Commit Graph

47594 Commits

Author SHA1 Message Date
c2a5da5cf7 Fixed for forcefield. It needed to add half of the acceleration as speed on each frame it affected.
Cleaned the GUI for effectors: Widen the panel and the buttons. Made the button text more conformed.
Added vortex field for particles.  Particles swirl around z-axis of the object. Little hackish, could be made better.
2004-07-09 14:39:06 +00:00
7ba95846ca Typing values in color picker got a mixup in but->func() usage... caused
weird values to be set after entering a value. Nicely solved now.
2004-07-09 09:21:37 +00:00
ec64e0d743 Two little fixes in administrating new Mesh edges. Solves crash when
joining newly created (Added) Mesh with others...
2004-07-09 08:15:57 +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
Nathan Letwory
6757a8159b * fixed bug in rainbow color for material and world ipoview
* removed 32 channel limit (can now have 50, or of you know what number to change, 999 ;)
* added new IPOs: mirror fresnel and fac, transparency fresnel and fac, and glow factor transparent materials (add)
2004-07-07 08:49:33 +00:00
2388cada01 Fix compile error: the 'log' function takes only one parameter: changed
log(xo, 2) to log(xo)/log(2).
2004-07-06 22:25:14 +00:00
9c94728d89 This is the initial commit of a revamp of the sweep effects that goofster committed that was originally a sequence plugin from sirdude.
The changes from the original include the ability to add a blurred edge with a selectable width to the wipe and to rotate the effect.

Has these sweep types included already
-single
-double
-iris

These still need to be coded
-box
-cross
-clock
2004-07-06 19:07:13 +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
181b970bf4 Fixes in colorpicker;
- click on palette didn't update button values
- the bottom 'palette' button now restores to old color
- H values scroll allways, also with black or white

Todo still:
- save in file (btw, i changed default colors to my pref :)
2004-07-06 12:49:57 +00:00
4321a8889e Colorpicker variant 2; One large field for S and V, and slider for H, like
Gimp has for example.

The previous picker is still as code there... ongoing experiments.
2004-07-05 22:15:27 +00:00
20dbb446ed Picker made slightly larger, and removed confusing "copy to" and "paste
from" buttons.

Now a click in palette is default: update the active color.
If you want to store in palette: hold CTRL while click.

This isn't optimal either, but at least better.
2004-07-05 20:45:41 +00:00
ba2081b21d Fixed NUM button code that it doesn't return halfway, but nicely proceeds
to end of the function to handle the exit requirements.
(returns where added for patch that makes NUM buttons into textbut on a
click in center)
2004-07-05 17:48:47 +00:00
fa86302aa3 Cleaned up pop-up menus for F10; edge settings and framing menu. 2004-07-05 10:56:13 +00:00
e804cf366a - oh, the protype for XORcircle... 2004-07-05 10:22:41 +00:00
a910ff343e - clipped selection circle in colorpicker to prevent it drawing outside
the color plane
- removed warnings from glutil.c, made circleXOR call become float instead
  of short
- fixed error in drawing text of buttons in pop-up menus, when zoomed small
2004-07-05 10:22:00 +00:00
3cade4dad6 Changed redraw of picker not to include the background, prevents flashing. 2004-07-05 09:21:22 +00:00
Nathan Letwory
0576268c22 * Added IPO for displacement, translucency and raymirror
* Cleaned out IPO #defines
2004-07-05 09:15:02 +00:00
cd47cfd3d1 New: color picker!
With a click on the 'COL' buttons (the ones showing RGB) a menu pops up
with three colorpicking fields and a palette.
The fields are the three planar intersections of a HSV cube, each allowing
choosing in the field without the field changing.

The palette is 'modal' unfortunately (couldn't find a simple working other
method) where the button "paste to color" denotes the state that click in
palette copies to edited color, and "copy to palette" means the active
color is copied into the palette...

Todo:
- saving of palette in file
- decide whether ESC leaves without changes...
2004-07-05 08:48:17 +00:00
c1ce82bd67 Directly edit number fields with a click instead of having
to use Shift-Click.

As before, clicking on the left side of a number field decreases, clicking on the right side increases, but clicking in the centre, on the text itself, starts editing the
value directly. Other behaviour like dragging left and right
is unchanged.
2004-07-05 07:52:32 +00:00
34ae24e37a - py docs update
- getMatrix(), properties for object class, some examples
2004-07-04 19:57:41 +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
cbe7471905 Interface:
- added submenu "Scripts" in both View3D->Object and Mesh menus.
  Put them on top (it's better to follow some guideline, so users don't have to search for "Scripts" submenu in a different position in each menu), feel free to change.
- added button 'previous win' to SpaceScript, makes accessing buttons win, for example, much faster.  Maybe all spaces could have this button.

