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2012-12-11define the size of matrix args for both rows/cols.Campbell Barton
2012-10-15code cleanup: define sizes of vectors for function args and use C style commentsCampbell Barton
2012-10-07add type checking for more error prone macros.Campbell Barton
2012-10-05fix for circle select ignoring lock selection option for pose and edit ↵Campbell Barton
modes, added macros PBONE_SELECTABLE, EBONE_SELECTABLE
2012-09-05code cleanup: move get_selected_defgroups into object_deform.c and make it ↵Campbell Barton
behave like similar functions, also when drawing vertex weight colors, only call this function when multi-paint is enabled.
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-04-24First MinGW-w64 support for cmake has been added. To test I recommend this ↵Antony Riakiotakis
build: http://sourceforge.net/projects/mingw-w64/files/Toolchains%20targetting%20Win64/Personal%20Builds/ray_linn/GCC-4.7.0-with-ada/mingw-w64-gcc-4.7.0-runtime-2.0.1-static-ada-20120330.7z/download Other builds may also work but due to the constantly changing nature of the compiler this cannot be guaranteed. I often had to change compilers while building the libraries and this one is the one that did the job for most of them. This first support is experimental and considered "advanced". To enable pass -DWITH_MINGW64 during cmake configuration. Also make sure to extract the compiler on C:/MinGW and that MinGW/bin is in your path. To build check out lib/mingw64. Initially the support is lacking until I get every library compiled correctly. For now you should disable WITH_CYCLES(sorry, I know some people are dying to do benchmarks, but still a few libs to go), WITH_IMAGE_OPENEXR, WITH_OPENCOLLADA, WITH_LIBMV and WITH_CODEC_FFMPEG(links but hangs on startup). Still the tools are working, the memory limit is increased and due to the experimental nature of the setup, full optimization with SSE2 is available, which makes the build quite fast. Also the compiler and especially, the linker are way faster than regular MinGW. The wiki docs have also updated. Happy testing!
2012-04-23code cleanup: remove unused definesCampbell Barton
2012-03-22Fix [#30614] (some Display settings are uneeded for non-geometry/material ↵Bastien Montagne
object types, and armature have no boundbox). This commit: * Removes the Wire and Color options from the UI for all object types but meshes, curves/surfaces/texts, and metas. * Adds a basic bounding box drawing (and computing) for armatures.
2012-02-28code cleanup: use float vector size in function definitions, and const's ↵Campbell Barton
where the values are unchanged.
2012-02-19More pose armature code factorization:Bastien Montagne
* New armature_mat_bone_to_pose, which is just the reverse of armature_mat_pose_to_bone (currently used by armature evaluation code only, but might be used by constraints space conversion code too, see note below). * Found another place where another (a bit erroneous) pose_to_bone code existed (apply_targetless_ik(), in transform_conversion.c, used by "auto ik" option), replaced it by a call to armature_mat_pose_to_bone. Notes: * All those changes leave many #if 0 commented code, I will remove those in a few weeks. * There is at least one other place where generic armature_mat_(pose_to_bone/bone_to_pose) functions should be usable: the space conversion function of constraints (constraint_mat_convertspace(), in BKE's constraint.c), but here I have some problems (old code is also somewhat erroneous, but using new one makes old rigs using bone space constraints wrong, e.g. sintel one, and it’s just impossible to make conversion code...). So I'll wait and investigate more for this one.
