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!
- removed {lattice,curve}_modifier functions
- changed render code to use displist for curve rendering
instead of making its own. required adding a bevelSplitFlag
field to DispList. I also fixed the bevel face splitting
which did not work correctly in many situations.
- changed so all curve data creation happens in makeDispListCurveTypes,
includes making bevel list and filling polys
- changed render code to use displist for surface rendering
- removed Curve.orco variable, built as needed now
- removed stupid BLI_setScanFill* functions... why use a function
argument when you can use a global and two functions! Why indeed.
(this fixed crash when reloading a file with filled curves and
toggling editmode)
- bug fix, setting curve width!=1 disabled simple bevel for no
apparent reason
- cleaned up lots and lots of curve/displist code (fun example:
"if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
- switched almost all lattice calls to go through lattice_deform_verts,
only exception left is particles
- added DBG_show_shared_render_faces function in render, just
helps to visualize which verts are shared while testing (no
user interface).
- renamed some curve bevel buttons and rewrote tooltips to be
more obvious
- made CU_FAST work without dupfontbase hack
Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:
http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
worked properly with modifiers. Needs more testing I am sure.
No, honestly, I wasn't just cleaning for the hell of it, it
was *necessary* (I would never do such a thing). Selection should
work completely with cage options of modifiers now.
- added DerivedMesh foreach functions to iterate over mapped
verts/edges/face centers. These replaced some of the drawing
functions and are more general anyway. Special edge drawing
functions remain for performance reasons.
- removed EditFace xs, ys fields
- added general functions to iterate over screen coordinates of
mesh/curve/lattice objects
- removed all calc_*verts* functions that were used for storing
screen coordinates in objects. they were recalc'd on the fly
for most situations anyway, so now we just always do that.
calc_*verts_ext was one of those calls that did dirty things
deep down in the callstack (changing curarea and poking at
matrices)
- rewrote all vertex level selection routines (circle, lasso, bbox)
and closest vertex routines (rightmouse select) to use the new
system. This cleaned up the selection code a lot and the structure
of selection is much easier to see now. This is good for future
work on allowing modifiers to completely override the selection
system. It also points out some discrepancies in the way selection
is handled that might be nice to resolve (mesh vertex selection has
fancy stuff to try to help with selecting overlapping, but it only
works w/o bbuf select, and curves/lattices don't have at all).
- had to remove ton's code to move Manipulator to cage location, this
is not reliable (can come up with a different method if requested)
- as it happens BezTriple.s and BPoint.s are basically available to
be removed, just need to rewrite editipo code that still does
background calc of screen coordinates
- MVert.{xs,ys} are still around because they are abused in some places
for other info (not sure if this is safe actually, since they are
short's and the mvert limit went up).
And did I mention this commit is comes out to -305 lines? Well it does.
- Bug #2857: Spin didn't create nice consistant normals
- removed unnecessary call to where_is_object() in init-render phase.
- Added DAG_scene_sort() calls when objects were removed (join cases)
- When using texture fonts, the file window header didn't display OK
- Saving a file didn't set the 'wait cursor' anymore (oldie!)
to that in editmesh as well as for edit{curve,lattice}
- added a G.editModeTitleExtra string that gets displayed in header info
string in editmode. currently used to display "(Key)" when editing a
key (before there was not UI level display of this info).
extrema". It now also keeps auto-handles horizontal when the Y coordinate
is exactly identical.
And; made this option default on inserting new curve/keys.
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-
CTRL+V on buttons
NKEY Panels
join mesh
join curve
editing buttons
boolean
vpaint
faceselect
Manipulator
Also; Transform() got in useless loop when you entered without anything
selected. Not sure why Martin recoded it this way... maybe as a first
step to handlerify it? For evil Python Aussie Bosses? :P
- Splited off the event treatment into a fonction of its own
- Splited off the initialisation phase into a function of its own (will have to do it for the manipulator function too)
Calling transform now works like this:
initTransform(mode, context)
- possible post init calls, constraints mostly
Transform()
- eventually, the postTransform function, so that Transform is just a simple big loop which could in the end just be tied in the blender event system instead.
- Added a state variable in TransInfo to replace the ret_val local variable. Possible values are: TRANS_RUNNING, TRANS_CANCEL, TRANS_CONFIRM
- Tied MMB and the hotkey select for constraint together, so selecting an axis with MMB and pressing the axis key after that goes to local mode on that axis. Much less confusing.
Martin; I've added calls like:
BIF_TransformSetUndo("Add Duplicate");
In advance of calling transform itself, to indicate that this is the
string name to be used for Undo, and also has to be done on ESC.
To make that possible I had to add a memset() to zero the global struct
TransInfo. Nicely done with if(Trans.mode==TRANS_INIT)
Not sure how this relates to setting constraints in advance... I always
found it tricky to work a non-initalized global struct. :)
Replaced old transform call when extruding and duplicating. Added a CTX_NOPET context flag for extrude. This is done rather a bit hackishly in Transform right now, better to do it with a on/off pet flag in TransInfo and check that everywhere instead.
Made sure transinfo Ext was initialised at NULL (I'm pretty sure it was in another spot, but LetterRip reported some crash leading me to believe that it might not be all the time. Better be safe than sorry).
Connected PET for curves uses the real distance for the fall off calculations now.
