Revision 0e2302b by Martin Poirier July 24, 2005, 06:25 (GMT) |
Big Transform Manipulator Merge *NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed. This commit merges manipulator orientation selection back in "traditional" transform. That's how it works: - The dropdown in the 3D view header is always visible - The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before. - Alt-Space (to change the orientation) works during transform New Transform orientation: View, using the view axis. Fixes for the following bugs: - Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file. - Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker. - Numinput with lock constraints didn't work correctly. Reported on elysiun Probably some others that I'm forgetting I also moved a couple of functions around in an attempt to make things clearer. |
Revision 1516381 by Ton Roosendaal July 23, 2005, 20:56 (GMT) |
- Armature editmode now supports lasso. Please be aware that in editmode, armatures actually only consists of points, flushing bone selection based on points that are selected. Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :) - Fix; crash in selecting in editmode armature (commit 1 hour ago) - Fix; in editmode, bones didn't transform (same commit) - Fix; in drawmode "Sticks", names could go weird in editmode (commit two days ago) |
Revision e331e68 by Daniel Dunbar July 23, 2005, 19:15 (GMT) |
- added ModifierData flag, is modifier enabled in editmode - 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 |
Revision fb651dd by Daniel Dunbar July 23, 2005, 19:03 (GMT) |
- change mesh_calc_normals to set vertices with len(no)==0 to normalised coordinate (convention in blender, helps with halo) - removed vertexnormals(), vertexnormals_mesh() - removed CTX_NO_NOR_RECALC (always assume already calculated) - change NMesh.c to call mesh_calc_normals - chance load_editMesh to call mesh_calc_normals after done converting instead of using editmesh normals - update recalc_editnormals to also calc vertex normals (whats 4 more adds and a sqrt among friends) Its hard to believe, but it just might be the case that there are only two places mesh normals are calculated now (renderer and kernel) |
Revision 948f27c by Ton Roosendaal July 23, 2005, 18:52 (GMT) |
Killed silly modal PoseMode mode! :) - PoseMode now is a state Armature Objects can be in. So, while in PoseMode for an Armature, you can just select another Object or Armature. - The old PoseMode options (transform, insert keys etc) are accessible with making the Armature Object 'active' (and have object in PoseMode). - At this moment no multiple Poses can be transformed/edited at the same time. - The old hotkey CTRL+TAB, and view3d header menu, still work to set an Object's PoseMode It was quite a lot recode, so tests & reports are welcome. Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using only the line between root and tip of the Bone. |
Revision 6e98a38 by Daniel Dunbar July 23, 2005, 18:27 (GMT) |
- cleaned up calc_vertexnormals, did unnecessary temporary array alloc and passed over faces twice - changed init_render_mesh to *always* call calc_vertexnormals. Vertex normal calculation is insignificant time wise in comparison to modern renders so it wasn't a big savings anyway, and vertex normals were sometimes incorrect. Still issue remaining regarding what to do with wire normals. |
Revision 42da626 by Daniel Dunbar July 23, 2005, 16:09 (GMT) |
- removed mface->puno flags, was only used to flip normals in display and this is better left to user (whee this was a fun commit! so much deleting!) - removed mesh_calculate_vertex_normals (replaced by mesh_calc_normals) |
Revision 16b76eb by Erwin Coumans July 23, 2005, 15:06 (GMT) |
added bandoler's SConscript file for Bullet |
Revision 0a05783 by Johnny Matthews July 23, 2005, 14:39 (GMT) |
Added code in loopcut to undo cut if edgeslide was cancelled. (For you Chris!) Also Added some code for UV's in subdivide. This is close, but still is not perfect :( |
Revision d7dcadf by Johnny Matthews July 23, 2005, 14:15 (GMT) |
Added point.c to the SConscript file |
Revision c0cc75e by Joseph Gilbert July 23, 2005, 13:52 (GMT) |
_update to msvc7 project_ - added point to python ps - the point commit remove vector division as it is undefined |
Revision 6a9e7ab by Joseph Gilbert July 23, 2005, 13:46 (GMT) |
_new point class and update_ - adds a new point class * point/ vector math (p + v = p, p - p = v, etc.) * points can be transformed by matrices/quats * wraps 'place vector' type vectors that have no magnitude - wrapped toXXX() methods work correctly * toXXX() will NOT wrap data (this is due to the fact that wrapped data cannot be converted) * added a 'wrapped' attribute to mathutils classes to determine wether the object is accessing python or blender data - added the ability to negate vectors/points with "-vec" * deprecated vector.negate() - added the ability to shorhand inverse matrices with "~mat" (tilde) - conversion between vector/point with toXXX() methods |
Revision 32255b6 by Daniel Dunbar July 23, 2005, 07:45 (GMT) |
- added DerivedMesh.drawMapped{VertNormals,FaceNormals,FaceCenters}EM functions and implementation for EditmeshDerivedMesh - switch drawobject to drawing normals/centers through the DerivedMesh - added G_DRAW_VNORMALS flag and button, implementation is not yet complete because editmesh normals are not updated regularly - switch editmesh draw buttons to use uiDefButBit (can't we get some monkey to convert all of the uiDefBut calls with TOG|BIT type? It makes grepping the source much nicer) |
Revision e125ed5 by Daniel Dunbar July 23, 2005, 06:05 (GMT) |
- fix a bug with softbody, verts were copied out of order (meant history was lost... I think, dunno this code well.) - commented out code to do merging of quad with 3 verts shared in mirror mode... didnt seem worth the effort and mesh still wasnt perfect afterwards - bug fix, indices for triangles were not swapped correctly in mirror, could lead to crash with subsurf in editmode |
Revision 481a589 by Daniel Dunbar July 23, 2005, 04:37 (GMT) |
- agh!!!! horrible code alert!!! pushdata/popdata in build_particle_system actually copy Object data and then store it back later. Of course this means changes to object during the call are lost (and very hard to track down). Eekadoodle! Oh yeah, actual commit was to move call to fetch derived mesh above pushdata, because this call can alloc cache's in the Object (which won't get freed later if it is after pushdata) |
Revision 7a6c4a2 by Daniel Dunbar July 22, 2005, 22:01 (GMT) |
- move build_particle_system to makeDispList, it was getting called recursively in certain situations. needs review. |
Revision dcf210b by Ton Roosendaal July 22, 2005, 21:42 (GMT) |
Events added for: - clear parent (didn't do a recalc data for deformed objects) - add/remove object name in modifier menu (redraw event) |
Revision 365bea4 by Ton Roosendaal July 22, 2005, 19:51 (GMT) |
Error in drawing of new armature options; bglPolygonOffset(0) was accidentally called without it being set before, causing window matrix to go weird. :) |
Revision 05d45b8 by Ton Roosendaal July 22, 2005, 19:24 (GMT) |
Motion blur didn't work for Object Ipos (rest worked OK), so simple fix. :) Also removed the ugly old 'update for newframe' from renderwin.c, the new call scene_update_for_newframe() does it much friendlier. |
Revision cb3d0af by Daniel Dunbar July 22, 2005, 17:03 (GMT) |
- moved mesh_getVertexCos to mesh.c and prototyped - make mesh_modifier build vertex locations on demand |
|
|
|


Master Commits
MiikaHweb | 2003-2021