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authorCampbell Barton <ideasman42@gmail.com>2008-08-12 16:57:18 +0400
committerCampbell Barton <ideasman42@gmail.com>2008-08-12 16:57:18 +0400
commit17c81efcedbdd6b657acd54b076dec21ec2cdc64 (patch)
tree4e04861989b9c91e0ae5b0f627420f83e2f0a2cb /source
parent4043226064f856dc50976d59383b91c20e5c5790 (diff)
svn merge -r16009:HEAD https://svn.blender.org/svnroot/bf-blender/trunk/blender
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/anim.c12
-rw-r--r--source/blender/blenkernel/intern/bvhutils.c29
-rw-r--r--source/blender/blenkernel/intern/particle_system.c18
-rw-r--r--source/blender/blenkernel/intern/softbody.c837
-rw-r--r--source/blender/blenlib/intern/BLI_kdopbvh.c933
-rw-r--r--source/blender/include/BIF_editarmature.h6
-rw-r--r--source/blender/python/api2_2x/Texture.c40
-rw-r--r--source/blender/python/api2_2x/doc/Render.py11
-rw-r--r--source/blender/python/api2_2x/doc/Texture.py6
-rw-r--r--source/blender/render/intern/source/rayshade.c7
-rw-r--r--source/blender/src/editarmature.c151
-rw-r--r--source/blender/src/editobject.c8
-rw-r--r--source/blender/src/poselib.c7
-rw-r--r--source/blender/src/transform_conversions.c4
-rw-r--r--source/gameengine/Converter/BL_BlenderDataConversion.cpp12
-rw-r--r--source/gameengine/Expressions/Value.cpp28
16 files changed, 1284 insertions, 825 deletions
diff --git a/source/blender/blenkernel/intern/anim.c b/source/blender/blenkernel/intern/anim.c
index 4b8728257b2..e2ce4b9f6f3 100644
--- a/source/blender/blenkernel/intern/anim.c
+++ b/source/blender/blenkernel/intern/anim.c
@@ -742,9 +742,8 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Object *par, float par_
ParticleCacheKey *cache;
ParticleSystemModifierData *psmd;
float ctime, pa_time, scale = 1.0f;
- float tmat[4][4], mat[4][4], obrotmat[4][4], pamat[4][4], size=0.0;
+ float tmat[4][4], mat[4][4], pamat[4][4], size=0.0;
float (*obmat)[4], (*oldobmat)[4];
- float xvec[3] = {-1.0, 0.0, 0.0}, q[4];
int lay, a, b, k, step_nbr = 0, counter, hair = 0;
int totpart, totchild, totgroup=0, pa_num;
@@ -906,14 +905,7 @@ static void new_particle_duplilist(ListBase *lb, ID *id, Object *par, float par_
/* to give ipos in object correct offset */
where_is_object_time(ob, ctime-pa_time);
- if(!hair) {
- vectoquat(xvec, ob->trackflag, ob->upflag, q);
- QuatToMat4(q, obrotmat);
- obrotmat[3][3]= 1.0f;
- Mat4MulMat4(mat, obrotmat, pamat);
- }
- else
- Mat4CpyMat4(mat, pamat);
+ Mat4CpyMat4(mat, pamat);
Mat4MulMat4(tmat, obmat, mat);
Mat4MulFloat3((float *)tmat, size*scale);
diff --git a/source/blender/blenkernel/intern/bvhutils.c b/source/blender/blenkernel/intern/bvhutils.c
index 5b68a637ea2..10e92b8b705 100644
--- a/source/blender/blenkernel/intern/bvhutils.c
+++ b/source/blender/blenkernel/intern/bvhutils.c
@@ -55,7 +55,7 @@ static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, con
{
float dist;
- if(RayIntersectsTriangle(ray->origin, ray->direction, v0, v1, v2, &dist, NULL))
+ if(RayIntersectsTriangle((float*)ray->origin, (float*)ray->direction, (float*)v0, (float*)v1, (float*)v2, &dist, NULL))
return dist;
return FLT_MAX;
@@ -71,7 +71,7 @@ static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, con
CalcNormFloat((float*)v0, (float*)v1, (float*)v2, plane_normal);
VECADDFAC( p1, ray->origin, ray->direction, m_dist);
- if(SweepingSphereIntersectsTriangleUV(ray->origin, p1, radius, v0, v1, v2, &idist, &hit_point))
+ if(SweepingSphereIntersectsTriangleUV((float*)ray->origin, p1, radius, (float*)v0, (float*)v1, (float*)v2, &idist, hit_point))
{
return idist * m_dist;
}
@@ -268,17 +268,24 @@ static void mesh_faces_nearest_point(void *userdata, int index, const float *co,
do
{
float nearest_tmp[3], dist;
-
- dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
- if(dist < nearest->dist)
+ float vec[3][3];
+
+ // only insert valid triangles / quads with area > 0
+ VECSUB(vec[0], t2, t1);
+ VECSUB(vec[1], t0, t1);
+ Crossf(vec[2], vec[0], vec[1]);
+ if(INPR(vec[2], vec[2]) >= FLT_EPSILON)
{
- nearest->index = index;
- nearest->dist = dist;
- VECCOPY(nearest->co, nearest_tmp);
- CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
+ dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
+ if(dist < nearest->dist)
+ {
+ nearest->index = index;
+ nearest->dist = dist;
+ VECCOPY(nearest->co, nearest_tmp);
+ CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
+ }
}
-
t1 = t2;
t2 = t3;
t3 = NULL;
@@ -396,7 +403,7 @@ void bvhtree_from_mesh_faces(BVHTreeFromMesh *data, DerivedMesh *mesh, float eps
VECCOPY(co[2], vert[ face[i].v3 ].co);
if(face[i].v4)
VECCOPY(co[3], vert[ face[i].v4 ].co);
-
+
BLI_bvhtree_insert(tree, i, co[0], face[i].v4 ? 4 : 3);
}
BLI_bvhtree_balance(tree);
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 7dca87d5c13..d1c0cdec71d 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -4653,7 +4653,7 @@ static void system_step(Object *ob, ParticleSystem *psys, ParticleSystemModifier
PTCacheID pid;
int totpart, oldtotpart, totchild, oldtotchild, p;
float disp, *vg_vel= 0, *vg_tan= 0, *vg_rot= 0, *vg_size= 0;
- int init= 0, distr= 0, alloc= 0, usecache= 0;
+ int init= 0, distr= 0, alloc= 0, usecache= 0, only_children_changed= 0;
int framenr, framedelta, startframe, endframe;
part= psys->part;
@@ -4720,6 +4720,7 @@ static void system_step(Object *ob, ParticleSystem *psys, ParticleSystemModifier
totchild = get_psys_tot_child(psys);
if(oldtotpart != totpart || (psys->part->childtype && oldtotchild != totchild)) {
+ only_children_changed = (oldtotpart == totpart);
realloc_particles(ob, psys, totpart);
alloc = 1;
distr= 1;
@@ -4740,14 +4741,17 @@ static void system_step(Object *ob, ParticleSystem *psys, ParticleSystemModifier
if((psys->part->type == PART_HAIR) && !(psys->flag & PSYS_HAIR_DONE))
/* don't generate children while growing hair - waste of time */
- psys_free_children(psys);
- else if(get_psys_tot_child(psys))
- distribute_particles(ob, psys, PART_FROM_CHILD);
+ psys_free_children(psys);
+ else if(get_psys_tot_child(psys))
+ distribute_particles(ob, psys, PART_FROM_CHILD);
}
- initialize_all_particles(ob, psys, psmd);
- if(alloc)
- reset_all_particles(ob, psys, psmd, 0.0, cfra, oldtotpart);
+ if(only_children_changed==0) {
+ initialize_all_particles(ob, psys, psmd);
+
+ if(alloc)
+ reset_all_particles(ob, psys, psmd, 0.0, cfra, oldtotpart);
+ }
/* flag for possible explode modifiers after this system */
psmd->flag |= eParticleSystemFlag_Pars;
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index d5b5ab6d63e..d465c058d30 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -69,6 +69,8 @@ variables on the UI for now
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_ghash.h"
+#include "BLI_threads.h"
+
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_global.h"
@@ -118,6 +120,20 @@ typedef struct SBScratch {
float aabbmin[3],aabbmax[3];
}SBScratch;
+typedef struct SB_thread_context{
+ Object *ob;
+ float forcetime;
+ float timenow;
+ int ifirst;
+ int ilast;
+ ListBase *do_effector;
+ int do_deflector;
+ float fieldfactor;
+ float windfactor;
+ int nr;
+ int tot;
+}SB_thread_context;
+
#define NLF_BUILD 1
#define NLF_SOLVE 2
@@ -1514,17 +1530,15 @@ int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp
-void scan_for_ext_spring_forces(Object *ob,float timenow)
+void _scan_for_ext_spring_forces(Object *ob,float timenow,int ifirst,int ilast, struct ListBase *do_effector)
{
SoftBody *sb = ob->soft;
- ListBase *do_effector;
int a;
float damp;
float feedback[3];
- do_effector= pdInitEffectors(ob,NULL);
if (sb && sb->totspring){
- for(a=0; a<sb->totspring; a++) {
+ for(a=ifirst; a<ilast; a++) {
BodySpring *bs = &sb->bspring[a];
bs->ext_force[0]=bs->ext_force[1]=bs->ext_force[2]=0.0f;
feedback[0]=feedback[1]=feedback[2]=0.0f;
@@ -1584,9 +1598,88 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
}
}
}
- if(do_effector)
- pdEndEffectors(do_effector);
}
+
+
+void scan_for_ext_spring_forces(Object *ob,float timenow)
+{
+ SoftBody *sb = ob->soft;
+ ListBase *do_effector= NULL;
+ do_effector= pdInitEffectors(ob,NULL);
+ if (sb){
+ _scan_for_ext_spring_forces(ob,timenow,0,sb->totspring,do_effector);
+ }
+ if(do_effector)
+ pdEndEffectors(do_effector);
+}
+
+void *exec_scan_for_ext_spring_forces(void *data)
+{
+ SB_thread_context *pctx = (SB_thread_context*)data;
+ _scan_for_ext_spring_forces(pctx->ob,pctx->timenow,pctx->ifirst,pctx->ilast,pctx->do_effector);
+ return 0;
+}
+
+void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func())
+{
+ ListBase *do_effector = NULL;
+ ListBase threads;
+ SB_thread_context *sb_threads;
+ int i, totthread,left,dec;
+ int lowsprings =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
+
+ do_effector= pdInitEffectors(ob,NULL);
+
+ /* figure the number of threads while preventing pretty pointless threading overhead */
+ if(totsprings < lowsprings) {totthread=1;}
+ else{
+ if(G.scene->r.mode & R_FIXED_THREADS)
+ totthread= G.scene->r.threads;
+ else
+ totthread= BLI_system_thread_count();
+ }
+ /*left to do--> what if we got zillions of CPUs running but 'totsprings' tasks to spread*/
+
+ sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBSpringsThread");
+ memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
+ left = totsprings;
+ dec = totsprings/totthread +1;
+ for(i=0; i<totthread; i++) {
+ sb_threads[i].ob = ob;
+ sb_threads[i].forcetime = 0.0; // not used here
+ sb_threads[i].timenow = timenow;
+ sb_threads[i].ilast = left;
+ left = left - dec;
+ if (left >0){
+ sb_threads[i].ifirst = left;
+ }
+ else
+ sb_threads[i].ifirst = 0;
+ sb_threads[i].do_effector = do_effector;
+ sb_threads[i].do_deflector = 0;// not used here
+ sb_threads[i].fieldfactor = 0.0f;// not used here
+ sb_threads[i].windfactor = 0.0f;// not used here
+ sb_threads[i].nr= i;
+ sb_threads[i].tot= totthread;
+ }
+ if(totthread > 1) {
+ BLI_init_threads(&threads, exec_scan_for_ext_spring_forces, totthread);
+
+ for(i=0; i<totthread; i++)
+ BLI_insert_thread(&threads, &sb_threads[i]);
+
+ BLI_end_threads(&threads);
+ }
+ else
+ exec_scan_for_ext_spring_forces(&sb_threads[0]);
+ /* clean up */
+ MEM_freeN(sb_threads);
+
+ if(do_effector)
+ pdEndEffectors(do_effector);
+}
+
+
/* --- the spring external section*/
int choose_winner(float*w, float* pos,float*a,float*b,float*c,float*ca,float*cb,float*cc)
@@ -2023,109 +2116,72 @@ static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float fo
}
-static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
+/* since this is definitely the most CPU consuming task here .. try to spread it */
+/* core function _softbody_calc_forces_slice_in_a_thread */
+/* result is int to be able to flag user break */
+int _softbody_calc_forces_slice_in_a_thread(Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *ptr_to_break_func(),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
{
-/* rule we never alter free variables :bp->vec bp->pos in here !
