Commit Graph

263 Commits

Author SHA1 Message Date
0f95db92c6 Draw Seams in subsurf optimal mode. They were already subdivided correctly,
just needed to be drawn.
2004-10-12 15:23:00 +00:00
42ecc3c56d Face selection in uv face select mode, with hidden faces, was broken:
there was no check for hidden tfaces in backbuffer draw.
2004-10-12 15:15:10 +00:00
acf754e9e2 Fixes in editmesh:
- ALT+B loop edge select loop
- SHIFT+R loop face select loop
(both work with ALT+select too)

- CTRL+R loop cut
- Kkey menu, loop select/cut and knife

- and ALT+select on edge always selects a loop now
2004-10-10 19:41:43 +00:00
7b99fb79c3 Fix for reported Mesh+Subsurf+Optimal+particles, make linked duplicate, and
editmode crashed.

Cause: the stricter rules for when displaylists should be made failed on
the check for Effects (like particles).
2004-10-10 16:54:25 +00:00
d5e0c065bc Version 1.0 of the new Outliner
The outliner is a hierarchical diagram displaying a list of data in Blender
and its dependencies. The 'databrowse' doesn't really show it, and Oops is
too chaotic still. And most of all, the former two don't offer much tools.

After discussions on irc, Matt came with this design proposal;
http://mke3.net/blender/interface/layout/outliner/
Which is closely followed for the implementation.

The current version only shows all 'library data' in Blender (objects,
meshes, ipos, etc) and not the 'direct data' such as vertex groups or NLA.

I decided to make it inside the Oopw window, as an option. You can find the
option in the "View" pulldown, or directly invoke it with ALT+SHIFT+F9
Here's a quick overview of the Outliner GUI:

- Header pulldown has options what it can show (Visible = in current layers)
- click on triangle arrow to open/close
- press AKEY to open/close all
- Leftmouse click on an item activates; and does based on type a couple of
  extra things:
  - activates a scene
  - selects/activates the Object
  - enters editmode (if clicked on Mesh, Curve, etc)
  - shows the appropriate Shading buttons (Lamp, Material, Texture)
  - sets the IpoWindow to the current IPO
  - activates the Ipo-channel in an Action
- Selected and Active objects are drawn in its Theme selection color
- SHIFT+click on Object does extend-select
- Press DOTkey to get the current active data in center of view


TODO;
- rightmouse selection; for indicating operations like delete or duplicate
- showing more data types
- icon (re)design...
- lotsof options as described in Matts paper still...
2004-10-06 18:55:00 +00:00
04f5baee3a OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called
from within mesh_modifiers (kernel deform.c). It copies vertices to a
temporal particle system (struct SoftBody with BodyPoint structs) to do
physics tricks with it.

For each frame change the delta movements (based on standard ipo anim or
even other deforms (later) are applied to the physics system. How to apply
and calculate satisfying results is not my thing... so here I'll commu-
nicate with others for.

Since it's in the modifier stack, the SoftBody code can run entirely on
original data (no displists!).

Right now I've implemented 2 things;

- "Goal" which is a per vertex value for how much the current position
  should take into account (goal=1 is without physics). This is a powerful
  method for artists to get control over what moves and not. Right now i
  read the vertex color for it.
- And some spring stuff, which now only works based on force moving it to
  the originial location. This doesnt work with 'goal'... erhm.

- You can re-use physics vars from engine, used right now is (in Object)
  - damping
  - springf (spring factor)
  - softflag (to set types, or activate softbody for it

- The SoftBody pointer in struct Object is only runtime, nothing saved in
  file

To prevent all users going to complain it doesn't work, I've hidden the
functionality. :)
The buttons to set softbody 'on' only show now (psst psst) when the object has
name "soft" as first 4 characters. You can find the buttons in the F7 Particle
Interaction Panel (which should be renamed 'physics properties' later or so.

Demo file:
http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
30ef2326b9 - Made the 'zbuf clip select' in editmode default when reading on old file
- Added transparent wires in solid draw for editmmode, to denote selecting
  clicks "through". Switching this and the zbuf-clip mode is actually nice!

- little annoyance; removed object centerpoint drawing in editmode.
2004-09-30 22:29:19 +00:00
8ae56af0cf Recoded how 'handles' were implemented; these were extra wireframe edges
actually, adding vertices and edges to displist.

Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
2004-09-30 20:38:35 +00:00
fb6aee54e6 Solved crash with;
- linked duplicate mesh
- subsurf on
- subdiv levels at 0
- new selectmode face + select clipping

Also found error in backbface draw when faces were hidden
2004-09-30 16:35:40 +00:00
9e0456d36e Special request; Lasso Select (thanks andy for nagging! :)
Is committed now for further test;

What works:
- Hold CTRL while leftmouse-draw (gesture) for lasso-select
- Hold also SHIFT for lasso-deselect
- In Object mode it only selects on object centers now
- In Mesh edit mode it works on same level as borderselect

Not:
- other editmodes or objects in general

Also fixed crash with circle-selecting outside of window edge.
Also put back wire-extra draw for curves (previous trial broke mball wire)
Turned borderselect, circle, lasso into dashed lines for visual language.
2004-09-30 14:27:20 +00:00
18b439a599 - Fixed some small bug due to one of previous commit.
MetaBalls are displayed correctly in wireframe mode again
2004-09-29 22:22:51 +00:00
2c3e294ed5 - Previous commit broke selection of non-subsurf meshes :)
- fixed crash reported by SimonC on linked dupli meshes, editmode, set
  subsurf on, crash...
2004-09-29 21:44:12 +00:00
c42f0fc5cf Two small fixes;
- draw extra wire on solid displayed curve objects (cyclic filled curves)
  now doesnt draw wires of filled faces
- set glPolygonOffset much more narrow now, since we dont need it for zbuf
  value selecting
2004-09-29 21:11:13 +00:00
6106f87776 - Removed printf from previous commit
- fixed small counter error in backbuffer color codes, when edge+faces
are drawn
2004-09-29 20:38:23 +00:00
01e6d69ff5 Borderselect and circleselect now use backbuffer method too.
Maybe its time to make this a default now?
2004-09-28 22:05:16 +00:00
ff5e65bdbb Crash fix;
- wireframe view
- editmode cube
- subsurf + optimal on
- set new selectmode 'face'

thanks sirdude & sgefant!
2004-09-28 13:58:23 +00:00
e6cc3c1ee1 More maintenance due to new selection code;
- fgons draw correctly again in face selectmode
- on select, fgons dont draw wrong selection dot
2004-09-28 12:04:10 +00:00
84b021e90f Two small fixes thanks to test:
- backbuf draw vertices did still use pointsize 1.0, making them hard to
  select
- wire frontbuf draw on select used un-initialized color
2004-09-28 11:19:57 +00:00
f3c7fdd80e Recode of 'zbuffer selection'. I first was too afraid using the backbuffer
selection method, since there's too much trash in drawobject.c and displists...
But, I couldn't stand the zbuf selection to miss edges too often. Right now
both methods are still in the code, and can be reviewed.

Please note for test:
- borderselect and circle-select still use old method
- new selection works directly on faces & edges
- subsurf optimal draw and selection works fine now

To detect the closest vertex or edge, i use the old 'spiral selection' code,
which is extremely accurate. If your mouse is close to an edge, it should
find it.

Most evidently I need to test speed... also, the disadvantage of backbuf
selection is the limited depth, which can be 16 bits (65 k faces) on systems.
2004-09-28 09:43:37 +00:00
766db99e45 - fixed error in copying selection from faceselectmode to editmode
- removed ancient convention that switches to wire then
2004-09-27 20:19:16 +00:00
061442cbd1 - improvement for edge/face select
- edges now sample on three locationsm gives more hits
  - own version of glPolygonOffset remains cumbersome... but for select
    now the selection routine gets more offset than draw.

- first attempt to clean drawobject.c and displists
  - generic call for draw object in backbuf for select purposes, cleans up
    a lot in the other calls.
  - also to verify if we can (in future) use this for vertex/edge/face
    select, but the whole drawobject code works against me... this is
    for another refactory (incl. displist) and out of the focus for now

- subsurf.c: now creates new faces in order of original. Not used yet, but is
  handy to recover the original order for selection/paint purposes.
2004-09-27 10:12:45 +00:00
995826f3ed New drawmethod for creases editing (draw creases option) in editmode.
http://www.blender.org/bf/rt3.jpg

It draws a 2 pixel line, growing from center of edge, to denote sharpness.
This works nicely with the new selection modes.

