Commit Graph

29 Commits

Author SHA1 Message Date
ac619bace6 Third and last commit for Brecht's IK work.
Full logs for changes will be added later. Worth to note now;
- support for 'tree IK' added
- DOF and stiffness per IK bone (in pose only)
- Orientation IK support (target rotates -> chain follows)

This is still WIP. Buttons might change, button ranges will change, and the
way 'IK groups' are working will change. You can play with this, but don't
expect saved files to work still by end of this day! :)
2005-08-27 12:48:45 +00:00
dfb654ba60 Huge commit, but not much features... had to shuffle a lot of code around.
Main target was cleanup of editconstraint.c and removal of the ugly
ob->activecon (active constraint channel), which was set by the "Show"
button in the Constraint Panel.
Better is to introduce an 'Active Constraint' itself, which stores in
the Constraint itself. By using this setting, and by checking the active
Bone, the UI can update reliably now. This only shows now in IpoWindow
btw (for constraint ipos). The active Constraint is drawn in the Buttons
with a slightly brighter backdrop. Any action in that Panel selects a
constraint now (even click in backdrop).

So now we have pose channels & constraint channels nicely behaving. Now the
darn Action channels... :)

Further in this commit:

- interface.c: Button ROUNDBOX now does button callback too.
               Button NUMSLI didn't do the callback on a click only

- Cleaned up include files in yafray, got annoyed it compiled over all the
  time.

- removed unused variables from Constraint struct
2005-08-24 20:18:03 +00:00
93aeb6b318 - added make_orco_curf, even does keys!
- 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
2005-08-14 06:08:41 +00:00
410512e265 Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz

Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.

The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.

Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
4b69bcc7ad Added correct call to have curve paths calculated, when the anim system
discovers it wasn't done yet. Needs displist now, not calc-path. :)

Solves reported bug in regression file bowl.blend (camera didnt move) and
errors in NLA stride paths.
2005-07-26 09:21:20 +00:00
fcaaebb4f0 NLA strip option "Add" accidentally also added constraint ipo values.
Result was characters going bezerk! By definition, pose blending now only
adds loc/rot/size, not constraint strength values.
2005-07-24 13:30:44 +00:00
19abd72baa Couple of fixes combined;
- With Actions on a Pose, ESC in transform restored wrong.
  This is solved similar to ipos now, storing a 'last time evaluated'.
  Could be extended to ghosting... soon.
- Moving the little yellow 'key blocks' in Action window didn't update
  3d window. ALso the 'lock' option didn't work, and flashed header.
- Pose Transform: noticed there were still errors in cases, especially
  with actions. Painfully tried to build the desired matrix now.
- Removed obsolete Bone pointer from TransData
2005-07-19 16:12:56 +00:00
542358265b Couple of small fixes;
- cleaned up 'version correction' a bit. There was code slowing down
  current files even (armatures were evaluated all, even when not in
  current layer, was added to make sure they get converted OK).
  Send me old files that crash now! :)
- on reading older files with path-constraints, a fix had to be added.
- error "badd call to addqueue' found when using header-less window for
  filewindow
2005-07-13 13:30:51 +00:00
1adf750fc3 Cleanup of Armature 3d drawing.
- In Solid drawmode, bones get drawn solid too now. Including Outline-
  selection color, if that's set.
  Disable it by setting Object-buttons "drawtype" for the Armature.
  Color used for solid bones is in Theme editor.
- EditMode armature now follows (Mesh edit) theme colors (Vertex, Edge)
- PoseMode armature has ThemeColor for selection, and draws three extra
  colors now;
   - blue shade for bones with action Ipos
   - yellow for bones with IK
   - green for bones with a constraint
- "X ray" now only works for PoseMode... needs review, can be done better
- "Draw Names" option uses theme color too, also indicates selection.

Fixes;

- In Armature EditMode, the deformed Mesh goes to rest-position
- Border select didn't clear 'active' flag in Bones in PoseMode
- Mouse-click select didn't work when a dashed line was close to Bone
2005-07-12 15:47:53 +00:00
03c255ac1d New: Armature editmode/posemode now react correctly to HOME or Numpad-DOT
for viewing all or only selection nicely centered.

Fix: Poses without NLA or Action were reset to restposition on file read
or exit editmode.
2005-07-11 17:12:33 +00:00
11a8714e54 Cleaned up the old call to do_all_actions(). It only is supposed to do
a single object, but was still called outside of that scope. Caused crashes
for example when editing Ipo curves of action keys.

editaction.c and editnla.c still need to be tackled...
2005-07-11 08:04:34 +00:00
31f50d9247 For long on the wanna-have list;
Ipocurves with "Auto" handles now have option to remain horizontal on the
extrema (tops & valleys). Use ALT+H to set this per selected curve.
Note this is a per-curve feature, not per-handle.