- * this will ruin adaptive stepsize AKA heun! (BM)
- */
+ float iks;
+ int bb,do_selfcollision,do_springcollision,do_aero;
+ int number_of_points_here = ilast - ifirst;
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;
- BodyPoint *bproot;
- BodySpring *bs;
- ListBase *do_effector;
- float iks, ks, kd, gravity;
- float fieldfactor = 1000.0f, windfactor = 250.0f;
- float tune = sb->ballstiff;
- int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
-
-
-/* jacobian
- NLboolean success;
-
- if(nl_flags){
- nlBegin(NL_SYSTEM);
- nlBegin(NL_MATRIX);
- }
-*/
-
-
- gravity = sb->grav * sb_grav_force_scale(ob);
-
+ /* intitialize */
+ if (sb) {
/* check conditions for various options */
- do_deflector= query_external_colliders(ob);
+ /* +++ could be done on object level to squeeze out the last bits of it */
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
-
- iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
- bproot= sb->bpoint; /* need this for proper spring addressing */
-
- if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
- /* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(ob,NULL);
+ /* --- could be done on object level to squeeze out the last bits of it */
+ }
+ else {
+ printf("Error expected a SB here \n");
+ return (999);
+ }
- if (do_deflector) {
- float defforce[3];
- do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
+/* debugerin */
+ if (sb->totpoint < ifirst) {
+ printf("Aye 998");
+ return (998);
}
+/* debugerin */
- for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
+
+ bp = &sb->bpoint[ifirst];
+ for(bb=number_of_points_here; bb>0; bb--, bp++) {
/* clear forces accumulator */
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
- if(nl_flags & NLF_BUILD){
- //int ia =3*(sb->totpoint-a);
- //int op =3*sb->totpoint;
- /* dF/dV = v */
- /* jacobioan
- nlMatrixAdd(op+ia,ia,-forcetime);
- nlMatrixAdd(op+ia+1,ia+1,-forcetime);
- nlMatrixAdd(op+ia+2,ia+2,-forcetime);
-
- nlMatrixAdd(ia,ia,1);
- nlMatrixAdd(ia+1,ia+1,1);
- nlMatrixAdd(ia+2,ia+2,1);
-
- nlMatrixAdd(op+ia,op+ia,1);
- nlMatrixAdd(op+ia+1,op+ia+1,1);
- nlMatrixAdd(op+ia+2,op+ia+2,1);
- */
-
-
- }
-
/* naive ball self collision */
/* needs to be done if goal snaps or not */
if(do_selfcollision){
int attached;
BodyPoint *obp;
+ BodySpring *bs;
int c,b;
float velcenter[3],dvel[3],def[3];
float distance;
float compare;
+ float bstune = sb->ballstiff;
- for(c=sb->totpoint, obp= sb->bpoint; c>=a; c--, obp++) {
-
- //if ((bp->octantflag & obp->octantflag) == 0) continue;
-
+ for(c=sb->totpoint, obp= sb->bpoint; c>=ifirst+bb; c--, obp++) {
compare = (obp->colball + bp->colball);
VecSubf(def, bp->pos, obp->pos);
-
/* rather check the AABBoxes before ever calulating the real distance */
/* mathematically it is completly nuts, but performace is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
-
distance = Normalize(def);
if (distance < compare ){
/* exclude body points attached with a spring */
attached = 0;
for(b=obp->nofsprings;b>0;b--){
bs = sb->bspring + obp->springs[b-1];
- if (( sb->totpoint-a == bs->v2) || ( sb->totpoint-a == bs->v1)){
+ if (( ilast-bb == bs->v2) || ( ilast-bb == bs->v1)){
attached=1;
continue;}
}
if (!attached){
- float f = tune/(distance) + tune/(compare*compare)*distance - 2.0f*tune/compare ;
+ float f = bstune/(distance) + bstune/(compare*compare)*distance - 2.0f*bstune/compare ;
VecMidf(velcenter, bp->vec, obp->vec);
VecSubf(dvel,velcenter,bp->vec);
@@ -2134,38 +2190,12 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
Vec3PlusStVec(bp->force,f*(1.0f-sb->balldamp),def);
Vec3PlusStVec(bp->force,sb->balldamp,dvel);
- if(nl_flags & NLF_BUILD){
- //int ia =3*(sb->totpoint-a);
- //int ic =3*(sb->totpoint-c);
- //int op =3*sb->totpoint;
- //float mvel = forcetime*sb->nodemass*sb->balldamp;
- //float mpos = forcetime*tune*(1.0f-sb->balldamp);
- /*some quick and dirty entries to the jacobian*/
- //dfdx_goal(ia,ia,op,mpos);
- //dfdv_goal(ia,ia,mvel);
- /* exploit force(a,b) == -force(b,a) part1/2 */
- //dfdx_goal(ic,ic,op,mpos);
- //dfdv_goal(ic,ic,mvel);
-
-
- /*TODO sit down an X-out the true jacobian entries*/
- /*well does not make to much sense because the eigenvalues
- of the jacobian go negative; and negative eigenvalues
- on a complex iterative system z(n+1)=A * z(n)
- give imaginary roots in the charcateristic polynom
- --> solutions that to z(t)=u(t)* exp ( i omega t) --> oscilations we don't want here
- where u(t) is a unknown amplitude function (worst case rising fast)
- */
- }
-
/* exploit force(a,b) == -force(b,a) part2/2 */
VecSubf(dvel,velcenter,obp->vec);
VecMulf(dvel,sb->nodemass);
Vec3PlusStVec(obp->force,sb->balldamp,dvel);
Vec3PlusStVec(obp->force,-f*(1.0f-sb->balldamp),def);
-
-
}
}
}
@@ -2179,20 +2209,13 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
/* do goal stuff */
if(ob->softflag & OB_SB_GOAL) {
/* true elastic goal */
+ float ks,kd;
VecSubf(auxvect,bp->pos,bp->origT);
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
bp->force[0]+= -ks*(auxvect[0]);
bp->force[1]+= -ks*(auxvect[1]);
bp->force[2]+= -ks*(auxvect[2]);
- if(nl_flags & NLF_BUILD){
- //int ia =3*(sb->totpoint-a);
- //int op =3*(sb->totpoint);
- /* depending on my pos */
- //dfdx_goal(ia,ia,op,ks*forcetime);
- }
-
-
/* calulate damping forces generated by goals*/
VecSubf(velgoal,bp->origS, bp->origE);
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
@@ -2202,13 +2225,6 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
- if(nl_flags & NLF_BUILD){
- //int ia =3*(sb->totpoint-a);
- Normalize(auxvect);
- /* depending on my vel */
- //dfdv_goal(ia,ia,kd*forcetime);
- }
-
}
else {
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
@@ -2218,14 +2234,15 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
}
/* done goal stuff */
-
/* gravitation */
+ if (sb){
+ float gravity = sb->grav * sb_grav_force_scale(ob);
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
- //bp->force[1]-= gravity*sb->nodemass; /* individual mass of node here */
-
+ }
/* particle field & vortex */
if(do_effector) {
+ float kd;
float force[3]= {0.0f, 0.0f, 0.0f};
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
@@ -2246,21 +2263,12 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
}
else {
/* BP friction in media (not) moving*/
- kd= sb->mediafrict* sb_fric_force_scale(ob);
+ float kd = sb->mediafrict* sb_fric_force_scale(ob);
/* assume it to be proportional to actual velocity */
bp->force[0]-= bp->vec[0]*kd;
bp->force[1]-= bp->vec[1]*kd;
bp->force[2]-= bp->vec[2]*kd;
/* friction in media done */
- if(nl_flags & NLF_BUILD){
- //int ia =3*(sb->totpoint-a);
- /* da/dv = */
-
-// nlMatrixAdd(ia,ia,forcetime*kd);
-// nlMatrixAdd(ia+1,ia+1,forcetime*kd);
-// nlMatrixAdd(ia+2,ia+2,forcetime*kd);
- }
-
}
/* +++cached collision targets */
bp->choke = 0.0f;
@@ -2268,44 +2276,25 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
bp->flag &= ~SBF_DOFUZZY;
if(do_deflector) {
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
- kd = 1.0f;
+ float kd = 1.0f;
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
- if ((!nl_flags)&&(intrusion < 0.0f)){
- /*bjornmose: uugh.. what an evil hack
- violation of the 'don't touch bp->pos in here' rule
- but works nice, like this-->
- we predict the solution beeing out of the collider
- in heun step No1 and leave the heun step No2 adapt to it
- so we kind of introduced a implicit solver for this case
- */
- Vec3PlusStVec(bp->pos,-intrusion,facenormal);
-
- sb->scratch->flag |= SBF_DOFUZZY;
- bp->flag |= SBF_DOFUZZY;
- bp->choke = sb->choke*0.01f;
- }
- else{
+
VECSUB(cfforce,bp->vec,vel);
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
- }
- Vec3PlusStVec(bp->force,kd,defforce);
- if (nl_flags & NLF_BUILD){
- // int ia =3*(sb->totpoint-a);
- // int op =3*sb->totpoint;
- //dfdx_goal(ia,ia,op,mpos); // don't do unless you know
- //dfdv_goal(ia,ia,-cf);
-
- }
-
+
+ Vec3PlusStVec(bp->force,kd,defforce);
}
}
/* ---cached collision targets */
/* +++springs */
+ iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
if(ob->softflag & OB_SB_EDGES) {
if (sb->bspring){ /* spring list exists at all ? */
+ int b;
+ BodySpring *bs;
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
if (do_springcollision || do_aero){
@@ -2315,90 +2304,513 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
}
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
- sb_spring_force(ob,sb->totpoint-a,bs,iks,forcetime,nl_flags);
+ sb_spring_force(ob,ilast-bb,bs,iks,forcetime,0);
}/* loop springs */
}/* existing spring list */
}/*any edges*/
/* ---springs */
}/*omit on snap */
}/*loop all bp's*/
+return 0; /*done fine*/
+}
+
+void *exec_softbody_calc_forces(void *data)
+{
+ SB_thread_context *pctx = (SB_thread_context*)data;
+ _softbody_calc_forces_slice_in_a_thread(pctx->ob,pctx->forcetime,pctx->timenow,pctx->ifirst,pctx->ilast,NULL,pctx->do_effector,pctx->do_deflector,pctx->fieldfactor,pctx->windfactor);
+ return 0;
+}
+
+void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,int totpoint,int *ptr_to_break_func(),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
+{
+ ListBase threads;
+ SB_thread_context *sb_threads;
+ int i, totthread,left,dec;
+ int lowpoints =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
+
+ /* figure the number of threads while preventing pretty pointless threading overhead */
+ if(totpoint < lowpoints) {totthread=1;}
+ else{
+ if(G.scene->r.mode & R_FIXED_THREADS)
+ totthread= G.scene->r.threads;
+ else
+ totthread= BLI_system_thread_count();
+ }
+ /*left to do--> what if we got zillions of CPUs running but 'totpoint' tasks to spread*/
+
+ sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBThread");
+ memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
+ left = totpoint;
+ dec = totpoint/totthread +1;
+ for(i=0; i<totthread; i++) {
+ sb_threads[i].ob = ob;
+ sb_threads[i].forcetime = forcetime;
+ sb_threads[i].timenow = timenow;
+ sb_threads[i].ilast = left;
+ left = left - dec;
+ if (left >0){
+ sb_threads[i].ifirst = left;
+ }
+ else
+ sb_threads[i].ifirst = 0;
+ sb_threads[i].do_effector = do_effector;
+ sb_threads[i].do_deflector = do_deflector;
+ sb_threads[i].fieldfactor = fieldfactor;
+ sb_threads[i].windfactor = windfactor;
+ sb_threads[i].nr= i;
+ sb_threads[i].tot= totthread;
+ }
+
+
+ if(totthread > 1) {
+ BLI_init_threads(&threads, exec_softbody_calc_forces, totthread);
+
+ for(i=0; i<totthread; i++)
+ BLI_insert_thread(&threads, &sb_threads[i]);
+
+ BLI_end_threads(&threads);
+ }
+ else
+ exec_softbody_calc_forces(&sb_threads[0]);
+ /* clean up */
+ MEM_freeN(sb_threads);
+}
+
+static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, int nl_flags)
+{
+/* rule we never alter free variables :bp->vec bp->pos in here !
+ * this will ruin adaptive stepsize AKA heun! (BM)
+ */
+ SoftBody *sb= ob->soft; /* is supposed to be there */
+ BodyPoint *bproot;
+ ListBase *do_effector;
+ float iks, gravity;
+ float fieldfactor = 1000.0f, windfactor = 250.0f;
+ int do_deflector,do_selfcollision,do_springcollision,do_aero;
+
+ gravity = sb->grav * sb_grav_force_scale(ob);
+
+ /* check conditions for various options */
+ do_deflector= query_external_colliders(ob);
+ do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
+ do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
+ do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
+
+ iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
+ bproot= sb->bpoint; /* need this for proper spring addressing */
+
+ if (do_springcollision || do_aero)
+ sb_sfesf_threads_run(ob,timenow,sb->totspring,NULL);
+
+ /* after spring scan because it uses Effoctors too */
+ do_effector= pdInitEffectors(ob,NULL);
+ if (do_deflector) {
+ float defforce[3];
+ do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
+ }
+
+ sb_cf_threads_run(ob,forcetime,timenow,sb->totpoint,NULL,do_effector,do_deflector,fieldfactor,windfactor);
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
/* finish matrix and solve */
-#if (0) // remove onl linking for now .. still i am not sure .. the jacobian can be usefull .. so keep that BM
- if(nl_flags & NLF_SOLVE){
- //double sct,sst=PIL_check_seconds_timer();
- for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- int iv =3*(sb->totpoint-a);
- int ip =3*(2*sb->totpoint-a);
- int n;
- for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
- for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
+ if(do_effector) pdEndEffectors(do_effector);
+}
+
+
+
+
+static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
+{
+ /* redirection to the new threaded Version */
+ if (G.rt !=16){
+ softbody_calc_forcesEx(ob, forcetime, timenow, nl_flags);
+ return;
+ }
+ else{
+ /* so the following will die */
+ /* |||||||||||||||||||||||||| */
+ /* VVVVVVVVVVVVVVVVVVVVVVVVVV */
+
+ /* rule we never alter free variables :bp->vec bp->pos in here !
