Commit Graph

3644 Commits

Author SHA1 Message Date
9823e7d548 Removed need for vert-xs and ys in edgeslide 2005-08-09 20:02:53 +00:00
c5a223056a - bug fix, convert modifiers should free modifiers from new object 2005-08-09 16:02:23 +00:00
98741ec436 fix for bug #2906
Was allocating array for all hidden edges, not needed, just hidden with a selected vert needed
2005-08-09 14:44:46 +00:00
6aead5176b Possible fix for bug #2906
Added some parens to change eval order
2005-08-09 13:49:05 +00:00
c192b80b17 Big commit, had to rework lots of selection stuff so that things
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.
2005-08-09 08:12:36 +00:00
932e958816 made weight paint panel full width ( still try to understand that X,Y system panels use )
replaced senseless 0 opacity  with 1/8 opacity
2005-08-08 21:56:52 +00:00
9c8c51cbe3 - added VecLerpf to blenlib
- switch to using DerivedMesh.drawMappedFaceCentersEM to draw
   face dots, still need to do some work so this works in all
   selection modes (atm it does not work in no-zbuf mode)
2005-08-08 18:50:47 +00:00
7f98c960b5 Added extra Select Type option for esubdivide and put them in defines to get rid of magic numbers
SUBDIV_SELECT_ORIG      - Retain selection to look like original selection
SUBDIV_SELECT_INNER     - New selection is all the new inner edges
SUBDIV_SELECT_INNER_SEL - New selection is all the new inner edges except where only 1 edges was selected on a face

Loopcut now uses SUBDIV_SELECT_INNER_SEL for better interaction with edgeslide
2005-08-08 15:59:05 +00:00
ed80fde36b - fixed missing logic positive pulse repeat button
-better naming for collision bounds:
polytope -> convex polytope
polyheder -> concave mesh

-better naming:
frequency -> the pulse delay
2005-08-08 11:03:16 +00:00
8ef6df8d2d Bug fix #2894
Using Lkey (select connected) in Armature editmode could crash, it didn't
correctly check for drawing non selectable items (have index -1).
2005-08-08 09:58:57 +00:00
b228c90e24 Two radiosity glitches, bugs #2872 #2881
- add new scene, "Full Copy", didn't copy radio settings
- switch scene didn't reset radiosity baking
  (note that you can only do 1 radiosity scene in Blender, switch scene
  will free the radiosity data)
2005-08-08 09:36:07 +00:00
fc8b4b14f5 Bugfix #2871
Selecting in Mesh edit mode or in FaceSelect mode is tied, but setting
faces hidden was not tied. This caused hidden faces in edit mode to
become selected, with all associated disasters. :)
Now hiding faces in editmode and faceselect are tied too. Please note
that leaving faceselect mode will unhide always!
2005-08-08 08:49:24 +00:00
fec419a05e Little fix for Edgeslide so it doesn't crash on usage!
Also fixed trying to edgeslide an edge with a missing rail.

And Changed the okee calls to error (thanks intrr)
2005-08-07 23:59:34 +00:00
11e21a8bac Clean up spaces (make into tabs) in editmesh_tools
Also add menu items for Edgeloop Delete
2005-08-07 21:47:08 +00:00
941d5ae44e Fix for bug #2859
Beautyfill didnt work in illustrated case, due to 1) face select 2) no
correct edges selected...
2005-08-07 21:23:55 +00:00
bfcc67267b In CTRL-E menu "Edgeloop Delete" with a valid "inner" edgeloop selected, this function calls other tools to delete that edgeloop by doing the following
Edgeslide to one side 100%
CTRL +  to select "more"
Remove Doubles

Leaves you with new faceloop selected.
2005-08-07 20:46:26 +00:00
f333f124ca - update effect.c for function def change of convertToDispListMesh 2005-08-07 19:43:14 +00:00
7176e8926f Softbody collision with deformed deflectors2
using bit in pd->flag to signal the use of deformed rather than wasting pd->pad

removing evil cast
replaced by  using convertToDispListMesh()  ZR: I hope that's OK that way

commented off the ( debug purpose ) recursion trap in SoftBodyDetectCollision()
replaced forbidden okee() with printf() in there
( not so nice, since it does not anounce crash on UI )

