Age | Commit message (Collapse) | Author |
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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Fixed vertexs weights on simpledeform modifier (they weren't working if the modifier was the first on stack, since it wasnt receiving a DerivedMesh with vertex weights)
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options available on the modifier painel/options.
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Also since contraint uses BVHCache its now usable and fast.
Being possible to shrinkwrap constraint several objects to another
and only have one BVHTree being build.
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(The last time there was some files missing due to failed connection to svn server while merging.. thats why this stuff of reverting last merge and redoing it)
svn merge -r 16231:16608 https://svn.blender.org/svnroot/bf-blender/trunk/blender
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svn merge -r 16539:16538 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi/
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to projection mode)
Added BVHTree cache at derivedMesh level
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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distance queries.
But the cost of maintaining the heap seems to be very high.
For now DFS with local heuristics gets better times.. so BVHTree still uses that.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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That was due to a current limitation on dag system.. that leads to cyclic dependencies.
So now you can attach the origin of a simpledeform to an empty and mark whether its
affected by the relative position of empty or the global one.
brecht found a workarround to solve the cyclic dependency by
using a parent of both the mesh and the control empty:
empty_parent
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|-> empty controlling simpledeform
|-> mesh with simpledeform modifier
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Now when doing normal projeciton is possible to ask it to project along the normals
that the vertex would have if it was subsurfaced... this gives "better" projections on
low polys.
Point of this commit is to add the feature request from Eclectiel
http://blenderartists.org/forum/showpost.php?p=1181531&postcount=9
workflow as Eclectiel wanted is now possible:
to archieve a nice low-res retopology that aproximates a high-res mesh when subsurfaced:
1 - make base low-poly retopo
2 - apply a shrinkwrap with projection along normal.. and with SS level = N (where N>0)
3 - add a Subsurface with level N
4 - run bretch's script (ss_fit)
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
To have the 50% faster nearest_surface point.
Changed mesh_faces_nearest_point to return the face normal instead of collision normal
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I was using the word "kept" (past tense) instead of "keep" (basic form).
I hope my english teachter dont sees this commit xD
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enabled openmp during the tree queries (before it was only enabled during tree building)
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*removed commented code about the dropped shrinkwrap options
*Removed references to "cut plane", "limitMesh".. its now called "auxiliar target"
*Added option to shrinkwrap over an selected axis
*"Normal projection" mode is now called "projection" since it can now project over "normal, and any combination X, Y, Z"
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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BKE_bvhutils.h and intern/bvhutils.c
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Changed BENCH to print both wall-clock/real time and cpu time
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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CHanged the BENCH functions to use: gettimeofday (wall time) instead of clock (cpu time)
This was to test if the openmp was working right.
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Theres something broken with BVHtree queries.. updates are not advised at all
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* Added "Lock axis" options on taper and strech/squash (suggested by ZanQdo)
* Better control of deform factor (suggested by ZanQdo)
* Added eModifierTypeFlag_AcceptsCVs (so it now accepts both curves and meshes)
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All modes are available:
nearest surface
nearest vertex
normal projection (along X,Y or Z axis)
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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*the options "remove faces", "merge" points were removed
*made shrinkwrap work with CVs (curves and nurbs surfaces)
*cleanup shrinkwrap code.. (removed bruteforces and raytree methods)
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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callbacks to raycast and nearest surface (just to make it easier to use)
*Fixed button size of "Above surface"
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now its calling CDDM_calc_normals when receiving a mesh to deform,
since in edit mode the mesh doenst has normals calculated
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*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes).
Again that leaded to improvements in build and query time.
*BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast
removed code relative to bvhtree_from_mesh_tris.
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changed a few code relative to project over normal mode (to try to kept code generic and more independent of modifier itself)
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So I fixed the problem with merges instead of copying files over.
Also trunk/blender/release/scripts/scripttemplate_ipo_gen.py from revision 14530 was missing. (that was fixed)
svn merge -r 15590:15551 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi (revert changes to the point where the merge was incorrect)
svn merge -r 15552:15572 https://svn.blender.org/svnroot/bf-blender/branches/soc-2008-jaguarandi (apply branch modifications)
svn merge -r 15392:15590 https://svn.blender.org/svnroot/bf-blender/trunk/blender (merge from trunk)
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Somehow it didnt finished and didnt added some files under the svn control
(found thanks to lguillaume that reported some files were missing)
Last merge fixed and also merged modifications up to revision 15584.
I checked the diff
svn diff --new . --old https://svn.blender.org/svnroot/bf-blender/trunk/blender
And everything seems to be right now
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Its now faster than raytree (both on build and query)
Things tryed:
X=>Y=>Z=>X split (reduces build time.. but increases query time)
bucket sorts
(initial sorts for fast usage of bucket take a long time)
(nth is linear.. so its quite fast already)
Best times archieve with:
*usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
*quads are on the same node instead of splitting in 2 tris..
(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
*test ray-bb before ray-primitive gives better times on both tris and quads
Notes:
measures where made projecting a sphere from inside the head of suzanne.
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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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bvhtrees
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