Commit Graph

18 Commits

Author SHA1 Message Date
e2d577de9e initial commit of the fluid simulator.
Ton reviewed and gave his blessing.
Zr, can you have a look ?

see :
http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9

for initial comments.

N_T : the solver itself (elbeem) needs some works to get rid of
warnings
2005-09-18 13:27:12 +00:00
b12f801681 updates to the OS X build system :
- XCode project
- Scons :
    scons stopped working for Os X in the last month (dont know when) :

     * the '.' and '..' keywords in CCPPATH
          are not recognized anymore for sconscripts compiling files at
          a sub level
     * when doing a scons clean, the 3 subdirs in build dir are removed
      and scons then fail to recreate them (exten, intern, source)

this commit solve the first problem as a temp workaround
for the latter simply recreate the dirs manually

I will investigate that further when on vacations,  which i should already
 be.
 ;(

all 3 build systems are now working on Os X
2005-08-04 16:05:28 +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
ea52177b27 Added ../../../intern/decimation/extern to CPPPATH 2005-07-26 13:15:29 +00:00
1df154d140 - split {curve,lattice,armature}_deform_verts out of mesh_deform
- removed mesh_deform (merge into mesh_modifier)
 - switch python lattice_apply function to use object_apply_deform,
   this isn't exactly equivalent but the python system shouldn't
   have been calling that deep into the kernel anyway.

New feature: Modifier stack
 - added Object.modifiers (list of ModifierData elements)
 - added DNA_modifier_types.h
     o contains type definition for the file data for the various
       modifier types
 - added BKE_modifier.h
     o contains modifierType_get_info (access to modifier type registry)
     o structs and defines for runtime modifier usage
 - updated mesh_calc_modifiers to evaluate modifier stack (note that
   for the time being it also evaluates the old style modifiers so files
   should load and work as normal).
 - add file handling modifier code (todo: don't replicate on object copy)
 - add modifier stack UI code (lives in object panel)


Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.

Todo:
 - DEP graph updating does not work correctly yet, so you generally have
   to tab cycle to see results.
 - editmode calculation does not use modifier stack.
 - bug fixes (there must be a few in there somewhere)
2005-07-19 20:14:17 +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
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
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
876d8ef7b5 - removed subsurf.c from SConscript 2005-04-04 04:21:01 +00:00
Stephen Swaney
51ca37b995 add new file DerivedMesh.c 2005-03-28 02:05:36 +00:00
Stephen Swaney
cda3383189 add files for Daniel Dunbar's new CCGSUBSURFLIB work to SCons build.
This commit *only* adds the new files.

Since this is an experimental feature, it is NOT enabled by default.

At the moment, you can turn it on by editing the toplevel SConstruct
file.  NOTE:  this is a hack.  it will be done properly later!

To enable this experimental feature,
add the following line after the line that starts with 'extra_flags = ['

    extra_flags.append( '-DUSE_CCGSUBSURFLIB' )
2005-03-22 07:45:20 +00:00
f2b785296e Added 2 files for softbody plus sconscript! 2004-10-01 14:10:30 +00:00
4b544c75c0 blenderplayer target for SCons.
Would someone on MacOSX please check the bundle creation.
2004-06-04 12:58:46 +00:00
d5fde6c48b Added #!/usr/bin/python standard script identifier to the start of SConscript files.
Makes text editors identify SConscripts as Python, and syntax highlight properly.
2004-05-16 13:07:20 +00:00
70a4ead0ae SCons updates
* Blender static now links. By default this option is disabled on all
  platforms. Simply set the option in config.opts to 'true'.
* Added the following flags to config.opts:
  - HOST_CC.    This is the C compiler for the host platform. This value is the
                same as TARGET_CC when not cross compiling.
  - HOST_CXX.   This is the C++ compiler for the host platform. This value is
                the same as TARGET_CXX when not cross compiling.
  - TARGET_CC.  This is the C compiler for the target platform.
  - TARGET_CXX. This is the C++ compiler for the target platform.
  - TARGET_AR.  This is the linker command for linking libraries.
  - PATH        This is the standard search path
  All SConscript files have been updated to reflect these changes. Now it's
  possible to change only the root SConstruct file, and all compiler specific
  variables are passed automatically to all SConscript files. Of course, this
  does not apply to makesdna because there the host and target platform is
  different from all other libraries.
  To pass a variable that applies to all platforms, all we now have to do is
  set the correct value in library_env


Note: as usual, to get the latest options in the config.opts file, first
      remove your version.
2004-02-29 21:40:48 +00:00
874d454d67 SCons updates
* Removed the I18N_DEFINES from the config.opts file. This define is not a
  user setting. The defines depend on what options the user enables in the top
  of the config.opts file (USE_INTERNATIONAL).
* Moved the defines to the correct SConscript files.
  Only the relevant libraries now use these defines.
* Windows fix for the python settings. There were missing brackets [ and ] for
  these settings.
2004-02-23 14:39:08 +00:00
9330e553e8 SCons updates
* libraries are now generated in [BUILD_DIR]/lib
* passed the user_options to all libraries now.
  This means I could remove a couple of Export/Import lines.
* Changed the order in source/blender/src/SConscript and
  source/gameengine/SConscript.
  All libraries are now sorted alphabetically. This has no impact on the build
  process.
2004-02-15 19:25:32 +00:00
d3e1fc8870 SCons build system files added.
You'll need SCons (www.scons.org) to build.
Platforms currently working:
* Linux (me)
  - options for quicktime, openal and international disabled
  - uses the system libs and include files for building - no option to build
    with the precompiled libraries yet.
* Windows (jesterKing)
  - builds with quicktime (optional)
  - builds with openal (optional)
  - builds with international support (optional)
  - Use the DOS box to build
  - builds with precompiled libraries
* Irix (Hos)
  - Uses default Irix compiler
  - Not all optimization levels correct yet
  - options for quicktime, openal and international disabled
  - builds with precompiled libraries
* Cygwin (me)
  - has a problem in the linking stage
  - uses free build tools (gcc)
  - options for quicktime, openal and international disabled
  - uses the system libs and include files for building - no option to build
    with the precompiled libraries yet.
* MacOS (sgefant)
  - builds with quicktime (optional)
  - options for openal and international disabled
  - builds a nice bundle
  - builds with precompiled libraries

Thanks to IanWill for a bugfix in the Linux build.
Note: This is a work in progress. A lot still has to be done - for example the
      optional parts are only to be enabled by directly setting 'true' or
      'false' in the SConstruct file. This needs to be moved to a user config
      file. Also, the .o/.obj files are stored in the source tree. This needs
      to be fixed as well.
      The game engine is not yet built.
2004-01-04 21:11:59 +00:00