note: crashing example from previous commit
needs enabling 'UMS'  on panel to crash again
UMS = uses modifier stack
2005-08-07 19:22:29 +00:00
ebd83b9bc4 _updates and warning fix_
* fixed a few warnings in the python project
* added timeline to py project
2005-08-07 12:09:50 +00:00
317f7d1446 - bug fix, need to check mapped verts/edges/faces are non-NULL before
using in assorted DerivedMesh functions
2005-08-07 05:59:19 +00:00
1f431b50d6 - got rid of DerivedMesh.drawMappedEdgeEM function, can be implemented with
drawMappedEdges
 - added DerivedMesh.convertToDispListMeshMapped function which converts and
   also returns mapping information for use in editmode
 - updated DispListMesh derivedmesh to be able to function in editmode
 - update mirror modifier to support use as a cage
 - update mirror & subsurf modifiers to properly pass mapping information down
   modifier stack

It is now possible to have a mesh with mirror/subsurf modifiers where you
can edit with both as cage. Selecting the mirror'd part works, but of course
transform is flipped so it is a bit weird. Not the cleanest code in the
world and I can't say I am really happy with the architecture but it works for
now and supports the existing feature set.
2005-08-07 05:42:03 +00:00
8da5df8887 - add allowShared argument to DerivedMesh.convertToDispListMesh to allow returned
DLM to share data from DerivedMesh (reduces some copying/memory allocation)
 - added displistmesh_copyShared function to copy a DLM but not duplicate any
   internal data
 - changed crease drawing to use DerivedMesh functions... this means varying
   edge width style of creases had to go, I replaced by using varying color to
   show crease weight instead. Don't think this is a big loss since the subsurf
   result gives you a much better indication of the crease weight anyway.
 - bug fix in mirror modifier, didn't copy edge creases from editmesh correctly
2005-08-07 02:30:29 +00:00
f17a9a1d3d working on : make softbodies collide with moving ( armatures,lattices .. ) objects
works nice & smooth unless we encounter logical circles
well, because of function pointers re-hooking i could not debug that in detail
may be DAG or modifier stack is .. dunno

anyway
did abuse pd->pad bit 1 ( i hope this was 'real' padding till now )
to get SoftBodyDetectCollision(..) use mesh_get_derived_XXX [in effect.c] ..[*sigh* (the linetriangle() func is there)
..]
and put that to the deflection panel (blush .. i would have decapted anyone in my team doing stuff like that)

to defend this commit:
it makes you aware of problems ahead
having code that works/doesn't (on some conditions) is is usefull to look at
i think code is OK , so the problem is either
a. me not understanding
b. real

for locical circles see files -->
http://wund.privat.t-online.de/bt/WorkFine1.blend
http://wund.privat.t-online.de/bt/WorkFine2.blend
http://wund.privat.t-online.de/bt/WorkCrash.blend
2005-08-06 23:20:52 +00:00
80dcdc9508 - added editmhes_get_derived_base, used when a mesh with multiple users
is in editmode. current bevahaior is to display the object that is
   actually in editmode with its modifiers, and all other objects that
   share the mesh using just the base editmesh data. this is not 100%
   consistent but no architecture at the moment to display all objects
   that have mesh in editmode with each individual modifier stack.
2005-08-06 20:44:59 +00:00
3753605e94 - update B_MESH{BROWSE, ALONE, LOCAL} events to flag object changed 2005-08-06 20:34:33 +00:00
843ffdc49a - bug fix, extrude and duplicate automatically enter transform which
may request info from the derived surface, this means we have to
   force a manual recalc before we enter transform... proper design
   of mesh data invalidation/recalc should make this unnecessary...
2005-08-06 19:13:13 +00:00
28a1f55ff6 - added copy button to modifier stack UI
- add warning about applying decimation
 - some more UI tweaks (rounding of modifier pane, make toggles only in header,
   add object name to try to convey that modifier stack is tied to OB)
 - bug fix, modifier recalc wasn't done on make link
 - bug fix, uiBlockEndAlign didn't clear align flags with certain themes,
   pretty sure this wasn't intended. (TON: PLEASE CHECK)
2005-08-06 18:51:58 +00:00
1b0cd9340d doc to bpy TimeLine support
.
2005-08-05 18:02:49 +00:00
d033b6df7f bpy TimeLine stuff
.
2005-08-05 17:49:56 +00:00
4eb963a0f0 adding TimeLine bpy support
.
2005-08-05 17:47:48 +00:00
0f044af97e added bpy TimeLine
.
2005-08-05 17:00:26 +00:00
32656ad7ef Now while choosing an edge in loopcut, S will toggle loopcut smooth. There is a headerprint to show current status of smooth.
Also a little tweak in subd smooth. is still not perfect in full quads/tris cases
2005-08-05 15:52:28 +00:00
46a8c11064 A small improvement to Subdivide multi smooth. It is not perfect yet :( but its better.
BUT! Try doing a EdgeRing (CTRL-ALT-RMB in edge mode) select and a subdivide smooth multi...That works ok (read loopcut multi smooth)  :)
2005-08-05 15:08:43 +00:00
324c7e9ca4 - bug fix, some world material map to buttons missing
- bug fix, logic bool property value buttons missing
2005-08-05 01:57:21 +00:00
Stephen Swaney
9cebb37b54 removed comma at end of enumerator list. 2005-08-05 01:41:48 +00:00
3367a030b3 - added UI_EMBOSSR option (rounded emboss)
- added support for vector icons, from user API side is just like using
   a regular icon... on icon side is defined by a function in resources.c
   instead of using the blenderbuttons png file. vector icons are much
   easier to add and scale properly. intent is that vector icons would
   be drawn in window coordinates which lets icon developers make the
   most beautiful icons, but this requires some tweaking of the interface
   drawing that I am not going to do atm.
 - changed BIF_draw_icon* to take coordinates of where to draw icon instead
   of using passed in raster position
 - switch modifier UI to using vector icons, and tweaked some position and
   style stuff.
 - replaced most uses of UI_EMBOSSX with UI_EMBOSS (do same thing, just there
   to confuse people I guess)

