Age | Commit message (Collapse) | Author |
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Also add groups in some files.
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- Added space below non doc-string comments to make it clear
these aren't comments for the symbols directly below them.
- Use doxy sections for some headers.
- Minor improvements to doc-strings.
Ref T92709
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This reverts commit 41e650981861c2f18ab0548e18851d1d761066ff.
This broke "CubeMaskFirst" test.
Any value even slightly outside the [-1.0..1.0] range
caused the result to be nan, which can happen when calculating
the dot-product between two unit length vectors.
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The clamped version of acos isn't needed as degenerate (nan) coordinates
result in zeroed vectors which don't need clamping.
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`r_left`, `r_right`, `r_bottom` and `r_top` were ignoring `clip_near` value
when in perspective view.
Also rename `projmat` to `winmat` in these cases.
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While doxygen supports both, conform to our style guide.
Note that single back-tick's are already used in a majority of comments.
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Also use doxy style function reference `#` prefix chars when
referencing identifiers.
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This patch fixes many minor spelling mistakes, all in comments or
console output. Mostly contractions like can't, won't, don't, its/it's,
etc.
Differential Revision: https://developer.blender.org/D11663
Reviewed by Harley Acheson
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X & Z were ordered min/max, where as Y was max/min.
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Use the face normal (when available) for a faster concave quad test.
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Those were caused by various tools used on degenerate geometry, see
T79775.
Note that fixes are as low-level as possible, to ensure they cover as
much as possible of unreported issues too.
We still probably have many more of those hidden in BLI_math though.
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Includes fixes to misspelled function names.
Ref D11280
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This was caused by the window_translate_m4 not offsetting the winmat in the
right direction for perspective view. Thus leading to incorrect weights.
The workbench sample weight computation was also inverted.
This fix will change the sampling pattern for EEVEE too (it will just
mirror it in perspective view).
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In preparation of adding Neon support.
Ref D8237, T78710
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Match git style email addresses, ignored by the spell checker.
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Comment blocks not conforming to convention.
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Use approximate geodesic distance computatiom that crosses through triangles
rather than only along edges. Using only edges would give artifacts already
on a simple grid.
Fixes T78752, T35590, T43393, T53602
Differential Revision: https://developer.blender.org/D10068
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Also add check to ensure a point isn't occluded by it's own plane,
which could happen if a small epsilon values are passed in.
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Follow our code style for doxygen sections.
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Corrects 34 miscellaneous misspelled words.
Differential Revision: https://developer.blender.org/D9248
Reviewed by Campbell Barton
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Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
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The problem is due to lack of precision with small and coplanar triangles.
Also, triangles that have vertices with the same coordinate are at the
threshold of the intersection.
We could add an epsilon to consider the minimum distance for intersection.
But that would add a lot of overhead to the code.
The solution used is to increase precision using doubles.
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the same time
The issue was two fold.
First something sets the loop element tag and doesn't clear it before
the UV code in question tries to use the tags. Added a sanity clear to
make sure that it operates on a clean tag state.
The next one was that the UV maps in question had quite a few points
that had zero length UV loop edges. This would lead to division by
zero.
Reviewed By: Jeroen Bakker, Brecht
Differential Revision: http://developer.blender.org/D8967
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No functional changes
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The problem is caused by a lack of prediction in the `isect_line_segment_tri_v3`
that incorrectly confirms some intersections of coplanar segments to the triangle.
The solution is to use another algorithm to detect intersections.
This also resulted in a slight improvement in the performance:
- 1min 17sec to 1min 6sec in my test file
Differential Revision: https://developer.blender.org/D8500
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenlib` module. Not all warnings are
addressed in this commit.
No functional changes.
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These precision issues were evident in corrected uvs when the option
`"Correct Face Attributes"` is enabled.
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The name was misleading as it returns true whenever it intersects the
line represented by the points.
