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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-11-25replace macro's with functions for UV editmode checks, this wasn't nice code ↵Campbell Barton
and broke building on solaris
2007-09-21unwrapping would crash if there was no space imageCampbell Barton
2007-09-18unwrapper wasnt working properly when UVSyncSelection was NOT enabled.Campbell Barton
unwrapper and UV mapping menu items were not selecting UV's when initializing a new UV layer selecting with the brush (BB) in the UV window did not update in the 3D view realtime, use the lock settings to make this work.
2007-09-17New feature for UV/Editmode - 'Sync Mesh Selection' a button in the UV ↵Campbell Barton
header this mode is disabled by default. This is implimented by defining macro's that take the mode into account when get/set/checking the selection and that a face can be drawn. When this is enabled, things work a bit differently * all faces are drawn in the UV view (except hidden faces). * selecting faces/verts in the UV window selects them on the mesh also and vice vercer. * when EditMode (Face only) is enabled, selecting faces in the UV view is not sticky. * hiding/(de)select all and invert selection simle call the editmesh functions. * there is no way to select 1 uv corner of 1 face (because a mesh cannot have this as a valid selection) either all UV's that use a vert (sticky), or the whole face.
2007-09-12Added UV face rotate and mirror to editmode and re arranged some of the ↵Campbell Barton
editmode keys The WKey menu was way too big and not well organized, re-arranged keys like this. Ctrl+V - Vert Menu (remove doubles, smooth...) Ctrl+E - Edge Menu - left as is Ctrl+F - Face Menu - (flip normals, shading, Rotate and Mirror UV's/Colors) Wkey menu only has subdivide in it now. filesel.c - only show the relative paths option if the file is saved, (flag on by default caused the image to silently fail loading on my system, and gave permission errors on a users), also removed a warning.
2007-09-12* added functions to copy between UV and vertex color layers.Campbell Barton
* added CustomData_set_layer_active_index and CustomData_set_layer_render_index since they did not accept values from CustomData_get_active_layer_index and CustomData_get_render_layer_index * fixed some warnings * made the colored edge in active face draw mode only display when texture mode enabled.
2007-09-12warning cleanup:Stephen Swaney
implicit declaration of function 'EM_add_data_layer'
2007-09-10Changes to "Face Select" modeCampbell Barton
* Does not indicate that UV's exist, nor does it add UV's when used. * Only accessible for texturepaint, vertexpaint and weightpaint from a button in the header (Paint Selection Mask) * Not accessible from the mode menu, this is only an option that applies to paint modes. This dosnt effect DNA, face select (G_FACESELECT) can be enabled at any time but is only used when paint modes are enabled. Other changes * UKey is uv unwrap in editmode, Ukey for undo was editmode only anyway. * UVCalc in editmode adds a UV Layer if there is not one alredy. * texture draw in editmode does not draw the face dots (they are get in the way of texturing) * some missing updates were added. * removed manipulator from when paint modes are enabled since the manipulator is not drawn in the 3d view.
2007-09-10UV Editing is now done in editmode rather then UV/Face Select mode.Campbell Barton
Notes * you cant edit UV's in the image window in "UV Face Select" mode. (removed UV from the name) * going into Face Select mode no longer adds UV's and does not need UV's to work. * The UV Calculation menu is now in editmode (Alt+W) Todo.. * Image replace - partly broken in stable also. * Rotate/Mirror UV/VCol are still only in Face Select mode. * Hide/Reveal is not quite right, (issue with editmode flushing)
2007-05-01own mistake, typo in checking mface's selectionCampbell Barton
2007-04-29Patch #6584 - Texture functionality in the wave modifierBen Batt
This patch allows the user to use a texture to modulate the wave modifier's amplitude. Thanks to Michael Fox (mfoxdoggg) for the patch!
2007-04-29dont use tface hide or select anymore, since maintaining 2 sets of ↵Campbell Barton
hide/select data for each face is annoying. using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
2007-03-22Added "Pack Charts" function in the UV editor, using Campbell's new boxBrecht Van Lommel
packing code.
2006-11-20Added custom vertex/edge/face data for meshes:Brecht Van Lommel
All data layers, including MVert/MEdge/MFace, are now managed as custom data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are still used of course, but allocating, copying or freeing these arrays should be done through the CustomData API. Work in progress documentation on this is here: http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData Replaced TFace by MTFace: This is the same struct, except that it does not contain color, that now always stays separated in MCol. This was not a good design decision to begin with, and it is needed for adding multiple color layers later. Note that this does mean older Blender versions will not be able to read UV coordinates from the next release, due to an SDNA limitation. Removed DispListMesh: This now fully replaced by DerivedMesh. To provide access to arrays of vertices, edges and faces, like DispListMesh does. The semantics of the DerivedMesh.getVertArray() and similar functions were changed to return a pointer to an array if one exists, or otherwise allocate a temporary one. On releasing the DerivedMesh, this temporary array will be removed automatically. Removed ssDM and meshDM DerivedMesh backends: The ssDM backend was for DispListMesh, so that became obsolete automatically. The meshDM backend was replaced by the custom data backend, that now figures out which layers need to be modified, and only duplicates those. This changes code in many places, and overall removes 2514 lines of code. So, there's a good chance this might break some stuff, although I've been testing it for a few days now. The good news is, adding multiple color and uv layers should now become easy.