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)
- Curve Join now moves all curves to 2D (if its 2D)
- FGon extrude keeps FGon flags correctly
- After Append undo-push added
- In almost all Ipo editing commands; undo-push added
- Icons in outliner now all consistant grey
- Zoffs button had to 20 high (hmetal :)
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
EditMesh refactor notes (user)
**** New selection modes
When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).
- Vertex Select
Select vertices as usual, fully compatible with how previous version work
- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.
- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.
While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.
The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:
**** Extrude
Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.
New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.
**** Other things to note
- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.
**** Todo
Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.
EditMesh refactor notes (coder)
**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.
**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT
- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
This because of shared vertices or edges.
- use for selecting vertices:
eve->f &= SELECT
- use for selecting edges always:
void EM_select_edge(eed, 1) // 1 = select, 0 = deselect
- use for selecting faces always:
void EM_select_face(efa, 1) // 1 = select, 0 = deselect
- To set the 'f' flags in all of the data:
void EM_set_flag_all(int flag);
void EM_clear_flag_all(int flag);
- the old faceselectedOR() and faceselectedAND() are still there, but only
to be used for evaluating its vertices
**** Code hints for handling selection
If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.
However, by using the above calls, at least selections flush downward (to vertex level). You then can call:
void EM_selectmode_flush(void);
Which flushes selections back upward, based on the selectmode setting. This function does the following:
- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges
This works fine in nice controlled situations.
However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:
void EM_select_flush(void);
Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.
**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h
- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.
**** Unified undo for editmode
New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.
Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.
**** Going in/out editmode
As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.
ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
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.
separate it...
1) Curve/Surface editmode undo
Uses same syntax as mesh undo, so simple to integrate. Edit-curve data is
also quite simpler, so no need for any hack at all.
It re-uses the undo system from next point, which is nice short & clean
local code
2) Framework for global undo
The undo calls themselves are commented out. In a next commit I want to
enable it for a couple of main features, for further feedback.
The speed goes surprisingly well, especially with this new version that
'pushes' undo after a command, ensuring interactivity isnt frustrated
3) framework for texture based icons in Blender
Not activated code, but tested here. Part of 2.3 UI project.
btw: Johnny Matthews will assist in (and complete) the undo project
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
messages and pupmenu()s. Edited spelling and grammar,
stylistic consistency, etc.
I added the guidelines and rationale that I used to the
CMS here:
http://www.blender3d.org/cms/Language_and_terminology.338.0.html
Next step is to get icons in there, to make it easier to see
at a glance what sort of message (and how much attention
should be paid to it, or if it can be dismissed with a flick
of the mouse, eg. boring remove doubles notifications)
mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
When editing a Curve object, type Poly, some code still thought it was
a Nurbs instead, doing nasty stuff with knots arrays.
Also fixed redraw events for buttons while editing Curve, this wasn't
done properly at all, causing the UI showing non-existant data...
When joining 2 unconnected control points in Curve/Surface (FKEY) Blender
crashed.
Was just assuming in this code that a knots vector array was there...
simple fix!
BTW: I think Theeth discovered here the oldest Blender ever, I could
track it back to old Traces code from 1992. :)
colors. This because of the pretty weird (ab)use of load & make editmesh...
For each added undo step, the load_editmesh was fed with an empty mesh
to assign data to, without knowledge of what was in the original mesh.
That way UV and color data got lost.
Solved it in 2 steps:
1. removing the ->tface pointer from EditVlak, and make TFace a builtin
struct inside EditVlak. This didnt cost much extra mem, since it already
stored UV and color. This enabled some pretty cleanup in editmesh.c as
well, storing tface pointers was cumbersome.
2. for each undo step, it then generates always a tface and mcol block to
link to the undo Mesh.
Even when it wasn't in the actual Mesh, at exit editmode the original
Mesh is used as reference anyway, and undo-meshes are freed correctly.
The enormous commit is because I had to change the BLI_editVert.h file, and
found it was included in about every file unnecessary. I removed it there.
ALso found out that subsurf has code ready (unfinished) to make UV coords for
the displaylist in EditMode as well, nice to know for later...
I had to clean up very old calls to switch matrices for 3d windows.
To make it more clear, I've introduced defines for the infamous persp()
function:
persp(PERSP_WIN); sets matrices at pixel level window
persp(PERSP_VIEW); restores matrices back to 3d drawing
persp(PERSP_STORE); only called once, to store correct matrices
I will now check on frontbuffer drawing of vertices... it's very doubtful
if it's used still correctly, was only meant for visual speed in the
early nineties you know. :)
include only (use BIF_interface.h instead)
- split up interface.c in two files: NEW: interface_panel.c
- removed the temporal text files
WARN: FIX AUTOMAKE AND MSVC!
leftmost/top panel now always at same location, so switching button
'main contextes' works consistantly
- fixed some more events to make sure Panels update when editing
- preview render panel now is 320 wide, just for getting the space filled!
- error in preview render matrix, which caused unpredictable drawing errors
Bedtime!
-Ton-
- removed src/buttons.c and include/BIF_buttons.h
- added src/buttons.txt, which is the old buttons.c for review and adding
code to new panels structure
- changed internal events to match new buttonspace structure
- added tabs for new shading group of buttons
- removed loads of little warnings, -Wall now compiles src/ almost without
error (hint: setenv NAN_QUIET to see it all better)
Now I'm ready to do actual buttons -> panels conversion. I will do the raw
versions first, others then can cleanup