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2008-04-10Point Cache RefactoringBrecht Van Lommel
======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-02-01--bug fix (own collection)Jens Ole Wund
face collision did overreact on dagger edges
2008-01-09quite a load is still hidden behind the define #ifdef _work_on_sb_solverJens Ole Wund
a glance to view is the "STU PID semi implicit euler" most of the work to implement a semi implicit euler was done .. now i am dealing with the tradeoffs between 'calculation time' which is quite expensive .. inverting a 0(n*n) sparse matrix /* once agian thanks to brecht for his work on making sparse matrices LU decomposition and evaluating inverses that easy*/ putting it into and cropping works pretty nice .. argh off topic again ... while i spent a little time on reading recent papers i found : 1. control on springs needs to be split in pushing and pulling /* fabric pushes easy but pulls hard */ 2. diagonals on 4-gons (in the current SB model) can be seen as shear .. thus need a contol to modify .. this commit wil add it 3. 2 nd order springs /*aka rigidity */ can focus on bending .. thus renaming 'em i have no idea how i would provide backward compatiblity, but the spots i marked in code :)
2007-11-27ParticlesBrecht Van Lommel
========= Merge of the famous particle patch by Janne Karhu, a full rewrite of the Blender particle system. This includes: - Emitter, Hair and Reactor particle types. - Newtonian, Keyed and Boids physics. - Various particle visualisation and rendering types. - Vertex group and texture control for various properties. - Interpolated child particles from parents. - Hair editing with combing, growing, cutting, .. . - Explode modifier. - Harmonic, Magnetic fields, and multiple falloff types. .. and lots of other things, some more info is here: http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc The new particle system cannot be backwards compatible. Old particle systems are being converted to the new system, but will require tweaking to get them looking the same as before. Point Cache =========== The new system to replace manual baking, based on automatic caching on disk. This is currently used by softbodies and the particle system. See the Cache API section on: http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint Documentation ============= These new features still need good docs for the release logs, help for this is appreciated.
2006-11-21having a nice break/esc behavior on bakeJens Ole Wund
other occasions like ALT_A needs that too
2005-08-15 - readded DL_VERTS type to store lattice deformed vertsDaniel Dunbar
- new feature, twiddled with lattice resizing to try to maintain existing vertex changes... much nicer than just resetting the lattice if you decide you need more detail in the lattice. - modifiers work with lattices now. yes, that does mean you can make a chain of lattices effecting each other 8 miles long. - some cleanup of softbody code, was rather splintered and call path was twisted and confusing. reworked main object step routine to do things in a more obvious and consistent manner and without duplicate code - added ob->softflag OB_SB_RESET instead of sbObjectReset call - modifier changes reset softbody now - moved curve_getVertexCos/curve_applyVertexCos into curve.c - update curve modifier eval to work with virtual modifiers - update modifier apply to work with curves/surfs - update make parent to also recalc object data NOTE: Although you can turn SB on for curve/font objects at the moment it doesn't really work because they call deform in multiple steps and this confuses SB. Not sure how to deal with atm.
2005-07-24 - switch displistmesh_to_mesh to just dupalloc the mface'sDaniel Dunbar
- added verteCos argument to sbObjectReset, lack of this was causing softbody objects to not be initialized with deform - made convert-to-mesh option call DAG_scene_sort, prevents crashes due to obsolete object pointer
2005-07-19 - some missing changes for switch of mesh_modifier toDaniel Dunbar
deform new verts array. I don't really know how to use softbody, so it would be nice if someone would test this for me.
2005-07-19 - split mesh_deform off from object_deformDaniel Dunbar
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo argument instead of operating on mesh - fixed bug where a derived mesh would not be returned in editmode - removed object_wave, replaced by init_wave_deform and calc_wave_deform - moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs with linked objects
2005-04-19removed my SB hack from particle collision codeJens Ole Wund
(which still can't really handle moving targets) leaving 2 bug fixes 1. multiple objects need a reset on cache variable 2. quads always need to be handled as 2 triangles (since they don't need to share a plane) added a collision detecting function in effect.c for SB ( no need to be there, but i did not find a better place ) but should handle 'moving targets' up to 0.2 blender units/frame well .. important info in this case: collision uses 'face normal' to decide if *intrusion* happend uses 'damping' of collision target to slow down movement when *intrusion* happend +some more removing unneeded code in softbody.c
2005-04-02Integration stage of Softbody projectTon Roosendaal
User level notes are in Wiki here; http://wiki.blender.org/bin/view.pl/Blenderdev/Softbodies And will be added in blender3d.org CMS later. Tech level notes are still pending, but here's the most relevant ones; - made ob->soft struct SoftBody to hold all settings, and read/save in files - added (temporal!) conversion for the old settings. So: read old files with softbody experiments now, and save over! - cleaned API calls for softbody, which are only 5 of them now: sbNew() sbFree() sbObjectStep() (animation steps) sbObjectToSoftbody() (full re-initialize data) sbObjectReset() (only reset motion) - API calls accepts time in frames now, within softbody.c it converts Further, internally code was cleaned some (missing tabs etc). Also tried to keep a well defined structure with hints how to add support for more objects. Can write notes about that...
2005-01-13big softbody commitJens Ole Wund
some vertex group , weight painting stuff too /me crosses fingers it does not break anything
2004-10-01Added 2 files for softbody plus sconscript!Ton Roosendaal