Commit Graph

64 Commits

Author SHA1 Message Date
d660e29365 === Custom Transform Orientation ===
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.

If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.

Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).

Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).

I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation

Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
800d4de5d6 == Sculpt ==
Fix for the initial brush shape; wasn't initialized properly on older files.
2008-01-12 21:51:23 +00:00
fc2cf13fc6 == Sculpt ==
Fixed a memory leak when using the interactive brush resize tool.
2007-12-26 23:08:00 +00:00
015007beaf == Sculpt ==
Fixed bad level calls in sculptmode.
2007-12-26 22:40:56 +00:00
561319989e Render Baking
=============

A new "Selected to Active" option in the Bake panel, to (typically) bake
a high poly object onto a low poly object. Code based on patch #7339 by
Frank Richter (Crystal Space developer), thanks!.

Normal Mapping
==============

Camera, World, Object and Tangent space is now supported for baking, and
for material textures. The "NMap TS" setting is replaced with a dropdown
of the four choices in the image texture buttons.


http://www.blender.org/development/current-projects/changes-since-244/render-baking/
2007-11-28 22:21:12 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
a0390e5cc3 == Core ==
This adds fractional FPS support to blender and should finally
make NTSC work correctly.

NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS.
Therefore, it is not enough to simply make frs_sec a float, since
you can't represent this accurately enough. 
I added a seperate variable frs_sec_base and FPS is now 
frs_sec / frs_sec_base.

I changed all the places, where frs_sec was used to my best knowledge.

For convenience sake, I added several macros, that should make life
easier in the future:

FRA2TIME(a) : convert frame number to a double precision time in seconds
TIME2FRA(a) : the same in the opposite direction
FPS         : return current FPS as a double precision number 
              (last resort)

This closes bug #6715 
Standard framerates not supported / breaks sync -- 23.967 29.967 etc.

https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125

Please give this heavy testing with NTSC files, quicktime in/export
and the python interface.
Errors are most probably only spotted on longer timelines, so that is
also important.

The patch was tested by Troy Sobotka and me, so it most probably should
work out of the box, but wider testing is important, since errors are
very subtle.

Enjoy!
2007-10-21 15:42:08 +00:00
2d429e1d54 == Armature Animation Fixes ==
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.

What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)

Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo. 
- These tags only get removed on frame-changes or inserting new keyframes.
2007-09-25 05:04:34 +00:00
5e7dc24042 -> Fixed initialization of Octree Resolution and Tri2Quad threshold
add_scene() in scene.c didn't properly initialize the octree resolution
for new scenes or the join threshold for Triangle to Quad conversions.
2007-09-10 22:52:32 +00:00
9eb240282b Bugfix, report from studio Manos;
This tweaks the dependency rules for Scenes/Objects a bit. Here is the
rule:

- Each Scene has own dependency graph, and only solves dependencies for
  objects in the scene

- However, when using multiple linked Scene-sets, the *current* scene is
  allowed to have dependencies to objects in a 'set'.
  This works by first calculating the sets, then the current scene.

Example: the current scene can have lights with a track/location
constraint to a character in a set.
2007-01-31 10:59:39 +00:00
2e66b143f3 - Added panel for Bake render (tabbed now in 'anim' panel).
(Empty space will get OSA options, that I add tomorrow or so)

- Removed a lot of old unused variables in renderdata. Also meant I had
  to remove this from python API... please check if this gives valid
  scripts?

- Cleaned up bad formatted code for FFMPG buttons (spaces instead of tabs)
2007-01-09 11:10:12 +00:00
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
94da40a3d8 Bugfix;
More referenced library issues: if an Object loses the Armature (because
for example the linked file removed it) the Object still had the Pose and
posemode flag set, crashing Blender.
2006-11-30 16:44:34 +00:00
342c900220 Proxy Objects revisited!
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.

This commit makes the proxy implementation also a bit more clear.

Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
2006-11-30 15:54:21 +00:00
6543d3e220 Render Monster support: (part 1)
Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.

IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.

