Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
authorAndre Susano Pinto <andresusanopinto@gmail.com>2008-08-11 17:29:38 +0400
committerAndre Susano Pinto <andresusanopinto@gmail.com>2008-08-11 17:29:38 +0400
commit7e7d416f4d4f7bdf4e31f7bf87eabbd9fe26c16d (patch)
tree22a6769b14b178e77560dc5f1798bbb63c2ef452 /source
parent991539d1c896adb7e11d0964f953506b91d964ef (diff)
svn merge -r 15988:16055 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_bvhutils.h98
-rw-r--r--source/blender/blenkernel/intern/anim.c12
-rw-r--r--source/blender/blenkernel/intern/bvhutils.c433
-rw-r--r--source/blender/blenkernel/intern/particle_system.c18
-rw-r--r--source/blender/blenkernel/intern/texture.c2
-rw-r--r--source/blender/blenlib/BLI_kdopbvh.h2
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c18
-rw-r--r--source/blender/include/BIF_editarmature.h6
-rw-r--r--source/blender/include/BIF_editmesh.h2
-rw-r--r--source/blender/include/butspace.h2
-rw-r--r--source/blender/python/api2_2x/doc/Render.py15
-rw-r--r--source/blender/render/intern/source/rayshade.c7
-rw-r--r--source/blender/src/buttons_editing.c88
-rw-r--r--source/blender/src/editarmature.c151
-rw-r--r--source/blender/src/editmesh_mods.c653
-rw-r--r--source/blender/src/editobject.c8
-rw-r--r--source/blender/src/poselib.c7
-rw-r--r--source/blender/src/transform_conversions.c4
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp12
-rw-r--r--source/gameengine/Ketsji/CMakeLists.txt14
-rw-r--r--source/gameengine/Ketsji/KX_GameObject.cpp2
-rw-r--r--source/gameengine/Ketsji/KX_RadarSensor.cpp14
-rw-r--r--source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp20
23 files changed, 1109 insertions, 479 deletions
diff --git a/source/blender/blenkernel/BKE_bvhutils.h b/source/blender/blenkernel/BKE_bvhutils.h
new file mode 100644
index 00000000000..dd9ea61f24b
--- /dev/null
+++ b/source/blender/blenkernel/BKE_bvhutils.h
@@ -0,0 +1,98 @@
+/**
+ *
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2006 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#ifndef BKE_BVHUTILS_H
+#define BKE_BVHUTILS_H
+
+#include "BLI_kdopbvh.h"
+
+/*
+ * This header encapsulates necessary code to buld a BVH
+ */
+
+struct DerivedMesh;
+struct MVert;
+struct MFace;
+
+/*
+ * struct that kepts basic information about a BVHTree build from a mesh
+ */
+typedef struct BVHTreeFromMesh
+{
+ struct BVHTree *tree;
+
+ /* default callbacks to bvh nearest and raycast */
+ BVHTree_NearestPointCallback nearest_callback;
+ BVHTree_RayCastCallback raycast_callback;
+
+ /* Mesh represented on this BVHTree */
+ struct DerivedMesh *mesh;
+
+ /* Vertex array, so that callbacks have instante access to data */
+ struct MVert *vert;
+ struct MFace *face;
+
+ /* radius for raycast */
+ float sphere_radius;
+
+} BVHTreeFromMesh;
+
+/*
+ * Builds a bvh tree where nodes are the vertexs of the given mesh.
+ * Configures BVHTreeFromMesh.
+ *
+ * The tree is build in mesh space coordinates, this means special care must be made on queries
+ * so that the coordinates and rays are first translated on the mesh local coordinates.
+ * Reason for this is that later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
+ * a BVHTree.
+ *
+ * free_bvhtree_from_mesh should be called when the tree is no longer needed.
+ */
+void bvhtree_from_mesh_verts(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
+
+/*
+ * Builds a bvh tree where nodes are the faces of the given mesh.
+ * Configures BVHTreeFromMesh.
+ *
+ * The tree is build in mesh space coordinates, this means special care must be made on queries
+ * so that the coordinates and rays are first translated on the mesh local coordinates.
+ * Reason for this is that later bvh_from_mesh_* might use a cache system and so it becames possible to reuse
+ * a BVHTree.
+ *
+ * free_bvhtree_from_mesh should be called when the tree is no longer needed.
+ */
+void bvhtree_from_mesh_faces(struct BVHTreeFromMesh *data, struct DerivedMesh *mesh, float epsilon, int tree_type, int axis);
+
+/*
+ * Frees data allocated by a call to bvhtree_from_mesh_*.
+ */
+void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data);
+
+#endif
+
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 1f8dd74a6eb..1592c3e5504 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -734,9 +734,8 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Object *par, float par_
ParticleCacheKey *cache;
ParticleSystemModifierData *psmd;
float ctime, pa_time, scale = 1.0f;
- float tmat[4][4], mat[4][4], obrotmat[4][4], pamat[4][4], size=0.0;
+ float tmat[4][4], mat[4][4], pamat[4][4], size=0.0;
float (*obmat)[4], (*oldobmat)[4];
- float xvec[3] = {-1.0, 0.0, 0.0}, q[4];
int lay, a, b, k, step_nbr = 0, counter, hair = 0;
int totpart, totchild, totgroup=0, pa_num;
@@ -898,14 +897,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Object *par, float par_
/* to give ipos in object correct offset */
where_is_object_time(ob, ctime-pa_time);
- if(!hair) {
- vectoquat(xvec, ob->trackflag, ob->upflag, q);
- QuatToMat4(q, obrotmat);
- obrotmat[3][3]= 1.0f;
- Mat4MulMat4(mat, obrotmat, pamat);
- }
- else
- Mat4CpyMat4(mat, pamat);
+ Mat4CpyMat4(mat, pamat);
Mat4MulMat4(tmat, obmat, mat);
Mat4MulFloat3((float *)tmat, size*scale);
diff --git a/source/blender/blenkernel/intern/bvhutils.c b/source/blender/blenkernel/intern/bvhutils.c
new file mode 100644
index 00000000000..10e92b8b705
--- /dev/null
+++ b/source/blender/blenkernel/intern/bvhutils.c
@@ -0,0 +1,433 @@
+/**
+ *
+ * $Id$
+ *
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): André Pinto.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+#include <stdio.h>
+#include <string.h>
+#include <math.h>
+
+#include "BKE_bvhutils.h"
+
+#include "DNA_object_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_meshdata_types.h"
+
+#include "BKE_DerivedMesh.h"
+#include "BKE_utildefines.h"
+#include "BKE_deform.h"
+#include "BKE_cdderivedmesh.h"
+#include "BKE_displist.h"
+#include "BKE_global.h"
+
+#include "BLI_arithb.h"
+
+/* Math stuff for ray casting on mesh faces and for nearest surface */
+
+static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest);
+
+#define ISECT_EPSILON 1e-6
+static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, const float *v0, const float *v1, const float *v2)
+{
+ float dist;
+
+ if(RayIntersectsTriangle((float*)ray->origin, (float*)ray->direction, (float*)v0, (float*)v1, (float*)v2, &dist, NULL))
+ return dist;
+
+ return FLT_MAX;
+}
+
+static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, const float m_dist, const float *v0, const float *v1, const float *v2)
+{
+
+ float idist;
+ float p1[3];
+ float plane_normal[3], hit_point[3];
+
+ CalcNormFloat((float*)v0, (float*)v1, (float*)v2, plane_normal);
+
+ VECADDFAC( p1, ray->origin, ray->direction, m_dist);
+ if(SweepingSphereIntersectsTriangleUV((float*)ray->origin, p1, radius, (float*)v0, (float*)v1, (float*)v2, &idist, hit_point))
+ {
+ return idist * m_dist;
+ }
+
+ return FLT_MAX;
+}
+
+/*
+ * This calculates the distance from point to the plane
+ * Distance is negative if point is on the back side of plane
+ */
+static float point_plane_distance(const float *point, const float *plane_point, const float *plane_normal)
+{
+ float pp[3];
+ VECSUB(pp, point, plane_point);
+ return INPR(pp, plane_normal);
+}
+static float choose_nearest(const float v0[2], const float v1[2], const float point[2], float closest[2])
+{
+ float d[2][2], sdist[2];
+ VECSUB2D(d[0], v0, point);
+ VECSUB2D(d[1], v1, point);
+
+ sdist[0] = d[0][0]*d[0][0] + d[0][1]*d[0][1];
+ sdist[1] = d[1][0]*d[1][0] + d[1][1]*d[1][1];
+
+ if(sdist[0] < sdist[1])
+ {
+ if(closest)
+ VECCOPY2D(closest, v0);
+ return sdist[0];
+ }
+ else
+ {
+ if(closest)
+ VECCOPY2D(closest, v1);
+ return sdist[1];
+ }
+}
+/*
+ * calculates the closest point between point-tri (2D)
+ * returns that tri must be right-handed
+ * Returns square distance
+ */
+static float closest_point_in_tri2D(const float point[2], /*const*/ float tri[3][2], float closest[2])
+{
+ float edge_di[2];
+ float v_point[2];
+ float proj[2]; //point projected over edge-dir, edge-normal (witouth normalized edge)
+ const float *v0 = tri[2], *v1;
+ float edge_slen, d; //edge squared length
+ int i;
+ const float *nearest_vertex = NULL;
+
+
+ //for each edge
+ for(i=0, v0=tri[2], v1=tri[0]; i < 3; v0=tri[i++], v1=tri[i])
+ {
+ VECSUB2D(edge_di, v1, v0);
+ VECSUB2D(v_point, point, v0);
+
+ proj[1] = v_point[0]*edge_di[1] - v_point[1]*edge_di[0]; //dot product with edge normal
+
+ //point inside this edge
+ if(proj[1] < 0)
+ continue;
+
+ proj[0] = v_point[0]*edge_di[0] + v_point[1]*edge_di[1];
+
+ //closest to this edge is v0
+ if(proj[0] < 0)
+ {
+ if(nearest_vertex == NULL || nearest_vertex == v0)
+ nearest_vertex = v0;
+ else
+ {
+ //choose nearest
+ return choose_nearest(nearest_vertex, v0, point, closest);
+ }
+ i++; //We can skip next edge
+ continue;
+ }
+
+ edge_slen = edge_di[0]*edge_di[0] + edge_di[1]*edge_di[1]; //squared edge len
+ //closest to this edge is v1
+ if(proj[0] > edge_slen)
+ {
+ if(nearest_vertex == NULL || nearest_vertex == v1)
+ nearest_vertex = v1;
+ else
+ {
+ return choose_nearest(nearest_vertex, v1, point, closest);
+ }
+ continue;
+ }
+
+ //nearest is on this edge
+ d= proj[1] / edge_slen;
+ closest[0] = point[0] - edge_di[1] * d;
+ closest[1] = point[1] + edge_di[0] * d;
+
+ return proj[1]*proj[1]/edge_slen;
+ }
+
+ if(nearest_vertex)
+ {
+ VECSUB2D(v_point, nearest_vertex, point);
+ VECCOPY2D(closest, nearest_vertex);
+ return v_point[0]*v_point[0] + v_point[1]*v_point[1];
+ }
+ else
+ {
+ VECCOPY(closest, point); //point is already inside
+ return 0.0f;
+ }
+}
+
+/*
+ * Returns the square of the minimum distance between the point and a triangle surface
+ * If nearest is not NULL the nearest surface point is written on it
+ */
+static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest)
+{
+ //Lets solve the 2D problem (closest point-tri)
+ float normal_dist, plane_sdist, plane_offset;
+ float du[3], dv[3], dw[3]; //orthogonal axis (du=(v0->v1), dw=plane normal)
+
+ float p_2d[2], tri_2d[3][2], nearest_2d[2];
+
+ CalcNormFloat((float*)v0, (float*)v1, (float*)v2, dw);
+
+ //point-plane distance and calculate axis
+ normal_dist = point_plane_distance(point, v0, dw);
+
+ // OPTIMIZATION
+ // if we are only interested in nearest distance if its closer than some distance already found
+ // we can:
+ // if(normal_dist*normal_dist >= best_dist_so_far) return FLOAT_MAX;
+ //
+
+ VECSUB(du, v1, v0);
+ Normalize(du);
+ Crossf(dv, dw, du);
+ plane_offset = INPR(v0, dw);
+
+ //project stuff to 2d
+ tri_2d[0][0] = INPR(du, v0);
+ tri_2d[0][1] = INPR(dv, v0);
+
+ tri_2d[1][0] = INPR(du, v1);
+ tri_2d[1][1] = INPR(dv, v1);
+
+ tri_2d[2][0] = INPR(du, v2);
+ tri_2d[2][1] = INPR(dv, v2);
+
+ p_2d[0] = INPR(du, point);
+ p_2d[1] = INPR(dv, point);
+
+ //we always have a right-handed tri
+ //this should always happen because of the way normal is calculated
+ plane_sdist = closest_point_in_tri2D(p_2d, tri_2d, nearest_2d);
+
+ //project back to 3d
+ if(nearest)
+ {
+ nearest[0] = du[0]*nearest_2d[0] + dv[0] * nearest_2d[1] + dw[0] * plane_offset;
+ nearest[1] = du[1]*nearest_2d[0] + dv[1] * nearest_2d[1] + dw[1] * plane_offset;
+ nearest[2] = du[2]*nearest_2d[0] + dv[2] * nearest_2d[1] + dw[2] * plane_offset;
+ }
+
+ return plane_sdist + normal_dist*normal_dist;
+}
+
+
+/*
+ * BVH from meshs callbacks
+ */
+
+// Callback to bvh tree nearest point. The tree must bust have been built using bvhtree_from_mesh_faces.
+// userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
+static void mesh_faces_nearest_point(void *userdata, int index, const float *co, BVHTreeNearest *nearest)
+{
+ const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
+ MVert *vert = data->vert;
+ MFace *face = data->face + index;
+
+ float *t0, *t1, *t2, *t3;
+ t0 = vert[ face->v1 ].co;
+ t1 = vert[ face->v2 ].co;
+ t2 = vert[ face->v3 ].co;
+ t3 = face->v4 ? vert[ face->v4].co : NULL;
+
+
+ do
+ {
+ float nearest_tmp[3], dist;
+ float vec[3][3];
+
+ // only insert valid triangles / quads with area > 0
+ VECSUB(vec[0], t2, t1);
+ VECSUB(vec[1], t0, t1);
+ Crossf(vec[2], vec[0], vec[1]);
+ if(INPR(vec[2], vec[2]) >= FLT_EPSILON)
+ {
+ dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
+ if(dist < nearest->dist)
+ {
+ nearest->index = index;
+ nearest->dist = dist;
+ VECCOPY(nearest->co, nearest_tmp);
+ CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
+ }
+ }
+
+ t1 = t2;
+ t2 = t3;
+ t3 = NULL;
+
+ } while(t2);
+}
+
+// Callback to bvh tree raycast. The tree must bust have been built using bvhtree_from_mesh_faces.
+// userdata must be a BVHMeshCallbackUserdata built from the same mesh as the tree.
+static void mesh_faces_spherecast(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
+{
+ const BVHTreeFromMesh *data = (BVHTreeFromMesh*) userdata;
+ MVert *vert = data->vert;
+ MFace *face = data->face + index;
+
+ float *t0, *t1, *t2, *t3;
+ t0 = vert[ face->v1 ].co;
+ t1 = vert[ face->v2 ].co;
+ t2 = vert[ face->v3 ].co;
+ t3 = face->v4 ? vert[ face->v4].co : NULL;
+
+
+ do
+ {
+ float dist;
+ if(data->sphere_radius == 0.0f)
+ dist = ray_tri_intersection(ray, hit->dist, t0, t1, t2);
+ else
+ dist = sphereray_tri_intersection(ray, data->sphere_radius, hit->dist, t0, t1, t2);
+
+ if(dist >= 0 && dist < hit->dist)
+ {
+ hit->index = index;
+ hit->dist = dist;
+ VECADDFAC(hit->co, ray->origin, ray->direction, dist);
+
+ CalcNormFloat(t0, t1, t2, hit->no);
+ }
+
+ t1 = t2;
+ t2 = t3;
+ t3 = NULL;
+
+ } while(t2);
+}
+
+/*
+ * BVH builders
+ */
+// Builds a bvh tree.. where nodes are the vertexs of the given mesh
+void bvhtree_from_mesh_verts(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis)
+{
+ int i;
+ int numVerts= mesh->getNumVerts(mesh);
+ MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
+ BVHTree *tree = NULL;
+
+ memset(data, 0, sizeof(*data));
+
+ if(vert == NULL)
+ {
+ printf("bvhtree cant be build: cant get a vertex array");
+ return;
+ }
+
+ tree = BLI_bvhtree_new(numVerts, epsilon, tree_type, axis);
+ if(tree != NULL)
+ {
+ for(i = 0; i < numVerts; i++)
+ BLI_bvhtree_insert(tree, i, vert[i].co, 1);
+
+ BLI_bvhtree_balance(tree);
+
+ data->tree = tree;
+
+ //a NULL nearest callback works fine
+ //remeber the min distance to point is the same as the min distance to BV of point
+ data->nearest_callback = NULL;
+ data->raycast_callback = NULL;
+
+ data->mesh = mesh;
+ data->vert = mesh->getVertDataArray(mesh, CD_MVERT);
+ data->face = mesh->getFaceDataArray(mesh, CD_MFACE);
+
+ data->sphere_radius = epsilon;
+ }
+}
+
+// Builds a bvh tree.. where nodes are the faces of the given mesh.
+void bvhtree_from_mesh_faces(BVHTreeFromMesh *data, DerivedMesh *mesh, float epsilon, int tree_type, int axis)
+{
+ int i;
+ int numFaces= mesh->getNumFaces(mesh);
+ MVert *vert = mesh->getVertDataArray(mesh, CD_MVERT);
+ MFace *face = mesh->getFaceDataArray(mesh, CD_MFACE);
+ BVHTree *tree = NULL;
+
+ memset(data, 0, sizeof(*data));
+
+ if(vert == NULL && face == NULL)
+ {
+ printf("bvhtree cant be build: cant get a vertex/face array");
+ return;
+ }
+
+ /* Create a bvh-tree of the given target */
+ tree = BLI_bvhtree_new(numFaces, epsilon, tree_type, axis);
+ if(tree != NULL)
+ {
+ for(i = 0; i < numFaces; i++)
+ {
+ float co[4][3];
+ VECCOPY(co[0], vert[ face[i].v1 ].co);
+ VECCOPY(co[1], vert[ face[i].v2 ].co);
+ VECCOPY(co[2], vert[ face[i].v3 ].co);
+ if(face[i].v4)
+ VECCOPY(co[3], vert[ face[i].v4 ].co);
+
+ BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3);
+ }
+ BLI_bvhtree_balance(tree);
+
+ data->tree = tree;
+ data->nearest_callback = mesh_faces_nearest_point;
+ data->raycast_callback = mesh_faces_spherecast;
+
+ data->mesh = mesh;
+ data->vert = mesh->getVertDataArray(mesh, CD_MVERT);
+ data->face = mesh->getFaceDataArray(mesh, CD_MFACE);
+
+ data->sphere_radius = epsilon;
+ }
+}
+
+// Frees data allocated by a call to bvhtree_from_mesh_*.
