Commit Graph

4108 Commits

Author SHA1 Message Date
ca94d97049 moved the boxpacker from PyAPI's Geometry to BLI_boxpack2d
made LSCM UV Unwrapper use boxpack2d
2007-03-21 17:06:02 +00:00
7f2d1f651c ==== blenlib ====
- added replacement BLI_snprintf for snprintf to avoid MSVC specific #defines for snprintf.
- BLI_snprintf also ensures trailing zero, so helps preventing buffer overflows
2007-03-19 19:34:04 +00:00
6f3fb5525e Patch #3126
Option to draw object name in 3d window corner, now also displays for
meshes the (pinned) shape key name.

Threads: warning fix, added (void) for function declaration.
2007-03-19 15:48:24 +00:00
Ken Hughes
83e72cc813 Fix various gcc warning, unused variables and incorrect type passed to
*printf functions.
2007-03-17 14:46:04 +00:00
Ken Hughes
4e5ad50079 Tools
-----
Bugfix #6174: files larger than (2^31)-1 bytes were reported with negative
sizes in file manager windows.  Added a cast to unsigned int before doing
conversions for the UI.
2007-03-07 06:19:15 +00:00
c7ad7cd1b0 === bugfix ===
[ #6077 ] Scripts in sub-sub-folders of Blender's scripts folder won't run.
[ #5572 ] Scripts in sub-folders of Blender's scripts folder won't run
- I've added a function in blenlib to join two strings with a path separator in between.
- Willian, Campbell, please check if commit in BPY_menus is ok and test - thanks!
2007-02-28 21:37:14 +00:00
e53c5058b4 === bugfix ===
filename and path issues:
[ #6107 ] Animation crashes when ouput folder does not exist
- using the Windows drive as default and only then degrading to the
  Blender installation drive and then the first valid drive.
- in case of degrading added error message print to console to make it
  transparent
[ #6106 ] fluids - no default path
- setting the default path to U.tempdir where Blender stores temporary files
2007-02-28 20:11:10 +00:00
Stephen Swaney
5cb958f305 broken build!
FILE_MAX undefied in util.c
implicit method def Armature_CreatePyObject() in Armature.
2007-02-22 10:20:27 +00:00
f12d312275 === bugfix ===
- path without volume name still caused error when used as name for relative base
- could happen with name in .Blog file saved by older blender version
- fix for [ #6065 ] Blender refuses to save any renders
2007-02-21 20:00:03 +00:00
298ee9d3dc Fix for bug #5891:
Knife cut didn't always subdivide UVs properly with degenerate triangles.
2007-02-09 21:46:08 +00:00
fcd3ea7875 == Snap Bones To Location in PoseMode ==
Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.


This fixes item #4874 in Todo Tracker. Was patch #5012.
2006-12-22 09:05:37 +00:00
af60771eca Fix for threads usage. This solves the hanging 'render baking', cauused
by yesterdays commit.

Now a designater LOCK_IMAGE is used for all image write/read.
2006-12-21 15:44:46 +00:00
253432bfc7 The Big Image refactor!
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html

Or in short:

- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images

Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
2006-12-20 17:57:56 +00:00
4935f0b231 Constraints on bones working in 'local' mode, now obey the Enforce
value for constraints. Only Copy Rotation used to do so.

Note: only enforce values of 0.0 or 1.0 are useful/totally predictable
2006-12-14 22:58:22 +00:00
20ac94e8f0 Two hours of fixing details based on Klocwork source review. Useful report,
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.

I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module

Done a couple of files in src/ too, seemed to be nice errors.
2006-12-01 19:52:04 +00:00
6543d3e220 Render Monster support: (part 1)
Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.

IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.

What does work (should work :) is AO and soft shadow now.
2006-11-29 17:01:09 +00:00
c1258980a4 Render Baking upgrade:
- Now baking itself is threaded too (like for render, max 2 cpus. Moving
  this to 4 cpus is on todo. Goes twice as fast!

- fix: ESC from bake was broken...

