Fixed and completed support for returning multiple values. This includes support for returning arrays, both fixed and dynamically sized. The way this is achieved is by storing an additional int value next to the dynamic parameter in the ParameterList stack which gets passed to the C function as an additional parameter. In the case of return parameters it is duty of the C function to set this int to the correct length value for the dynamic parameter (which makes sense). Note that for the dynamic output/return parameter it is assumed the function has allocated that memory (which gets freed automatically).
Also, I cleaned the makesrna's bridge function generation code a bit and renamed PROP_RETURN to PROP_OUTPUT, which represents better the reality now that there are multiple returns. The function now to mark multiple returns (outputs) is RNA_def_function_output.
For an example, look at Action.get_frame_range in rna_action_api.c, by the way Aligorith I removed the #ifdef for this function now that there's support for returning arrays, feel free to modify (the function seems to work).
* Added a generic 'histogram' ui control, currently available in new image editor
'scopes' region (shortcut P). Shows the histogram of the currently viewed image.
It's a baby step in unifying the functionality and code from the sequence editor,
so eventually we can migrate the sequence preview to the image editor too,
like compositor.
Still a couple of rough edges to tweak, regarding when it updates. Also would
be very nice to have this region as a partially transparent overlapping region...
blender supports type changing for textures in a way that python doesnt.
add a new general function.
Example usage:
tex = bpy.data.textures.new("Foo")
tex.type = 'IMAGE'
tex = tex.recast_type()
Macro to give the number of users accounting for fake user.
ID_REAL_USERS(id)
Use this so you can remove a datablock if it has a fake users as well as apply transformations to it in the 3D view.
Move api function bpy.data.add_texture() --> bpy.data.textures.new()/remove()
* Added Theme support for the console.
You can change:
-Header Color
-Text Color of Output, Input, Info and Error Messages. (Inside the User Preferences -> Themes)
* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones.
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...
* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.
* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.
----
* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.
* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).
* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.
* Fix for Driver F-Curve colouring bug
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.
Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever).
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
patch from Elia Sarti, (vekoon) with some modifications mainly for the python api.
- multiple values are returned as a typle in the order that are defined.
- added support for registered types returning multiple arguments (untested).
- renamed func->ret --> func->c_ret, since this only defines what the C function returns.
bpy.types.register(MacroClass)
instead of
bpy.ops.add_macro(MacroClass)
The rest is unchanged.
Also remove some now unused code for the old registration methods (there's still some remaining).
Mostly the same as the recently added editmode tool with some extras.
* Options to disable filling in the rim between inner and outer surface, since its faster not to detect this in cases where its not needed.
* Option to disable high quality normal calculation, mostly noticable when operating on building walls, not needed for cloth or more organic shapes.
* Option to disable 'even thickness', again, not needed in some cases.
Also options for creasing inner/outer and rim edges, need this for makign Sintels cloths solid since zero crease looks far too soft.
note:
* UVs and VCols etc are copied to the new skin however rim faces dont get the UVs or vcols set from the faces they are created from yet.
* Normals are assumed to be pointing outwards
* used patch from Uncle Entity as a template since it added the DNA and RNA entries but the actual modifier from the patch wasnt used.
Until we have proper multi-object editing, this adds a Copy To Selected
option to the right mouse button menu for Object and Bone properties, to
copy the value from the active object to the selected objects.
Also includes some implementation changes to reset to default operator.
Added a new operator for properties which resets RNA-based settings to their 'default' values, as defined in RNA. This currently only works for floats, ints, enums, and booleans (strings and pointers still need to be implemented).
The current extensions to the RNA API that I've made here seem a bit excessive, and can be toned down if necessary. In short, I've just added accessor functions for the default-values of the property definitions.
For this to be really useful, many properties in RNA will need to get defaults defined, since the current defaults for quite a few properties tested were less than ideal.
* Property update functions no longer get context, instead they get only
Main and Scene. The RNA api was intended to be as context-less as
possible, since it doesn't really matter who is changing the property,
everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
still depend on context too much. It also revealed a few places using
context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
it, should be dropped when we try to support multiple scene editing.
Change was planned for a while, but need this now to be able to call
update without a context pointer.
After the merge operation, running the diff command showed that the
branch had a significant amount of differences from the trunk revision
25149. I had no idea where these differences came from. To resolve
them and make the branch up-to-date, I just copied the following files
from the trunk:
release/scripts/io/import_anim_bvh.py
release/scripts/io/import_scene_obj.py
release/scripts/ui/space_image.py
release/scripts/ui/space_view3d.py
source/blender/blenkernel/intern/object.c
source/blender/blenlib/BLI_math_base.h
source/blender/blenlib/intern/math_base.c
source/blender/editors/animation/anim_markers.c
source/blender/editors/armature/armature_intern.h
source/blender/editors/armature/armature_ops.c
source/blender/editors/armature/editarmature.c
source/blender/editors/curve/curve_intern.h
source/blender/editors/curve/curve_ops.c
source/blender/editors/include/ED_mesh.h
source/blender/editors/include/ED_object.h
source/blender/editors/include/ED_particle.h
source/blender/editors/mesh/editface.c
source/blender/editors/mesh/editmesh_mods.c
source/blender/editors/mesh/mesh_intern.h
source/blender/editors/mesh/mesh_ops.c
source/blender/editors/metaball/mball_edit.c
source/blender/editors/metaball/mball_intern.h
source/blender/editors/metaball/mball_ops.c
source/blender/editors/object/object_intern.h
source/blender/editors/object/object_lattice.c
source/blender/editors/object/object_ops.c
source/blender/editors/object/object_select.c
source/blender/editors/physics/particle_edit.c
source/blender/editors/physics/physics_intern.h
source/blender/editors/physics/physics_ops.c
source/blender/editors/sculpt_paint/paint_intern.h
source/blender/editors/sculpt_paint/paint_ops.c
source/blender/editors/sculpt_paint/paint_utils.c
source/blender/editors/space_view3d/view3d_select.c
source/blender/editors/uvedit/uvedit_ops.c
source/blender/windowmanager/WM_api.h
source/blender/windowmanager/intern/wm_operators.c
Basic definition works like a python operator but you derive from "bpy.types.Macro" instead.
