Age | Commit message (Collapse) | Author |
|
Helps separate variable names from descriptive text.
Was already used in some parts of the code,
double space and dashes were used elsewhere.
|
|
|
|
|
|
|
|
The old springs with damping 1.0 operate in a special way that
is more similar to plastic deformation than a spring. Some users
rely on that, so let the user choose which implementation to use.
This also restores full backward compatibility with 2.79.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3544
|
|
|
|
This commit contains the minimum to make clang build/work with blender, asan and ninja build support is forthcoming
Things to note:
1) Builds and runs, and is able to pass all tests (except for the freestyle_stroke_material.blend test which was broken at that time for all platforms by the looks of it)
2) It's slightly faster than msvc when using cycles. (time in seconds, on an i7-3370)
victor_cpu
msvc:3099.51
clang:2796.43
pavillon_barcelona_cpu
msvc:1872.05
clang:1827.72
koro_cpu
msvc:1097.58
clang:1006.51
fishy_cat_cpu
msvc:815.37
clang:722.2
classroom_cpu
msvc:1705.39
clang:1575.43
bmw27_cpu
msvc:552.38
clang:561.53
barbershop_interior_cpu
msvc:2134.93
clang:1922.33
3) clang on windows uses a drop in replacement for the Microsoft cl.exe (takes some of the Microsoft parameters, but not all, and takes some of the clang parameters but not all) and uses ms headers + libraries + linker, so you still need visual studio installed and will use our existing vc14 svn libs.
4) X64 only currently, X86 builds but crashes on startup.
5) Tested with llvm/clang 6.0.0
6) Requires visual studio integration, available at https://github.com/LazyDodo/llvm-vs2017-integration
7) The Microsoft compiler spawns a few copies of cl in parallel to get faster build times, clang doesn't, so the build time is 3-4x slower than with msvc.
8) No openmp support yet. Have not looked at this much, the binary distribution of clang doesn't seem to include it on windows.
9) No ASAN support yet, some of the sanitizers can be made to work, but it was decided to leave support out of this commit.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D3304
|
|
The new constraint is slower and not backward compatible, but should
be better, especially in the damping side. The new constraint also
has a different valid range of the damping coefficient, and a limit
implementation that bounces instead of making the object stationary.
Reviewers: sergof
Differential Revision: https://developer.blender.org/D3125
|
|
This way we can easily control format and keep it consistent.
And also possibly do other trickery, like coloring addresses!
|
|
Now it's possible to have debug messages for following things:
- Graph construction
- Graph evaluation
- Graph tagging
|
|
|
|
break the simulation
Revert 9cd6b03, 3edc8c1, b87d10d and do a better fix for T50230.
|
|
That one was doing exactly same thing as `dm->getLoopTriArray()`, no
point in having twice the same code here...
|
|
|
|
This will allow much finer controll over how we copy data-blocks, from
full copy in Main database, to "lighter" ones (out of Main, inside an
already allocated datablock, etc.).
This commit also transfers a llot of what was previously handled by
per-ID-type custom code to generic ID handling code in BKE_library.
Hopefully will avoid in future inconsistencies and missing bits we had
all over the codebase in the past.
It also adds missing copying handling for a few types, most notably
Scene (which where using a fully customized handling previously).
Note that the type of allocation used during copying (regular in Main,
allocated but outside of Main, or not allocated by ID handling code at
all) is stored in ID's, which allows to handle them correctly when
freeing. This needs to be taken care of with caution when doing 'weird'
unusual things with ID copying and/or allocation!
As a final note, while rather noisy, this commit will hopefully not
break too much existing branches, old 'API' has been kept for the main
part, as a wrapper around new code. Cleaning it up will happen later.
Design task : T51804
Phab Diff: D2714
|
|
When doing any transformation on a rigid body object that has delta
transforms, the object would be offset by the amount of the delta
transform.
|
|
Last fix only accounted for direct changes to the RB settings, but
failed for, say, object transformations. This fix accounts for any
change that might invalidate the RB cache.
|
|
Fix 9cd6b03187b91bb2c267a45eac3cee7738e0e220 introduced a bug that
prevented simulation after a cache invalidation (for instance when
changing a setting after simulating). This fixes that.
|
|
This makes the last time (`ltime`) stored in the rigid body world (`rbw`)
only be updated once a simulation step actually occurs, this prevents
another simulation step from being solved unless the current time is
exactly one frame after the last cached frame. Thus this prevents the
formation of gaps in the cache, such as seen in T50230.