After the window coordinate stuff is sorted out with vector icons
it probably makes sense to move all non-photorealistic icons in blenderbuttons
to vector form just so scaling goes better.
2005-08-04 22:36:21 +00:00
9102983b51 Make Edgeslide work with Subsurf Optimal "on cage" 2005-08-04 19:31:14 +00:00
b12f801681 updates to the OS X build system :
- XCode project
- Scons :
    scons stopped working for Os X in the last month (dont know when) :

     * the '.' and '..' keywords in CCPPATH
          are not recognized anymore for sconscripts compiling files at
          a sub level
     * when doing a scons clean, the 3 subdirs in build dir are removed
      and scons then fail to recreate them (exten, intern, source)

this commit solve the first problem as a temp workaround
for the latter simply recreate the dirs manually

I will investigate that further when on vacations,  which i should already
 be.
 ;(

all 3 build systems are now working on Os X
2005-08-04 16:05:28 +00:00
cd1430db46 finally have the diagonal springs in lattices too 2005-08-04 10:41:47 +00:00
8319b3d1fa - modifier UI update (aka, find the modifier buttons!!)
- moved back to editing buttons, where life is now cramped... switched
   to constraint style foldout panes, still a WIP. In particular not
   sure what buttons should be in header (and if current toggles stay
   in header if they should also be in an expanded pane). Also need
   new icons for move up/move down (and drag and drop would of course
   be nice). Finally current plane is to make it so modifiers will
   expand out in modifier pane for horizontal orientations instead of
   just going down down down to goblin town.
 - added error field to modifiers that is displayed in UI, need to have
   some way for modifiers to return errors back to interface (esp. important
   for python)
 - tweaked cage determination and handling, currently the editmode cage
   is determined by last modifier with OnCage set that is preceeded completely
   by modifiers that support mapping or are disabled in editmode. it is
   kinda confusing, but the interface only lets you toggle OnCage for modifiers
   that support it - it just might not be clear all the time why you can't
   toggle a certain modifier OnCage.
 - update displistmesh_copy to only copy edges if non-NULL

