Commit Graph

179 Commits

Author SHA1 Message Date
e3c10b9d08 Fixed memory leak caused by incorrect adding data to mesh's layer in nurbs_to_mesh(). 2010-03-06 10:22:27 +00:00
d0c70ad1d5 Constructive modifiers for curves and surfaces
Used approach with creating DerivedMesh for curves whet they've got such modifiers.

Available modifiers are: array, edge split, mirror, solidify, subsurf.
2010-03-05 16:47:52 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
860e46082f Assorted Animation/RNA fixes:
* Fix for compiler warning in mesh.c from previous commit
* Fix for wrong name for dopesheet filter button used for meshes
* Added RNA defines for the default values for quaternion and axis-angle rotations, so that clearing these to their default values "does the right thing (TM)"
2009-12-28 03:45:24 +00:00
be55097353 Mesh Animation + Depsgraph Tweaks:
* Mesh data/settings can now be animated. It is not recommended that geometry be animated directly, but other settings such as autosmooth, etc. can be...

* Code cleanups for depsgraph, making sure that drivers get included for all object data types.
2009-12-28 00:52:31 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
06d57fdae0 Shape Keys
Internal change to not apply the shape keys to the Mesh vertex coordinates,
but rather use it as part of the derivedmesh/displist evaluation. This only
has one practical advantage right now, which is that you can now make a
linked duplicate and pin it's shape key to a different shape than the first
object.

Further, this makes shape keys correctly fit into the modifier stack design,
which will help implement some other features later. Also it means the mesh
vertex coordinates are now really the orco's.
2009-10-22 09:31:07 +00:00
5621848629 - added redraw notifier.
- removed custom invoke function, use generic names (was misleading since conversion is done on selection, not just active).
- made convert mesh to curve use the 'keep_original' option.
2009-10-10 10:49:17 +00:00
1cc79c1a95 Fixing mixed code and declaration.
PEOPLE, PLEASE CHECK YOUR WARNINGS BEFORE COMMIT
2009-10-10 03:29:03 +00:00
fb561fb4c8 added mesh to curve conversion (edge loops only)
like the script in 2.4x
2009-10-09 22:09:48 +00:00
abb49829ef Manual merge of soc-2009-kazanbas branch:
* copied I/O scripts
* copied, modified rna_*_api.c and rna_*.c

I/O scripts not working yet due to slight BPY differences and RNA changes. Will fix them later.

Not merged changes:

* C unit testing integration, because it is clumsy
* scons cross-compiling, can be merged easily later
2009-09-22 16:35:07 +00:00
816377cc02 Undo revision 23130 which was a merge with 2.5, a messy one because I did something wrong (svn status output: http://www.pasteall.org/7887).
The command: svn merge -r 23130:23129 https://svn.blender.org/svnroot/bf-blender/branches/soc-2009-kazanbas
2009-09-15 18:01:18 +00:00
3b2ad838e8 Merge with -r 22620:23107.
Next: update scripts and merge in 2.5.
2009-09-11 18:09:58 +00:00
7df35db1b1 2.5
Notifiers
---------

Various fixes for wrong use of notifiers, and some new notifiers
to make things a bit more clear and consistent, with two notable
changes:

* Geometry changes are now done with NC_GEOM, rather than
  NC_OBJECT|ND_GEOM_, so an object does need to be available.
* Space data now use NC_SPACE|ND_SPACE_*, instead of data
  notifiers or even NC_WINDOW in some cases. Note that NC_SPACE
  should only be used for notifying about changes in space data,
  we don't want to go back to allqueue(REDRAW..).

Depsgraph
---------

The dependency graph now has a different flush call:

DAG_object_flush_update(scene, ob, flag)
is replaced by:
DAG_id_flush_update(id, flag)

It still works basically the same, one difference is that it now
also accepts object data (e.g. Mesh), again to avoid requiring an
Object to be available. Other ID types will simply do nothing at
the moment.

Docs
----

I made some guidelines for how/when to do which kinds of updates
and notifiers. I can't specify totally exact how to make these
decisions, but these are basically the guidelines I use. So, new
and updated docs are here:

http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates
http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-09-04 20:51:09 +00:00
2065c5cf60 Merge with 2.5 -r 21756:22173. 2009-08-03 14:06:47 +00:00
1b14243405 svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20937:21899
missing commits from peter 20942, 21165, 21170, 21174, 21597
these files still need manual merging

source/blender/makesdna/DNA_sequence_types.h
source/blender/src/sequence.c
source/blender/src/seqeffects.c
source/blender/src/editseq.c
source/blender/include/BSE_sequence.h
2009-07-25 20:59:09 +00:00
8a35439e23 converting nurbs to a mesh ignored smoothing for Alt+C and from pythons getFromObject() 2009-07-01 13:07:28 +00:00
3f2fef55c2 - added API functions:
* Main.remove_object
  * Scene.add_object
  * Scene.remove_object
  * Object.convert_to_triface
  * Object.create_preview_mesh
  
- a small tweak in set_mesh (blenkernel/inter/mesh.c) to make it work on objects having data == NULL
2009-06-24 19:23:34 +00:00
59578bfad2 as per discussion with ton, the editmesh accessors now live
in blenkernel.
2009-04-11 08:26:51 +00:00
86a2a0f694 2.5
Edit Mesh:

- Added back "Edge Shortest Path select"
  It now also does regular selection, more fun! 
  It's mapped to CTRL+click now, and makes or clears selections 
  between current and previously activated edge.
  Seam/Sharp/etc marking is a toolsetting mode still. These
  options cannot become properties easily, because the tool
  uses the properties of selected edge to clear...

