December 27, 2014, 10:23 (GMT) |
Implemented basic cursor drawing for hair edit mode brushes. |
December 27, 2014, 10:23 (GMT) |
Primitive hair lighting in OpenGL solid shading, cleanup of strands drawing code for edit mode. The lighting uses the same method as the particle hair, interpreting strand direction as the normal. This is nowhere near realistic hair shading, but doing this with line shading alone in the fixed-function pipeline is probably not possible. A GLSL shader could be used instead for a more realistic alternative as part of the viewport project. At least this simple shading mode gives some orientation feedback while editing hair. |
December 27, 2014, 10:23 (GMT) |
Display basic brush properties in the toolbar for hair edit mode. |
December 27, 2014, 10:23 (GMT) |
Use the "official" brush size calculated by blenkernel and subdivide the stroke step to avoid tunneling. |
December 27, 2014, 10:23 (GMT) |
Filter affected hair vertices in edit mode based on the brush size and z depth. |
December 27, 2014, 10:23 (GMT) |
Constrain hair root vertices to their mesh location after applying tools. |
December 27, 2014, 10:23 (GMT) |
Enforce hair constraints (constant segment length) after applying a tool. Currently uses the same approach as old particle edit mode (rescale hair segments from the root on). A more sophisticated approach using least-square error minimization of the displacement could yield better results. |
December 27, 2014, 10:23 (GMT) |
Make sure tool input data is in object space. |
December 27, 2014, 10:23 (GMT) |
Nicer vector math for mouse coordinates. |
December 27, 2014, 10:23 (GMT) |
Simplified first version of the hair stroke combing functionality. Stroke tools will be categorized by the hair elements they operate on: vertices, segments or strands (roots). In addition to that a filter function defines the influence of the brush. This should be defined by the other brush settings and be largely independent of the main tool mode. |
December 27, 2014, 10:23 (GMT) |
Lots of small fixes for paint system quirks to make hair brushes work in the UI. |
December 27, 2014, 10:23 (GMT) |
Define hair edit settings and brush types in the RNA, similar to paint and sculpt settings. |
December 27, 2014, 10:23 (GMT) |
New image file icons for hair brush tools and an according tool enum in the Brush RNA. |
December 27, 2014, 10:23 (GMT) |
Calculate some basic info about mouse strokes and context and pass it on to a general hair tool function. |
December 27, 2014, 10:23 (GMT) |
Revert previous hair edit operator scaffolding and port over the old operator for strokes instead. The paint system is much too complicated and does not add any real advantage at this point. |
December 27, 2014, 10:23 (GMT) |
Copied high-level operator code from the paint/sculpt system as a basis for brush-stroke operators in hair edit mode. Hopefully this can help avoid some redundant code and ensure consistent keymapping etc. |
December 27, 2014, 10:23 (GMT) |
Missing bmesh include folder for hair editor in scons. |
December 27, 2014, 10:23 (GMT) |
Apply the hair matrices when converting from particle keys to bmesh, so the edit data is consistently in object space. |
December 27, 2014, 10:23 (GMT) |
Fix for GL buffer size for edges, needs to 2x for two vertex indices. |
December 27, 2014, 10:23 (GMT) |
New drawing code for hair edit mode. |
|
|
|


Master Commits
MiikaHweb | 2003-2021