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
AgeCommit message (Collapse)Author
2020-12-16Cleanup: remove redundant struct declarationsCampbell Barton
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-03-09Cleanup: Ipo: Move to IDTypeInfo and remove unused BKE API.Bastien Montagne
2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-02Cleanup: remove author/date info from doxy headersCampbell Barton
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
BF-admins agree to remove header information that isn't useful, to reduce noise. - BEGIN/END license blocks Developers should add non license comments as separate comment blocks. No need for separator text. - Contributors This is often invalid, outdated or misleading especially when splitting files. It's more useful to git-blame to find out who has developed the code. See P901 for script to perform these edits.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2018-06-29Cleanup: trailing newlinesCampbell Barton
2012-05-05code cleanup: function naming, use BKE_*type* prefix.Campbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-18doxygen: blenkernel under core as module.Nathan Letwory
2010-12-04Maintenance, Campbell Barton
- remove some redundant declarations - changed VertexTangent and Path structs to avoid compiler alignment padding.
2010-02-12correct fsf addressCampbell Barton
2009-03-182.50: some warning fixes.Brecht Van Lommel
2009-01-22Animato - Basic version patching supportJoshua Leung
This is work-in-progress patching support for converting animation saved in old system to work in the new one. * Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow... * This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems. * Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
2009-01-20Animato - Restoring most of Action Editor Joshua Leung
* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools * F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things. * There are a few tools which are not available yet which were available in 2.5 before Animato was added: - Copy/Paste - Rearrange channels Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow. * Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
2009-01-172.5Ton Roosendaal
Cleanup warnings from Joshua's commit (mostly unused variables, but also used functions that were not prototyped). Two bugfixes; passing on &ob->adt instead of ob->adt But; the DNA system is now messed up, with two structs using the same ID (nAction and bAction), that goes horrible wrong!
2009-01-172.5: Blender "Animato" - New Animation System Joshua Leung
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future. Highlights of the new system: * Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. - F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. - The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc. * F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated. * Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place) * F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place) * NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details: http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html So, what currently works: * I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code. * Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock. * Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc. Notes: * Drivers haven't been hooked up yet * Only objects and data directly linked to objects can be animated. * Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change). * Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor) * I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review. In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-042.5Ton 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.
2008-12-192.5Joshua Leung
Merged 'backend' changes from AnimSys2. Many of these changes are necessary for the Dopesheet and other changes I'm currently still stabilising. Those will come in due course.
2008-09-29Second try at committing IPO code cleanups...Joshua Leung
2008-09-28reverting revision 16784 that broke compilation. Aligorith, please fix and ↵Martin Poirier
recommit
2008-09-28IPO System - Code Cleanup and Commenting:Joshua Leung
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
2008-06-25BGE patch: Add automatic support for armature driven shape keys.Benoit Bolsee
To take advantage of this feature, you must have a mesh with relative shape keys and shape Ipo curves with drivers referring to bones of the mesh's parent armature. The BGE will automatically detect the dependency between the shape keys and the armature and execute the Ipo drivers during the rendering of the armature actions. This technique is used to make the armature action more natural: the shape keys compensate in places where the armature deformation is uggly and the drivers make sure that the shape correction is synchronized with the bone position. Note: This is not compatible with shape actions; BLender does not allow to have Shape Ipo Curves and Shape actions at the same time.
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!
2007-12-24== Sequencer ==Peter Schlaile
Fixed IPO calculation for threaded prefetch rendering. (do_seq_ipo used global CFRA tststs...)
2007-03-11Bugfix #6201Ton Roosendaal
Shape key drivers were not copied correctly, when choosing the option "ADD NEW Scene -> Full copy".
2006-07-04Bug #4597Ton Roosendaal
More Driver fixing... Commit of over week ago to make drivers update correctly on cyclic situations, forgot to fix another driver call... which then got called always with 'current frame' set to zero. Error only happened with animated (Ipos) Object-Object driver relations. Also in this commit: when loading file, lattices with hooks were not updated correctly.
2005-10-10Stupid me! Committed in wrong console with wrong dir... here's the rest ofTon Roosendaal
all files for the Ipo/Action/NLA makeover...
