* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.
* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...
* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).
* File writing code should now only write the new data to files
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
Another one back: editcurve.c
- removed global editNurb everywhere
(cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
Curve struct
- editmode in/out works, mouse/border select works
Cleanup:
- Makefile was using confused link order, now all intern and
and extern libs are put after blender and editor libs
- Old stubs.c in editors/screen removed. The leftover python
stubs calls were moved to python module.
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
- the number of segments was always 1 too many on cyclic curves.
- [#17739] - normals were not being calculated when rendering curves.
Replaced macro DL_SURFINDEX with a function. it that assumes variable names and could break from the loop that called it.
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
removed calc_curve_subdiv_radius(), curve radius is now calculated the same way as tilt.
Added radius interpolation menu matching tilt interpolation, needed to add "Ease" interpolation type to keep 2.47 curves looking the same.
this way each edge/segment gets the same number of points matching the resolution value.
before, a nurbs curve would have the same number of points no matter if it was cyclic or not.
This will make slight changes to objects on an animated path, but only noticable if the path has a low resolution.
bug [#11744] NurbCurve Radius incorrect - now dosnt show bad results with order 4 on non-cyclic curve.
* when check_valid_nurb_u/v fails, no curve is allocated or drawn.
* knotsu/v could be NULL but some functions didn't check for this, make sure this is checked for everywhere.
* The interface didnt change check the order when the bezier u/v flag was set, added functions clamp_nurb_order_u/v that takes into accound the number of points and the bezier u/v flag.
the problem was that the buttons would use the first nurb if there was no 'lastnu', but the makeknots function only checked for lastnu. this meant the knots would not get re-allocated on
values would be written outside the array.
added checks for a nurbes orderu being larger then pntsu.
This has the same effect as the curve having only 1 point. (its display list is not generated
but it is still added but a dummy displist with zero points is made)
memcpy was also being used where the memory overlaped (probably worked in most cases but this is incorrect and valgrind complained), use memmove
instead.
This time is was due to different accuracy of floating point computation,
now it uses does a comparison a bit different to avoid this.
Also changed the vectoquat function to be threadsafe.
* Most were uninitialised vars
* Fixed whitespace in a few places
* The change I made in rendercore.c -> do_bake_shade() was for an uninitialised var, but I hope it does't cause any rendering errors...
Just a quickie feature I needed here at work- the previous linear
interpolation of tilt in curves can give nasty pinching problems
when trying to do flowing curves like a ribbon. This commit lets
you choose the interpolation type, between Linear, Cardinal, and
BSpline. The code was already set up for it pretty easily, mainly
needed to make the choice visible to the user.
Example:
http://mke3.net/blender/devel/etc/tilt_interp_types.png
Works on selected curve 'lines', menu in 'curve tools' panel in
edit mode.
This commit refactors curve selection system to use certain curve selections
functions that encapsulate setting of selection flags. New function to select
adjacent control points was introduced too. Refactoring made it possible to
simplify certain existing selection functions quite a bit.
New functionality was delivered as well. Select more/less works now with NURBS
as expected. Also two new curve selection functions were added: Select Every Nth
and Select Random.
See http://wiki.blender.org/index.php/BlenderDev/Curve_Selection_Tools for
further information.
curve - added curve_type() to return the curve type
BPyModule & gen_library - works with text3d now, can also make new text3d through bpy.curves.new
Added Draw.Label() so scripts can draw can using freetype.
widgetwizard - use Draw.Label
(saved files cannot read back, they crash).
The implementation of this option was plain accident that it even worked
once... you cannot use the API in blender that way.
Log again:
Log:
1)
Bugfix: Beziers in curve didn't calculate the tilt values correctly for
the endpoint and not for all handle types. That way deforming curves didn't
extend the tilted deform either. (IRC report by Jahka)
2)
If you setup a Proxy for Armatures, the protected bones now have an error
pupup for buttons and for some of the tools in 3d window (constraint edit
mostly).
Also the Bones Panel shows a note when the bone is not editable.
really cool to get this working solidly, but there are many potential problems with the
triangle face creation across the flat surfaces, especially when there are holes inside
the curves. Maybe this could be a fun project for someone better at this than I? :)
Taper object curves still cause similar problems...
* Made the curve radius affect the 'Nsize' curve normal drawing too, so you don't need a
bevel to see the value.
They're getting rare, but here's another bugfix from issue since NaN days:
Orco texture coordinates for surfaces didn't work *at all*!
(Try 2 nurbs spheres in 1 object). Fixed!