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-01Previous fix for [#29484] wasn't working right (did work in report file though).Campbell Barton
this now shares code with RNA's 'pchan.matrix = matrix' tested with parent scale/rot/translation
2012-01-22use inline BLI_math functions for dot product and length calculation.Campbell Barton
2012-01-17New pchan to pose matrices computes. Fixes [#27898] Bone snap to cursor ↵Bastien Montagne
fails and [#29461] Selection-to-Cursor works strange with bones with TrackTo constraint. Also fixes some inconsistant behavior of no Inherit Rotation/Scale options. WARNING: This commits modifies how translated unconnected child bones with *no Inherit Rotation option* are positionned. This means that if you open a posed/animated armature using such (corner-case) setup, you'll have to adjust manually the locations of such bones: now, disabling Inherit Rotation/Scale will no more move the bone, only affecting its rotation/scale. Many thanks to Bassam Kurdali (slikdigit) for his advices and tests of the patch! ----- Dev notes : the pchan_to_pose_mat() func was added to BKE_armature.h, which computes two matrices to get the pose transformations (pchan) of the bone directly in pose (i.e. armature object) space. The first matrix is the rotation/scaling parts, the second one is for location. That new function is used by (hence deduplicating and simplifying their code): * The pose evaluation code (where_is_pose_bone()). * The interactive transformation code (add_pose_transdata(), in transform_conversion.c). * The snap to cursor/grid code (through armature_loc_pose_to_bone()/armature_mat_pose_to_bone()).
2012-01-11Longer names support for all ID and other object namesSergey Sharybin
This commit extends limit of ID and objects to 64 (it means 63 meaning characters and 1 for zero-terminator). CustomData layers names are also extended. Changed DNA structures and all places where length constants were hardcoded. All names which are "generating" from ID block should be limited by MAX_ID_NAME-2, all non-id names now has got own define called MAX_NAME which should be used all over for non-id names to make further name migration stuff easier. All name fields in DNA now have comment with constant which corresponds to hardcoded numeric value which should make it easier to further update this limits or even switch to non-hardcoded values in DNA. Special thanks to Campbell who helped figuring out some issues and helped a lot in finding all cases where hardcoded valued were still used in code. Both of forwards and backwards compatibility is stored with blender versions newer than January 5, 2011. Older versions had issue with placing null-terminator to DNA strings on file load which will lead to some unpredictable behavior or even crashes.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-10-10fix bad svn ID tagsCampbell Barton
2011-10-10header cleanup (no functional changes)Campbell Barton
2011-09-14remove count_selected_defgroups() function and make get_selected_defgroups() ↵Campbell Barton
return the total selected items. also some variable renameing, no functional changes.
2011-09-14initial cleanup for weight paint branchCampbell Barton
- move get_selected_defgroups & count_selected_defgroups into blenkernel - split calc_weightpaint_vert_color() logic so its more obvious whats default and multipaint behavior
2011-08-12Bye bye vile relics of extinct version control systems,Joshua Leung
Causing a flurry of refresh file prompts post-commit, Confusing local diffs and causing merge conflicts, Stating the obvious; redundant and useless... We shall not miss thou, blasted expand $keywords$
2011-02-18doxygen: blenkernel under core as module.Nathan Letwory
2011-02-14made most variables which are only used in a single file and not defined in ↵Campbell Barton
header static for blenlib, blenkernel and editors.
2011-02-13enforce string limits (reported by pedantic checking tools & some developers).Campbell Barton
mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf(). also fix possible crash if CWD isnt available.
2010-11-17use 'const char *' by default with RNA functions except when the value is ↵Campbell Barton
flagged as PROP_THICK_WRAP. Also use const char in many other parts of blenders code. Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-11-03fix [#24499] Consistency Issue with LassoSelect/ExtendOptionCampbell Barton
Added extend option to lasso. also... - selecting bones wasn't checking their layer of if they were hidden in a number of places. - fixed memory leak. small unrealed changes - added PBONE_VISIBLE macro - renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's. - removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific. Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
2010-10-26move matrix decomposition out of object.c into BLI_math_matrix function: ↵Campbell Barton
mat4_to_loc_rot_size(), use this now for pchan_apply_mat4() to support negative scale, visual keying now uses compatible eulers. also added access to this in python's mathutils.Matrix() loc, quat, scale = matrix.decompose()
2010-10-22Bugfix #20708: segmented bones don't work well with spline IKJoshua Leung
There was a slight discreptancy between the tail values calculated on the spline before the head was displaced for the "chain offset" option and after this operation. However, only the original version got set. This small difference resulted in B-Bones thinking that the endpoints of the bones were in places that they were not in, hence causing the curly patterns observed in the report.
