Commit Graph

437 Commits

Author SHA1 Message Date
Campbell Barton
ac86c04401 added BLI_convertstringcwd, used so command line blendfiles and python scripts can be relative to the current path.
- was alredy doing this for blendfiles, but better to have in its own function.

header_text.c - renamed PATH_MAX, was defined by system includes.
2008-09-15 01:32:53 +00:00
Janne Karhu
d2186508da Particle collisions upgrade:
- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.

To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
2008-09-13 18:09:41 +00:00
Brecht Van Lommel
e9b08b64fa Fix for bug #17402: IK influence blending with pole targets
didn't give smooth transition. Now it blends the result of
IK solving in that case.
2008-09-09 15:15:01 +00:00
Daniel Genrich
d88b4acc9b Fixing non-working check for incompatible trees 2008-09-05 12:06:47 +00:00
Daniel Genrich
b32036f5d6 bvh nodes got parent node reference again 2008-09-05 11:55:39 +00:00
Joshua Leung
18fe6c27ff Compiling/Warning Fixes (for scons/mingw + "split sources hack") Part 1:
* Removed compiler warnings from texteditor work
* Added round brackets around the new defines for IPO channels for extra texture layers
* Tweaked priorities so that BLI_heap_* functions in blenlib can be found by linker (split-sources specific)

TODO:
* "monkey*" vars cannot be found still
2008-09-05 06:05:25 +00:00
Brecht Van Lommel
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
Andre Susano Pinto
2076703a28 Removed cast warnings from shrinkwrap.c and BLI_kdopbvh.c
Only unused functions and openmp warnings left on those.
2008-08-22 18:28:34 +00:00
Benoit Bolsee
7630539fe8 Fix Windows compilation problem and update MSVC project files 2008-08-22 15:00:30 +00:00
Andre Susano Pinto
4655426ec7 Merged shrinkwrap modifier from soc-2008-jaguarandi 2008-08-22 00:35:14 +00:00
Andre Susano Pinto
a06321d55c Implemented a find_nearest with heaps. This reachs a minimal number of distance queries.
But the cost of maintaining the heap seems to be very high.

For now DFS with local heuristics gets better times.. so BVHTree still uses that.
2008-08-18 19:31:40 +00:00
Andre Susano Pinto
2ce338f7e8 svn merge -r 16077:16174 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-18 14:33:26 +00:00
Daniel Genrich
d5a890c078 a) New unified effector system by Janne (jahka) + Me (genscher): particle and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :) 2008-08-18 11:09:27 +00:00
Andre Susano Pinto
89a735e4f8 BVHTree fix (non 2.47)
It was building incorrect trees when there was only 1 leaf.
Code fixed to always generate a tree with at least 1 branch.. since most of bvh code relies on this.
2008-08-17 23:48:16 +00:00
Daniel Genrich
62845c3d52 Win64: forget include => this compile errors never showed up on msvc (if anyone wonders) 2008-08-17 17:16:49 +00:00
Daniel Genrich
fd0072e77c Win64: please check my changes if you ran across them ;) But should be fine since no additional crashes were reported! 2008-08-17 17:08:00 +00:00
Andre Susano Pinto
c37923c7a3 Fixed bug related to some missed rays-hits.. just a lack of a FLT_EPSILON 2008-08-14 15:37:47 +00:00
Andre Susano Pinto
7e7d416f4d svn merge -r 15988:16055 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-11 13:29:38 +00:00
Daniel Genrich
c58e27d070 Fixing compile error with msvc (introducing max tree to 32) 2008-08-07 22:05:45 +00:00
Andre Susano Pinto
2edb87d90e Fixed compiling warnings of bvhutils.c
Commited the right version of BLI_kdopbvh.c
2008-08-07 20:12:56 +00:00
Daniel Genrich
c25bb4685a BVH-KDOP update (merge from shrinkwrap branch): supports raytracing, nearest neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel 2008-08-07 17:27:29 +00:00
Andre Susano Pinto
0b533d022d Added several comments to BLI_kdopbvh
Changed BENCH to print both wall-clock/real time and cpu time
2008-08-07 14:26:27 +00:00
Andre Susano Pinto
523634ca17 svn merge -r 15908:15988 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-06 16:50:07 +00:00
Andre Susano Pinto
e57c5ef56c Fixed non_recursive BVHbuild with openmp
CHanged the BENCH functions to use: gettimeofday (wall time) instead of clock (cpu time)
This was to test if the openmp was working right.
2008-08-06 15:46:38 +00:00
Andre Susano Pinto
2d04b641d4 Just a tmp commit about bvhtree build
Theres something broken with BVHtree queries.. updates are not advised at all
2008-08-05 18:49:51 +00:00
Andre Susano Pinto
0008b1d424 Shrink BVHNode by 16bits 2008-08-04 20:30:57 +00:00
Andre Susano Pinto
d786fead10 Fixed double inflation in case of co_moving points 2008-08-04 11:50:36 +00:00
Andre Susano Pinto
c2cd6bebe6 added openmp support for bvhtree build (max processes = tree_type) 2008-08-03 15:37:24 +00:00
Daniel Genrich
7a14a3580b Little speedup for kdop-bvh 2008-08-03 11:40:09 +00:00
Campbell Barton
e632b966ec BKE_global.h include path wasnt correct. made boxpack2d.c a bit more
readable. no functionality changes.
2008-08-02 21:39:01 +00:00
Andre Susano Pinto
289d875dfd svn merge -r 15688:15908 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-01 21:37:36 +00:00
Ken Hughes
3120af6f34 Bugfix for #17396. Adding a text object would segfault when using freetype
2.3.6 or later.  Thanks to Cyril Brulebois for a one-line patch, which was
sent to the ML a while back.
2008-07-28 22:10:32 +00:00
Campbell Barton
229a5809bb added exception messages to game engine matrix and vector conversions. also removed own unneeded defines in arithb.c 2008-07-25 21:14:23 +00:00
Andre Susano Pinto
aec6b78ded svn merge -r 15590:15688 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-07-22 12:02:57 +00:00
Andre Susano Pinto
0703d9aad1 Following the same optimization as bvh raycast:
*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes).
 Again that leaded to improvements in build and query time.

*BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast

removed code relative to bvhtree_from_mesh_tris.
2008-07-19 15:22:38 +00:00
Andre Susano Pinto
59a2b50171 *Added "kept" mesh above surface option on shrinkwrap to nearest surface
changed a few code relative to project over normal mode (to try to kept code generic and more independent of modifier itself)
2008-07-18 22:24:20 +00:00
Brecht Van Lommel
7ef48296fc Bugfix: particles with deflection based on size could pass through
objects due to a broken SweepingSphereIntersectsTriangleUV. This
merges the code from the shrinkwrap branch by André Pinto, thanks!
2008-07-16 13:47:03 +00:00
Andre Susano Pinto
afc30d1a33 There was a problem with the last merge :S
Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)

Last merge fixed and also merged modifications up to revision 15584.

I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
2008-07-15 12:54:57 +00:00
Andre Susano Pinto
785123cc5a Improved build time on BLI_kdopbvh
Its now faster than raytree (both on build and query)

Things tryed:
 X=>Y=>Z=>X split (reduces build time.. but increases query time)
 bucket sorts
	(initial sorts for fast usage of bucket take a long time)
	(nth is linear.. so its quite fast already)

Best times archieve with:
 *usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
 *quads are on the same node instead of splitting in 2 tris..
	(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
 *test ray-bb before ray-primitive gives better times on both tris and quads

Notes:
 measures where made projecting a sphere from inside the head of suzanne.
2008-07-14 18:42:53 +00:00
Andre Susano Pinto
70730c7226 svn merge -r 15392:15551 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-07-13 13:21:01 +00:00
Daniel Genrich
751aa3e121 Fixing the fix: Sometimes, Valgrind sees memory leaks where noone is - especially with external used memory managers like in this case (and Python case) 2008-07-12 22:11:26 +00:00
Andre Susano Pinto
21d032e919 Added sphere cast (tought it doenst seems to solve the intersection problem)
Fixed SweepingSphereIntersectsTriangleUV
2008-07-11 19:46:35 +00:00
Daniel Genrich
efb2639a26 Memory leak fix (found with Valgrind) 2008-07-11 17:08:45 +00:00
Daniel Genrich
3fce5ba59a Memory leak fix: br_find_exe() uses strdup() which uses malloc and therefore the returned string needs free'ing (Found with valgrind). 2008-07-11 14:11:55 +00:00
Andre Susano Pinto
d674041f2b Add raycast ability for BLI_kdopbvh
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
2008-07-09 19:43:09 +00:00
Joshua Leung
878a5303f3 Compiler warning fixes (how some of this stuff compiled without stopping compiling I don't know) ;) 2008-07-08 07:30:38 +00:00
Geoffrey Bantle
3185253a06 -> UV and VCOL support for bevel (editmode)
BMesh and the bevel code now support UVs/VCOLS.
The offset is fixed at this time, but will be
made dynamic later.
2008-07-08 02:22:37 +00:00
Andrea Weikert
488a8291d1 == compile fix ==
- fix compilation for MSVC (added missing math define)
- note: defines were already duplicated, added twice to keep them in synch
2008-07-04 20:21:08 +00:00
Geoffrey Bantle
d9c60da9b7 -> Moving Pooling Alloctor to BlenLib
Bmesh's pooling allocator is probably usefull for other parts of blender as
well, so I am moving it to BlenLib.
2008-07-04 17:32:55 +00:00
Hamed Zaghaghi
7e7791755a Sun,Sky and atmosphere for lamps(sun type), PATCH#8063 http://projects.blender.org/tracker/?func=detail&atid=127&aid=8063&group_id=9 2008-07-03 10:38:35 +00:00