+void free_bvhtree_from_mesh(struct BVHTreeFromMesh *data)
+{
+ if(data->tree)
+ {
+ BLI_bvhtree_free(data->tree);
+ memset( data, 0, sizeof(data) );
+ }
+}
+
+
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 7dca87d5c13..d1c0cdec71d 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -4653,7 +4653,7 @@ static void system_step(Object *ob, ParticleSystem *psys, ParticleSystemModifier
PTCacheID pid;
int totpart, oldtotpart, totchild, oldtotchild, p;
float disp, *vg_vel= 0, *vg_tan= 0, *vg_rot= 0, *vg_size= 0;
- int init= 0, distr= 0, alloc= 0, usecache= 0;
+ int init= 0, distr= 0, alloc= 0, usecache= 0, only_children_changed= 0;
int framenr, framedelta, startframe, endframe;
part= psys->part;
@@ -4720,6 +4720,7 @@ static void system_step(Object *ob, ParticleSystem *psys, ParticleSystemModifier
totchild = get_psys_tot_child(psys);
if(oldtotpart != totpart || (psys->part->childtype && oldtotchild != totchild)) {
+ only_children_changed = (oldtotpart == totpart);
realloc_particles(ob, psys, totpart);
alloc = 1;
distr= 1;
@@ -4740,14 +4741,17 @@ static void system_step(Object *ob, ParticleSystem *psys, ParticleSystemModifier
if((psys->part->type == PART_HAIR) && !(psys->flag & PSYS_HAIR_DONE))
/* don't generate children while growing hair - waste of time */
- psys_free_children(psys);
- else if(get_psys_tot_child(psys))
- distribute_particles(ob, psys, PART_FROM_CHILD);
+ psys_free_children(psys);
+ else if(get_psys_tot_child(psys))
+ distribute_particles(ob, psys, PART_FROM_CHILD);
}
- initialize_all_particles(ob, psys, psmd);
- if(alloc)
- reset_all_particles(ob, psys, psmd, 0.0, cfra, oldtotpart);
+ if(only_children_changed==0) {
+ initialize_all_particles(ob, psys, psmd);
+
+ if(alloc)
+ reset_all_particles(ob, psys, psmd, 0.0, cfra, oldtotpart);
+ }
/* flag for possible explode modifiers after this system */
psmd->flag |= eParticleSystemFlag_Pars;
diff --git a/source/blender/blenkernel/intern/texture.c b/source/blender/blenkernel/intern/texture.c
index da1dcfa6c5b..936381c85cc 100644
--- a/source/blender/blenkernel/intern/texture.c
+++ b/source/blender/blenkernel/intern/texture.c
@@ -545,6 +545,8 @@ Tex *copy_texture(Tex *tex)
if(texn->type==TEX_IMAGE) id_us_plus((ID *)texn->ima);
else texn->ima= 0;
+ id_us_plus((ID *)texn->ipo);
+
if(texn->plugin) {
texn->plugin= MEM_dupallocN(texn->plugin);
open_plugin_tex(texn->plugin);
diff --git a/source/blender/blenlib/BLI_kdopbvh.h b/source/blender/blenlib/BLI_kdopbvh.h
index 6d9c82a9626..6d9a17efebf 100644
--- a/source/blender/blenlib/BLI_kdopbvh.h
+++ b/source/blender/blenlib/BLI_kdopbvh.h
@@ -1,5 +1,7 @@
/**
*
+ * $Id$
+ *
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index 7f634def386..9671551a7f1 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -43,6 +43,10 @@
#include <omp.h>
#endif
+
+
+#define MAX_TREETYPE 32
+
typedef struct BVHNode
{
struct BVHNode **children;
@@ -71,6 +75,7 @@ typedef struct BVHOverlapData
BVHTree *tree1, *tree2;
BVHTreeOverlap *overlap;
int i, max_overlap; /* i is number of overlaps */
+ int start_axis, stop_axis;
} BVHOverlapData;
typedef struct BVHNearestData
@@ -489,7 +494,7 @@ static void verify_tree(BVHTree *tree)
#endif
//Helper data and structures to build a min-leaf generalized implicit tree
-//This code can be easily reduced (basicly this is only method to calculate pow(k, n) in O(1).. and sutff like that)
+//This code can be easily reduced (basicly this is only method to calculate pow(k, n) in O(1).. and stuff like that)
typedef struct BVHBuildHelper
{
int tree_type; //
@@ -647,7 +652,7 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array,
int k;
const int parent_level_index= j-i;
BVHNode* parent = branches_array + j;
- int nth_positions[ tree_type + 1 ];
+ int nth_positions[ MAX_TREETYPE + 1];
char split_axis;
int parent_leafs_begin = implicit_leafs_index(&data, depth, parent_level_index);
@@ -712,6 +717,9 @@ BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
// theres not support for trees below binary-trees :P
if(tree_type < 2)
return NULL;
+
+ if(tree_type > MAX_TREETYPE)
+ return NULL;
tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree");
@@ -904,7 +912,7 @@ void BLI_bvhtree_update_tree(BVHTree *tree)
BVHNode** root = tree->nodes + tree->totleaf;
BVHNode** index = tree->nodes + tree->totleaf + tree->totbranch-1;
- for (; index != root; index--)
+ for (; index >= root; index--)
node_join(tree, *index);
}
@@ -942,7 +950,7 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
{
int j;
- if(tree_overlap(node1, node2, MIN2(data->tree1->start_axis, data->tree2->start_axis), MIN2(data->tree1->stop_axis, data->tree2->stop_axis)))
+ if(tree_overlap(node1, node2, data->start_axis, data->stop_axis))
{
// check if node1 is a leaf
if(!node1->totnode)
@@ -1023,6 +1031,8 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
data[j]->tree2 = tree2;
data[j]->max_overlap = MAX2(tree1->totleaf, tree2->totleaf);
data[j]->i = 0;
+ data[j]->start_axis = MIN2(tree1->start_axis, tree2->start_axis);
+ data[j]->stop_axis = MIN2(tree1->stop_axis, tree2->stop_axis );
}
#pragma omp parallel for private(j) schedule(static)
diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h
index 13c16749612..07fc8f08b4a 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -114,6 +114,7 @@ void setflag_armature(short mode);
void unique_editbone_name (struct ListBase *ebones, char *name);
void auto_align_armature(short mode);
+void switch_direction_armature(void);
void create_vgroups_from_armature(struct Object *ob, struct Object *par);
void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror);
@@ -135,7 +136,6 @@ void transform_armature_mirror_update(void);
void hide_selected_armature_bones(void);
void hide_unselected_armature_bones(void);
void show_all_armature_bones(void);
-void set_locks_armature_bones(short lock);
#define BONESEL_ROOT 0x10000000
#define BONESEL_TIP 0x20000000
@@ -144,6 +144,10 @@ void set_locks_armature_bones(short lock);
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
+/* useful macros */
+#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
+#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
+
/* used in bone_select_hierachy() */
#define BONE_SELECT_PARENT 0
#define BONE_SELECT_CHILD 1
diff --git a/source/blender/include/BIF_editmesh.h b/source/blender/include/BIF_editmesh.h
index ca9f3d6a378..9354a577ac1 100644
--- a/source/blender/include/BIF_editmesh.h
+++ b/source/blender/include/BIF_editmesh.h
@@ -132,7 +132,7 @@ extern int EM_check_backbuf(unsigned int index);
extern void EM_free_backbuf(void);
extern void EM_selectmode_menu(void);
-
+extern void EM_mesh_copy_face(short type);
extern void vertexnoise(void);
extern void vertexsmooth(void);
diff --git a/source/blender/include/butspace.h b/source/blender/include/butspace.h
index af74946f0e6..b8c3584a45e 100644
--- a/source/blender/include/butspace.h
+++ b/source/blender/include/butspace.h
@@ -593,7 +593,7 @@ void curvemap_buttons(struct uiBlock *block, struct CurveMapping *cumap, char la
#define B_VPCOLSLI 2801
#define B_VPGAMMA 2802
-
+#define B_COPY_TF_TRANSP 2803
#define B_COPY_TF_MODE 2804
#define B_COPY_TF_UV 2805
#define B_COPY_TF_COL 2806
diff --git a/source/blender/python/api2_2x/doc/Render.py b/source/blender/python/api2_2x/doc/Render.py
index d4dc83e84a0..5300fdab808 100644
--- a/source/blender/python/api2_2x/doc/Render.py
+++ b/source/blender/python/api2_2x/doc/Render.py
@@ -170,17 +170,6 @@ def SetRenderWinPos(locationList):
the location of the Render window on the screen.
"""
-def EnableEdgeShift():
- """
- Globally with the unified renderer enabled the outlines of the render
- are shifted a bit.
- """
-
-def EnableEdgeAll():
- """
- Globally consider transparent faces for edge-rendering with the unified renderer.
- """
-
class RenderData:
"""
The RenderData object
@@ -772,7 +761,7 @@ class RenderData:
"""
Get/set the starting frame for sequence rendering.
@type frame: int (optional)
- @param frame: must be between 1 - 18000
+ @param frame: must be a valid Blender frame number.
@rtype: int (if prototype is empty)
@return: Current starting frame for the scene.
"""
@@ -781,7 +770,7 @@ class RenderData:
"""
Get/set the ending frame for sequence rendering.
@type frame: int (optional)
- @param frame: must be between 1 - 18000
+ @param frame: must be a valid Blender frame number.
@rtype: int (if prototype is empty)
@return: Current ending frame for the scene.
"""
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index 1155d2ea817..c352a83d0f4 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -263,7 +263,12 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
shade_input_set_shade_texco(shi);
if(is->mode==RE_RAY_SHADOW_TRA)
- shade_color(shi, shr);
+ if(shi->mat->nodetree && shi->mat->use_nodes) {
+ ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
+ shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
+ }
+ else
+ shade_color(shi, shr);
else {
if(shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c
index 63ef31b6062..bfdd4f0c9a0 100644
--- a/source/blender/src/buttons_editing.c
+++ b/source/blender/src/buttons_editing.c
