blender/source/gameengine/Converter
2011-08-10 20:05:30 +00:00
..
BL_ActionActuator.cpp BGE Animations: Always update the localtime used for continuous animations. Previously this was only done on a positive or negative pulse, which could lead to some issues with a continuous flipper animation. 2011-08-10 20:05:30 +00:00
BL_ActionActuator.h BGE Animations: Making the ping pong mode for action actuators behave more like trunk. The behavior is a lot closer, but there are still differences when interrupting a ping pong action. I'm still trying to decide if these are acceptable differences as they don't look all that simple to fix. 2011-08-06 00:35:16 +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: 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_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 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.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: Adding blendin for Shape Actions. 2011-06-29 01:05:12 +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 Merging trunk up to r39145. 2011-08-07 15:25:06 +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 3D Audio GSoC: 2011-08-07 11:54:58 +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 doxygen: gameengine/Converter tagged. 2011-02-25 13:30:41 +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 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_IpoConvert.h BGE Animation: 2011-05-28 07:15:27 +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