handle selection.
 - changed recalc_editnormals to also follow the len(no)==0.0 use vertex
   co convention
2005-07-23 19:15:08 +00:00
24f2b61fdb - add comments to BKE_DerivedMesh.h about which functions are called in editmode
- gcc warning fixes
 - start work to make CCGDerivedMesh able to run in object mode (hint: more
   speed improvements)
 - fix modifier move down tooltip
2005-07-21 21:19:38 +00:00
33709bf6e2 - shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
 - added modifier_{new,free] utility function
 - added ccgSubSurf_getUseAgeCounts to query info
 - removed subsurf modifier faking (ME_SUBSURF flag is no
   longer valid). subsurf modifier gets converted on file load
   although there is obscure linked mesh situation where this
   can go wrong, will fix shortly. this also means that some
   places in the code that test/copy subsurf settings are broken
   for the time being.
 - shuffled modifier calculation to be simpler. note that
   all modifiers are currently disabled in editmode (including
   subsurf). don't worry, will return shortly.
 - bug fix, build modifier didn't randomize meshes with only verts
 - cleaned up subsurf_ccg and adapted for future editmode modifier
   work
 - added editmesh.derived{Cage,Final}, not used yet
 - added SubsurfModifierData.{mCache,emCache}, will be used to cache
   subsurf instead of caching in derivedmesh itself
 - removed old subsurf buttons
 - added do_modifiers_buttons to handle modifier events
 - removed count_object counting of modifier (subsurfed) objects...
   this would be nice to add back at some point but requires care.
   probably requires rewrite of counting system.

New feature: Incremental Subsurf in Object Mode

The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.

However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.

I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 20:30:33 +00:00
dc232fda47 Wow! A new feature!
- made ModifierData.isDisabled optional
 - Added new modifier type: Mirror
    o modifier system isn't running in editmode yet so still
      don't have mirrored editing, but otherwise it is pretty
      cool. code even goes to tricks to make sure mirror join
      looks nice in degenerate cases.
    o this kind of commit is basically the upshot of all the
      previous commits - in that implementing a new modifier
      changes only about 3 files and still integrates nearly
      completely.
2005-07-20 07:11:26 +00:00
259c7b6cad - added modifier_dependsOnTime to check if modifier needs updating
based on time change. would be nice if dep graph could handle this.
 - made dep check if modifiers need update on time change
 - fix render crash (access null)
 - added new Build Effect modifier type. compared to old one works as
   a full member of modifier system, means can apply subsurf, etc on
   it, reorder, what have you. and it is all nice and self contained.
 - removed old Build effect, old files convert to new style on load
 - couldn't help myself, added a randomize feature to build effect
 - removed Python BuildEffect support
2005-07-20 04:14:21 +00:00
d18600520e - added ModifierTypeInfo.updateDepgraph function, responsible for building
appropriate relations in dep graph (modifiers respond to scene changes
   correctly now)
 - update modifier buttons to trigger depgraph rebuild if needed
2005-07-19 23:04:34 +00:00
1df154d140 - split {curve,lattice,armature}_deform_verts out of mesh_deform
- removed mesh_deform (merge into mesh_modifier)
 - switch python lattice_apply function to use object_apply_deform,
   this isn't exactly equivalent but the python system shouldn't
   have been calling that deep into the kernel anyway.

New feature: Modifier stack
 - added Object.modifiers (list of ModifierData elements)
 - added DNA_modifier_types.h
     o contains type definition for the file data for the various
       modifier types
 - added BKE_modifier.h
     o contains modifierType_get_info (access to modifier type registry)
     o structs and defines for runtime modifier usage
 - updated mesh_calc_modifiers to evaluate modifier stack (note that
   for the time being it also evaluates the old style modifiers so files
   should load and work as normal).
 - add file handling modifier code (todo: don't replicate on object copy)
 - add modifier stack UI code (lives in object panel)


Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.

Todo:
 - DEP graph updating does not work correctly yet, so you generally have
   to tab cycle to see results.
 - editmode calculation does not use modifier stack.
 - bug fixes (there must be a few in there somewhere)
2005-07-19 20:14:17 +00:00
59a2980611 - some missing changes for switch of mesh_modifier to
deform new verts array.