@@ -5825,13 +5825,9 @@ void sculptmode_draw_interface_textures(uiBlock *block, unsigned short cx, unsig
void do_fpaintbuts(unsigned short event)
{
- Mesh *me;
Object *ob;
bDeformGroup *defGroup;
- MTFace *activetf, *tf;
- MFace *mf;
- MCol *activemcol;
- int a;
+ MTFace *activetf;
SculptData *sd= &G.scene->sculptdata;
ID *id, *idtest;
extern VPaint Gwp; /* from vpaint */
@@ -5849,45 +5845,19 @@ void do_fpaintbuts(unsigned short event)
vpaint_dogamma();
break;
case B_COPY_TF_MODE:
+ EM_mesh_copy_face(4); /* todo, get rid of magic numbers */
+ break;
+ case B_COPY_TF_TRANSP:
+ EM_mesh_copy_face(5);
+ break;
case B_COPY_TF_UV:
+ EM_mesh_copy_face(3);
+ break;
case B_COPY_TF_COL:
+ EM_mesh_copy_face(6);
+ break;
case B_COPY_TF_TEX:
- me= get_mesh(OBACT);
- activetf= get_active_mtface(NULL, &activemcol, 0);
-
- if(me && activetf) {
- for (a=0, tf=me->mtface, mf=me->mface; a < me->totface; a++, tf++, mf++) {
- if(tf!=activetf && (mf->flag & ME_FACE_SEL)) {
- if(event==B_COPY_TF_MODE) {
- tf->mode= activetf->mode;
- tf->transp= activetf->transp;
- }
- else if(event==B_COPY_TF_UV) {
- memcpy(tf->uv, activetf->uv, sizeof(tf->uv));
- tf->tpage= activetf->tpage;
- tf->tile= activetf->tile;
-
- if(activetf->mode & TF_TILES) tf->mode |= TF_TILES;
- else tf->mode &= ~TF_TILES;
-
- }
- else if(event==B_COPY_TF_TEX) {
- tf->tpage= activetf->tpage;
- tf->tile= activetf->tile;
-
- if(activetf->mode & TF_TILES) tf->mode |= TF_TILES;
- else tf->mode &= ~TF_TILES;
- }
- else if(event==B_COPY_TF_COL && activemcol)
- memcpy(&me->mcol[a*4], activemcol, sizeof(MCol)*4);
- }
- }
-
- DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
- do_shared_vertexcol(me);
- allqueue(REDRAWVIEW3D, 0);
- allqueue(REDRAWIMAGE, 0);
- }
+ EM_mesh_copy_face(2);
break;
case B_SET_VCOL:
if(FACESEL_PAINT_TEST)
@@ -6324,8 +6294,20 @@ static void editing_panel_mesh_texface(void)
if(uiNewPanel(curarea, block, "Texture Face", "Editing", 960, 0, 318, 204)==0) return;
tf = get_active_mtface(NULL, NULL, 0);
+
if(tf) {
+ uiDefBut(block, LABEL, B_NOP, "Active Face Mode", 600,185,300,19, NULL, 0.0, 0.0, 0, 0, "Face mode its used for TexFace display and the game engine ");
+ uiDefBut(block, BUT,B_COPY_TF_MODE, "Copy", 850,185,50,19, 0, 0, 0, 0, 0, "Copy active faces mode to other selected (View3D Ctrl+C)");
+
+ /* Other copy buttons, layout isnt that nice */
uiBlockBeginAlign(block);
+ uiDefBut(block, BUT,B_COPY_TF_UV, "CopyUV", 600,15,100,19, 0, 0, 0, 0, 0, "Copy active faces UVs to other selected (View3D Ctrl+C)");
+ uiDefBut(block, BUT,B_COPY_TF_TEX, "CopyTex", 700,15,100,19, 0, 0, 0, 0, 0, "Copy active faces Texture to other selected (View3D Ctrl+C)");
+ uiDefBut(block, BUT,B_COPY_TF_COL, "CopyColor", 800,15,100,19, 0, 0, 0, 0, 0, "Copy active faces Color to other selected (View3D Ctrl+C)");
+ uiBlockEndAlign(block);
+
+ uiBlockBeginAlign(block);
+
uiDefButBitS(block, TOG, TF_TEX, B_REDR_3D_IMA, "Tex", 600,160,60,19, &tf->mode, 0, 0, 0, 0, "Render face with texture");
uiDefButBitS(block, TOG, TF_TILES, B_REDR_3D_IMA, "Tiles", 660,160,60,19, &tf->mode, 0, 0, 0, 0, "Use tilemode for face");
uiDefButBitS(block, TOG, TF_LIGHT, REDRAWVIEW3D, "Light", 720,160,60,19, &tf->mode, 0, 0, 0, 0, "Use light for face");
@@ -6336,24 +6318,30 @@ static void editing_panel_mesh_texface(void)
uiDefButBitS(block, TOG, TF_SHAREDCOL, REDRAWVIEW3D, "Shared", 600,135,60,19, &tf->mode, 0, 0, 0, 0, "Blend vertex colors across face when vertices are shared");
uiDefButBitS(block, TOG, TF_TWOSIDE, REDRAWVIEW3D, "Twoside",660,135,60,19, &tf->mode, 0, 0, 0, 0, "Render face twosided");
uiDefButBitS(block, TOG, TF_OBCOL, REDRAWVIEW3D, "ObColor",720,135,60,19, &tf->mode, 0, 0, 0, 0, "Use ObColor instead of vertex colors");
-
- uiBlockBeginAlign(block);
+ uiBlockEndAlign(block);
+ uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, TF_BILLBOARD, B_TFACE_HALO, "Halo", 600,110,60,19, &tf->mode, 0, 0, 0, 0, "Screen aligned billboard");
uiDefButBitS(block, TOG, TF_BILLBOARD2, B_TFACE_BILLB, "Billboard",660,110,60,19, &tf->mode, 0, 0, 0, 0, "Billboard with Z-axis constraint");
uiDefButBitS(block, TOG, TF_SHADOW, REDRAWVIEW3D, "Shadow", 720,110,60,19, &tf->mode, 0, 0, 0, 0, "Face is used for shadow");
uiDefButBitS(block, TOG, TF_BMFONT, REDRAWVIEW3D, "Text", 780,110,60,19, &tf->mode, 0, 0, 0, 0, "Enable bitmap text on face");
uiDefButBitS(block, TOG, TF_ALPHASORT, REDRAWVIEW3D, "Sort", 840,110,60,19, &tf->mode, 0, 0, 0, 0, "Enable sorting of faces for correct alpha drawing (slow, use Clip Alpha instead when possible)");
-
+ uiBlockEndAlign(block);
+
+ uiDefBut(block, LABEL, B_NOP, "Active Face Alpha Blending (Transp)", 600,75,300,19, NULL, 0.0, 0.0, 0, 0, "Face mode its used for TexFace display and the game engine");
+ uiDefBut(block, BUT,B_COPY_TF_TRANSP, "Copy", 850,75,50,19, 0, 0, 0, 0, 0, "Copy active faces transp to other selected (View3D Ctrl+C)");
+
uiBlockBeginAlign(block);
uiBlockSetCol(block, TH_BUT_SETTING1);
- uiDefButC(block, ROW, REDRAWVIEW3D, "Opaque", 600,80,60,19, &tf->transp, 2.0, (float)TF_SOLID,0, 0, "Render color of textured face as color");
- uiDefButC(block, ROW, REDRAWVIEW3D, "Add", 660,80,60,19, &tf->transp, 2.0, (float)TF_ADD, 0, 0, "Render face transparent and add color of face");
- uiDefButC(block, ROW, REDRAWVIEW3D, "Alpha", 720,80,60,19, &tf->transp, 2.0, (float)TF_ALPHA,0, 0, "Render polygon transparent, depending on alpha channel of the texture");
- uiDefButC(block, ROW, REDRAWVIEW3D, "Clip Alpha", 780,80,80,19, &tf->transp, 2.0, (float)TF_CLIP,0, 0, "Use the images alpha values clipped with no blending (binary alpha)");
- }
- else
+ uiDefButC(block, ROW, REDRAWVIEW3D, "Opaque", 600,50,60,19, &tf->transp, 2.0, (float)TF_SOLID,0, 0, "Render color of textured face as color");
+ uiDefButC(block, ROW, REDRAWVIEW3D, "Add", 660,50,60,19, &tf->transp, 2.0, (float)TF_ADD, 0, 0, "Render face transparent and add color of face");
+ uiDefButC(block, ROW, REDRAWVIEW3D, "Alpha", 720,50,60,19, &tf->transp, 2.0, (float)TF_ALPHA,0, 0, "Render polygon transparent, depending on alpha channel of the texture");
+ uiDefButC(block, ROW, REDRAWVIEW3D, "Clip Alpha", 780,50,80,19, &tf->transp, 2.0, (float)TF_CLIP,0, 0, "Use the images alpha values clipped with no blending (binary alpha)");
+ uiBlockEndAlign(block);
+
+ } else {
uiDefBut(block,LABEL,B_NOP, "(No Active Face)", 10,200,150,19,0,0,0,0,0,"");
+ }
}
diff --git a/source/blender/src/editarmature.c b/source/blender/src/editarmature.c
index 80c24f3a989..35986fcff4a 100644
--- a/source/blender/src/editarmature.c
+++ b/source/blender/src/editarmature.c
@@ -854,6 +854,7 @@ static void separate_armature_bones (Object *ob, short sel)
BLI_freelistN(&edbo);
}
+/* separate selected bones into their armature */
void separate_armature (void)
{
Object *oldob, *newob;
@@ -1094,13 +1095,13 @@ void armature_select_hierarchy(short direction, short add_to_sel)
arm= (bArmature *)ob->data;
for (curbone= G.edbo.first; curbone; curbone= curbone->next) {
- if (arm->layer & curbone->layer) {
+ if (EBONE_VISIBLE(arm, curbone)) {
if (curbone->flag & (BONE_ACTIVE)) {
if (direction == BONE_SELECT_PARENT) {
if (curbone->parent == NULL) continue;
else pabone = curbone->parent;
- if ((arm->layer & pabone->layer) && !(pabone->flag & BONE_HIDDEN_A)) {
+ if (EBONE_VISIBLE(arm, pabone)) {
pabone->flag |= (BONE_ACTIVE|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
if (pabone->parent) pabone->parent->flag |= BONE_TIPSEL;
@@ -1109,11 +1110,12 @@ void armature_select_hierarchy(short direction, short add_to_sel)
break;
}
- } else { // BONE_SELECT_CHILD
+ }
+ else { // BONE_SELECT_CHILD
chbone = editbone_get_child(curbone, 1);
if (chbone == NULL) continue;
- if ((arm->layer & chbone->layer) && !(chbone->flag & BONE_HIDDEN_A)) {
+ if (EBONE_VISIBLE(arm, chbone)) {
chbone->flag |= (BONE_ACTIVE|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
if (!add_to_sel) {
@@ -1159,17 +1161,18 @@ void setflag_armature (short mode)
/* get flag to set (sync these with the ones used in eBone_Flag */
if (mode == 2)
- flag= pupmenu("Disable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
+ flag= pupmenu("Disable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5|Locked%x6");
else if (mode == 1)
- flag= pupmenu("Enable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
+ flag= pupmenu("Enable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5|Locked%x6");
else
- flag= pupmenu("Toggle Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
+ flag= pupmenu("Toggle Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5|Locked%x6");
switch (flag) {
case 1: flag = BONE_DRAWWIRE; break;
case 2: flag = BONE_NO_DEFORM; break;
case 3: flag = BONE_MULT_VG_ENV; break;
case 4: flag = BONE_HINGE; break;
case 5: flag = BONE_NO_SCALE; break;
+ case 6: flag = BONE_EDITMODE_LOCKED; break;
default: return;
}
@@ -1725,12 +1728,12 @@ void auto_align_armature(short mode)
float *cursor= give_cursor();
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = armature_bone_get_mirrored(ebone);
if ((ebone->flag & BONE_SELECTED) ||
- (flipbone && flipbone->flag & BONE_SELECTED))