+ * this will ruin adaptive stepsize AKA heun! (BM)
+ */
+ SoftBody *sb= ob->soft; /* is supposed to be there */
+ BodyPoint *bp;
+ BodyPoint *bproot;
+ BodySpring *bs;
+ ListBase *do_effector;
+ float iks, ks, kd, gravity;
+ float fieldfactor = 1000.0f, windfactor = 250.0f;
+ float tune = sb->ballstiff;
+ int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
+
+
+ /* jacobian
+ NLboolean success;
+
+ if(nl_flags){
+ nlBegin(NL_SYSTEM);
+ nlBegin(NL_MATRIX);
}
- nlEnd(NL_MATRIX);
- nlEnd(NL_SYSTEM);
+ */
+
+
+ gravity = sb->grav * sb_grav_force_scale(ob);
+
+ /* check conditions for various options */
+ do_deflector= query_external_colliders(ob);
+ do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
+ do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
+ do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
+
+ iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
+ bproot= sb->bpoint; /* need this for proper spring addressing */
- if ((G.rt >0) && (nl_flags & NLF_BUILD))
- {
- printf("####MEE#####\n");
- nlPrintMatrix();
+ if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
+ /* after spring scan because it uses Effoctors too */
+ do_effector= pdInitEffectors(ob,NULL);
+
+ if (do_deflector) {
+ float defforce[3];
+ do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
}
- success= nlSolveAdvanced(NULL, 1);
+ for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
+ /* clear forces accumulator */
+ bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
+ if(nl_flags & NLF_BUILD){
+ //int ia =3*(sb->totpoint-a);
+ //int op =3*sb->totpoint;
+ /* dF/dV = v */
+ /* jacobioan
+ nlMatrixAdd(op+ia,ia,-forcetime);
+ nlMatrixAdd(op+ia+1,ia+1,-forcetime);
+ nlMatrixAdd(op+ia+2,ia+2,-forcetime);
+
+ nlMatrixAdd(ia,ia,1);
+ nlMatrixAdd(ia+1,ia+1,1);
+ nlMatrixAdd(ia+2,ia+2,1);
+
+ nlMatrixAdd(op+ia,op+ia,1);
+ nlMatrixAdd(op+ia+1,op+ia+1,1);
+ nlMatrixAdd(op+ia+2,op+ia+2,1);
+ */
- // nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
- if(success){
- float f;
- int index =0;
- /* for debug purpose .. anyhow cropping B vector looks like working */
- if (G.rt >0)
- for(a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- f=nlGetVariable(0,index);
- printf("(%f ",f);index++;
- f=nlGetVariable(0,index);
- printf("%f ",f);index++;
- f=nlGetVariable(0,index);
- printf("%f)",f);index++;
+
+ }
+
+ /* naive ball self collision */
+ /* needs to be done if goal snaps or not */
+ if(do_selfcollision){
+ int attached;
+ BodyPoint *obp;
+ int c,b;
+ float velcenter[3],dvel[3],def[3];
+ float distance;
+ float compare;
+
+ for(c=sb->totpoint, obp= sb->bpoint; c>=a; c--, obp++) {
+
+ //if ((bp->octantflag & obp->octantflag) == 0) continue;
+
+ compare = (obp->colball + bp->colball);
+ VecSubf(def, bp->pos, obp->pos);
+
+ /* rather check the AABBoxes before ever calulating the real distance */
+ /* mathematically it is completly nuts, but performace is pretty much (3) times faster */
+ if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
+
+ distance = Normalize(def);
+ if (distance < compare ){
+ /* exclude body points attached with a spring */
+ attached = 0;
+ for(b=obp->nofsprings;b>0;b--){
+ bs = sb->bspring + obp->springs[b-1];
+ if (( sb->totpoint-a == bs->v2) || ( sb->totpoint-a == bs->v1)){
+ attached=1;
+ continue;}
+ }
+ if (!attached){
+ float f = tune/(distance) + tune/(compare*compare)*distance - 2.0f*tune/compare ;
+
+ VecMidf(velcenter, bp->vec, obp->vec);
+ VecSubf(dvel,velcenter,bp->vec);
+ VecMulf(dvel,sb->nodemass);
+
+ Vec3PlusStVec(bp->force,f*(1.0f-sb->balldamp),def);
+ Vec3PlusStVec(bp->force,sb->balldamp,dvel);
+
+ if(nl_flags & NLF_BUILD){
+ //int ia =3*(sb->totpoint-a);
+ //int ic =3*(sb->totpoint-c);
+ //int op =3*sb->totpoint;
+ //float mvel = forcetime*sb->nodemass*sb->balldamp;
+ //float mpos = forcetime*tune*(1.0f-sb->balldamp);
+ /*some quick and dirty entries to the jacobian*/
+ //dfdx_goal(ia,ia,op,mpos);
+ //dfdv_goal(ia,ia,mvel);
+ /* exploit force(a,b) == -force(b,a) part1/2 */
+ //dfdx_goal(ic,ic,op,mpos);
+ //dfdv_goal(ic,ic,mvel);
+
+
+ /*TODO sit down an X-out the true jacobian entries*/
+ /*well does not make to much sense because the eigenvalues
+ of the jacobian go negative; and negative eigenvalues
+ on a complex iterative system z(n+1)=A * z(n)
+ give imaginary roots in the charcateristic polynom
+ --> solutions that to z(t)=u(t)* exp ( i omega t) --> oscilations we don't want here
+ where u(t) is a unknown amplitude function (worst case rising fast)
+ */
+ }
+
+ /* exploit force(a,b) == -force(b,a) part2/2 */
+ VecSubf(dvel,velcenter,obp->vec);
+ VecMulf(dvel,sb->nodemass);
+
+ Vec3PlusStVec(obp->force,sb->balldamp,dvel);
+ Vec3PlusStVec(obp->force,-f*(1.0f-sb->balldamp),def);
+
+
+ }
+ }
}
+ }
+ /* naive ball self collision done */
- index =0;
- for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
+ if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
+ float auxvect[3];
+ float velgoal[3];
+
+ /* do goal stuff */
+ if(ob->softflag & OB_SB_GOAL) {
+ /* true elastic goal */
+ VecSubf(auxvect,bp->pos,bp->origT);
+ ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
+ bp->force[0]+= -ks*(auxvect[0]);
+ bp->force[1]+= -ks*(auxvect[1]);
+ bp->force[2]+= -ks*(auxvect[2]);
+
+ if(nl_flags & NLF_BUILD){
+ //int ia =3*(sb->totpoint-a);
+ //int op =3*(sb->totpoint);
+ /* depending on my pos */
+ //dfdx_goal(ia,ia,op,ks*forcetime);
+ }
+
+
+ /* calulate damping forces generated by goals*/
+ VecSubf(velgoal,bp->origS, bp->origE);
+ kd = sb->goalfrict * sb_fric_force_scale(ob) ;
+ VecAddf(auxvect,velgoal,bp->vec);
+
+ if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
+ bp->force[0]-= kd * (auxvect[0]);
+ bp->force[1]-= kd * (auxvect[1]);
+ bp->force[2]-= kd * (auxvect[2]);
+ if(nl_flags & NLF_BUILD){
+ //int ia =3*(sb->totpoint-a);
+ Normalize(auxvect);
+ /* depending on my vel */
+ //dfdv_goal(ia,ia,kd*forcetime);
+ }
+
+ }
+ else {
+ bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
+ bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
+ bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
+ }
+ }
+ /* done goal stuff */
+
+
+ /* gravitation */
+ bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
+ //bp->force[1]-= gravity*sb->nodemass; /* individual mass of node here */
+
+
+ /* particle field & vortex */
+ if(do_effector) {
+ float force[3]= {0.0f, 0.0f, 0.0f};
+ float speed[3]= {0.0f, 0.0f, 0.0f};
+ float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
+
+ pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
+
+ /* apply forcefield*/
+ VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
+ VECADD(bp->force, bp->force, force);
+
+ /* BP friction in moving media */
+ kd= sb->mediafrict* eval_sb_fric_force_scale;
+ bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
+ bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
+ bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
+ /* now we'll have nice centrifugal effect for vortex */
+
+ }
+ else {
+ /* BP friction in media (not) moving*/
+ kd= sb->mediafrict* sb_fric_force_scale(ob);
+ /* assume it to be proportional to actual velocity */
+ bp->force[0]-= bp->vec[0]*kd;
+ bp->force[1]-= bp->vec[1]*kd;
+ bp->force[2]-= bp->vec[2]*kd;
+ /* friction in media done */
+ if(nl_flags & NLF_BUILD){
+ //int ia =3*(sb->totpoint-a);
+ /* da/dv = */
+
+ // nlMatrixAdd(ia,ia,forcetime*kd);
+ // nlMatrixAdd(ia+1,ia+1,forcetime*kd);
+ // nlMatrixAdd(ia+2,ia+2,forcetime*kd);
+ }
+
+ }
+ /* +++cached collision targets */
+ bp->choke = 0.0f;
+ bp->choke2 = 0.0f;
+ bp->flag &= ~SBF_DOFUZZY;
+ if(do_deflector) {
+ float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
+ kd = 1.0f;
+
+ if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
+ if ((!nl_flags)&&(intrusion < 0.0f)){
+ /*bjornmose: uugh.. what an evil hack
+ violation of the 'don't touch bp->pos in here' rule
+ but works nice, like this-->
+ we predict the solution beeing out of the collider
+ in heun step No1 and leave the heun step No2 adapt to it
+ so we kind of introduced a implicit solver for this case
+ */
+ Vec3PlusStVec(bp->pos,-intrusion,facenormal);
+
+ sb->scratch->flag |= SBF_DOFUZZY;
+ bp->flag |= SBF_DOFUZZY;
+ bp->choke = sb->choke*0.01f;
+ }
+ else{
+ VECSUB(cfforce,bp->vec,vel);
+ Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
+ }
+ Vec3PlusStVec(bp->force,kd,defforce);
+ if (nl_flags & NLF_BUILD){
+ // int ia =3*(sb->totpoint-a);
+ // int op =3*sb->totpoint;
+ //dfdx_goal(ia,ia,op,mpos); // don't do unless you know
+ //dfdv_goal(ia,ia,-cf);
+
+ }
+
+ }
+
+ }
+ /* ---cached collision targets */
+
+ /* +++springs */
+ if(ob->softflag & OB_SB_EDGES) {
+ if (sb->bspring){ /* spring list exists at all ? */
+ for(b=bp->nofsprings;b>0;b--){
+ bs = sb->bspring + bp->springs[b-1];
+ if (do_springcollision || do_aero){
+ VecAddf(bp->force,bp->force,bs->ext_force);
+ if (bs->flag & BSF_INTERSECT)
+ bp->choke = bs->cf;
+
+ }
+ // sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
+ // rather remove nl_falgs from code .. will make things a lot cleaner
+ sb_spring_force(ob,sb->totpoint-a,bs,iks,forcetime,0);
+ }/* loop springs */
+ }/* existing spring list */
+ }/*any edges*/
+ /* ---springs */
+ }/*omit on snap */
+ }/*loop all bp's*/
+
+
+ /* finally add forces caused by face collision */
+ if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
+
+ /* finish matrix and solve */
+#if (0) // remove onl linking for now .. still i am not sure .. the jacobian can be usefull .. so keep that BM
+ if(nl_flags & NLF_SOLVE){
+ //double sct,sst=PIL_check_seconds_timer();
+ for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
+ int iv =3*(sb->totpoint-a);
+ int ip =3*(2*sb->totpoint-a);
+ int n;
+ for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
+ for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
+ }
+ nlEnd(NL_MATRIX);
+ nlEnd(NL_SYSTEM);
+
+ if ((G.rt == 32) && (nl_flags & NLF_BUILD))
+ {
+ printf("####MEE#####\n");
+ nlPrintMatrix();
+ }
+
+ success= nlSolveAdvanced(NULL, 1);
+
+ // nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
+ if(success){
+ float f;
+ int index =0;
+ /* for debug purpose .. anyhow cropping B vector looks like working */
+ if (G.rt ==32)
+ for(a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
+ f=nlGetVariable(0,index);
+ printf("(%f ",f);index++;
+ f=nlGetVariable(0,index);
+ printf("%f ",f);index++;
+ f=nlGetVariable(0,index);
+ printf("%f)",f);index++;
+ }
+
+ index =0;
+ for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
+ f=nlGetVariable(0,index);
+ bp->impdv[0] = f; index++;
+ f=nlGetVariable(0,index);
+ bp->impdv[1] = f; index++;
+ f=nlGetVariable(0,index);
+ bp->impdv[2] = f; index++;
+ }
+ /*
+ for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
- bp->impdv[0] = f; index++;
+ bp->impdx[0] = f; index++;
f=nlGetVariable(0,index);
- bp->impdv[1] = f; index++;
+ bp->impdx[1] = f; index++;
f=nlGetVariable(0,index);
- bp->impdv[2] = f; index++;
- }
- /*
+ bp->impdx[2] = f; index++;
+ }
+ */
+ }
+ else{
+ printf("Matrix inversion failed \n");
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- f=nlGetVariable(0,index);
- bp->impdx[0] = f; index++;
- f=nlGetVariable(0,index);
- bp->impdx[1] = f; index++;
- f=nlGetVariable(0,index);
- bp->impdx[2] = f; index++;
+ VECCOPY(bp->impdv,bp->force);
}
- */
- }
- else{
- printf("Matrix inversion failed \n");
- for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- VECCOPY(bp->impdv,bp->force);
+
}
+ //sct=PIL_check_seconds_timer();
+ //if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r",sct-sst,ob->id.name);
}
-
- //sct=PIL_check_seconds_timer();
- //if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r",sct-sst,ob->id.name);
- }
- /* cleanup */
+ /* cleanup */
#endif
- if(do_effector) pdEndEffectors(do_effector);
+ if(do_effector) pdEndEffectors(do_effector);
+ }
}
+
static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err, int mid_flags)
{
/* time evolution */
@@ -2458,7 +2870,7 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
/* x(t + dt) = x(t) + v(t~) * dt */
VecMulf(dx,forcetime);
- /* the freezer */
+ /* the freezer coming sooner or later */
/*
if ((Inpf(dx,dx)<freezeloc )&&(Inpf(bp->force,bp->force)<freezeforce )){
bp->frozen /=2;
@@ -3529,6 +3941,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
* we don't want to lock up the system if physics fail
*/
int loops =0 ;
+
SoftHeunTol = sb->rklimit; /* humm .. this should be calculated from sb parameters and sizes */
if (sb->minloops > 0) forcetimemax = 1.0f / sb->minloops;
@@ -3546,13 +3959,13 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
sb->scratch->flag &= ~SBF_DOFUZZY;
/* do predictive euler step */
softbody_calc_forces(ob, forcetime,timedone/dtime,0);
- softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
+ softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
/* crop new slope values to do averaged slope step */
softbody_calc_forces(ob, forcetime,timedone/dtime,0);
- softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
+ softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
softbody_apply_goalsnap(ob);
if (err > SoftHeunTol) { /* error needs to be scaled to some quantity */
@@ -3603,7 +4016,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
// if(G.f & G_DEBUG){
if(sb->solverflags & SBSO_MONITOR ){
if (loops > HEUNWARNLIMIT) /* monitor high loop counts */
- printf("\r needed %d steps/frame ",loops);
+ printf("\r needed %d steps/frame",loops);
}
}
@@ -3627,7 +4040,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
if(sb->solverflags & SBSO_MONITOR ){
sct=PIL_check_seconds_timer();
- if (sct-sst > 0.5f) printf(" solver time %f %s \r",sct-sst,ob->id.name);
+ if (sct-sst > 0.5f) printf(" solver time %f sec %s \n",sct-sst,ob->id.name);
}
}
diff --git a/source/blender/blenlib/intern/BLI_kdopbvh.c b/source/blender/blenlib/intern/BLI_kdopbvh.c
index ddea701dac5..9671551a7f1 100644
--- a/source/blender/blenlib/intern/BLI_kdopbvh.c
+++ b/source/blender/blenlib/intern/BLI_kdopbvh.c
@@ -1,7 +1,5 @@
/**
*
- * $Id$
- *
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
@@ -45,15 +43,17 @@
#include <omp.h>
#endif
+
+
+#define MAX_TREETYPE 32
+
typedef struct BVHNode
{
- struct BVHNode **children; // max 8 children
- struct BVHNode *parent; // needed for bottom - top update
+ struct BVHNode **children;
float *bv; // Bounding volume of all nodes, max 13 axis
int index; // face, edge, vertex index
char totnode; // how many nodes are used, used for speedup
- char traversed; // how many nodes already traversed until this level?