I don't really know how to use softbody, so it would be nice
if someone would test this for me.
2005-07-19 04:27:43 +00:00
291af7418e Two small fixes (armatures);
- adding relations to pose-constraints should call DAG on the pose
- prevented constraints to break "IK" chains
2005-07-18 19:36:17 +00:00
02ab203c98 Made action constraints to become backwards compatible. In the old version
it used the 'global' (Pose Space) rotation to define the action timing.
That was of course hardly useful, reason for many weird patched rigs.
Nevertheless, sometimes it can be useful, and it's nice to see old files
nicely work still. So: "Local" is an option now.

Note: if you changed last week files because of the new action constraint,
set the new "Local" option in the object-buttons Constraint panel.
2005-07-18 17:27:17 +00:00
e5a639a161 New:
- XRAY draw for armatures now is generic "Draw Extra" option for any
  Object type. This feature just moves drawing to the end, after clearing
  the zbuffer again.
- Solid draw mode now displays materials with Alpha, with the new
  "Draw extra" option "Transp" set. This also moves drawing transparent to
  the end, but it doesn't sort the transparent faces. Still looks OK.
  Note: this is not enabled in mesh editmode. Here all the fancy extra
  drawing just makes it nearly impossible to do OK.
- Re-ordered Object Buttons -> "Draw" panel

Fixes:

- do_versions had check for the UserDef in it (new ogl texture cache).
  that can't be there, should be in usiblender.c (stupid exception).
- same error caused reading older files to not always fix version
  changes on armatures (commit yesterday).
- Outline select drawing happened also on picking-select draw, needless
  slowdown.
2005-07-14 12:44:33 +00:00
01daf04ea6 - Object buttons, Hooks panel, clear offset didn't redraw correct
- Particle panel was drawing in wrong size
2005-07-11 19:31:15 +00:00
0c197b211b Bugfix for #2768
Starting a Bake for SoftBody didn't initialize the animation system for the
first frame correctly, causing an initial unwanted softbody effect.
2005-07-11 09:27:35 +00:00
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
c073febf08 After long debate on IRC we came up with the ultimate name for the
former "RKL" button and later renamed to "Precision": "Error Limit" :)

(Softbody yes)
2005-05-30 00:17:08 +00:00
dabf165c33 Reshuffled "Particle Interaction" Panel. Separated in left hand for
forces, right hand for deflection.
2005-05-29 16:52:39 +00:00
83792faa3f Two softbody thingies;
- fixed error in option "Enable Goal" which didn't work with Vertex groups
  assigned

- renamed some buttons & fixed tooltips. A doc online will be there soon
2005-05-20 12:15:50 +00:00
3268ebddd7 Baking softbody: when 'frame mapping' is used, the baking process
should disable that, since animation systems remain in their own local
system time. Framemap is only for playback!

Not doing this caused corrupt baking, bug #2531 reported it.
2005-05-13 10:07:14 +00:00
ef2855bcab Timline goodies;
- Mkey while ALT+A inserts markers.
  Note for Matt; You forgot to check for 'val'. The delay in tuho I brought
  back to max 1 frame. Delays are common in realtime gfx apps, the picture
  you see is old, and its possible you press a key while next frame is
  already drawing, and then it has to increase the frame value still... :)

- RMB escapes from anim playback

- on activate object, Timeline redraws too

- Added keyline drawing for Material Ipos. The CTRL+Page keys work with it.

Softbody:

- Renamed buttons to call "Spring constant" now "Stiff(ness)" and the
  "Friction" became "Damping".
2005-05-08 20:10:59 +00:00
71c2d1e9d6 Added two UI level warnings on using Softbody;
- On leaving editmode, it deleted the Baked result automatically. Since
  that's an invisible and destructive ction, I've inserted an "OK?" menu
  here for it.
- Particle Deflectors themselves cannot be a Softbody (or viceversa).
  Added a LABEL button to denote this when a user tries to set that.
2005-05-07 12:31:43 +00:00
f0a4ce98f9 Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.

Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html

Notes for using timewindow;

- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers

- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key

- Press S or E to set start/end frame for playback

Notes about the implementation in Tuhopuu:

- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
  should deselect all, except the indicated Marker. Not when holding SHIFT
  of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
  (Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
  was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00