Please note that subsurf-optimal still draws original edge then... but
this didnt work before neither. :)
2004-09-26 19:55:02 +00:00
18638735c3 Two bugs:
- when adding creases in editmode, and separating that part, displists
  did weird things... separate is hackish anyway
- draw faces (transparant) didnt do triangles correctly
2004-09-26 17:53:21 +00:00
ab68f715cd New strict 'hide' rules for editmesh & new selectmodes
- vertex hidden, always means edge is hidden too
- edge hidden, always means face is hidden too
- face hidden, only means face hides

This means, that in face mode you can hide a face, whilst in edge mode
the edges will still display.

Please note, that when you have no edges saved in a Mesh, it also doesnt
store the hide flags for it, causing in/out editmode too reset hidden
edges.
2004-09-26 17:15:52 +00:00
dfd583116a Zbuf-selection fix: while drawing vertices, it accepted writing in zbuf
for it too... giving (sometimes) no selection, and possible for linux the
solution too!
2004-09-25 15:15:26 +00:00
6f074f6f46 Two nice workflow improvements;
- Zbuffer clipped selection
Based on same algos as for drawing (blender polygon offset) vertices, edges
and faces now are clipped for draw and selection when Zbuffer is used.
Note that it works for endpoint vertices of edges, and for facecenters.
Also works for border and circle-select

- Optimal draw subsurfs
This now draws optimal with faces and edges selected/unselected, hiding the
original 'cage' (mesh) completely.
TODO: edge select, which still uses original (invisible) edge.

http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html
2004-09-25 13:42:31 +00:00
cfe9a95755 All kinds of fixes for new selection modes
- circle-select now works
- delete options for edge/face select work as to be expected.
  should check on a better set of choices in menu though
- assign material / select material options work for new modes
- shift+f fill didnt leave proper select flags...
- border select on face-gones (fgons) works
- 'draw normals' and fgons works now
2004-09-24 18:17:23 +00:00
f59503682d - basic code for fake-polygon support (called FGon in code). Disabled now
- hide flags now save correctly in mesh, to restore after going in/out
  editmode
- after an extrude, faces/edges could have wrong select flags
  (only in vertex select mode)
- new rule for addfacelist(); this now copies edges too, if an example
  is provided. That prevents a lot of awkward code, still testing if it
  goes as desired though...
2004-09-24 12:40:37 +00:00
a2e918d831 EditMesh refactory + undo recode
The changelog is very long... it's on the web too:
http://www.blender3d.org/cms/Mesh_editing_rewrite.425.0.html

EditMesh refactor notes (user)

**** New selection modes

When entering Edit Mode for a Mesh, you now have the choice for three selection modes. These are shown as icons in the 3D header (hotkey is being searched for!).

- Vertex Select
Select vertices as usual, fully compatible with how previous version work

- Edge Select
Vertices are not drawn anymore, and selections happen by default on the edges. It is a true edge select, meaning that you can select three out of four edges in a face, without automatic having the 4th edge selected.

- Face Select
Instead of vertices, now selection 'points' are drawn in the face centers. Selected faces also get a colored outline, like for edges. This also is true face select, for each face individual regardless selection status of its vertices or edges.

While holding SHIFT, and press a selection mode, you can also combine the above choices. Now selection becomes mixed, and will behave as expected.
For example; in Edge+Face select mode, selecting the 4 edges of a face will select the face too.

The selection modes and optional drawing modes (like transparant faces, normals, or solid drawing) all work together. All of Blender's mesh editing tools now react to the correct selection mode as well.
Most noticeable it's in:

**** Extrude

Extruding in Edge or Face Select mode allows much more precise control over what's extruded and what should be excluded. Try for example a checker pattern selection, and extrude it.

New is the fixed translation when faces are extruded. This always follows the (averaged) face normal(s) of the old face(s), enabling much easier working in 3D views . A single 'G' (Grab) or 'R' (Rotate) or 'S' (Scale) will change transform modus as usual.

**** Other things to note

- Hiding edges/faces will also behave different based on Select Mode.
- while editing, normals of faces are updated always now
- Border select (BKEY) has 2 different rules for edges; when one edge is fully inside of the border, it will only select edges that are fully inside. Otherwise it selects each edge intersecting with the border.
- in face mode, adding vertices, edges or a circle is invisible...
- "Add monkey" now works as a normal primitive (rotated and on 3d cursor)
- Mesh undo was fully recoded, hopefully solving issues now with Vertex Keys and Groups
- Going in and out of editmode was fully recoded. Especially on larger models you'll notice substantial speed gain.

