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2008-11-04Added Lattice vgroup support to shrinkwrap and simple deform modifier.Andre Susano Pinto
2008-10-22Patch from Timothy BaldridgeNathan Letwory
* add irix6 to GHOST windowing system (same as linux2 et al) * fix faulty return lines in shrinkwrap.c
2008-09-13Particle collisions upgrade:Janne Karhu
- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions. - Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction). - Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier. - Collision should also generally be a bit more accurate. To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
2008-08-22Removed cast warnings from shrinkwrap.c and BLI_kdopbvh.cAndre Susano Pinto
Only unused functions and openmp warnings left on those.
2008-08-22Merged shrinkwrap modifier from soc-2008-jaguarandiAndre Susano Pinto
2008-08-14Added subsurface levels option to normal projection.Andre Susano Pinto
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)
2008-08-14Fixed problem of "lack of normal information"Andre Susano Pinto
2008-08-13svn merge -r 15988:16077 ↵Andre Susano Pinto
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
2008-08-13Fixed a typoAndre Susano Pinto
I was using the word "kept" (past tense) instead of "keep" (basic form). I hope my english teachter dont sees this commit xD
2008-08-13Fixed compile for windowsAndre Susano Pinto
2008-08-13fixed a bug related with "cullfaces" option on shrinkwrapAndre Susano Pinto
enabled openmp during the tree queries (before it was only enabled during tree building)
2008-08-13*Added documentation mainly at shrinkwrap.cAndre Susano Pinto
*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"
2008-08-07Moved bvhtree_from_mesh api to its own filesAndre Susano Pinto
BKE_bvhutils.h and intern/bvhutils.c
2008-08-07Added several comments to BLI_kdopbvhAndre Susano Pinto
Changed BENCH to print both wall-clock/real time and cpu time
2008-08-06Fixed non_recursive BVHbuild with openmpAndre Susano Pinto
CHanged the BENCH functions to use: gettimeofday (wall time) instead of clock (cpu time) This was to test if the openmp was working right.
2008-08-04Made shrinkwrap variables be initialized when declaredAndre Susano Pinto
2008-08-03added openmp support for bvhtree build (max processes = tree_type)Andre Susano Pinto
2008-07-25Converted shrinkwrap to a DeformOnly modifierAndre Susano Pinto
*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)
2008-07-22*BVHTreeFromMesh api changed.. it now stores all information like defaults ↵Andre Susano Pinto
callbacks to raycast and nearest surface (just to make it easier to use) *Fixed button size of "Above surface"
2008-07-22Fixed a bug relative to editmode.. Andre Susano Pinto
now its calling CDDM_calc_normals when receiving a mesh to deform, since in edit mode the mesh doenst has normals calculated
2008-07-21Made shrinkwrap modifier work when target or cutPlane are in editmode.Andre Susano Pinto
2008-07-19Following the same optimization as bvh raycast:Andre Susano Pinto
*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes). Again that leaded to improvements in build and query time. *BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast removed code relative to bvhtree_from_mesh_tris.
2008-07-19*Added "kept" mesh above surface option on shrinkwrap to nearest surfaceAndre Susano Pinto
changed a few code relative to project over normal mode (to try to kept code generic and more independent of modifier itself)
2008-07-14Improved build time on BLI_kdopbvhAndre Susano Pinto
Its now faster than raytree (both on build and query) Things tryed: X=>Y=>Z=>X split (reduces build time.. but increases query time) bucket sorts (initial sorts for fast usage of bucket take a long time) (nth is linear.. so its quite fast already) Best times archieve with: *usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time *quads are on the same node instead of splitting in 2 tris.. (this actually turned on speedup on query time.. since tree size is reduced by a factor of 2) *test ray-bb before ray-primitive gives better times on both tris and quads Notes: measures where made projecting a sphere from inside the head of suzanne.
