Commit Graph

46 Commits

Author SHA1 Message Date
a59df21ad8 Fix T55645: broken particle Use Count option for instancing objects.
There is now a manual refresh button on the panel to update the list
of objects in case it changes, and it also gets refreshed when changing
the collection or toggling the use count option.

This is a bit more manual but the previous code of refreshing the
list while evaluating the depsgraph was unreliable.

This also fixes it to take properly take into account visibility, and
to work with linked collections for which index writing was missing.
2018-06-29 14:53:02 +02:00
fda05127db Particle edit: Fix generation of KD tree for emitters
Fixes crahs using puff brush with copy-on-write.
2018-05-15 17:20:02 +02:00
d50821f145 Particle edit: Initial support of edit with copy-on-write
The idea is that edit mode structure is owned by original object,
and used for drawing. This is a bit confusing, especially since
path cache is also in that structure and needs evaluated object
to calculate cache.

In the future we should split edit data from visualization data,
but that's bigger refactor.
2018-05-11 12:49:25 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.

This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.

Differential Revision: https://developer.blender.org/D3152
2018-04-16 19:55:33 +02:00
b65ea517eb Merge branch 'master' into blender2.8
- Undo that changes modes currently asserts,
  since undo is now screen data.

  Most likely we will change how object mode and workspaces work
  since it's not practical/maintainable at the moment.

- Removed view_layer from particle settings
  (wasn't needed and complicated undo).
2018-04-01 11:03:25 +02:00
651b8fb14e Undo: unified undo system w/ linear history
- Use a single undo history for all operations.
- UndoType's are registered and poll the context to check if they
  should be used when performing an undo push.
- Mode switching is used to ensure the state is correct before
  undo data is restored.
- Some undo types accumulate changes (image & text editing)
  others store the state multiple times (with de-duplication).
  This is supported by checking UndoStack.mode `ACCUMULATE` / `STORE`.
- Each undo step stores ID datablocks they use with utilities to help
  manage restoring correct ID's.
  Needed since global undo is now mixed with other modes undo.
- Currently performs each undo step when going up/down history
  Previously this wasn't done, making history fail in some cases.
  This can be optimized to skip some combinations of undo steps.

grease-pencil is an exception which has not been updated
since it integrates undo into the draw-session.

See D3113
2018-03-31 20:40:37 +02:00
5e81d993af Merge branch 'master' into blender2.8 2018-03-19 18:14:05 +01:00
a3486e735f Cleanup: move particle undo into own file
Also avoid extern declarations which can get out of sync.
2018-03-19 17:46:49 +01:00
6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be912 and b4a721af69.

Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
2016-12-28 17:30:58 +01:00
1d03bc73ce Particles: Add operator to quicly duplicate active particle system to the same object 2016-09-23 14:32:36 +02:00
ceb452bc9d Removed point cache operators. 2016-04-29 10:44:09 +02:00
ab500eb3f3 Hair edit: Add operator to uniform length of selected hairs
Request by Andy, should help him a lot doing weird and wonderful hair styles.

A bit experimental yet, details of behavior might be changed after some real
usage feedback.
2016-04-26 16:08:06 +02:00
d474ed9b88 Partially revert 82ec9c87a7, to add back point cache operators.
Eventually point cache will also be replaced, but it can be kept working at first even without particles.
2016-04-13 16:58:44 +02:00
82ec9c87a7 Removed particle operators API and point cache operators. 2016-04-12 11:47:08 +02:00
5a783144e2 Removed particle operators from editors/physics/. 2016-04-12 11:25:40 +02:00
91b70d3c56 New operator for copying (hair) particle systems from one object to
another, including edit data (grooming).

This uses basically the same method as the existing connect/disconnect
feature. The main difference is that it allows working with multiple
objects and transferring the //particle/hair data// instead of the
//mesh// data (which is what connect/disconnect expects). This is a much
more realistic workflow when rigging, topology etc. changes and
groomed hair has to be transferred to the changed model.
2015-01-20 09:30:11 +01:00
c01ed4875b New hair editing feature "Shape Cut", for cutting hair based on a mesh
shape instead of a brush tool.

The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.

On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.

The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
2015-01-20 09:30:04 +01:00
9c97624fc9 Select Random in Particle Edit Mode, by jezv
Added the select random functionality in particle edit mode for hairs or control points.

