Commit Graph

75472 Commits

Author SHA1 Message Date
Porteries Tristan
6329e20cbb BGE: Use float as default instead of double in Moto library.
Use float in moto instead of double for MT_Scalar.
This switch allow future optimization like SSE.
Additionally, it changes the OpenGL calls to float versions as they are
very bad with doubles.

Reviewers: campbellbarton, moguri, lordloki

Reviewed By: lordloki

Subscribers: brecht, lordloki

Differential Revision: https://developer.blender.org/D1610
2015-12-13 02:09:05 +01:00
Campbell Barton
9df6a539a2 Knife: use BM_face_split_edgenet for detecting holes
Knife had its own code for detecting holes which worked quite well,
but would prefer to use generic bmesh API call here.
2015-12-13 03:46:36 +11:00
Campbell Barton
f117f45d86 Correct own mistake in 3e499c1a 2015-12-13 01:57:57 +11:00
Campbell Barton
c61c312f97 Use material remapping for bmesh-boolean 2015-12-13 00:40:44 +11:00
Joshua Leung
c1cfdc59a3 Fix T46958: NLA Editor's 'Add Modifier' button is the wrong size on Retina Display 2015-12-12 23:10:07 +13:00
Campbell Barton
dc98a3b0a7 Cleanup: style/spelling 2015-12-12 15:10:03 +11:00
Campbell Barton
ebf9d315c4 BMesh: editmode booleans ignored when no faces cut
For the intersect tool this made sense, but booleans can use cuts which overlap edges exactly.
2015-12-12 13:58:03 +11:00
Campbell Barton
189032c724 Correct error in last boolean commit
Side was flipped
2015-12-12 13:15:09 +11:00
Arnaud Degroote
aae93ae4c6 BGE: Improve clock management
This patch improves clock management in BGE, to be able to accelerate /
slow the time, and also to finely synchronize clock with external
engines. Several new python functions have been added and existence ones
have been improved for that purpose. Now we have:

- getClockTime(): Get the current BGE render time, in seconds. The BGE
render time is the simulation time corresponding to the next scene that
will be rendered.

- getFrameTime(): Get the current BGE frame time, in seconds. The BGE
frame time is the simulation time corresponding to the current call of
the logic system. Generally speaking, it is what the user is interested
in.

- getRealTime(): Get the number of real (system-clock) seconds elapsed
since the beginning of the simulation.

- getTimeScale(): Get the time multiplier between real-time and
simulation time. The default value is 1.0. A value greater than 1.0
means that the simulation is going faster than real-time, a value lower
than 1.0 means that the simulation is going slower than real-time.

- setTimeScale(time_scale): Set the time multiplier between real-time
and simulation time. A value greater than 1.0 means that the simulation
is going faster than real-time, a value lower than 1.0 means that the
simulation is going slower than real-time. Note that a too large value
may lead to some physics instabilities.

- getUseExternalClock(): Get if the BGE use the inner BGE clock, or rely
or on an external clock. The default is to use the inner BGE clock.

- setUseExternalClock(use_external_clock): Set if the BGE use the inner
BGE clock, or rely or on an external clock. If the user selects the use
of an external clock, he should call regularly the setClockTime method.

- setClockTime(new_time): Set the next value of the simulation clock. It
is preferable to use this method from a custom main function in python,
as calling it in the logic block can easily lead to a blocked system (if
the time does not advance enough to run at least the next logic step).

Rationale are described more precisely in the thread
http://lists.blender.org/pipermail/bf-gamedev/2013-November/000165.html.

See also T37640

Reviewers: sybren, panzergame, #game_engine, lordloki, moguri

Reviewed By: sybren, panzergame, #game_engine, lordloki, moguri

Subscribers: moguri, hg1, sybren, panzergame, dfelinto, lordloki

Projects: #game_engine

Maniphest Tasks: T37640

Differential Revision: https://developer.blender.org/D728
2015-12-12 02:46:53 +01:00
Bastien Montagne
e089b1f08b Fix T46945: Mesh Deform binding to a cage object with modifiers is unreliable.
Binding code was re-building its own DM for the cage, now it uses given one instead.
I cannot see really any good reason not to use 'visual' modified cage for binding process,
using base mesh instead was breaking any 'advanced' binding as described in the report.
2015-12-11 17:26:21 +01:00
Lukas Tönne
8729e23f2d Fix for invalid void* to typed pointer assignment in bmesh when used in C++ code.
C++ does not allow the assignment of a void pointer to a typed pointer without
explicit casting. Since we use a generic macro in bmesh for iterators we only
ever get a void* back and cannot cast it to the target type. However, casting
the target to a void* as well solves that issue.

