Commit Graph

16 Commits

Author SHA1 Message Date
ddcf56366d change customdata mask from an 'unsigned int' to an 'u_int64_t', since BMesh branch has run out of bits 2011-12-23 20:30:23 +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
5e41807135 Fix #27654: vertex parenting not working with constructive modifiers.
Vertex parents were not requesting the original index layer, now do this as
part of depsgraph building, and make constraints with vertex groups use the
same system. Fix is based on patch by Campbell, but with some changes.
2011-06-15 09:45:26 +00:00
Nathan Letwory
0ff06e21cd doxygen: blender/blenkernel tagged. 2011-02-27 20:40:57 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
106867910e use unsigned int for all layers. 2010-10-19 01:21:22 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
aa0aac706e 2.5
* Optimized RNA property lookups and path resolving, still can be
  much better, but now the 1000 IPO example on bf-taskforce25
  runs at reasonable speed.
* Also an optimization in the depsgraph when dealing with many
  objects, this was actually also a bottleneck here.
2009-06-19 23:05:21 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
13ec85aeb5 Bug #8950: dependency cycles weren't always printed correct. For
debugging, also added a name for each dependency relation, and when
a cycle is detected it now prints the full cycle to the console.
2008-04-15 13:07:56 +00:00
2145c35e12 Bugfix #5038
The "Copy Size" constraint was calling a where_is_object(), this caused
the depsgraph to mess up in very weird ways and rare occasions. In the
sample file it showed strange lags in bones for using the "Stride bone"
option.

While trying to locate the bug I've revisited the Pose depsgraph in detail,
trying to figure out how it can print possible cycle errors in dependency.
That has been added now too (in console). Unfortunately the bugreport
example had no cycle errors. :)
2006-11-01 11:26:16 +00:00
8b7c690a0b - assorted warning fixes (signedness, float->double)
- added decimate,boolean modifier copydata methods
2005-09-24 16:02:56 +00:00
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Stephen Swaney
a6bb0b7f79 fix 'no newline at end of file' warnings 2005-04-30 23:29:10 +00:00
79e333343b Dependency graph patch, provided by Jean-Luc Peuriere.
Works like a charm... well it now replaces the old base-sorting hack. :)
Next stage will be to define how to further integrate it. Plus some
minor code cleanups... static/internal functions versus external, etc.
2005-04-30 21:27:05 +00:00