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2010-08-18more rna renaming.Campbell Barton
2010-08-18rna renaming, still only adjusting properties that wont be animated (at ↵Campbell Barton
least its very unlikely).
2010-08-012.5: code changes to reduce the usage of G.main and pass it alongBrecht Van Lommel
or get it from the context instead.
2010-07-21Fix #20983: cloth and smoke point cache step was not enforced to 1.Brecht Van Lommel
2010-07-05Bugfix #22685: Screen update slow, animation player ALT-A, files created ↵Joshua Leung
with 2.4x Modifiers were being mistakenly recalculated at every frame as long as the object had animation, slowing things down due to incorrect depsgraph recalc tags. Renamed OB_RECALC -> OB_RECALC_ALL to reduce future confusion. During this process, I noticed a few dubious usages of OB_RECALC, so it's best to use this commit as a guide of places to check on. Apart from the place responsible for this bug, I haven't changed any OB_RECALC -> OB_RECALC_OB/DATA in case that introduces more unforseen bugs now, making it more difficult to track the problems later (rename + value change can be confusing to identify the genuine typos).
2010-06-30Fix for [#22667] Soft Body Aero on/off switch Matt Ebb
Under guidance from Jens, converted the 'aero' property into a two-way switch, which is what it actually represents.
2010-05-11fix for crash reading pointcache, was reading over the buffer size, use ↵Campbell Barton
lzo1x_decompress_safe rather then lzo1x_decompress
2010-05-06option to use the linked path or the local path for pointcache.Campbell Barton
needed for sintels hair to be baked locally.
2010-05-04Great patch by Harley Acheson fixing about 80 typos and spellingDaniel Salazar
mistakes in makesrna
2010-05-03Fix [#22199] Cloth Cache Panel > Disk Cache doesn't workMatt Ebb
Condition for this to work (.blend file must be saved) was poorly communicated in the UI (printfs are no good for this - ideally should use reports). Tweaked this a bit.
2010-04-21option to use curve point weights to influence particle effectors.Campbell Barton
2010-04-15Merge various small changes from render branch:Brecht Van Lommel
* Division by zero fix for TNT SVD code. * Sound fix, in case ffmpeg decode fails, don't use the samples. * Fix for incorrect bounds of transformed objects in new raytracing code. * Gave memory arena's a name used for allocations for easier memory usage debugging. * Dupligroup no_draw option was using layers but not restrict view/render setting. (not a bugfix exactly but would do display list context switching while drawing for no reason). * Fix objects instanced on hair particles not giving consistent results when the object is transformed. * New math functions: madd_v4_v4fl, len_squared_v3v3, interp_v4_v4v4v4, mul_v4_m4v4, SH and form factor functions, box_minmax_bounds_m4. * mul_m4_m4m4 and mul_m3_m3m3 now accept the same pointers for multiple arguments. * endjob callback for WM jobs system. * Geometry node uv/color layer now has search list/autocomplete. * Various small buildsystem tweaks, not strictly needed yet in trunk.
2010-04-04no functional changes. use sizeof() and MAXFRAMECampbell Barton
2010-04-02rna naming, *_frame --> frame_*Campbell Barton
2010-03-30Baking for dupligroup & linked library objectsBrecht Van Lommel
- library data allows pointcache writing (hard to know how this should work long term so ifdef'd for now) - changing the frame now updates the dupligroup objects - BKE_ptcache_ids_from_object(), option to get the id's from duplis note! scene_update_tagged() is called from the main() loop, and runs BKE_ptcache_quick_cache_all(), this could become a performance issue, especially with duplis, should probably not call BKE_ptcache_quick_cache_all() all the time, even when not playing back animation. (commits 27856 by Campbell from render25 branch)
2010-03-24remove unused rna includesCampbell Barton
2010-03-15soft bodies kind of bug fixing:Jens Ole Wund
After watching 2.5 from a distance, i did review the soft body module to match in 2.5 every thing can be animated rule. Until now i did not realize, that, by default, every property is 'fcurve'-able unless told to be not. I really like it that way. However SB code did assume some things not to be changing after birth of the SB object. After spending some hours with softbody.c /* as may be read in its history */ I think most of the SB properties are ready to go. For those that do not, some of them never will, i did reset the flag in the RNA definitions. There is one not completely resolved: bending stiffness which will work if the initial value was non zero, because only in this case the secondary set of springs needed is built at all. Duh, and there a zillions of cases to test .. please do so.
2010-03-04effector shape names: old/new --> point/planeCampbell Barton
2010-02-12correct fsf addressCampbell Barton
2010-02-11batch remove .'s used with RNA_def_struct_ui_textCampbell Barton
2010-01-14spelling errors, no real changes to code.Campbell Barton
2010-01-03Stickness factor for particle collisions, patch submitted by Raul Fernandez ↵Janne Karhu
Hernandez (farsthary).
2009-12-28Try to get soft body to curve workingJens Ole Wund
2009-12-21* Rest length parameter for harmonic force springs. Implementation is a ↵Janne Karhu
slightly modified version of the patch provided by Raúl Fernández Hernández (Farsthary). * Also added a "multiple springs" option to use every effector point as a harmonic spring instead of just one.
2009-12-08RNA:Brecht Van Lommel
* Property update functions no longer get context, instead they get only Main and Scene. The RNA api was intended to be as context-less as possible, since it doesn't really matter who is changing the property, everything that uses the property should be updated. * There's still one exception case that use it now, screen operations still depend on context too much. It also revealed a few places using context where they shouldn't. * Ideally Scene shouldn't be passed, but much of Blender still depends on it, should be dropped when we try to support multiple scene editing. Change was planned for a while, but need this now to be able to call update without a context pointer.