**** Todo

Add 'FaceSelect mode' functionality in EditMode, including zbuffered selection, display and editing of UV texture.


EditMesh refactor notes (coder)

**** Usage of flags in general
The "->f" flags are reserved for the editmesh.c and editmesh_lib.c core functions. Actually only selection status is there now.
The "->f1" and "->f2" flags are free to use. They're available in vertex/edge/face structs. Since they're free, check carefully when calling other functions that use these flags... for example extrude() or subdivide() use them.

**** Selection flags
EditVert: eve->f & SELECT
EditEdge: eed->f & SELECT
EditFace: efa->f & SELECT

- Selection is only possible when not-hidden!
- Selection flags are always up-to-date, BUT:
  if selection mode >= SELECT_EDGE vertex selection flags can be incorrect
  if selection mode == SELECT_FACE vertex/edge selection flags can be incorrect
  This because of shared vertices or edges.

- use for selecting vertices:
  eve->f &= SELECT
- use for selecting edges always:
  void EM_select_edge(eed, 1)  // 1 = select, 0 = deselect
- use for selecting faces always:
  void EM_select_face(efa, 1)  // 1 = select, 0 = deselect

- To set the 'f' flags in all of the data:
  void EM_set_flag_all(int flag);
  void EM_clear_flag_all(int flag);

- the old faceselectedOR() and faceselectedAND() are still there, but only
  to be used for evaluating its vertices

**** Code hints for handling selection

If the selectmode is 'face'; vertex or edge selections need to be flushed upward. Same is true for 'edge' selection mode. This means that you'll have to keep track of all selections while coding... selecting the four vertices in a face doesn't automatically select the face anymore.

However, by using the above calls, at least selections flush downward (to vertex level). You then can call:

void EM_selectmode_flush(void);

Which flushes selections back upward, based on the selectmode setting. This function does the following:

- if selectmode 'vertex': select edges/faces based on its selected vertices
- if selectmode 'edge': select faces based its selected edges

This works fine in nice controlled situations.

However, only changing the vertex selections then still doesn't select a face in face mode! If you really can't avoid only working with vertex selections, you can use this call:

void EM_select_flush(void);

Now selection is flushed upward regardless current selectmode. That can be destructive for special cases however, like checkerboard selected faces. So use this only when you know everything else was deselected (or deselect it). Example: adding primitives.


**** Hide flags
EditVert: eve->h
EditEdge: eed->h
EditFace: efa->h

- all hide flags are always up-to-date
- hidden vertices/edges/faces are always deselected. so when you operate on selection only, there's no need to check for hide flag.

**** Unified undo for editmode

New file: editmode_undo.h
A pretty nice function pointer handler style undo. Just code three functions, and your undo will fly! The c file has a good reference.

Also note that the old undo system has been replaced. It currently uses minimal dependencies on Meshes themselves (no abuse of going in/out editmode), and is restricted nicely to editmode functions.

**** Going in/out editmode

As speedup now all vertices/faces/edges are allocated in three big chunks. In vertices/faces/edges now tags are set to denote such data cannot be freed.

ALso the hashtable (lookup) for edges uses no mallocs at all anymore, but is part of the EditEdge itself.
2004-09-23 20:52:51 +00:00
74cd2db337 Removed all calls to object_wave in code, and moved it into the
mesh_modifier() in deform.c.

Now wave works on top of hooks, before lattice/curve deform and armature.
But together!
2004-09-19 17:44:20 +00:00
131e5908a6 Evil commit! Nothing really changed except;
- EditVlak -> EditFace
- variables called 'evl' -> 'efa'
- functions with 'vlak' in it now have 'face'

Just thought was nice starter for editmesh recode...
2004-09-18 20:15:37 +00:00
a539a727d4 Bug fix in code committed for hooks; mesh check for displist was on
wrong location... causing tremendous slowdowns!

Note: in previous commit some WIP slipped in.. not dangerous. Plus it
has a text typo fix (beaty)
2004-09-16 19:31:43 +00:00
37f57288cb Lot of code... 2 new features:
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
2004-09-14 19:03:11 +00:00
Nathan Letwory
17e20e26ba Add theme colour for "Draw Normals" 2004-09-06 08:10:56 +00:00
f9acfa722d Renamed get_constraint_target in constraint kernel file to get_constraint_target_matrix since that's what it really does
Moved get_con_target from editconstraint to constraint kernel file and renamed to get_constraint_target

Make scene.c use constraint functions from kernel instead of doing the switch itself (regrouping specific constraint code in one file).