This tweak is #ifdef'd to be used in C++ code only.
2015-12-11 16:18:42 +01:00
Campbell Barton
e301fcf8e7 Commend timing prints for boolean 2015-12-12 01:30:03 +11:00
Campbell Barton
fa32cde8a8 BMesh: boolean wasn't ignoring hidden faces
Needed for editmode use
2015-12-12 00:52:38 +11:00
Campbell Barton
8cd7b42877 BMesh: Add option to use BMesh boolean modifier
This uses a bmesh-intersection, BLI_kdtree and watertight intersections to perform boolean operations.

For now keep both BMesh and Carve booleans usable at once for testing & bug reports,
however we plan to phase out Carve by next release.
2015-12-11 20:24:39 +11:00
Campbell Barton
1c742b4e9a Mistake in last commit 2015-12-11 18:12:46 +11:00
Campbell Barton
d70e0b6654 BMesh: Boolean as an edit-mode tool
Works much the same as intersect operator,
expose as a new operator since for users its quite different.

Access from face menu.

Internally, this adds boolean args to BM_mesh_intersect function.
2015-12-11 17:54:42 +11:00
Campbell Barton
9f3ed82f35 Correct error in recent commit w/ hole-filling
edge-groups weren't being sorted with 2d-coords applied.
2015-12-11 16:18:24 +11:00
Brecht Van Lommel
dde4fc63ff Fix T46951: GLSL draw mode missing some textures. 2015-12-11 03:03:33 +01:00
Campbell Barton
c593855b29 BMesh: hole support for intersect tool
Support cutting many outlines into a single face (creating edges between isolated regions).
2015-12-11 12:01:22 +11:00
Campbell Barton
bb4bff3576 BMesh: Add BM_face_kill_loose
Removes edges/verts that become unused.
2015-12-11 12:01:22 +11:00
Campbell Barton
becc85c5d4 Math Lib: 2d ray-segment intersection function 2015-12-11 11:27:00 +11:00
Martijn Berger
810f825a39 MSVC 2015 fix, /WX warnings as errors is to restrictive for msvc 2015 currently for bmesh 2015-12-10 17:23:59 +01:00
Campbell Barton
2f57b1cece Fix for mistake in intersect duplicate list check
In practice this hardly ever happened.
2015-12-11 00:45:38 +11:00
Campbell Barton
5452df7984 BMesh: minor optimization for intersect
Avoid double lookup on insertion ghash
2015-12-10 23:42:52 +11:00
Martijn Berger
ffc750a4fa Begin to add some MSVC 2015 support 2015-12-10 11:57:13 +01:00
Campbell Barton
9a990eab0d Use 'peek' instead of 'last' for stack macro 2015-12-10 21:08:10 +11:00
Brecht Van Lommel
f9047c3f8c Eigen: fold remaining OpenNL code into intern/eigen.
Differential Revision: https://developer.blender.org/D1662
2015-12-10 01:58:10 +01:00
Brecht Van Lommel
858b680a50 Eigen: move C API into intern/eigen. 2015-12-10 01:58:06 +01:00
Campbell Barton
56a55f2849 CMake: include eigen as a system header 2015-12-09 18:55:18 +11:00
Campbell Barton
aaa56782d3 BMesh: move BM_face_split_edgenet to its own file
Isolate edge-net splitting in preparation for other functions to be added here.
2015-12-09 16:24:52 +11:00
Campbell Barton
1898c1f05c Math Lib: add axis_dominant_v3_ortho_single 2015-12-09 14:03:38 +11:00
Brecht Van Lommel
0dfc8d6939 OpenGL: split off framebuffer, shader and texture code into separate files. 2015-12-08 19:00:56 +01:00
Brecht Van Lommel
b25e4b310f OpenGL: remove non-power-of-two texture check, where even ES 2.0 does not need it. 2015-12-08 18:58:52 +01:00
Campbell Barton
af5784312a Correct recent OpenGL cleanup 2015-12-08 22:52:51 +11:00
Mike Erwin
b787341b09 OpenGL: use extension form of FBOs
FBOs are a GL 3.0 feature but enjoy nearly universal support via
extensions.

