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2011-02-18doxygen: blenkernel under core as module.Nathan Letwory
2011-01-31Todo issue: sculpting on deformed meshSergey Sharybin
Used a crazyspace approach (like in edit mode), but only modifiers with deformMatricies are allowed atm (currently shapekeys and armature modifiers only). All the rest modifiers had an warning message that they aren't applied because of sculpt mode. Deformation of multires is also unsupported. With all this restictions users will always see the actual "layer" (or maybe mesh state would be more correct word) they are sculpting on. Internal changes: - All modifiers could have deformMatricies callback (the same as deformMatriciesEM but for non-edit mode usage) - Added function to build crazyspace for sculpting (sculpt_get_deform_matrices), but it could be generalized for usage in other painting modes (particle edit mode, i.e) Todo: - Implement crazyspace correction to support all kinds of deformation modifiers - Maybe deformation of multires isn't so difficult? - And maybe we could avoid extra bad-level-stub for ED_sculpt_modifiers_changed without code duplicating?
2010-12-04Give functions that use printf style formatting GCC format attributes so if ↵Campbell Barton
incorrect formatting is used the compiler will warn of this. found & fixed 2x incorrect formatting args.
2010-12-03Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for ↵Campbell Barton
'const char's,. Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-10-14add UNUSED() to modifiers, also removed some unused args.Campbell Barton
2010-09-30[#23673] Modifier construction gives correct result in viewport but ↵Campbell Barton
incorrect in render. When there are 2+ consecutive deform modifiers, the second modifier was getting incorrect normals, this only showed up for the displace modifier since its the only deform modifier that uses vertex normals. It would have been easy to fix this by always calculating normals on deform modifiers, but slow. To fix this I added a function to check if a deform modifier needs normals, so the normal calculation function only runs if there are 2 modifiers in a row and the second uses normals.
2010-09-09== Multires ==Nicholas Bishop
Fixed bug #23657, "Modifiers dosen't work when you select diffrent mesh for object" Multires modifier now adds empty mdisps if they're missing, rather than displaying a warning Switching an object's mesh will now check for a multires modifier; if found the modifier's total number of levels are reset to match the mesh's mdisps Switching the mesh also forces a multires update so that sculpted changes aren't lost
2010-04-23Mesh Deform Modifier: compress static binding weights better, thresholdBrecht Van Lommel
is still set very low so in many cases it could be even smaller, but being a bit conservative here to try to avoid breaking rigs. This is not forward-compatible, i.e. loading new files in older blender versions will loose the binding.
2010-04-22Fix [#22078] Cannot apply modifier in python (context error)Matt Ebb
Previously all modifier operators relied on the buttons layout data context pointer to decide which modifier to work on. This meant that these operators would only work from from the properties panel, and not from scripting/macros or for operator redo. This commit makes all modifier operators take the modifier name as an operator property, so the operators can be re-done or executed outside of the modifier panel. When invoking the operators from the modifier panel, they automatically fill in the operator property from context. This isn't a perfect API design, but it does bring these operators in line with the design of being able to access all UI functionality via other means like scripts.
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-01-25Added simplification back for quicker preview renders with less subdivisionBrecht Van Lommel
levels, child particles, and shadow/SSS/AO quality.. Now also works on what is displayed in the 3d view instead of only rendering, see panel in the scene properties. Most file changes were to make scene available in the isDisabled modifier callback function.
2009-12-09Sculpt Branch:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25180:25245
2009-12-09Fix for [#20249] duplicating a mesh in edit mode with a lattice modifierMatt Ebb
Removed lattice and curve modifiers from being correctable for crazy space - it didn't work and was giving weird results.
