Commit Graph

3441 Commits

Author SHA1 Message Date
bd9e896e96 2.5
View3D four-split: added box-clip for the three ortho
windows. Is all on by default, waiting for headers and
buttons to come back.

Also: hotkey for foursplit now also removes it (toggle)

Also: window_to_3d() function only did delta's, 
renamed it to window_to_3d_delta  and coded a 
real window_to_3d()
2009-01-20 18:31:11 +00:00
822203e4cf Animato - More work on Action Editor
* Added back Auto Preview-Range tool (i.e. set preview-range from keyframe extents)

* Restored delete keyframe tool. For now, this doesn't delete empty F-Curves, even though its keyframe-api counterpart still does. I still need to figure out how to do this in the best way.

* Fixed crashes when selecting keyframes in 'object' summary channels

* Removed prototypes for a few unused/depreceated functions...
2009-01-20 11:56:45 +00:00
e20e4a7afd 2.5
- Previewrender code back, commented out a lot of bad cruft,
  nothing works or is linked even!
- Added NC_GROUP notifier type, used in editgroup.c and 
  listened to in 3dview and outliner
2009-01-20 11:09:26 +00:00
8c479bc933 Animato - Restoring most of Action Editor
* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools 

* F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things.

* There are a few tools which are not available yet which were available in 2.5 before Animato was added:
- Copy/Paste
- Rearrange channels

Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow.

* Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
2009-01-20 11:07:42 +00:00
bc63213844 2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:

- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes

Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).

To see it work; also added new feature for region split, 
press SHIFT+ALT+CTRL+S for four-split. 
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.

Note about the code:
- currently view3d still stores some depricated settings, to
  convert from older files. Not all settings are copied over
  though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
  for it should keep track of that.

Bugfix in transform: quat initialize in operator-invoke missed
one zero.

Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
6d85a0feba 2.5
Transform orientations (Alt-Space and in header)

enum for transform operator parameter.
2009-01-18 21:36:38 +00:00
53ae509cc5 2.5 - AnimSys Data management stuff...
* 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
2009-01-18 10:41:45 +00:00
a6edbba8ec 2.5
- Added shift+d duplicate for object and editmode mesh.
  Note it uses WM_operator_name_call(), which is fine now,
  but in future might put again 2 undo's and operators on
  the stack. 
  Will have to spend some time on how Macros will work!

- added itterator CTX_selected_editable_objects()
  (named it first "edible" but that was too funny!)
  Also cleaned object_edit.c to use this correctly.

- added CTX_wm_view3d(), especially for hybrid tools
  that *can* use view3d, but don't have to.
  
- moved debug -d print for operators to the real invoke call
2009-01-17 18:35:33 +00:00
9b558b2116 Added a brush cursor to sculpt mode. 2009-01-17 03:31:56 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
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!).
2009-01-17 03:12:50 +00:00
ffeb60e1e5 Added a view3d function to read cached depth buffer, before was in sculpt.c where it didn't belong. 2009-01-16 01:56:11 +00:00
237cd7a7a7 2.5
- Depricated another bunch of globals; all the totobj,
  totmesh, totvert, and so on.
- All code that needs such totals now count it themselves,
  these stats were not supposed to be reliable
- Editmesh now stores and manages own totals.
- Todo: make a scene->stats that tracks notifiers.

Bugfix: selecting failed in editmesh, backbuffer stuff was
too late, already using index ranges before it was set.
2009-01-15 15:01:39 +00:00
52135dd4fa 2.5: Space Image ported back
Organized as follows:

uvedit/
	uv editing related code
	uvedit_draw.c: drawing code
	uvedit_ops.c: operators, just a few done
	uvedit_unwrap_ops.c: will be operators for unwrapping
	uvedit_paramatrizer.c: lscm/abf/stretch/pack

space_image/
	space_image.c: registration and common getter/setters
	image_draw.c: drawing code, mostly functional
	image_panels.c: panels, all commented out
	image_render.c: render callbacks, non functional
	image_ops.c: operators, only view navigation done
	image_header.c: header, menus mostly done but missing buttons

Notes:
* Header menus consist only of Operator and RNA buttons, if they
  are not implemented they're displayed grayed out. Ideally the full
  header could work like this, but std_libbuttons looks problematic.

* Started using view2d code more than the old code, but for now it
  still does own view2d management due to some very specific
  requirements that the image window has. The drawing code however
  is more clear hopefully, it only uses view2d, and there is no
  switching between 'p' and 'f' view2d's anymore, it is always 'f'.

* In order to make uvedit operators more independent I move some
  image space settings to scene toolsettings, and the current image
  and its buffer is in the context. Especially sync selection and
  select mode belonged there anyway as this cannot work correct with
  different spaces having different settings anyway.

