Commit Graph

201 Commits

Author SHA1 Message Date
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
0c1bfa4a37 Merging Shrinkwrap Constraint!
+bvhtree cache (if the derived model doenst gets destroyed then the same BVHtree can be used)
	this was needed to allow shrinkwrap constraint to be usable.

It has been ready for a long time.. but only got merged now, for 2.49.
2009-04-15 19:33:25 +00:00
59578bfad2 as per discussion with ton, the editmesh accessors now live
in blenkernel.
2009-04-11 08:26:51 +00:00
89b906db9f editmesh accessor functions. most editmesh access now goes through:
EditMesh *EM_GetEditMesh(Mesh *me);
void EM_EndEditMesh(Mesh *me, EditMesh *em);

as discussed on the mailling list, this is to facilitate migration to bmesh.
next step is to merge this this to the bmesh branch.  this was done in the 2.5
branch to prevent too great a divergance.

also, made makesdna/makesrna work on cygwin/msvc2008/scons.
2009-03-30 07:28:37 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
a6721c60d9 2.5
From the anti-globalization department: 
G.obedit terminated!

Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
2009-01-02 19:10:35 +00:00
c9b60a7b64 2.5
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.

Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
  Although it means unlimited editmodes, for migration purposes we
  better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
  Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning 
  anymore. EditMesh is not context senstitive anymore, only the
  edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
  removed all G.editMesh there.
2008-12-31 17:11:42 +00:00
ec462b8cea Added Lattice vgroup support to shrinkwrap and simple deform modifier. 2008-11-03 23:17:36 +00:00
Nathan Letwory
71206c9337 Patch from Timothy Baldridge
* add irix6 to GHOST windowing system (same as linux2 et al)
* fix faulty return lines in shrinkwrap.c
2008-10-21 23:07:09 +00:00
d2186508da Particle collisions upgrade:
- 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.
2008-09-13 18:09:41 +00:00
2076703a28 Removed cast warnings from shrinkwrap.c and BLI_kdopbvh.c
Only unused functions and openmp warnings left on those.
2008-08-22 18:28:34 +00:00
4655426ec7 Merged shrinkwrap modifier from soc-2008-jaguarandi 2008-08-22 00:35:14 +00:00
8da4ad74e9 Added subsurface levels option to normal projection.
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)
2008-08-14 03:05:13 +00:00
89be876f96 Fixed problem of "lack of normal information" 2008-08-13 20:18:56 +00:00
43bf03580f svn merge -r 15988:16077 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
2008-08-13 19:22:35 +00:00
6a8236a8da Fixed a typo
I was using the word "kept" (past tense) instead of "keep" (basic form).
I hope my english teachter dont sees this commit xD
2008-08-13 17:34:09 +00:00
3713470204 Fixed compile for windows 2008-08-13 13:36:09 +00:00
1e7e8ceaac fixed a bug related with "cullfaces" option on shrinkwrap
enabled openmp during the tree queries (before it was only enabled during tree building)
2008-08-13 01:38:13 +00:00
c6de35e558 *Added documentation mainly at shrinkwrap.c
*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"
2008-08-12 20:43:10 +00:00
29a44ca927 Moved bvhtree_from_mesh api to its own files
BKE_bvhutils.h and intern/bvhutils.c
2008-08-07 15:18:47 +00:00
0b533d022d Added several comments to BLI_kdopbvh
Changed BENCH to print both wall-clock/real time and cpu time
2008-08-07 14:26:27 +00:00
e57c5ef56c Fixed non_recursive BVHbuild with openmp
CHanged the BENCH functions to use: gettimeofday (wall time) instead of clock (cpu time)
This was to test if the openmp was working right.
2008-08-06 15:46:38 +00:00
a0f39107fd Made shrinkwrap variables be initialized when declared 2008-08-04 14:27:25 +00:00
c2cd6bebe6 added openmp support for bvhtree build (max processes = tree_type) 2008-08-03 15:37:24 +00:00
