Yan
66a46920b9
Fix typo in logger
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Fix typo in logger.
Change "WeakRefAssetCache" to "WeakRefCloneAssetCache"
2018-12-21 12:35:52 -08:00
Nehon
631794f7d6
Fixes mat param override reading null integenr params as 0
2018-05-19 00:22:47 +02:00
Yan
01d0725a78
[taken]Fix issue #764
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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.
2018-01-21 09:58:32 +01:00
demoth
8ef1f2ef3b
Fix #694 Reduce the logging level for OpenCLObjectManager
2018-01-21 09:57:24 +01:00
MeFisto94
5aef90da47
Fix Shadow Filters not having a default constructor and hence not being deserializable.
2018-01-21 09:57:06 +01:00
Domenic Cassisi
d36bbcf26c
Adds missing key code for Print Screen ( #682 ) ( #806 )
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* Adds missing key code for Print Screen and update javadoc (#682 )
2018-01-21 09:56:47 +01:00
Stephen Gold
8f1ee0ec9a
initialize InputManager.cursorPos to fix issue #792 for LWJGL2
2018-01-21 09:53:06 +01:00
Ali-RS
e87eeb20a5
Fix javadoc for Quaternion.toAngles() method ( #802 )
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* Fix javadoc for Quaternion toAngles and fromAngles
JME treats Z as the main direction or look direction so x is pitch, y is yaw, and z is roll,
2018-01-21 09:52:43 +01:00
Stephen Gold
ad2cb1a469
correct javadoc typo in AppSettings.java
2018-01-21 09:51:27 +01:00
Nehon
12004217d1
Ao map now only attenuates indirect lighting in PBR shader
2018-01-04 16:53:48 +01:00
Rémy Bouquet
a6b86ad24d
Fixes Lightmap handling in PBR shader
2018-01-01 14:12:00 +01:00
Stephen Gold
950721f926
Uniform.java: avoid ClassCastException when overriding Vector4 params
2017-12-27 20:51:40 +01:00
Nehon
0d8b86b66f
Add default config for glb loader
2017-12-24 22:16:18 +01:00
Nehon
fc8135412f
Fixes normal lighting in world space for PBR
2017-12-18 17:43:57 +01:00
Nehon
435f2d4d05
Prevents NaN time when animation length is 0 (case of a pose)
2017-12-17 18:46:46 +01:00
Nehon
1b2cc6a63b
SkeletonControl now falls back to software skinning when there are more than 255 bones instead of crashing when the shader compiles.
2017-12-10 19:56:32 +01:00
Remy Van Doosselaer
683bf632f6
add an empty constructor to Grid mesh ( #747 )
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* add an empty constructor with logical values for serialization purposes. eg. the BinaryImporter has issues instantiating the Grid mesh.
* empty constructor for serialization purposes
2017-12-02 13:29:10 +01:00
Stephen Gold
e0230a4b12
roll back PR 746 (worldTransform to identity) in master branch
2017-12-02 09:04:06 +01:00
Nehon
5c9ef17e73
Fixes ReflectionAllocator for android
2017-12-01 08:41:59 +01:00
Nehon
96836de6e8
Prevents attachement nodes to have the NumBone parameter set
2017-11-28 08:48:09 +01:00
javasabr
06599d1eac
fixed the constructor.
2017-11-28 08:25:41 +01:00
javasabr
6e07a214c6
Added a lit bit improvements for SafeArrayList:
...
1. improved comparing a SafeArrayList with another SafeArrayList.
2. improved the constructor by other collection
3. added a new constructor with init capacity.
2017-11-28 08:25:41 +01:00
javasabr
43b52cb77c
Fixed finding definitions during material loading.
2017-11-27 11:37:37 +01:00
javasabr
a717a5e50f
fixed NPE during loading shader node material without vertex nodes.
2017-11-27 08:42:34 +01:00
javasabr
24e467a871
fixed the problem with the reference to light, when we had incorrect reference to the light after loading/cloning spatial of this control.