2006-06-11Remove some more unwrapper debugging code.Brecht Van Lommel
2006-02-09Seam Cutting in Faceselect Mode:Brecht Van Lommel
- Mark Border Seam: mark edges on the border of face selection as seam. - Clear Seam: clears seams in selected faces. Hotkey: Ctrl+E - Alt+RMB Click: mark/clear edge as seam - Alt+Shift+RMB Click: mark/clear seams along the shortest/straightest path from last marked seam. The cost of the path also includes some measure of 'straightness' next to the typical distance to make things work more predicatble and edgeloop friendly. Note that this cuts a path from edge to edge, not vertex to vertex. That gives some nice control over the direction of the seam. Also includes: - Removed old LSCM code. - Fix updates glitches with DerivedMesh/Subsurf drawing in FaceSelect mode. Now there's a drawMappedFacesTex instead of drawFacesTex. - Minimize Stretch menu entry called Limit Stitch. - Removed the lasttface global, was being set before it was used anyway, so might as wel return from a function. - Moved some backbuf sampling code to drawview.c from editmesh, so it can be used by Faceselect and VPaint. - Use BLI_heap in parametrizer.c.
2006-02-05UV Editor Tweaks:Brecht Van Lommel
- Set local sticky in the uv editor as default. - Don't do live unwrap on fully selected charts or charts with no pins selected. - Fixed bug with live unwrap not respecting transform cancel in some cases. - "View Home" didn't work without an image. - Move UV Calculation settings (cube size, cylinder radius, ..) into the scene toolsettings, instead of global variables - Remove the name LSCM from the UI (and python docs on seams), and replace it with 'Unwrap', with upcoming ABF this didn't make sense anymore. - Move the Old/New LSCM switch into the UV Calculation panel. New LSCM is the default now. Also renamed LSCM there to "Conformal". - Made some room in the UV Calculation panel by removing the buttons to execute the UV calculation, only leaving the settings. Fill Holes: - LSCM now has an option to fill holes in the chart before unwrapping. This on by default, and enables two things: - Prevent internal overlaps (e.g. eyes, mouth) for LSCM unwrapping. - Allow the internal boundaries to move freely during stretch minimize. - The possibility to switch it off is there because it is not always possible to define which the outer boundary is. For example with an open cylinder where there are two identical holes.
2005-12-04More work on the new unwrapper code (orange branch):Brecht Van Lommel
- There is now a (temporary) dropdown box in the image window header for switching between the old an new unwrapper code. So to test the changes described below you need to enable the new unwrapper code. - Pinning is now more predictable, if one uv is pinned, the others belonging to the same vertex are pinned also. - Live LSCM is much faster, since the LU factorization, the most expensive part of the computation, is now stored and reused (was Jens' idea). - Packing multiple uv charts is slightly improved, by doing a binary search over the texture width. This fixes the case where all the charts are packed at the bottom of the image. - LSCM now uses an angle based formulation, and the results seem somewhat different (maybe slightly better?), didn't find out why yet.
2005-12-01Small addition to stretch minimize: with pad +/- or the wheel mouseBrecht Van Lommel
you can now blend between the original and minimized. Stretch minimizing trades conformality (= perfect squares in checkerboard texture) for a better sampling of the texture (= often not so well shaped checkerboard), so it is useful to let the user find a balance between the two.
2005-12-01Orange branch commit.Brecht Van Lommel
This commit adds new underlying uv unwrapper code, intended to be more extensible. At the moment this has a re-implementation of LSCM. This has not been activated yet, since it doesn't add anything new. What's new is the stretch minimize tool from tuhopuu. It works by selecting some some uv's in the uv editor window, and then pressing ctrl+V. The uv's on the boundary stay fixed. More stuff will follow as I port it over & fix it.
2005-11-22* LSCM live transform is finally here!Matt Ebb
This is a combined effort from Jens, Ton who finished the code here on my machine, and myself putting in the little menu toggle and committing :). Turn it on and off in the UV/Image window menu UVs -> LSCM Live Transform. It recalculates the LSCM within the transform loop when you're transforming pinned vertices, so it gives realtime feedback - a real time saver! Note: this is much more powerful than proportional edit, since it's properly calculating LSCM using the correct edge angles, etc. I recorded a quicky demo video here: http://orange.blender.org/wp-content/themes/orange/images/media/lscm_live.mov (quicktime animation codec)
2005-10-25More bugfixing related to #3149:Brecht Van Lommel
Drawing of rotation limits and IK solving was wrong with pose mode bone offsets. Also added proper modifier stack update after uv unwrap and lscm.
