Commit Graph

375 Commits

Author SHA1 Message Date
6b33e12b90 Bug fix #3094
Playback of sequencer sound crashed in combination with dupliverted
Objects. (confirmed in osx only btw).

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

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

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

I now suspect there's a remaining issue with DerivedMesh, but for that I
need help from Daniel.
2005-09-24 09:05:48 +00:00
09b5272639 - split mesh_deform off from object_deform
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo
   argument instead of operating on mesh
 - fixed bug where a derived mesh would not be returned in editmode
 - removed object_wave, replaced by init_wave_deform and calc_wave_deform
 - moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs
   with linked objects
2005-07-19 02:36:21 +00:00
675f18707e - back out ton's vertex_duplilist "fix" 2005-07-17 16:16:22 +00:00
3ab974ca58 Bugfix #2836
Crash in Vertex-duplicator when there's an empty Mesh. Simply added check
for dm pointer. :)
2005-07-17 09:49:02 +00:00
e1c653c5c3 - convert vertex_duplilist to use mesh_get_derived_deform
- convert object_apply_deform to use mesh_get_derived_deform
 - convert build_particle_system to use mesh_get_derived_deform
 - remove apply option from mesh_modifier

What do you know, this leaves only one callsite for mesh_modifier
and one "user" site for DL_VERTS...
2005-07-17 05:20:57 +00:00
befc2bbc41 - split makeDispList into makeDispList{Mesh,MBall,CurveTypes}, there is
still a makeDispList that dispatches to the appropriate one.
   makeDispList is on the way out and this makes it easier to track down
   exactly which places use makedispList and for what types of objects.
 - switch calls to makeDispList to appropriate more specific function (if
   the object type is known by caller).
 - added mesh_changed function that invalidates cached mesh data (but does
   not rebuild, mesh data gets rebuilt on access). Most old calls to
   makeDispListMesh use this instead now.
2005-07-14 15:48:01 +00:00
6a648da13f Another old bug bites the dust! Actually the error was simple... but
thanks to depgraph it executes nicely now. :)

#bug 2397: frame-duplicator using Constraint not evaluated.
2005-07-13 13:56:15 +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
73b7d9f80b Fixes in static particles. Result of going over details with Chris Burt,
thanks for that!

- static particles that are being deformed (curve/lattice/armature) now
  display correct in 3d window. Only updates when particle system updates
  normally though
- static particles without "animate" set didn't deform even
- static particles used as duplicators had errors with extreme low "life"
  value for particles. Also, still cases could happen with unrotated duplis
  at the end of a static particle line (with Vect option)
- Added tooltip for "Step" option in particles
2004-12-03 20:22:37 +00:00
f7b8e05f8e Bugfix on irc report;
Static-animated particles didn't recalculate on render
when used for duplicators (did work for halos). Allows material/texture ipo
for animated motion.
2004-11-22 18:13:56 +00:00
0069a48897 Fix for strange (showed in windows only) error that delivered flat curve
deforms by default. Proved to be a [3] array passed on to function needing
[4] array. Bad bad...
Thanks Ole for finding it! :)
2004-11-21 10:42:42 +00:00
e2f33871be Duplicator object which is being deformed now gives deformed duplicates
too. Feat request & discovered by S68. :)
2004-10-28 17:22:10 +00:00
8682084834 Bug fix #1647
Making 'nice' code (split reused code in separate call) caused DupliFrames
option not to work, dupliverts & particles did, but yah, testing eh! :)
2004-10-16 12:05:42 +00:00
61f738e0f3 Bug fix & new feature;
http://www.blender3d.org/cms/Particle_duplicators.443.0.html

Static particle systems now can also duplicate children (Dupli Vert).
Even ipo's for children are evaluated correctly then, nice stuff :)
2004-10-14 22:20:42 +00:00
a7f2950ae9 Bug fix: on scene append of curve deformer displist causes crash...
Crash is solved now, but create displist fails.
2004-09-27 10:39:18 +00:00
37f57288cb Lot of code... 2 new features:
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
2004-09-14 19:03:11 +00:00
f77bc7eb7d Quite a large one this time... but now we have:
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
  void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
  edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
  wireframe
- render for edges can't work... edges have no material nor tface nor col..
  so here still the faces are rendered in wire

Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
  wire color to edge-select color (as provided in Theme)

Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?

Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
2004-07-08 20:38:27 +00:00
aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00
8e6892174b - fix for particle duplicators:
when an object has an Ipo, the timing for each duplicated Object is
  corrected for the lifetime of particle. Looks great!
  Remark: this won't work  for object location (is at particle) or for
  particle type 'Vect' which gives a rotation already. But now you can
  scale an object small, and let it grow over time.
2003-12-15 14:18:37 +00:00
29f532588a fixed the last bug with FollowPath (it didn't work with path without a speed IPO). 2003-10-29 00:06:59 +00:00
3e4203e397 all comments translated in blenkernel C files
(fake commit, for cvs mail to be sent out)
2003-04-26 16:13:58 +00:00
e1d6502259 - first of a series of translated C comments. No dutchies get advantage anymore soon... :-) 2003-04-25 15:48:11 +00:00
d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00
f6c7a89357 some small optimizations 2002-10-30 00:37:19 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00