The main new feature is mixed variable declarations and code, which can help
reduce uninitialized variables or accidental variable reuse.
Due to incomplete C99 support in VS 2013, variable length arrays are not
supported, BLI_array_alloca must still be used. The header <tgmath.h> is also
not supported.
Differential Revision: https://developer.blender.org/D1631
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.
Originally D966 by @lukastoenne, with own additions
- trees can be initialized from Object's, BMesh,
or passed in as vert+polygon arrays.
- original indices of ngons/faces are used. (instead of tessellated indices).
- ray_cast, find_nearest methods
- find overlapping faces between 2 trees
This was causing the BGE to crash on Debug mode when built with "break on asserts", meaning the BGE was not debuggeable.
Please make sure to test patches in debug mode with the proper flags enabled before committing
This commit:
* Adds a 'compare_ff' function for absolute 'almost equal' comparison of floats.
* Makes 'compare_vxvx' functions use that new 'compare_ff' one.
* Adds a 'compare_ff_relative' function for secured ulp-based relative comparison of floats.
* Adds matching 'compare_vxvx_relative' functions.
* Adds some basic tests for compare_ff_relative.
See https://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/
Note that we could replace our python/mathutils' EXPP_FloatsAreEqual() by BLI's compare_ff_relative
(using a very small absolute max_diff), but these do not have exact same behavior...
Left a comment there for now, we can do it later if/when we are sure it won't break anything!
- all mathutils types
- only works on frozen data (so vectors can be used in sets/dict keys)
- uses same method as CPython, (matches hashing a tuple)
D1104 by @juicyfruit with own modifications
Added conversion to and from exponential map representation. This
representation is useful for interpolation of > 2 quaternions, or in
PD controllers.
Implementation in C functions quat_to_expmap,
quat_normalized_to_expmap, and expmap_to_quat with Python API, unit
tests and documentation.
Added Quaternion.to_exponential_map() and Quaternion(3-vector) to
Python API.
Reviewers: campbellbarton
Projects: #bf_blender
Differential Revision: https://developer.blender.org/D1049
The original comment seems to suggest that only the rotation vector
is normalized, leaving the rotation angle alone. This is not what happens,
though. The new comment matches the actual implementation, and the
implementation matches what is commonly understood as quaternion
normalization.
Please discuss changes to core mathutils functions first.
Changes like this should be considered and applied to all areas of the API (or not at all).
Missed quaternion, matrix normalize for eg.
This module will contain mirrored functions for calculating and applying
weights for points on a mesh. This includes barycentric and UV weighting
and possibly more advanced global weighting such as harmonic weights.
The naming should follow this scheme:
<type>_{2d,3d}_{calc,apply}
e.g.
poly_2d_calc
poly_2d_apply
uv_3d_calc
...
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D939