- use_radius option, off by default for 2.4x files, on by default on new curves.
- curve deform modifiers (think tentacles)
- follow path (parent mode and constraint)
- curve guides
- added back Alt+S to scale point radius
- Mat3Scale and Mat4Scale arithb.c functions to make a new uniform scale matrix.
- TODO, effectors, looks like they have no way to scale from the radius yet.
* added new twist method - "Tangent", suggested by Martin.
the nice thing about this is its stable no matter how you rotate the data, rotation is local to each segment.
* added smooth option that smooths the twisting (before applying user twist), to workaround Z-Up and Tangent's ugly curve twisting. Id prefer not to have this however it makes tangent much nicer. Possibly tangent can be improved some other way and this can be removed.
A smooth value of 1.0 will iterate over and smooth the twisting by the resolution value of the spline.
* Minimum-Twist method now corrects for cyclic twist by taking the roll difference between first and last, then increasingly counter rotate each segment over the entire curve. Previously it calculated from both directions and blended them.
details
* BevPoints use quats rather then 3x3 matrix.
* added BevPoint direction "dir" and tangent "tan" used only for 3D curves.
* don't calculate BevPoint->cosa, BevPoint->sina for 3D curves.
* split bevel tilt calculation into functions.
* nurbs curves currently don't generate tangents and wont work with tangent twist method.
* some of the use of quats should be optimized.
* smoothing is not animation safe, the higher the smoothing the higher the likelyhood of flipping.
Renamed BevPoint's members
* x,y,z -> vec[3]; compatible with other functions.
* f1 -> split_tag; used by displist to set the splitting flag.
* f2 -> dupe_tag; used in curve.c to remove duplicates.
BevList
* flag -> dupe_nr; was being used as a counter for duplicate points.
* use arithb.c functions where possible.
* arrays for coords, tilt and radius were being allocated, then copied into the BevPoint's, now write directly into the values without allocing/freeing arrays.
moved CU_2D to Nurb->flag in do_versions
This made simple type checks confusing to read.
many... if( (nu->type & 7)==CU_BEZIER)
replaced with ... if(nu->type == CU_BEZIER)
made setting rna curve_2d clamp the Z values. still more RNA/UI changes to do.
http://www.graphicall.org/ftp/ideasman42/curve_auto_twist.png
Access next to the "3D" edit button.
details...
- open curves use the first points orientation and minimize twist for each new segment.
- cyclic curves calculate the least twist in both directions and blend between them
- AxisAngleToQuat replaced inline code.
- Notice the model on the right now has more even corners. added Vec3ToTangent to arithb.c.
own fault, broke rev16702.
Curves created by fonts didnt have their radius set. Forgot do do this when making radius calculated with the curve (like tilt)
There was very little structure in this code, using many globals
and duplicated code. Now it should be better structured. Most
things should work, the main parts that are not back yet are the
python plugins and markers. Notes:
* Blenfont is used for drawing the text, nicely anti-aliased.
* A monospace truetype font was added, since that is needed for
the text editor. It's Bitstream Vera Sans Mono. This is the
default gnome terminal font, but it doesn't fit entirely well
with the other font I think, can be changed easily of course.
* Clipboard copy/cut/paste now always uses the system clipboard,
the code for the own cut buffer was removed.
* The interface buttons should support copy/cut/paste again now
as well.
* WM_clipboard_text_get/WM_clipboard_text_set were added to the
windowmanager code.
* Find panel is now a kind of second header, instead of a panel.
This needs especially a way to start editing the text field
immediately on open still.
* Operators are independent of the actual space when possible,
was a bit of puzzling but got it solved nice with notifiers,
and some lazy init for syntax highlight in the drawing code.
* RNA was created for the text editor space and used for buttons.
* Operators:
* New, Open, Reload, Save, Save As, Make Internal
* Run Script, Refresh Pyconstraints
* Copy, Cut, Paste
* Convert Whitespace, Uncomment, Comment, Indent, Unindent
* Line Break, Insert
* Next Marker, Previous Marker, Clear All Markers, Mark All
* Select Line, Select All
* Jump, Move, Move Select, Delete, Toggle Overwrite
* Scroll, Scroll Bar, Set Cursor, Line Number
* Find and Replace, Find, Replace, Find Set Selected,
Replace Set Selected
* To 3D Object
* Resolve Conflict
Font object + editing back.
Was quite some work due to a myriad of globals all over!
Works nicely 100% local now.
To enable a single textedit operator, I've added a new
keymap entry KM_TEXTEDIT, which gives all keyboard events
to the handler. Also had to add a new keymap-add function
to force a keymap handler in beginning of region handlers.
In future this can be used to prioritize handlers.
Also: split off the arrow keys (frame change) to a separate
region level handler. Can be set with default flag in
regiontype->keymapflag ED_KEYMAP_FRAMES
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.
* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...
* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).
* File writing code should now only write the new data to files
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
Another one back: editcurve.c
- removed global editNurb everywhere
(cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
Curve struct
- editmode in/out works, mouse/border select works
Cleanup:
- Makefile was using confused link order, now all intern and
and extern libs are put after blender and editor libs
- Old stubs.c in editors/screen removed. The leftover python
stubs calls were moved to python module.
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.
From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
- the number of segments was always 1 too many on cyclic curves.
- [#17739] - normals were not being calculated when rendering curves.
Replaced macro DL_SURFINDEX with a function. it that assumes variable names and could break from the loop that called it.
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.
Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
this way each edge/segment gets the same number of points matching the resolution value.
before, a nurbs curve would have the same number of points no matter if it was cyclic or not.
This will make slight changes to objects on an animated path, but only noticable if the path has a low resolution.
bug [#11744] NurbCurve Radius incorrect - now dosnt show bad results with order 4 on non-cyclic curve.
* when check_valid_nurb_u/v fails, no curve is allocated or drawn.
* knotsu/v could be NULL but some functions didn't check for this, make sure this is checked for everywhere.
* The interface didnt change check the order when the bezier u/v flag was set, added functions clamp_nurb_order_u/v that takes into accound the number of points and the bezier u/v flag.
the problem was that the buttons would use the first nurb if there was no 'lastnu', but the makeknots function only checked for lastnu. this meant the knots would not get re-allocated on
values would be written outside the array.
added checks for a nurbes orderu being larger then pntsu.
This has the same effect as the curve having only 1 point. (its display list is not generated
but it is still added but a dummy displist with zero points is made)
memcpy was also being used where the memory overlaped (probably worked in most cases but this is incorrect and valgrind complained), use memmove
instead.
This time is was due to different accuracy of floating point computation,
now it uses does a comparison a bit different to avoid this.
Also changed the vectoquat function to be threadsafe.
* Most were uninitialised vars
* Fixed whitespace in a few places
* The change I made in rendercore.c -> do_bake_shade() was for an uninitialised var, but I hope it does't cause any rendering errors...