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2014-02-24Fix T38755: Crash when having cyclic dependency and curve deformSergey Sharybin
Issue was caused by undefined object update order and in some cases NULL pointer will be de-referenced. Added on-demand curve path calculation, just the same creepy call of BKE_displist_make_curveTypes(). This violates DAG and might end up in a difficult to troubleshoot race condition if there'll be some issues with how dependencies are calculated in DAG, but this is the easiest and safest way to solve the bug at this stage,
2014-02-05Fix compilationSergej Reich
2014-02-05Scanfill: malloc arrays and zero init membersCampbell Barton
2014-02-05Code cleanup: use bool for static methodsCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-13Remove direct displist creation from curve deformSergey Sharybin
This solves threading conflict which happens when having multiple objects using Curve Deform modifier with the same curve datablock. This conflict was caused by the fact that curve_deform_verts() used to temporary override curve's flags to make it path is there. Actually, it was setting CU_FOLLOW flag temporary which was only used where_on_path() (only in terms that this temporary assignment only affected this function) but it is now commented out for a while, so no reason to set this flag temporary, If it's ever to be done, we'll need to pass flags as an additional function argument. For the path creation i've extended DegNode structure which now holds extra bits which indicates what additional data depending on the graph topology is to be evaluated. Currently this is only used to indicate that curve needs path to be evaluated regardless to cu->flag state. This is so Curve Deform modifier is always happy. In the future this flag might also be used to indicate whether bmesh verts are to update (see recent commit to 3-vertex parent crash fix) or to indicate that the object is the motherball etc.
2013-12-09Lattice API: add BKE_lattice_index_flip, BKE_lattice_bitmap_from_flagCampbell Barton
2013-08-19Make lattice deform safe for threadingSergey Sharybin
Lattice deformation used to store some runtime data inside of lattice datablock itself. It's something which is REALLY bad. Ideally DNA shouldn't contain and runtime data. For now solved it in a way that initialization of lattice deform will create a structure which contains lattice object for which deformation is calculating and that runtime data which used to be stored in lattice datablock itself. It works really fine for mesh deform modifier, but there's still runtime data stored in particle system DNA, It didn't look something easy to be solved, so leaving this as-is for now. -- svn merge -r58277:58278 -r58795:58796 ^/branches/soc-2013-depsgraph_mt
2013-06-24lattice: use functions rather then defines, also added a function to get uvw ↵Campbell Barton
from an index. - BKE_lattice_index_from_uvw() - BKE_lattice_index_to_uvw()
2013-06-10patch [#35631] Active element for LatticeCampbell Barton
by Kevin Mackay (yakca) Was one of our TODO's from the wiki.
2013-02-05Fix #34040: Moving Normal Node with enabled Cycles Material Preview crashesSergey Sharybin
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!
2013-02-01Fix #34070: set origin operator did not work for lattice objects.Brecht Van Lommel
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
2012-05-13code 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
2012-04-28code cleanup: Campbell Barton
- replace inline face UV center calc. - use const float[3] for mesh and uv functions. - remove unused define
2012-03-26Patch: [#30652] Influence slider for Lattice ModifierThomas Dinges
* This patch adds a influence slider for the lattice modifier, which affects the strength of the deformation. Patch by Patrick Boelens (senshi), thanks a lot!
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-01minor cleanup made while looking into bug report (having vector size in ↵Campbell Barton
comments is silly, may as well have in declaration)
2011-11-05use (const char*) rather than (char*) where possible.Campbell Barton
also removed some unused function definitons.
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
2010-11-17use '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.
2010-06-28Fix #20965: metaballs partticles and volume material crash renderingSergey Sharybin
Fix #21187: 2.5svn26947 - particles + meta sphere = crash in rendering Use separated displists for mballs in view3d and render stuff. Do not recalculate displist for view3d while rendering - mball.c uses several global variables which shouldn't be accepted from parallel threads.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-02-12correct fsf addressCampbell Barton
2009-01-132.5Ton Roosendaal
- restored three more C files: editlattice, editkey and editgroup - editmode lattice working, (mouse select works) - accidentally removed yesterday 3d cursor drawing - removed global editLatt entirely now.
2009-01-072.5Ton Roosendaal
More globals discovered; lattice deform stored static deform array and a matrix. Tsk!
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.
2008-11-04Simple warning fixesAndre Susano Pinto
2008-11-04Added Lattice vgroup support to shrinkwrap and simple deform modifier.Andre Susano Pinto
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!
2007-11-16Long outstanding feature request: "Multi Modifier"Ton Roosendaal
This allows to mix between the result of 2 modifiers, with both using the same input state. This is useful for having a mesh deform and armature deform working together. However! This functionality could have been presented better... this is actually Node editor stuff! Now it works by adding a "MM" button, next to the "overall vgroup" option. If MM is pressed, the input of this modifier is the same as the input of the previous modifier. Only the armature modifier has this option now...
