September 8, 2013, 23:57 (GMT) |
Merged revision(s) 59906-59929 from trunk/blender into soc-2013-dingto. |
September 7, 2013, 14:47 (GMT) |
Improved naming of cameras/views The recent change that distinguished "multicamera reconstruction" from "multiview reconstruction" led to some confusing naming. A EuclideanReconstruction would store EuclideanCameras, which are the position and orientation of a physical camera for a specific image. That is, a EuclideanCamera is a camera at an instance, rather than representing the physical camera itself. This meant that EuclideanCameras had associated cameras, which is clearly confusing. This commit attempts to unify the terminology: - View - a specific instance of a camera at some orientation and point in space (giving an image of the scene) - Multiview reconstruction - reconstruction of a scene from multiple views - Camera - a physical video camera - Multicamera reconstruction - a form of multiview reconstruction, where the views are associated with some number of video cameras To this end, EuclideanCamera and ProjectiveCamera have been renamed to EuclideanView and ProjectiveView, as they represent a camera at a specific instance. Some functions continue to have variables named "camera" where "view" would be more appropriate. |
September 7, 2013, 00:52 (GMT) |
Merged revision(s) 59751-59905 from trunk/blender into soc-2013-dingto. * Resolved a conflict in intern/cycles/render/object.cpp. |
September 6, 2013, 23:24 (GMT) |
- merge from trunk, up to r59882. |
September 6, 2013, 17:59 (GMT) |
rigidbody: Add effector weights for individual rigid bodies There's a need for more fine grained control over how individual rigid bodies are affected by force fields. Having effector weights for both the world and bodies might be too much. If so, we could drop it from the world and copy the world settings to the body setting for old files. |
September 6, 2013, 17:59 (GMT) |
rigidbody: Code cleanup Remove some debug prints. |
September 6, 2013, 17:59 (GMT) |
rigidbody: UI cleanup Split a row that was too long into two columns. |
September 6, 2013, 17:59 (GMT) |
rigidbody: Add internal edge info for triangle mesh shapes This is necessary so that triangle edges don't create erroneous collisions. TODO: Fix issues when using compound shapes |
September 6, 2013, 17:59 (GMT) |
rigidbody: Fix compiler warning |
September 6, 2013, 17:59 (GMT) |
rigidbody: Add activation types Now users can specify how object can be activated. Right now only two options work: Collision: bodies are activated on collision with other bodies Trigger: bodies are activated on collision with trigger objects TODO: implement activation based on time. |
September 6, 2013, 17:59 (GMT) |
rigidbody: UI cleanup Split Activation and Deactivation into separate columns. Rename "Enable Deactivation" -> "Allow Deactivation". "Deactivation" is still a little misleading, maybe we should use "Sleeping" instead? |
September 6, 2013, 17:58 (GMT) |
rigidbody: Add ghost objects Ghost objects simply don't respond to collisions, mostly useful for triggers for now. The UI is getting messy now, will clean up later. |
September 6, 2013, 17:58 (GMT) |
rigidbody: Improve object de-/activation Now de don't use bullet's deactivation system. Instead of activating bodies based on bonding boxes they're now activated on actual collision. Also, "Enable Deactivation" has a different meaning now. It's mostly used to improve performance. TODO: reflect that in the UI. |
September 6, 2013, 17:58 (GMT) |
rigidbody: Allow trigger objects to respond to collisions It's still desirable to have trigger object interacting with the simulation in many cases. Will add separate ghost objects later to allow for triggers that don't collide. |
September 6, 2013, 17:58 (GMT) |
drawobject: Code cleanup Get rid of some vector copying. |
September 6, 2013, 17:58 (GMT) |
rigidbody: Add option to mark rigid bodies as collision triggers Trigger object behave like normal rigid bodies but don't respond to collisions. |
September 6, 2013, 17:58 (GMT) |
drawobject: Fix bounds drawing for game engine In the game engine primitive collision shapes are always created around the origin of the object. So need to offset bounds in case the origin is not center of the object. |
September 6, 2013, 17:58 (GMT) |
drawobject: Fix sphere drawing Now draw uniform sphere instead of ellipsoid. |
September 6, 2013, 17:58 (GMT) |
drawobject: Draw collision shapes when object has rigid body This uses the regular bounds drawing like the game engine for now, which is not always accurate. Will fix next. |
September 6, 2013, 17:58 (GMT) |
rigidbody: Use deformations for collision shapes by default |
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