BPython:
- added Window.EditMode(), to check, enter and leave edit mode.  Scripts that change mesh data need this to leave edit mode before making changes to the active (G.obedit) mesh, of course.
- updated script bevel_center to use the above function and also popup an error msg if the active obj is not a mesh.
- doc updates, minor fixes.

Forgot to mention in my previous commit that I also updated the "-P" command-line option (for running script files) to be able to run already loaded Blender Texts, too.  So, if you have a script called 'Text' in foo.blend, you can run it with blender foo.blend -P Text .
2004-07-03 17:28:15 +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
9282827720 New scripts:
- hotkeys, obdatacopier and renameobjectbyblock, all from Jean-Michel Soler (jms);
- bevel_center by Loic Berthe, suggested for inclusion by jms;
- doc_browser, by Daniel Dunbar (Zr)

  Thanks to them for the new contributions!

  (I included doc_browser at 'Misc' because only users interested in script writing would actually use it, but it could also be under 'Help'.  Opinions?)

BPython related:
- Added scriptlink methods to object, lamp, camera and world.
- Object: added object.makeTrack and object.clearTrack (old track method).
- sys: made sys.exists(path) return 0 for not found; 1 for file, 2 for dir and -1 for neither.
- doc updates and fixes.
- made ONLOAD event work.  G.f's SCENESCRIPT bit was being zeroed in set_app_data.
- Blender: updated functions Load and Save to support the builtin importers and exporters besides .blend (dxf, videoscape, vrml 1.0, stl, ...)
- Draw: added mouse wheel events.
- Scene: added scene.play to play back animations (like ALT+A and SHIFT+ALT+A).  Makes a good counter, too, when the 'win' attribute is set to a space that doesn't "animate".

The scene.play() addition and the fix to ONLOAD scriptlinks is part of the work for a Blender demo mode.  It already works, but I'll still add support for Radiosity calculations and fix a thing in main(): it executes onload scripts too early (BIF_Init), giving funny results in alt+a animations and renderings when firing up Blender.  Loading after the program is up has no such problems.  When I finish I'll post examples of demo mode scripts.
2004-07-03 05:17:04 +00:00
90d4f7a3c1 Added new operators for "MapTo" panel as suggested & partially coded by
Kent Mein. So next to the mix, mult, add, sub we have now:

- Div: divides by texture color
- Screen: is like Mult, but works opposite (makes lighter)
- Diff: the difference between texture color and material
- Light: if texture is lighter it shows (per component)
- Dark: if texture is darker it shows (per component)

Next step: add this for specular and mirror, and the other channels...
I commit it now because it also fixes error in previous commit.
2004-07-02 22:29:06 +00:00
326f3c3d6a Fixed rendering of image textures with alpha... it gave ugly dark outlines.
Please note the following:

- pictures need to be saved as 'premul' sky render if you want to use it
  in Blender as texture
- but for alpha-over in sequencer it has to be 'key alpha'...

This inconsistancy needs to be solved.. for example as option for both
texture as sequencer.
2004-07-02 20:49:08 +00:00
265450dcb5 Added new exported render calls in stubs... so player compiles again! 2004-07-02 13:51:33 +00:00
ef9fa4bf50 Bug #1411
"inserting keys in editmode didnt work on newly created Meshes"

Found out the error was in code committed by Hos in december, when
he added feature to copy newly added vertices (or remove) when editing
vertex keys. In his commit he already noted "please test" :)

Error was that newly created meshes didn't give a correct first key.  For keys
to work in 2.32 and 2.33 you have to leave editmode at least once, or
insert keys outside of editmode.

The fix was fairly simple, just checking for an empty first key.
2004-07-02 12:44:32 +00:00
ea7e5c9f41 Forgot to add code for copying/paste functionality Materials. With new
ColorBand data added in Material that needs to be tackled corectly.
2004-07-01 18:06:27 +00:00
30251dbc13 Report #1401
Division by zero in calculating render coords... only happens for
Wire material AND having face-less edges. Then the normal is zero, and
some calculations can't happen correctly.

