Commit Graph

3399 Commits

Author SHA1 Message Date
0f279e61ed Extrude normal correction part #4!
It works OK for faces extrude, but with only edges it should work too. :)
2005-04-15 21:33:41 +00:00
f6977da8e2 Another attempt to make extrude deliver correct normals.
Rule is flipped when it doesn't extrude a 'volume', in that case normals
point outside based on extruding in direction of original normals.
2005-04-15 20:29:08 +00:00
ca9e54b6aa Fixes timecode to run frames 0 to (fps-1) rather than 1 to fps 2005-04-15 13:38:27 +00:00
baa0b8ce25 Similar to last commit, This initializes the pd pointer if it is null for Particle interaction. for all the PI functions 2005-04-14 20:41:02 +00:00
95994e937f This commit initializes the softbody pointer if it is accessed through python and has not yet been set up. 2005-04-14 20:11:10 +00:00
4108a47720 Adds getTimeCode() to Rendering Context so that you can get current frame in HH:MM:SS:FF string format 2005-04-14 18:27:11 +00:00
442f0d1411 Adds API for Particle Interaction Settings and Softbody Settings
Also adds docs for above API.

My testing cases seem to work fine. Please test to make sure I have not
missed anything!

Stivs, I got ascotan's signoff on thses. But please make any adjustments that
you deem needed.

Johnny
2005-04-14 17:56:37 +00:00
71f619cd23 - make sure object outline doesn't get drawn in faceselect mode 2005-04-14 13:46:49 +00:00
11ef47407d - bug fix, tface flags weren't checked correctly for INVISIBLE
- bug fix, tfaces weren't accessed correctly in presence of hidden/invis.
2005-04-14 13:46:05 +00:00
Chris Want
4741ad101a Having come to understand the nature of bug #1576 a little better,
I can now say that I declared it fixed erroneously before, and
I hope that when I call it fixed now it can really, truly be laid
to rest.

Sometimes when you escape a transform on an object that is the
target of an IK constraint on an armature bone, the rotations were
not restored correctly on the bones in the IK chain. This commit
fixes this problem in a rather brute force manner.
2005-04-14 03:11:41 +00:00
f2678b8dac hum ..
turned off quad optimization, which is a bug IMHO, since breaking a quad it 2
faces always needs a test on both faces
2005-04-13 20:32:28 +00:00
4714432110 Little cleanup in code to detect correct normal directions on extrude.
It also now inverts normals of copied faces for extrude, provided the
originals remain there.
2005-04-13 19:34:29 +00:00
f5cb2db604 Ack! Found out the bugfix commit #2411 was accidentally still calling to do
all actions (in all objects) instead of only the ones parented to
particle system.
2005-04-13 19:26:38 +00:00
c3221bac83 Two small corrections for subsurf + wire render;
- when edges data exists, it skips adding faces to renderlist
- edges are rendered according to "Optimal" subsurf setting
2005-04-13 14:03:10 +00:00
84359bf996 im going to dig a hole to hide in
beginners standard typo did break particles
2005-04-13 12:18:58 +00:00
48c5b10ea1 - quick fix for bug #2412, render normal was not initialized for mesh
edges. fix by average two edge endpoint vertex normals.
2005-04-13 12:06:59 +00:00
9b354599e0 - fix for bug #2385, mesh outline wasn't drawing in potatoe mode 2005-04-13 11:46:46 +00:00
22ccdea4d3 Rather give a pointer to a local copy of vital data to pdDoDeflection()
in sb_deflect_particle() than a pointer to data.

Changed de-swamping in sb collision to move along face normal.
2005-04-13 07:51:06 +00:00
c7b82c40c2 Did put softbody time scaling stuff to functions,
so we can decide later what proper timing is meant to be.
i've prepared something in static float sb_time_scale(Object *ob) [softbody.c] (ton :) )

'hacked in' particle collision system to match softbodies needs
naa .. i don't realy like the hack to int pdDoDeflection(..) in kernel .. effect.c  (but it works :) )
so .. until we'll have a 'nice' collision detector this is what 'softbodies simulator can live with'
did not remove intentionally test function static int sb_deflect_test(..) for further discussions

http://mitglied.lycos.de/mosebjorn/hidden/  sbcol6.blend should work for a while
2005-04-12 21:36:21 +00:00
14fe1cb215 Bug fix #2438
Snapping code checked for Hooks in object, but forgot to check first if
the Hook->parent existed. Crashed on 'empty' hooks.
2005-04-12 11:53:46 +00:00
5f237e67cc Bug fix #2323
The addition in 2.36 to correct bumpmapping for View and Object rotation,
made many nice bumpmap setups in older files less nice. Especially apparent
when you apply "flipped" mappings in "Map Input" Panel, like map the X to Z
and the Z to X. A correction then gives wrong results.

