Age | Commit message (Collapse) | Author |
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python functions.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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changed some malloc to MEM_mallocN while trying to track down a memory leak.
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* Particle collision with size was broken since raytrace optimizations by jaguarandi, now the collision code falls back to old slower method when the collision ray has a radius.
* Single goal/avoid object now works for boids.
* Some tiny improvements on collision avoidance for boids.
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is correct?
remove other small warnings
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variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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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
svn merge -r 22800:23207 https://svn.blender.org/svnroot/bf-blender/trunk/blender
Merged volumetric with new raytrace code (it compiles and rendered volume-cube.blend withouth problems)
Part1:
source/blender
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https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
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https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
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Directories intern/ and source/blender/ now compile warning
free again here with scons/gcc.
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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 :)
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https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender
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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 :-)
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*for now proximity-heuristic on tree transverse is disabled
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Based on Tactical Optimization of Ray/Box Intersection, by Graham Fyffe
[http://tog.acm.org/resources/RTNews/html/rtnv21n1.html#art9]
*for now it breaks shrinkwrap or other stuff that relies on sphere-raycast of BLI_kdopbvh.
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not necessary to modify the BVH functions.
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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
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- 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.
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Only unused functions and openmp warnings left on those.
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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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https://svn.blender.org/svnroot/bf-blender/trunk/blender
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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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*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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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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