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author | Juan Linietsky <reduzio@gmail.com> | 2014-10-03 00:10:51 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-10-03 00:10:51 -0300 |
commit | b24fe3dd206ce391ec4c5f68d32fc2259f275563 (patch) | |
tree | 5d05b14d21ba1c8a484f9b7f3739a63f42ca082d /scene/resources/animation.cpp | |
parent | 870c075ebf67749b21b6cc0c705088bbe273f1bb (diff) | |
download | redot-engine-b24fe3dd206ce391ec4c5f68d32fc2259f275563.tar.gz |
Huge Amount of BugFix
-=-=-=-=-=-=-=-=-=-=-
-Fixes to Collada Exporter (avoid crash situtions)
-Fixed to Collada Importer (Fixed Animation Optimizer Bugs)
-Fixes to RigidBody/RigidBody2D body_enter/body_exit, was buggy
-Fixed ability for RigidBody/RigidBody2D to get contacts reported and bodyin/out in Kinematic mode.
-Added proper trigger support for 3D Physics shapes
-Changed proper value for Z-Offset in OmniLight
-Fixed spot attenuation bug in SpotLight
-Fixed some 3D and 2D spatial soudn bugs related to distance attenuation.
-Fixed bugs in EventPlayer (channels were muted by default)
-Fix in ButtonGroup (get nodes in group are now returned in order)
-Fixed Linear->SRGB Conversion, previous algo sucked, new algo works OK
-Changed SRGB->Linear conversion to use hardware if supported, improves texture quality a lot
-Fixed options for Y-Fov and X-Fov in camera, should be more intuitive.
-Fixed bugs related to viewports and transparency
Huge Amount of New Stuff:
-=-=-=-=-=-=-=-==-=-=-=-
-Ability to manually advance an AnimationPlayer that is inactive (with advance() function)
-More work in WinRT platform
-Added XY normalmap support, imports on this format by default. Reduces normlmap size and enables much nice compression using LATC
-Added Anisotropic filter support to textures, can be specified on import
-Added support for Non-Square, Isometric and Hexagonal tilemaps in TileMap.
-Added Isometric Dungeon demo.
-Added simple hexagonal map demo.
-Added Truck-Town demo. Shows how most types of joints and vehicles are used. Please somebody make a nicer town, this one is too hardcore.
-Added an Object-Picking API to both RigidBody and Area! (and relevant demo)
Diffstat (limited to 'scene/resources/animation.cpp')
-rw-r--r-- | scene/resources/animation.cpp | 10 |
1 files changed, 7 insertions, 3 deletions
diff --git a/scene/resources/animation.cpp b/scene/resources/animation.cpp index 67f45ced2b..e6359f920b 100644 --- a/scene/resources/animation.cpp +++ b/scene/resources/animation.cpp @@ -1716,7 +1716,7 @@ void Animation::clear() { } -void Animation::_transform_track_optimize(int p_idx,float p_alowed_linear_err,float p_alowed_angular_err) { +void Animation::_transform_track_optimize(int p_idx,float p_alowed_linear_err,float p_alowed_angular_err,float p_max_optimizable_angle) { ERR_FAIL_INDEX(p_idx,tracks.size()); ERR_FAIL_COND(tracks[p_idx]->type!=TYPE_TRANSFORM); @@ -1779,6 +1779,7 @@ void Animation::_transform_track_optimize(int p_idx,float p_alowed_linear_err,fl } else { + Quat r02 = (q0.inverse() * q2).normalized(); Quat r01 = (q0.inverse() * q1).normalized(); @@ -1788,6 +1789,9 @@ void Animation::_transform_track_optimize(int p_idx,float p_alowed_linear_err,fl r02.get_axis_and_angle(v02,a02); r01.get_axis_and_angle(v01,a01); + if (Math::abs(a02)>p_max_optimizable_angle) + continue; + if (v01.dot(v02)<0) { //make sure both rotations go the same way to compare v02=-v02; @@ -1905,7 +1909,7 @@ void Animation::_transform_track_optimize(int p_idx,float p_alowed_linear_err,fl } -void Animation::optimize(float p_allowed_linear_err,float p_allowed_angular_err) { +void Animation::optimize(float p_allowed_linear_err,float p_allowed_angular_err,float p_angle_max) { int total_tt=0; @@ -1913,7 +1917,7 @@ void Animation::optimize(float p_allowed_linear_err,float p_allowed_angular_err) for(int i=0;i<tracks.size();i++) { if (tracks[i]->type==TYPE_TRANSFORM) - _transform_track_optimize(i,p_allowed_linear_err,p_allowed_angular_err); + _transform_track_optimize(i,p_allowed_linear_err,p_allowed_angular_err,p_angle_max); } |