The newer ARB extension brings these features to GL 2.1 without needing
an ARB suffix.

The older EXT extensions *do* use a suffix. Since we don’t know which
is used until runtime, I added the suffix to all functions & enums.

Also updated the check to look for the FBO feature set instead of the
specific EXT extension.
2015-12-08 02:14:09 -05:00
Mike Erwin
6006173f4a OpenGL: use sized texture internal formats
Maybe this is pedantic but I read it’s best to explicitly set the
desired component size.

Also append “_ARB” to float texture formats since those need an
extension in GL 2.1.
2015-12-08 01:19:55 -05:00
Mike Erwin
c013d64a0a disable old Mac OpenGL workaround
Comment says this is from the MacOS 10.5 era. Surely it’s been fixed by
now. If nobody complains in the next few months let’s delete this.
2015-12-08 01:19:55 -05:00
Mike Erwin
c099b86238 OpenGL: simple cleanup
It’s still immediate mode, but at least it’s shorter & clearer.
2015-12-08 01:19:55 -05:00
Mitchell Stokes
964107fbce BGE code cleanup: Removing RAS_GLExtensionManager.
This class did nothing but print out extensions if they were found.
Instead, the code from bge.logic.PrintGLInfo() is now printed as the
Rasterizer is initialized. This gives better information, and it removes
some GL code from KX_PythonInit.cpp (the PrintGLInfo method now calls
the Rasterizer to print the information).

Differential Revision: https://developer.blender.org/D438
2015-12-07 19:25:12 -08:00
Mitchell Stokes
fe2f3a131d OpenGL/BGE: Remove RAS_StorageIM (glBegin/glEnd rendering of mesh data)
The only use we had for RAS_StorageIM was to render derived meshes using
Blender's mesh drawing. This is now handled as a special case in
RAS_OpenGLRasterizer instead of in RAS_StorageIM.

We are now left with RAS_StorageVA and RAS_StorageVBO. At the moment
vertex arrays are still the default since our vertex array with display
lists implementation is still much faster than our VBO code in a lot of
cases. As we improve our VBO code, we can drop vertex arrays since
Blender's minimum OpenGL version is being bumped up to 2.1, which
supports VBOs.
2015-12-07 19:05:09 -08:00
Mitchell Stokes
9d03307033 BGE: Remove RAS_IRasterizer::IndexPrimitivesMulti()
The work that was being done in IndexPrimitiveMulti() is now done by
IndexPrimitive() and we always assume multitexture support.
2015-12-07 19:05:04 -08:00
Campbell Barton
a4a5d85755 Python: remove support for Python 3.4 2015-12-08 12:35:29 +11:00
Bastien Montagne
187b7257ea Usual UI messages fixes. 2015-12-07 21:06:14 +01:00
Lukas Tönne
e65c647912 Added a comment to our use of the term 'adjoint' in BLI_math.
In modern usage this means the conjugate transpose, but we stick to
the classical usage (i.e. adjugate matrix), like Eigen does.
2015-12-07 12:35:36 +01:00
Campbell Barton
9e0757a367 BLI_linklist: add alloca append macro 2015-12-07 19:13:30 +11:00
Campbell Barton
41a2b97c30 Minor changes needed for standalone mathutils 2015-12-07 11:09:00 +11:00
Mike Erwin
50df05c35c OpenGL: remove old version check
+ minor cleanup
2015-12-06 18:26:10 -05:00
Mike Erwin
8cfcc444c6 OpenGL: new GPU_legacy_support() function
Is current context compatible with legacy GL (version 2.1)?

My earlier approach -- checking for GLEW_ARB_compatibility -- was not
enough.

This should always return true if we set our GL context up properly. It
will return false when we switch to core profile.
2015-12-06 18:02:07 -05:00
Bastien Montagne
8d09eecc50 Fix (unreported) Ocean modifier assuming all its faces are quads.
Would be true in most cases (and in particular with own generated geometry),
but in case one would be using original geometry this could have crashed badly.
2015-12-06 21:07:39 +01:00
Bastien Montagne
a78199332b Cleanup in main Ocean modifier code.
Note that I tried to parallelize the loops porting result of the simulation to the
DM data itself, but that ended up being 20% slower than non-threaded code!
2015-12-06 21:07:39 +01:00