Revision f74662d by Daniel Dunbar March 19, 2005, 20:48 (GMT) |
- add some windows specific defines to BIF_gl.h so that OpenGL can be used without including windows.h - this is the main reason windows.h is included in so many places and this change allows most of those inclusions to die. |
Revision 35ab8a3 by Ton Roosendaal March 19, 2005, 20:27 (GMT) |
Global G.moving got nice define flags, and additional meaning. - move object mode - move editmode/pose mode - move with widgets |
Revision 0542e1e by Daniel Dunbar March 19, 2005, 20:19 (GMT) |
- part of BLI_winstuff.h cleanup |
Revision b3bb3f0 by Daniel Dunbar March 19, 2005, 20:04 (GMT) |
Some cleaning up of BLI_winstuff.h usage - removed reference in render.h (really bad, shouldn't include a platform specific header so widely unless really necessary) - added M_PI, M_PI_2, M_SQRT, M_SQRT_2 defines to BLI_arithb.h... this is a better place as it is more the "standard" blender math header. left in winstuff.h as well for the moment for simplicity - other changes are patches to code so everything works ok with this shuffling. |
Revision c8d6515 by Ton Roosendaal March 19, 2005, 20:00 (GMT) |
Little fix; while Transform() in editmode, and other objects were select, these objects were drawn in transform color (white usually) |
Revision e07f2f1 by Ton Roosendaal March 19, 2005, 18:54 (GMT) |
New version of rotate handlers. I like it! Now the rest of you ;) |
Revision dd17f7e by Willian Padovani Germano March 19, 2005, 18:23 (GMT) |
BPython: - Added Blender.Run(script) + doc update (forgot to mention in my previous commit). Trying to fix two mistakes from my previous commit: - nmesh.transform(): forgot yesterday that affine vectors have 4th component = 0, now updated normals transformation accordingly. - As Ton pointed, recursive parsing of scripts dirs in search of scripts was a mess. I simply forgot about the "//" trick and much worse, to protect against worst cases ("/", for example). Now the code uses BLI_convertstringcode to take care of "//", doesn't process if dir = "/" and there are limits: max depth for traversing subdirs = 4 max dirs in the tree = 30. I'll work more on this, check more, but these changes were tested and should make the code safer, of course, so I'm committing. Sorry about the mess, I should take lessons on defensive programming ... |
Revision 0d1738e by Johnny Matthews March 19, 2005, 17:15 (GMT) |
Fix for building on win32 |
Revision 1ec0238 by Roel Spruit March 19, 2005, 14:13 (GMT) |
Added transform_manipulator.c to the windows MSVC 6.0 projectfile |
Revision c87eb1d by Stephen Swaney March 19, 2005, 13:26 (GMT) |
Added curly braces around an #ifdef NEWTRANSFORM. Needed when NEWTRANSFORM was not defined. |
Revision a2ed880 by Ton Roosendaal March 19, 2005, 12:17 (GMT) |
Transform widgets; Scale and Rotate versions To use; press the (temporal) icon in header. Switching widget types is by pressing G, R or S once, if current widget type is different it switches, otherwise it goes to normal Transform(). Widgets need a bit test for picking accuracy, correct drawing etc. The rotate widget has a center button for 'trackball' rotate. That latter can also be used for hotkey-based rotate. In current code, all widgets remain in "Global" space, also in editmode. Also widget updates while using normal transform has to be done. 2 Bugfixes: - rotate in PoseMode had error for 2d 'around' center - transform in postemode could crash, due to typo (& or |) |
Revision a96ed88 by Willian Padovani Germano March 19, 2005, 06:24 (GMT) |
BPython: - Scripts: fixed error in "Save Current Theme" which prevented it from automatically updating script registration in menus. cosmetic changes in a couple of Campbell's sel_same.py script strings + more descriptive name for its new menu place (3d view, face mode -> select menu). small updates to help_browser.py script. The above changes are related to this: - Added new script menu entries: Render (for exporters to renderers), Themes, FaceSelect (this already at the proper place). Updated Scripts win->Scripts menu so it won't show all available entries, only the ones we mean to see there. - Updated menu registration so that scripts folders can become trees. The release/scripts/ dir should be updated soon with subdirs like converters/, modifiers/, generators/ or whatever -- better discuss first (or is it? /me afraid of long irc discussions during meetings :) ). - Modules: Blender: added 'udatadir' option to .Get() function and added var Blender.mode to tell if Blender