2009-11-25Sculpt:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24483:24889
2009-11-25Sculpt: MultiresBrecht Van Lommel
* Displacement coordinates are now stored differently, as a grid per face corner. This means there is duplication of coordinates, especially at low subdivision levels, but the simpler implementation justifies it I think. * ToDo: conversion of existing multires files (2.4x or 2.5x), loading them may even crash now. * Editmode preservation/interpolation code also has not been updated yet. * Multires now works on the CCGDerivedMesh grids instead of CDDerivedMesh, which should be more memory efficient. * There are still bad memory peaks (if you're using 32bit) when subdividing or propagating displacements. Though at least there should be no huge memory blocks allocated, which windows is now to have trouble with. * Still found some weird spike artifacts at lower multires levels, some also happening before this commit. Perhaps computation of tangents needs to be tweaked more. * Multires modifier now has viewport, sculpt and render levels. Also the levels have been made consistent with subsurf, previously the same level of subdivision was one less for multires. * Both multires and subsurf modifier now can have their subdivision level set to 0 for no subdivision.
2009-11-22* New option on modifiers that don't change topology: Apply as ShapeMatt Ebb
Rather than applying the modifier to the object data, it will create a new shape with the deformed vertices in there. Only mesh at the moment, other object types on the todo.
2009-10-22Shape KeysBrecht Van Lommel
Blended shape keys can now be displayed & edited in edit mode. This is much like showing an armature modifier in edit mode, and shape keys now are a applied as a virtual modifier (for mesh & lattice only, curve doesn't fit in the stack well due to tilt). The main thing missing still is being able to switch between the active shape key in edit mode, that's more complicated.. but the weights of other shapes can be edited while in edit mode. One thing to be careful about is that this does automatic crazyspace correction, which means that if you edit a shape key with a low value, the actual vertices will be moved to correct for that and actually move a (potentially much) longer distance. Also includes some UI tweaks, mainly placing some buttons horizontally since the vertical list was getting too long.
2009-10-09A few bugfixes:Joshua Leung
* #19583: Keying Sets list issues Deleting a Keying Set (or a Keying Set Path) set the active index to 0, but that would mean that the first item would be selected but not visible. * #19590: Keyframing properties of a modifier with more than one of it's type the property will highlight in all - Modifiers now always have a unique name, so renaming a modifier should check that the name is unique. Most of the files changed in this commit were just to make sure that modifiers got unique names when they were created - Modifiers path getter was wrapped a bit wrong (missing the "s around the name) * Constraints Bugs - Constraints renaming now also makes sure the names stay unique - Fixed (or attempted to fix) compiler warnings about some enum declaration for distance constraint
2009-08-212.5: Modifiers & MenusBrecht Van Lommel
* Popup menus now remember the last clicked item again. * Modifier and File Format menus are now organized in multiple columns with categories. * Hook, explode, uv project modifiers have all their buttons again with the relevant operators implemented. * Modifiers that can't be added by the user, or don't work on curves for example, are not in the menu anymore. * Fix search menu overlapping buttons when near the bottom of the screen. * Fix uv layers search menu not working in some modifiers. * Cleanup popup menu code a bit, layout engine is used in more cases now instead of ugly position calculation code.
2009-07-31fix for warnings and implicit declarationsCampbell Barton
also fixed smoke comparing a float's mem-location rather then its value.
2009-07-022.5: Physics ButtonsBrecht Van Lommel
All kinds of changes to get it ready for UI layouts. This means RNA and operators should be working correct, but most buttons are still not actually there yet. * Added near empty soft body, fluid, field and collision panels, tweaks to cloth panels. * Fluid bake works, but without escape or showing any progress. * Fluid/Softbody/Cloth/Collision can now be both added as modifiers or in the physics panels. * Missing: fields & soft body for particles. * Missing: proper updating softbodies, guess this code still needs updates after pointcache refactor?
2009-06-16svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r20855:20928Campbell Barton
Sequencer changes from source/blender/src coming next
2009-06-15Fix for bug #18924: OpenGL performance issue with particle modifiers,Brecht Van Lommel
actually two modifier datamask optimizations that were never done. * Don't use modifier data mask for disabled modifiers. * Check if UV data is needed for particle system instead of always requesting it.