1537e75cba Converted shrinkwrap to a DeformOnly modifier
*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)
2008-07-25 18:48:24 +00:00
06f67dd531 *BVHTreeFromMesh api changed.. it now stores all information like defaults callbacks to raycast and nearest surface (just to make it easier to use)
*Fixed button size of "Above surface"
2008-07-22 11:50:50 +00:00
3c8b695f72 Fixed a bug relative to editmode..
now its calling CDDM_calc_normals when receiving a mesh to deform,
since in edit mode the mesh doenst has normals calculated
2008-07-21 22:36:05 +00:00
4c76c57a77 Made shrinkwrap modifier work when target or cutPlane are in editmode. 2008-07-21 18:12:02 +00:00
0703d9aad1 Following the same optimization as bvh raycast:
*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 15:22:38 +00:00
59a2b50171 *Added "kept" mesh above surface option on shrinkwrap to nearest surface
changed a few code relative to project over normal mode (to try to kept code generic and more independent of modifier itself)
2008-07-18 22:24:20 +00:00
785123cc5a Improved build time on BLI_kdopbvh
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.
2008-07-14 18:42:53 +00:00
7d6e004153 Adding the Cullface option on normal projection of shrinkwrap when using bvhtrees 2008-07-13 01:49:53 +00:00
21d032e919 Added sphere cast (tought it doenst seems to solve the intersection problem)
Fixed SweepingSphereIntersectsTriangleUV
2008-07-11 19:46:35 +00:00
d674041f2b Add raycast ability for BLI_kdopbvh
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
2008-07-09 19:43:09 +00:00
37a017b18a *Added vertex groups on simple deform
*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
2008-07-04 19:56:31 +00:00
824eac5095 Added cut-plane option.
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.
2008-06-20 21:10:16 +00:00
91f8ad8398 Added merge option to shrinkwrap when using projection mode (bruteforce for now)
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
2008-06-17 19:00:21 +00:00
7f3928652e Added culling on normal projection.
Now renderdemon is happy ;)
and now shrinkwrap can be used for bulging :)
2008-05-31 01:25:24 +00:00
40b0de4506 Fixed a compile error under msvc. 2008-05-27 18:40:33 +00:00
2a0a999a71 Added bvh nearest neighbour for nearest surface shrinkwrap 2008-05-27 18:32:23 +00:00
4383743ace Fixed some compile erros under msvc (thanks lguillaume)
Fixed object dependency (thanks ZanQdo for pointing it out)
Make some code cleaner
(preparing for adding bvh trees on nearest surface)
2008-05-26 21:57:53 +00:00
ad2fecf266 Added BVH nearest neighbour code, for now only works in 6-dop and finds the 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.
2008-05-25 15:43:18 +00:00
859a05864c I'm considering using bvhtree for shrinkwrap but the build was considerable slower than kdtree
as so i've made some improvements

So basicly theres no shrinkwrap improvements for now...
2008-05-14 18:25:23 +00:00
53e08925b5 Merge from trunk
svn merge -r 14692:14760 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-05-09 11:57:52 +00:00
50acbe29d1 Normal projection:
+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)
2008-05-07 12:45:02 +00:00
2b5432e6bb Added control over distance to kept form target mesh
Quad bug was fixed by splitting the quads that are feed to RayTree
2008-05-02 22:09:01 +00:00
9026559ded +normal projection optimized with RayTree (RE_raytrace.h)
+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
2008-05-02 00:16:48 +00:00
64f5d1bdf3 Nearest-vertex mode optimized with kdtrees
currently uses the kdtree code avaible on blender
2008-05-01 01:00:01 +00:00
29f0f74b05 Changed a bit of code structure to make method optimization easier 2008-04-30 17:55:26 +00:00
928b676b99 Implemented shrink modes are now:
+ 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
2008-04-27 19:29:40 +00:00