Commit Graph

18266 Commits

Author SHA1 Message Date
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
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
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
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
0f3303b7c5 Fix for zlib with MSVC/SCONS. Should compile now. This does not fix the bullet issues yet. But with this Blender should compile without the gameengine. 2005-07-28 18:11:10 +00:00
d501f56e96 Bugfix #2875
Removed old code that was used when the global undo still saved files. It
was restoring pointers in the UI based on names, which gave confusing
results when loading the quit.blend file (actually undobuffer).
Instead it should treat the quit.blend same as "Load without UI" option.
2005-07-28 11:05:21 +00:00
4cc96528b8 Nice time saver for Armatures: Introduced Bone type "Hinge", which doesn't
inherit pose rotation/scale from its parent pose-channel.
Button is available in Editing Buttons for PoseMode as well as EditMode.

Aim is to reduce overhead of Constraint usage (copy location).

(in object.c I removed old code for IK)
2005-07-28 10:01:10 +00:00
539a9ad08f Part of a fix to the makefiles for compiling the new ZLib stuff. This
seemed to do the trick for me, however a game engine error has prevented me
from compiling to test. Anyone who has time to test compiling it would be
appreciated.
2005-07-28 00:13:18 +00:00
4b1588e277 - update storage.c to use standard time codes (should fix issue
with MSVS 8)
 - broke mesh_create_shadedColors out of shadeDispList, used to
   build vertex colors for mesh in vpaint as well (also fixed
   bug where they were not initialized correctly for subsurfs)
 - added modifier_copyData and modifier_findByType functions
 - change editmode modifiers to only calculate if Realtime and
   Editmode bits are both set, makes more sense for copying
   modifiers
 - update object_copy to correctly copy modifiers
 - removed duplicate redefinition of ME_ attributes in python,
   this is a horrible idea, why was it done in the first place?
 - update armature auto vertex group code to check for subsurf
   in modifier stack
 - fixed flip_subdivision to work with move to modifier stack
 - added copymenu_modifiers, can copy all modifiers or just
   data from first modifier of a certain type (not sure how
   to deal with multiple modifiers of same type... not
   a big issue though I think)
2005-07-27 20:16:41 +00:00
410512e265 Patch provided by Shaul Kedem: Compressed files are back!
He even made a nice doc in wiki:
http://wiki.blender.org/bin/view.pl/Blenderdev/Blendgz

Usage: set the option "Compress File" in the main "File" pulldown menu.
This setting is a user-def, meaning it is not changed on reading files.
If you want it default, save it with CTRL+U.

The longest debate went over the file naming convention. Shaul started
with .blend.gz files, which gave issues in Blender because of the code
hanging out everywhere that detects blender files, and that appends the
.blend extension if needed.

Daniel Dunbar proposed to just save it as .blend, and not bother users
with such details. This is indeed the most elegant solution, with as
only drawback that old Blender executables cannot read it.
This drawback isn't very relevant at the moment, since we're heading
towards a release that isn't upward compatible anyway... the recode
going on on Meshes, Modfiers, Armatures, Poses, Actions, NLA already
have upward compatibility issues.
We might check - during the next month(s) - on a builtin system to
warn users in the future when we change things that make a file risky
to read in an older release.
2005-07-27 19:46:06 +00:00
2e73199ea7 Image memory garbage collection:
clock seemed to work weird on some machine, switching to PIL_check_seconds_timer.
It's more in line with the rest of Blender anyway.
2005-07-27 07:43:48 +00:00
fe30da1775 Image memory garbage collection wasn't working correctly due to a poorly constructed if clause (it was collecting only images marked as NO_COLLECT, which only happens with Python loaded images).
Another problem now is that the userpref values aren't correctly saved in .b.blend, they always reset to the default. Will look into that.
2005-07-27 06:21:50 +00:00
c25b7117d0 - decimator modifier was giving wrong # of verts when a previous
modifier was active
2005-07-26 23:38:26 +00:00
ea52177b27 Added ../../../intern/decimation/extern to CPPPATH 2005-07-26 13:15:29 +00:00
4b69bcc7ad Added correct call to have curve paths calculated, when the anim system
discovers it wasn't done yet. Needs displist now, not calc-path. :)