Since the "correct bumpmapping" is actually a new option, causing extra
rendertime too, I've made it an option now. With the "Map To" Panel being
fully used, I've put the new button option (temporally I hope) in the first
"Texture" Panel in material context.

Will be updated in release log page!
2005-04-12 11:45:06 +00:00
1bde293997 Bug fix #2394
While in camera view, going to local axis rotation (R, X, X) the view
became instable. Was still using the view3d view matrix, instead of
initialized TransInfo->viewmat.

Martin; you could check on the mouse motion in this case, for some reason
it only uses horizontal motion?

ALso; renamed button in InfoWindow "Disable sound" to "Disable Game Sound".
2005-04-12 10:08:04 +00:00
8be210bd7e Quick fix for bug #2393 (same as #2218), deformed meshes were not transformed
correctly anymore because of changes in other blender code.
2005-04-11 23:23:25 +00:00
2123721b5b Transform constraints with Ykey were mixed up, setting text to global
instead of local and vice versa.

Thanks to GSR's email for helping me notice that.
2005-04-11 22:29:20 +00:00
a3e5727f75 Small transform fixes.
Rotation acted weird in perspective mode. Works much better using viewinv
instead of persinv to get the rotation axis. What would be even better is
using real view vector depending on transformation center (with
getViewVector), but that can wait a bit.

Meta Element resize needed some code to reset radius changes or axis size
changes when switching from one to the other (my fault, I didn't think of this
when telling Jiri how to implement it).
2005-04-11 21:19:38 +00:00
78939c0cc0 - It is possible to scale radius of MetaElem again.
- It is possible to change dx, dy and dz params in 3Dview with manipulators
    or with some shortcuts (S-X, S-Y, S-Z).
 - User can scale stiffness when green circle is selected.
 - MetaElem is selected with RMB click at green or red circle, then user can
    grab or rotate with MetaElem as usual.

 - Screenshot:
    http://e-learning.vslib.cz/~hnidek/pics/scale_stiffness.jpg

 - Captured video:
    http://e-learning.vslib.cz/~hnidek/captured-videos/scale_stiffness.avi
2005-04-11 19:31:05 +00:00
52b7b978e3 Bug fix #2411
(Looks like big commit, but is mostly just change of API call!)

Particle emittors now can be parented to an armature Bone, and give the
correct path for each particle. Note that this doesn't work for deform!
And, for each particle the entire armature is evaluated, all actions and
NLA strips.

It used to work a little while BTW, but the code just called ALL armatures
and made ALL deforms again. Was quite slow... thats why the API call
change: do_all_actions() now accepts Object * to only do that one. With
a NULL it now does all still. Will disapppear in recode of course...
2005-04-11 17:55:20 +00:00
bb9548fd16 Silly pointer set on wrong place in code, caused Bones transform in
PoseMode not to work on branched armatures with multiple selected.

Thanks Richie for the test file!
2005-04-11 15:14:07 +00:00
8eaef2525f Bug fix #2413
Usage of uninitialezed pointer in 'extrude edges only' could crash.
2005-04-11 14:01:34 +00:00
618ac4a4e9 Bug fix #2415
Envmap rendering was using Gauss filtering, causing dark outlines in edges
of cube pictures. Now it temporally disables gauss in envmap render, which
isn't really noticable since the pics are filtered + gaussed anyway in the
end result.
2005-04-11 13:49:05 +00:00
cfc9a56f0d Bug fix #2428
The "Separate" and "Split" commands in editmode Mesh didn't take loose
edges into account correctly (leaving them in). These edges now get
removed correctly.

Note; this changes the tool XKEY "Delete->Faces" slightly. This already
removed entire faces and loose selected vertices. Now also removes loose
selected edges. More consistant, but maybe a bit confusing...
2005-04-11 10:45:20 +00:00
f08c0f388a Bug fix #2431
Underflow case in Blinn spec... resulting in large negative values to be
returned in certain cases, causing (again!) black dots.
Thanks randall for clear report with nice demo file. :)
2005-04-11 10:20:17 +00:00
4f55dd8c91 Bug fix #2424
With a sun lamp shining exact perpendicular to a face, the result was
undefined (black or full lit). Was caused by using acos() without checking
the input range. Float calculus can result in small under or overflows...
therefore: always use the arithb.c function saacos() !!!

Found more acos() usage in rendercore (in blinn and arealight too), removed
all of them. Might solve the white or black dots people were complaining
about?
2005-04-11 08:49:42 +00:00
218ee423d9 Resize didn't work with bezier handles correctly. That is because bezier has preleminary work for Individual Center in edit mode.
While I was there, I cleaned up individual center a bit, it was messing with helpline.