2017-11-26 15:28:17 +01:00
javasabr
8674d8af4b
fixed detecting varyings during loading shader nodes in the case, when we have several output parameters with the same name but with different name spaces.
2017-11-26 13:20:00 +01:00
Rickard Edén
74f2f703b3
Several changes to load cinematics
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Cinematic:
* Reattach CameraNode to scene
* Set CameraNode's camera to be app's camera
AnimationEvent:
* Save modelName
* Use modelName and try to replace scene's model in initEvent
2017-11-26 13:19:33 +01:00
Rickard Edén
ae97614c83
Trying to make Cinematic serialization work.
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This way at least it doesn't crash: Removed anonymous inner class and made new class; CameraEvent
Added a bunch of default constructors for other related classes in the process.
2017-11-26 13:19:33 +01:00
Nehon
2120c9d334
Attempt to fix a direct memory deallocation crash on android
2017-11-26 10:35:33 +01:00
Nehon
87cfae6d7b
Fixed InstancedGeometry shadow mode
2017-11-25 15:03:00 +01:00
javasabr
9578b0410e
extended some things from shader node system.
2017-11-12 19:01:24 +01:00
javasabr
839ffdd4f2
fixed the problem with saving/loading light probes.
2017-11-07 18:56:40 +01:00
Stephen Gold
47a46a8250
Merge pull request #763 from stephengold/master
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fix issue #762 (WireSphere generates parallels with wrong radii)
2017-11-07 09:50:00 -08:00
Nehon
e4b6bf82a2
Better PBR env map generation
2017-11-05 23:52:22 +01:00
Stephen Gold
3328f2a3a7
fix issue #762 (WireSphere generates parallels with wrong radii)
2017-11-04 16:54:50 -07:00
Nehon
171007693b
De duplicate imports when generating a shader from shader nodes
2017-10-28 18:16:17 +02:00
javasabr
ec121f025f
simplified version.
2017-10-13 08:08:55 +02:00
javasabr
b9e3788ffa
fixed NPE when you try to remove an unused asset loader.
2017-10-13 08:08:55 +02:00
Alexandr Brui
556e3de1c0
fixed asset linked node to reuse shared data between loaded models. ( #739 )
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* fixed asset linked node to reuse shared data between loaded models.
* updated implementation of binary loader.
2017-10-01 20:48:38 -04:00
Stephen Gold
2632c3227c
fix issue #749 : NPE in CollideIgnoreTransformTest
2017-10-01 00:12:43 -07:00
Stephen Gold
083f21d6a2
FlyByCamera: comments, annotations, & imports; address GitHub issue #697
2017-09-27 21:26:59 -07:00
Stephen Gold
8a5da0eb0e
Geometry: set worldTransform to identity if ignoreTranform is true
2017-09-23 14:36:01 -07:00
Kirill Vainer
ad2a9e6230
Revert "Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )"
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This reverts commit 989c7926df8d1bccb635b97f55da7c05bfad60ad.
2017-09-22 13:51:49 -04:00
Stephen Gold
e4bfe8a80d
testcase & fix for issue #744 : collideWith() versus setIgnoreTransform()
2017-09-22 09:36:52 -07:00
Nehon
37e4d4d564
PBR: Applied band factor to sh coefficient.
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Regenrerated the default probe in test data
better gloss / spec pipeline
2017-09-22 17:58:29 +02:00
Alexandr Brui
66137d53b8
added auto closing readers. ( #738 )
2017-09-21 15:33:12 -04:00
Bekreth
989c7926df
Resolving issue in ticket #661 . Creating skelton debugger that allows bones to be extended in any direction instead of only the Y direction. ( #681 )
2017-09-21 15:30:58 -04:00
Alexandr Brui
fb99ca90b1
fixed NPE. ( #737 )
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* fixed NPE.
* changed the if condition.
2017-09-21 15:27:18 -04:00
Nehon
97fe9cc49c
PBR properly normalize tangent frame
2017-09-20 07:59:38 +02:00
Nehon
c00407da33
PBR : Removed specularColor contribution from direct lighting specular.
2017-09-18 23:00:57 +02:00