Solves reported bug in regression file bowl.blend (camera didnt move) and
errors in NLA stride paths.
2005-07-26 09:21:20 +00:00
8564169543 - added decimation include dir to makefiles 2005-07-26 06:46:21 +00:00
2c20d7529a - bugfix, mirror modifier didn't copy deformed vertex cos for shared
verts
2005-07-26 06:39:58 +00:00
951a4934b0 - added wave modifier & removed old wave effect
- added decimate modifier & removed old decimate interface
   (currently lacks warning about destroying data, and there needs
   to be a way for modifiers to return errors back to the interface)
 - allow applyModifier to return NULL to indicate error
 - unfortunately new decimate modifier means it does not know exact
   number of faces in mesh (other modifiers may come before) and so
   instead interface uses a percentage. if people need exact face
   count slider then I will have to think of some hack to fit this
   in. note that it does display the output face count so its possible
   to tweak the pct to get what you want regardless.
 - removed python Wave object

If you are bored now how much easier it is to implement something
like decimate as a modifier. Very few changes to interface, very
few entry points.
2005-07-26 02:44:59 +00:00
ee8e41c65a - added apply button for individual modifiers 2005-07-26 00:45:19 +00:00
b52d31965a - removed internal functions from effect header
- made particle system generation use its own RNG object,
   keeps it safe against varying calculation order in the renderer

Still a funny bug where having a material on a particle object
changes the particle locations (in renderer, not in interface...
bizarro)
2005-07-25 21:53:58 +00:00
e8347e8b28 - Dupliframes mball didn't work anymore (should be added to scene_update)
- restored nicer drawing for duplicator wireframe. Draws before selected,
  so you can see the duplicated object better
2005-07-25 21:38:13 +00:00
1295ed872c Regression file teapot.blend didn't render... this due to a hack removal of
a month ago (trying to cope with vertexcolor 'paint' and 'light'.)
Forgot to add the correct check for calculaing UV texture coords, needed to
have vertexcolor 'paint' working.
2005-07-25 09:19:23 +00:00
0a6ca24661 - warning fixes
- rare bug in calc_vertexnormals, fourth vertex normal was not flipped
   correctly (found thanks to my new auto regression test script)
2005-07-24 19:13:27 +00:00
13e6257ddf - switch displistmesh_to_mesh to just dupalloc the mface's
- added verteCos argument to sbObjectReset, lack of this was
   causing softbody objects to not be initialized with deform
 - made convert-to-mesh option call DAG_scene_sort, prevents
   crashes due to obsolete object pointer
2005-07-24 18:16:40 +00:00
aefd9e462f When entering editmode on Armature, the Pose now defaults to a correct
restposition, also for deform and bone childs.
2005-07-24 15:16:37 +00:00
fcaaebb4f0 NLA strip option "Add" accidentally also added constraint ipo values.
Result was characters going bezerk! By definition, pose blending now only
adds loc/rot/size, not constraint strength values.
2005-07-24 13:30:44 +00:00
4d273d8d5b Armature-Pose IK goodies!
- Added option to the IK buttons, to have it use the 'tip' as end of the
  IK chain. I never really understood this old convention (IK didn't work
  on the Bone itself).
  Old files still will read OK though. But I made the "To Tip" a default
  when adding new IK constraints.

- Hotkey CTRL+I: add IK, with option to have it adding an Empty target,
  or use a selected Bone as target. With the new non-modal PoseMode, it
  gives instant access to playing with the IK chain.

- Hotkey ALT+I: clears IK, on all selected Bones

- Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
2005-07-24 11:36:05 +00:00
e331e68b57 - added ModifierData flag, is modifier enabled in editmode
- added modifier type flag: should modifier be enabled by default for
   active in editmode
 - added subsurf "debug incremental" option instead of G.rt==52 (it becomes
   a slightly useful feature now for debugging how well a modifier works
   with incremental subsurf... maybe important for future python modifier
   developers)
 - shuffled modifier button layout just to keep people guessing
 - switched back to drawing editmesh face centers not through derivedmesh,
   I didn't think this one through, forgot that centers were also used for
   selection. have to think about what to do about this, should be either
   (a) don't draw centers with a cage active (optimal mode) or (b) come up
   with api to draw centers through derivedmesh and also handle selection.
 - changed recalc_editnormals to also follow the len(no)==0.0 use vertex
   co convention
2005-07-23 19:15:08 +00:00
fb651ddb4a - change mesh_calc_normals to set vertices with len(no)==0
to normalised coordinate (convention in blender, helps with
   halo)
 - removed vertexnormals(), vertexnormals_mesh()
 - removed CTX_NO_NOR_RECALC (always assume already calculated)
 - change NMesh.c to call mesh_calc_normals
 - chance load_editMesh to call mesh_calc_normals after done
   converting instead of using editmesh normals
 - update recalc_editnormals to also calc vertex normals (whats
   4 more adds and a sqrt among friends)

Its hard to believe, but it just might be the case that there
are only two places mesh normals are calculated now (renderer
and kernel)
2005-07-23 19:03:43 +00:00
948f27c0d8 Killed silly modal PoseMode mode! :)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
  for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
  with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
  time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
  Object's PoseMode

It was quite a lot recode, so tests & reports are welcome.

Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
2005-07-23 18:52:31 +00:00
42da62679f - removed mface->puno flags, was only used to flip normals in display
and this is better left to user (whee this was a fun commit! so
   much deleting!)
 - removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals)
2005-07-23 16:09:08 +00:00
32255b65df - added DerivedMesh.drawMapped{VertNormals,FaceNormals,FaceCenters}EM
functions and implementation for EditmeshDerivedMesh
 - switch drawobject to drawing normals/centers through the DerivedMesh
 - added G_DRAW_VNORMALS flag and button, implementation is not yet complete
   because editmesh normals are not updated regularly
 - switch editmesh draw buttons to use uiDefButBit (can't we get some
   monkey to convert all of the uiDefBut calls with TOG|BIT type? It
   makes grepping the source much nicer)
2005-07-23 07:45:39 +00:00
e125ed5958 - fix a bug with softbody, verts were copied out of order (meant
history was lost... I think, dunno this code well.)
 - commented out code to do merging of quad with 3 verts shared in
   mirror mode... didnt seem worth the effort and mesh still wasnt
   perfect afterwards
 - bug fix, indices for triangles were not swapped correctly in
   mirror, could lead to crash with subsurf in editmode
2005-07-23 06:05:29 +00:00
481a589ca6 - agh!!!! horrible code alert!!! pushdata/popdata in build_particle_system
actually copy Object data and then store it back later. Of course this
   means changes to object during the call are lost (and very hard to track
   down). Eekadoodle!

   Oh yeah, actual commit was to move call to fetch derived mesh above
   pushdata, because this call can alloc cache's in the Object (which won't
   get freed later if it is after pushdata)
2005-07-23 04:37:02 +00:00
7a6c4a23e7 - move build_particle_system to makeDispList, it was getting called
recursively in certain situations. needs review.
2005-07-22 22:01:39 +00:00
05d45b888b Motion blur didn't work for Object Ipos (rest worked OK), so simple
fix. :)

Also removed the ugly old 'update for newframe' from renderwin.c, the
new call scene_update_for_newframe() does it much friendlier.
2005-07-22 19:24:10 +00:00
cb3d0afd87 - moved mesh_getVertexCos to mesh.c and prototyped
- make mesh_modifier build vertex locations on demand
2005-07-22 17:03:50 +00:00
9e502dae6f - bug fix, old files with me->subdiv==0 crashed, fix to make sure they
don't crash and also changed patch to properly init SubsurfModifierData
2005-07-22 15:09:54 +00:00
e546e81762 - added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
 - added editmode versions of modifier deform/apply calls and flag
   to tag modifiers that support editmode
 - added isFinalCalc param to applyModifier, basically a switch to let
   subsurf know if it is calc'ng orco or not (so it can deal with cache
   appropriately). This is kinda hacky and perhaps I can come up with
   a better solution (its also a waste to do a complete subdivide just
   to get vertex locations).
 - changed ccgsubsurf to not preallocate hash's to be approximately correct
   size... this was probably not a big performance savings but means that
   the order of faces returned by the iterator can vary after the first
   call, this messes up orco calculation so dropped for time being.
 - minor bug fix, meshes with only key didn't get vertex normals correctly
   calc'd
 - updated editmesh derivedmesh to support auxiliary locations
 - changed mesh_calc_modifiers to alloc deformVerts on demand
 - added editmesh_calc_modifiers for calculating editmesh cage and final
   derivedmesh's
 - bug fix, update shadedisplist to always calc colors (even if totvert==0)
 - changed load_editMesh and make_edge to build me->medge even if totedge==0
   (incremental subsurf checks this)

todo: add drawFacesTex for ccgderivedmesh

So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.

Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).
2005-07-22 07:37:15 +00:00
4060b82567 - put {} around the various minmax defines... this was a nice bughunt 2005-07-22 05:03:04 +00:00
451161c29e - bump blender version
- warning fixes (unused vars)
 - added do_lib_versions for patches that need to happen
   after linking and updated some patches.

There are still issues where patches can go wrong, particularly
if an Object is linked from another file. However, this should
fix all crashes.
2005-07-21 22:34:01 +00:00
24f2b61fdb - add comments to BKE_DerivedMesh.h about which functions are called in editmode
- gcc warning fixes
 - start work to make CCGDerivedMesh able to run in object mode (hint: more
   speed improvements)
 - fix modifier move down tooltip
2005-07-21 21:19:38 +00:00
33709bf6e2 - shuffled editmesh derived function name/function
- added ModifierTypeInfo.freeData function
 - added modifier_{new,free] utility function
 - added ccgSubSurf_getUseAgeCounts to query info
 - removed subsurf modifier faking (ME_SUBSURF flag is no
   longer valid). subsurf modifier gets converted on file load
   although there is obscure linked mesh situation where this
   can go wrong, will fix shortly. this also means that some
   places in the code that test/copy subsurf settings are broken
   for the time being.
 - shuffled modifier calculation to be simpler. note that
   all modifiers are currently disabled in editmode (including
   subsurf). don't worry, will return shortly.
 - bug fix, build modifier didn't randomize meshes with only verts
 - cleaned up subsurf_ccg and adapted for future editmode modifier
   work
 - added editmesh.derived{Cage,Final}, not used yet
 - added SubsurfModifierData.{mCache,emCache}, will be used to cache
   subsurf instead of caching in derivedmesh itself
 - removed old subsurf buttons
 - added do_modifiers_buttons to handle modifier events
 - removed count_object counting of modifier (subsurfed) objects...
   this would be nice to add back at some point but requires care.
   probably requires rewrite of counting system.

New feature: Incremental Subsurf in Object Mode

The previous release introduce incremental subsurf calculation during
editmode but it was not turned on during object mode. In general it
does not make sense to have it always enabled during object mode because
it requires caching a fair amount of information about the mesh which
is a waste of memory unless the mesh is often recalculated.

However, for mesh's that have subsurfed armatures for example, or that
have other modifiers so that the mesh is essentially changing on every
frame, it makes a lot of sense to keep the subsurf'd object around and
that is what the new incremental subsurf modifier toggle is for. The
intent is that the user will enable this option for (a) a mesh that is
currently under active editing or (b) a mesh that is heavily updated
in the scene, such as a character.

I will try to write more about this feature for release, because it
has advantages and disadvantages that are not immediately obvious (the
first user reaction will be to turn it on for ever object, which is
probably not correct).
2005-07-21 20:30:33 +00:00
734d5b2dba - renderer always goes through DerivedMesh atm, means no need
to recalc vertex normals (can be assumed good)
2005-07-20 18:15:40 +00:00
bacb560634 - readfile incorrectly increased user count for Lattice & Curve
modifier objects
 - make unlink_object clear Lattice & Curve Modifier object references
 - add expand_modifiers for liblinking

There really needs to be a more consistent and unified way of dealing
with datablock references between objects. It should be possible to
make this generic so that lib_link, expand_, DEP graph, unlink,
oops and maybe outliner can use a single API. The code to deal with
this is too bulky and error prone at the moment.
2005-07-20 18:04:50 +00:00
dc232fda47 Wow! A new feature!
- made ModifierData.isDisabled optional
 - Added new modifier type: Mirror
    o modifier system isn't running in editmode yet so still
      don't have mirrored editing, but otherwise it is pretty
      cool. code even goes to tricks to make sure mirror join
      looks nice in degenerate cases.
    o this kind of commit is basically the upshot of all the
      previous commits - in that implementing a new modifier
      changes only about 3 files and still integrates nearly
      completely.
2005-07-20 07:11:26 +00:00
eb9d466b48 - orco fix for build effect, didn't copy input vertex cos over (duh!) 2005-07-20 04:56:15 +00:00
38e0d79e68 - for some reason mesh_create_derived_no_deform took the raw data (not
an object) but this is not going to work... I can't remember the reason
   I did it this way in the first place either! oops! regardless, switch
   to all mesh_ derived accessors taking object argument. there is still
   a bug in render orco calculation though. (hunt hunt)
 - removed python files that should have been ditched in previous commit
2005-07-20 04:44:02 +00:00