2005-08-22Use new BLI_edgehash_* functions in unwrapper.Brecht Van Lommel
2005-08-21 - added mesh_strip_loose_faces, works in conjunction with make_edgesDaniel Dunbar
to get rid of faces with MFace.v3==0 - change all Mesh's to have ->medge now. This is forced by make_edges on readfile, and in the various exotic important routines, and on conversion back in python. - make python NMesh structure always have medges now (needs testing) - with above two changes it is guarenteed that mf->v3 is never ==0 in main blender code (i.e., all MFace's are actually triangles or quads) and so I went through and removed all the historic tests to deal with MFace.v3==0. Equals lots of deleting, I am in heaven! - removed MEdge edcode flag, no longer needed - added experimental replacement for edge flag system Still are some inconsistencies in FACESELECT mode edge drawing to be ironed out. NOTE: This commit adds an experimental edge flag calc system, based on 10-seconds-of-thought algorithm by yours truly. Would appreciate feedback on how this system works, esp compared to old one and esp on complex or interesting models. To Use: New system is enabled by setting G.rt to a value between 1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for "auto" edge, which is more or less identical to old system but also makes sure that at least 10% of edges are drawn (solves errors for super subdivided meshes). Values between 1 and 999 act as percent (out of 1000) of edges that should be drawn, starting with "most interesting" edges first. Please try it and comment!
2005-04-23Merging over some uv editor tweaks from tuhopuu:Brecht Van Lommel
- Moved Weld/Align out of transform code, now it's a menu. - Removed confirmation popups for LSCM unwrapping in the uv editor, didn't make sense anymore now we have undo. - Extended select linked, to work more like it does in edit mode: - L: select linked uvs/faces under the mouse - Shift+L: select/deselect linked uvs/faces under the mouse (like shift+click for selecting single uvs/faces) - Ctrl+L: how L worked before - More accurate uv selection: when selecting one uv from a group of uvs that are in the same position, it now selects the uv belonging to the face the mouse is over, instead of a random uv. - 'View Selected' (numpad .-key) for both faceselect mode and the uv editor.
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
2004-11-07Added some missing undo pushes for the UV editor and UV Face Select Mode.Brecht Van Lommel
2004-09-14A more correct and simple fix to the me->medge==NULL problem from my lastBrecht Van Lommel
commit.
2004-09-13Fix for error in last commit: forgot to check if me->medge==NULL when makingBrecht Van Lommel
LSCM seam groups.
2004-09-06Fix for bug #1582: LSCM mesh splitting based on seams gives incorrect ↵Brecht Van Lommel
results in some setups. The algorithm used before to split up the mesh before unwrapping was based on vertices, resulting in leakage in some setups. Now it's edge based, allowing to select only two edges of a triangle, and not automatically selecting the third.
2004-08-17Bugfix for incorrect unwrapping of some triangle shaped quads;Brecht Van Lommel
Triangulation of these quads could lead to degenerate triangles, resulting in UV's in random places. Now quads are automatically triangulated in the best direction. This bug was reported by Tim Fisher (thanks!).
2004-07-14LSCM:Brecht Van Lommel
Fixed a bug where the projection axis for the initial solution was wrong, causing the solution to collapse into one point. Made packing denser (by reducing the padding between face groups).
2004-07-13Added LSCM UV Unwrapping:Brecht Van Lommel
http://www.loria.fr/~levy/Galleries/LSCM/index.html http://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf Implementation Least Squares Conformal Maps parameterization, based on chapter 2 of: Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002, July 2002. Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define where a mesh will be cut when executing LSCM unwrapping. Seams can be marked and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark the selected edges as seams. Select Linked in Face Select Mode now only selects linked faces if no seams separate them. So if seams are defined, this will now select the 'face group' defined by the seams. Hotkey is still LKEY. LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local angles). Based on seams, the selected faces will be 'cut'. If multiple 'face groups' are selected, they will be unwrapped separately and packed in the image rectangle in the UV Editor. Packing uses a simple and fast algorithm, only designed to avoid having overlapping faces. LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel. Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then executed, these UV's will stay in place, allowing to tweak the solution. PKEY and ALT+PKEY will respectively pin and unpin selected UV's. Face Select Mode Drawing Changes: - Draw Seams option to enable disable drawing of seams - Draw Faces option to enable drawing of selected faces in transparent purple - Draw Hidden Edges option to enable drawing of edges of hidden faces - Draw Edges option to enable drawing of edges of visible faces The colors for these seams, faces and edges are themeable.