Operators are added to the macro after it has been added with "bpy.ops.add_macro" through the class method "define" which takes an operator id and returns an OperatorMacroType (new RNA type) for which properties can then be defined to be passed to the operator when run.
Example: http://blenderartists.org/~theeth/bf/macro.py
Using this system, it should be easy to add an operator to the console that converts selected lines into a macro or even a more generic record macro system.
The following files were according to the Math Lib reorganization
(see the commit log of revision 24464 for more information):
source/blender/freestyle/intern/blender_interface/BlenderFileLoader.cpp
source/blender/freestyle/intern/blender_interface/BlenderFileLoader.h
The file release/scripts/ui/properties_render.py was also updated
according the RNA UI API renaming in revision 24795.
This patch, by Elia Sarti (vekoon), simply adds the possibility to specify the final array component of the RNA path in the path itself,
e.g. using location[0] or location["x"] or even location.x,
instead of specifying this using an "array_index"
This should be easier for users to understand the driver system. The array-indices have been kept (but hidden from the UI under standard situations) since they are theoretically a tad faster than the in-path lookups still, and are easier for internal-tools to set for now...
The Animation System now respects the Transform Locks too (i.e. lock x-location, etc.) when writing settings. This means that it is no longer necessary to set up "constant drivers" to make sure some values don't get accidentally animated.
Internally, added a new callback for properties in RNA, which is responsible for checking if the item at some array-index is editable. This needs to be manually called for each place which uses rna to set settings for arrays (see the code changes in anim_sys.c for changes how to do this; the same thing needs to be done in the UI code too, and probably in py-api too)
The advantage with this is that global property definitions are not needed to add a property to an object.
to avoid confusion these are accessed like a dictionary (closely matching how the BGE accesses properties)
ob["mySetting"] = 1.0
bone["foo"] = {"one":1, "two":2.1, "three":"Three"}
if "foo" in bone: print("prop found...")
At the moment these can also be accessed as attributes, will be changed shortly. eg.
bone.foo == bone["foo"]
eg.
scene.objects.link()
object.constraints.new()
mesh.verts.transform(...)
mesh.faces.active
PropertyRNA stores an StructRNA pointer where these can be defined.
Added a group example
C = bpy.context
ob = C.active_object
bpy.data.groups[0].objects.add(ob)
- add_to_group and rem_from_group now take optional scene and base flags and deal with updating the object & base flags
- operators that add objects to groups were setting ob->recalc= OB_RECALC_OB; looks like its not needed.
- previously add() ignored python args, now add and remove are called like any other FunctionRNA from python.
- made the pyrna api use tp_getset's for collestions active/add()/remove()
This allows you to set and animate the values of socket inputs and outputs, for example the value node.
It's also a step on the way to manipulating node trees via python (i.e. linking node sockets to each other).
This fixes [#19841] RGB Node in compositor not working
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve.
Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend
Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.pnghttp://download.blender.org/ftp/incoming/b250_splineik_001_after.png
I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)
Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation.
Have fun!
This is effectively a C-port of Nathan Vegdahl's "No Twist" TrackTo PyConstraint, and has been added as a separate type of constraint to be consistent with the existing constraints (Locked Track, and Track To).
In general, this works considerably better than the existing "Track To" constraint, since it works by determining the smallest rotation necessary to get the current orientation of the owner to an orientation which would be tracking the target. It is also a much more straightforward approach than the weird old method the old Track To uses.
I've made a few tweaks to the code to deal with the (hopefully rare) cases where the target and the constrained are coincident. These don't appear to cause too much trouble in general.
TODO:
- Probably the naming of the constraints will change, to better convey their purposes. Naming suggestions welcome.
This first part of the fix makes it possible to animate ramp settings by making sure that the paths for ramps and their elements can be determined. While the code for constructing the path to the ramps is relatively simple, the code for the elements is a bit more involved :/
However, this commit only fixes the paths, but most of the ramp settings still cannot be keyframed directly from the UI buttons/widgets (i.e. from Material/Texture buttons) since the buttons still use the old layouts.
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
* Now the old/new names get tagged with [" "] before the search and replace operation, which should alleviate problems with searching for 'bone' and ending up with all instances of 'boney' 'boney.r' etc. also getting renamed.
* Cleaned up some compiler warnings, and removed an unused function from an earlier attempt at this work.
RNA Paths used in F-Curve, Drivers, etc. now get renamed when some data that they use gets renamed. This only works when things like Bones, Constraints, Shape Keys, and Modifiers get renamed, but other cases can get added easily.
The code here only performs simple string replacements, so there is the potential for problems when several sets of data with the same names are present. For example, if there are multiple armatures with bones that have the same names, renaming a bone on one armature (with a bone on another armature having the same name) will break all the drivers on the other one, even though they aren't really connected. However, I don't expect the aforementioned scenario to really be a problem in most production scenarios.
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.