Commit Graph

11404 Commits

Author SHA1 Message Date
Martin Poirier
a87e2dac0e Use heap instead of array, shaving off approx 10% runtime. 2008-09-03 20:25:47 +00:00
Martin Poirier
17d777c486 Prebuild an indexed edge list for faster connectivity loops when applying dijkstra and harmonic function calculations.
Drops the runtime for that part of the algo by a lot (39k edges from 16s to 0.6s)
2008-09-03 19:24:26 +00:00
Martin Poirier
1924eeb182 Couple of variables renames and logic inversion simplification 2008-09-02 20:33:32 +00:00
Martin Poirier
f479aec492 Memoization based solver for inner joint placement. Pretty much reduces the problem from a monstruous exponential to a quadratic cake.
Thanks to jaguarandi for initial pointers.

Changes in arith is a simple added function to check for null vectors.
2008-09-02 02:10:14 +00:00
Martin Poirier
276c162e56 Recalculate roll to preserve orientation when retargetting for deform and control bones.
Previously, roll would be kept as it which would make the resulting orientation different than the original, messing up some controls (example: heel bone flipped 180 so feet would rotate toward ground instead of lifting).

Next possible step: preserving inter-bones orientation (if needed)
2008-08-27 19:38:51 +00:00
Martin Poirier
51d6988756 First draft for hybrid retarget/generate (turned off)
Some debugging code for filtering
Control bones link propagation (can deal with reverse foot rig now).
Bones marked as locked are ignored (useful to unlink character base)
2008-08-26 01:37:46 +00:00
Martin Poirier
86cdf3db14 Vertice outside of faces would create zero degree nodes and mess up later.
Do a single pass to remove those after reeb graph creation (but before filtering).
2008-08-21 18:12:36 +00:00
Martin Poirier
963031c99f Finish yesterday's bugfixing.
Making shape function work on cyclic graphs requires tracking the current graph level, which wasn't done correctly when this was implemented. Done properly now so going up and down on graph works as it did before.
2008-08-21 17:28:58 +00:00
Martin Poirier
e04b899e81 transfering some ongoing work for home, nothing to see here. 2008-08-20 21:34:49 +00:00
Martin Poirier
a3337a15f0 Control bone commit from yesterday broke root bones. This is now fixed in a much more elegant way.
Remove yeh ol' primary symmetry axis flipping and replace by a smarter check on both armature and mesh arcs (works better for partial retargetting).
2008-08-19 22:16:01 +00:00
Martin Poirier
18bce23a60 Make subgraph tagging use own index, to not interfere with flagging used to prevent backtracking in different other functions
Better deal with chains starting with control bones
2008-08-18 22:22:56 +00:00
Martin Poirier
aef4586408 For now, don't join subgraphs if graphs are cyclic (this causes problem when reweighting because it uses a depth first method which doesn't work with cycles properly) 2008-08-18 00:08:22 +00:00
Martin Poirier
0418220444 Use ThreadedWorker for dispatch 2008-08-16 22:48:43 +00:00
Martin Poirier
e0722e0923 ThreadedWorker
New functions to easily dispatch work to a limited number of thread, transparently.

NOTE: Could be merged in trunk, if needed.
2008-08-16 22:47:33 +00:00
Martin Poirier
cc3b41b3cd Better logic to display symmetries
Add option to hide node and arc indexes (for cleaner screenshots)
2008-08-15 20:55:38 +00:00
Martin Poirier
520e52d7d2 Control bones support for root bones (didn't work previously)
Preliminary support for multi threading. Fixed at 4 threads now, will make it use the option eventually.

