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December 29, 2014, 12:35 (GMT)
Merge branch 'master' into depsgraph_refactor
December 29, 2014, 11:57 (GMT)
Cleanup and compile fix after merge
December 29, 2014, 11:45 (GMT)
Merge branch 'master' into vertex_paint_pbvh

Conflicts:
source/blender/editors/sculpt_paint/sculpt.c
Revision 52baf7d by Lukas Toenne
December 29, 2014, 08:14 (GMT)
Nicer doc strings for BVHTree subclasses.
Revision 817abd8 by Lukas Toenne
December 29, 2014, 08:00 (GMT)
Distinguish `use_poly_index` flag based on FACES/POLYS type instead of
an explicit argument.

This avoids meaningless cases when setting `use_poly_index` for vertex
or edge BVHs and is nicer for bmesh which does not yet support both
index types (only polys). Eventually BMeshBVHTree could support
tessfaces as well, at which point it could get a similar type enum.
Revision fd18aac by Lukas Toenne
December 28, 2014, 14:48 (GMT)
Simplified dm_tessface_to_poly_index, no need to keep two version of
this around.
Revision 8e6e0af by Lukas Toenne
December 28, 2014, 14:26 (GMT)
Splitting the BVHTree python type into two distinct subclasses for
DerivedMesh and BMesh support.

This avoids messy code due to mixed data in the same py type. And makes
it clear at any point what kind of data the BVHTree instance represents.

Both types are based on the common BVHTree type, which currently does
not have any functionality of its own. Eventually it could implement
common BVH functions (find-nearest and ray casting) as well as return
read-only info about the size and type of BVH data.

Note: While the BVH functions already use callbacks for providing a
common interface in C, using this for python types would be redundant.
It also still requires specialized data for some details of testing
elements.
December 28, 2014, 11:52 (GMT)
Merge branch 'master' into asset-experiments
December 28, 2014, 11:49 (GMT)
Change timer of readdir job to 10ms, this gives an 'immediate' listing for most
usual cases, as in current master.
December 27, 2014, 16:26 (GMT)
Merge branch 'master' into asset-experiments
December 27, 2014, 15:21 (GMT)
crash fix: automatic material names management was wrong (got internally longer and longer and caused a stack overflow after some fracture attempts)
December 27, 2014, 13:40 (GMT)
fix: convert to keyframes works directly from bake now, too
December 27, 2014, 12:27 (GMT)
added a trigger flag, only rigidbody objects with this flag can trigger other objects (which themselves must be animated and have their "triggered" flag enabled
December 27, 2014, 12:08 (GMT)
fix: apply scale only prior to fracture again, preserve rotation because splinter rotation needs to be local
December 27, 2014, 10:23 (GMT)
Missing bmesh include path in scons files.
December 27, 2014, 10:23 (GMT)
IK solver for hair strands that provides a better solution for keeping
consistent segment lengths when transforming vertices.

Warning: The implementation is not correct yet, but all the steps should
be there.

The main idea is to treat strands as a sequence of joints that are
displaced out of their original locations by a transform or other tool.
The solver then tries to find a global per-strand solution that keeps
the segment lengths unmodified, with a minimum change in angles from
the original starting shape. Such a solution is much more usable and
efficient than the current O(n^2) attempt of "spreading the error"
across the strand.

The inverse kinematics method is very flexible. It can also include
stretching, which would be very welcome for features like the length
tool. Different parts of the strand could be weighted separately using
scaling factors for the angle/stretch parameters.
December 27, 2014, 10:23 (GMT)
Ported over the relaxation method for hair vertices from particle edit
mode.

This method is simple, but not really very usable. It works by
successively relaxing segments that are too long or too short, moving
both vertices along the edge between them. This is repeated N^2 times
(N: number of vertices on the strand).

A true IK solver could give a lot better results, as well as providing
many opportunities to apply weighting for targets (e.g. preferring to
move non-selected over selected vertices). Many different methods for
simple IK solvers exist, so there should be one that works well for
large number of simple strands. See e.g.
http://www.math.ucsd.edu/~sbuss/ResearchWeb/ikmethods/iksurvey.pdf
December 27, 2014, 10:23 (GMT)
Primitive transform operator support for strand vertices.

This does not yet prevent root transforms and/or length changes.
December 27, 2014, 10:23 (GMT)
Improved hair combing tool, adjusting edge directions instead of
vertex positions.

This works a lot better with strokes perpendicular to the general hair
strand direction. With the previous comb tool such strokes would only
make a small dent in the hair curve and then vertices would slip out
of the tool circle. The edge combing affects the local direction of
strands, which acts as a kind of grabbing functionality by moving
further vertices in front of the tool circle. The result is that
drawing a curvy hair shape with the comb becomes much easier.

In addition, the new tool also uses edge filtering and weighting rather
than vertices. This means that small brushes also work well, instead
of having no effect when hitting the edge segments between vertices.

Further improvement could be achieved later by using a global strand
solver, which adjusts vertex positions based on an error metric along
the whole of the strand.
December 27, 2014, 10:23 (GMT)
Use a simple low-pass filter to generate a smoother, more stable
direction vector for the hair stroke tool.

This is necessary for directional tools such as combing, where the
stroke direction can lead to unwanted results if it changes too
abruptly.
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021