- char main_axis;
+ char main_axis; // Axis used to split this node
} BVHNode;
struct BVHTree
@@ -75,6 +75,7 @@ typedef struct BVHOverlapData
BVHTree *tree1, *tree2;
BVHTreeOverlap *overlap;
int i, max_overlap; /* i is number of overlaps */
+ int start_axis, stop_axis;
} BVHOverlapData;
typedef struct BVHNearestData
@@ -285,139 +286,9 @@ int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){
//////////////////////////////////////////////////////////////////////////////////////////////////////
-void BLI_bvhtree_free(BVHTree *tree)
-{
- if(tree)
- {
- MEM_freeN(tree->nodes);
- MEM_freeN(tree->nodearray);
- MEM_freeN(tree->nodebv);
- MEM_freeN(tree->nodechild);
- MEM_freeN(tree);
- }
-}
-
-// calculate max number of branches
-int needed_branches(int tree_type, int leafs)
-{
-#if 1
- //Worst case scenary ( return max(0, leafs-tree_type)+1 )
- if(leafs <= tree_type)
- return 1;
- else
- return leafs-tree_type+1;
-
-#else
- //If our bvh kdop is "almost perfect"
- //TODO i dont trust the float arithmetic in here (and I am not sure this formula is according to our splitting method)
- int i, numbranches = 0;
- for(i = 1; i <= (int)ceil((float)((float)log(leafs)/(float)log(tree_type))); i++)
- numbranches += (pow(tree_type, i) / tree_type);
-
- return numbranches;
-#endif
-}
-
-
-BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
-{
- BVHTree *tree;
- int numnodes, i;
-
- // theres not support for trees below binary-trees :P
- if(tree_type < 2)
- return NULL;
-
- tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree");
-
- if(tree)
- {
- tree->epsilon = epsilon;
- tree->tree_type = tree_type;
- tree->axis = axis;
-
- if(axis == 26)
- {
- tree->start_axis = 0;
- tree->stop_axis = 13;
- }
- else if(axis == 18)
- {
- tree->start_axis = 7;
- tree->stop_axis = 13;
- }
- else if(axis == 14)
- {
- tree->start_axis = 0;
- tree->stop_axis = 7;
- }
- else if(axis == 8) // AABB
- {
- tree->start_axis = 0;
- tree->stop_axis = 4;
- }
- else if(axis == 6) // OBB
- {
- tree->start_axis = 0;
- tree->stop_axis = 3;
- }
- else
- {
- MEM_freeN(tree);
- return NULL;
- }
-
-
- //Allocate arrays
- numnodes = maxsize + needed_branches(tree_type, maxsize) + tree_type;
-
- tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes");
-
- if(!tree->nodes)
- {
- MEM_freeN(tree);
- return NULL;
- }
-
- tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV");
- if(!tree->nodebv)
- {
- MEM_freeN(tree->nodes);
- MEM_freeN(tree);
- }
-
- tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * numnodes, "BVHNodeBV");
- if(!tree->nodechild)
- {
- MEM_freeN(tree->nodebv);
- MEM_freeN(tree->nodes);
- MEM_freeN(tree);
- }
-
- tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray");
-
- if(!tree->nodearray)
- {
- MEM_freeN(tree->nodechild);
- MEM_freeN(tree->nodebv);
- MEM_freeN(tree->nodes);
- MEM_freeN(tree);
- return NULL;
- }
-
- //link the dynamic bv and child links
- for(i=0; i< numnodes; i++)
- {
- tree->nodearray[i].bv = tree->nodebv + i * axis;
- tree->nodearray[i].children = tree->nodechild + i * tree_type;
- }
-
- }
-
- return tree;
-}
-
-
+/*
+ * BVHTree bounding volumes functions
+ */
static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoints, int moving)
{
float newminmax;
@@ -479,36 +350,6 @@ static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
}
-int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
-{
- int i;
- BVHNode *node = NULL;
-
- // insert should only possible as long as tree->totbranch is 0
- if(tree->totbranch > 0)
- return 0;
-
- if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes)))
- return 0;
-
- // TODO check if have enough nodes in array
-
- node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
- tree->totleaf++;
-
- create_kdop_hull(tree, node, co, numpoints, 0);
- node->index= index;
-
- // inflate the bv with some epsilon
- for (i = tree->start_axis; i < tree->stop_axis; i++)
- {
- node->bv[(2 * i)] -= tree->epsilon; // minimum
- node->bv[(2 * i) + 1] += tree->epsilon; // maximum
- }
-
- return 1;
-}
-
// only supports x,y,z axis in the moment
// but we should use a plain and simple function here for speed sake
static char get_largest_axis(float *bv)
@@ -534,113 +375,42 @@ static char get_largest_axis(float *bv)
}
}
-static void bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end, int free_node_index)
+// bottom-up update of bvh node BV
+// join the children on the parent BV
+static void node_join(BVHTree *tree, BVHNode *node)
{
- int i;
-
- const char laxis = get_largest_axis(node->bv); //determine longest axis to split along
- const int slice = (end-start)/tree->tree_type; //division rounded down
- const int rest = (end-start)%tree->tree_type; //remainder of division
-
- assert( node->totnode == 0 );
-
- node->main_axis = laxis/2;
+ int i, j;
- // split nodes along longest axis
- for (i=0; start < end; node->totnode = ++i) //i counts the current child
- {
- int tend = start + slice + (i < rest ? 1 : 0);
-
- assert( tend <= end);
-
- if(tend-start == 1) // ok, we have 1 left for this node
- {
- node->children[i] = tree->nodes[start];
- node->children[i]->parent = node;
- }
- else
- {
- BVHNode *tnode = node->children[i] = tree->nodes[free_node_index] = &(tree->nodearray[free_node_index]);
- tnode->parent = node;
-
- if(tend != end)
- partition_nth_element(tree->nodes, start, end, tend, laxis);
-
- refit_kdop_hull(tree, tnode, start, tend);
-
- bvh_div_nodes(tree, tnode, start, tend, free_node_index+1);
- free_node_index += needed_branches(tree->tree_type, tend-start);
- }
- start = tend;
+ for (i = tree->start_axis; i < tree->stop_axis; i++)
+ {
+ node->bv[2*i] = FLT_MAX;
+ node->bv[2*i + 1] = -FLT_MAX;
}
- return;
-}
-
-static void omp_bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end, int free_node_index)
-{
- int i;
-
- const char laxis = get_largest_axis(node->bv); //determine longest axis to split along
- const int slice = (end-start)/tree->tree_type; //division rounded down
- const int rest = (end-start)%tree->tree_type; //remainder of division
-
- int omp_data_start[tree->tree_type];
- int omp_data_end [tree->tree_type];
- int omp_data_index[tree->tree_type];
-
- assert( node->totnode == 0 );
-
- node->main_axis = laxis/2;
-
- // split nodes along longest axis
- for (i=0; start < end; node->totnode = ++i) //i counts the current child
- {
- //Split the rest from left to right (TODO: this doenst makes an optimal tree)
- int tend = start + slice + (i < rest ? 1 : 0);
-
- assert( tend <= end);
-
- //save data for later OMP
- omp_data_start[i] = start;
- omp_data_end [i] = tend;
- omp_data_index[i] = free_node_index;
-
- if(tend-start == 1)
- {
- node->children[i] = tree->nodes[start];
- node->children[i]->parent = node;
- }
- else
- {
- node->children[i] = tree->nodes[free_node_index] = &(tree->nodearray[free_node_index]);
- node->children[i]->parent = node;
-
- if(tend != end)
- partition_nth_element(tree->nodes, start, end, tend, laxis);
-
- free_node_index += needed_branches(tree->tree_type, tend-start);
- }
-
- start = tend;
- }
-
-#pragma omp parallel for private(i) schedule(static)
- for( i = 0; i < node->totnode; i++)
+ for (i = 0; i < tree->tree_type; i++)
{
- if(omp_data_end[i]-omp_data_start[i] > 1)
+ if (node->children[i])
{
- BVHNode *tnode = node->children[i];
- refit_kdop_hull(tree, tnode, omp_data_start[i], omp_data_end[i]);
- bvh_div_nodes (tree, tnode, omp_data_start[i], omp_data_end[i], omp_data_index[i]+1);
+ for (j = tree->start_axis; j < tree->stop_axis; j++)
+ {
+ // update minimum
+ if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
+ node->bv[(2 * j)] = node->children[i]->bv[(2 * j)];
+
+ // update maximum
+ if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1])
+ node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1];
+ }
}
+ else
+ break;
}
-
- return;
}
-
-static void print_tree(BVHTree *tree, BVHNode *node, int depth)
+/*
+ * Debug and information functions
+ */
+static void bvhtree_print_tree(BVHTree *tree, BVHNode *node, int depth)
{
int i;
for(i=0; i<depth; i++) printf(" ");
@@ -651,70 +421,89 @@ static void print_tree(BVHTree *tree, BVHNode *node, int depth)
for(i=0; i<tree->tree_type; i++)
if(node->children[i])
- print_tree(tree, node->children[i], depth+1);
+ bvhtree_print_tree(tree, node->children[i], depth+1);
+}
+
+static void bvhtree_info(BVHTree *tree)
+{
+ printf("BVHTree info\n");
+ printf("tree_type = %d, axis = %d, epsilon = %f\n", tree->tree_type, tree->axis, tree->epsilon);
+ printf("nodes = %d, branches = %d, leafs = %d\n", tree->totbranch + tree->totleaf, tree->totbranch, tree->totleaf);
+ printf("Memory per node = %dbytes\n", sizeof(BVHNode) + sizeof(BVHNode*)*tree->tree_type + sizeof(float)*tree->axis);
+ printf("BV memory = %dbytes\n", MEM_allocN_len(tree->nodebv));
+
+ printf("Total memory = %dbytes\n", sizeof(BVHTree)
+ + MEM_allocN_len(tree->nodes)
+ + MEM_allocN_len(tree->nodearray)
+ + MEM_allocN_len(tree->nodechild)
+ + MEM_allocN_len(tree->nodebv)
+ );
+
+// bvhtree_print_tree(tree, tree->nodes[tree->totleaf], 0);
}
#if 0
+
static void verify_tree(BVHTree *tree)
{
int i, j, check = 0;
// check the pointer list
for(i = 0; i < tree->totleaf; i++)
-{
+ {
if(tree->nodes[i]->parent == NULL)
printf("Leaf has no parent: %d\n", i);
- else
-{
- for(j = 0; j < tree->tree_type; j++)
-{
- if(tree->nodes[i]->parent->children[j] == tree->nodes[i])
- check = 1;
-}
- if(!check)
-{
- printf("Parent child relationship doesn't match: %d\n", i);
-}
- check = 0;
-}
-}
+ else
+ {
+ for(j = 0; j < tree->tree_type; j++)
+ {
+ if(tree->nodes[i]->parent->children[j] == tree->nodes[i])
+ check = 1;
+ }
+ if(!check)
+ {
+ printf("Parent child relationship doesn't match: %d\n", i);
+ }
+ check = 0;
+ }
+ }
// check the leaf list
- for(i = 0; i < tree->totleaf; i++)
-{
- if(tree->nodearray[i].parent == NULL)
- printf("Leaf has no parent: %d\n", i);
- else
-{
- for(j = 0; j < tree->tree_type; j++)
-{
- if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i])
- check = 1;
-}
- if(!check)
-{
- printf("Parent child relationship doesn't match: %d\n", i);
-}
- check = 0;
-}
-}
+ for(i = 0; i < tree->totleaf; i++)
+ {
+ if(tree->nodearray[i].parent == NULL)
+ printf("Leaf has no parent: %d\n", i);
+ else
+ {
+ for(j = 0; j < tree->tree_type; j++)
+ {
+ if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i])
+ check = 1;
+ }
+ if(!check)
+ {
+ printf("Parent child relationship doesn't match: %d\n", i);
+ }
+ check = 0;
+ }
+ }
- printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
+ printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
}
#endif
-//Helper data and structures to build generalized implicit trees
-//This code can be easily reduced
+//Helper data and structures to build a min-leaf generalized implicit tree
+//This code can be easily reduced (basicly this is only method to calculate pow(k, n) in O(1).. and stuff like that)
typedef struct BVHBuildHelper
{
- int tree_type; //
- int totleafs; //
+ int tree_type; //
+ int totleafs; //
- int leafs_per_child [32]; //Min number of leafs that are archievable from a node at depth N
- int branches_on_level[32]; //Number of nodes at depth N (tree_type^N)
+ int leafs_per_child [32]; //Min number of leafs that are archievable from a node at depth N
+ int branches_on_level[32]; //Number of nodes at depth N (tree_type^N)
- int remain_leafs; //Number of leafs that are placed on the level that is not 100% filled
+ int remain_leafs; //Number of leafs that are placed on the level that is not 100% filled
} BVHBuildHelper;
@@ -729,10 +518,10 @@ static void build_implicit_tree_helper(BVHTree *tree, BVHBuildHelper *data)
//Calculate the smallest tree_type^n such that tree_type^n >= num_leafs
for(
- data->leafs_per_child[0] = 1;
- data->leafs_per_child[0] < data->totleafs;
- data->leafs_per_child[0] *= data->tree_type
- );
+ data->leafs_per_child[0] = 1;
+ data->leafs_per_child[0] < data->totleafs;
+ data->leafs_per_child[0] *= data->tree_type
+ );
data->branches_on_level[0] = 1;
@@ -760,52 +549,141 @@ static int implicit_leafs_index(BVHBuildHelper *data, int depth, int child_index
return data->remain_leafs;
}
-//WARNING: Beautiful/tricky code starts here :P
-//Generalized implicit trees
-static void non_recursive_bvh_div_nodes(BVHTree *tree)
+/**
+ * Generalized implicit tree build
+ *
+ * An implicit tree is a tree where its structure is implied, thus there is no need to store child pointers or indexs.
