Age | Commit message (Collapse) | Author |
|
`fix_bonelist_roll()` is already recursive, and was calling recursive `BKE_armature_where_is_bone()` twice!
Changed `BKE_armature_where_is_bone()` to controll whether we recurse over children or not.
With full Victor's rig, we gain 16% in `ED_armature_from_edit()` (from 31ms to 26ms).
With a dummy test-case 100 bones chain, we gain 80% in `ED_armature_from_edit()` (from 1.25ms to 0.25ms).
Not crucial, but still worth it. ;)
|
|
Support using custom pose-bone transform and object when calculating view bounds.
|
|
|
|
This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.
Should be no functional changes so far still.
|
|
Currently it is just moving existing functions into a new file,
but in the future those new files will be grown much more due
to upcoming more granular scene updates.
Should be no functional changes.
|
|
|
|
Also don't use pose-bone transform unless the user is in pose-mode.
|
|
Check that up_axis is not aligned with bone was wrong in at least two aspects
(not working against negative alignement case, and since ages it seems,
using Z axis when bones are along Y axis...).
Also optimized a bit here, better to have a normalized version of vec_roll_to_mat3(),
since it needs normalized vector anyway, and we have to normalize it for the tests
before calling it anyway (so now, we only do that twice in Transform code, instead
of three times).
And we can perform aling test *before* calling vec_roll_to_mat3!
|
|
|
|
Apparently, some routines in armature deformation code
were using static arrays. This is probably just an
optimization thing, but it's very bad for threading.
Now made it so bbone matrices array is allocating in
callee function stack. This required exposing
MAX_BBONE_SUBDIV to an external API, This is not so
much crappy from code side, and it shall be the same
fast as before.
--
svn merge -r58278:58279 ^/branches/soc-2013-depsgraph_mt
|
|
|
|
Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
|
|
|
|
|
|
|
|
modes, added macros PBONE_SELECTABLE, EBONE_SELECTABLE
|
|
behave like similar functions, also when drawing vertex weight colors, only call this function when multi-paint is enabled.
|
|
|
|
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
|
|
|
|
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!
|
|
|
|
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.
|
|
where the values are unchanged.
|
|
* 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.
|
|
without the underscores these clogged up the namespace for autocompleation which was annoying.
|
|
this now shares code with RNA's 'pchan.matrix = matrix'
tested with parent scale/rot/translation
|
|
|
|
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()).
|
|
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.
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
|
|
|
|
return the total selected items.
also some variable renameing, no functional changes.
|
|
- move get_selected_defgroups & count_selected_defgroups into blenkernel
- split calc_weightpaint_vert_color() logic so its more obvious whats default and multipaint behavior
|
|
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 $keywords$
|
|
|
|
header static for blenlib, blenkernel and editors.
|
|
mostly replace strcpy with BLI_strncpy and multiple strcat's with a BLI_snprintf().
also fix possible crash if CWD isnt available.
|
|
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.
|
|
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.
|
|
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()
|
|
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.
|
|
removed object_flip_name() & bone_flip_name(), use flip_side_name()
|
|
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.
|
|
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).
|
|
So constrainted bones can have their transform applied to their loc/scale/rot, then remove the constraints
|
|
|
|
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!
|
|
PoseChannel previously.
|