2009-05-31Deform modifiers can now use useRenderParams and isFinalCalc in modifier ↵Daniel Genrich
stack as non-deforming and constructing modifiers can already - please check for problems or if i missed something
2009-01-072.5Ton Roosendaal
Finished a couple of XXX todo's in drawing code, attempt to fix subsurf crash... didnt work yet!
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!
2008-01-30Initial commit of cloth modifier from branch rev 13453Daniel Genrich
2007-12-17Bugfix: memory leak with multi-modifier, if the modifierBrecht Van Lommel
using the previous coordinates was disabled.
2007-11-30anim.c, buttons_object.c, readfile.c, BKE_blender.h - dupliFace scale ↵Campbell Barton
option, needed for leaves. modifier.c, BKE_modifier.h - flag for modifiers to say they use pointcache, also new func modifiers_usesPointCache renamed //pointcache to //blendcache_blendfilename so blendfiles in the same dir dont conflict, and other to show this dir isnt limited to pointcache only (nodes way want to use this) wizard_curve2tree.py - better defaults for pretty tree's
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
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.
2006-12-23Bugfix #5476Ton Roosendaal
Lattice deforming a Particle system only supported regular parent relation- ship, not modifiers.
2006-12-05Modifier Stack: Limit calculation to required data.Ben Batt
This commit upgrades the modifier stack to only calculate the data which is needed, either by modifiers further down the stack or by other functions at the end of the stack (e.g. drawing functions). This speeds up modifier stack recalculation, especially where vertex groups and UV coordinates are concerned. For example, a mesh with an Armature modifier followed by a Subsurf modifier would previously have required the Subsurf modifier to interpolate all the vertex groups in the mesh, slowing down modifier calculations considerably. With this update, vertex group data is not propagated beyond the Armature modifier, so calculations are faster. Note that this depends on the order of modifiers in the stack. If the Armature and Subsurf modifiers were swapped in the above example, the Subsurf modifier would have to interpolate vertex groups, as they are needed by the Armature modifier.
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)
2006-06-21Fix for bug #4393: initial vertex colors were not created from shadedBrecht Van Lommel
mode colors anymore, which also affected python scripts that depend on this feature. Restored that now.
2006-05-04Multiple armatures<>mesh objects now work with name flipping.Campbell Barton
previously would only work if the armature was the first in the meshes modifier list, in that case the armature would be name flipped but the mesh would not)
2005-10-26New: CrazySpace [tm] correctionTon Roosendaal
When Modifiers are used in Edit Mode to show the deformed result for editing, all actual coordinates Blender works with are still the ones from the original Cage. You can notice that with the Transform Widget or helper lines while transforming. Even worse, the actual transformations still happened on the original Cage as well, making it very hard to edit. That caused the feature to be named "CrazySpace" (baptized by Andy, afaik?). This commit calculates the deformation transformation per vertex, and inverse corrects it, so it's more intuitive editing this way. Unfortunately all the deformation features of Blender don't use matrices for defining deform, so the existing code cannot be re-used to retrieve the correct deformation matrix per vertex. The solution I found is based on calculating per face the transformation based on its first 3 vertices, and store this transformation averaged in the face's vertices. The solution can also only work on entire faces, because the full deform can only be retrieved using 3 vertices. (using 2 vertices will miss edge- aligned rotation, using 1 vertex can only retrieve translation). By deriving the deformations per face, small errors will still happen, especially on very low-poly Meshes with extreme deformations. The only alternative I know now, is providing each vertex in a mesh with 2 extreme small tangent vectors, which get deformed using the existing code as well. That will mess up the existing deformation code too much though, this solution has the benefit it works with each deform we can up with later too. Last note about CrazySpace: it can only be used to tweak Meshes. Do not even try to add vertices, extrude, or duplicate. Probably we should disable this... but preventing user errors isn't always power-user-friendly, eh. :)
2005-09-18initial commit of the fluid simulator.Jean-Luc Peurière
Ton reviewed and gave his blessing. Zr, can you have a look ? see : http://projects.blender.org/tracker/?func=detail&atid=127&aid=3039&group_id=9 for initial comments. N_T : the solver itself (elbeem) needs some works to get rid of warnings
2005-09-07Fix for weight painting errors, as reported by Bassam.Ton Roosendaal
- Undo/Redo didn't work - Crash on using weightpaint with Armature-modifier (instead of parent). Note: checking if an object is being deformed cannot be simply done with checking for a parent anymore... for this a call in modifier.c has been added; modifiers_isDeformedByArmature(Object *). It even returns the Armature object pointer.