+ * Its possible to find the position of the child or the parent with simple maths (multiplication and adittion). This type
+ * of tree is for example used on heaps.. where node N has its childs at indexs N*2 and N*2+1.
+ *
+ * Altought in this case the tree type is general.. and not know until runtime.
+ * tree_type stands for the maximum number of childs that a tree node can have.
+ * All tree types >= 2 are supported.
+ *
+ * Advantages of the used trees include:
+ * - No need to store child/parent relations (they are implicit);
+ * - Any node child always has an index greater than the parent;
+ * - Brother nodes are sequencial in memory;
+ *
+ *
+ * Some math relations derived for general implicit trees:
+ *
+ * K = tree_type, ( 2 <= K )
+ * ROOT = 1
+ * N child of node A = A * K + (2 - K) + N, (0 <= N < K)
+ *
+ * Util methods:
+ * TODO...
+ * (looping elements, knowing if its a leaf or not.. etc...)
+ */
+
+// This functions returns the number of branches needed to have the requested number of leafs.
+static int implicit_needed_branches(int tree_type, int leafs)
+{
+ return MAX2(1, (leafs + tree_type - 3) / (tree_type-1) );
+}
+
+/*
+ * This function handles the problem of "sorting" the leafs (along the split_axis).
+ *
+ * It arranges the elements in the given partitions such that:
+ * - any element in partition N is less or equal to any element in partition N+1.
+ * - if all elements are diferent all partition will get the same subset of elements
+ * as if the array was sorted.
+ *
+ * partition P is described as the elements in the range ( nth[P] , nth[P+1] ]
+ *
+ * TODO: This can be optimized a bit by doing a specialized nth_element instead of K nth_elements
+ */
+static void split_leafs(BVHNode **leafs_array, int *nth, int partitions, int split_axis)
+{
+ int i;
+ for(i=0; i < partitions-1; i++)
+ {
+ if(nth[i] >= nth[partitions])
+ break;
+
+ partition_nth_element(leafs_array, nth[i], nth[partitions], nth[i+1], split_axis);
+ }
+}
+
+/*
+ * This functions builds an optimal implicit tree from the given leafs.
+ * Where optimal stands for:
+ * - The resulting tree will have the smallest number of branches;
+ * - At most only one branch will have NULL childs;
+ * - All leafs will be stored at level N or N+1.
+ *
+ * This function creates an implicit tree on branches_array, the leafs are given on the leafs_array.
+ *
+ * The tree is built per depth levels. First branchs at depth 1.. then branches at depth 2.. etc..
+ * The reason is that we can build level N+1 from level N witouth any data dependencies.. thus it allows
+ * to use multithread building.
+ *
+ * To archieve this is necessary to find how much leafs are accessible from a certain branch, BVHBuildHelper
+ * implicit_needed_branches and implicit_leafs_index are auxiliar functions to solve that "optimal-split".
+ */
+static void non_recursive_bvh_div_nodes(BVHTree *tree, BVHNode *branches_array, BVHNode **leafs_array, int num_leafs)
{
int i;
const int tree_type = tree->tree_type;
const int tree_offset = 2 - tree->tree_type; //this value is 0 (on binary trees) and negative on the others
- const int num_leafs = tree->totleaf;
- const int num_branches= MAX2(1, (num_leafs + tree_type - 3) / (tree_type-1) );
-
- BVHNode* branches_array = tree->nodearray + tree->totleaf - 1; // This code uses 1 index arrays
- BVHNode** leafs_array = tree->nodes;
+ const int num_branches= implicit_needed_branches(tree_type, num_leafs);
BVHBuildHelper data;
- int depth = 0;
+ int depth;
+ branches_array--; //Implicit trees use 1-based indexs
+
build_implicit_tree_helper(tree, &data);
- //YAY this could be 1 loop.. but had to split in 2 to remove OMP dependencies
- for(i=1; i <= num_branches; i = i*tree_type + tree_offset)
+ //Loop tree levels (log N) loops
+ for(i=1, depth = 1; i <= num_branches; i = i*tree_type + tree_offset, depth++)
{
const int first_of_next_level = i*tree_type + tree_offset;
const int end_j = MIN2(first_of_next_level, num_branches + 1); //index of last branch on this level
int j;
- depth++;
-
+ //Loop all branches on this level
#pragma omp parallel for private(j) schedule(static)
for(j = i; j < end_j; j++)
{
int k;
const int parent_level_index= j-i;
BVHNode* parent = branches_array + j;
+ int nth_positions[ MAX_TREETYPE + 1];
char split_axis;
int parent_leafs_begin = implicit_leafs_index(&data, depth, parent_level_index);
int parent_leafs_end = implicit_leafs_index(&data, depth, parent_level_index+1);
- //split_axis = (depth*2 % 6); //use this instead of the 2 following lines for XYZ splitting
-
+ //This calculates the bounding box of this branch
+ //and chooses the largest axis as the axis to divide leafs
refit_kdop_hull(tree, parent, parent_leafs_begin, parent_leafs_end);
split_axis = get_largest_axis(parent->bv);
+ //Save split axis (this can be used on raytracing to speedup the query time)
parent->main_axis = split_axis / 2;
+ //Split the childs along the split_axis, note: its not needed to sort the whole leafs array
+ //Only to assure that the elements are partioned on a way that each child takes the elements
+ //it would take in case the whole array was sorted.
+ //Split_leafs takes care of that "sort" problem.
+ nth_positions[ 0] = parent_leafs_begin;
+ nth_positions[tree_type] = parent_leafs_end;
+ for(k = 1; k < tree_type; k++)
+ {
+ int child_index = j * tree_type + tree_offset + k;
+ int child_level_index = child_index - first_of_next_level; //child level index
+ nth_positions[k] = implicit_leafs_index(&data, depth+1, child_level_index);
+ }
+
+ split_leafs(leafs_array, nth_positions, tree_type, split_axis);
+
+
+ //Setup children and totnode counters
+ //Not really needed but currently most of BVH code relies on having an explicit children structure
for(k = 0; k < tree_type; k++)
{
int child_index = j * tree_type + tree_offset + k;
@@ -814,83 +692,245 @@ static void non_recursive_bvh_div_nodes(BVHTree *tree)
int child_leafs_begin = implicit_leafs_index(&data, depth+1, child_level_index);
int child_leafs_end = implicit_leafs_index(&data, depth+1, child_level_index+1);
- assert( k != 0 || child_leafs_begin == parent_leafs_begin);
-
if(child_leafs_end - child_leafs_begin > 1)
- {
parent->children[k] = branches_array + child_index;
- parent->children[k]->parent = parent;
-
-/*
- printf("Add child %d (%d) to branch %d\n",
- branches_array + child_index - tree->nodearray,
- branches_array[ child_index ].index,
- parent - tree->nodearray
- );
-*/
-
- partition_nth_element(leafs_array, child_leafs_begin, parent_leafs_end, child_leafs_end, split_axis);
- }
else if(child_leafs_end - child_leafs_begin == 1)
- {
-/*
- printf("Add child %d (%d) to branch %d\n",
- leafs_array[ child_leafs_begin ] - tree->nodearray,
- leafs_array[ child_leafs_begin ]->index,
- parent - tree->nodearray
- );
-*/
parent->children[k] = leafs_array[ child_leafs_begin ];
- parent->children[k]->parent = parent;
- }
else
- {
- parent->children[k] = NULL;
break;
- }
+
parent->totnode = k+1;
}
}
}
+}
+
+
+/*
+ * BLI_bvhtree api
+ */
+BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
+{
+ BVHTree *tree;
+ int numnodes, i;
+
+ // theres not support for trees below binary-trees :P
+ if(tree_type < 2)
+ return NULL;
+
+ if(tree_type > MAX_TREETYPE)
+ return NULL;
+
+ tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree");
+
+ if(tree)
+ {
+ tree->epsilon = epsilon;
+ tree->tree_type = tree_type;
+ tree->axis = axis;
+
+ if(axis == 26)
+ {
+ tree->start_axis = 0;
+ tree->stop_axis = 13;
+ }
+ else if(axis == 18)
+ {
+ tree->start_axis = 7;
+ tree->stop_axis = 13;
+ }
+ else if(axis == 14)
+ {
+ tree->start_axis = 0;
+ tree->stop_axis = 7;
+ }
+ else if(axis == 8) // AABB
+ {
+ tree->start_axis = 0;
+ tree->stop_axis = 4;
+ }
+ else if(axis == 6) // OBB
+ {
+ tree->start_axis = 0;
+ tree->stop_axis = 3;
+ }
+ else
+ {
+ MEM_freeN(tree);
+ return NULL;
+ }
+
+
+ //Allocate arrays
+ numnodes = maxsize + implicit_needed_branches(tree_type, maxsize) + tree_type;
+ tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*numnodes, "BVHNodes");
+
+ if(!tree->nodes)
+ {
+ MEM_freeN(tree);
+ return NULL;
+ }
+
+ tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * numnodes, "BVHNodeBV");
+ if(!tree->nodebv)
+ {
+ MEM_freeN(tree->nodes);
+ MEM_freeN(tree);
+ }
- for(i = 0; i<num_branches; i++)
- tree->nodes[tree->totleaf + i] = branches_array + 1 + i;
+ tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * numnodes, "BVHNodeBV");
+ if(!tree->nodechild)
+ {
+ MEM_freeN(tree->nodebv);
+ MEM_freeN(tree->nodes);
+ MEM_freeN(tree);
+ }
+
+ tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)* numnodes, "BVHNodeArray");
+
+ if(!tree->nodearray)
+ {
+ MEM_freeN(tree->nodechild);
+ MEM_freeN(tree->nodebv);
+ MEM_freeN(tree->nodes);
+ MEM_freeN(tree);
+ return NULL;
+ }
+
+ //link the dynamic bv and child links
+ for(i=0; i< numnodes; i++)
+ {
+ tree->nodearray[i].bv = tree->nodebv + i * axis;
+ tree->nodearray[i].children = tree->nodechild + i * tree_type;
+ }
+
+ }
- tree->totbranch = num_branches;
+ return tree;
+}
-// BLI_bvhtree_update_tree(tree); //Uncoment this for XYZ splitting
+void BLI_bvhtree_free(BVHTree *tree)
+{
+ if(tree)
+ {
+ MEM_freeN(tree->nodes);
+ MEM_freeN(tree->nodearray);
+ MEM_freeN(tree->nodebv);
+ MEM_freeN(tree->nodechild);
+ MEM_freeN(tree);
+ }
}
void BLI_bvhtree_balance(BVHTree *tree)
{
- if(tree->totleaf == 0) return;
+ int i;
+
+ BVHNode* branches_array = tree->nodearray + tree->totleaf;
+ BVHNode** leafs_array = tree->nodes;
+ //This function should only be called once (some big bug goes here if its being called more than once per tree)
assert(tree->totbranch == 0);
- non_recursive_bvh_div_nodes(tree);
-/*
- if(tree->totleaf != 0)
+ //Build the implicit tree
+ non_recursive_bvh_div_nodes(tree, branches_array, leafs_array, tree->totleaf);
+
+ //current code expects the branches to be linked to the nodes array
+ //we perform that linkage here
+ tree->totbranch = implicit_needed_branches(tree->tree_type, tree->totleaf);
+ for(i = 0; i < tree->totbranch; i++)
+ tree->nodes[tree->totleaf + i] = branches_array + i;
+
+ //bvhtree_info(tree);
+}
+
+int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
+{
+ int i;
+ BVHNode *node = NULL;
+
+ // insert should only possible as long as tree->totbranch is 0
+ if(tree->totbranch > 0)
+ return 0;
+
+ if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes)/sizeof(*(tree->nodes)))
+ return 0;
+
+ // TODO check if have enough nodes in array
+
+ node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
+ tree->totleaf++;
+
+ create_kdop_hull(tree, node, co, numpoints, 0);
+ node->index= index;
+
+ // inflate the bv with some epsilon
+ for (i = tree->start_axis; i < tree->stop_axis; i++)
{
- // create root node
- BVHNode *node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
- tree->totbranch++;
- <
- // refit root bvh node
- refit_kdop_hull(tree, node, 0, tree->totleaf);
-
- // create + balance tree
- omp_bvh_div_nodes(tree, node, 0, tree->totleaf, tree->totleaf+1);
- tree->totbranch = needed_branches( tree->tree_type, tree->totleaf );
- // verify_tree(tree);
+ node->bv[(2 * i)] -= tree->epsilon; // minimum
+ node->bv[(2 * i) + 1] += tree->epsilon; // maximum
+ }
+
+ return 1;
}
-*/
+
+// call before BLI_bvhtree_update_tree()
+int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_moving, int numpoints)
+{
+ int i;
+ BVHNode *node= NULL;
+
+ // check if index exists
+ if(index > tree->totleaf)
+ return 0;
+
+ node = tree->nodearray + index;
+
+ create_kdop_hull(tree, node, co, numpoints, 0);
+
+ if(co_moving)
+ create_kdop_hull(tree, node, co_moving, numpoints, 1);
+
+ // inflate the bv with some epsilon
+ for (i = tree->start_axis; i < tree->stop_axis; i++)
+ {
+ node->bv[(2 * i)] -= tree->epsilon; // minimum
+ node->bv[(2 * i) + 1] += tree->epsilon; // maximum
+ }
+
+ return 1;
}
+// call BLI_bvhtree_update_node() first for every node/point/triangle
+void BLI_bvhtree_update_tree(BVHTree *tree)
+{
+ //Update bottom=>top
+ //TRICKY: the way we build the tree all the childs have an index greater than the parent
+ //This allows us todo a bottom up update by starting on the biger numbered branch
+
+ BVHNode** root = tree->nodes + tree->totleaf;
+ BVHNode** index = tree->nodes + tree->totleaf + tree->totbranch-1;
+
+ for (; index >= root; index--)
+ node_join(tree, *index);
+}
+
+float BLI_bvhtree_getepsilon(BVHTree *tree)
+{
+ return tree->epsilon;
+}
+
+
+/*
+ * BLI_bvhtree_overlap
+ */
// overlap - is it possbile for 2 bv's to collide ?
-static int tree_overlap(float *bv1, float *bv2, int start_axis, int stop_axis)
+static int tree_overlap(BVHNode *node1, BVHNode *node2, int start_axis, int stop_axis)
{
+ float *bv1 = node1->bv;
+ float *bv2 = node2->bv;
+
float *bv1_end = bv1 + (stop_axis<<1);
bv1 += start_axis<<1;
@@ -910,7 +950,7 @@ static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
{
int j;
- if(tree_overlap(node1->bv, node2->bv, MIN2(data->tree1->start_axis, data->tree2->start_axis), MIN2(data->tree1->stop_axis, data->tree2->stop_axis)))
+ if(tree_overlap(node1, node2, data->start_axis, data->stop_axis))
{
// check if node1 is a leaf
if(!node1->totnode)
@@ -976,7 +1016,7 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
return 0;
// fast check root nodes for collision before doing big splitting + traversal
- if(!tree_overlap(tree1->nodes[tree1->totleaf]->bv, tree2->nodes[tree2->totleaf]->bv, MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis)))
+ if(!tree_overlap(tree1->nodes[tree1->totleaf], tree2->nodes[tree2->totleaf], MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis)))
return 0;
data = MEM_callocN(sizeof(BVHOverlapData *)* tree1->tree_type, "BVHOverlapData_star");
@@ -991,6 +1031,8 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
data[j]->tree2 = tree2;
data[j]->max_overlap = MAX2(tree1->totleaf, tree2->totleaf);
data[j]->i = 0;
+ data[j]->start_axis = MIN2(tree1->start_axis, tree2->start_axis);
+ data[j]->stop_axis = MIN2(tree1->stop_axis, tree2->stop_axis );
}
#pragma omp parallel for private(j) schedule(static)
@@ -1022,98 +1064,8 @@ BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
}
-
-// bottom up update of bvh tree:
-// join the 4 children here
-static void node_join(BVHTree *tree, BVHNode *node)
-{
- int i, j;
-
- for (i = tree->start_axis; i < tree->stop_axis; i++)
- {
- node->bv[2*i] = FLT_MAX;
- node->bv[2*i + 1] = -FLT_MAX;
- }
-
- for (i = 0; i < tree->tree_type; i++)
- {
- if (node->children[i])
- {
- for (j = tree->start_axis; j < tree->stop_axis; j++)
- {
- // update minimum
- if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
- node->bv[(2 * j)] = node->children[i]->bv[(2 * j)];
-
- // update maximum
- if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1])
- node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1];
- }
- }
- else
- break;
- }
-}
-
-// call before BLI_bvhtree_update_tree()
-int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_moving, int numpoints)
-{
- BVHNode *node= NULL;
- int i = 0;
-
- // check if index exists
- if(index > tree->totleaf)
- return 0;
-
- node = tree->nodearray + index;
-
- create_kdop_hull(tree, node, co, numpoints, 0);
-
- if(co_moving)
- create_kdop_hull(tree, node, co_moving, numpoints, 1);
-
- // inflate the bv with some epsilon
- for (i = tree->start_axis; i < tree->stop_axis; i++)
- {
- node->bv[(2 * i)] -= tree->epsilon; // minimum
- node->bv[(2 * i) + 1] += tree->epsilon; // maximum
- }
-
- return 1;
-}
-
-// call BLI_bvhtree_update_node() first for every node/point/triangle
-void BLI_bvhtree_update_tree(BVHTree *tree)
-{
- BVHNode *leaf, *parent;
-
- // reset tree traversing flag
- for (leaf = tree->nodearray + tree->totleaf; leaf != tree->nodearray + tree->totleaf + tree->totbranch; leaf++)
- leaf->traversed = 0;
-
- for (leaf = tree->nodearray; leaf != tree->nodearray + tree->totleaf; leaf++)
- {
- for (parent = leaf->parent; parent; parent = parent->parent)
- {
- parent->traversed++; // we tried to go up in hierarchy
- if (parent->traversed < parent->totnode)
- break; // we do not need to check further
- else
- node_join(tree, parent);
- }
- }
-}
-
-float BLI_bvhtree_getepsilon(BVHTree *tree)
-{
- return tree->epsilon;
-}
-
-
-
-
/*
- * Nearest neighbour
+ * Nearest neighbour - BLI_bvhtree_find_nearest
*/
static float squared_dist(const float *a, const float *b)
{
@@ -1122,6 +1074,7 @@ static float squared_dist(const float *a, const float *b)
return INPR(tmp, tmp);
}
+//Determines the nearest point of the given node BV. Returns the squared distance to that point.
static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *nearest)
{
int i;
@@ -1143,19 +1096,19 @@ static float calc_nearest_point(BVHNearestData *data, BVHNode *node, float *near
VECCOPY(nearest, data->co);
for(i = data->tree->start_axis; i != data->tree->stop_axis; i++, bv+=2)
{
- float proj = INPR( nearest, KDOP_AXES[i]);
- float dl = bv[0] - proj;
- float du = bv[1] - proj;
+ float proj = INPR( nearest, KDOP_AXES[i]);
+ float dl = bv[0] - proj;
+ float du = bv[1] - proj;
- if(dl > 0)
- {
- VECADDFAC(nearest, nearest, KDOP_AXES[i], dl);
-}
- else if(du < 0)
- {
- VECADDFAC(nearest, nearest, KDOP_AXES[i], du);
-}
-}
+ if(dl > 0)
+ {
+ VECADDFAC(nearest, nearest, KDOP_AXES[i], dl);
+ }
+ else if(du < 0)
+ {
+ VECADDFAC(nearest, nearest, KDOP_AXES[i], du);
+ }
+ }
*/
return squared_dist(data->co, nearest);
}
@@ -1193,6 +1146,7 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nea
int i;
BVHNearestData data;
+ BVHNode* root = tree->nodes[tree->totleaf];
//init data to search
data.tree = tree;
@@ -1217,7 +1171,8 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nea
}
//dfs search
- dfs_find_nearest(&data, tree->nodes[tree->totleaf] );
+ if(root)
+ dfs_find_nearest(&data, root);
//copy back results
if(nearest)
@@ -1229,11 +1184,13 @@ int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nea
}
-
/*
- * Ray cast
+ * Raycast - BLI_bvhtree_ray_cast
+ *
+ * raycast is done by performing a DFS on the BVHTree and saving the closest hit
*/
+//Determines the distance that the ray must travel to hit the bounding volume of the given node
static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
{
int i;
@@ -1247,7 +1204,7 @@ static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
{
//axis aligned ray
if(data->ray.origin[i] < bv[0]
- || data->ray.origin[i] > bv[1])
+ || data->ray.origin[i] > bv[1])
return FLT_MAX;
}
else
@@ -1312,12 +1269,11 @@ static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
}
}
-
-
int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
{
int i;
BVHRayCastData data;
+ BVHNode * root = tree->nodes[tree->totleaf];
data.tree = tree;
@@ -1346,7 +1302,8 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTr
data.hit.dist = FLT_MAX;
}
- dfs_raycast(&data, tree->nodes[tree->totleaf]);
+ if(root)
+ dfs_raycast(&data, root);
if(hit)
diff --git a/source/blender/include/BIF_editarmature.h b/source/blender/include/BIF_editarmature.h
index 13c16749612..07fc8f08b4a 100644
--- a/source/blender/include/BIF_editarmature.h
+++ b/source/blender/include/BIF_editarmature.h
@@ -114,6 +114,7 @@ void setflag_armature(short mode);
void unique_editbone_name (struct ListBase *ebones, char *name);
void auto_align_armature(short mode);
+void switch_direction_armature(void);
void create_vgroups_from_armature(struct Object *ob, struct Object *par);
void add_verts_to_dgroups(struct Object *ob, struct Object *par, int heat, int mirror);
@@ -135,7 +136,6 @@ void transform_armature_mirror_update(void);
void hide_selected_armature_bones(void);
void hide_unselected_armature_bones(void);
void show_all_armature_bones(void);
-void set_locks_armature_bones(short lock);
#define BONESEL_ROOT 0x10000000
#define BONESEL_TIP 0x20000000
@@ -144,6 +144,10 @@ void set_locks_armature_bones(short lock);
#define BONESEL_NOSEL 0x80000000 /* Indicates a negative number */
+/* useful macros */
+#define EBONE_VISIBLE(arm, ebone) ((arm->layer & ebone->layer) && !(ebone->flag & BONE_HIDDEN_A))
+#define EBONE_EDITABLE(ebone) ((ebone->flag & BONE_SELECTED) && !(ebone->flag & BONE_EDITMODE_LOCKED))
+
/* used in bone_select_hierachy() */
#define BONE_SELECT_PARENT 0
#define BONE_SELECT_CHILD 1
diff --git a/source/blender/python/api2_2x/Texture.c b/source/blender/python/api2_2x/Texture.c
index 696c78f2bac..7ba8ad88ea6 100644
--- a/source/blender/python/api2_2x/Texture.c
+++ b/source/blender/python/api2_2x/Texture.c
@@ -105,6 +105,10 @@
#define EXPP_TEX_LACUNARITY_MAX 6.0f
#define EXPP_TEX_OCTS_MIN 0.0f
#define EXPP_TEX_OCTS_MAX 8.0f
+#define EXPP_TEX_OFST_MIN 0.0f
+#define EXPP_TEX_OFST_MAX 6.0f
+#define EXPP_TEX_GAIN_MIN 0.0f
+#define EXPP_TEX_GAIN_MAX 6.0f
#define EXPP_TEX_ISCALE_MIN 0.0f
#define EXPP_TEX_ISCALE_MAX 10.0f
#define EXPP_TEX_EXP_MIN 0.010f
@@ -430,6 +434,8 @@ GETFUNC( getNoiseDepth );
GETFUNC( getNoiseSize );
GETFUNC( getNoiseType );
GETFUNC( getOcts );
+GETFUNC( getOffset );
+GETFUNC( getGain );
GETFUNC( getRepeat );
GETFUNC( getRGBCol );
GETFUNC( getSType );
@@ -478,6 +484,8 @@ SETFUNC( setNoiseDepth );
SETFUNC( setNoiseSize );
SETFUNC( setNoiseType );
SETFUNC( setOcts );
+SETFUNC( setOffset );
+SETFUNC( setGain );
SETFUNC( setRepeat );
SETFUNC( setRGBCol );
SETFUNC( setSType );
@@ -646,6 +654,14 @@ static PyGetSetDef BPy_Texture_getseters[] = {
(getter)Texture_getLacunarity, (setter)Texture_setLacunarity,
"Gap between succesive frequencies (for Musgrave textures)",
NULL},
+ {"offset",
+ (getter)Texture_getOffset, (setter)Texture_setOffset,
+ "Fractal offset (for Musgrave textures)",
+ NULL},
+ {"gain",
+ (getter)Texture_getGain, (setter)Texture_setGain,
+ "Gain multiplier (for Musgrave textures)",
+ NULL},
{"noiseBasis",
(getter)Texture_getNoiseBasis, (setter)Texture_setNoiseBasis,
"Noise basis type (wood, stucci, marble, clouds, Musgrave, distorted noise)",
@@ -1837,6 +1853,20 @@ static int Texture_setLacunarity( BPy_Texture * self, PyObject * value )
EXPP_TEX_LACUNARITY_MAX );
}
+static int Texture_setOffset( BPy_Texture * self, PyObject * value )
+{
+ return EXPP_setFloatClamped ( value, &self->texture->mg_offset,
+ EXPP_TEX_OFST_MIN,
+ EXPP_TEX_OFST_MAX );
+}
+
+static int Texture_setGain( BPy_Texture * self, PyObject * value )
+{
+ return EXPP_setFloatClamped ( value, &self->texture->mg_gain,
+ EXPP_TEX_GAIN_MIN,
+ EXPP_TEX_GAIN_MAX );
+}
+
static int Texture_setOcts( BPy_Texture * self, PyObject * value )
{
return EXPP_setFloatClamped ( value, &self->texture->mg_octaves,
@@ -2168,6 +2198,16 @@ static PyObject *Texture_getOcts( BPy_Texture *self )
return PyFloat_FromDouble( self->texture->mg_octaves );
}
+static PyObject *Texture_getOffset( BPy_Texture *self )
+{
+ return PyFloat_FromDouble( self->texture->mg_offset );
+}
+
+static PyObject *Texture_getGain( BPy_Texture *self )
+{
+ return PyFloat_FromDouble( self->texture->mg_gain );
+}
+
static PyObject *Texture_getRepeat( BPy_Texture *self )
{
return Py_BuildValue( "(i,i)", self->texture->xrepeat,
diff --git a/source/blender/python/api2_2x/doc/Render.py b/source/blender/python/api2_2x/doc/Render.py
index df688893aa3..5300fdab808 100644
--- a/source/blender/python/api2_2x/doc/Render.py
+++ b/source/blender/python/api2_2x/doc/Render.py
@@ -170,17 +170,6 @@ def SetRenderWinPos(locationList):
the location of the Render window on the screen.
"""
-def EnableEdgeShift():
- """
- Globally with the unified renderer enabled the outlines of the render
- are shifted a bit.
- """
-
-def EnableEdgeAll():
- """
- Globally consider transparent faces for edge-rendering with the unified renderer.
- """
-
class RenderData:
"""
The RenderData object
diff --git a/source/blender/python/api2_2x/doc/Texture.py b/source/blender/python/api2_2x/doc/Texture.py
index 7f42d06240b..cebb7de7011 100644
--- a/source/blender/python/api2_2x/doc/Texture.py
+++ b/source/blender/python/api2_2x/doc/Texture.py
@@ -344,6 +344,12 @@ class Texture:
@ivar octs: Number of frequencies (for Musgrave textures).
Value is clamped to the range [0.0,8.0].
@type octs: float
+ @ivar offset: Fractal offset (for hetero terrain and multifractal Musgrave textures).
+ Value is clamped to the range [0.0,6.0].
+ @type offset: float
+ @ivar gain: Gain multiplier (for multifractal Musgrave textures).
+ Value is clamped to the range [0.0,6.0].
+ @type gain: float
@ivar repeat: Repetition multiplier (for image textures).
@type repeat: tuple of 2 ints
@ivar rgbCol: RGB color tuple.
diff --git a/source/blender/render/intern/source/rayshade.c b/source/blender/render/intern/source/rayshade.c
index e108f2cdca0..0fd9365477c 100644
--- a/source/blender/render/intern/source/rayshade.c
+++ b/source/blender/render/intern/source/rayshade.c
@@ -263,7 +263,12 @@ static void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
shade_input_set_shade_texco(shi);
if(is->mode==RE_RAY_SHADOW_TRA)
- shade_color(shi, shr);
+ if(shi->mat->nodetree && shi->mat->use_nodes) {
+ ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
+ shi->mat= vlr->mat; /* shi->mat is being set in nodetree */
+ }
+ else
+ shade_color(shi, shr);
else {
if(shi->mat->nodetree && shi->mat->use_nodes) {
ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
diff --git a/source/blender/src/editarmature.c b/source/blender/src/editarmature.c
index 80c24f3a989..35986fcff4a 100644
--- a/source/blender/src/editarmature.c
+++ b/source/blender/src/editarmature.c
@@ -854,6 +854,7 @@ static void separate_armature_bones (Object *ob, short sel)
BLI_freelistN(&edbo);
}
+/* separate selected bones into their armature */
void separate_armature (void)
{
Object *oldob, *newob;
@@ -1094,13 +1095,13 @@ void armature_select_hierarchy(short direction, short add_to_sel)
arm= (bArmature *)ob->data;
for (curbone= G.edbo.first; curbone; curbone= curbone->next) {
- if (arm->layer & curbone->layer) {
+ if (EBONE_VISIBLE(arm, curbone)) {
if (curbone->flag & (BONE_ACTIVE)) {
if (direction == BONE_SELECT_PARENT) {
if (curbone->parent == NULL) continue;
else pabone = curbone->parent;
- if ((arm->layer & pabone->layer) && !(pabone->flag & BONE_HIDDEN_A)) {
+ if (EBONE_VISIBLE(arm, pabone)) {
pabone->flag |= (BONE_ACTIVE|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
if (pabone->parent) pabone->parent->flag |= BONE_TIPSEL;
@@ -1109,11 +1110,12 @@ void armature_select_hierarchy(short direction, short add_to_sel)
break;
}
- } else { // BONE_SELECT_CHILD
+ }
+ else { // BONE_SELECT_CHILD
chbone = editbone_get_child(curbone, 1);
if (chbone == NULL) continue;
- if ((arm->layer & chbone->layer) && !(chbone->flag & BONE_HIDDEN_A)) {
+ if (EBONE_VISIBLE(arm, chbone)) {
chbone->flag |= (BONE_ACTIVE|BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL);
if (!add_to_sel) {
@@ -1159,17 +1161,18 @@ void setflag_armature (short mode)
/* get flag to set (sync these with the ones used in eBone_Flag */
if (mode == 2)
- flag= pupmenu("Disable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
+ flag= pupmenu("Disable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5|Locked%x6");
else if (mode == 1)
- flag= pupmenu("Enable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
+ flag= pupmenu("Enable Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5|Locked%x6");
else
- flag= pupmenu("Toggle Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5");
+ flag= pupmenu("Toggle Setting%t|Draw Wire%x1|Deform%x2|Mult VG%x3|Hinge%x4|No Scale%x5|Locked%x6");
switch (flag) {
case 1: flag = BONE_DRAWWIRE; break;
case 2: flag = BONE_NO_DEFORM; break;
case 3: flag = BONE_MULT_VG_ENV; break;
case 4: flag = BONE_HINGE; break;
case 5: flag = BONE_NO_SCALE; break;
+ case 6: flag = BONE_EDITMODE_LOCKED; break;
default: return;
}
@@ -1725,12 +1728,12 @@ void auto_align_armature(short mode)
float *cursor= give_cursor();
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = armature_bone_get_mirrored(ebone);
if ((ebone->flag & BONE_SELECTED) ||
- (flipbone && flipbone->flag & BONE_SELECTED))
+ (flipbone && (flipbone->flag & BONE_SELECTED)))
{
/* specific method used to calculate roll depends on mode */
if (mode == 1) {
@@ -1975,7 +1978,7 @@ void addvert_armature(void)
/* find the active or selected bone */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_ACTIVE|BONE_TIPSEL))
break;
}
@@ -1983,7 +1986,7 @@ void addvert_armature(void)
if (ebone==NULL) {
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_ACTIVE|BONE_ROOTSEL))
break;
}
@@ -2066,11 +2069,12 @@ static EditBone *get_named_editbone(char *name)
{
EditBone *eBone;
- if (name)
+ if (name) {
for (eBone=G.edbo.first; eBone; eBone=eBone->next) {
if (!strcmp(name, eBone->name))
return eBone;
}
+ }
return NULL;
}
@@ -2136,7 +2140,7 @@ void adduplicate_armature(void)
/* Select mirrored bones */
if (arm->flag & ARM_MIRROR_EDIT) {
for (curBone=G.edbo.first; curBone; curBone=curBone->next) {
- if (arm->layer & curBone->layer) {
+ if (EBONE_VISIBLE(arm, curBone)) {
if (curBone->flag & BONE_SELECTED) {
eBone = armature_bone_get_mirrored(curBone);
if (eBone)
@@ -2148,13 +2152,13 @@ void adduplicate_armature(void)
/* Find the selected bones and duplicate them as needed */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next) {
- if (arm->layer & curBone->layer) {
+ if (EBONE_VISIBLE(arm, curBone)) {
if (curBone->flag & BONE_SELECTED) {
eBone=MEM_callocN(sizeof(EditBone), "addup_editbone");
eBone->flag |= BONE_SELECTED;
/* Copy data from old bone to new bone */
- memcpy (eBone, curBone, sizeof(EditBone));
+ memcpy(eBone, curBone, sizeof(EditBone));
curBone->temp = eBone;
eBone->temp = curBone;
@@ -2204,7 +2208,7 @@ void adduplicate_armature(void)
/* Run though the list and fix the pointers */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next) {
- if (arm->layer & curBone->layer) {
+ if (EBONE_VISIBLE(arm, curBone)) {
if (curBone->flag & BONE_SELECTED) {
eBone=(EditBone*) curBone->temp;
@@ -2236,7 +2240,7 @@ void adduplicate_armature(void)
/* Deselect the old bones and select the new ones */
for (curBone=G.edbo.first; curBone && curBone!=firstDup; curBone=curBone->next) {
- if (arm->layer & curBone->layer)
+ if (EBONE_VISIBLE(arm, curBone))
curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL | BONE_ACTIVE);
}
@@ -2373,7 +2377,7 @@ void fill_bones_armature(void)
/* loop over all bones, and only consider if visible */
for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
- if ((arm->layer & ebo->layer) && !(ebo->flag & BONE_HIDDEN_A)) {
+ if (EBONE_VISIBLE(arm, ebo)) {
if (!(ebo->flag & BONE_CONNECTED) && (ebo->flag & BONE_ROOTSEL))
fill_add_joint(ebo, 0, &points);
if (ebo->flag & BONE_TIPSEL)
@@ -2608,7 +2612,7 @@ void merge_armature(void)
/* only consider bones that are visible and selected */
for (ebo=chain->data; ebo; child=ebo, ebo=ebo->parent) {
/* check if visible + selected */
- if ( (arm->layer & ebo->layer) && !(ebo->flag & BONE_HIDDEN_A) &&
+ if ( EBONE_VISIBLE(arm, ebo) &&
((ebo->flag & BONE_CONNECTED) || (ebo->parent==NULL)) &&
(ebo->flag & (BONE_SELECTED|BONE_ACTIVE)) )
{
@@ -2659,7 +2663,7 @@ void hide_selected_armature_bones(void)
EditBone *ebone;
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_SELECTED)) {
ebone->flag &= ~(BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL|BONE_ACTIVE);
ebone->flag |= BONE_HIDDEN_A;
@@ -2678,7 +2682,7 @@ void hide_unselected_armature_bones(void)
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
bArmature *arm= G.obedit->data;
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & (BONE_TIPSEL|BONE_SELECTED|BONE_ROOTSEL));
else {
ebone->flag &= ~BONE_ACTIVE;
@@ -2711,32 +2715,6 @@ void show_all_armature_bones(void)
BIF_undo_push("Reveal Bones");
}
-/* Sets editmode transform locks for bones (adds if lock==1, clears otherwise) */
-void set_locks_armature_bones(short lock)
-{
- bArmature *arm= G.obedit->data;
- EditBone *ebone;
-
- for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
- if (ebone->flag & BONE_SELECTED) {
- if (lock)
- ebone->flag |= BONE_EDITMODE_LOCKED;
- else
- ebone->flag &= ~BONE_EDITMODE_LOCKED;
- }
- }
- }
- countall();
- allqueue(REDRAWVIEW3D, 0);
- allqueue(REDRAWBUTSEDIT, 0);
-
- if (lock)
- BIF_undo_push("Lock Bones");
- else
- BIF_undo_push("Unlock Bones");
-}
-
/* check for null, before calling! */
static void bone_connect_to_existing_parent(EditBone *bone)
{
@@ -2803,7 +2781,7 @@ void make_bone_parent(void)
/* find active bone to parent to */
for (actbone = G.edbo.first; actbone; actbone=actbone->next) {
- if (arm->layer & actbone->layer) {
+ if (EBONE_VISIBLE(arm, actbone)) {
if (actbone->flag & BONE_ACTIVE)
break;
}
@@ -2815,7 +2793,7 @@ void make_bone_parent(void)
/* find selected bones */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if ((ebone->flag & BONE_SELECTED) && (ebone != actbone)) {
foundselbone++;
if (ebone->parent != actbone) allchildbones= 1;
@@ -2851,7 +2829,7 @@ void make_bone_parent(void)
else {
/* loop through all editbones, parenting all selected bones to the active bone */
for (selbone = G.edbo.first; selbone; selbone=selbone->next) {
- if (arm->layer & selbone->layer) {
+ if (EBONE_VISIBLE(arm, selbone)) {
if ((selbone->flag & BONE_SELECTED) && (selbone!=actbone)) {
/* parent selbone to actbone */
bone_connect_to_new_parent(selbone, actbone, val);