2005-10-03Version 1.0 of IpoDrivers.Ton Roosendaal
First note that this is new functionality, unfinished, and only for testing and feedback purposes. I'll list below what works, and what will need work still. This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows to connect a property of other Objects as input for the "channel". For example, IpoDrivers can be used to have a Shape Key being "driven" by the rotation of a Bone. Or the RGB colors of a Material get driven by the XYZ location of an Object. Editing of Drivers happens in the IpoWindow. Here you can notice that the channels (right hand window) now have an "active" channel indicator. To add a Driver, you have to use the "Transform Properties" Panel (Nkey). Here you can add or remove a Driver to the active channel, and use the buttons to fill in what kind of relationship you want to establish. Driver Objects Note that any Ipo Channel can become driven now, but that only Object transformation or Pose Bone transformation can be used to become a Driver now. At this moment, only the local transformation is taken into account. For Objects that means the location/rotation/scale value without Parent transform (as shown in "Transform Properties" Panel for Objects). For Pose Bones it means that only the Pose transform (changes of rest position) is Driver information (also as shown in Transform Property Panel in Pose Mode). Mapping of Drivers When an Ipo Channel is "driven", the mapping is by default one-to-one. It is only restricted by already built-in limits for Channels, like for Material the "R" value can only range from 0.0 to 1.0. Also note that when mapping rotations, the actual rotation values in Ipos are scaled down with a factor 10.0. (180 degrees actually has in the Ipo system a value of 18.0). This is an ancient year zero convention in Blender... it is a bit hidden, because the ruler (vertical as well as horizontal) displays the virtual values correctly. Only the Properties panel shows the actual value. When you draw an IpoCurve in a Driven channel, this curve will define the mapping between the Driver output (horizontal) and Driven input (vertical, as usual). A nice new option to use is "Insert one-to-one curve" (press I-key, or in pulldown menu). This will also zoom the display in exactly to fill the window, allowing easy edit. If you use this option with degrees, it will map 180 degree rotation to a range of 1.0 unit. Live updates Since the Drivers are integrated in the Ipo system, they will always be updated whenever an Ipo is evaluated. This happens at least on frame changes. For interactive feedback, updates while transforming objects were added in these cases: - Driven Object Ipos, by other Objects or Pose Bones - Driven Shape Key Ipos, by other Objects or Pose Bones You can also insert Drivers on Action Ipos, but these are only evaluated on frame change now. Todo - Drivers can also get a text button, allowing a 1 line Python script to be executed. - Make UI for it a bit less hidden... maybe with visualization in 3D? - Allowing global transform coordinates as Driver too. Issues - renaming Bones won't rename drivers - (file) appending the Ipo won't append the linked driver Objects
2005-09-26Cleanup and new features for vertex keys.Ton Roosendaal
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html - The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit confusing. Also a 'vertex key' assumes keys per vertex, which actually is only a single key for the entire shape. The discussions on blender.org forums all mentioned "Shape" or "Blend Shapes", which I think is an OK name for a "Vertex Key" in the UI. :) - Most work was code spaghetti cleanup. Doing shape-keys now nicely goes via the depgraph and DerivedMesh. That then allows to have different shapes per object, with the new "Pin" feature. Objects now define what Shape is shown (ob->shapenr) - Added a Shape Panel in the Edit buttons with the various options - Fixed a lot of issues in the IpoWindow, with drawing the channels. For example, deleting a key-line there caused the entire Relative option to go wrong, same for moving the lines up/down. Changing key-line order now reflects in order of channels. The active Shape is drawn more clear now too. - Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-08-17Got rid of a couple other warnings, of the form:Kent Mein
struct blah was declared in param list this is probably not what you want... Kent
2005-07-03Result of 2 weeks of quiet coding work in Greece :)Ton Roosendaal
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(adding) #ifdef HAVE_CONFIG_H #include <config.h> #endif also the Makefile.in's were from previous patch adding the system depend stuff to configure.ac Kent -- mein@cs.umn.edu
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont