Commit Graph

206 Commits

Author SHA1 Message Date
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
07b547980d remove unused includes for blenlib, left ifdef's for non linux os's alone. 2010-03-20 18:52:03 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
ec7df03c86 Warning fixes, one actual bug found in sequencer sound wave drawing. Also
changed some malloc to MEM_mallocN while trying to track down a memory leak.
2010-02-08 13:55:31 +00:00
9feadd443a Small fixes for particles.
* 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.
2010-01-23 15:45:01 +00:00
a2fe0cf5d7 armature ghost stepsize was not initialized, Aligorith: can you check this is correct?
remove other small warnings
2010-01-01 19:10:31 +00:00
6dcb4ac7a4 * Fixing various compiler warnings under scons+mingw. Mostly unused variables and functions.
* Added missing lib-linking code for Grease Pencil in nodetrees
* Uncommented some code for curve shapekeys
2009-11-11 09:59:51 +00:00
37e4a311b0 Math Lib
* 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
2009-11-10 20:43:45 +00:00
04fdec2017 svn merge -r 23207:23528 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2009-09-28 13:05:03 +00:00
f7c686d0ae svn merge -r 22571:22800 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
2009-09-15 15:15:43 +00:00
ba5df38d66 use static functions where possible for some local functions. 2009-09-14 16:52:06 +00:00
132277f098 svn merge -r 22450:22627 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-19 11:18:52 +00:00
6412fe4b92 * Point density texture works again 2009-08-17 22:09:36 +00:00
950b770c1e svn merge -r 22371:22571 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-17 17:43:49 +00:00
314b14301f 2.5: warning fixes
Directories intern/ and source/blender/ now compile warning
free again here with scons/gcc.
2009-08-15 16:36:25 +00:00
5a21bc578c * First commit merging 2.4-based sim_physics in to volume25 branch.
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 :)
2009-08-13 05:21:25 +00:00
c3a4936d9d svn merge -r 21508:22111 https://svn.blender.org/svnroot/bf-blender/branches/blender2.5/blender 2009-08-01 10:21:26 +00:00
58c88bcf76 BF2.5: First commit of smoke code.
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 :-)
2009-07-30 15:00:26 +00:00
419dde7021 Non recursive tree transverse on raycast
*for now proximity-heuristic on tree transverse is disabled
2009-06-17 00:01:27 +00:00
d198480db8 *ray<->bb hit optimization... just to make it "slightly" faster :P
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.
2009-06-11 18:25:29 +00:00
9bcdb4b758 2.5: various warning fixes. 2009-01-17 00:51:42 +00:00
e114d194ae * Re-coded the point density range checking to be a bit cleaner, and
not necessary to modify the BVH functions.
2008-10-02 01:38:12 +00:00
8622cbca35 * Point Density texture
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
2008-10-01 03:35:53 +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
d88b4acc9b Fixing non-working check for incompatible trees 2008-09-05 12:06:47 +00:00
b32036f5d6 bvh nodes got parent node reference again 2008-09-05 11:55:39 +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
a06321d55c Implemented a find_nearest with heaps. This reachs a minimal number of 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.
2008-08-18 19:31:40 +00:00
2ce338f7e8 svn merge -r 16077:16174 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-18 14:33:26 +00:00
c37923c7a3 Fixed bug related to some missed rays-hits.. just a lack of a FLT_EPSILON 2008-08-14 15:37:47 +00:00
7e7d416f4d svn merge -r 15988:16055 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-11 13:29:38 +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
523634ca17 svn merge -r 15908:15988 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-06 16:50:07 +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
2d04b641d4 Just a tmp commit about bvhtree build
Theres something broken with BVHtree queries.. updates are not advised at all
2008-08-05 18:49:51 +00:00
0008b1d424 Shrink BVHNode by 16bits 2008-08-04 20:30:57 +00:00
d786fead10 Fixed double inflation in case of co_moving points 2008-08-04 11:50:36 +00:00
c2cd6bebe6 added openmp support for bvhtree build (max processes = tree_type) 2008-08-03 15:37:24 +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
70730c7226 svn merge -r 15392:15551 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-07-13 13:21:01 +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
39d35edbe6 Merge from trunk
svn merge -r 15104:15202 https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-06-11 22:53:52 +00:00
a39c8de24b Reason of last commits kdopbvh tree is now on trunk.
Added those files to the branch and added code for NearestNeighbour, needed for shrinkwrap
2008-06-03 19:56:19 +00:00
c84c0201e1 Collisions: Commit of collision cleanup, put kdop-bvh structure into BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch) 2008-06-03 18:48:54 +00:00
da36e8abca -= KDOP / Collisions =-
1. Fix for face with index=0 not handled
2008-05-27 22:42:38 +00:00
2666ff7075 -== kdop ==-
1. fix crash on collision
2008-05-25 14:34:03 +00:00
fcea4573dd -== Cloth / kdop ==-
1. Bugfix for crash on enabling cloth on object
2. Correcting kdop nth element sorting function (fix provided by André Pinto)
2008-05-25 13:15:54 +00:00
4bf01e8162 Commit of selfcollisions using new kdop design. Should result in nice speedup. 2008-05-23 20:20:14 +00:00