2008-07-13Adding the Cullface option on normal projection of shrinkwrap when using ↵Andre Susano Pinto
bvhtrees
2008-07-11Added sphere cast (tought it doenst seems to solve the intersection problem)Andre Susano Pinto
Fixed SweepingSphereIntersectsTriangleUV
2008-07-09Add raycast ability for BLI_kdopbvhAndre Susano Pinto
small bvh fixes: *allow to create any tree type >= 2 *save split axis changed shrinkwrap to perform normal cast with raytree and bvh tree and print both times: Shrinkwrap (OBCube)24578 over (OBSuzanne)504482 target = raytree_create_from_mesh(calc->target): 1260.000000ms shrinkwrap_calc_normal_projection_raytree(&calc): 1850.000000ms tree = bvhtree_from_mesh_tri(calc->target): 3330.000000ms shrinkwrap_calc_normal_projection(&calc): 3780.000000ms On general query time is bit smaller on bvh tree.. but the build time of bvh is pretty big. (build time can be removed from both if a cache system is added) But I am still trying to see how fast I can make the bvh build
2008-07-04*Added vertex groups on simple deformAndre Susano Pinto
*Fixed a few UI things *Make SimpleDeform and Shrinkwrap to use vertexgroup_get_vertex_weight, a similar function "static float vert_weight(MDeformVert *dvert, int group)" existed on modifier.c, changed it a bit and moved into BKE_deform.h
2008-06-21Added cut-plane option.Andre Susano Pinto
Its now possible to project 2 planes over a model and get a cloth.. Tought it still has a few issues.. related with distance to kept from mesh.
2008-06-17Added merge option to shrinkwrap when using projection mode (bruteforce for now)Andre Susano Pinto
Changed code to remove faces (now quad faces that got one vertice projected are turned on tri) Merge option is still not very usefull since shrinkwrap does not yet moves unprojected vertices
2008-05-31Added culling on normal projection.Andre Susano Pinto
Now renderdemon is happy ;) and now shrinkwrap can be used for bulging :)
2008-05-27Fixed a compile error under msvc.Andre Susano Pinto
2008-05-27Added bvh nearest neighbour for nearest surface shrinkwrapAndre Susano Pinto
2008-05-27Fixed some compile erros under msvc (thanks lguillaume)Andre Susano Pinto
Fixed object dependency (thanks ZanQdo for pointing it out) Make some code cleaner (preparing for adding bvh trees on nearest surface)
2008-05-25Added BVH nearest neighbour code, for now only works in 6-dop and finds the ↵Andre Susano Pinto
node with the nearest bounding volume. I'll work on making it more generic. So far it querys faster than kdtree, but building the tree is slower. And bvhtree NN uses an heuristic based on the last match. Shrinkwrap (OBCube)24578 over (OBSuzanne)31658 kdtree build: 30.000000ms query: 1360.000000ms bvhtree build: 140.000000ms query: 490.000000ms Shrinkwrap now uses bvhtree (binary tree, 6dop) for nearest vertex.
2008-05-14I'm considering using bvhtree for shrinkwrap but the build was considerable ↵Andre Susano Pinto
slower than kdtree as so i've made some improvements So basicly theres no shrinkwrap improvements for now...
2008-05-09Merge from trunkAndre Susano Pinto
svn merge -r 14692:14760 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-07Normal projection:Andre Susano Pinto
+added option to remove faces where all vertices got unprojected Nearest surface point +15% faster closest point on point-tri function (archived by projecting the point on tri-plane and solving the problem on 2D) (its still using bruteforce on triangles.. I'll add the right data structure later)
2008-05-03Added control over distance to kept form target meshAndre Susano Pinto
Quad bug was fixed by splitting the quads that are feed to RayTree
2008-05-02+normal projection optimized with RayTree (RE_raytrace.h)Andre Susano Pinto
+control for normal projection direction (default,inverted,both) There are some bugs on projection over quads.. it seems to work 100% on fully triangulized meshs
2008-05-01Nearest-vertex mode optimized with kdtreesAndre Susano Pinto
currently uses the kdtree code avaible on blender
2008-04-30Changed a bit of code structure to make method optimization easierAndre Susano Pinto
2008-04-27Implemented shrink modes are now:Andre Susano Pinto
+ Nearest surface point + Normal projection + Nearest vertex (gives similar results to nearest surface if the target mesh has many vertexs and is a lot faster to calculate) ^^ all bruteforce calculation for now + fixed matrix order multiplication + request for CD_MDEDEFORMVERT
2008-04-25Shrinkwrap skeleton codeAndre Susano Pinto
+vertex weights supported +target object now saves to file: load/save works :) for now simple moves objects vertexs to the nearest vertexs on target object (so that I can test if its working correctly with the modifier API)