2005-08-23 - added modifiers_isDeformedByArmature functionDaniel Dunbar
2005-08-11 - added modifiers_getVirtualModifierList, returns pointer to first modifierDaniel Dunbar
but including "virtual" modifiers (for example, an object skel-parented to a lattice has a virtual first lattice modifier) - removed mesh_modifier(), all functionality has been incorporated into modifier stack (well, keys still don't exist as a modifier, but I am not sure if they should). - added interface option to convert a virtual modifier into a real modifier - added option to parent to lattice object or lattice with deform - bug fix, patch of hook indices patched all hooks (oops) not just ones for edited mesh NOTE: Files saved with 2.38 that include an object parented to a lattice will not load correctly, because it will look like the object is parented only to the object (i.e. without deform). Can be simply fixed by reparenting or adding a lattice modifier. Older files are handled automatically.
2005-08-11 - switch to using softbody modifier, controls enabling but does not haveDaniel Dunbar
variables, these are still in same place. enable button automatically makes/enables modifier. - changed hook to hook modifier conversion to happen on direct link, required to make sure we don't forget to free any memory for files saved with 2.38 that have hooks. - update modifier interface to enforce modifiers with the require-original- data flag to not move beyond deforming modifiers. - enforce only one softbody modifier allowed NOTE: Once again, no modifier stack for lattice yet means softbody for lattice does not work atm.
2005-08-11 - added eModifierTypeFlag_RequiresOriginalData for modifiers thatDaniel Dunbar
can only follow deform (for example, they store mesh vertex indices) - added ModifierType.foreachObjectLink for iterating over Object links inside modifier data (used for file load, relinking, etc) - switched various modifiers_ functions to take object argument instead of ListBase - added user editable name field to modifiers - bug fix, duplicate and make single user didn't relink object pointers in modifier data - added modifiers to outliner, needs icon - added armature, hook, and softbody modifiers (softbody doesn't do anything atm). added conversion of old hooks to modifiers. NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files so if you have saved stuff with a cvs blender you will see blank names. NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh objects, hooks for lattices and curves are broken. Don't updated if you actually, say, *use* Blender. NOTE-THE-THIRD: Old hooks used a quirky weighting system during deformation which can't be extended to modifiers. On the upside, I doubt anyone relied on the old quirky system and the new system makes much more sense. (Although the way falloff works is still quite stupid I think).
2005-08-04 - modifier UI update (aka, find the modifier buttons!!)Daniel Dunbar
- moved back to editing buttons, where life is now cramped... switched to constraint style foldout panes, still a WIP. In particular not sure what buttons should be in header (and if current toggles stay in header if they should also be in an expanded pane). Also need new icons for move up/move down (and drag and drop would of course be nice). Finally current plane is to make it so modifiers will expand out in modifier pane for horizontal orientations instead of just going down down down to goblin town. - added error field to modifiers that is displayed in UI, need to have some way for modifiers to return errors back to interface (esp. important for python) - tweaked cage determination and handling, currently the editmode cage is determined by last modifier with OnCage set that is preceeded completely by modifiers that support mapping or are disabled in editmode. it is kinda confusing, but the interface only lets you toggle OnCage for modifiers that support it - it just might not be clear all the time why you can't toggle a certain modifier OnCage. - update displistmesh_copy to only copy edges if non-NULL There is a display bug that already existed but is more obvious with new modifiers where parts of the pane get drawn in a different area after toggling editmode. It has to do with drawing parts of the interface using GL instead of 100% buttons. I try to keep my grubby little toes out of the interface code so this can wait for Ton to return.