Add LockTrack as an option in the Make Track menu (Ctrl-T)

Adding fun for vortex forces in 3D window, the representation now match the orientation and direction of the force (this is code will need optimisation). I'll probably be slapped for mixing two things in one commit but some function calls needed to be fixed for the new spelling and since this is really isolated code I didn't feel like wasting time getting a fresh copy, doing the changes and then readded this after commiting.

Fixed some warning regarding implicit casts and constants (this last one is a MSVCism where you need to explicitely tell the compiler to use floats with an f. AFAIK, it doesn't affect/bother other compilers).

Removed a useless commented piece of code in readfile (there was an uncommented copy a couple of lines before)
2004-08-16 01:14:18 +00:00
e9b0238d0c Major update, all implemented a bit in a hurry, and probably will need bugfixes at some point.
Extended the range of the depth and cdepth parameters as reqested by leope.
Bumpmapping should now be a bit more similar to the Blender render.

Added support for all remaining lightsources in yafray, tried to make use of
as much of the existing Blender parameters as possible.

Blender Lamp: added switch to enable rendering with shadowbuffer ('softlight' in yafray).
All other parameters are similar to the Blender settings, for yafray both the
bias parameter and the shadowbuffer size can be lower than equivalent Blender
settings, since the yafray buffer is floating point. Remember that 6 shadowmaps
are created in this case, so can use quite a bit of memory with large
buffer settings.
When 'ray shadow' is enabled for this lamp type, it is possible to set a light
radius to create a spherical arealight source ('spherelight' in yafray),
when this is 0, it is exported as a pointlight instead.

Blender Spot: as in Blender now supports 'halo' rendering.
Halo spots always use shadowbuffers, so when enabled the buttons for shadowmap
settings will appear. The 'ray shadow' button can still be used to disable
shadows cast onto other objects, independent of halo shadows.
One thing to remember, halo's don't work with empty backgrounds, something must
be behind the spotlight for it to be visible.

And finally, the photonlight:
probably the most confusing (as more things related to yafray), the photonlight
is not a real lightsource, it is only used as a source to shoot photons from.
Since indirect lighting is already supported (and looks better as well)
only caustics mode is supported.
So to be able to use this properly other lightsources must be used with it.
For the photonlighting to be 'correct' similar lightsettings as for the 'source'
light are needed.
Probably the best way to do this, when you are happy with the lighting setup
you have, and want to add caustics, copy the light you want to enable for
caustics (shift-D) and leave everything as is, then change the mode to
'Photon'.
To not waiste any photons, the photonlight behaves similar to the spotlight,
you can set the width of the beam with the 'angle' parameter. Make sure
that any object that needs to cast caustics is within that beam, make
the beam width as small as possible to tightly fit the object.
The following other parameters can be set:
-photons: the number of photons to shoot.
-search: the number of photons to search when rendering, the higher,
the blurrier the caustics.
-depth: the amount of photon bounces allowed, since the primary use is for
caustics, you probably best set this to the same level as the 'ray depth'
parameter.
-Blur: this controls the amount of caustics blur (in addition to the search
parameter), very low values will cause very sharp caustics, which when used
with a low photonnumber, probably lead to only some noisy specks being rendered.
-Use QMC: Use quasi monte carlo sampling, can lead to cleaner results, but also
can sometimes cause patterns.

Since the photonlight has no meaning to Blender, when using photonlights and
switching back to the internal render, the light doesn't do anything, and no
type button will be selected. The lightsource can still be selected, but unless
switching to yafray, no parameters can set.

Apologies to Anexus, I had no time to really do something with your code,
I'll still look at it later, to see if I can improve anything in my implementation.
2004-07-28 22:37:12 +00:00
76616c266e Added new selection outline as option in View->View Properties panel. And
while working there added 3d cursor there as well.
I admit it isn't the best location ever, but let's do the threaded
discussions after 2.34 is out. :)
2004-07-28 13:21:27 +00:00
866f03db8c Report #1433
In camera view, with ortho camera, the current camera was drawn with
unpredictable sizes. The code was not written to work for ortho, so
I check on that now. Means camera isnt visible itself then, which
is minor I think. Nice for a todo once...
2004-07-21 21:27:14 +00:00
b57167d3e4 Particles effector type #define
Different draw mode for Vortex effector ( http://www.clubinfo.bdeb.qc.ca/~theeth/Temp/vortex.jpg )
Use row buts for effector type (only one effector at a time per object).
Forcefield circle transparency in 3D view is controlled by falloff value (for coolness factor).

