small bvh fixes:
*allow to create any tree type >= 2
*save split axis
changed shrinkwrap to perform normal cast with raytree and bvh tree and print both times:
Shrinkwrap (OBCube)24578 over (OBSuzanne)504482
target = raytree_create_from_mesh(calc->target): 1260.000000ms
shrinkwrap_calc_normal_projection_raytree(&calc): 1850.000000ms
tree = bvhtree_from_mesh_tri(calc->target): 3330.000000ms
shrinkwrap_calc_normal_projection(&calc): 3780.000000ms
On general query time is bit smaller on bvh tree..
but the build time of bvh is pretty big.
(build time can be removed from both if a cache system is added)
But I am still trying to see how fast I can make the bvh build
from Roelf De Kock (kiemdoder)
Fixes bug [#7969] Mirroring Object Breaks Radiosity Calculations
- copied from the tracker.
The code in this patch detects whether an object has negative scale (test the OB_NEG_SCALE bit in Object.transflag)
and then compensate for the negative scale when the surface normals are calculated for a radiosity render.
CDDM_apply_vert_coords needs a CDDerivedMesh, but it was getting a
CCGDerivedMesh from the preceding Subsurf modifier. This fix just makes
a CDDerivedMesh copy of the supplied DerivedMesh rather than using it directly.
For simple RGB(A) files, the channel names in openexr were supposed
to be simply "R" "G" "B" and "A" too.
Other programs like other names... like lower case, or like "ambient.r"
Tested with file from renderman.
(can be improved to rotate correctly but for our use ist ok for now, would also be useful to have an argument to clamp the maximum rotation angle to get a constant rotation speed),
This will used to make franky upright when falling from an angle, to track to a surface when hanging onto a ledge and setting the glide pitch.
Without this rotation is instant and jerky.
currently this is done with Mathutils which isnt available in Blender Player.
def do_rotate_up(own):
own.alignAxisToVect([0,0,1], 2, 0.1)
replaces...
def do_rotate_up(own):
up_nor = Vector(0,0,1)
own_mat = Matrix(*own.getOrientation()).transpose()
own_up = up_nor * own_mat
ang = AngleBetweenVecs(own_up, up_nor)
if ang > 0.005:
# Set orientation
cross = CrossVecs(own_up, up_nor)
new_mat = own_mat * RotationMatrix(ang*0.1, 3, 'r', cross)
own.setOrientation(new_mat.transpose())
M source/gameengine/Ketsji/KX_GameObject.cpp
M source/gameengine/Ketsji/KX_GameObject.h
New Add mode for Ipo actuator
=============================
A new Add button, mutually exclusive with Force button, is available in
the Ipo actuator. When selected, it activates the Add mode that consists
in adding the Ipo curve to the current object situation in world
coordinates, or parent coordinates if the object has a parent. Scale Ipo
curves are multiplied instead of added to the object current scale.
If the local flag is selected, the Ipo curve is added (multiplied) in
the object's local coordinates.
Delta Ipo curves are handled identically to normal Ipo curve and there
is no need to work with Delta Ipo curves provided that you make sure
that the Ipo curve starts from origin. Origin means location 0 for
Location Ipo curve, rotation 0 for Rotation Ipo curve and scale 1 for
Scale Ipo curve.
The "current object situation" means the object's location, rotation
and scale at the start of the Ipo curve. For Loop Stop and Loop End Ipo
actuators, this means at the start of each loop. This initial state is
used as a base during the execution of the Ipo Curve but when the Ipo
curve is restarted (later or immediately in case of Loop mode), the
object current situation at that time is used as the new base.
For reference, here is the exact operation of the Add mode for each
type of Ipo curve (oLoc, oRot, oScale, oMat: object's loc/rot/scale
and orientation matrix at the start of the curve; iLoc, iRot, iScale,
iMat: Ipo curve loc/rot/scale and orientation matrix resulting from
the rotation).
Location
Local=false: newLoc = oLoc+iLoc
Local=true : newLoc = oLoc+oScale*(oMat*iLoc)
Rotation
Local=false: newMat = iMat*oMat
Local=true : newMat = oMat*iMat
Scale
Local=false: newScale = oScale*iScale
Local=true : newScale = oScale*iScale
Add+Local mode is very useful to have dynamic object executing complex
movement relative to their current location/orientation. Of cource,
dynamics should be disabled during the execution of the curve.
Several corrections in state system
===================================
- Object initial state is taken into account when adding object
dynamically
- Fix bug with link count when adding object dynamically
- Fix false on-off detection for Actuator sensor when actuator is
trigged on negative event.
- Fix Parent actuator false activation on negative event
- Loop Ipo curve not restarting at correct frame when start frame is
different from one.
The infamous Fkey 'make face' in editmode still failed in cases, giving
an annoying convex error popup.
Found two errors in this code:
- not all cases were evaluated to make a face of 4 vertices (6 cases)
- the function that makes always a face when the 4 edges already exist
failed when not in vertex-select mode.
I also removed the popup, but added a print... its still not perfect.
It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey.
As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey)
from Luca Bonavita (mindrones)
- adds the method "rebuildProxy()" useful to rebuild all the strips at once: the user can do
- adds a BlendModes dictionary under the Blender.Scene.Sequence module: the user can see the blending option with
- adds the getter/setter "blendMode"
- adds a function seq_can_blend in sequence.c as requested by Peter, useful for these purposes but also to solve a bug
after
- the bug is you can apply blend modes to an audio strip that doesn't make sense: changed the test and now you cannot
assign blend mode other than Replace to audio strips
Omitted DNA cleanup part since its only whitespace and Id prefer to have a useful "svn blame" output.
This goes alongside vertex and face selection and selects an entire UV island with a single click. It's a lot less painful to use when rearranging UV layouts, especially with Drag Immediately on - see: http://mke3.net/blender/etc/uv_island.mov
The Image "do premul" option didn't work when Image was of type Sequence.
(Note: this option converts key-alpha images to premul, as is standard
in Blender rendering)