* Image paint is not back yet, did not want to put that together with
  uvedit because there's really no code sharing.. perhaps vertex paint,
  image paint and sculpt would be good to have in one module to share
  brush code, partial redraw, etc better.
2009-01-15 04:38:18 +00:00
f08032e8f9 UI: various changes
* View2D to region now returns ints instead of shorts.
* Use "Numpad" instead of "Pad" in automatic keymap menu info.
* Menus can now use buttons other than BUTM and SEPR, in
  particular TOG and ROW are now supported instead of flipping
  bits manually.
* Added a simpler uiDefMenu* api for making menus now, and it
  only supports Operator and RNA buttons at the moment, will be
  used in next commit. Not sure how this will evolve .. makes
  menu code look cleaner anyways.
* Ensure that interface code doesn't crash when getting unknown
  Operators and RNA properties, and display their buttons grayed
  out in that case.
2009-01-15 04:13:38 +00:00
8eb035f64f Fixed warnings in sculpt, also brought back brush curve. 2009-01-14 17:22:30 +00:00
30e851b8a5 2.5
A small round of warning cleanups; unused variables, missing
headers and some const types.
2009-01-14 16:37:52 +00:00
9aec7aaf6c 2.5
GPencil code back!

Joshua will probably take this further. I've added XXX notes
where fixes are required. Also note that ED_gpencil.h has
all old exports, which is probably not needed, most can go
to gpencil_intern.h

Also added Makefile fixes for sculpt
2009-01-14 16:13:50 +00:00
ea2d6fe0d0 2.5
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
2009-01-14 12:26:45 +00:00
07e85b265d Moved a couple more sculpt settings into operator properties, including shiftkey for flipping stroke direction in or out 2009-01-14 03:02:44 +00:00
d494cd5c6e Added missing sculpt header 2009-01-13 20:38:43 +00:00
b8dac71bda 2.5
- restored three more C files: editlattice, editkey
  and editgroup
- editmode lattice working, (mouse select works)
- accidentally removed yesterday 3d cursor drawing
- removed global editLatt entirely now.
2009-01-13 15:18:41 +00:00
1beef956ca 2.5
Instead of many commits, here 1!

- Constraint edit code back
- Removed XXX stubs for constraints
  (make parent follow path works)
- Removed XXX stubs for armature
  (make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
  in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
  (It needed to check for editmode)
2009-01-10 19:34:23 +00:00
3c2b772a23 2.5
Transform draw callback: constraints, snapping, prop circle
2009-01-10 18:33:16 +00:00
446933c73f 2.5
Added custom data pointer to custom region_draw_cb
Also removed the test with green rect.
2009-01-10 16:49:22 +00:00
f26d9b8771 2.5
rename transform mode enum to something proper
2009-01-10 16:46:29 +00:00
dd97c08006 2.5
- Weightpaint back (CTRL+TAB or menu)
  Also weightpaint is sortof non-modal, allowing to use all existing
  hotkeys while in paint mode. Only leftmouse is overridden.
- Made vpaint and wpaint entirely local, stored in scene (and saved!)
- Small bugfix (also in 2.48): on weightpaint mode, all armature objects
  in 3d window were drawing as active poses. Now only the armature 
  deformer is.

Nice point for the UI agenda: are paint modes on ACTION mouse? Only then
you can combine it with SELECT mouse...
2009-01-10 14:19:14 +00:00
2fe5005bbb 2.5
New: Custom region draw callbacks.

For Martin: an example is now in space_view3d/view3d_edit.c
On middlemouse rotate view, it draws a small square in center.

It works likes this:

#include "ED_space_api.h"

handle= ED_region_draw_cb_activate(region->type, drawfunc, type)

and to stop it:

ED_region_draw_cb_exit(region->type, handle)

drawfunc is of type (const bContext *C, ARegion *ar)
currently it gets called only as type REGION_DRAW_POST, later we
can add more (PRE, POST_XRAY, POST_2D, etc).

For correct usage, these calls should return leaving view transform
unaltered.
2009-01-09 15:04:52 +00:00
c7fa55eebd 2.5
Vertex Paint back!

Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes. 

- Activate it with WM_paint_cursor_activate(). That function wants two
  callbacks, a poll(C) to check whether there's a cursor in given context
  and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
  for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
  end the paint cursor. This handle also means you can register as many
  custom cursors as you want.

At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the 
future todo.
2009-01-09 13:55:45 +00:00
879aa81743 2.5 filebrowser
cleanup of space initialisation
fix for filebrowser opening with wrong parameters from window pupmenu after having been opened with F1.
2009-01-08 18:47:16 +00:00
a8f8bf1dc5 2.5
Transform editbones
2009-01-08 17:12:50 +00:00
e4ce05dda7 2.5
Two more files, vpaint.c and editdeform.c
No functionality working related to this yet, tomorrow!

(Added editdeform.c in mesh after all, it's doing hardly no lattice
 stuff, and it seems out of place in anim_api)
2009-01-07 19:23:22 +00:00
4ef6bb5559 2.5 filebrowser
fixes for crashes that seem to have been introduced by changes in context handling.
TODO: initialization for windowtype pupmenu if a previous SpaceFile was there.
2009-01-06 22:48:58 +00:00
fc28d3cf75 2.5 filebrowser
further cleanup:
- moved struct FileList* back to SpaceFile
- fix for memory related errors and freeing operator in file_free
- removed wmSubWindowSet, we're not doing OpenGL select in filebrowser
- removed drawing of load button when invoked from windowtype pupmenu
2.5 MSVC projectfiles:
- slipped in removal of multires_firstlevel.c in blenkernel
2009-01-06 19:22:29 +00:00
25e5765f47 Got rid of old multires code, brought in multires modifier from
soc-2008-nicholasbishop branch.

