Age | Commit message (Collapse) | Author |
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else if's
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Vector.angle_signed(other)
for 2D vectors to get the clockwise angle between them.
in BLI math its called - angle_signed_v2v2()
shorthand for...
atan2f((v1[1] * v2[0]) - (v1[0] * v2[1]), dot_v2v2(v1, v2))
also corrects compile error in last commit.
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the problem was numeric precision when in ortho mode the start/end points for the view vector would be 2000 apart which caused trouble for the intersection test.
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quads.
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problem was bow-tie quads would add opposite normals together and result in zero vector which was used for projection.
Now is_quad_convex_v3() checks if quad contains 2 faces which point away from eachother when split by either direction.
Theres another fix for this bug which can be done since creating the face can use existing edges in the example given so it wont have to guess which order of verts to use.
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also remove large, duplicate comments from sunsky.h
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where the values are unchanged.
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use more api functions more (some vertex group editing functions were copied about), also make some functions int oapi calls.
- remove defgroup_find_index(), use BLI_findlink instead since they both work the same way.
- move static function getNearestPointOnPlane() to BLI_math api function closest_to_plane_v3()
- ED_vgroup_give_parray() added option to return an array where unselected verts are NULL (simplifies code & works for lattice when it didn't before).
- more consistant error checking of ob->actdef.
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different places.
added function: axis_dominant_v3(...)
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- isect_plane_plane_v3 uses better method
- minor refactor - arg name changes & some args as const.
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function, BLI math version too.
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* More code changes pointed by Brecht in codereview.
* Some user interface improvements.
* Updating brush settings now also updates canvas preview.
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http://markmail.org/message/fp7ozcywxum3ar7n
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lambda_cp_line --> line_point_factor_v3
lambda_cp_line2 --> line_point_factor_v2
correction to previous commit function name
isect_seg_sphere_v3 --> isect_line_sphere_v3
... since its not clipped.
added a clip argument to the python version of the function.
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C/python.
from python:
i1, i2 = mathutils.geometry.intersect_line_sphere(l1, l2, sphere, radius)
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=======================
Added option to baked named "Bake From Multires" which is avaliable for
normals baking and displacement baking.
If this option is enabled, then no additional hi-res meshes and render
structures would be created . This saves plenty of memory and meshes
with millions of faces could be successfully baked in few minutes.
Baking happens from highest level against viewport subdivision level,
so workflow is following:
- Set viewport level to level at which texture would be applied
during final rendering.
- Choose Displacement/Normals baking.
- Enable "Bake From Multires" option.
- You're ready to bake.
Displacement baker had aditional option named "Low Resolution Mesh".
This option is used to set if you want texture for realtime (games)
usage.
Internally it does the following:
- If it's disabled, displacement is calculated from subdivided
viewport level, so texture looks "smooth" (it's how default
baked works).
- If it's enabled, dispalcement is calculated against unsubdivided
viewport levels. This leads to "scales". This isn;t useful for
offline renders much, but very useful for creating game textures.
Special thanks to Morten Mikkelsen (aka sparky) for all mathematics
and other work he've done fr this patch!
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having it inline.
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mouse coords would with cont. grab would wrap at short.
use mouse coords as int rather then short.
this problem still happens on linux because of XTranslateCoordinates
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Recommitted eltopo collision code (but disabled by default)
with Genscher's permission.
To use, you need to install liblapack and libblas
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