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2010-08-10header re-shuffle, some headers contained unneeded refereces to other ↵Campbell Barton
headers, better include inline with the C files that need them
2010-07-21Fix #20983: cloth and smoke point cache step was not enforced to 1.Brecht Van Lommel
2010-05-25Merge back a few cloth solver fixes from the render branch:Brecht Van Lommel
* Disable openmp for dot product, this gives different results each time due to non-commutative floating point add. * Disable openmp with few vertices, the extra thread overhead only slows things down then. * Replace the hack that would divide stepsPerFrame and then set it back, now it simply uses the timescale in the collision function. This was incorrect because stepsPerFrame is an int, but we don't want this to be rounded. * Extra out of bounds check for hair velocity smoothing grid.
2010-03-30Rest shape key for cloth option, this makes it possibleBrecht Van Lommel
to specify different spring lengths. Implementation is quite ugly because the shape key has to be pulled through the modifier stack somehow, need a more flexible data mask system to solve this properly. (commits 27773,27775,27778 by Brecht from render25 branch)
2010-03-22spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text)Campbell Barton
2010-03-21Big cleanup of particle system core, also some minor pointcache cleanup. ↵Janne Karhu
Shouldn't contain any functional changes.
2010-03-21removed unused includes, except for physics and particle related filesCampbell Barton
2010-02-24allow cloth sim for linked duplicates, not many people use this but we need ↵Campbell Barton
for using hair on linked characters, if there are bugs with this we'll need to fix so enabling for now with comments that its experemental.
2010-02-12correct fsf addressCampbell Barton
2010-01-14spelling errors, no real changes to code.Campbell Barton
2009-12-11For for [#20330] Can't open a file made in 2.49Matt Ebb
Hair clothsim internal_friction wasn't being initialised correctly.
2009-11-18Durian request: ClothDaniel Genrich
* structural can be set to 0 * pre-roll now available through GUI and works like following: a) Pre rolled frames are NOT cached b) reset cache + cloth on pre roll setting change
2009-11-10Math LibBrecht Van Lommel
* Convert all code to use new functions. * Branch maintainers may want to skip this commit, and run this conversion script instead, if they use a lot of math functions in new code: http://www.pasteall.org/9052/python
2009-10-01Unified effector functionality for particles, cloth and softbodyJanne Karhu
* Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-18Particles cleanup, optimizations and some small new stuff.Janne Karhu
New stuff - Bending springs for hair dynamics. Code cleanup & optimization - Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better. - Removed child seams, something better will come here too :) - Normal particle drawing data is now saved between redraws if the particles don't move between redraws. * For example rotating the 3d view is now realtime even with 1M particles. - Many random values for particles now come from a lookup table making things much faster. - Most accessed small point cache functions are now much faster as macros. - Lot's of general code cleanup. - Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
2009-09-14use static functions where possible for some local functions.Campbell Barton
2009-09-11Hair dynamics with cloth simulationJanne Karhu
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair. - Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible). - Softbody simulation is no longer used for hair. * Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied. * Invasion of particles exceptions in sb code is finally over. - Collisions with other objects are disabled for now and will be worked out in the future. Other changes/fixes: - Particle mode editing flag wasn't saved properly. - Some old files with edited hair didn't load correctly. - Disabled delete & specials menu in particle mode for non-hair editing. - Fixed yet one more cloth & softbody pointcache update issue. - Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters. - Hair editing now updates correctly with a moving emitter.
2009-09-05Some particles cleanup & fixes:Janne Karhu
- Some big refresh issues with softbody & cloth point cache usage should now be fixed. - Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles). - Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene. - Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles. - "Calculate to current frame" in cache buttons baked instead of the intended function. - Boids particle data is now a bit better organized.
2009-08-29Point cache editing:Janne Karhu
- Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-12New point cache file format:Janne Karhu
- HEADER (beginning of each file) * general header: + 8 char: "BPHYSICS" + 1 int: simulation type (same as PTCacheID->type) * custom header (same for sb, particles and cloth, but can be different for new dynamics) + 1 int: totpoint (number of points) + 1 int: data_types (bit flags for what the stored data is) - DATA (directly after header) *totpoint times the data as specified in data_types flags - simulation type soft body = 0, particles = 1, cloth = 2 - data types (more can be added easily when needed) data flag contains ---------------------------------------- index (1<<0) 1 int (index of current point) location (1<<1) 3 float velocity (1<<2) 3 float rotation (1<<3) 4 float (quaternion) avelocity (1<<4) 3 float (used for particles) xconst (1<<4) 3 float (used for cloth) size (1<<5) 1 float times (1<<6) 3 float (birth, die & lifetime of particle) boids (1<<7) 1 BoidData Notes: - Every frame is not nescessary since data is interpolated for the inbetween frames. - For now every point is needed for every cached frame, the "index" data type is reserved for future usage. - For loading external particle caches only "location" data is necessary, other needed values are determined from the given data. - Non-dynamic data should be written into an info file if external usage is desired. * Info file is named as normal cache files, but with frame number 0; * "Non-dynamic" means data such as particle times. * Written automatically when baking to disk so basically a library of particle simulations should be possible. - Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend. - External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui. Other changes: - Multiple point caches per dynamics system. * In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used. * Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present. - Generalization of point cache baking etc operator & rna code. - Comb brushing particle hair didn't work smoothly.