+ (flipbone && (flipbone->flag & BONE_SELECTED)))
{
/* specific method used to calculate roll depends on mode */
if (mode == 1) {
@@ -1975,7 +1978,7 @@ void addvert_armature(void)
/* find the active or selected bone */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_ACTIVE|BONE_TIPSEL))
break;
}
@@ -1983,7 +1986,7 @@ void addvert_armature(void)
if (ebone==NULL) {
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_ACTIVE|BONE_ROOTSEL))
break;
}
@@ -2066,11 +2069,12 @@ static EditBone *get_named_editbone(char *name)
{
EditBone *eBone;
- if (name)
+ if (name) {
for (eBone=G.edbo.first; eBone; eBone=eBone->next) {
if (!strcmp(name, eBone->name))
return eBone;
}
+ }
return NULL;
}
@@ -2136,7 +2140,7 @@ void adduplicate_armature(void)
/* Select mirrored bones */
if (arm->flag & ARM_MIRROR_EDIT) {
for (curBone=G.edbo.first; curBone; curBone=curBone->next) {
- if (arm->layer & curBone->layer) {
+ if (EBONE_VISIBLE(arm, curBone)) {
if (curBone->flag & BONE_SELECTED) {
eBone = armature_bone_get_mirrored(curBone);
if (eBone)
@@ -2148,13 +2152,13 @@ void adduplicate_armature(void)
/* Find the selected bones and duplicate them as needed */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next) {
- if (arm->layer & curBone->layer) {
+ if (EBONE_VISIBLE(arm, curBone)) {
if (curBone->flag & BONE_SELECTED) {
eBone=MEM_callocN(sizeof(EditBone), "addup_editbone");
eBone->flag |= BONE_SELECTED;
/* Copy data from old bone to new bone */
- memcpy (eBone, curBone, sizeof(EditBone));
+ memcpy(eBone, curBone, sizeof(EditBone));
curBone->temp = eBone;
eBone->temp = curBone;
@@ -2204,7 +2208,7 @@ void adduplicate_armature(void)
/* Run though the list and fix the pointers */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next) {
- if (arm->layer & curBone->layer) {
+ if (EBONE_VISIBLE(arm, curBone)) {
if (curBone->flag & BONE_SELECTED) {
eBone=(EditBone*) curBone->temp;
@@ -2236,7 +2240,7 @@ void adduplicate_armature(void)
/* Deselect the old bones and select the new ones */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next) {
- if (arm->layer & curBone->layer)
+ if (EBONE_VISIBLE(arm, curBone))
curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL | BONE_ACTIVE);
}
@@ -2373,7 +2377,7 @@ void fill_bones_armature(void)
/* loop over all bones, and only consider if visible */
for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
- if ((arm->layer & ebo->layer) && !(ebo->flag & BONE_HIDDEN_A)) {
+ if (EBONE_VISIBLE(arm, ebo)) {
if (!(ebo->flag & BONE_CONNECTED) && (ebo->flag & BONE_ROOTSEL))
fill_add_joint(ebo, 0, &points);
if (ebo->flag & BONE_TIPSEL)
@@ -2608,7 +2612,7 @@ void merge_armature(void)
/* only consider bones that are visible and selected */
for (ebo=chain->data; ebo; child=ebo, ebo=ebo->parent) {
/* check if visible + selected */
- if ( (arm->layer & ebo->layer) && !(ebo->flag & BONE_HIDDEN_A) &&
+ if ( EBONE_VISIBLE(arm, ebo) &&
((ebo->flag & BONE_CONNECTED) || (ebo->parent==NULL)) &&
(ebo->flag & (BONE_SELECTED|BONE_ACTIVE)) )
{
@@ -2659,7 +2663,7 @@ void hide_selected_armature_bones(void)
EditBone *ebone;
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_SELECTED)) {
ebone->flag &= ~(BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL|BONE_ACTIVE);
ebone->flag |= BONE_HIDDEN_A;
@@ -2678,7 +2682,7 @@ void hide_unselected_armature_bones(void)
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
bArmature *arm= G.obedit->data;
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL));
else {
ebone->flag &= ~BONE_ACTIVE;
@@ -2711,32 +2715,6 @@ void show_all_armature_bones(void)
BIF_undo_push("Reveal Bones");
}
-/* Sets editmode transform locks for bones (adds if lock==1, clears otherwise) */
-void set_locks_armature_bones(short lock)
-{
- bArmature *arm= G.obedit->data;
- EditBone *ebone;
-
- for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
- if (ebone->flag & BONE_SELECTED) {
- if (lock)
- ebone->flag |= BONE_EDITMODE_LOCKED;
- else
- ebone->flag &= ~BONE_EDITMODE_LOCKED;
- }
- }
- }
- countall();
- allqueue(REDRAWVIEW3D, 0);
- allqueue(REDRAWBUTSEDIT, 0);
-
- if (lock)
- BIF_undo_push("Lock Bones");
- else
- BIF_undo_push("Unlock Bones");
-}
-
/* check for null, before calling! */
static void bone_connect_to_existing_parent(EditBone *bone)
{
@@ -2803,7 +2781,7 @@ void make_bone_parent(void)
/* find active bone to parent to */
for (actbone = G.edbo.first; actbone; actbone=actbone->next) {
- if (arm->layer & actbone->layer) {
+ if (EBONE_VISIBLE(arm, actbone)) {
if (actbone->flag & BONE_ACTIVE)
break;
}
@@ -2815,7 +2793,7 @@ void make_bone_parent(void)
/* find selected bones */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if ((ebone->flag & BONE_SELECTED) && (ebone != actbone)) {
foundselbone++;
if (ebone->parent != actbone) allchildbones= 1;
@@ -2851,7 +2829,7 @@ void make_bone_parent(void)
else {
/* loop through all editbones, parenting all selected bones to the active bone */
for (selbone = G.edbo.first; selbone; selbone=selbone->next) {
- if (arm->layer & selbone->layer) {
+ if (EBONE_VISIBLE(arm, selbone)) {
if ((selbone->flag & BONE_SELECTED) && (selbone!=actbone)) {
/* parent selbone to actbone */
bone_connect_to_new_parent(selbone, actbone, val);
@@ -2909,7 +2887,7 @@ void clear_bone_parent(void)
if (val<1) return;
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_SELECTED) {
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = armature_bone_get_mirrored(ebone);
@@ -2959,7 +2937,7 @@ void unique_editbone_name (ListBase *ebones, char *name)
}
for (number = 1; number <=999; number++) {
- sprintf (tempname, "%s.%03d", name, number);
+ sprintf(tempname, "%s.%03d", name, number);
if (!editbone_name_exists(ebones, tempname)) {
BLI_strncpy(name, tempname, 32);
return;
@@ -2980,7 +2958,7 @@ void extrude_armature(int forked)
/* since we allow root extrude too, we have to make sure selection is OK */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_ROOTSEL) {
if (ebone->parent && (ebone->flag & BONE_CONNECTED)) {
if (ebone->parent->flag & BONE_TIPSEL)
@@ -2992,7 +2970,7 @@ void extrude_armature(int forked)
/* Duplicate the necessary bones */
for (ebone = G.edbo.first; ((ebone) && (ebone!=first)); ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
/* we extrude per definition the tip */
do_extrude= 0;
if (ebone->flag & (BONE_TIPSEL|BONE_SELECTED))
@@ -3006,7 +2984,7 @@ void extrude_armature(int forked)
if (do_extrude) {
/* we re-use code for mirror editing... */
flipbone= NULL;
- if(arm->flag & ARM_MIRROR_EDIT) {
+ if (arm->flag & ARM_MIRROR_EDIT) {
flipbone= armature_bone_get_mirrored(ebone);
if (flipbone) {
forked= 0; // we extrude 2 different bones
@@ -3036,7 +3014,7 @@ void extrude_armature(int forked)
newbone->parent = ebone;
newbone->flag = ebone->flag & BONE_TIPSEL; // copies it, in case mirrored bone
-
+
if (newbone->parent) newbone->flag |= BONE_CONNECTED;
}
else {
@@ -3046,7 +3024,7 @@ void extrude_armature(int forked)
newbone->flag= BONE_TIPSEL;
- if (newbone->parent && ebone->flag & BONE_CONNECTED) {
+ if (newbone->parent && (ebone->flag & BONE_CONNECTED)) {
newbone->flag |= BONE_CONNECTED;
}
}
@@ -3065,8 +3043,8 @@ void extrude_armature(int forked)
BLI_strncpy (newbone->name, ebone->name, 32);
if (flipbone && forked) { // only set if mirror edit
- if(strlen(newbone->name)<30) {
- if(a==0) strcat(newbone->name, "_L");
+ if (strlen(newbone->name)<30) {
+ if (a==0) strcat(newbone->name, "_L");
else strcat(newbone->name, "_R");
}
}
@@ -3111,7 +3089,7 @@ void subdivide_armature(int numcuts)
if (numcuts < 1) return;
for (mbone = G.edbo.last; mbone; mbone= mbone->prev) {
- if (arm->layer & mbone->layer) {
+ if (EBONE_VISIBLE(arm, mbone)) {
if (mbone->flag & BONE_SELECTED) {
for (i=numcuts+1; i>1; i--) {
/* compute cut ratio first */
@@ -3176,6 +3154,59 @@ void subdivide_armature(int numcuts)
else BIF_undo_push("Subdivide multi");
}
+/* switch direction of bone chains */
+void switch_direction_armature (void)
+{
+ bArmature *arm= (G.obedit) ? G.obedit->data : NULL;
+ ListBase chains = {NULL, NULL};
+ LinkData *chain;
+
+ /* error checking paranoia */
+ if (arm == NULL)
+ return;
+
+ /* get chains of bones (ends on chains) */
+ chains_find_tips(&chains);
+ if (chains.first == NULL) return;
+
+ /* loop over chains, only considering selected and visible bones */
+ for (chain= chains.first; chain; chain= chain->next) {
+ EditBone *ebo, *child=NULL, *parent=NULL;
+
+ /* loop over bones in chain */
+ for (ebo= chain->data; ebo; child= ebo, ebo=parent) {
+ parent= ebo->parent;
+
+ /* only if selected and editable */
+ if (EBONE_VISIBLE(arm, ebo) && EBONE_EDITABLE(ebo)) {
+ /* swap head and tail coordinates */
+ SWAP(float, ebo->head[0], ebo->tail[0]);
+ SWAP(float, ebo->head[1], ebo->tail[1]);
+ SWAP(float, ebo->head[2], ebo->tail[2]);
+
+ /* do parent swapping:
+ * - use 'child' as new parent
+ * - connected flag is only set if points are coincidental
+ */
+ ebo->parent= child;
+ if ((child) && VecEqual(ebo->head, child->tail))
+ ebo->flag |= BONE_CONNECTED;
+ else
+ ebo->flag &= ~BONE_CONNECTED;
+
+ /* FIXME: other things that need fixing?
+ * i.e. roll?