2010-07-303 duplicate functions: bone_flip_name() object_flip_name() flip_side_name()Campbell Barton
removed object_flip_name() & bone_flip_name(), use flip_side_name()
2010-04-18possible fix for [#22057] Autoname L/R in bones names center bones as .RCampbell Barton
Bone would get a '.' added even when there was no extension. (center limit would still be useful) - name flipping function used sizeof() incorrectly. - ED_lorem should be extern.
2010-03-01Bugfix #21384: Bone Driven Shapekeys Child Evaluation ProblemJoshua Leung
Transform channel drivers for bones in 'localspace' was using the wrong matrix when getting the transforms. I had been assuming that pchan->chan_mat always contained only the matrix-ised transform values stored in the pchan (which is true while constraints are being evaluated, but not afterwards). Changes: - Added a new function to calculate this matrix instead of directly writing it on the pchan->chan_matrix field. - Also, made the normalisation of the quaternion values during this process be done on a temp var instead of on the stored value. This was a constant source of confusion in the past, so let's see if we can do without it now :) Unrelated to this commit, I've also fixed a compiler warning with previous commit that I missed (missing include).
2010-02-19apply visual transform to poseCampbell Barton
So constrainted bones can have their transform applied to their loc/scale/rot, then remove the constraints
2010-02-12correct fsf addressCampbell Barton
2009-11-01Rigging Goodies: Spline IK ConstraintJoshua Leung
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve. Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file: http://download.blender.org/ftp/incoming/250_splineik_spine01.blend Screenshots of this in action (as proof): http://download.blender.org/ftp/incoming/b250_splineik_001_before.png http://download.blender.org/ftp/incoming/b250_splineik_001_after.png I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :) Finally, a few notes on what to expect still: * Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still. * Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though * Control over the twisting of the chain still needs investigation. Have fun!
2009-10-28Added support for custom RNA properties on Bones, only worked forBrecht Van Lommel
PoseChannel previously.
2009-10-08Rotation Modes Bugfix:Joshua Leung
Animating rotations using different rotation modes should now work more often than before. Previously, quaternion and axis-angle values were stored in the same variable in DNA, but that was causing problems with other animation curves overwriting the values and causing the rotations to not work as expected. There are still some issues, but I'll track those down later tonight
2009-09-28Durian Feature Request: Rotation Modes for ObjectsJoshua Leung
This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations. I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted). General Notes: * By default, Objects still default to using Eulers, while Bones will use Quaternions by default still. * I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later). * Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
2009-09-25Merge of itasc branch. Project files, scons and cmake should be working. ↵Benoit Bolsee
Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
2009-09-052.5Brecht Van Lommel
Make local and make single user are back for ID template. Internally these calls got unified, id_make_local and id_copy are now used to do these operations for all types that support it. Also reveals that for some ID types the implementation is still missing. Further, some small changes: * unlink_text is now in blenkernel. * copy_group was implemented. * ID template now has an open operator again. * fix preview to not change material reference count, even if temporary it shows up with threaded preview. * id_unlink unifies unlink for text, object and group.
2009-01-102.5Ton Roosendaal
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)
2009-01-052.5Ton Roosendaal
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! :)
2009-01-042.5Ton Roosendaal
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.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-01-28== Automatic Bone Extension Adder ==Joshua Leung
Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool. The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though. There is one for: * Left-Right names (along x-axis) * Front-Back names (along y-axis) * Top-Bottom names (along z-axis)
2007-10-22== Action Constraint ==Joshua Leung
Now the Action Constraint can be applied to Objects as well as Bones!
2007-10-10Make B-Bones not deform in rest position by default.Brecht Van Lommel
B-Bones already deformed the mesh in the armature rest position, which is unconvenient. For backwards compatibility existing .blend files still have a button for the old behavior enabled. (peach feature request)
2007-03-11made all data adding functions accept a name such as add_mesh or add_curve, ↵Campbell Barton
previously only some datatypes adding functions accepted a name. also updated the Bpy.py epydocs