blender/source/gameengine/Converter
Joerg Mueller 947d4a654b Fix for [#25062] Sound Actuator - Positional Audio.
Now all sounds that are not mono but have 3D checked automatically get reduced to mono during BGE conversion time.
Also removed the now unneeded function sound_get_channels and added a missing header file to audaspace's CMakeLists.txt.
2011-08-30 10:09:10 +00:00
..
BL_ActionActuator.cpp BGE Animations: Various changes to make code reviewers happy: 2011-08-29 06:19:55 +00:00
BL_ActionActuator.h BGE Animations: Various changes to make code reviewers happy: 2011-08-29 06:19:55 +00:00
BL_ArmatureActuator.cpp Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ArmatureActuator.h Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ArmatureChannel.cpp includes for building with gcc 4.6 on fedora. 2011-03-30 16:14:54 +00:00
BL_ArmatureChannel.h Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ArmatureConstraint.cpp Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ArmatureConstraint.h Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ArmatureObject.cpp BGE Animations: Various changes to make code reviewers happy: 2011-08-29 06:19:55 +00:00
BL_ArmatureObject.h BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4). 2011-07-26 06:10:05 +00:00
BL_BlenderDataConversion.cpp * Merge trunk up to r39790. 2011-08-30 08:22:03 +00:00
BL_BlenderDataConversion.h Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_DeformableGameObject.cpp BGE Animations: Various changes to make code reviewers happy: 2011-08-29 06:19:55 +00:00
BL_DeformableGameObject.h BGE Animations: Making shape actions work again: 2011-06-23 19:09:09 +00:00
BL_MeshDeformer.cpp Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_MeshDeformer.h Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ModifierDeformer.cpp Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
BL_ModifierDeformer.h doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
BL_ShapeActionActuator.cpp BGE Animations: Making shape actions work again: 2011-06-23 19:09:09 +00:00
BL_ShapeActionActuator.h BGE Animations: Making shape actions work again: 2011-06-23 19:09:09 +00:00
BL_ShapeDeformer.cpp BGE Animations: Fixing issues with initialization order in BL_ShapeDeformer 2011-08-09 03:27:05 +00:00
BL_ShapeDeformer.h BGE Animations: Shape drivers are now working again. 2011-06-30 19:33:13 +00:00
BL_SkinDeformer.cpp BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information). 2011-08-01 23:02:10 +00:00
BL_SkinDeformer.h BGE Animations: BGEDeformVerts() now handles normals instead of relying on BL_MeshDeformer::RecalcNormals(), which BlenderDeformVerts() still uses. As expected, the BGEDeformVerts() version isn't as accurate, but it avoids a sqrt per vertex. This gives about a 15~20% improvement in time spent on the rasterizer in my test scene, which resulted in about 5 more fps. However, the main reason for the new normal code is it will be easier to do on the GPU (doesn't rely on neighbor information). 2011-08-01 23:02:10 +00:00
BlenderWorldInfo.cpp doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +00:00
BlenderWorldInfo.h doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
CMakeLists.txt BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4). 2011-07-26 06:10:05 +00:00
KX_BlenderScalarInterpolator.cpp BGE Animation: 2011-05-28 07:15:27 +00:00
KX_BlenderScalarInterpolator.h BGE Animation: 2011-05-28 07:15:27 +00:00
KX_BlenderSceneConverter.cpp * Merge trunk up to r39790. 2011-08-30 08:22:03 +00:00
KX_BlenderSceneConverter.h BGE Animations: The IPO conversion code relied on objects having an adt, but this isn't always the case. object->adt can be NULL, which causes a crash. Now BL_InterpolatorLists are cached by action instead of adt. 2011-08-07 04:57:23 +00:00
KX_ConvertActuators.cpp Fix for [#25062] Sound Actuator - Positional Audio. 2011-08-30 10:09:10 +00:00
KX_ConvertActuators.h doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
KX_ConvertControllers.cpp bge bugfix: [#28362] Controllers names appear incorrectly with a python query 2011-08-29 03:20:15 +00:00
KX_ConvertControllers.h doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
KX_ConvertProperties.cpp doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +00:00
KX_ConvertProperties.h doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
KX_ConvertSensors.cpp quiet msvc/mingw compiler warnings. 2011-04-10 09:37:04 +00:00
KX_ConvertSensors.h doxygen: entries for blenderroutines, converter, expressions, gamelogic, gameplayer, ketsji 2011-02-22 10:33:14 +00:00
KX_IpoConvert.cpp fix for bug with all rotation modes being treated as euler by the BGE, this bug is in trunk too but fixing here because this code will replace whats in trunk. 2011-08-27 03:13:54 +00:00
KX_IpoConvert.h BGE Animations: Lamp and Camera IPOs are now handled like object IPOs, which means lamps and cameras are no longer stuck to just their active action. However, the Blender UI seems a little restrictive in this area. 2011-08-17 09:38:50 +00:00
KX_SoftBodyDeformer.cpp Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
KX_SoftBodyDeformer.h Code cleanup: remove source/kernel module, this wasn't really the kernel of 2011-05-06 20:18:42 +00:00
SConscript BGE Animations: Adding a new choice for vertex deformation for armatures, which can be found in the Armature's Skeleton panel by the Deform options. Before only Blender's armature_deform_verts() was used. Now users can choose a vertex deformation function that is optimized for the BGE. At the moment it is mostly a copy of armature_deform_verts() with various chunks of code removed, and the BLI_math code was replaced with Eigen2. In my test scene, the new function offered about a 40% improvement over armature_deform_verts() (17~19ms rasterizer to 11~12ms). The only current limitation that I'm aware of if that B-Bone segments are not supported in the BGE version, and I will probably leave it out. I would like to also limit the BGE version to 4 weights to make things easier for a GPU version, but this may just make things slower (sorting weights to find the top 4). 2011-07-26 06:10:05 +00:00