(error in rendercore.c, other files committed was because of removed and
cleaned up enters)
2004-07-01 16:15:22 +00:00
7fc5114408 Corrected a misleading confirmation message when deleting a bone ("Erase selected bone", not "Erase selected armature") 2004-07-01 09:31:12 +00:00
d4755e8c5c Fixed draw error in panels, the header was overdrawn with panel background.
Only visible when panels are not transparent.
2004-06-30 21:59:12 +00:00
a8ef804146 NEW: Ramp shades for diffuse and specular
http://www.blender3d.org/cms/Ramp_Shaders.348.0.html

Material color and specular now can be defined by a Colorband. The actual
color then is defined during shading based on:
- shade value (like dotproduct)
- energy value (dot product plus light)
- normal
- result of all shading (useful for adding stuff in the end)

Special request from [A]ndy! :)
2004-06-30 18:54:09 +00:00
c9b4585618 Switch to using floats instead of shorts for normal data - they're supposed to be faster.
Also use shorts instead of ints for the index data, since index arrays are limited anyhow.
2004-06-30 13:41:19 +00:00
09d3007b71 Two stupid fixes for warnings:
First one was for drawview.c I gave some types to things that didn't have them
example
-static void view3d_panel_background(cntrl)     // VIEW3D_HANDLER_BACKGROUND
+static void view3d_panel_background(short cntrl)       // VIEW3D_HANDLER_BACKGR

For edit.c I added a newline to the end of the file.

Weee

Kent
2004-06-29 20:34:10 +00:00
7000bebc4b - added octal tree node optimalization of MetaBall polygonisation
polygonization of 512 MetaBalls:
   - version 2.33a:      76 s
   - current cvs version 8 s

- button "Never" is added in button window: Metaballs are polygonized only during render time (it is useful for particle animation) http://e-learning.vslib.cz/hnidek/misc/bowl_metaballs.blend
2004-06-29 17:10:13 +00:00
b460748777 Metaball normals were flipped again... thanks jiri for pointing me to it... 2004-06-28 11:14:58 +00:00
7febd4547d Finally, fixed the evil dll problem. It works now
on my win32 box with my tests without crashing.
But be aware! There may be more of them watching
us, waiting for a moment of distraction, nobody
is safe.
2004-06-27 20:10:20 +00:00
b8f73db964 added fflush(stdout) for printf updates while calculating particles 2004-06-27 14:05:08 +00:00
e750478ce3 The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7

The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:

http://download.blender.org/demo/test/

Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
  So empty objects are typical for it.

Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
2004-06-26 18:18:11 +00:00
263d0823d3 Changes in code to allow double sided energy, but it's not possible
to activate it. Added comment in code how to enable it for those who
like to play (search for translu)

What doesnt work - according to me not satisfying - is fact that radiosity
hemicubes alias badly on short distances, so interior light doesn't spread
well.
2004-06-26 18:03:57 +00:00
2a6c8a2797 - added support for getting worlspace and localspace matrices from objects through python. Add cvars matrixWorld/matrixLocal.
- credits to Campbell Barton
2004-06-26 14:38:56 +00:00
4c53f38756 Minor Fixes:
Better use of booleans for python
#include fixes for Windows
Python Doc fixes
Use the farthest vertex as the face position when z sorting faces. (Camera is on -z axis!)
2004-06-26 09:15:41 +00:00
f69cc652e2 minor changes to sync with yafray cvs interface, getting closer
to the clean msvc build.
2004-06-24 21:17:52 +00:00
855c6861ef The other fix for drawing XOR lines, now for dragging window edges too.
Main 'improvement' is it not using the gl_util function, but drawing it all
itself, and thus minimizing the amount of flush calls (factor 4).
2004-06-24 15:12:45 +00:00
d5b4fb5736 Scripts:
- Added KlopUtils by Carlos Lopez and Batch Object Name Edit by Campbell Barton (thanks both!)

BPython:
- Fixed things I recently broke in Blender.sys, added Blender.sys.join(dir, file)
- doc and other minor updates
2004-06-24 15:03:08 +00:00
e306beec04 Screen edge split routine now uses 4 times less glFlush calls.
Is a testing commit... might be removed or further worked out.
2004-06-24 14:53:00 +00:00
61efb63b0c BPython:
- Added function Blender.Save(filename) to save .blend files.
- Added scriptlink-related methods (get, clear, add) to Scene and Materials.  Will still add method remove and add these methods to World, Object, Camera and Lamp.
- Updates and small fixes in docs.
2004-06-24 09:43:13 +00:00
8a0cd0bc97 Added another Sequence effect: the wellknown Glow effect. 2004-06-23 22:11:57 +00:00
eec72e3d4b Feature requests:
- usage of relative paths "//" now can be controlled with a button in the
  fileselect header
- relative path support added for linked Library files

Note: in oops window you can see the library file names, select the last
icon button in header to show the blocks.
2004-06-23 18:48:55 +00:00