Need a better mecanism to wait for at least one finished threads.
2008-08-14 23:55:40 +00:00
Martin Poirier
feb5e3a688 Add a function to join thread by index in the thread list.
This can be safely merged in trunk, in case anyone needs something like that.
2008-08-14 23:48:52 +00:00
Martin Poirier
db42038bcf merging trunk 15964 -> 16116 2008-08-14 21:16:48 +00:00
Campbell Barton
47c2271d67 Python API get/setObject update for Actuators. (SetParent, AddObject, Camera and TrackTo)
* bugfix for BGE python api - SetParent actuator getObject would segfault if the object was not set.
* Added utility function ConvertPythonToGameObject() that can take a GameObject, string or None and set the game object from this since it was being done in a number of places.
* allow setObject(None), since no object is valid for actuators, Python should be able to set this.
* added optional argument for getObject() so it returns the KX_GameObject rather then its name, would prefer this be default but it could break existing games.
2008-08-14 08:58:25 +00:00
Diego Borghetti
639f3e12a9 Last part of the svn release commit.
No need freeze, in a sec I merge both revision into
the 2.47 branch and tag it.
2008-08-14 06:42:52 +00:00
Campbell Barton
29668ba2d0 bugfix (good for 2.47) - 2 cases of returning Py_None without increfing it. this can crash blender. 2008-08-14 05:06:59 +00:00
Campbell Barton
3f2cb6e878 game engine python api
* removed macros that were not used much, some misleading.
* removed error string setting calls that overwrote the error set by PyArg_ParseTuple with a less useful one.
* use python macros Py_RETURN_NONE, Py_RETURN_TRUE, Py_RETURN_FALSE
2008-08-14 03:23:36 +00:00
Martin Poirier
715ca7cbf6 starting threading code for retarget
nothing working yet, will finish tomorrow at home
2008-08-13 20:33:57 +00:00
Martin Poirier
d2750f7bda Snap menu header rewording, to make documentation clearer (there was "mode" and "snap mode").
This can and should be merged for 2.47, as the docs will use those wordings.
2008-08-13 17:38:38 +00:00
Brecht Van Lommel
d60025e95f Bugfix: in the game engine, errors in a particular python script caused
somewhat random crashes, which I think was caused by the error print
using python objects that were freed too soon. Now it frees the dictionary
after the print.
2008-08-13 10:19:47 +00:00
Martin Poirier
b30a925447 Add missing stuff in new scene code to properly init skeletor params properly.
Add sanity check on file load to fix old files (won't be merged in trunk).
2008-08-12 19:56:03 +00:00
Andre Susano Pinto
7af0643df7 New nearest_point_in_tri_surface function.. 50% faster
Results were verified against the old function

Non 2.47 fix
2008-08-12 13:30:17 +00:00
Campbell Barton
2345757746 raise an error when assigning properties to a game object that cant be converted. also use python apis functions for converting floats and int types (faster then PyArg_Parse) 2008-08-12 12:32:54 +00:00
Jens Ole Wund
ea134f8411 bdiego no 2.47 option for now
make soft bodies spawn threads on a mid level 
use G.rt == 16 to switch to 'old style'
i am going to remove that G.rt switch if everyone is fine /* i do not intend to keep 2 versions of code up because of "BAD STYLE" */
so .. give feed back ..
2008-08-11 20:40:29 +00:00
Martin Poirier
d4f1a98219 Fix flipped arc caused by harmonic interpolation 2008-08-11 20:01:15 +00:00
Ken Hughes
7f3a2a4abe Python API
----------
Added texture.offset and textute.gain attributes, to access parameters for Musgrove textures.
2008-08-11 19:06:30 +00:00
Matt Ebb
04b90467c3 * Fix for a bug zanqdo reported in IRC - transparent shadows were not
getting correct alpha when cast through node materials - in fact the 
node tree wasn't being shaded at all.
2008-08-11 05:23:36 +00:00
Joshua Leung
f3c138e131 Changed a few places where visibility for EditMode bones is tested, so that they now use a macro I introduced in the previous commit. 2008-08-10 03:39:09 +00:00
Joshua Leung
2fe31596e3 == Armature Editing Tweaks ==
* New Tool: Switch Direction
This tool switches the direction of selected bones in EditMode, and can be found under the Specials Menu (WKey). It also adjusts the parenting, so that continuous chains can still be linked. 