- Removed a whole bunch of G.f flags, related to mesh drawing.
  It's all now local in me->drawflags. Here's the list of
  removed old globals:

G_DRAWEDGES
G_DRAWFACES
G_DRAWNORMALS
G_DRAW_VNORMALS

G_ALLEDGES
G_HIDDENEDGES

G_DRAWCREASES
G_DRAWSEAMS
G_DRAWSHARP
G_DRAWBWEIGHTS

G_DRAW_EDGELEN
G_DRAW_FACEAREA
G_DRAW_EDGEANG
2009-01-31 13:30:56 +00:00
faa871117f Brought back sculpt smooth brush. Also added a new brush flag for setting whether to use brush spacing. 2009-01-21 22:40:28 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
Nathan Letwory
9e7643aa7c 2.5 / Cleanup
- remove Verse support. This will be brought back in The Future (probably jiri + me)
  This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
2009-01-04 18:16:34 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
c9b60a7b64 2.5
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.

Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
  Although it means unlimited editmodes, for migration purposes we
  better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
  Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning 
  anymore. EditMesh is not context senstitive anymore, only the
  edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
  removed all G.editMesh there.
2008-12-31 17:11:42 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
56d7a612e3 fixed a possible use of uninitialized orco coords if the mesh has more totverts then keyblock elements. 2008-03-14 18:16:54 +00:00
d73ed401da Added two UV features (Apricot request):
- Alt+click edge loop select.
- Next to Align X/Y, Align Auto which will pick X or Y automatically,
  should give the expected result for nearly all cases.
2008-03-12 19:55:37 +00:00
41b42b61d1 Fix for bug #8047: convert metaballs to mesh often has holes. 2008-02-18 20:00:42 +00:00
3d3023126a Fix for bug #7965:
Array modifier could generate edges with twice the same vertex, fix
provided by Ken, thanks.
2008-01-29 19:49:03 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
da7208eab5 Ported over the bad-level cleanup from Chris for Sculpt. 2007-12-29 17:07:55 +00:00
015007beaf == Sculpt ==
Fixed bad level calls in sculptmode.
2007-12-26 22:40:56 +00:00
88e71a5b79 == Multires ==
Cleaned up bad level calls for multires; moved most of multires functions to blenkern, where they should have been in the first place. Functionality of the tool is unchanged.
2007-12-26 09:39:15 +00:00
9efe5e5b23 Fixed bug #7981, Crash with multires
Caused by incorrect handling of multires with orco mapping
2007-12-23 03:03:54 +00:00
457057a9e8 Fix for mirroring issues in particle mode, where the particles were
not mirrored exactly, though the problem is not completely solved.
The way local frames are computed for particles is still not fully
symmetric, which shows especially on long hairs...

Also made the shift+o subsurf switch work recursively into
dupli-groups, did only the first level before.
2007-12-11 20:02:21 +00:00
26b8892c9c Bugfix for mysteriously disappearing left eyeball. Bounding boxes
used for clipping were being stored in the mesh, but modifiers
can result in two objects with the same mesh having a different
bounding box. Solution is to store bounding box in the object.
2007-12-05 21:50:23 +00:00
29d87d64ca Particles
=========

- Texture orco coordinates for particles are now actual orcos instead
  of just the vertex positions, which means they are the same under
  deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
  distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
  instead of generating an orco derivedmesh separately, the derivedmesh
  is generated alongside the regular one and stored in an orco custom
  data layer.
2007-12-05 12:40:54 +00:00
1b9d661eca Mesh Deform Modifier
====================

The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.

http://www.blender.org/development/current-projects/changes-since-244/modifiers/

Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
  be built without passing the matrix row by row, but instead with
  random access. MDef doesn't need this actually, but it's using this
  version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
  of barycentric coordinates for polygons with >= 3 vertices. This
  might be useful for other parts of blender too.
2007-11-04 22:00:24 +00:00
9e0cecc337 ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this.
To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine.  Alternatively select Textured Draw Mode.  You'll notice that the text is only visible from the back.  This patch reverses this, to be more correct.

Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ).  I'll keep working on this, but if someone can help out, feel free!
2007-10-23 00:02:29 +00:00
e8a808da24 UV Editing is now done in editmode rather then UV/Face Select mode.
Notes
* you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name)
* going into Face Select mode no longer adds UV's and does not need UV's to work.
* The UV Calculation menu is now in editmode (Alt+W)

Todo..
* Image replace - partly broken in stable also.
* Rotate/Mirror UV/VCol are still only in Face Select mode.
* Hide/Reveal is not quite right, (issue with editmode flushing)
2007-09-10 12:26:36 +00:00
1a9f0e692a == Multires ==
* Moved the multires vertex data from struct MultiresLevel to struct Multires. There's no longer any reason to store data seperately for each level; it was just taking up extra memory.

* Incremented the subversion to 2 and adjusted do_versions to correctly load older files.

* Refactored the multires update process (which handles propagating changes to other levels)
2007-06-01 02:21:11 +00:00
a8bc1f3397 fix for a crash in Blender.Mesh,
getting curve data from an object failed (with only 1 curve vertex)
Blender.Mesh didnt check this and crashed.
2007-05-28 16:49:48 +00:00
99135b0674 dont use tface hide or select anymore, since maintaining 2 sets of hide/select data for each face is annoying.
using mface->flag for both.

Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-04-29 13:39:46 +00:00
16be2ce5ba == Multires ==
Possible fix for bug #6208, Blender crashes in sculpt tool

* make_orco_mesh_internal was using the render level rather than the pin level to create orcos

Note that since this bug never caused a crash on my system, I can't confirm that this fixes 6208.
2007-04-14 19:54:26 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
e0c77c0f14 made all data adding functions accept a name such as add_mesh or add_curve, previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
2007-03-11 16:25:17 +00:00