There is a display bug that already existed but is more obvious with
new modifiers where parts of the pane get drawn in a different area
after toggling editmode. It has to do with drawing parts of the interface
using GL instead of 100% buttons. I try to keep my grubby little toes
out of the interface code so this can wait for Ton to return.
2005-08-04 07:25:43 +00:00
85704d6ef9 first try on lattices having springs 2005-08-03 21:38:02 +00:00
74820841df - removed BLO_findstruct_offset (obsolete)
- remove python access to Optimal and Subsurf flags (they don't
   work this way anymore, I suppose need to replace with python
   access to modifiers but not going to do right now).
 - removed interface access to OPTIMAL mode, needs to be rethough...
   this means at the moment subsurfs outside editmode always draw
   and render all edges
2005-08-03 19:56:27 +00:00
1db88bd065 - modify CCG to not crash when passed invalid faces, just ignores
that face... this situation should still not happen with well
   written modifiers but at least it won't crash now
 - bug fix in mirror modifier, calculation during editmode did not
   check to make sure built mface's had valid indices... grr the
   ==0 tagging system is really a pain.
 - convert a few uiDefBut calls to use explicit type
2005-08-03 19:27:19 +00:00
45386aeb3c Made the screen redraw on loopcut cancel 2005-08-03 19:23:56 +00:00
b03a20d272 - got rid of silly #define ..._BIT, #define ... (1<<..._BIT) stuff
- switched almost all uiDefBut(..., TOG|BIT|..) to use UiDefButBit and the
   name of the actual bit define instead of just a magic constant, this makes
   searching the code much nicer. most of the credit here goes to LetterRip
   who did almost all of the conversions, I mostly just checked them over.
2005-08-03 18:48:22 +00:00
8a58197cf3 - change modifier applyModifier[EM] function to not free derived argument
- added modifier_supportsMapping function
 - update CCG to set actual vertex normal (and not just
   interior face vertex normal, bla bla bla no one knows
   what this means nevermind).
 - renamed modifierType_get_info to modifierType_getInfo for
   consistency and to increase my commit line count.
 - update EditMeshDerivedMesh to calculate (and use new) normals
   when given deformed vertices
 - added
 - update editmode modifier calculation to also calculate a cage,
   not working 100% atm, in particular if a deformer follows a modifier
   that returns a DerivedMesh the cage is not accurate.
 - added ccg derivedmesh drawMapped{Vert,Face]NormalsEM functions
 - currently UI for selecting the cage mesh is rather irritating,
   will be updated
2005-08-03 04:04:05 +00:00
280e976044 A little feature for Broken...
When choosing Subdivide from the w menu or Confirming the number of cuts in a subdivide multi, hold down the CTRL key and
instead of getting the original selection recreated on the new edges, get the "inner edges" as you would get if doing a loopcut. UI for this may change before release (perhaps a toggle button in edit buttons)
2005-08-02 18:20:36 +00:00
208da2a5d0 Added support for compiling BULLET with scons on windows
using bandoler's patch as a basis (thanks!).

A couple of notes:

-  This is for windows only, I did not have a chance to try linux yet.

-  SConscript for PHY_Bullet may need tweaking (plus support
 for other platforms), but at least it's in there :)

Any problems, shout :)
2005-08-01 21:19:41 +00:00
bc865d6d20 Make Loopcut in Faceselect mode able to enter Edgeslide and not get 'loop crosses itself' message. Still need to work on selection out of this condition 2005-08-01 19:12:29 +00:00
7d63a1f277 This patches adds support for Font, Curve, Surface and Meta Objects in
Blender.NMesh.GetRawFromObject through a displist conversion method as used by
Blender when converting them in the UI.

Notes:	Objects with only edges (3D curves/polyline without bevel) do not have
		normals, so they are all initialised to (1, 0, 0) on conversion

		Converting from meta objects only work on the "mother ball". That is,
		the object with the lower base name.
		Example: "meta" for all the "meta.*" objects.

		Meshes extracted from curve based objects (Font/2D filled curves)
		contain	both the filled surfaces and the outlines of the shapes.

		Materials are taken from the object's material list. Material handling
		in NMesh is incorrect anyway, as it always uses the materials from the
		mesh, ignoring the setting in ob->colbits.

This patch also makes the include order a little clearer.
A couple of warnings have been fixed by using better types:
	-	Using char instead of short when parsing color values.
		The "constructor" expects and uses char anyway.

	-	Explicit casting to short when storing normals back in mvert.

	-	Changing constant doubles to floats with "f" to make compiler happy.

The only warning left regards NMFace.flag which is stored as a short but is
used to fill in TFace.flag which is a char. I didn't want to change the
object's structure so I left it like that. I didn't add an explicit cast when
putting it back in TFace so that the warning can remind us that there might be
something to change there.
2005-08-01 06:01:24 +00:00