* Bone Locking:
Removed Lock/Unlock functions from Specials menu, and moved this functionality under the Toggle/Set/Clear Bone Settings tools (Shift/Ctrl-Shift/Alt W respectively)
2008-08-10 03:10:07 +00:00
Ken Hughes
295155b448 Python API
----------
Remove documentation for Render.EnableEdgeShift and Render.EnableEdgeAll methods, which are no longer in the API.
2008-08-09 22:24:12 +00:00
Martin Poirier
c1e9d25364 Fix bug caused by extranuous return in distance weight calculations (ignored the weighting parameter)
Extract constant for shape level matching
Go to lowest node with matching shape, instead of just lowest node (created bugs)
2008-08-09 19:39:31 +00:00
Joshua Leung
7cbfe78044 Bugfix #17465: "Pose Edit Not Possible" message activated on 3D navigation
When navigating the 3d-view with a bone (or bones) selected, 'Rest Pose' enabled for the armature, and 'Orbit Around Selection' turned on, a "Pose Edit Not Possible" warning would pop up every time the view was manipulated. 

Was caused by a missing check for the 'TFM_DUMMY' transform mode used when calculating center to use (based on active item)
2008-08-09 10:50:59 +00:00
Janne Karhu
adcd339198 Fix for [#13697] Reactor particles with children doesn't render
-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
2008-08-08 16:40:41 +00:00
Janne Karhu
3832af90d7 Fix for [#16671] Moving a metaball that a particle system uses as a object (for visualization) also moves the particles
-The particle dupliobjects were using the objects trackflag in combination with it's rotation causing strange behavior. Now the trackflag is ignored and only the rotation of the object being duplicated is taken into account.
2008-08-08 15:38:14 +00:00
Daniel Genrich
6501ff6bdd Fixing point-face distance to support degenerated tris/quads with area<FLT_EPSILON 2008-08-08 14:24:47 +00:00
Joshua Leung
277a420a90 == PoseLib: Add New (on Current Frame) ==
When adding poses to a PoseLib, it is now possible to make them be added on the current frame. It is still recommended to use the default method (plain Add New), as it is prevents poses stored in the PoseLib from being overwritten accidentally.
2008-08-08 10:15:08 +00:00
Benoit Bolsee
62f9ba67c0 BGE bug #17450 fixed: When we have parented objects with no scale-applyed objects the ray hit system doesn't work properly. Fix by separating rotation and scaling in the parent inverse node to keep scaling correct down to the leaf objects. Only isotropric scaling should be used, as always with the BGE. 2008-08-08 09:57:17 +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
Benoit Bolsee
36ef95eff5 BGE bug #17408 fixed: Radar sensor is oriented the wrong way when the set along negative axis. Improve reliability of Radar detection by clearing the manifold cache instead of updating it. 2008-08-07 17:29:06 +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
Benoit Bolsee
15952fb26c BGE bug #17409 fixed: BGE Near Sensor Incorrect once inside the radius. The bug is located in Bullet: the manifold contact points for non-response objects (sensor, ghost) are not refreshed and stay in the cash as long as the objects overlap in the broad phase. Instead of fixing Bullet, I put a work around in the BGE. This may need review when a new Bullet library is integrated 2008-08-07 11:31:24 +00:00
Benoit Bolsee
3adf5dda97 BGE fix: alignToVect() fac parameter clamping should obviously be done the other way round 2008-08-07 11:25:45 +00:00
Campbell Barton
a1f46e1e32 fix for [#17448] Duplicating textures with IPOs doesn't increment IPO user count 2008-08-07 09:56:31 +00:00
Campbell Barton
5d62ad194d added back copy buttons to "Texture Face" panel. 2008-08-07 01:02:06 +00:00