Commit Graph

338 Commits

Author SHA1 Message Date
a30c9f710a Partial revert '#if 0' cleanup
Partially revert 41216d5ad4

Some of this code had comments to be left as is for readability,
or comment the code should be kept.
Other functions were only for debugging.
2018-10-19 09:18:22 +11:00
41216d5ad4 Cleanup: Remove more #if 0 blocks
Continuation of https://developer.blender.org/D3802

Reviewers: brecht

Differential Revision: https://developer.blender.org/D3808
2018-10-18 15:43:06 +02:00
9df476ecaa BLI_math: add isect_seg_seg_v3 function and use in the cloth collision algorith.
In my tests a 4% improvement in performance was achieved by simulating a square cloth over the cube.
2018-10-01 00:16:44 -03:00
0666ece2e2 Cloth: Collision improvements
This commit includes several performance, stability, and reliability
improvements to cloth collisions.

Most notably:
* The implementation of a new self-collisions system.
* Multithreading of collision detection.
* Implementation of single sided collisions and normal overrides.
* Replacement of the `plNearestPoints` function from Bullet with a
dedicated solution.

Further, this also includes several bug fixes, and algorithmic
improvements.

Reviewed By: brecht

Differential Revision: http://developer.blender.org/D3712
2018-09-26 17:49:40 +02:00
ae57383648 Cleanup: comment blocks 2018-09-02 18:28:27 +10:00
3f5d3aa057 Merge branch 'master' into blender2.8 2018-08-01 16:39:34 +10:00
583b2f9a3d Cleanup: remove unused array member 2018-08-01 16:38:57 +10:00
9c0dea213e Merge branch 'master' into blender2.8
Conflicts:
	source/blender/blenkernel/intern/rigidbody.c
2018-07-25 21:12:04 +02:00
5ba4d059c0 Fix (unreported) potential div-by-zero in ray/bbox intersection BLI code.
Also added note that direction parameter should be normalized vector
in case one intend to use returned distance values.
2018-07-25 21:04:28 +02:00
61d27db359 Merge branch 'master' into blender2.8 2018-06-17 16:36:30 +02:00
5513da65b2 Cleanup: trailing space for BLI 2018-06-17 16:32:54 +02:00
bfe1d0e0dc Merge branch 'master' into blender2.8 2018-06-01 18:26:42 +02:00
75fc1c3507 Cleanup: trailing whitespace (comment blocks)
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-06-01 18:19:39 +02:00
12eb29fe35 Cleanup: whitespace, duplicate includes 2018-05-20 08:52:56 +02:00
4b18858660 BLI_math_geom: Separate the isect_ray_seg_v3 from dist_squared_ray_to_seg_v3. 2018-05-16 21:36:41 -03:00
439ccd27e6 BLI_math: Added isect_point_planes_v3_negated function. 2018-05-15 14:10:41 -03:00
8cbf402eb6 New function for BLI_kdopbvh: BLI_bvhtree_find_nearest_projected.
This patch does not make any difference for a user's POV. But it is a step for adding the occlusion test for snapping functions.
This new function finds the node(aabb) whose projection is closest to a screen coordinate.

Reviewers: campbellbarton

Reviewed By: campbellbarton

Tags: #bf_blender_2.8

Differential Revision: https://developer.blender.org/D3180
2018-05-14 16:01:36 -03:00
894639f9a5 Cleanup: BLI_math: Simplify dist_squared_to_projected_aabb functions. 2018-05-12 18:18:32 -03:00
1813f00b94 Fix missing fallback in recent aabb precalc func
Also comment unused vars
2018-05-12 08:19:20 +02:00
be8add5d50 Refactor: Move functions to get the distance to a projected aabb to BLI_match and remove confusing parameters. 2018-05-11 20:20:51 -03:00
83cb387944 BLI math: clamped barycentric weight calculation 2018-04-21 18:34:20 +02:00
7cc2b27099 Cleanup: stray tabs
Tabs in middle of code (mostly for no reason / by accident).
2018-03-23 11:51:19 +01:00
f088c6b9f6 Mesh: concave quad support
Previously quads always split along first-third vertices.
This is still the default, to avoid flickering with animated deformation
however concave quads that would create two opposing triangles now use
second-fourth split.

Reported as T53999 although this issue has been known limitation
for a long time.
2018-02-08 23:38:17 +11:00
3df139c530 Cleanup: Math lib naming (use v3 suffix) 2017-10-06 21:06:38 +11:00
deb16defd5 Math Lib: distance to AABB
Original code by @mano-wii, modified for general use.
2017-10-02 22:07:39 +11:00
091ae0ea71 Math Lib: add isect_seg_seg_v2_point_ex
This exposes end-point bias argument, needed in rare cases.
2017-08-12 18:35:47 +10:00
72c9141a7a Cleanup: doxygen comments
Also remove duplicate & mismatching comments from grease-pencil header.
Keep comments close to implementation to avoid getting out of sync.
2017-06-19 10:04:30 +10:00
1d966ca7a1 Math Lib: add angle_on_axis_v3v3_v3
Use for calculating the angle between 2 directions on an axis.