Reviewers: campbellbarton, lukastoenne

Reviewed By: lukastoenne

Subscribers: campbellbarton, kevindietrich, jezv

Projects: #quick_hacks, #bf_blender, #physics

Maniphest Tasks: T37873

Differential Revision: https://developer.blender.org/D809
2014-10-08 18:10:27 +02:00
204ec89bff rigidbody: Improve add/remove operators
Now all add/remove operators for rigid body objects and constraints
automatically add objects to the appropriate groups and create groups if they
don't exist yet.

This makes handling rigid bodies easier but doesn't take away functionality.
If users want to handle groups manually they just need to create them before
adding any objects.

The previous behaviour was confusing and was even considered to be a bug since
clicking on rigid body in the physics tab seemed to do nothing.
2013-01-25 06:26:38 +00:00
47c96081d0 rigidbody: Add rigid body constraints
Constraints connect two rigid bodies.
Depending on which constraint is used different degrees of freedom
are limited, e.g. a hinge constraint only allows the objects to rotate
around a common axis.

Constraints are implemented as individual objects and bahave similar to
rigid bodies in terms of adding/removing/validating.

The position and orientation of the constraint object is the pivot point
of the constraint.

Constraints have their own group in the rigid body world.

To make connecting rigid bodies easier, there is a "Connect" operator that
creates an empty objects with a rigid body constraint connecting the selected
objects to active.

Currently the following constraints are implemented:
* Fixed
* Point
* Hinge
* Slider
* Piston
* Generic

Note: constraint limits aren't animatable yet).
2013-01-23 05:56:56 +00:00
2d8637946b rigidbody: Add rigid body simulation
Add operators to add/remove rigid body world and objects.
Add UI scripts.

The rigid body simulation works on scene level and overrides the
position/orientation of rigid bodies when active.
It does not deform meshes or generate data so there is no modifier.

Usage:
* Add rigid body world in the scene tab
* Create a group
* Add objects to the group
* Assign group to the rigid body world
* Play animation
For convenience the rigid body tools operators in the tools panel of the 3d view
will add a world, group and add objects to the group automatically so you only have
to press one button to add/remove rigid bodies to the simulation.

Part of GSoC 2010 and 2012.
Authors: Joshua Leung (aligorith), Sergej Reich (sergof)
2013-01-23 05:56:44 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
166a37532f remove *.select_inverse operators where the *.select_all operator has an invert option. 2012-01-14 06:58:03 +00:00
f62ad8f69b remove header text:
"The Blender Foundation also sells licenses for use in proprietary software under the Blender Licens"

also remove NaN references from files that have been added since blender went opensource.
2011-11-29 10:54:47 +00:00
46ae692710 Merge with trunk r41342 2011-10-28 17:00:53 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
8394f65d4a Dynamic Paint:
* Object velocity can now be used to determine brush influence and color.
* Brushes can now be set to "smudge" existing paint.
* Added new operators to easily add and remove surface output mesh data layers from Dynamic Paint ui.
* Fixed drip effect algorithm to work properly on forces pointing towards surface.
* Adjusted drip effect speed.
* Drip effect can now use canvas velocity and acceleration to influence drip direction.
* Fixed texture mapping for material enabled brushes.
* "Object Center" type brushes can now use "material color" as well.
* Improved surface partitioning grid generation algorithm.
* Fixed possible invalid brush collision detection when OpenMP enabled.
* Fixed incorrect random sized particle displace/wave influence.
* Fixed "Object Center" brush color ramp falloff.
* Fixed invalid zero alpha sampling when rendering vertex colors.
* Lots of smaller tweaking.
2011-08-03 18:31:48 +00:00
f8f1cbd17f Dynamic Paint:
* Canvas and brush can be now enabled simultaneously. This way it's possible for two canvases to interact.
* Added basic anti-aliasing support for vertex surfaces.
* 3D-view color preview now works even when there's subsurf modifier after Dynamic Paint in modifier stack.
* Added a new brush option to use proximity from object center.
* Default surface frame range now use scene's start and end values.
* Improved ray checks for volume brushes.
* Added new "non-closed" option for volume brushes. This way it's possible to use planar meshes as "volume" brushes with predefined ray direction.
* New carrot branch splash image by CGEffex.
* Improved brush affection code.
* Lots of smaller improvements.
* Fixed: Weight paint didn't work with particles.
* Fixed: Point cache didn't work for non-wave surfaces anymore since last commit.
2011-07-08 11:03:37 +00:00
3de22dec26 Dynamic Paint:
Committed changes from previous weeks, biggest changes are:
* Canvas can now have multiple "surfaces" that each can have specific format, type and settings.
* Renewed UI to support this new system.
* Aside from old "image sequence" output format, Dynamic Paint can now work on vertex level as well. Currently vertex paint and displace are supported.
* Integrated vertex level painting with Point Cache.
* Added viewport preview for Point Cache surfaces.

