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2017-02-17Remove unused functions related to distance between BoundBox and rayGermano Cavalcante
2016-06-30Transform Snap: Optimize edge-snap using BVH treeGermano Cavalcante
changes in BLI_kdopbvh: - `BLI_bvhtree_find_nearest_to_ray` now takes is_ray_normalized and scale argument. - `BLI_bvhtree_find_nearest_to_ray_angle` has been added (use for perspective view). changes in BLI_bvhutils: - `bvhtree_from_editmesh_edges_ex` was added. changes in math_geom: - `dist_squared_ray_to_seg_v3` was added. other changes: - `do_ray_start_correction` is no longer necessary to snap to verts. - the way in which the test of depth was done before is being simulated in callbacks.
2016-05-11BLI_kdopbvh: Use distance for BLI_bvhtree_ray_cast_allCampbell Barton
Pass distance argument so its possible to limit the range we get all hits from. Other changes: - Use boundbox test before calling callback, avoids redundant calls. - Remove meaningless return value. - Add doc string, explaining purpose of this function.
2016-05-05Cleanup: rename getepsilon -> get_epsilonCampbell Barton
2016-05-05Add asserts to check bvhutils args are correctCampbell Barton
Would have prevented previous error going unnoticed.
2016-03-19BLI_kdopbvh: Pass center to to range callbackCampbell Barton
Useful when BLI_bvhtree_range_query callback calculates a new position to measure from.
2016-02-10Cleanup: remove unused radius argumentCampbell Barton
2016-02-10Docs: use doxygen sectionsCampbell Barton
2016-02-09Add BLI_bvhtree_walk_dfs utility functionGermano Cavalcante
This generic function allows callers to walk the tree using callbacks to define behavior.
2016-02-09BLI_kdopbvh: expose bvhtree_kdop_axes arrayCampbell Barton
So future callbacks can make use of the axis index.
2016-01-25BLI_kdopbvh: Add BLI_bvhtree_find_nearest_to_rayGermano Cavalcante
Support for casting a ray through all nodes to find the closest (not the first hit as with ray casting).
2016-01-12Fix T47164: [Scene.raycast] - True result when it should be False.Bastien Montagne
We cannot use FLT_MAX as initi distance for raycast... Renamed TRANSFORM_DIST_MAX_RAY to BVH_RAYCAST_DIST_MAX, moved it into BLI_kdopbvh, and use in RNA raycast callbacks (and all other places using that API).
2015-08-21BVH-raycast: Use watertight intersectionsCampbell Barton
By default watertight intersections are used, For callbacks where its not needed, BLI_bvhtree_ray_cast_ex can be called without the BVH_RAYCAST_WATERTIGHT flag. Fixes T45286
2015-08-20Resolve MSVC/OpenMP compat issueCampbell Barton
2015-08-20BVH-overlap: add callback to BLI_bvhtree_overlapCampbell Barton
The callback checks if 2 nodes intersect (not just their AABB). Advantages: - theres no need to allocate overlaps which are later ignored. - expensive intersection tests will run multi-threaded. Currently only used for Python API.
2015-08-20Cleanup: remove unused BVH_ONQUAD flagCampbell Barton
2015-01-20New hair editing feature "Shape Cut", for cutting hair based on a meshLukas Tönne
shape instead of a brush tool. The brush cutting tool for hair, while useful, is not very accurate and often requires rotating the model constantly to get the right trimming on every side. This makes adjustments to a hair shape a very tedious process. On the other hand, making proxy meshes for hair shapes is a common workflow. The new operator allows using such rough meshes as boundaries for hair. All hairs that are outside the shape mesh are removed, while those cutting it at some length are shortened accordingly. The operator can be accessed in the particle edit mode toolbar via the "Shape Cut" button. The "Shape Object" must be set first and stays selected as a tool setting for repeatedly applying the shape.
2014-09-24Cleanup: boolCampbell Barton
2014-07-15BLI_kdopbvh: Replace realloc's with BLI_stackCampbell Barton
2014-02-05Scanfill: malloc arrays and zero init membersCampbell Barton
2014-02-02Code cleanup: suffix vars to make obvious they are squaredCampbell Barton
2013-09-05remove error return value from BLI_bvhtree_insert, no callers were using.Campbell Barton
in the case of an error - assert, rather then fail silently since it wont be working as expected anyway.