- other fix: toolbox menus didn't treat sublevel string lengths OK,
  truncating items like for Group library names.
2006-11-28 10:16:24 +00:00
bb7ad80269 Upgrades to the UVProject modifier:
- New perspective projection capability. If a camera is used as the
   projection object, the modifier detects whether to do perspective or
   orthographic projection based on the camera type. If any other object
   type is used as the projection object, orthographic projection is used.
 - Orthographic projection actually works properly now.
 - The projected UVs are scaled and offset so that the image is centred in
   the projecting camera's view.
 - AspX and AspY inputs have been added to control the aspect ratio of the
   projected UVs.

Also:
 - I have added the Mat4MulVec3Project() function to BLI_arithb.h; this
   function converts a 3-dimensional vector to homogeneous coordinates
   (4-dimensional, with the 4th dimension set to 1), multiplies it with the
   given matrix, then projects it back to 3 dimensions by dividing through
   with the 4th dimension. This is useful when using projection matrices.
2006-11-22 15:09:41 +00:00
20e6dc7f57 Bugfix, own collection:
Random seeding is still not perfect in render, especially lack of good
thread support still.

- VectorBlur node was calling seed for each exec, causing other nodes to
  get fixed random too.
- added seed in non-OSA main loop for render
- use BLI_srandom, is better than BLI_srand
2006-11-21 15:52:45 +00:00
efde6ecbc4 Fix for commit from Brecht:
2006/11/19 00:07:32 CET
Fix for bug #5250: inaccurate conversion between edit and pose mode bones.

Two very bad bugs:
- replacing atan() with atan2() should also remove the M_PI correction!
  This is the equivalent:
    angle=atan(x/y); if(y<0) angle+=M_PI;
    angle= atan2(x, y);

- the new NormalizedVecAngle2() call was negating an input vector, causing
  calling code to screw up. All arithb.c calls should not alter input.
2006-11-21 10:52:11 +00:00
2bb9d5471e Fix for bug #5250: inaccurate conversion between edit and pose mode bones.
Using acos(dot(u, v)) to find the angle between two vectors is quite
inaccurate, and there's a better way to do it, as explained here:
http://www.plunk.org/~hatch/rightway.php

Also changed the use of atan for computing roll to atan2 in some places,
the latter avoids accuracy and division by zero issues.
2006-11-18 23:07:32 +00:00
5d8efc9756 Patch #2307, by Bob Holcomb
Loadsa new compo nodes, most added in new menu "Mattes".

- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV

- (Chroma) Difference Matte
- Chroma Key
- Luminance Key

- Color Spill correction

Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
2006-11-15 14:41:04 +00:00
001fb2c722 Just a few fixes to the indention of some functions (purely cosmetic code changes) 2006-11-13 04:37:42 +00:00
011f531359 Modified the way booleans preserve face data, and cleaned up some
duplicate code. Also removed redundant files from the bsp module,
that where replaced by boolop last year, no sense in updating them
for these changes. On the user level things should still work the
same, this is only preparation work.

Not counting the removed files, -1501 lines of code, not too bad :)
2006-11-08 20:14:04 +00:00
7de24b7ea8 MSVC compiler is non-posix for some string operations...
Created a BLI_strcasestr and used existing BLI_strcasecmp in code now.
2006-11-07 16:27:31 +00:00
a3cff50ef6 LocEulSizeToMat4 arith function.
Creates a 4x4 matrix from location, size and euler angles components.

Coded by Joshua Leung (aligorith) for one of his patches. Integrating right now because it's useful in and of itself.
2006-10-25 23:15:09 +00:00
9d67a597bc Irregular shadow fix: the MemArena module didn't give callocs, only malloc.
Made nice crashes that way... but not in !@%@$ OSX because it seems to
clear memory unwanted. Solve dit with adding API call in MemArena to default
to callocs.

