Used approach with creating DerivedMesh for curves whet they've got such modifiers.
Available modifiers are: array, edge split, mirror, solidify, subsurf.
The problem was that wmPushMatrix/wmOrtho/.. and similar functions did not
work well for offscreen rendering. It would have been possible to make a
fake subwindow for this, but I decided to just remove this extra layer as
it does not seem to have much purpose and has been quite confusing when
trying to fix other bugs. The relevant matrices are already stored in
RegionView3D so there will be no increase in calls to glGetFloat, which may
have been a performance reason to use this system in the past.
- use mirror when the option is enabled in editmode.
- fliped group names are used when they exist.
- only the setting that is edited will be applied to the mirrored verts group.
- copy value is applied to all mirrored verts of the selection.
- normalize normalizes all vgroups and mirrors.
utility functions defvert_sync and defvert_sync_mapped, similar to defvert_copy but does not remove existing groups and optionally creates groups as needed.
defvert_sync_mapped uses a an int array for mapping the flipped values.
particle systems in the 3d view while rendering, this will recompute the particles
in the modifier stack, while these are being manipulated by the render engine
at the same time... a better fix is needed clearly but quite difficult.
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.
Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges
Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
* Fix#19785: curves not drawing with VBO enabled
* Fix#19553: duplicate Window crashes with VBO's
The convention in Blender was to have GL_VERTEX_ARRAY and GL_NORMAL_ARRAY
enabled by default, and other arrays disabled. The VBO drawing code did
not take this into account. I've made these now disabled by default, since
that makes the code clearer in other places too.
* Don't show Apply as Shape for particle modifiers.
* Fix particles disappearing after exiting particle mode.
* Fix free edit not redrawing the 3d view.
* Fix use of uninitialized variable in layers template.
* Make partial update work again for faster editing.
* Draw parents over children again, nicer for editing.
* Fix crash with remove tools & showing child particles.
* Fix children not disappearing always when setting to None.
* Fix wrong normal for last point in child path.
* Fix a python error in the hair dynamics panel.
sb->lcom : Center Of Mass .. might be used to create loc IPO
sb_>lrot : is a matrix[3] esitmates the roatation in world coordinates .. might be used to create rot IPO
sb_>lscale : is a matrix[3] esitmates the scaling in world coordinates .. might be used to create scale IPO
(no python for that yet .. but may be matt has mercy on me )
can be cropped direclty in soft body module by function
static void SB_estimate_transform(Object *ob,float lloc[3],float lrot[3][3],float lscale[3][3])
The targets lloc,lrot,lscale should work to be NULL, just in case you don't need it.
However i'd prefer if they were accessed via properties
which should be calculated automagically if
sb->solverflags & SBSO_ESTIMATEIPO
is set, like they do in draw_sb_motion(..) in drawobject.c
added static void draw_sb_motion(Scene *scene, Object *ob) to drawobject.c
for debuggering (had a hard time with destructive matrix operations )
if it causes any trouble with your build on any OS make sure to comment that away.
softbody.c and DNA should compile fine in any case.
- the clipping test function was using the rv3d->viewmatob where it needed to use the object matrix.
- added a local clipping member to rv3d, the clipping planes in object-space, avoids many matrix multiplications when testing verts or clipping pixels when projection painting.
only implimented min/max precision & step.
at the moment there is no way to edit these other then via python
example of setting UI limits...
>>> C.object['foo'] = 0.5
>>> C.object['_RNA_UI'] = {'foo': {'step': 0.5, 'soft_max': 10.0, 'soft_min': 0.0, 'precision': 2, 'description': 'Some setting'}}
Also fixed typo's: precission -> precision
* 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
a system crash and other issues on ATI/Apple, due to a buggy driver
(similar issues reported for other OpenGL applications). For now, work
around it by not using non-power-of-two textures on this combination.