is in bg or interactive mode. NMesh: added Campbell's nmesh.transform(matrix, recalc_normals = False) method (reworked, so my fault if it doesn't work). - Bugs fixed: #2123: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2123&group_id=9 Reported by Ken Hughes (thanks!), who also found the exact problem later (it was in Text.Load, not with script links -- if only I had checked emails these days ... lost > 1 hour today to find the problem: passed filename to M_Text_Load was later being written over by a function called by add_text). Also saw that Text.Load wasn't checking existence of passed filename (duh!), now it does. #1655: http://projects.blender.org/tracker/?func=detail&atid=125&aid=1655&group_id=9 Reported by Chris Want (thanks!): command line "blender -P script" not working properly for bg mode ("blender -b blendfile -P script"). Had to make some small updates to get it working (bg mode for scripts was never explicitely handled, it worked due to collateral effects, let's say), interested readers can check the report after I update it or the API_intro.py doc file. After more testing we can make further updates. Updated many places to not call redraws if in bg mode, now it is officially available. Blender outputs its own info when rendering in bg mode, if that is considered a nuissance we'll have to add a few "if (during_script())" calls outside bpython. - Removed a few warnings here and there and also updated docs. |
Revision cbbe236 by Joseph Gilbert March 19, 2005, 03:24 (GMT) |
- patch submitted by guitargeek -includes: *Text3d accessors - ablity to manipulate FONT objects through python *update to Object.link - calls text_to_curve upon ob_font link for drawing *update to constant.h - constant type checking define *update to curve.c - clamp values on getters/setters *clean up of Text3d module |
Revision f61c5b1 by Joseph Gilbert March 18, 2005, 16:12 (GMT) |
- adds /GR to compiler options for generating run time type info for c++ classes in the debug release - add support for new transform files |
Revision f08504c by Martin Poirier March 18, 2005, 15:08 (GMT) |
Individual Element (object) center for Rotate and Resize. Note that using this in edit mode is a bit useless right now, but we have some surprises in our bozo bin :P Transform can switch mode on the fly again (GRS). Fixed a bug with the BIF constraint call, needed to call startConstraint and normalise the space matrix (this affected the manipulator). |
Revision ecdf0d3 by Ton Roosendaal March 17, 2005, 21:46 (GMT) |
Forgot to cvs add a file! Also did the SConscript file. MSVC users have to add this! |
Revision 17bd00a by Ton Roosendaal March 17, 2005, 21:31 (GMT) |
So! Finally a show-off of the *power* of Martin P's work! :) - Made framework for 3d Transform Manipulators (widgets) - The Manipulators act like '2d buttons', by default with LeftMouse and with while-hold-move-release - Implemented now: Translation Widget, which allows: - four hotspots for axis grab or view-aligned grab - center defined by 'around' setting - SHIFT+LMB gives planar constraint on other 2 axes - works in Object mode and Edit mode (not posemode yet) Enable it with (temporal) icon in 3D header. All other 'normal' transforms then keeps working btw. On the todo for this widget: - choice for Global, Local or Normal orientation The way the widgets are going to work is in review still. Commit is also for Matt for his proposal/paper on topic. Some notes regarding this project; - no life updates (on mouse over) like 3DS, I think that's neurotic - on click, dominant axis changes to theme defined "Transform" color, other axes disappear, like maya - manipulater size is fixed preset, independent zoom. - manipulator follows selection, and is located based on 'around' mode Unresolved; - in maya, when you select 2 or more objects, the manipulator draws on the 'active' object, also interesting - what to do with G,R,S hotkeys? It could switch the manipulator "mode"... - header button/menu for manipulator mode? |
Revision ab21276 by Joilnen Leite March 17, 2005, 14:41 (GMT) |
fixed example of use the GetScreenInfo . |
Revision 38dff43 by Martin Poirier March 17, 2005, 13:55 (GMT) |
Needed to normalise the axis orientation matrix. This fixed the scaling bug intrr and LetterRip reported. |
Revision 5a382e0 by Ton Roosendaal March 17, 2005, 12:01 (GMT) |
Ack, typo in previous commit, bugfix for confusing edge selection. Passed a face pointer to edge function... tsk tsk! |
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