Rémy Bouquet
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8634509a95
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Speed support and some clean up
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7 years ago |
Rémy Bouquet
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79549424f3
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Better blending structure
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7 years ago |
Rémy Bouquet
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2fc3bf5cfd
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Added a BlendAction that allows to blend animations
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7 years ago |
Rémy Bouquet
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05e907acca
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Added the base of the blending system. Smooth transition between anims
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7 years ago |
Nehon
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c769611f9f
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Better performance
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7 years ago |
Nehon
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d6b05553b5
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Ogre loader now loads animations and armature with the new system
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7 years ago |
Nehon
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02a1fd544a
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Better armature joint selection
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7 years ago |
Nehon
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a32c34939a
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Display origin of the Armature debugger
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7 years ago |
Nehon
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886f8da2f7
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Further Armature debugger enhancements
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7 years ago |
Nehon
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054d54f4b9
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Added a way to toggle on/off the non deforming bones in the Armature debugger
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7 years ago |
Nehon
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abe094e74a
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Gltf loader now supports the new animation system
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7 years ago |
Nehon
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bbb3cf59b3
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New anim system proper serialization
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7 years ago |
Nehon
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728e28857b
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Adds a MigrationUtil to migrate from old system to new system
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7 years ago |
Nehon
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e5057ad7fa
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Adds support for different joint model transform accumulation strategy
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7 years ago |
Nehon
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ce170b8b53
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better Armature debugger
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7 years ago |
Nehon
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b5ad72b0e9
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Joint now uses a matrix for transform accumulation
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7 years ago |
Nehon
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c3cb4ef97f
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Draft of the new animation system
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7 years ago |
Nehon
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4904d0235e
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Adds an ArmatureDebugger
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7 years ago |
Nehon
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75f90fb70c
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New Armature system
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7 years ago |
Paul Speed
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0fb5eeddd7
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Fixed an NPE in getNumElements() if the data field was null.
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7 years ago |
Paul Speed
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0a6e8741cf
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Added ColorRGBA.fromIntABGR() as reciprocal to asIntABGR().
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7 years ago |
Stephen Gold
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531ff4edb1
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correct 2 more typographical errors in comments
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7 years ago |
Nehon
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b62fbdbf84
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Fixes node version of unshaded material
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7 years ago |
Nehon
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514e809326
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Better handling of default values for shader nodes input
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7 years ago |
Nehon
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88a1edd37d
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Refactors how pbr lighting methods work for easier switchng between PBR workflows
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7 years ago |
Nehon
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47406058a6
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Fixes condition parsing for shader nodes
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7 years ago |
Stephen Gold
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f5e11d23b2
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follow JME's conventional approach to cloning a SpatialTrack
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7 years ago |
Stephen Gold
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3f473d1205
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implement JmeCloneable to simplify BoneTrack cloning, set a good example
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7 years ago |
Stephen Gold
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fc07b541b8
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implement the JmeCloneable interface for CompactArray
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7 years ago |
oualid
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edc81a8d3e
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added class with material's constants.
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7 years ago |
pdid17
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9dd46c9232
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Add a convenicence constructor to Plane
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7 years ago |
javasabr
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28353cf747
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refactored core interfaces.
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7 years ago |
Stephen Gold
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f40ba25a56
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correct more grammar/spelling errors in comments
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7 years ago |
Stephen Gold
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15285cc302
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eliminate uses/overrides, deprecate implementations of cloneForSpatial()
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7 years ago |
Stephen Gold
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cf7912720d
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deprecate Control.cloneForSpatial()
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7 years ago |
Stephen Gold
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826908b042
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correct more grammar/spelling errors in comments
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7 years ago |
Stephen Gold
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36847602a5
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correct more typographical errors in comments
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7 years ago |
Stephen Gold
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ce871d83b0
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address issue #825: SpatialTrack.clone() sets the trackSpatial to null
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7 years ago |
Stephen Gold
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72a097682e
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correct spelling errors in comments
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7 years ago |
Alexandr Brui
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a8c7a85fc1
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Implementing value mappings for shader nodes. (#786)
* implemented value mappings for shader nodes.
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7 years ago |
Ali-RS
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7e66911901
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Fix an issue with Skeleton deserializing
Fix issue #371
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7 years ago |
Stephen Gold
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72698d7082
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address issue #816: BoneTrack.setKeyframes() throws NPE in assertions
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7 years ago |
Alexandr Brui
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ec9bb24807
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fixed 2 parameters of shadow renderer. (#819)
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7 years ago |
Stephen Gold
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bc624f1f73
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correct more typographical errors in comments
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7 years ago |
Stephen Gold
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32e3cb658f
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correct typographical errors in comments
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7 years ago |
Nehon
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9dadc29986
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Properly cleanup the DetailedProfilerState when it's detached
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7 years ago |
Stephen Gold
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7ed644f442
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add getters to shadow renderers/filters for number of maps and sizes
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7 years ago |
Yan
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1b2c84da2e
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[taken]Fix issue #764
Fix infinity loop in EmitterSphereShape. issue #764
I test on both method:
public void getRandomPoint1(Vector3f store) {
float l = FastMath.pow(FastMath.nextRandomFloat(), 1f / 3f);
float u = FastMath.nextRandomFloat() * 2f - 1f;
float o = FastMath.nextRandomFloat() * FastMath.TWO_PI;
store.z = l * u;
u = 1f / FastMath.fastInvSqrt(1f - u * u);
store.x = l * u * FastMath.cos(o);
store.y = l * u * FastMath.sin(o);
store.multLocal(radius);
store.addLocal(center);
}
public void getRandomPoint2(Vector3f store) {
do {
store.x = (FastMath.nextRandomFloat() * 2f - 1f);
store.y = (FastMath.nextRandomFloat() * 2f - 1f);
store.z = (FastMath.nextRandomFloat() * 2f - 1f);
} while (store.lengthSquared() > 1);
store.multLocal(radius);
store.addLocal(center);
}
// Test
public void testGetRandomPoint() {
int n = 1000000;
long start = System.nanoTime();
for (int i = 0; i < n; i++) {
getRandomPoint1(store);
}
long time1 = System.nanoTime() - start;
start = System.nanoTime();
for (int i = 0; i < n; i++) {
getRandomPoint2(store);
}
long time2 = System.nanoTime() - start;
System.out.println("t1:" + time1);
System.out.println("t2:" + time2);
System.out.println("t1/t2:" + (float) time1 / time2);
}
Result:
t1:352272158
t2:94436324
t1/t2:3.7302613
Method2 seems nearly 4 times faster than method1.
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7 years ago |
Stephen Gold
|
21425f81ef
|
more comment corrections in jme3-core: mostly spelling and grammar
|
7 years ago |
demoth
|
3594a87134
|
Fix #694 Reduce the logging level for OpenCLObjectManager
|
7 years ago |