2012-10-24use smaller type for kdopbvh - this change was made as a size optimization, ↵Campbell Barton
and I moved back to ints since there were many int comparisons. now define axis_t and an unsugned char.
2012-10-16code cleanup: use float sizes for function args.Campbell Barton
2012-10-09code cleanup: make header defines more consistent, JOYSENSOR header guard ↵Campbell Barton
had a typo too.
2012-08-12style cleanupCampbell Barton
2012-07-11code cleanup: use const for passing vectorsCampbell Barton
2012-05-30Provide ray hit/nearest information on which side of the quad the ray hit.Daniel Genrich
Patch by MiikaH.
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-11-06use BLI math functions for kdopbvh (no functional change)Campbell Barton
2011-10-23remove $Id: tags after discussion on the mailign list: ↵Campbell Barton
http://markmail.org/message/fp7ozcywxum3ar7n
2011-02-18doxygen: add blenlib under core as module.Nathan Letwory
2010-10-22fix warningsCampbell Barton
2010-04-15Merge various small changes from render branch:Brecht Van Lommel
* Division by zero fix for TNT SVD code. * Sound fix, in case ffmpeg decode fails, don't use the samples. * Fix for incorrect bounds of transformed objects in new raytracing code. * Gave memory arena's a name used for allocations for easier memory usage debugging. * Dupligroup no_draw option was using layers but not restrict view/render setting. (not a bugfix exactly but would do display list context switching while drawing for no reason). * Fix objects instanced on hair particles not giving consistent results when the object is transformed. * New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4, mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4. * mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple arguments. * endjob callback for WM jobs system. * Geometry node uv/color layer now has search list/autocomplete. * Various small buildsystem tweaks, not strictly needed yet in trunk.
2010-02-12correct fsf addressCampbell Barton
2009-08-13* First commit merging 2.4-based sim_physics in to volume25 branch.Matt Ebb
Integration is still very rough around the edges and WIP, but it works, and can render smoke (using new Smoke format in Voxel Data texture) --> http://vimeo.com/6030983 More to come, but this makes things much easier to work on for me :)
2009-07-30BF2.5: First commit of smoke code.Daniel Genrich
Not working: a) rendering (since volumterics branch is not merged yet) b) moving collision objects of any kind c) saving of collision objects (because that's what I am working on) d) pointcache e) A bunch of other things I already know of So please do not report any bugs on this one yet :-)
2009-04-212nd try to merge sim_physics with trunk rev 19825Daniel Genrich
Please check if volumetrics are yet working
2008-10-02* Re-coded the point density range checking to be a bit cleaner, and Matt Ebb
not necessary to modify the BVH functions.
2008-10-01* Point Density textureMatt Ebb
Replaced the previous KD-tree (for caching points) with a BVH-tree (thanks to Andre 'jaguarandi' Pinto for help here!). The bvh is quite a bit faster and doesn't suffer some of the artifacts that were apparent with the kd-tree. I've also added a choice of falloff types: Standard, Smooth, and Sharp. Standard gives a harder edge, easier to see individual particles, and when used with a larger radius, Smooth and Sharp falloffs make a much cloudier appearance possible. See the image below (note the settings and render times too) http://mke3.net/blender/devel/rendering/volumetrics/pointdensity_bvh.jpg
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.
2008-08-07BVH-KDOP update (merge from shrinkwrap branch): supports raytracing, nearest ↵Daniel Genrich
neighbour, non-recursive now, faster than kdtree.c implementation normaly, divided into 2 sources: generla structure in blenlib, mesh/derivedmesh depending interface stuff in blenkernel
2008-06-03Collisions: Commit of collision cleanup, put kdop-bvh structure into ↵Daniel Genrich
BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch)
2008-05-13New speed imrovements by Mr. Pinto/jaguarandiDaniel Genrich
2008-05-12svn merge -r 14721:14810 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-08Reason of all this work: Commiting my work-in-progress on reviewed collision ↵Daniel Genrich
system (better + general access to kdop, uses less memory, put it into BLI_* namespace and usage defined like existing BLI_kdtree_*). Deleted old kdop.c