Please note that those only draws in the 3D view for Empty objects. I've tested with all other object types through a global call, but lamps (and only those) give problems. Since we go in release status soon, I prefer commiting something that works all the time.
2004-07-18 22:23:50 +00:00
b64afb526a Removed some testcode from yafray_Render.cpp
Added the missing anti-aliasing pixel filter size and threshold parameters for manual AA control (disable 'Auto AA' button).
Added support for yafray raytraced depth-of-field.
Added extra panel for Camera in edit window to edit dof paramaters.
The actual focus point will be drawn as a cross when camera 'ShowLimits' is enabled, similar to the aqsis code in tuhopuu.

Note to users: raytraced DoF is very slow, for best results, the default AA parameters are not good enough, especially with higher aperture values (more blur).
So for best results, disable 'Auto AA' and set the AA parameters yourself.
It works best with multi-pass AA ('AA passes' > 1) and a reasonable 'AA samples' value, something in the range 8 - 25 or even higher.
Currently the post-process DoF is not available in yafray, alternatives are being worked on.
2004-07-13 19:22:41 +00:00
e077328122 Added LSCM UV Unwrapping:
http://www.loria.fr/~levy/Galleries/LSCM/index.html
http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf

Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.

Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.

Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.

LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.

LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.

Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.

Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces

The colors for these seams, faces and edges are themeable.
2004-07-13 11:48:52 +00:00
612eb7c193 - Simple optimizing for deflected (collision) particles. It now caches
transformation (from vertex -> world space), used defines for vecadd and
  vecsub, and intersects quads more efficient.
  Result is about 2 times faster.

- Added draw mode for empty used as forcefield

- added defines VECADD and VECSUB
2004-07-11 13:17:03 +00:00
eac4e86539 Long on the todolist: a patch to have pointsize working on systems that
don't have them larger than 1, since vertices are drawn with it.

It is solved by patching code with minimal confusement. So you can get
automatic patched glPoints with:

bglBegin(GL_POINTS);
bglVertex3fv(vector);
bglEnd();

In glutil.c the wrapper can be found, that checks for maximum Pointsize,
and bypasses it to a glBitmap then.
2004-07-10 21:35:17 +00:00
f77bc7eb7d Quite a large one this time... but now we have:
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
  void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
  edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
  wireframe
- render for edges can't work... edges have no material nor tface nor col..
  so here still the faces are rendered in wire

Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
  wire color to edge-select color (as provided in Theme)

Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?

Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
2004-07-08 20:38:27 +00:00
5b09bb1eb1 - Removed new outline drawing from vpaint/faceselect and other paint modes
- fixed tooltip drawing in color picker
2004-07-06 16:32:44 +00:00
b2d7f47b81 Made static particles working with a deformed Mesh, both for Lattice as
for Armature. Note: only works for subsurfed Mesh now!

Change in drawobject.c: Halo option on subsurf Mesh now draws points.
but using the original vertices...
2004-07-03 18:39:19 +00:00
5c543698c9 Three in one:
- textures: added support for new mixers (div, diff etc) to work on the
  other map-to channels too, like ref or spec
  Also it works on lamp and world textures
- brought back uncommented line of code that was removed by leon, to have
  particle motion based on textures
- recoded the glPylonOffset hack to be nice function, this for future
  testing.
2004-07-03 14:18:21 +00:00
f778d83155 Bug fix 1326
When changing subsurf level, in shaded mode, and with Mesh that has more
users... the shaded displist of the other meshes are corrupt, potentially
causing crash.

And: small improvement in select-outline: when drawtype-extra Wire is set,
it skips it. Not needed, looked a bit ugly.
2004-06-19 18:23:22 +00:00
84caaf5aca Fixed error in previous commit, that skipped drawing non-basis Mballs.
Thanks Jiri for pointing me to it!

New: removed frontbuffer draw of selected object for solid/shaded mode.
It serves no purpose anymore.
2004-06-19 17:35:37 +00:00
8617ce5141 - added Font object to have outlines on Solid draw + selection
- Font object didn't support draw xtra wire yet
- removed drawing the circles from MBall object, except in editmode
- little cleanup in draw_object() call, it had a weird exception for
  mball drawing
2004-06-19 09:35:23 +00:00