What does work (should work :) is AO and soft shadow now.
2006-11-29 17:01:09 +00:00
8e97a2955b Merged Google Summer of Code sculptmode/multires/retopo tools.
From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
2006-11-06 01:08:26 +00:00
b29c28c43b Bugfix #5053
Dupli-group doesn't work yet for metaballs. Code entered an eternal loop,
because the group-duplication code calls again the metaball creation code.

Disabled this. MakeDisplist needs review!
2006-11-03 12:38:21 +00:00
4718a22cd0 Bugfix #4882
New toolsettings variable "select_thresh" was not initialized. This caused
the option "similar normals" to not work really (uses a dot product).

It now is initialized (scene.c) as well as corrected in do_versions for
saved files.
2006-08-13 11:11:22 +00:00
e21c782090 Plumiferos report: Using multiple levels linked scenes (as 'set') didn't
make sure animation updates were executed in the deeper levels. It only
still did the first set.
2006-06-22 15:25:30 +00:00
5a4dc67281 Cleanup of UI for new renderpipeline
- removed "Unified" button, replaced with "HD" preset for 1920x1080 output
- removed the unused "Pass" options
- removed the unused "Strands" render-layer option

Because the internal render pipe supports this already; added two more
render-layer options:

- "Sky", to enable/disable sky render in a layer (this was part of "Solid"
  before, not so correct... to ensure previously saved files work, the
  "Sky" option is set by default when "Solid" was set. The version patching
  will do this temporally always, until we've bumped up version to 2.42
- "Edge", to enable/disable edge render in a layer. Nice for compositing.

Also in this commit: fixed warnings for exported functions for the new
Node Editor pull-down menus.
2006-06-17 10:25:07 +00:00
cbf1dc9e21 Bugfix #4299
The Scene audio.mixrate variable was zero on creating new scenes, causing
synced playback to fail.
Added initialize in kernel, and patch in buttons drawing to set the value
for wrongly saved files.

(Pixelshading: small correction for more optimal code)
2006-06-11 09:06:07 +00:00
56e2aa7001 Fix for bug #4276: LSCM unwrap crash.
Set ABF as default unwrapper.
Disable some debugging prints in unwrapper code.
2006-06-10 20:06:41 +00:00
f2c043082a Recode of the "Set Scene chaining" patch from Nathan.
- code for detecting loops was overly complex, and detected loops wrong
  even (when chains partially overlap it gave error)
- that code could NULLify sets of other scenes than the one you tested
- and that code should be in blenkernel, so it can be called in more
  locations, like fixing potential loops in old files

- the code for looping over the chained scenes was bad too, I created a
  nice #define to keep code readable. (See SETLOOPER in BKE_scene.h)

ALso fixes reports in tracker :)
2006-05-15 10:46:04 +00:00
1c89ae39cc === Animation ===
Patch #4044 patch to change the step when changing frame with up or down arrow keys.

This adds a per Scene setting to specify the number of frames skipped by the up and down arrow.
This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings.

Upon loading a file without that setting or creating a new scene, it is set to 10

Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
2006-04-16 16:50:26 +00:00
9da59fdb5a Bug fix: copying a scene, choosing 'empty scene' did a corrupt copy of the
scene render layers

Little feat: Render Result Nodes that use other scene, have icon in button
to indicate this.
2006-02-14 11:28:13 +00:00
e66b5e5cd5 UV Editor Tweaks:
- Set local sticky in the uv editor as default.
- Don't do live unwrap on fully selected charts or charts with no pins
  selected.
- Fixed bug with live unwrap not respecting transform cancel in some cases.
- "View Home" didn't work without an image.
- Move UV Calculation settings (cube size, cylinder radius, ..) into the scene
  toolsettings, instead of global variables
- Remove the name LSCM from the UI (and python docs on seams), and replace it
  with 'Unwrap', with upcoming ABF this didn't make sense anymore.
- Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the
  default now. Also renamed LSCM there to "Conformal".
- Made some room in the UV Calculation panel by removing the buttons to execute
  the UV calculation, only leaving the settings.