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This commit changes the behavior of 4 snapping combinations:
**1. While constraining to a plane, snap to an edge element:**
The snap is made at the intersection between the edge direction and the
constraint plane.
**2. While constraining to a plane, snap to a face element:**
The snap is made to the nearest point between the snap point and the
line that intersects the face plane with the constraint plane.
**3. While constraining to an axis, snap to an edge/line element:**
The snap is made to the nearest point on the axis to the edge/line.
**4. While constraining to an axis, snap to a face element:**
The snap is made at the intersection of the axis and the plane defined
by the face.
To avoid unpredictable jumps outside view boundaries, an alignment
check is made for each of these snapping combinations.
Resolve/fix T66422
Differential Revision: https://developer.blender.org/D5608
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interp_weights_poly_v2 would have too large epsilon values for small
polygons. To solve this we now calculate the appropriate epsilon value
so it can gracefully handle big and small values.
To make sure there was no regression, these changes were tested with the
files in T36105, T31581. Also with a surface deform modifier test file
attached in the differential below.
Reviewed By: Brecht
Differential Revision: http://developer.blender.org/D7772
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NOTE: While most of the milestone 1 goals are there, a few smaller features and
improvements are still to be done.
Big picture of this milestone: Initial, OpenXR-based virtual reality support
for users and foundation for advanced use cases.
Maniphest Task: https://developer.blender.org/T71347
The tasks contains more information about this milestone.
To be clear: This is not a feature rich VR implementation, it's focused on the
initial scene inspection use case. We intentionally focused on that, further
features like controller support are part of the next milestone.
- How to use?
Instructions on how to use this are here:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/How_to_Test
These will be updated and moved to a more official place (likely the manual) soon.
Currently Windows Mixed Reality and Oculus devices are usable. Valve/HTC
headsets don't support the OpenXR standard yet and hence, do not work with this
implementation.
---------------
This is the C-side implementation of the features added for initial VR
support as per milestone 1. A "VR Scene Inspection" Add-on will be
committed separately, to expose the VR functionality in the UI. It also
adds some further features for milestone 1, namely a landmarking system
(stored view locations in the VR space)
Main additions/features:
* Support for rendering viewports to an HMD, with good performance.
* Option to sync the VR view perspective with a fully interactive,
regular 3D View (VR-Mirror).
* Option to disable positional tracking. Keeps the current position (calculated
based on the VR eye center pose) when enabled while a VR session is running.
* Some regular viewport settings for the VR view
* RNA/Python-API to query and set VR session state information.
* WM-XR: Layer tying Ghost-XR to the Blender specific APIs/data
* wmSurface API: drawable, non-window container (manages Ghost-OpenGL and GPU
context)
* DNA/RNA for management of VR session settings
* `--debug-xr` and `--debug-xr-time` commandline options
* Utility batch & config file for using the Oculus runtime on Windows.
* Most VR data is runtime only. The exception is user settings which are saved
to files (`XrSessionSettings`).
* VR support can be disabled through the `WITH_XR_OPENXR` compiler flag.
For architecture and code documentation, see
https://wiki.blender.org/wiki/Source/Interface/XR.
---------------
A few thank you's:
* A huge shoutout to Ray Molenkamp for his help during the project - it would
have not been that successful without him!
* Sebastian Koenig and Simeon Conzendorf for testing and feedback!
* The reviewers, especially Brecht Van Lommel!
* Dalai Felinto for pushing and managing me to get this done ;)
* The OpenXR working group for providing an open standard. I think we're the
first bigger application to adopt OpenXR. Congratulations to them and
ourselves :)
This project started as a Google Summer of Code 2019 project - "Core Support of
Virtual Reality Headsets through OpenXR" (see
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/).
Some further information, including ideas for further improvements can be found
in the final GSoC report:
https://wiki.blender.org/wiki/User:Severin/GSoC-2019/Final_Report
Differential Revisions: D6193, D7098
Reviewed by: Brecht Van Lommel, Jeroen Bakker
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