2005-08-03 - change modifier applyModifier[EM] function to not free derived argumentDaniel Dunbar
- added modifier_supportsMapping function - update CCG to set actual vertex normal (and not just interior face vertex normal, bla bla bla no one knows what this means nevermind). - renamed modifierType_get_info to modifierType_getInfo for consistency and to increase my commit line count. - update EditMeshDerivedMesh to calculate (and use new) normals when given deformed vertices - added - update editmode modifier calculation to also calculate a cage, not working 100% atm, in particular if a deformer follows a modifier that returns a DerivedMesh the cage is not accurate. - added ccg derivedmesh drawMapped{Vert,Face]NormalsEM functions - currently UI for selecting the cage mesh is rather irritating, will be updated
2005-07-28 - update storage.c to use standard time codes (should fix issueDaniel Dunbar
with MSVS 8) - broke mesh_create_shadedColors out of shadeDispList, used to build vertex colors for mesh in vpaint as well (also fixed bug where they were not initialized correctly for subsurfs) - added modifier_copyData and modifier_findByType functions - change editmode modifiers to only calculate if Realtime and Editmode bits are both set, makes more sense for copying modifiers - update object_copy to correctly copy modifiers - removed duplicate redefinition of ME_ attributes in python, this is a horrible idea, why was it done in the first place? - update armature auto vertex group code to check for subsurf in modifier stack - fixed flip_subdivision to work with move to modifier stack - added copymenu_modifiers, can copy all modifiers or just data from first modifier of a certain type (not sure how to deal with multiple modifiers of same type... not a big issue though I think)
2005-07-23 - added ModifierData flag, is modifier enabled in editmodeDaniel Dunbar
- added modifier type flag: should modifier be enabled by default for active in editmode - added subsurf "debug incremental" option instead of G.rt==52 (it becomes a slightly useful feature now for debugging how well a modifier works with incremental subsurf... maybe important for future python modifier developers) - shuffled modifier button layout just to keep people guessing - switched back to drawing editmesh face centers not through derivedmesh, I didn't think this one through, forgot that centers were also used for selection. have to think about what to do about this, should be either (a) don't draw centers with a cage active (optimal mode) or (b) come up with api to draw centers through derivedmesh and also handle selection. - changed recalc_editnormals to also follow the len(no)==0.0 use vertex co convention
2005-07-22 - added data arguments to deformer modifiers, in case someone wantsDaniel Dunbar
to write one that is based on geometry (and not just vertex position) - added editmode versions of modifier deform/apply calls and flag to tag modifiers that support editmode - added isFinalCalc param to applyModifier, basically a switch to let subsurf know if it is calc'ng orco or not (so it can deal with cache appropriately). This is kinda hacky and perhaps I can come up with a better solution (its also a waste to do a complete subdivide just to get vertex locations). - changed ccgsubsurf to not preallocate hash's to be approximately correct size... this was probably not a big performance savings but means that the order of faces returned by the iterator can vary after the first call, this messes up orco calculation so dropped for time being. - minor bug fix, meshes with only key didn't get vertex normals correctly calc'd - updated editmesh derivedmesh to support auxiliary locations - changed mesh_calc_modifiers to alloc deformVerts on demand - added editmesh_calc_modifiers for calculating editmesh cage and final derivedmesh's - bug fix, update shadedisplist to always calc colors (even if totvert==0) - changed load_editMesh and make_edge to build me->medge even if totedge==0 (incremental subsurf checks this) todo: add drawFacesTex for ccgderivedmesh So, modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off), and the final mesh currently includes all modifiers that work in edit mode (including lattice and curve). At some point there will be toggles for which modifiers affect the final/cage editmode derivedmesh's. Also, very nice new feature is that incremental subsurf in object mode returns a ccgderivedmesh object instead of copying to a new displistmesh. This can make a *huge* speed difference, and is very nice for working with deformed armatures (esp. with only small per frame changes).