Fill Holes:

- LSCM now has an option to fill holes in the chart before unwrapping. This on
  by default, and enables two things:
  - Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping.
  - Allow the internal boundaries to move freely during stretch minimize.
- The possibility to switch it off is there because it is not always possible
  to define which the outer boundary is. For example with an open cylinder
  where there are two identical holes.
2006-02-05 14:12:45 +00:00
1db5c23716 More work on render stuff!
- Scene support in RenderLayers
You now can indicate in Compositor to use RenderLayer(s) from other scenes.
Use the new dropdown menu in the "Render Result" node. It will change the
title of the node to indicate that.

The other Scenes are rendered fully separate, creating own databases (and
octrees) after the current scene was finished. They use their own render
settings, with as exception the render output size (and optional border).
This makes the option an interesting memory saver and speedup.

Also note that the render-results of other scenes are kept in memory while
you work. So, after a render, you can tweak all composit effects.

- Render Stats
Added an 'info string' to stats, printed in renderwindow header. It gives
info now on steps "creating database", "shadow buffers", and "octree".

- Bug fixes

Added redraw event for Image window, when using compositor render.

Text objects were not rendered using background render (probably a bug
since depsgraph was added)

Dropdown buttons in Node editor were not refreshed after usage

Sometimes render window did not open, this due to wrong check for 'esc'.

Removed option that renders view-layers on F12, with mouse in 3d window.
Not only was it confusing, it's now more efficient with the Preview Panel,
which does this nicely.
2006-02-04 13:28:50 +00:00
21e7a5f142 Render fix: object-duplicators now give their layer setting to the
duplicates, enabling lighting and layer-render properly.
2006-02-02 19:31:15 +00:00
45c7b2c5c2 Orange: made Compositing more interactive. It now has an event based
system tracking changes in nodes, making sure only these nodes and
the ones that depend, are executed.

Further the 'time cursor' now counts down to indicate which node is being
done.

Also: you now can disable the "use nodes" button in the header, edit all
changes, and when you press that button again it nicely executes the
changes.

Still on the todo:
- make compositing threaded
- find a way to nicely exit compositing on input events... so the UI
  keeps being responsive
- idea; a 'percentage' menu in header to enforce calculations on smaller
  images temporally
2006-01-28 15:21:04 +00:00
4a52c6ac6f Orange; more render & compo stuff!
-> Rendering in RenderLayers

It's important to distinguish a 'render layer' from a 'pass'. The first is
control over the main pipeline itself, to indicate what geometry is being
is rendered. The 'pass' (not in this commit!) is related to internal
shading code, like shadow/spec/AO/normals/etc.

Options for RenderLayers now are:
- Indicate which 3d 'view layers' have to be included (so you can render
  front and back separately)
- "Solid", all solid faces, includes sky at the moment too
- "ZTransp", all transparent faces
- "Halo", the halos
- "Strand", the particle strands (not coded yet...)

Currently only 2 'passes' are exported for render, which is the "Combined"
buffer and the "Z. The latter now works, and can be turned on/off.

Note that all layers are still fully kept in memory now, saving the tiles
and layers to disk (in exr) is also todo.

-> New Blur options

The existing Blur Node (compositor) now has an optional input image. This
has to be a 'value buffer', which can be a Zbuffer, or any mask you can
think of. The input values have to be in the 0-1 range, so another new
node was added too "Map Value".
The value input can also be used to tweak blur size with the (todo)
Time Node.

Temporal screenies:
http://www.blender.org/bf/rt.jpg
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt2.jpg

BTW: The compositor is very slow still, it recalulates all nodes on each
change still. Persistant memory and dependency checks is coming!
2006-01-26 22:18:46 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
d7bee8c117 Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
   enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
   to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
  causing unnecessary slowdown on reading.

Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
6555ddbcd8 Orange:
Series of fixes in Library linking of groups;

- On library-linking (SHIFT-F1) a Group, the Objects now don't get a "Base"
  anymore, meaning they won't show up as Objects in the Scene.
  This ensures you can use the linked Group as duplicator without having
  your file polluted with new (and linked) objects.
  (I realize it should be possible to have it with Base too, will check)
- On append or file-read, the linked Group Objects get drawn properly,
  but the animation system doesn't run yet.
- Group buttons (F7) now shows if a Group is from Library
- Outliner draws Library linked data with blue-ish text

Other fixes;

- Using group-duplicator, with originals in hidden layer, now shows and
  updates animated Objects correctly.
- All of Object button panels did not have a proper protection against
  editing Library data.
2005-12-06 15:39:25 +00:00
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
d8f5257001 * made 'innervert' the default subdivide type, for ui backwards
compatibility (knife tool functioning the same way etc.)
2005-11-01 21:28:53 +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
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
11a8714e54 Cleaned up the old call to do_all_actions(). It only is supposed to do
a single object, but was still called outside of that scope. Caused crashes
for example when editing Ipo curves of action keys.

editaction.c and editnla.c still need to be tackled...
2005-07-11 08:04:34 +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
b4dc14e088 Added init of 'postsat' to 1.0 in Scene, for the postprocess menu.
This only gave error in python. Added new scene in Blender itself copies
settings over of current scene. :)
2005-05-24 11:50:12 +00:00
09fb5d6b8d BPython:
- Made Blender.event var (previously only used by script links) hold ascii value -- where it applies -- of current event during events callback registered with Draw.Register(gui, events, button_events).  Useful for gui scripts like Campbell's Python console. No problem using this var to hold the value, since in gui scripts it was not used (always None).

- Updated Window and Window.Theme with new theme vars and the Time space.

- Script links:

-- Added "Render" event for script links (runs twice, second time as "PostEvent", for clean-up actions). Now FrameChanged links don't run when a single pic is rendered.

-- Added "Enable Script Links" button in the script buttons tab.  Now this bit gets saved in .blends along with the rest of G.f, so users can define per .blend if they are on or off by default.  "blender -y" also disables all slinks as happened before with OnLoad ones only.

-- Other small changes in the script buttons tab:
  When a link is added (button "new"), it becomes the active one for the window, no need to press a button to reach it.
  Also, a pupmenu showing all available texts is shown when "new" is pressed, so users can choose a text w/o having to type.  Cancel the popup to leave the string button empty (link exists, but has no script assigned).  A pulldown would be better UI-wise, but it's kinda weird to show both scripts and normal texts (Blender doesn't differentiate them) in a script links pulldown.  With a popup we can show only texts ending in ".py" (not done in this commit, need opinions) and if the script has no or another extension, case of many in old and current .blend's, there's still the string box for writing its name.

-- Implemented Ton's space handler script links:

Right now only for the 3d View,  but it's trivial to add for others.  There are two types: EVENT, to receive 3d View events from a chosen window and DRAW, to draw on the window.  Ton's idea was to give scripts a controlled way to integrate better within Blender.

Here's how it works:

- scripts must have a proper header, like:
# SPACEHANDLER.VIEW3D.EVENT

and then they are shown in 3d View's View menu, "Space Handler Scripts" submenu.  Check (mark, click on it) a script to make it active.

EVENT handlers should consult the Blender.event var to get the current event, which can be compared with values from the Draw module:

import Blender
from Blender import Draw

evt = Blender.event
if evt == Draw.AKEY:
  print "a"
elif evt == Draw.LEFTMOUSE:
  print "left mouse button"
else:
  return # ignore, pass event back to Blender

Blender.event = None # tell Blender not to process itself the event

DRAW handlers are free to draw to their owner 3D View. OpenGL attributes and modelview and projection matrices are pushed before running the handler and poped when it finishes.

To communicate between EVENT and DRAW handler scripts we have the Blender.Registry module, as always.

Still need to code some nice example, which should also serve to test properly space handlers.  Simple tests went fine.

- doc updates about the additions.

=======

Note: the UI part of the space handlers and script links is of course open for changes, I just tried to make it understandable.  Probably we won't use the scriptlinks icon for "None Available" (check 3d View -> View -> Space Handler Scripts), though it hints at what space handlers are.  The tooltips may not be accepted either, since other menus don't use them.  Opinions welcomed.
2005-05-08 21:20:34 +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
422b69fe1e UI cleanup work;
Proportional edit:

- Proportional mode added to header as button/menu. Including new option
  to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
  The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
  so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode

Other UI stuff:

- in EditMode, the layer buttons get hidden... the amount of icons in
  3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
  of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
  the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
  so it gets saved.
2005-05-03 10:54:42 +00:00
Stephen Swaney
a21fd1571b changed empty #elif to #else 2005-04-30 23:24:48 +00:00
2577c4e915 Updated MSVC6 projects to handle depgraph (added some files)
fixed some *includes*
with
#ifdef WIN32
#elif
#include <sys/time.h>
#endif
looks like MSVC6 does not need that include .. donno if cygwin builds will
so thats why i kept that *ifdef overhead*
2005-04-30 22:52:00 +00:00
79e333343b Dependency graph patch, provided by Jean-Luc Peuriere.
Works like a charm... well it now replaces the old base-sorting hack. :)
Next stage will be to define how to further integrate it. Plus some
minor code cleanups... static/internal functions versus external, etc.
2005-04-30 21:27:05 +00:00
7fa7826da7 The zblur plugin (aka as DoF) integrated in render. Compared to patch
submitted by Alexander, changes/improvements are:

- Moved to new Panel in Scene buttons "Post Effects". Together with other
  postprocessing options, such as Edge render. It is also not called DoF,
  this because that's a bit pretending too much then. It's a zblur still!
- Made it render Alpha as well
- Made it use and deliver float buffers
- Huge cleanup of zblur.c code, was very messy. It was alling things in render
  code without need even (win matrices, transform faces, etc)
- Fixed errors in using Z values (zbuffer is signed int)
- Removed very weird gamma corrections for front/back half
- Tweaked gaussian table, allow variable 'Sigma' to be set for gauss curve
- Didn't copy 'auto focus' yet. Use of this is very limited, and gives
  false expectations, nor works for rendering anims with deamons well.

Main issue remains: it's not a very advanced feature... I still doubt
very much if this deserves to be released. Spent 2 days on trying to get
the key issues solved, with not much results.

- gauss filter code has weird side effects on large blur size
- having unsharp (blurred) in front also blurs what's around in back.
  only blurred in back with sharp in front works a little bit
- severe aliasing errors... also due the code splitting in 2 halves
- doesnt work with unified yet
- won't work for halos, spot halos or transparant faces

Anyhoo... It was promised to be committed, so now artists can play with it.
Who knows it's useful after all, or some fixes can be implemented. :)
2005-04-23 20:49:23 +00:00
52b7b978e3 Bug fix #2411
(Looks like big commit, but is mostly just change of API call!)

Particle emittors now can be parented to an armature Bone, and give the
correct path for each particle. Note that this doesn't work for deform!
And, for each particle the entire armature is evaluated, all actions and
NLA strips.

It used to work a little while BTW, but the code just called ALL armatures
and made ALL deforms again. Was quite slow... thats why the API call
change: do_all_actions() now accepts Object * to only do that one. With
a NULL it now does all still. Will disapppear in recode of course...
2005-04-11 17:55:20 +00:00
8e92ee8684 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
2005-03-19 21:08:13 +00:00
610cec55c7 Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
  Currently only works with alternating scanlines, but gives excellent
  performance. For both normal render as unified implemented.
  Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
  getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
  OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
  with chars or shorts.
- Made normal render and unified render use same code for sky and halo
  render, giving equal (and better) results for halo render. Old render
  now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
  after render. Using PostProcess menu you will note an immediate re-
  display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options

- Render module is still not having a "nice" API, but amount of dependencies
  went down a lot. Next todo: remove abusive "previewrender" code.
  The last main global in Render (struct Render) now can be re-used for fully
  controlling a render, to allow multiple "instances" of render to open.

- Renderwindow now displays a smal bar on top with the stats, and keeps the
  stats after render too. Including "spare" page support.
  Not only easier visible that way, but also to remove the awkward code that
  was drawing stats in the Info header (extreme slow on some ATIs too)

- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
  defines.

- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00