Commit Graph

66005 Commits

Author SHA1 Message Date
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
d1285d0229 adding time line stuff 2005-08-06 22:00:21 +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
66dc186fb6 fixed sphere shape, added non-uniform scaling (making it an ellipsoid)
removed bug-fixing comments
2005-08-05 22:10:27 +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
b6d9fbf0db fixed the mouse-over sensor,
added raycast support for bullet (no triangle-mesh support, soon)
added python methods for 'getHitObject', getRayDirection, getHitPosition and getHitNormal for mouse over sensor,
which makes it easy for a shootout.blend demo :)
2005-08-05 17:00:32 +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
210ab537ce improved deactivation, exposed more tweakable parameters to python,
fixed some copy/paste bug in inertia/inverse inertia.
colors in deactivation debug
2005-08-04 19:07:39 +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
Alexander Ewering
d5cc5bfe6b The famous potential SDL audio fix (setenv("SDL_AUDIODRIVER", "dma", 1))...
Inside #ifdef __linux__ #ifndef __alpha__ ...

Who knows, it might help :)
2005-08-03 21:02:25 +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
2cc6d565cb moved some hardcoded constants into tweaking tresholds
exposed those tresholds to python (more 'expert' settings)
2005-08-03 18:22:30 +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
d02d09da84 Python 2.4 for MSVC 6.0 projectfiles. 2005-08-02 23:20:33 +00:00
671235b69b Finalised support for compiling BULLET on linux.
Bullet is now off by default on all platforms until we get an OK
from Erwin. To enable it, change USE_PHYSICS to 'bullet' in your
config.opts.
2005-08-02 18:54:11 +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
cb83b8de1b _.NET projectfiles update_
- links to python 2.4
(please update /lib/windows)
2005-08-02 17:02:40 +00:00
558b8daf67 added python binding for debugdraw,
tweaked friction, some more preparations but no real functionality added yet
2005-08-02 14:59:49 +00:00
292c03ab8e _.NET projectfiles update_
* converted files to .NET 2002
* removed unneeded projectfiles from bullet
* PHY_Bullet outputs to correct directories
* Bullet linked to activex and blenderplayer
* misc updates
2005-08-02 13:44:49 +00:00
fc5eca101b Modifications for bullet were made and variables were defined only for windows. This commit defines these variables for the other blender platforms helping SCons not to barf quite as quickly. Scons is still unable to compile a fresh CVS checkout at the present time on linux, but now at least allows config.opts to be properly created.
The new defines for use_bullet are currently set as false until testing can take place to ensure proper compilation on those systems.  The existing use_bullet='true' on the windows platform was left untouched.

Please ensure that variables are defined on _all_ platforms in the future instead of just defining them for the system you're currently developing under.
2005-08-02 12:40:52 +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
6116b36f4e BMFont didn't define correct character size for "Screen 15" font for TAB and NBSP.
Found out through ideasman's interactive console script.
2005-08-01 06:29:06 +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
55720d20de Work for fix of #2256 "something weird with some buttons":
NUMSLI buttons with retval of 0 can be used to trigger other buttons. Not
sure if this is best course of action but will investigate more. Until then
buttons_shading.c is clear of NUMSLI buttons with retval of 0 and now use
B_DIFF as retval argument (which happens to be 1).
2005-08-01 03:36:46 +00:00
f6ff9ec608 Scripts updated:
- Jean-Michel Soler: 1) paths import -- ai module; 2) tex2uvbaker;
- Campbell Barton: obj exporter.

BPython:
- Campbell also provided a patch (+docs) to add shader data access to Blender.Material.

Again, thanks guys and sorry for the long delay.
2005-08-01 03:06:24 +00:00
3f9d13c119 Moved some theme-related defines to BIF_space.h from space.c 2005-08-01 01:46:10 +00:00
3624c1278d Just a little cleanup, removed an extra redraw....move along :) 2005-07-31 20:56:20 +00:00
01436513dc Some more loop fixing, this time in loopcut 2005-07-31 20:40:27 +00:00
1d2dd4ce75 Adding a little idling to Edgeslide loop, 2005-07-31 20:18:38 +00:00