If it works satisfying I can check on making this the default new added
curve.
2005-07-10 12:50:14 +00:00
a7cd780ebf Armature;
- IK constraint now uses Ipo from action again
- Bug in last commit; the object action was ignored... did NLA always

Editmesh:

- when there are edges in mesh, it now only copies selection in edges
  when you have selectmode edge
2005-07-09 20:40:44 +00:00
d7bf5c0583 New! Pose-constraint Ipos now are integrated in NLA. ALso cleaned up the
weird disabled code that was hanging out there for ages.

Also cleaned up NLA blending itself, it was copying far too much data
around. Should be three times faster or so... need good test!

And restored Action Baking.
2005-07-09 19:37:38 +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
52b7b978e3 Bug fix #2411
(Looks like big commit, but is mostly just change of API call!)

Particle emittors now can be parented to an armature Bone, and give the
correct path for each particle. Note that this doesn't work for deform!
And, for each particle the entire armature is evaluated, all actions and
NLA strips.

It used to work a little while BTW, but the code just called ALL armatures
and made ALL deforms again. Was quite slow... thats why the API call
change: do_all_actions() now accepts Object * to only do that one. With
a NULL it now does all still. Will disapppear in recode of course...
2005-04-11 17:55:20 +00:00
d673c4a862 1) Bug fix 1776
Lattices seem to have deform lag, when they're animated with Ipos.
Found out this behaviour is already from before 2.25... solved with
removing a where_is_object() from deform code, but dont fully grasp
why.
Tested with good demo file, with motion blur too.

2) No functional changes, just made 2 files compile without warnings;

- added extra ifdefs __NLA_BLENDCON for unused calls
- removed zealot 'const' from function protos and variables, these cannot
  work there, and hence gave warnings
- added void pointer casts for array conversions in matrix code
2004-11-11 15:31:44 +00:00
2e4a10253b Fix for bug #1756
This was caused by a very primitive method of interpolating quaternions.
It was converting quats to mat and back to quat, and then just doing
a linear interpolation. That whilst quaternions are renowned for having
good interpolation possible.

I've experimented with 2 quaternion interpolation methods, and can only
get one to work correctly... the "official" version from Watt brothers
I can't get working, both are in arithb.c now.

Will arrange *close* review with experienced NLAers for it! But testing
here gives fully predictable results.

Also changed;
- added pointer check in drawaction
- changed puldown menu for correct hotkeys for move NLA strips up/down
2004-11-11 13:17:32 +00:00
Chris Want
e958ccafd2 My beautification of the behemoth do_all_actions() broke NLA blend in/out
... I don't have time to find a fix before the release so I'll just revert
the code.
2004-01-27 15:18:04 +00:00
Chris Want
c8a5bfc826 made verify_pose_channel() return the pose channel that is either
found or created (just removed some silly duplicated work).
2004-01-03 02:13:04 +00:00
Chris Want
a2f096236b Decoded the 'do_all_actions()' function into smaller functions that are
a bit more sane and readable (actually fit in an 80 character term too).
2004-01-02 21:23:19 +00:00
Chris Want
171ee6e2df Fixed the goofy way the function prototypes in these files were done 2004-01-02 20:57:43 +00:00
b3911687ee - only cosmetic stuff; result of going over the output of mipspro cc
compile round. Wrong prototypes, unused variables, zealot const usage,
  and in action.c fixed insane & unreadable function call syntax.
2003-12-24 11:44:57 +00:00
e49aeb8468 In stubs.c I added a dummy return to functions that were non void types.
in readfile.c I renamed some localvars that were named main to mainl in
a couple of functions.

in action.c I initalized a var to 0.  This is probably not needed but
its a little safer incase someone adds more modes...
I've included a diff of this last one below.

Kent

Index: action.c
===================================================================
RCS file: /cvs01/blender/source/blender/blenkernel/intern/action.c,v
retrieving revision 1.6
diff -u -r1.6 action.c
--- action.c    2002/11/25 12:01:52     1.6
+++ action.c    2002/12/20 02:06:27
@@ -153,7 +153,7 @@
 ){
        bConstraint *dcon;
        const bConstraint *scon;
-       float dstweight;
+       float dstweight = 0;

        switch (mode){
        case POSE_BLEND:
2002-12-20 02:08:46 +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
3f2f1571e5 added the following to configure.ac
+case "$target" in
+  *sparc* )
+        AC_DEFINE(SUN_OGL_NO_VERTEX_MACROS,1,[Fix for Sun's GL])
+  ;;
+esac
+

Also added the include to the above .c files.
I'm going to add it to everything in source just haven't gotten that far yet.

Kent
2002-11-25 10:13:52 +00:00
a65506a3b5 Fixed action.c (brought it back to 1.2)
Kent
--
mein@cs.umn.edu
2002-11-11 14:46:27 +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