2009-07-092.5Ton Roosendaal
Monthly cleaning round to make it compile warning free. Mostly it was const stuff (strings, Context), but also a couple useful fixes, like wrong use of temp pointers. Only Mathutils callback struct I left alone... design issue.
2009-06-27Pointcache refresh part 2Janne Karhu
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
2009-06-092.50:Brecht Van Lommel
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD Notes: * Game and sequencer RNA, and sequencer header are now out of date a bit after changes in trunk. * I didn't know how to port these bugfixes, most likely they are not needed anymore. * Fix "duplicate strip" always increase the user count for ipo. * IPO pinning on sequencer strips was lost during Undo.
2009-01-042.5Ton Roosendaal
Think global, act local! The old favorite G.scene gone! Man... that took almost 2 days. Also removed G.curscreen and G.edbo. Not everything could get solved; here's some notes. - modifiers now store current scene in ModifierData. This is not meant for permanent, but it can probably stick there until we cleaned the anim system and depsgraph to cope better with timing issues. - Game engine G.scene should become an argument for staring it. Didn't solve this yet. - Texture nodes should get scene cfra, but the current implementation is too tightly wrapped to do it easily.
2008-08-17Win64: please check my changes if you ran across them ;) But should be fine ↵Daniel Genrich
since no additional crashes were reported!
2008-07-03Cloth collisions: Reorganized collision system to be more flexible for other ↵Daniel Genrich
parts of blender, so it can be more easily reused. Also slowed down friction impulse.
2008-06-03Collisions: Commit of collision cleanup, put kdop-bvh structure into ↵Daniel Genrich
BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch)
2008-05-26-= Cloth =- Daniel Genrich
1. Fix selfcollisions (reported by nudelZ)
2008-05-25-== Cloth / kdop ==-Daniel Genrich
1. Bugfix for crash on enabling cloth on object 2. Correcting kdop nth element sorting function (fix provided by André Pinto)
2008-05-24Commit of selfcollisions using new kdop design. Should result in nice speedup.Daniel Genrich
2008-05-14Pre merge commit (includes commented moving stuff)Daniel Genrich
2008-05-08Reason of all this work: Commiting my work-in-progress on reviewed collision ↵Daniel Genrich
system (better + general access to kdop, uses less memory, put it into BLI_* namespace and usage defined like existing BLI_kdtree_*). Deleted old kdop.c
2008-05-07svn merge -r 13452:14721 ↵Daniel Genrich
https://svn.blender.org/svnroot/bf-blender/trunk/blender
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-10Little cloth code cleanup needed because of from new cache code mergeDaniel Genrich
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.
2008-04-09Cloth enhancement for upcomming cache changes: support different speed using ↵Daniel Genrich
clmd->sim_parms->timescale
2008-04-08Cloth bugfix: used old dm instead of new created result derivedmesh; Code ↵Daniel Genrich
cleanup + deactivation of unsued selfcollision code in kdop.c + little speedup there
2008-03-18Collision Modifier/KDOP: Rearrange things to be more generic. Also fix ↵Daniel Genrich
possible crash if not enough memory there.
2008-03-14Cloth header cleanup, bugfix (again) in wind calculation, bugfix for not ↵Daniel Genrich
working fields mindist GUI option
2008-03-12Bugfix for wrong initial cloth settings pretending to be cottonDaniel Genrich
2008-03-12Cloth bugfix for 1. reset of cloth sim during render with vector blur when ↵Daniel Genrich
cache was not protected, 2. fix of bad vector blur for cloth, put fluidsim like function in to get real speed vectors
2008-03-07Another big purge of warnings. (Main culprits this time were Campbell and ↵Joshua Leung
Geoffrey): * no newline at end of file (2-3) * uninitialised vars (1) * unused vars (1-2) * assigning/comparing pointers and ints (numerous) * etc.
2008-03-06Cloth bugfix for jumpy cloth (users were complaining), so the mass can be ↵Daniel Genrich
changed on GUI now (reference: in old blendfiles, mass=1.0 was used)
2008-03-03Cloth bugfix - stupid typo resulted in missing diagonal springs (reported by ↵Daniel Genrich
nudelZ on #blendercoders)
2008-03-03Cloth: Bugfix for IRIX compile (hopefully), bugfix for multiple springs ↵Daniel Genrich
(appeared on triangles), _test_ for inlining on msvc
2008-02-29Cloth: Bugfix for wrong calculated bending springs, Bugfix for ↵Daniel Genrich
selfcollisions (faster + bugfix for explode), Changed: Collision response also put vertices back to surface now
2008-02-28Cloth: 1. Bugfix for possible memory leak reported by Kenneth Styrberg (via ↵Daniel Genrich
mailing list), 2. Bugfix for friction again, 3. Preset menu on GUI (thanks to help from nudelZ (#blendercoders), 4. Possibility to disable autoprotect cache, 5. Some cache bugs fixed, 6. Some speedup in generating cloth
2008-02-27Cloth: fixed completely useless/wrong friction force; changed some initial ↵Daniel Genrich
settings
2008-02-26Cloth: make cloth more crash resistant if memory allocation failedDaniel Genrich