Note: any old code with multires_test() or multires_level1_test() can 
just be deleted, not needed by the multires modifier.
2009-01-06 18:59:03 +00:00
02003021a6 2.5
Made ED_screen api calls:
- ED_screen_full_newspace()
- ED_screen_full_prevspace()

Which now gets called by F1 operator, to move to 
full-screen-sized browser. For testing fun its default 
now. Might become user setting. Also have to check
on opening a temp window for this (and for render).
2009-01-06 18:52:18 +00:00
1c933cdb78 2.5
Cleaned area prevspace, and made exported API for it.
Also added operator-free on 'cancel' in filewindow.
2009-01-06 18:14:37 +00:00
b1cb844e05 2.5 - Start of filebrowser.
- basic drawing of list and thumbnail view (switchable through 'favourits' icon in header)
- selection of files and directories (bookmarks) works with the RMB (right mouse button)
- load operator for files still unstable (no check for correct file type) and incomplete. (WM_operator_free missing)
immediate TODOS:
- fix load file operator
- finish drawing of buttons in header
- drawing of detailed list with all file info.
- finish selection and execute operators (LMB and MMB execute)
later todos:
- parent dir
- keymap for all the shortcuts
- append/link and databrowse
- ...
2009-01-06 14:42:54 +00:00
fbd3eb99f2 2.5
small cleanup of header include guards.
2009-01-06 10:31:25 +00:00
833cc9c0c8 2.5
- Armature editmode back
- Armature pose and editmode selecting with mouse back
- Posemode only works with 3d window header now.
2009-01-05 19:32:04 +00:00
c6d5604c82 2.5
More linking issues with armature commit, but we'll get there :)
2009-01-05 16:15:23 +00:00
1fe21f7e8f 2.5
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?

Now where to put all vertexgroup code.... I guess mesh?

Note for msvc: yep, another new dir to add! :)
2009-01-05 15:19:31 +00:00
df20a12728 2.5 - Animation Fixes + More Porting work in Action Editor
* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given.

* Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only.

* Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere.

Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending...


* Also added a few assorted comments in various places
2009-01-05 09:54:39 +00:00
91be2ba9b5 2.5 - Various Cleanups/Fixes
* Animation channels - cleaned up the code for selecting channels (removed various TODO stuff that's going to be replaced by something better later). Also, added back the ctrl-shift select feature for groups, which should be extended for other channels too at some stage.
* Outliner - added missing flags to do-versions, and replaced the width calculations with the rna-width version for now, as that uses constant width of 100 with OL_X*indention
2009-01-05 00:38:17 +00:00
3aeb63cad2 2.5
WM: added area-listener, which can be used to tag refreshes for
either the drawing call, or use the new ED_area_tag_refresh() 
function which will automatically call, after all notifiers
were handled, an the spacetype->refresh() you provided.

Added for Joshua, after reviewing Action/Dopesheet requirements.

Joshua: I've made two dummy functions in space_action.c:
- action_listener()
- action_refresh()

Wich now does a printf on activating a new object.
2009-01-04 17:45:54 +00:00
f7cb86df3a 2.5
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.
2009-01-04 14:14:06 +00:00
74f9e98c82 * Enabled disabled drawing for 'locked' buttons
(made with uiBlockSetButLock())
2009-01-04 07:50:41 +00:00
475a64fc91 * Added support for displaying disabled RNA buttons
The functionality already existed via the RNA system, this
commit makes disabled buttons draw greyed out, and not respond to clicks
(previously, they would drag/edit/etc but then reset to the previous value)
2009-01-04 02:09:41 +00:00
Nathan Letwory
610a56843e 2.5 / Nodes / Transformations
- after talking with Martin P (theeth), I have now shuffled code around
  so that there is no more exception code for nodes in the wrong places.
  This means node editor now also use entirely common translation.
  As proof of concept, there is now also resize and rotate support. It already
  works, but there need to be a bit more thought in how those
  actions are initialised for node editor. Probably some way to tell
  what to use as pivot point, etc.
2009-01-04 01:08:01 +00:00
3817b1f018 Some tweaks to menu drawing 2009-01-04 00:05:40 +00:00
ecc5f17e4d 2.5
Transform operator replay

Basic support working. Only saves mode and values, not constraint setup.

Removed event pointer from TransInfo (it's not available in operator exec). Replaced checks to event->modifiers to a functional modifier bitfield in TransInfo (that is, instead of checking for Shift, it checks for MOD_PRECISION) to make it remappable later.

Misc:
	X-Mirror for mesh now working with transform
2009-01-03 22:15:59 +00:00