2007-07-29Armature CrazySpace ImprovementBrecht Van Lommel
=============================== An improved CrazySpace correction is now used for Armature modifiers that use vertex groups, and that are the first enabled modifiers in the stack. This is a a specific case, but also a common one. http://www.blender.org/development/current-projects/changes-since-244/skinning/ Implementation Notes: - The quaternion crazyspace correction is still used for modifiers other than the armature modifier. - Modifiers can now provide a deform matrix per vertex to be used for crazyspace correction, only the armature modifier implements this now.
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
2006-10-31Two wonderful new NLA & Armature editing features!Ton Roosendaal
- FORWARD CYCLING & MATCHING Up to no now, adding multiple actions in NLA with walkcycles required to animate them standing still, as if walking on a conveyor belt. The stride option then makes the object itself move forward, trying to keep the foot stuck on the floor (with poor results!). This option now allows to make walk cycles moving forward. By indicating a reference Offset Bone, the NLA system will use that bone to detect the correct offset for the Armature Pose to make it seamlessly going forward. Best of all, this option works as for cyclic Action Strips as well as for individual Action Strips. Note that for individual strips, you have to set the strip on "Hold". (Might become automatic detected later). Here's an example edit image for NLA: http://www.blender.org/bf/nla_match-cycle.jpg And the animation for it: http://download.blender.org/demo/test/2.43/0001_0150_match.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_matching.blend Using this kind of cycling works pretty straightforward, and is a lot easier to setup than Stride Bones. To be further tested: - Blending cycles - matching rotation for the bones as well. - ACTION MODIFIERS (motion deformors) The above option was actually required for this feature. Typically walk cycles are constructed with certain Bones to be the handles, controlling for example the torso or feet. An Action Modifier allows you to use a Curve Path to deform the motion of these controlling bones. This uses the existing Curve Deformation option. Modifiers can be added per Action Strip, each controlling a channel (bone) by choice, and even allows to layer multiple modifiers on top of each other (several paths deforming motion). This option is using the dependency graph, so editing the Curve will give realtime changes in the Armature. The previous walkcycle, controlled by two curves: http://download.blender.org/demo/test/2.43/0001_0150_deform.avi Blender file: http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend Action Modifiers can be added in the NLA Properties Panel. Per Modifier you have to indicate the channel and a Curve Object. You can copy modifiers from one strip to another using CTRL+C (only copies to active Object strips). Setting up a correct Curve Path has to be carefully done: - Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated. - make sure the center point of the Curve Object is at the center of the Armature (or above) - move the first point of the curve to the center point as well. - check if the path starts from this first point, you can change it using (in Curve EditMode) the option Wkey -> "Switch Direction" - Make sure alignment uses the correct axis; if the Armature walks into the negative Y direction, you have to set in Object Buttons, "Anim settings" Panel, the correct Track option. (Note; option will probably move to the Modifier later). This is a good reason to make such paths automatic (on a command). Is on the todo list. Also note this: - the Curve Path extends in beginning and ending, that's (for now) the default, and allows to use multiple paths. Make sure paths begin and end horizontal. - Moving the Curve in Object Mode will change the "mapping" (as if the landscape a character walks over moves). Moving the Curve in Edit Mode will change the actual position of the deformation. - Speed (Ipos) on paths is not supported yet, will be done. - The Curve "Stretch" deform option doesn't work. - Modifiers are executed *after* all actions in NLA are evaluated, there's no support yet for blending multiple strips with Modifiers. - This doesn't work yet for time-mapping... This commit is mostly for review by character animators... some details or working methods might change. This feature can also be used for other modifiers, such as noise (Perlin) or the mythical "Oomph" (frequency control) and of course Python. Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-28* Changed the Curve Modifier to have it's own X/Y/Z axis deform directionMatt Ebb
settings, rather than using the object's TrackX/Y/Z/etc buttons. This is good for two reasons: a) having the settings over in the object buttons before was terribly unintuitive and hidden, now it's more visible how to control the deformation, and b) now if you have more than one curve modifier, they can have their own settings, instead of being forced to use the object level data.
2006-08-29Added a VGroup input to the Armature modifier. This allows the user to specifyBen Batt
a vertex group which will modulate the influence of all bones in the armature. This commit also tidies up the height of the modifier panels; they should all have the same size margin now.
2006-08-28Integration of the Google Summer of Code Modifier Stack Upgrade project. TheBen Batt
main features are: * Modifiers can now be in any order in the modifier stack * DerivedMesh now has a standard framework for custom element data to be passed through the stack with mesh data (being copied and interpolated as appropriate), so modifiers can access whatever data they need * The modifier stack code has been refactored and a number of bugs have been removed * The EdgeSplit modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier * The DerivedMesh modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier * The UVProject modifier has been added: http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier For more info, see: http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade (currently undergoing reorganisation)
2005-10-20Curve and Lattice deform Modifiers now accept optional Vertex Group nameTon Roosendaal
to finetune deform further as well. Note that curve deform requires object buttons 'track' and 'up' axes set properly. Curve deform can twist/flip a lot, making Vertex Group based deform hard to set up.