For fun, set the center mode to Individual Center, create a bezier circle, change handle to free (H) and Resize or Rotate. Fun isn't it! :)
2005-04-10 20:09:31 +00:00
4ea8947ea7 Merged all the internal transform includes into transform.h and moves it to /src to /include.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
2005-04-10 18:33:19 +00:00
6fa9f9b7f5 - don't apply creasing to edges with no adjacent faces... things
go wacky.
2005-04-10 15:04:52 +00:00
6fabf998e8 - bug fix #2433, mesh not drawn correctly when only edges
(and Mesh.medge).
2005-04-10 14:31:04 +00:00
Stephen Swaney
e8a6bf6fb9 Bugfix for disappearing hilight bug and code re-org for text editor
from Ricki Myers (themyers).

Comes with nice juicy commit msg, too!

- source/blender/blenkernel/BKE_text.h

	- Removed indent_paste, uncommen, unindent_lines, comment_paste,
	uncomment_paste, uncomment, set_tabs.

	All these functions cut and re-added text (I felt this was
	unsafe). whicch is was caused the highlight loss.


	- Now the only functions are Indent, Unindent, comment, uncomment,
	  setcurr_tab. 	All these functions only take one @parm (struct Text)

	-indent(struct Text *text)
		copy's the selected text in a MEM_mallocN line by line added a
		tab at the begginning

	- Unindent(struct Text *text)
		Tests if current line starts with a tab.
		if TAB remove it
	- comment(struct Text *text)
		copy's the selected text in a MEM_mallocN and adding a # at the begginning

	- Uncomment(struct Text *text)
		Tests if current line starts with a #.
		if # remove it

	- setcurr_tab (Text *text)
		Checks for Tabs pri. to any text
		if : is found and not in a comment then Tabs is increased by one
		if "return", "break", "pass" is found then Tabs is decreased

- blender/source/blender/src/header_text.c

	Changed:	txt_cut_sel(text);
			indent_paste(text);
	TO:
			txt_order_cursors(text);
			indent(text);
	* no more cutting of the text

- source/blender/src/drawtext.c

	set_tabs(Text *text) just calls setcurr_tab(text);
2005-04-10 14:01:41 +00:00
28064baa5c Uncommitted my last commit. 2005-04-10 08:46:47 +00:00
b1675a345a - made shadedisplist not free all object displist data...
this messed with data caches which messed with assumptions made
   by drawing code (and was just silly not to mention). here
   be dragons...
2005-04-10 00:00:34 +00:00
Chris Want
ae91ba8ba6 Fix for bug #1576.
Constraints on bones that point to objects/bones outside of
an armature weren't working. The figure_pose_updating()
does a bunch of flagging based on the constraints on the
scene to figure out what armatures/bones need updating
(even when it is not the armature that is being manipulated).
2005-04-09 23:38:35 +00:00
Chris Want
6275dd5b14 Clean up for Makefiles: some of the directories were being printed
wrong (e.g., "/Fuzzics" and "/Joystick", and some of  the solid stuff).
This was particularly noticable during "make clean".
2005-04-09 22:40:34 +00:00
9b81d8f84c Added console printout when rendering in parts, to keep track of progress.
Requested by Relic.
2005-04-09 09:18:32 +00:00
a74684cd6f - bug fix #2400 (I forgot to add some parameters in uiDefButF() function)
https://projects.blender.org/tracker/index.php?func=detail&aid=2400&group_id=9&atid=125
2005-04-08 10:30:46 +00:00
dac6c90742 Toggle between Connected and Normal PET.
Alt-C during transform (hotkey subject to change)

No visual clue right now other than what is transformed and it gets resetted everytime (not kept as a global flag).

So, still a lot to do regarding that.
2005-04-07 18:28:41 +00:00
17db0f5cd5 - fix for crash in separate_mesh... thats some pretty nasty code 2005-04-06 17:21:49 +00:00
982cd94269 Fixed uninitialized causing almost infinite loop.
Wind is media friction now, to have consitent relaxing when the squall is gone, fixed direrction.
2005-04-06 10:29:04 +00:00
331c25dda4 fixed small glitch multiplying nodemass twice (thanks ton)
claened up sbObjectStep(...) to follow 'time step rules'
added really care for framerate in scene
renamed arguments in softbody_calc_forces(...); and softbody_apply_forces(...); for better reading
fixed particle integration to be ODE solver compatible
2005-04-05 20:28:32 +00:00
7bb97ac815 Added OPENGL includes to this one as well.
Kent
2005-04-05 15:06:41 +00:00
6bf71582b9 Adds OpenGL includes for details see:
http://projects.blender.org/tracker/index.php?func=detail&aid=2387&group_id=9&atid=127

Kent
2005-04-05 15:02:21 +00:00