Fix some warnings.
Merge with latest soc code.
What changed in IK lib:
Fully restructured, with components now as follows:
- IK_Solver: C <=> C++ interface
- IK_QSegment: base class for bone/segment with 0
to 3 DOF
- IK_QTask: base class for a task (currently there's
a position and a rotation task)
- IK_QJacobian: the Jacobian matrix, with SVD
decomposition, damping, etc
- IK_QJacobianSolver: the iterative solver
The exponential map parametrization is no longer used,
instead we have now:
- 3DOF and 2DOF XZ segments: directly update matrix
with Rodrigues' formula
- Other: Euler angles (no worries about singularities
here)
Computation of the Jacobian inverse has also changed:
- The SVD algorithm is now based on LAPACK code,
instead of NR, to avoid some problems with rounding
errors.
- When the problem is underconstrained (as is the case
most of the time), the SVD is computed for the transpose
of the Jacobian (faster).
- A new damping algorithm called the Selectively Damped
Least Squares is used, result in faster and more
stable convergence.
- Stiffness is implemented as if a weighted psuedo-inverse
was used.
Tree structure support.
Rotation limits:
- 3DOF and 2DOF XZ segments limits are based on a swing
(direct axis-angle over XZ) and twist/roll (rotation
over Y) decomposition. The swing region is an ellipse
on a sphere.
- Rotation limits are implemented using an inner clamping
loop: as long as there is a violation, a violating DOF
is clamped and removed from the Jacobian, and the solution
is recomputed.
Convergence checking is based now on the max norm of angle
change, or the maximum number of iterations.
Code provided by Matthew Plough. Verified to run OK in OSX, Windows.
Solves bug #2598, which crashed blender on using non-manifold meshes with
decimator.
I got rid of a few warnings about blah shadows a previous declaration.
In the gameengine files I fix the following:
removed some unused vars
removed dos style line breaks
added newlines to last line in a couple of files to remove warnings.
Kent
It will attempt to break into the debugger instead of aborting the program. On Windows you have a nice MessageBox function, so you can choose to break, ignore, or permanently ignore the assert.
Floating point imprecision made MT_Quaternion::angle return NaN, since acos(x) is NaN for |x| > 1.
Because of the way NaN's propagate through float math, the view pos would be set to [NaN, NaN, NaN] resulting in a grey screen.
So now by default, assert is not used in moto code.
If you want to use assert (and stop blender if one fail),
define MT_DEBUG.
solve bug #1292 and better fix for #1260
I took out the following from the includes in the intern dir that still had
it:
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
Kent
--
mein@cs.umn.edu