Also removed malloc() from MemArena, replaced with MEM_mallocN().
2006-10-24 15:17:14 +00:00
05ee7d9053 =translate hoek to angle=
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
2006-10-14 23:27:18 +00:00
b6b5cdefa9 some tiny changes to the softbody system
- UI for self collision ball size definition
- edge collision mode added (almost a bug fix)
volatile test file -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
2006-10-10 21:49:02 +00:00
ecfdda30cd - fix for relative path: BLI_strncpy needs to be passed len+1 !
(introduced by my last patch - ouch)
2006-10-02 16:11:57 +00:00
a88807b6dd ==Mat4ToEul==
a utility function to convert 4x4 matrices to a euler rotation, contributed by Joshua Lueng (aligorith)
2006-10-01 16:49:41 +00:00
db7c3d3271 A possible problem was noted by Cyril Brulebois regarding copyright issues
with regards to the noise functions in yafray based on Ken Musgrave's
original code.
I had left the 'Copyright' notice in the comments, and according to
Cyril Brulebois this is a problem. In fact, from what I understand this
makes it even impossible to use or modify the code in other software.
But since it is not a verbatim copy of the code but rather based on Musgrave's
work, he suggested I change it to explicitely state that it is in fact
based on the code from the 'Texturing & Modeling' book.
And since the yafray code is in turn based on the blender code, I better
adapt the blender code too.

This reminded me that I also have forgotten to include the copyright notice
in the mersenne twister rng code I used for the Python Noise module.
This does clearly state to include the original notice with any resdistributed
code, in modified form or not. So I added that too.

I hope that solves the problems.
2006-09-25 04:54:45 +00:00
5277232d42 FIX: [ #4944 ] Shift F4 menu folders are freezed
- code for adding 'c:\' on Windows missed fact that BLI_convertstringcode is also used for databrowse.
- now only replacing when path starts with '/', which isn't the case with databrowse
2006-09-16 11:42:37 +00:00
e7d6537f1c Added support for threadsafe MEM_mallocN/MEM_freeN in the guardedalloc
module itself, replacing the special MEM_mallocT/MEM_freeT functions.
Mutex locking is only enabled when threads are running.

There was no good reason to have these separate, it just led to ugly
hacks when calling functions with non-threadsafe malloc from threads.
2006-09-06 19:13:23 +00:00
d4616b56ec Redesigned the EdgeSplit modifier's splitting algorithm to be better
structured and more maintainable. The old algorithm could leave the mesh in an
inconsistent state during recursive calls, making it quite fragile. The new
algorithm keeps the mesh in a consistent state, and should be more robust.

This commit fixes the issues EdgeSplit was having with non-manifold meshes
(bug #4946, also reported by several other people). EdgeSplit now works
correctly with all the test files I have.

This commit also fixes the BLI_ghash_remove function to correctly decrement
gh->nentries (the number of entries in the hashtable) on a successful removal.
2006-09-05 13:15:55 +00:00
433f6c7043 Integration of the Google Summer of Code Modifier Stack Upgrade project. The
main features are:
* Modifiers can now be in any order in the modifier stack
* DerivedMesh now has a standard framework for custom element data to be passed
  through the stack with mesh data (being copied and interpolated as
  appropriate), so modifiers can access whatever data they need
* The modifier stack code has been refactored and a number of bugs have been
  removed
* The EdgeSplit modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier
* The DerivedMesh modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier
* The UVProject modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier

For more info, see:
http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade
(currently undergoing reorganisation)
2006-08-28 01:12:36 +00:00
2ee42ac01e Huge commit: VERSE
- All code is in #ifdef ... #endif
 - Only make build system is supported and you have to add:
    export WITH_VERSE=true
   to user-def.mk file
 - Blender can share only mesh objects and bitmaps now
 - More informations can be found at wiki:
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
    http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc

  I hope, that I didn't forget at anything
2006-08-20 15:22:56 +00:00
ffe630b452 Fixes for:
[ #4337 ] Cant refresh the C:\
[ #4710 ] Wrong paths in file selector under user prefs
[ #4353 ] Using ^ char + click on Open/Load = Blender crash

Details:

Fixes for root paths like C:\ on Windows, where Blender still used '/'.

Also contains fixes for relative paths:
- no relative paths for the default dirs (forced to absolute)
- message if using relative paths when .blend file hasn't been saved.

