Blender Git Loki

Blenderin Git "master"-kehityshaaran kommitit.

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July 5, 2005, 00:30 (GMT)
Added some missing quaternions fonctions:

QuatMulVecf Multiplies vector (3-float) by quaternion (rotation). Assumes it recieves a unit quaternion
QuatConj Quaternion conjugate
QuatInv Quaternion inverse (does not assume a unit quat)
QuatMulf Quaternion multiplication with scalar
QuatDot Quaternion dot product
printquat debug print function
July 4, 2005, 23:32 (GMT)
MSVC 6.0 projectfiles update for the removal of IKA files.
July 4, 2005, 20:09 (GMT)
Action constraint works again. Needs revision though... do that with
testfiles i get from Bassam. :)

Further removed old code that was ifdeffed hanging around still.
July 4, 2005, 17:41 (GMT)
Merging error... rotating bones in pose-mode, with an action inserted
accidentally flushed recalc of Pose. So it popped back to the action state,
preventing editing new keypositions.
July 4, 2005, 05:16 (GMT)
Fixing pose mode transform.
With new system, very easy to do in the end (figuring it out was less so).
No need to go down parent chains or anything of the sort, just apply parent pose and we're all set.


Ton's commit reverted back before my include files cleanup in transform, recleaning.

Also, as mentionned by bjornmose, declaration after instruction choked MSVC. Fixed.
July 3, 2005, 18:10 (GMT)
Old define in engine still...
July 3, 2005, 17:35 (GMT)
Result of 2 weeks of quiet coding work in Greece :)

Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
June 30, 2005, 04:11 (GMT)
Warning hunt:
INIT_MINMAX and INIT_MINMAX2 are always used on floats but use doubles for initializing, giving countless warnings.
Added the nice 'f' to tell compilers that we want floats.
June 28, 2005, 07:58 (GMT)
Transform stuff

Cleanup in transform.c: removed uneeded includes and removed REPEAT experiment.

Split off manipulator init function, no need to resort on hacks to setup stuff before starting transform anymore.

Fix0r3d single axis projection for constraints. It deals with perspective correctly now (as much as planar constraints).
Revision 12d10f4 by Kent Mein
June 27, 2005, 15:57 (GMT)


Bug reported by Jean-Baptiste.
(Inexed 0 0 0 instead of 0 1 2

I also removed dos linebreaks.

Kent
June 26, 2005, 15:37 (GMT)


Patch by Martin Poirier: display normalized coordinates in image window, with
a few small modifications:
- also display normalized coords while transforming
- adapt step size & precision for button
- moved option to 'View' menu

Also made sure pixel snapping when transforming uv's is off by default.
June 25, 2005, 22:51 (GMT)


The overlapping curves/material indices problem got a bit out of control.

- For avoiding the 'overlapping character problem' in Text objects, I had
changed the sorting code for filling nurbs to use nu->charidx (a new
variable incremented with each new character) instead of nu->mat_nr
(which used to work for material indices inside a 2D Curve).

- This broke material indices in normal 2D Curves completely, thus:

- nu->charidx is now not only used for seperating
characters in text objects for filling, but also for normal 2D curves
when they contain material indices. In fact, charidx is just set to
the material index.

- There's compatibility code in readfile.c that sets nu->charidx to nu->mat_nr
when reading curves from files that are not text objects

- So, the big conclusion: Instead of using material indices for creating
'filling groups', filldisplist() now uses nu->charidx, which is set
appropriately when reading old files and assigning/deleting material
indices in curves.

- This is all pretty obscure and hard to explain. If I haven't been clear,
ask.

- If it breaks anything, complain!
June 25, 2005, 12:18 (GMT)


Fix a potential issue with vfontb/i/bi not getting freed when converting
font to curve.

(Sorry, I had typed a 10000k commit log last time, then it errored and
I really don't feel like retyping it all.)
June 24, 2005, 17:23 (GMT)
- update to add lorem.c dependency
June 24, 2005, 05:30 (GMT)
- bug fix, crash with edges with no face in subsurf
June 23, 2005, 23:44 (GMT)
- bug fix, vertex normal calculation during incremental update was not
correct (although fairly unnoticable).
- bug fix, vertex normal calculation didn't normalize face normals before
summing... silly mistake

p.s. perhaps the Crystal Space bla bla naming conversation is not most
appropriate for the commit list?
June 22, 2005, 05:45 (GMT)
Segfault waiting to happen. This is way old code that I did, I blame my rusty C skills from back then (and the fact that lazy evaluation would make it work correctly). :)
June 21, 2005, 15:10 (GMT)


Removed a debug print
June 21, 2005, 14:51 (GMT)
- fix strange declaration of adduplicate that just used matrix argument
as flag... confusing and weird.
June 21, 2005, 14:14 (GMT)
- #ifndef O_BINARY section should be after includes which would define
it...
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