+ */
+ }
+ }
+ }
+
+ /* free chains */
+ BLI_freelistN(&chains);
+
+ BIF_undo_push("Switch Direction");
+}
+
/* ***************** Pose tools ********************* */
void clear_armature(Object *ob, char mode)
diff --git a/source/blender/src/editmesh_mods.c b/source/blender/src/editmesh_mods.c
index c7a75b32df1..6dfbd67720b 100644
--- a/source/blender/src/editmesh_mods.c
+++ b/source/blender/src/editmesh_mods.c
@@ -1432,361 +1432,398 @@ int mesh_layers_menu(CustomData *data, int type) {
return ret;
}
-/* ctrl+c in mesh editmode */
-void mesh_copy_menu(void)
+void EM_mesh_copy_edge(short type)
{
EditMesh *em = G.editMesh;
EditSelection *ese;
- short ret, change=0;
+ short change=0;
+
+ EditEdge *eed, *eed_act;
+ float vec[3], vec_mid[3], eed_len, eed_len_act;
if (!em) return;
ese = em->selected.last;
+ if (!ese) return;
- /* Faces can have a NULL ese, so dont return on a NULL ese here */
+ eed_act = (EditEdge*)ese->data;
- if(ese && ese->type == EDITVERT) {
-
- if (!ese) return;
- /*EditVert *ev, *ev_act = (EditVert*)ese->data;
- ret= pupmenu("");*/
- } else if(ese && ese->type == EDITEDGE) {
- EditEdge *eed, *eed_act;
- float vec[3], vec_mid[3], eed_len, eed_len_act;
-
- if (!ese) return;
-
- eed_act = (EditEdge*)ese->data;
-
- ret= pupmenu("Copy Active Edge to Selected%t|Crease%x1|Bevel Weight%x2|Length%x3");
- if (ret<1) return;
-
- eed_len_act = VecLenf(eed_act->v1->co, eed_act->v2->co);
-
- switch (ret) {
- case 1: /* copy crease */
- for(eed=em->edges.first; eed; eed=eed->next) {
- if (eed->f & SELECT && eed != eed_act && eed->crease != eed_act->crease) {
- eed->crease = eed_act->crease;
- change = 1;
- }
+ switch (type) {
+ case 1: /* copy crease */
+ for(eed=em->edges.first; eed; eed=eed->next) {
+ if (eed->f & SELECT && eed != eed_act && eed->crease != eed_act->crease) {
+ eed->crease = eed_act->crease;
+ change = 1;
}
- break;
- case 2: /* copy bevel weight */
- for(eed=em->edges.first; eed; eed=eed->next) {
- if (eed->f & SELECT && eed != eed_act && eed->bweight != eed_act->bweight) {
- eed->bweight = eed_act->bweight;
- change = 1;
- }
+ }
+ break;
+ case 2: /* copy bevel weight */
+ for(eed=em->edges.first; eed; eed=eed->next) {
+ if (eed->f & SELECT && eed != eed_act && eed->bweight != eed_act->bweight) {
+ eed->bweight = eed_act->bweight;
+ change = 1;
}
- break;
-
- case 3: /* copy length */
-
- for(eed=em->edges.first; eed; eed=eed->next) {
- if (eed->f & SELECT && eed != eed_act) {
-
- eed_len = VecLenf(eed->v1->co, eed->v2->co);
-
- if (eed_len == eed_len_act) continue;
- /* if this edge is zero length we cont do anything with it*/
- if (eed_len == 0.0f) continue;
- if (eed_len_act == 0.0f) {
- VecAddf(vec_mid, eed->v1->co, eed->v2->co);
- VecMulf(vec_mid, 0.5);
- VECCOPY(eed->v1->co, vec_mid);
- VECCOPY(eed->v2->co, vec_mid);
- } else {
- /* copy the edge length */
- VecAddf(vec_mid, eed->v1->co, eed->v2->co);
- VecMulf(vec_mid, 0.5);
-
- /* SCALE 1 */
- VecSubf(vec, eed->v1->co, vec_mid);
- VecMulf(vec, eed_len_act/eed_len);
- VecAddf(eed->v1->co, vec, vec_mid);
-
- /* SCALE 2 */
- VecSubf(vec, eed->v2->co, vec_mid);
- VecMulf(vec, eed_len_act/eed_len);
- VecAddf(eed->v2->co, vec, vec_mid);
- }
- change = 1;
+ }
+ break;
+
+ case 3: /* copy length */
+ eed_len_act = VecLenf(eed_act->v1->co, eed_act->v2->co);
+ for(eed=em->edges.first; eed; eed=eed->next) {
+ if (eed->f & SELECT && eed != eed_act) {
+
+ eed_len = VecLenf(eed->v1->co, eed->v2->co);
+
+ if (eed_len == eed_len_act) continue;
+ /* if this edge is zero length we cont do anything with it*/
+ if (eed_len == 0.0f) continue;
+ if (eed_len_act == 0.0f) {
+ VecAddf(vec_mid, eed->v1->co, eed->v2->co);
+ VecMulf(vec_mid, 0.5);
+ VECCOPY(eed->v1->co, vec_mid);
+ VECCOPY(eed->v2->co, vec_mid);
+ } else {
+ /* copy the edge length */
+ VecAddf(vec_mid, eed->v1->co, eed->v2->co);
+ VecMulf(vec_mid, 0.5);
+
+ /* SCALE 1 */
+ VecSubf(vec, eed->v1->co, vec_mid);
+ VecMulf(vec, eed_len_act/eed_len);
+ VecAddf(eed->v1->co, vec, vec_mid);
+
+ /* SCALE 2 */
+ VecSubf(vec, eed->v2->co, vec_mid);
+ VecMulf(vec, eed_len_act/eed_len);
+ VecAddf(eed->v2->co, vec, vec_mid);
}
+ change = 1;
}
-
- if (change)
- recalc_editnormals();
-
-
- break;
}
+
+ if (change)
+ recalc_editnormals();
+
+ break;
+ }
+
+ if (change) {
+ DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
+ allqueue(REDRAWVIEW3D, 0);
+ allqueue(REDRAWBUTSEDIT, 0);
- } else if(ese==NULL || ese->type == EDITFACE) {
- EditFace *efa, *efa_act;
- MTFace *tf, *tf_act = NULL;
- MCol *mcol, *mcol_act = NULL;
-
- efa_act = EM_get_actFace(0);
-
- if (efa_act) {
- ret= pupmenu(
- "Copy Face Selected%t|"
- "Active Material%x1|Active Image%x2|Active UV Coords%x3|"
- "Active Mode%x4|Active Transp%x5|Active Vertex Colors%x6|%l|"
-
- "TexFace UVs from layer%x7|"
- "TexFace Images from layer%x8|"
- "TexFace All from layer%x9|"
- "Vertex Colors from layer%x10");
- if (ret<1) return;
- tf_act = CustomData_em_get(&em->fdata, efa_act->data, CD_MTFACE);
- mcol_act = CustomData_em_get(&em->fdata, efa_act->data, CD_MCOL);
- } else {
- ret= pupmenu(
- "Copy Face Selected%t|"
-
- /* Make sure these are always the same as above */
- "TexFace UVs from layer%x7|"
- "TexFace Images from layer%x8|"
- "TexFace All from layer%x9|"
- "Vertex Colors from layer%x10");
- if (ret<1) return;
+ BIF_undo_push("Copy Edge Attribute");
+ }
+}
+
+void EM_mesh_copy_face(short type)
+{
+ EditMesh *em = G.editMesh;
+ short change=0;
+
+ EditFace *efa, *efa_act;
+ MTFace *tf, *tf_act = NULL;
+ MCol *mcol, *mcol_act = NULL;
+ if (!em) return;
+ efa_act = EM_get_actFace(0);
+
+ if (!efa_act) return;
+
+ tf_act = CustomData_em_get(&em->fdata, efa_act->data, CD_MTFACE);
+ mcol_act = CustomData_em_get(&em->fdata, efa_act->data, CD_MCOL);
+
+ switch (type) {
+ case 1: /* copy material */
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT && efa->mat_nr != efa_act->mat_nr) {
+ efa->mat_nr = efa_act->mat_nr;
+ change = 1;
+ }
}
-
- switch (ret) {
- case 1: /* copy material */
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT && efa->mat_nr != efa_act->mat_nr) {
- efa->mat_nr = efa_act->mat_nr;
- change = 1;
+ break;
+ case 2: /* copy image */
+ if (!tf_act) {
+ error("mesh has no uv/image layers");
+ return;
+ }
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT && efa != efa_act) {
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ if (tf_act->tpage) {
+ tf->tpage = tf_act->tpage;
+ tf->mode |= TF_TEX;
+ } else {
+ tf->tpage = NULL;
+ tf->mode &= ~TF_TEX;
}
+ tf->tile= tf_act->tile;
+ change = 1;
}
- break;
- case 2: /* copy image */
- if (!tf_act) {
- error("mesh has no uv/image layers");
- return;
+ }
+ break;
+
+ case 3: /* copy UV's */
+ if (!tf_act) {
+ error("mesh has no uv/image layers");
+ return;
+ }
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT && efa != efa_act) {
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ memcpy(tf->uv, tf_act->uv, sizeof(tf->uv));
+ change = 1;
}
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT && efa != efa_act) {
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- if (tf_act->tpage) {
- tf->tpage = tf_act->tpage;
- tf->mode |= TF_TEX;
- } else {
- tf->tpage = NULL;
- tf->mode &= ~TF_TEX;
- }
- tf->tile= tf_act->tile;
- change = 1;
- }
+ }
+ break;
+ case 4: /* mode's */
+ if (!tf_act) {
+ error("mesh has no uv/image layers");
+ return;
+ }
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT && efa != efa_act) {
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ tf->mode= tf_act->mode;
+ change = 1;
}
- break;
-
- case 3: /* copy UV's */
- if (!tf_act) {
- error("mesh has no uv/image layers");
- return;
+ }
+ break;
+ case 5: /* copy transp's */
+ if (!tf_act) {
+ error("mesh has no uv/image layers");
+ return;
+ }
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT && efa != efa_act) {
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ tf->transp= tf_act->transp;
+ change = 1;
}
+ }
+ break;
+
+ case 6: /* copy vcols's */
+ if (!mcol_act) {
+ error("mesh has no color layers");
+ return;
+ } else {
+ /* guess the 4th color if needs be */
+ float val =- 1;
+
+ if (!efa_act->v4) {
+ /* guess the othe vale, we may need to use it
+ *
+ * Modifying the 4th value of the mcol is ok here since its not seen
+ * on a triangle
+ * */
+ val = ((float)(mcol_act->r + (mcol_act+1)->r + (mcol_act+2)->r)) / 3; CLAMP(val, 0, 255);
+ (mcol_act+3)->r = (char)val;
+
+ val = ((float)(mcol_act->g + (mcol_act+1)->g + (mcol_act+2)->g)) / 3; CLAMP(val, 0, 255);
+ (mcol_act+3)->g = (char)val;
+
+ val = ((float)(mcol_act->b + (mcol_act+1)->b + (mcol_act+2)->b)) / 3; CLAMP(val, 0, 255);
+ (mcol_act+3)->b = (char)val;
+ }
+
+
for(efa=em->faces.first; efa; efa=efa->next) {
if (efa->f & SELECT && efa != efa_act) {
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- memcpy(tf->uv, tf_act->uv, sizeof(tf->uv));
+ /* TODO - make copy from tri to quad guess the 4th vert */
+ mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ memcpy(mcol, mcol_act, sizeof(MCol)*4);
change = 1;
}
}
- break;
- case 4: /* mode's */
- if (!tf_act) {
- error("mesh has no uv/image layers");
+ }
+ break;
+ }
+
+ if (change) {
+ DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
+ allqueue(REDRAWVIEW3D, 0);
+ allqueue(REDRAWBUTSEDIT, 0);
+ if (type==3) {