Reviewers: mont29, sergey, angavrilov
Tags: #physics
Maniphest Tasks: T50230
Differential Revision: https://developer.blender.org/D2458
|
|
|
|
Noisy change, but safe, and better do it sooner than later if we are to
rework copying code. Also, previous commit shows this *is* useful to
catch some mistakes.
|
|
Use to avoid accidental missing break statements,
use ATTR_FALLTHROUGH to suppress.
|
|
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
|
|
|
|
Also use proper ID_NEW_REMAP macro in BKE_rigidbody_world_groups_relink()!
|
|
This aims at always ensuring that ID.newid (and relevant LIB_TAG_NEW)
stay in clean (i.e. cleared) state by default.
To achieve this, instead of clearing after all id copy call (would be
horribly noisy, and bad for performances), we try to completely remove
the setting of id->newid by default when copying a new ID.
This implies that areas actually needing that info (mainly, object editing
area (make single user...) and make local area) have to ensure they set
it themselves as needed.
This is far from simple change, many complex code paths to consider, so
will need some serious testing. :/
|
|
|
|
Bullet spring constraint already supports rotational springs, but
they are not exposed in blender UI, likely due to a simple oversight.
Supporting them is as simple as adding a few DNA/RNA properties
with appropriate UI and passing them on to Bullet.
Reviewers: sergof
Reviewed By: sergof
Differential Revision: https://developer.blender.org/D2331
|
|
Point cache read code contains checks designed to prevent it reading
stale data when the relevant simulation code should instead compute
the next frame from the previous one. However in some situations like
motion blur subframes the simulation can't possibly do it and just
exits. This causes completely incorrect motion blur at or after the
last cached frame.
To fix, add a parameter that tells the cache code whether it should
apply the checks and exit, or read what it can even if stale (true
means exactly same as old behavior).
Doing this in cache rather than clamping the frame number better in
the caller lets it handle the case of incomplete cache that stops
before the official last frame.
Reviewed By: mont29, lukastoenne
Maniphest Tasks: T49004
Differential Revision: https://developer.blender.org/D2144
|
|
|
|
|
|
|
|
|
|
Also 'com' as abbreviation for center-of-mass is a bit confusing, rename to 'center'.
|
|
Patch D1417 by Martin Felke, with minor edits thanks!
|
|
This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.
Should be no functional changes so far still.
|
|
The issue was caused by the fix for T34108, which modified DNA in order to
get a fallback box collision shape. Not sue why it's needed, we can just get
box shape directly, without modifying user's settings.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
dm can’t be NULL here (found by Coverity).
|
|
This was a ToDo item, for mesh-based rigid body shapes (trimesh, convex)
the operator was simply using the bounding box volume, which can grossly
overestimate the volume and mass.
Calculating the actual volume of a mesh is not so difficult after all,
see e.g.
http://research.microsoft.com/en-us/um/people/chazhang/publications/icip01_ChaZhang.pdf
This patch also allows calculating the center-of-mass in the same way.
This is currently unused, because the rigid body system assumes the CoM
to be the same as the geometric object center. This is fine most of the
time, adding such user settings for "center-of-mass offset" would also
add quite a bit of complexity in user space, but it could be necessary
at some point. A number of other physical properties could be calculated
using the same principle, e.g. the moment of inertia.
|
|
|
|
Problem happens when removing a rigid body reference in a constraint,
and then jumping to the start frame right away. This will cause a full
rebuild of the rigid body world. However, the btRigidBodys are removed
before the constraints, and this leaves dangling pointers in the
btTypedConstraints, which causes corruption when deleting those
constraints later.
Fix for now is to explicitly delete constraints in advance when
rebuilding, while they still have valid btRigidBody pointers.
Ultimately the whole memory management and ownership of Bullet data
needs redesign. This is already happening in the particles_refactor
branch and could be ported to master separately:
https://developer.blender.org/diffusion/B/browse/particles_refactor/source/blender/blenkernel/intern/rigidbody.c
|
|
|
|
Opted to keep includes if they are used indirectly (even if removing is possible).
|
|
|