Alt-C during transform (hotkey subject to change)
No visual clue right now other than what is transformed and it gets resetted everytime (not kept as a global flag).
So, still a lot to do regarding that.
claened up sbObjectStep(...) to follow 'time step rules'
added really care for framerate in scene
renamed arguments in softbody_calc_forces(...); and softbody_apply_forces(...); for better reading
fixed particle integration to be ODE solver compatible
Behavior is a bit different. Instead of showing the weird two value thing like the old transform did, it always show the weight variation in +/- that is applied to every edge. Works a bit like scale. Move away from center to increase, move closer to decrease (between -1.0 and 1.0).
Works with PET (not using connection yet).
Also removed some missed global Trans variable abuse.
- Added new (Particle) Deflector; type Wind.
Wind gives constant directional force. It is animatable (Ipos) and reacts
to Object scaling. Also uses FallOff. Works for particles and SoftBody
quick movie check; http://www.blender.org/bf/0001_0250.avi
test file is in download.blender.org/demo/test/wind_soft.blend
- Added MaxDist option for forcefields, to control its influence better.
Is drawn as circle in 3d window.
Forcefields are a bit weak still... should react to scaling, or not; in
that case drawing should indicate it (done for spherical field now).
- removed displistmesh_from_{mesh,editmesh}
- removed EditVert.ssco
- removed unused functions for DispListMesh DerivedMesh
Still need lots more testing for this stuff.
- removed ME_CCG_SUBSURF define
- dropped CCGSubSurf from editing menu... subsurf is always
CCG now.
NOTE: If you saved a file with CCGSubSurf set on the button
will show up blank (will still work as a subsurf). Just change
type back to Catmull-Clark.
Wave bye-bye to HyperMesh...
before it would follow subsurf code path by creating fake displistmesh,
etc... kinda fun for testing but just annoying now.
- change to creasing behavior, to make sure that with full creasing effect
is just simple subdivision.
Added a NULL check on TransInfo->data before sorting. At that point, the conversion could have been cancel if there's no selected elements (caused segfaults with PET).
Another NULL check on TransInfo->data in postTrans fonction, since that is called on cancel on no selection too.
Was missing a matrix multiplication when setting TransData->dist on meshes which caused PET on scaled meshes to be bad. (bug report 2395: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2395&group_id=9 )
is fast, but can be rather tedious to work with...)
- vertex normals for smooth faces draw correctly now... this code also
switched to drawing with GL_QUAD_STRIP which can be quite a bit faster
(depends how fast graphics card calcs lighting, I get 50% faster here)
- on add new SoftBody, it creates automatically edges in Mesh now, gives
too confusing results otherwise
- if no edges exist in mesh, it also doesnt add diagonals for faces in
softbody
Transform;
- fixed stupid 'used unitialized' gcc warning (sorry theeth!)
- made dualAxisConstraint() accept string too
- little cleanup of prints in using Manipulators
Was caused by the scratch array offsets counting hidden verts when, obviously, it shouldn't.
Also simplified the check for non connected when setting dist. This *might* have caused some errors.
- Added Softbody effect for Lattices (not too useful yet without
vertexgroups though)
- Added default vertex "goal" value + button, to be assigned when no
vertexgroup exists (or vertex isn't in the group)
- Made softmin and softmax work as documented (defining min and max range)
- made changes in buttons send 'update' signal to softbody
And:
- added Nkey Properties to show lattice coordinates
User level notes are in Wiki here;
http://wiki.blender.org/bin/view.pl/Blenderdev/Softbodies
And will be added in blender3d.org CMS later.
Tech level notes are still pending, but here's the most relevant ones;
- made ob->soft struct SoftBody to hold all settings, and read/save in
files
- added (temporal!) conversion for the old settings. So: read old files
with softbody experiments now, and save over!
- cleaned API calls for softbody, which are only 5 of them now:
sbNew()
sbFree()
sbObjectStep() (animation steps)
sbObjectToSoftbody() (full re-initialize data)
sbObjectReset() (only reset motion)
- API calls accepts time in frames now, within softbody.c it converts
Further, internally code was cleaned some (missing tabs etc). Also tried
to keep a well defined structure with hints how to add support for more
objects. Can write notes about that...
PET is now checked as a transform flag during transform. Much cleaner that way for NOPET context (extrude, duplicate)
Added Sphere as a new PET falloff mode (icon and all) and reordered them around in a more logical fashion (IMHO).
Also brought back Subsurf toggle with Shift-O (was supposed to be for PET object mode but that was canned).
Mesh Connected PET was acting weird on geometry that curved on itself (reported by Desoto). Turned out the part of the floodfill working on verts already connected was just doing one case out of the two useful ones (little drawings helped :P).