+ allqueue(REDRAWIMAGE, 0);
+ }
+
+ BIF_undo_push("Copy Face Attribute");
+ }
+}
+
+
+void EM_mesh_copy_face_layer(short type)
+{
+ EditMesh *em = G.editMesh;
+ short change=0;
+
+ EditFace *efa;
+ MTFace *tf, *tf_from;
+ MCol *mcol, *mcol_from;
+
+ if (!em) return;
+
+ switch(type) {
+ case 7:
+ case 8:
+ case 9:
+ if (CustomData_number_of_layers(&em->fdata, CD_MTFACE)<2) {
+ error("mesh does not have multiple uv/image layers");
+ return;
+ } else {
+ int layer_orig_idx, layer_idx;
+
+ layer_idx = mesh_layers_menu(&em->fdata, CD_MTFACE);
+ if (layer_idx<0) return;
+
+ /* warning, have not updated mesh pointers however this is not needed since we swicth back */
+ layer_orig_idx = CustomData_get_active_layer(&em->fdata, CD_MTFACE);
+ if (layer_idx==layer_orig_idx)
return;
- }
+
+ /* get the tfaces */
+ CustomData_set_layer_active(&em->fdata, CD_MTFACE, (int)layer_idx);
+ /* store the tfaces in our temp */
for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT && efa != efa_act) {
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- tf->mode= tf_act->mode;
- change = 1;
- }
+ if (efa->f & SELECT) {
+ efa->tmp.p = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ }
}
- break;
- case 5: /* copy transp's */
- if (!tf_act) {
- error("mesh has no uv/image layers");
+ CustomData_set_layer_active(&em->fdata, CD_MTFACE, layer_orig_idx);
+ }
+ break;
+
+ case 10: /* select vcol layers - make sure this stays in sync with above code */
+ if (CustomData_number_of_layers(&em->fdata, CD_MCOL)<2) {
+ error("mesh does not have multiple color layers");
+ return;
+ } else {
+ int layer_orig_idx, layer_idx;
+
+ layer_idx = mesh_layers_menu(&em->fdata, CD_MCOL);
+ if (layer_idx<0) return;
+
+ /* warning, have not updated mesh pointers however this is not needed since we swicth back */
+ layer_orig_idx = CustomData_get_active_layer(&em->fdata, CD_MCOL);
+ if (layer_idx==layer_orig_idx)
return;
- }
+
+ /* get the tfaces */
+ CustomData_set_layer_active(&em->fdata, CD_MCOL, (int)layer_idx);
+ /* store the tfaces in our temp */
for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT && efa != efa_act) {
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- tf->transp= tf_act->transp;
- change = 1;
- }
- }
- break;
-
- case 6: /* copy vcols's */
- if (!mcol_act) {
- error("mesh has no color layers");
- return;
- } else {
- /* guess the 4th color if needs be */
- float val =- 1;
-
- if (!efa_act->v4) {
- /* guess the othe vale, we may need to use it
- *
- * Modifying the 4th value of the mcol is ok here since its not seen
- * on a triangle
- * */
- val = ((float)(mcol_act->r + (mcol_act+1)->r + (mcol_act+2)->r)) / 3; CLAMP(val, 0, 255);
- (mcol_act+3)->r = (char)val;
-
- val = ((float)(mcol_act->g + (mcol_act+1)->g + (mcol_act+2)->g)) / 3; CLAMP(val, 0, 255);
- (mcol_act+3)->g = (char)val;
-
- val = ((float)(mcol_act->b + (mcol_act+1)->b + (mcol_act+2)->b)) / 3; CLAMP(val, 0, 255);
- (mcol_act+3)->b = (char)val;
- }
-
-
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT && efa != efa_act) {
- /* TODO - make copy from tri to quad guess the 4th vert */
- mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
- memcpy(mcol, mcol_act, sizeof(MCol)*4);
- change = 1;
- }
- }
- }
-
- break;
-
- /* Copy from layer - Warning! tf_act and mcol_act will be NULL here */
- case 7:
- case 8:
- case 9:
- if (CustomData_number_of_layers(&em->fdata, CD_MTFACE)<2) {
- error("mesh does not have multiple uv/image layers");
- return;
- } else {
- int layer_orig_idx, layer_idx;
-
- layer_idx = mesh_layers_menu(&em->fdata, CD_MTFACE);
- if (layer_idx<0) return;
-
- /* warning, have not updated mesh pointers however this is not needed since we swicth back */
- layer_orig_idx = CustomData_get_active_layer(&em->fdata, CD_MTFACE);
- if (layer_idx==layer_orig_idx)
- return;
-
- /* get the tfaces */
- CustomData_set_layer_active(&em->fdata, CD_MTFACE, (int)layer_idx);
- /* store the tfaces in our temp */
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT) {
- efa->tmp.p = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- }
- }
- CustomData_set_layer_active(&em->fdata, CD_MTFACE, layer_orig_idx);
- }
- break;
-
- case 10: /* select vcol layers - make sure this stays in sync with above code */
- if (CustomData_number_of_layers(&em->fdata, CD_MCOL)<2) {
- error("mesh does not have multiple color layers");
- return;
- } else {
- int layer_orig_idx, layer_idx;
-
- layer_idx = mesh_layers_menu(&em->fdata, CD_MCOL);
- if (layer_idx<0) return;
-
- /* warning, have not updated mesh pointers however this is not needed since we swicth back */
- layer_orig_idx = CustomData_get_active_layer(&em->fdata, CD_MCOL);
- if (layer_idx==layer_orig_idx)
- return;
-
- /* get the tfaces */
- CustomData_set_layer_active(&em->fdata, CD_MCOL, (int)layer_idx);
- /* store the tfaces in our temp */
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT) {
- efa->tmp.p = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
- }
- }
- CustomData_set_layer_active(&em->fdata, CD_MCOL, layer_orig_idx);
-
+ if (efa->f & SELECT) {
+ efa->tmp.p = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ }
}
- break;
+ CustomData_set_layer_active(&em->fdata, CD_MCOL, layer_orig_idx);
+
}
-
- /* layer copy only - sanity checks done above */
- switch (ret) {
- case 7: /* copy UV's only */
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT) {
- tf_act = (MTFace *)efa->tmp.p; /* not active but easier to use this way */
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- memcpy(tf->uv, tf_act->uv, sizeof(tf->uv));
- change = 1;
- }
+ break;
+ }
+
+ /* layer copy only - sanity checks done above */
+ switch (type) {
+ case 7: /* copy UV's only */
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT) {
+ tf_from = (MTFace *)efa->tmp.p; /* not active but easier to use this way */
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ memcpy(tf->uv, tf_from->uv, sizeof(tf->uv));
+ change = 1;
}
- break;
- case 8: /* copy image settings only */
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT) {
- tf_act = (MTFace *)efa->tmp.p; /* not active but easier to use this way */
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- if (tf_act->tpage) {
- tf->tpage = tf_act->tpage;
- tf->mode |= TF_TEX;
- } else {
- tf->tpage = NULL;
- tf->mode &= ~TF_TEX;
- }
- tf->tile= tf_act->tile;
- change = 1;
+ }
+ break;
+ case 8: /* copy image settings only */
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT) {
+ tf_from = (MTFace *)efa->tmp.p; /* not active but easier to use this way */
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ if (tf_from->tpage) {
+ tf->tpage = tf_from->tpage;
+ tf->mode |= TF_TEX;
+ } else {
+ tf->tpage = NULL;
+ tf->mode &= ~TF_TEX;
}
+ tf->tile= tf_from->tile;
+ change = 1;
}
- break;
- case 9: /* copy all tface info */
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT) {
- tf_act = (MTFace *)efa->tmp.p; /* not active but easier to use this way */
- tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
- memcpy(tf->uv, ((MTFace *)efa->tmp.p)->uv, sizeof(tf->uv));
- tf->tpage = tf_act->tpage;
- tf->mode = tf_act->mode;
- tf->transp = tf_act->transp;
- change = 1;
- }
+ }
+ break;
+ case 9: /* copy all tface info */
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT) {
+ tf_from = (MTFace *)efa->tmp.p; /* not active but easier to use this way */
+ tf = CustomData_em_get(&em->fdata, efa->data, CD_MTFACE);
+ memcpy(tf->uv, ((MTFace *)efa->tmp.p)->uv, sizeof(tf->uv));
+ tf->tpage = tf_from->tpage;
+ tf->mode = tf_from->mode;
+ tf->transp = tf_from->transp;
+ change = 1;
}
- break;
- case 10:
- for(efa=em->faces.first; efa; efa=efa->next) {
- if (efa->f & SELECT) {
- mcol_act = (MCol *)efa->tmp.p;
- mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
- memcpy(mcol, mcol_act, sizeof(MCol)*4);
- change = 1;
- }
+ }
+ break;
+ case 10:
+ for(efa=em->faces.first; efa; efa=efa->next) {
+ if (efa->f & SELECT) {
+ mcol_from = (MCol *)efa->tmp.p;
+ mcol = CustomData_em_get(&em->fdata, efa->data, CD_MCOL);
+ memcpy(mcol, mcol_from, sizeof(MCol)*4);
+ change = 1;
}
- break;
}
-
+ break;
}
-
+
if (change) {
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
- if (ese==NULL || ese->type == EDITFACE) BIF_undo_push("Copy Face Attribute");
- else if ( ese->type == EDITEDGE) BIF_undo_push("Copy Edge Attribute");
- else if ( ese->type == EDITVERT) BIF_undo_push("Copy Vert Attribute");
-
+ BIF_undo_push("Copy Face Layer");
}
+}
+
+
+/* ctrl+c in mesh editmode */
+void mesh_copy_menu(void)
+{
+ EditMesh *em = G.editMesh;
+ EditSelection *ese;
+ int ret;
+ if (!em) return;
+ ese = em->selected.last;
+
+ /* Faces can have a NULL ese, so dont return on a NULL ese here */
+
+ if(ese && ese->type == EDITVERT) {
+ /* EditVert *ev, *ev_act = (EditVert*)ese->data;
+ ret= pupmenu(""); */
+ } else if(ese && ese->type == EDITEDGE) {
+ ret= pupmenu("Copy Active Edge to Selected%t|Crease%x1|Bevel Weight%x2|Length%x3");
+ if (ret<1) return;
+
+ EM_mesh_copy_edge(ret);
+
+ } else if(ese==NULL || ese->type == EDITFACE) {
+ ret= pupmenu(
+ "Copy Face Selected%t|"
+ "Active Material%x1|Active Image%x2|Active UV Coords%x3|"
+ "Active Mode%x4|Active Transp%x5|Active Vertex Colors%x6|%l|"
+
+ "TexFace UVs from layer%x7|"
+ "TexFace Images from layer%x8|"
