Data from Armature.c and logic.c still leaks.
Mostly todo with PyList_Append adding a refcount and the bpython api not decrefing.
Also added some features needed to fix a bug in mesh_clean.py (ob.pinShape and ob.activeShape)
made all libdata hashable - use the object type,name and lib for the hash.
added .tag to libdata so we can test if data's been processed without using dictionaries
added libdataseq.tag (write only) setting the tag flag (which can always be dirty)
* Added data.lib attributes to almost all data types, (except for Text3d and NLA)
This is None or the path of the library as a string.
* Main was giving a warning, Include Curve.h rather then CurNurb.h
* Added Library.LinkedLibs(), returns a list of externaly linked libs.
Setup for Armature weak ref list was missing from some places where
we execute py code. This confused the interpreter and gave random
attribute/tuple parse errors.
Changed name of weak ref list to "__arm_weakrefs" to avoid name
collision with user variables.
[ #5000 ] Changin EditMode in Script wrecks memory
Armatures create weakreferences in __main__.__dict__. When Window.Editmode is called, the weaklist it iterated over and armatures are updated.
Since 2.40 (and a few pre-releases around then), armature joining has not
worked correctly. Constraints and other attributes of bones in posemode
(IK DOF limits, transform locks, custom shapes, etc.) were not preserved
on the armature(s) that were joined onto the last selected armature. This
was a serious production problem, as it meant that you could not easily
add pre-made rig segments and merge them with the rest of your rigs without
having to redo all the constraints. After a few attempts, I've finally
managed to fix this.
All constraints and parenting relationships get name corrections for the post-
merge armatures. Action channels in actions don't really get any corrections
yet unless the action is being used by an Action Constraint.
Python-API people: beware, I may have broken something in this commit.
Image - added img.fields, img.fields_odd, img.antialias, also updated the docs. replaced Py_BuildValue with faster list creation for getPixel functions.
implicit declarations, redundant redeclarations, missing initializers,
nested externs and other cruft.
Cleaned up includes and moved extern _Type decls from Types.h into
Types.c since that is the only place where they are needed now.
Did not touch Ipo.[ch] since work is on-going there.
Here are my notes on things to look out for as potential problem
spots:
source/blender/blenkernel/intern/displist.c:
+ is initfastshade(void) supposed to be empty? I had
to make it empty to get the merged tree to compile.
source/blender/python/api2_2x/Armature.c:
+ went with the version that had Armature_getLayers()
source/blender/python/api2_2x/Object.c
+ went with the version of Object_getPose() from bf-blender.
(#ifdef 0-ed the other version)
source/blender/python/api2_2x/Pose.[ch]
+ had problems linking due to no Pose_Init() ... copied these
two files straight from bf-blender.
source/blender/src/drawview.c:
+ view3d_panel_properties() had things shifted a few things shifted
a few pixels, otherwise, things were painless
source/blender/src/splash.jpg.c:
+ went with bf-blender version (orange is dead)
source/gameengine:
+ went with bf-blender version -- does not compile due to IMB_rect* stuff,
Ton should look into this.
There is a lot of very dangerous (and slow) string manipulation code in
there. I do not want to appear arrogant, but a bit of basic code QA in this
module certainly can't hurt.
Please see the diff for further explanation ;-)
* this resolves a number of outstanding issues with the armature api and gets this ready for release
- add/remove bones possible
- rolls work correctly now!
- ik'ing to parent should work
- flags for tip/root/bone selection
- etc.
Works like for Object layers, but local within Armature itself. Each Bone
can be in (16 now) any layer, and the Armature layer defines what is
visible or not. Also note that hiding will still work too.
Since the Blender code is *stuffed* with Bone options now, this commit
requires a good test if all tools we got now comply to layers...
(I counted 130 cases for checking for selected Bones in code!)
In PoseMode; hotkey M will show 'movetolayer' menu. Not in editmode...
then its the mirror menu.
Todo: make action/nla drawing comply to Armature layer settings.
- don't get too excited
- allows you to get armatures from a scene
- makeEditable()/saveChanges() puts the armature into out of editmode (pythonically)
- Armature.bones is a dictionary that contains all the bones in the armature and can be iterated
- getters are available for:
name,
roll (dictionary) keys are BONESPACE, ARMATURESPACE
head (dictionary) keys are BONESPACE, ARMATURESPACE
tail (dictionary) keys are BONESPACE, ARMATURESPACE
matrix (dictionary) keys are BONESPACE, ARMATURESPACE
weight
deform_dist
subdivisions
options (list of constants)
parent
children
Setter work only in editmode. Some are not fully implemented.
Type class is embedded in the module. This means the construct is called as follows:
Blender.Armature.ArmatureType()
import Blender.Armature as Armature
arm = Armature.Get('myarm')
for name, bone in arm.bones.items():
...print name, bone, bone.matrix['ARMATURESPACE']
more documentation is forth coming. This is an alpha for this api.
- Mostly this cleans up the #includes and header files in the python project.
- Warning fixes are mostly casting issues and misc fixes. General warning clean up.
- #include Python.h MUST come as the first include to avoid the POSIX redefine warning in the unix makefiles
- fno-strict-aliasing flag added to makefile to fix a unavoidable type punning warning in types.c