Also signed version and normalized plane projection,
use when input is normalized.
2017-06-16 01:27:58 +10:00
10404e3e56 Comments: minor clarification 2017-03-13 07:18:28 +11:00
31123f09cd Remove unused functions related to distance between BoundBox and ray 2017-02-17 09:49:20 -03:00
cf6ca226fa New math_geom function isect_ray_aabb_v3_simple
The new `isect_ray_aabb_v3_simple` function replaces the `BKE_boundbox_ray_hit_check` and can be used in BVHTree Root (first AABB). So it is much more efficient.
2017-01-29 13:56:58 -03:00
0a446d7276 Add 3d to 2d plane mapping functions to math lib
This adds two functions to project 3d coordinates onto a 3d plane,
to get 2d coordinates, essentially eliminating the plane's normal axis
from the coordinates.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2460
2017-01-14 00:34:51 -02:00
c910beaa21 Split interp_weights_face_v3 into specific functions for tris and quads
This splits `interp_weights_face_v3` into `interp_weights_tri_v3` and
`interp_weights_quad_v3`, in order to properly handle three sided polygons
without needing a useless extra index in your weight array. This also
improves clarity and consistency with other math_geom functions, thus
reducing potential future errors.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2461
2017-01-11 17:55:13 -02:00
1dbaf0dbcc Add mid_v3_v3_array function and remove redundant functions
Other than implementing a `mid_v3_v3_array` function, this removes
`cent_tri_v3` and `cent_quad_v3` in favor of `mid_v3_v3v3v3` and
`mid_v3_v3v3v3v3` respectively.

Reviewed By: mont29

Differential Revision: https://developer.blender.org/D2459
2017-01-10 19:58:34 -02:00
c1e3041051 Comments: hints for perspective functions
Note which GL functions these are equivalent to.
2016-12-27 15:30:11 +11:00
cc1a64be36 Math lib: Fix use function of wrong dimension
Seems to be a typo in recent commit e1e49fd.
2016-11-29 10:31:54 +01:00
e1e49fd1a8 Math Lib: rotate matrix cleanup
- Remove 'rotate_m2', unlike 'rotate_m4' it created a new matrix
  duplicating 'angle_to_mat2' - now used instead.
  (better avoid matching functions having different behavior).

- Add 'axis_angle_to_mat4_single',
  convenience wrapper for 'axis_angle_to_mat3_single'.

- Replace 'unit_m4(), rotate_m4()' with a single call to 'axis_angle_to_mat4_single'.
2016-11-25 16:39:34 +11:00
3e36cbb3de Cleanup: move bitmap drawing into its own module
Bitmap drawing is out-of-scope for a general math API,
move to BLI_bitmap_draw_2d.
2016-10-26 20:11:09 +11:00
2d589e8549 Math Lib: avoid char > int conversion w/ line plot 2016-09-02 02:54:16 +10:00
b01a56ee5c Transform Snap: Optimize edge-snap using BVH tree
changes in BLI_kdopbvh:

- `BLI_bvhtree_find_nearest_to_ray` now takes is_ray_normalized and scale argument.
- `BLI_bvhtree_find_nearest_to_ray_angle` has been added (use for perspective view).

changes in BLI_bvhutils:

- `bvhtree_from_editmesh_edges_ex` was added.

changes in math_geom:

- `dist_squared_ray_to_seg_v3` was added.

other changes:

- `do_ray_start_correction` is no longer necessary to snap to verts.
- the way in which the test of depth was done before is being simulated in callbacks.
2016-06-30 17:52:03 +10:00
14f056144e Bendy Bones Instability Fix - Second Attempt
So the error seems to be in cubic_tangent_factor_circle_v3(),
which was introduced with D2001.

I've tweaked the most obvious culprit here - the epsilon factor.
It used to be 10^-7, but I've reduced it down to 10^-5 now,
and it's looking a lot more stable now :)

---------

BTW, about the derivation of the magic 0.390464 factor I briefly subbed back
as a workaround for this bug, see:
    http://www.whizkidtech.redprince.net/bezier/circle/
2016-06-28 02:52:20 +12:00
c7a6ff0981 Docs: arg names 2016-06-27 13:21:14 +10:00
a17cba339c BLI_math: Add function to calculate circular cubic curve tangents 2016-05-23 21:35:54 +10:00
8ed746683a Remove redundant abs ray/line point functions 2016-04-14 13:04:35 +10:00
416064cd5b Math Lib: ray_point_factor_v3 functions
Gives a bit better precision than creating a line in some cases,
use for ED_view3d_win_to_3d.
2016-04-14 12:00:16 +10:00
50f9681e15 Docs: comment on line-sphere intersection 2016-04-10 22:46:12 +10:00
da9f0a507c Minor improvement to last commit
Sign is known in this case, no need  to check for either direction.
2016-03-12 01:12:51 +11:00
8accc19d5d Math Lib: less complex convex quad check 2016-03-11 23:41:50 +11:00
4e500101a7 Cleanup: quiet -Wcomma, cast to void where needed 2016-03-05 09:16:12 +11:00
86725667d4 Cleanup: naming for NearestRayToAABB_Precalc 2016-02-11 18:21:10 +11:00