2005-10-20Another option for more Armature deform control;Ton Roosendaal
The "Use VGroup" or "Use Envelope" options now are in Modifier Panel for Armature deform. If Modifiers are in use, they override the Armature settings for it. (Cannot get rid of the Armature panel options yet, since Blender still allows parenting to be deforming too, which is displayed as a Virtual modifier now) This now allows to - for example - make a Envelope deform on a Lattice, and have same Armature use vertexgroups on Mesh. Next; vertexgroup option for Lattice & Curve deform
2005-08-15 - readded DL_VERTS type to store lattice deformed vertsDaniel Dunbar
- new feature, twiddled with lattice resizing to try to maintain existing vertex changes... much nicer than just resetting the lattice if you decide you need more detail in the lattice. - modifiers work with lattices now. yes, that does mean you can make a chain of lattices effecting each other 8 miles long. - some cleanup of softbody code, was rather splintered and call path was twisted and confusing. reworked main object step routine to do things in a more obvious and consistent manner and without duplicate code - added ob->softflag OB_SB_RESET instead of sbObjectReset call - modifier changes reset softbody now - moved curve_getVertexCos/curve_applyVertexCos into curve.c - update curve modifier eval to work with virtual modifiers - update modifier apply to work with curves/surfs - update make parent to also recalc object data NOTE: Although you can turn SB on for curve/font objects at the moment it doesn't really work because they call deform in multiple steps and this confuses SB. Not sure how to deal with atm.
2005-08-15 - get rid of unused object_deform_curveDaniel Dunbar
- some tweaks to modifier UI thanks to Bart (aligning buttons)
2005-08-14 - added make_orco_curf, even does keys!Daniel Dunbar
- removed {lattice,curve}_modifier functions - changed render code to use displist for curve rendering instead of making its own. required adding a bevelSplitFlag field to DispList. I also fixed the bevel face splitting which did not work correctly in many situations. - changed so all curve data creation happens in makeDispListCurveTypes, includes making bevel list and filling polys - changed render code to use displist for surface rendering - removed Curve.orco variable, built as needed now - removed stupid BLI_setScanFill* functions... why use a function argument when you can use a global and two functions! Why indeed. (this fixed crash when reloading a file with filled curves and toggling editmode) - bug fix, setting curve width!=1 disabled simple bevel for no apparent reason - cleaned up lots and lots of curve/displist code (fun example: "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm! - switched almost all lattice calls to go through lattice_deform_verts, only exception left is particles - added DBG_show_shared_render_faces function in render, just helps to visualize which verts are shared while testing (no user interface). - renamed some curve bevel buttons and rewrote tooltips to be more obvious - made CU_FAST work without dupfontbase hack Also by the way I wrote down some notes on how curve code works, nothing spiffy but it is at: http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-07-20 - split {curve,lattice,armature}_deform_verts out of mesh_deformDaniel Dunbar
- removed mesh_deform (merge into mesh_modifier) - switch python lattice_apply function to use object_apply_deform, this isn't exactly equivalent but the python system shouldn't have been calling that deep into the kernel anyway. New feature: Modifier stack - added Object.modifiers (list of ModifierData elements) - added DNA_modifier_types.h o contains type definition for the file data for the various modifier types - added BKE_modifier.h o contains modifierType_get_info (access to modifier type registry) o structs and defines for runtime modifier usage - updated mesh_calc_modifiers to evaluate modifier stack (note that for the time being it also evaluates the old style modifiers so files should load and work as normal). - add file handling modifier code (todo: don't replicate on object copy) - add modifier stack UI code (lives in object panel) Only real new feature at the moment is that you can apply lattices and curves *after* a subdivision surface which was never possible before. Todo: - DEP graph updating does not work correctly yet, so you generally have to tab cycle to see results. - editmode calculation does not use modifier stack. - bug fixes (there must be a few in there somewhere)
2005-07-19 - split mesh_deform off from object_deformDaniel Dunbar
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo argument instead of operating on mesh - fixed bug where a derived mesh would not be returned in editmode - removed object_wave, replaced by init_wave_deform and calc_wave_deform - moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs with linked objects
2004-09-28Cleaned the apply deform code in Blender. Now also using the modifier code.Ton Roosendaal
Right now, it works for Meshes (all deformers including Curve) and for Curve/Surfaces (only hooks). More follows.
2004-03-21 - added object_apply_deform, removed lt_applyflag globalDaniel Dunbar