Lastly also added '.' for refresh in root paths. Windows
FindFirstFile/FindNextFile also return '.' and '..', but not in root paths like C:\
2006-08-20 14:41:13 +00:00
bdb12f23cf Bugfix #4843 revisited
This is a new incarnation of compatible_eul(), a function called:

void Mat3ToCompatibleEul(float mat[][3], float *eul, float *oldrot)

It uses the two euler extraction methods as added by Brecht a while ago,
and checks for compatibility each, and then picks the best of the two
based on minimal difference with 'oldrot'.

Gives for rotation key inserting a much higher hitrate for OK eulers.
2006-08-13 10:03:07 +00:00
f3b9d38b2c broken noticed VecAngle3 and VecAngle2 comments wernt that helpfull. updated to make more sense. 2006-07-05 04:03:40 +00:00
8a6ead5f95 Bugfix #4544
Another fix in scanfill. A really old one... probably over 5 years.

Fill crashed when there were loose edges that were zero sized.
2006-06-30 16:07:50 +00:00
b291939ccc Bugfix #4544
The 'edge fill' code failed on filling tiny small polygons. It has a limit
check for double points, which was hardcoded set to 0.0003.

That is (commented in code too) a weak part. Better would be to define a
bounding box first, and then derive the limit from that.

Further, the edge fill code uses blender EditEdge data, which fails when
the filling code removes edges. Certainly a topic to work on once, this
code is from the 80ies!
2006-06-30 12:38:38 +00:00
36bedb3d7e Bugfix #4363
In windows, without temp path set, the 'save buffers' render option crashes.

I've coded a blenlib BLI_is_writable(char *filename) to check for such
cases. This is not much needed in Blender, since the open() command is
checked for. However, file saving happens deep inside the C++ exr lib, and
it throws an exception crash when a file cannot be written.
2006-06-19 13:53:00 +00:00
a6c97c90fb Rotation constraint update.
Small fix, but results are at least less frustrating now. It uses the
"compatible euler" function from inserting key positions here, preventing
euler values to be constrainted that differ weirdly.

I've tried several other approaches to get a definite rotate constraint,
but only constraining a single axes seems to me impossible magic still...
2006-06-03 17:21:45 +00:00
05fb90a867 Made group work from multiple selection's (before it used the first selected face/vert/edge)
so you can select 2 faces and then get all coplaner faces around both.
Added fp to face and edge edit data so as to store edge length and face area/perimeter. (in the union so minimal overhead)
current implimentation is fairly optimized.

Change to arithb.c was just to command Inpf as being the dot producr.
2006-03-26 01:02:22 +00:00
ec664be2d7 Added select group edges (Length/Direction/FaceUsers)
Added VecAngle2 - needed for grouping by normal and planer faces.
Made select face & edge group ignore hidden faces.
fixed a bug where hiding faces didnt update G.tot*sel
2006-03-25 06:32:39 +00:00
84d8b0cafe Added select group meny to mesh editmode.
Currently only works for faces.
Try Shift+G in face/editmode.
2006-03-25 04:37:40 +00:00
368cab399c === bugfix win32 - python ===
Fixed BLI_exist: In Windows stat doesn't recognize
a dirname ending is a slash, exept when it's
the root dir ("C:\\"), where it is required.
So trailing slashes are only removed when filename
is longer than 3 chars.
Also fixed Python Sys.c that now uses BLI_exist
instead of calling stat directly.
2006-03-19 13:28:01 +00:00
34a5739a8a Two fixes in renderpipe...
- Renderwin still used a thread-unsafe malloc, in the header text print

- Setting clipping flags in vertices for parts required a mutex lock after
  all... I thought it would go fine, but noticed on renders with small
  amounts of faces that sometimes faces disappear from a render.
  (was doing movie credits, so all faces are visible! Otherwise it would
  have hardly been noticable...)
2006-03-13 11:01:17 +00:00
b9861d2a80 Array modifier patch by Ben Batt! (#3788)
This modifier allows to make arrays of meshes, with multiple offset types:
- constant offset
- offset relative to object width
- offset with scale and rotation based on another object

The number of duplicates can be computed based on a fixed count, fixed length
or length of a curve. Duplicate vertices can be automatically merged.

Nice docs and example files available in the wiki:
http://mediawiki.blender.org/index.php/BlenderDev/ArrayModifier
2006-03-01 15:30:10 +00:00