+ "TexFace All from layer%x9|"
+ "Vertex Colors from layer%x10");
+ if (ret<1) return;
+
+ if (ret<=6) {
+ EM_mesh_copy_face(ret);
+ } else {
+ EM_mesh_copy_face_layer(ret);
+ }
+ }
}
diff --git a/source/blender/src/editobject.c b/source/blender/src/editobject.c
index cbf7691754d..fee967bcd9a 100644
--- a/source/blender/src/editobject.c
+++ b/source/blender/src/editobject.c
@@ -2760,7 +2760,7 @@ void special_editmenu(void)
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
}
else if(G.obedit->type==OB_ARMATURE) {
- nr= pupmenu("Specials%t|Subdivide %x1|Subdivide Multi%x2|Flip Left-Right Names%x3|%l|AutoName Left-Right%x4|AutoName Front-Back%x5|AutoName Top-Bottom%x6|%l|Lock%x7|Unlock%x8");
+ nr= pupmenu("Specials%t|Subdivide %x1|Subdivide Multi%x2|Switch Direction%x7|Flip Left-Right Names%x3|%l|AutoName Left-Right%x4|AutoName Front-Back%x5|AutoName Top-Bottom%x6");
if(nr==1)
subdivide_armature(1);
if(nr==2) {
@@ -2773,10 +2773,8 @@ void special_editmenu(void)
else if(ELEM3(nr, 4, 5, 6)) {
armature_autoside_names(nr-4);
}
- else if(nr==7)
- set_locks_armature_bones(1);
- else if(nr==8)
- set_locks_armature_bones(0);
+ else if(nr == 7)
+ switch_direction_armature();
}
else if(G.obedit->type==OB_LATTICE) {
static float weight= 1.0f;
diff --git a/source/blender/src/poselib.c b/source/blender/src/poselib.c
index fb2bfe5b605..6aeef7c75c2 100644
--- a/source/blender/src/poselib.c
+++ b/source/blender/src/poselib.c
@@ -312,7 +312,7 @@ void poselib_add_current_pose (Object *ob, int val)
/* mode - add new or replace existing */
if (val == 0) {
if ((ob->poselib) && (ob->poselib->markers.first)) {
- val= pupmenu("PoseLib Add Current Pose%t|Add New%x1|Replace Existing%x2");
+ val= pupmenu("PoseLib Add Current Pose%t|Add New%x1|Add New (Current Frame)%x3|Replace Existing%x2");
if (val <= 0) return;
}
else
@@ -347,7 +347,10 @@ void poselib_add_current_pose (Object *ob, int val)
act= poselib_validate(ob);
/* get frame */
- frame= poselib_get_free_index(act);
+ if (val == 3)
+ frame= CFRA;
+ else /* if (val == 1) */
+ frame= poselib_get_free_index(act);
/* add pose to poselib - replaces any existing pose there */
for (marker= act->markers.first; marker; marker= marker->next) {
diff --git a/source/blender/src/transform_conversions.c b/source/blender/src/transform_conversions.c
index 8f83434e528..9f2f58d0cdb 100644
--- a/source/blender/src/transform_conversions.c
+++ b/source/blender/src/transform_conversions.c
@@ -913,8 +913,8 @@ static void createTransPose(TransInfo *t, Object *ob)
if (arm==NULL || ob->pose==NULL) return;
if (arm->flag & ARM_RESTPOS) {
- if(t->mode!=TFM_BONESIZE) {
- notice ("Pose edit not possible while Rest Position is enabled");
+ if(ELEM(t->mode, TFM_DUMMY, TFM_BONESIZE)==0) {
+ notice("Pose edit not possible while Rest Position is enabled");
return;
}
}
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index f44318120e8..a6337403cd1 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1939,7 +1939,17 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
float* fl = (float*) blenderobject->parentinv;
MT_Transform parinvtrans(fl);
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
- parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+ // problem here: the parent inverse transform combines scaling and rotation
+ // in the basis but the scenegraph needs separate rotation and scaling.
+ // This is not important for OpenGL (it uses 4x4 matrix) but it is important
+ // for the physic engine that needs a separate scaling
+ //parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+
+ // Extract the rotation and the scaling from the basis
+ MT_Matrix3x3 inverseOrientation(parinvtrans.getRotation());
+ parentinversenode->SetLocalOrientation(inverseOrientation);
+ MT_Matrix3x3 scale(inverseOrientation.transposed()*parinvtrans.getBasis());
+ parentinversenode->SetLocalScale(MT_Vector3(scale[0][0], scale[1][1], scale[2][2]));
parentinversenode->AddChild(gameobj->GetSGNode());
}
diff --git a/source/gameengine/Ketsji/CMakeLists.txt b/source/gameengine/Ketsji/CMakeLists.txt
index 3b907d8d530..be009d94701 100644
--- a/source/gameengine/Ketsji/CMakeLists.txt
+++ b/source/gameengine/Ketsji/CMakeLists.txt
@@ -25,6 +25,17 @@
# ***** END GPL LICENSE BLOCK *****
FILE(GLOB SRC *.cpp)
+SET(SRC
+ ${SRC}
+ ../../../source/blender/python/api2_2x/Mathutils.c
+ ../../../source/blender/python/api2_2x/constant.c
+ ../../../source/blender/python/api2_2x/euler.c
+ ../../../source/blender/python/api2_2x/gen_utils.c
+ ../../../source/blender/python/api2_2x/matrix.c
+ ../../../source/blender/python/api2_2x/point.c
+ ../../../source/blender/python/api2_2x/quat.c
+ ../../../source/blender/python/api2_2x/vector.c
+)
SET(INC
.
@@ -39,7 +50,8 @@ SET(INC
../../../intern/moto/include
../../../source/gameengine/Ketsji
../../../source/blender/blenlib
- ../../../source/blender/blenkernel
+ ../../../source/blender/blenkernel
+ ../../../source/blender/python/api2_2x
../../../source/blender
../../../source/blender/include
../../../source/blender/makesdna
diff --git a/source/gameengine/Ketsji/KX_GameObject.cpp b/source/gameengine/Ketsji/KX_GameObject.cpp
index 661bf17ef23..989cdabd491 100644
--- a/source/gameengine/Ketsji/KX_GameObject.cpp
+++ b/source/gameengine/Ketsji/KX_GameObject.cpp
@@ -1491,7 +1491,7 @@ PyObject* KX_GameObject::PyAlignAxisToVect(PyObject* self,
if (PyVecTo(pyvect, vect))
{
if (fac<=0.0) Py_RETURN_NONE; // Nothing to do.
- if (fac< 1.0) fac= 1.0;
+ if (fac> 1.0) fac= 1.0;
AlignAxisToVect(vect,axis,fac);
NodeUpdateGS(0.f,true);
diff --git a/source/gameengine/Ketsji/KX_RadarSensor.cpp b/source/gameengine/Ketsji/KX_RadarSensor.cpp
index de4979ac4c9..d371626b597 100644
--- a/source/gameengine/Ketsji/KX_RadarSensor.cpp
+++ b/source/gameengine/Ketsji/KX_RadarSensor.cpp
@@ -147,23 +147,23 @@ void KX_RadarSensor::SynchronizeTransform()
};
case 3: // -X Axis
{
- MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(90));
+ MT_Quaternion rotquatje(MT_Vector3(0,0,1),MT_radians(-90));
trans.rotate(rotquatje);
- trans.translate(MT_Vector3 (0, m_coneheight/2.0 ,0));
+ trans.translate(MT_Vector3 (0, -m_coneheight/2.0 ,0));
break;
};
case 4: // -Y Axis
{
- MT_Quaternion rotquatje(MT_Vector3(1,0,0),MT_radians(-180));
- trans.rotate(rotquatje);
- trans.translate(MT_Vector3 (0, m_coneheight/2.0 ,0));
+ //MT_Quaternion rotquatje(MT_Vector3(1,0,0),MT_radians(-180));
+ //trans.rotate(rotquatje);
+ trans.translate(MT_Vector3 (0, -m_coneheight/2.0 ,0));
break;
};
case 5: // -Z Axis
{
- MT_Quaternion rotquatje(MT_Vector3(1,0,0),MT_radians(-90));
+ MT_Quaternion rotquatje(MT_Vector3(1,0,0),MT_radians(90));
trans.rotate(rotquatje);
- trans.translate(MT_Vector3 (0, m_coneheight/2.0 ,0));
+ trans.translate(MT_Vector3 (0, -m_coneheight/2.0 ,0));
break;
};
default:
diff --git a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
index 08f40424323..dfbcf115fd7 100644
--- a/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
+++ b/source/gameengine/Physics/Bullet/CcdPhysicsEnvironment.cpp
@@ -956,13 +956,16 @@ void CcdPhysicsEnvironment::CallbackTriggers()
if (m_triggerCallbacks[PHY_OBJECT_RESPONSE] || (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints)))
{
//walk over all overlapping pairs, and if one of the involved bodies is registered for trigger callback, perform callback
- int numManifolds = m_dynamicsWorld->getDispatcher()->getNumManifolds();
+ btDispatcher* dispatcher = m_dynamicsWorld->getDispatcher();
+ int numManifolds = dispatcher->getNumManifolds();
for (int i=0;i<numManifolds;i++)
{
- btPersistentManifold* manifold = m_dynamicsWorld->getDispatcher()->getManifoldByIndexInternal(i);
+ btPersistentManifold* manifold = dispatcher->getManifoldByIndexInternal(i);
int numContacts = manifold->getNumContacts();
if (numContacts)
{
+ btRigidBody* rb0 = static_cast<btRigidBody*>(manifold->getBody0());
+ btRigidBody* rb1 = static_cast<btRigidBody*>(manifold->getBody1());
if (m_debugDrawer && (m_debugDrawer->getDebugMode() & btIDebugDraw::DBG_DrawContactPoints))
{
for (int j=0;j<numContacts;j++)
@@ -973,8 +976,8 @@ void CcdPhysicsEnvironment::CallbackTriggers()
m_debugDrawer->drawContactPoint(cp.m_positionWorldOnB,cp.m_normalWorldOnB,cp.getDistance(),cp.getLifeTime(),color);
}
}
- btRigidBody* obj0 = static_cast<btRigidBody* >(manifold->getBody0());
- btRigidBody* obj1 = static_cast<btRigidBody* >(manifold->getBody1());
+ btRigidBody* obj0 = rb0;
+ btRigidBody* obj1 = rb1;
//m_internalOwner is set in 'addPhysicsController'
CcdPhysicsController* ctrl0 = static_cast<CcdPhysicsController*>(obj0->getUserPointer());
@@ -991,6 +994,15 @@ void CcdPhysicsEnvironment::CallbackTriggers()
m_triggerCallbacks[PHY_OBJECT_RESPONSE](m_triggerCallbacksUserPtrs[PHY_OBJECT_RESPONSE],
ctrl0,ctrl1,0);
}
+ // Bullet does not refresh the manifold contact point for object without contact response
+ // may need to remove this when a newer Bullet version is integrated
+ if (!dispatcher->needsResponse(rb0, rb1))
+ {
+ // Refresh algorithm fails sometimes when there is penetration
+ // (usuall the case with ghost and sensor objects)
+ // Let's just clear the manifold, in any case, it is recomputed on each frame.
+ manifold->clearManifold(); //refreshContactPoints(rb0->getCenterOfMassTransform(),rb1->getCenterOfMassTransform());
+ }
}
}