@@ -2909,7 +2887,7 @@ void clear_bone_parent(void)
if (val<1) return;
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_SELECTED) {
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = armature_bone_get_mirrored(ebone);
@@ -2959,7 +2937,7 @@ void unique_editbone_name (ListBase *ebones, char *name)
}
for (number = 1; number <=999; number++) {
- sprintf (tempname, "%s.%03d", name, number);
+ sprintf(tempname, "%s.%03d", name, number);
if (!editbone_name_exists(ebones, tempname)) {
BLI_strncpy(name, tempname, 32);
return;
@@ -2980,7 +2958,7 @@ void extrude_armature(int forked)
/* since we allow root extrude too, we have to make sure selection is OK */
for (ebone = G.edbo.first; ebone; ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_ROOTSEL) {
if (ebone->parent && (ebone->flag & BONE_CONNECTED)) {
if (ebone->parent->flag & BONE_TIPSEL)
@@ -2992,7 +2970,7 @@ void extrude_armature(int forked)
/* Duplicate the necessary bones */
for (ebone = G.edbo.first; ((ebone) && (ebone!=first)); ebone=ebone->next) {
- if (arm->layer & ebone->layer) {
+ if (EBONE_VISIBLE(arm, ebone)) {
/* we extrude per definition the tip */
do_extrude= 0;
if (ebone->flag & (BONE_TIPSEL|BONE_SELECTED))
@@ -3006,7 +2984,7 @@ void extrude_armature(int forked)
if (do_extrude) {
/* we re-use code for mirror editing... */
flipbone= NULL;
- if(arm->flag & ARM_MIRROR_EDIT) {
+ if (arm->flag & ARM_MIRROR_EDIT) {
flipbone= armature_bone_get_mirrored(ebone);
if (flipbone) {
forked= 0; // we extrude 2 different bones
@@ -3036,7 +3014,7 @@ void extrude_armature(int forked)
newbone->parent = ebone;
newbone->flag = ebone->flag & BONE_TIPSEL; // copies it, in case mirrored bone
-
+
if (newbone->parent) newbone->flag |= BONE_CONNECTED;
}
else {
@@ -3046,7 +3024,7 @@ void extrude_armature(int forked)
newbone->flag= BONE_TIPSEL;
- if (newbone->parent && ebone->flag & BONE_CONNECTED) {
+ if (newbone->parent && (ebone->flag & BONE_CONNECTED)) {
newbone->flag |= BONE_CONNECTED;
}
}
@@ -3065,8 +3043,8 @@ void extrude_armature(int forked)
BLI_strncpy (newbone->name, ebone->name, 32);
if (flipbone && forked) { // only set if mirror edit
- if(strlen(newbone->name)<30) {
- if(a==0) strcat(newbone->name, "_L");
+ if (strlen(newbone->name)<30) {
+ if (a==0) strcat(newbone->name, "_L");
else strcat(newbone->name, "_R");
}
}
@@ -3111,7 +3089,7 @@ void subdivide_armature(int numcuts)
if (numcuts < 1) return;
for (mbone = G.edbo.last; mbone; mbone= mbone->prev) {
- if (arm->layer & mbone->layer) {
+ if (EBONE_VISIBLE(arm, mbone)) {
if (mbone->flag & BONE_SELECTED) {
for (i=numcuts+1; i>1; i--) {
/* compute cut ratio first */
@@ -3176,6 +3154,59 @@ void subdivide_armature(int numcuts)
else BIF_undo_push("Subdivide multi");
}
+/* switch direction of bone chains */
+void switch_direction_armature (void)
+{
+ bArmature *arm= (G.obedit) ? G.obedit->data : NULL;
+ ListBase chains = {NULL, NULL};
+ LinkData *chain;
+
+ /* error checking paranoia */
+ if (arm == NULL)
+ return;
+
+ /* get chains of bones (ends on chains) */
+ chains_find_tips(&chains);
+ if (chains.first == NULL) return;
+
+ /* loop over chains, only considering selected and visible bones */
+ for (chain= chains.first; chain; chain= chain->next) {
+ EditBone *ebo, *child=NULL, *parent=NULL;
+
+ /* loop over bones in chain */
+ for (ebo= chain->data; ebo; child= ebo, ebo=parent) {
+ parent= ebo->parent;
+
+ /* only if selected and editable */
+ if (EBONE_VISIBLE(arm, ebo) && EBONE_EDITABLE(ebo)) {
+ /* swap head and tail coordinates */
+ SWAP(float, ebo->head[0], ebo->tail[0]);
+ SWAP(float, ebo->head[1], ebo->tail[1]);
+ SWAP(float, ebo->head[2], ebo->tail[2]);
+
+ /* do parent swapping:
+ * - use 'child' as new parent
+ * - connected flag is only set if points are coincidental
+ */
+ ebo->parent= child;
+ if ((child) && VecEqual(ebo->head, child->tail))
+ ebo->flag |= BONE_CONNECTED;
+ else
+ ebo->flag &= ~BONE_CONNECTED;
+
+ /* FIXME: other things that need fixing?
+ * i.e. roll?
+ */
+ }
+ }
+ }
+
+ /* free chains */
+ BLI_freelistN(&chains);
+
+ BIF_undo_push("Switch Direction");
+}
+
/* ***************** Pose tools ********************* */
void clear_armature(Object *ob, char mode)
diff --git a/source/blender/src/editobject.c b/source/blender/src/editobject.c
index cbf7691754d..fee967bcd9a 100644
--- a/source/blender/src/editobject.c
+++ b/source/blender/src/editobject.c
@@ -2760,7 +2760,7 @@ void special_editmenu(void)
DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
}
else if(G.obedit->type==OB_ARMATURE) {
- nr= pupmenu("Specials%t|Subdivide %x1|Subdivide Multi%x2|Flip Left-Right Names%x3|%l|AutoName Left-Right%x4|AutoName Front-Back%x5|AutoName Top-Bottom%x6|%l|Lock%x7|Unlock%x8");
+ nr= pupmenu("Specials%t|Subdivide %x1|Subdivide Multi%x2|Switch Direction%x7|Flip Left-Right Names%x3|%l|AutoName Left-Right%x4|AutoName Front-Back%x5|AutoName Top-Bottom%x6");
if(nr==1)
subdivide_armature(1);
if(nr==2) {
@@ -2773,10 +2773,8 @@ void special_editmenu(void)
else if(ELEM3(nr, 4, 5, 6)) {
armature_autoside_names(nr-4);
}
- else if(nr==7)
- set_locks_armature_bones(1);
- else if(nr==8)
- set_locks_armature_bones(0);
+ else if(nr == 7)
+ switch_direction_armature();
}
else if(G.obedit->type==OB_LATTICE) {
static float weight= 1.0f;
diff --git a/source/blender/src/poselib.c b/source/blender/src/poselib.c
index fb2bfe5b605..6aeef7c75c2 100644
--- a/source/blender/src/poselib.c
+++ b/source/blender/src/poselib.c
@@ -312,7 +312,7 @@ void poselib_add_current_pose (Object *ob, int val)
/* mode - add new or replace existing */
if (val == 0) {
if ((ob->poselib) && (ob->poselib->markers.first)) {
- val= pupmenu("PoseLib Add Current Pose%t|Add New%x1|Replace Existing%x2");
+ val= pupmenu("PoseLib Add Current Pose%t|Add New%x1|Add New (Current Frame)%x3|Replace Existing%x2");
if (val <= 0) return;
}
else
@@ -347,7 +347,10 @@ void poselib_add_current_pose (Object *ob, int val)
act= poselib_validate(ob);
/* get frame */
- frame= poselib_get_free_index(act);
+ if (val == 3)
+ frame= CFRA;
+ else /* if (val == 1) */
+ frame= poselib_get_free_index(act);
/* add pose to poselib - replaces any existing pose there */
for (marker= act->markers.first; marker; marker= marker->next) {
diff --git a/source/blender/src/transform_conversions.c b/source/blender/src/transform_conversions.c
index 83ce7ef991a..459048df1d0 100644
--- a/source/blender/src/transform_conversions.c
+++ b/source/blender/src/transform_conversions.c
@@ -913,8 +913,8 @@ static void createTransPose(TransInfo *t, Object *ob)
if (arm==NULL || ob->pose==NULL) return;
if (arm->flag & ARM_RESTPOS) {
- if(t->mode!=TFM_BONESIZE) {
- notice ("Pose edit not possible while Rest Position is enabled");
+ if(ELEM(t->mode, TFM_DUMMY, TFM_BONESIZE)==0) {
+ notice("Pose edit not possible while Rest Position is enabled");
return;
}
}
diff --git a/source/gameengine/Converter/BL_BlenderDataConversion.cpp b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
index b99ba0c3b89..cbf3b595dfd 100644
--- a/source/gameengine/Converter/BL_BlenderDataConversion.cpp
+++ b/source/gameengine/Converter/BL_BlenderDataConversion.cpp
@@ -1937,7 +1937,17 @@ void BL_ConvertBlenderObjects(struct Main* maggie,
float* fl = (float*) blenderobject->parentinv;
MT_Transform parinvtrans(fl);
parentinversenode->SetLocalPosition(parinvtrans.getOrigin());
- parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+ // problem here: the parent inverse transform combines scaling and rotation
+ // in the basis but the scenegraph needs separate rotation and scaling.
+ // This is not important for OpenGL (it uses 4x4 matrix) but it is important
+ // for the physic engine that needs a separate scaling
+ //parentinversenode->SetLocalOrientation(parinvtrans.getBasis());
+
+ // Extract the rotation and the scaling from the basis
+ MT_Matrix3x3 inverseOrientation(parinvtrans.getRotation());
+ parentinversenode->SetLocalOrientation(inverseOrientation);
+ MT_Matrix3x3 scale(inverseOrientation.transposed()*parinvtrans.getBasis());
+ parentinversenode->SetLocalScale(MT_Vector3(scale[0][0], scale[1][1], scale[2][2]));
parentinversenode->AddChild(gameobj->GetSGNode());
}
diff --git a/source/gameengine/Expressions/Value.cpp b/source/gameengine/Expressions/Value.cpp
index 48136eb9dc3..b4694740679 100644
--- a/source/gameengine/Expressions/Value.cpp
+++ b/source/gameengine/Expressions/Value.cpp
@@ -700,9 +700,7 @@ CValue* CValue::ConvertPythonToValue(PyObject* pyobj)
CValue* vallie = NULL;
- PyTypeObject* type = pyobj->ob_type;
-
- if (type == &PyList_Type)
+ if (PyList_Check(pyobj))
{
CListValue* listval = new CListValue();
bool error = false;
@@ -732,26 +730,25 @@ CValue* CValue::ConvertPythonToValue(PyObject* pyobj)
}
} else
- if (type == &PyFloat_Type)
+ if (PyFloat_Check(pyobj))
{
- float fl;
- PyArg_Parse(pyobj,"f",&fl);
- vallie = new CFloatValue(fl);
+ vallie = new CFloatValue( (float)PyFloat_AsDouble(pyobj) );
} else
- if (type==&PyInt_Type)
+ if (PyInt_Check(pyobj))
{
- int innie;
- PyArg_Parse(pyobj,"i",&innie);
- vallie = new CIntValue(innie);
+ vallie = new CIntValue( (int)PyInt_AS_LONG(pyobj) );
} else
-
- if (type==&PyString_Type)
+ if (PyString_Check(pyobj))
{
vallie = new CStringValue(PyString_AsString(pyobj),"");
} else
- if (type==&CValue::Type || type==&CListValue::Type)
+ if (pyobj->ob_type==&CValue::Type || pyobj->ob_type==&CListValue::Type)
{
vallie = ((CValue*) pyobj)->AddRef();
+ } else
+ {
+ /* return an error value from the caller */
+ PyErr_SetString(PyExc_TypeError, "This python value could not be assigned to a game engine property");
}
return vallie;
@@ -778,6 +775,9 @@ int CValue::_setattr(const STR_String& attr,PyObject* pyobj)
SetProperty(attr,vallie);
}
vallie->Release();
+ } else
+ {
+ return 1; /* ConvertPythonToValue sets the error message */
}
//PyObjectPlus::_setattr(attr,value);