Due to massive amount of changes, old Dynamic Paint saves are no longer supported. Also some features are temporarily missing or may not work properly.
2011-06-16 10:41:00 +00:00
3b41ab432b Applied Dynamic Paint 1.18f patch as a codebase for GSoC. 2011-05-24 07:08:58 +00:00
910220be47 == Radial control ==
Patch to make the radial control more generic with RNA. Patch was
reviewed here: http://codereview.appspot.com/4280080/

Prior to this update, the radial control code in trunk had generic
parts of the radial control implemented as an incomplete operator
within WM. Then each different user of the radial control had to
implement a separate operator to actually pass in specific brush data
-- e.g. sculpt's brush size, vpaint's brush size, etc.

This patch removes all the extra operators and makes the WM operator
do everything. It now takes several RNA path strings as its properties
-- the only required property is data_path, which specifies the data
to be modified by the radial control. The other paths affect display
in various ways, e.g. rotation, color, etc.

In addition to decreasing some duplicate paint brush code, these
updates make it pretty easy to enable radial control for other
purposes (and it can be set up entirely though python or keymaps, no
extra C code needed.)
2011-05-12 01:57:47 +00:00
Nathan Letwory
95100afc12 doxygen: blender/editors tagged. 2011-02-27 20:29:51 +00:00
53dbc1efdf Fix [#22207] Selecting Roots also selects hidden 2010-04-30 01:22:21 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
ace8d45c1c - particle drawing was using invalid memory with weights.
- particle set weight operator (Shift + K) and from the menu.
- mirror vertex groups operator can also flip weight group names.

a number of utility functions for weight groups added
 int *get_defgroup_flip_map(struct Object *ob);
 void flip_vertexgroup_name (char *name_r, const char *name, int strip_number); // moved from modifier.c 
 void copy_defvert (struct MDeformVert *dvert_r, const struct MDeformVert *dvert);
 void flip_defvert (struct MDeformVert *dvert, int *flip_map);
2010-01-15 17:28:00 +00:00
42afb59184 remove operators PARTICLE_OT_brush_set and PARTICLE_OT_edit_type_set, rna data access and menu's can replace 2010-01-11 13:54:00 +00:00
73c62183f8 Removed a few operators that were just used to generate popup menus and replaced with python defined menus. 2009-12-24 10:39:30 +00:00
cd154da973 1. Extend option for 3d view border select now does something (default True to keep same behavior)
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.

NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
2009-11-29 22:16:29 +00:00
510c0facdf operator renaming for more consistent word ordering (_add/_remmove shold be last, ACT_OT_* --> ACTION_OT_*)
ACT_OT_clean --> ACTION_OT_clean
ACT_OT_clickselect --> ACTION_OT_clickselect
ACT_OT_copy --> ACTION_OT_copy
ACT_OT_delete --> ACTION_OT_delete
ACT_OT_duplicate --> ACTION_OT_duplicate
ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type
ACT_OT_frame_jump --> ACTION_OT_frame_jump
ACT_OT_handle_type --> ACTION_OT_handle_type
ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe
ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert
ACT_OT_interpolation_type --> ACTION_OT_interpolation_type
ACT_OT_keyframe_type --> ACTION_OT_keyframe_type
ACT_OT_mirror --> ACTION_OT_mirror
ACT_OT_new --> ACTION_OT_new
ACT_OT_paste --> ACTION_OT_paste
ACT_OT_previewrange_set --> ACTION_OT_previewrange_set
ACT_OT_properties --> ACTION_OT_properties
ACT_OT_sample --> ACTION_OT_sample
ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle
ACT_OT_select_border --> ACTION_OT_select_border
ACT_OT_select_column --> ACTION_OT_select_column
ACT_OT_snap --> ACTION_OT_snap
ACT_OT_test --> ACTION_OT_test
ACT_OT_unlink --> ACTION_OT_unlink
ACT_OT_view_all --> ACTION_OT_view_all
ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add
ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add
ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete
ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button
ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d
ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert
ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button
ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu
ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove
ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove
FILE_OT_add_bookmark --> FILE_OT_bookmark_add
GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert
NLA_OT_add_actionclip --> NLA_OT_actionclip_add
NLA_OT_add_meta --> NLA_OT_meta_add
NLA_OT_add_tracks --> NLA_OT_tracks_add
NLA_OT_add_transition --> NLA_OT_transition_add
NLA_OT_remove_meta --> NLA_OT_meta_remove
PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove
PTCACHE_OT_add_new --> PTCACHE_OT_add
2009-11-28 14:37:21 +00:00
97e7e26bab - added particle select_inverse
- added select root/tip to the select menu
- selection drawing updates for select more/less were not working
2009-11-09 08:51:34 +00:00
2344d62dfb Silencing some compiler warnings for mingw
* Unused functions
* Uninitialised vars
2009-10-21 10:56:31 +00:00
816856f953 Small particles feature: Multiple group visualization counts per group object are now possible (+/- buttons next to the count list). This allows for example an array of duplicated objects "ob1, ob2, ob1, ob3" without duplicating the actual object (ob1 in the example) in the group. 2009-10-18 21:12:04 +00:00
3816554cbc General particle bug fixes + few small goodies
The goodies:
* Curves can be used as normal dynamic effectors too with 
  the new "curve" field shape.
* Group visualization has optional duplication counts for
  each object in the specified group.
* Object & group visualizations, which are done without
  taking the dupliobject's global position into account
  (unless the whole group is used). This is much nicer than
  the previous behavior, but I added a "Use Global Location"
  option for those who want to use it the old way.
* The active particle system's particles are now drawn a 
  with theme coloured outline instead of pure white.
* Added object aligned velocity factors (buttons categorized
  and re-organized too).

Bug fixes:
* Absorption didn't work as the ui toggle button was forgotten.
* Some other force field ui tweaks.
* Crash after adding children and changing trails count.
* Display types "cross" and "axis" crashed.
* Particles weren't drawn with correct coloring.
* Billboards didn't update properly in viewport to camera
  location changes.
* Particle rotation wasn't recreated correctly from point cache.
* Changing particles amount crashed sometimes.
* Some files with child hair crashed on loading.
* Compiler warning fixes.
* Adding boids crashed on frame 1;
2009-10-05 13:25:56 +00:00
15d07720e5 Sorry, three commits in one, became difficult to untangle..
Editors Modules

* render/ module added in editors, moved the preview render code there and
  also shading related operators.
* physics/ module made more consistent with other modules. renaming files,
  making a single physics_ops.c for operators and keymaps. Also move all
  particle related operators here now.
* space_buttons/ now should have only operators relevant to the buttons
  specificially.

Updates & Notifiers

* Material/Texture/World/Lamp can now be passed to DAG_id_flush_update,
  which will go back to a callback in editors. Eventually these should
  be in the depsgraph itself, but for now this gives a unified call for
  doing updates.
* GLSL materials are now refreshed on changes. There's still various
  cases missing, 
* Preview icons now hook into this system, solving various update cases
  that were missed before.
* Also fixes issue in my last commit, where some preview would not render,
  problem is avoided in the new system.

Icon Rendering

* On systems with support for non-power of two textures, an OpenGL texture
  is now used instead of glDrawPixels. This avoids problems with icons get
  clipped on region borders. On my Linux desktop, this gives an 1.1x speedup,
  and on my Mac laptop a 2.3x speedup overall in redrawing the full window,
  with the default setup. The glDrawPixels implementation on Mac seems to
  have a lot of overhread.
* Preview icons are now drawn using proper premul alpha, and never faded so
  you can see them clearly.
* Also tried to fix issue with texture node preview rendering, globals can't
  be used with threads reliably.
2009-09-29 19:12:12 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
0ac35ca7c1 2.5
- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
  so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
  and lattice

(another commit following)
2009-01-24 13:45:24 +00:00