2009-11-28py/rna apiCampbell Barton
- object.modifiers.add()/remove() - armature.edit_bones.active wasnt named correctly
2009-11-24Updated icons. Thanks to jendrzych.William Reynish
Adds icon entries to the force fields. Also reverted last menu naming commit - this is apparently due to a bug in the Python API that will be fixed.
2009-11-13arbitrary property and function support for rna properties (arrays and ↵Campbell Barton
collections), this means functions can be easily added. eg. scene.objects.link() object.constraints.new() mesh.verts.transform(...) mesh.faces.active PropertyRNA stores an StructRNA pointer where these can be defined.
2009-11-05Added mass and spring vertex groups to softbody rna/uiMatt Ebb
2009-11-04Changed hand-generated RNA paths to quote strings used as collection indexes.Matt Ebb
Previous method worked fine for Blender animation system, but this is more convenient for Python.
2009-11-03* Fix for bug [#19726] Cannot add FCurve to any option under the physics ↵Matt Ebb
panel except cloth I had to add some ugly RNA path finding code here, checking for all places these structs can possibly be reused. Can't think of a better way to go about this though with the path stored in the RNA type...?
2009-10-30* Tiny Force Field Layout improvements and tooltip fix by nudelZ. Thanks! Thomas Dinges
2009-10-14RNA:Brecht Van Lommel
* Enums with an _itemf callback now never get context NULL passed in, rather a fixed list of enum items are defined which should contain all items (if possible), from which the _itemf callback can then use a subset.
2009-10-05General particle bug fixes + few small goodiesJanne Karhu
The goodies: * Curves can be used as normal dynamic effectors too with the new "curve" field shape. * Group visualization has optional duplication counts for each object in the specified group. * Object & group visualizations, which are done without taking the dupliobject's global position into account (unless the whole group is used). This is much nicer than the previous behavior, but I added a "Use Global Location" option for those who want to use it the old way. * The active particle system's particles are now drawn a with theme coloured outline instead of pure white. * Added object aligned velocity factors (buttons categorized and re-organized too). Bug fixes: * Absorption didn't work as the ui toggle button was forgotten. * Some other force field ui tweaks. * Crash after adding children and changing trails count. * Display types "cross" and "axis" crashed. * Particles weren't drawn with correct coloring. * Billboards didn't update properly in viewport to camera location changes. * Particle rotation wasn't recreated correctly from point cache. * Changing particles amount crashed sometimes. * Some files with child hair crashed on loading. * Compiler warning fixes. * Adding boids crashed on frame 1;
2009-10-03Fixed [#19506] Missing buttons : Curve Guide.Thomas Dinges
Jahka: please check on the Kink type and axis RNA Wrapping. Todo: Make Curve Guide Field only available for Curve Objects.
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 :).
2009-09-22RNA: added a "factor" subtype next to "percentage", and only displayBrecht Van Lommel
% sign for percentage assuming it is between 0-100, while factor is for values 0-1. Move collision setting absorption from modifier to collision settings, was inconsistent to have it there as the only one, and made it have range 0.0-1.0 instead of 0-100.
2009-09-052.5Brecht Van Lommel
Notifiers --------- Various fixes for wrong use of notifiers, and some new notifiers to make things a bit more clear and consistent, with two notable changes: * Geometry changes are now done with NC_GEOM, rather than NC_OBJECT|ND_GEOM_, so an object does need to be available. * Space data now use NC_SPACE|ND_SPACE_*, instead of data notifiers or even NC_WINDOW in some cases. Note that NC_SPACE should only be used for notifying about changes in space data, we don't want to go back to allqueue(REDRAW..). Depsgraph --------- The dependency graph now has a different flush call: DAG_object_flush_update(scene, ob, flag) is replaced by: DAG_id_flush_update(id, flag) It still works basically the same, one difference is that it now also accepts object data (e.g. Mesh), again to avoid requiring an Object to be available. Other ID types will simply do nothing at the moment. Docs ---- I made some guidelines for how/when to do which kinds of updates and notifiers. I can't specify totally exact how to make these decisions, but these are basically the guidelines I use. So, new and updated docs are here: http://wiki.blender.org/index.php/BlenderDev/Blender2.5/NotifiersUpdates http://wiki.blender.org/index.php/BlenderDev/Blender2.5/DataNotifiers
2009-08-16Minor adjustments to game physics. Moved some of the name changes into RNA ↵William Reynish
and moved some options around for nicer alignment.
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.
2009-08-11RNA: subtypes and unitsBrecht Van Lommel
* Reviewed subtypes, making them more specific and adding new ones. * Subtypes now have an associated type of units (length, area, volume, mass, rotation, time, velocity, acceleration). These are not used yet anywhere. * Centralized code that decides the name of array items based on subtype (XYZ, RGB), was copied in 3 places. * RNA_def_float etc functions still need to be update, will do this later together with another change.
2009-08-02Softbody now uses the new pointcache code.Janne Karhu
Note: Rna access to softbody point cache is through softbody modifier although the point cache is in softbody settings. This is to make it similar to cloth. Bugfix: Softbody rna was trying to get "ob->soft->softflag" instead of the correct "ob->softflag".
2009-08-012.5 Object Force RNA:Thomas Dinges
* Added RNA properties for Bullet Softbody. Only RNAified properties which are used in 2.49a GUI.
2009-07-23External cacheJanne Karhu
Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-21Initial code for boids v2Janne Karhu
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-092.5: VariousBrecht Van Lommel
* Weight paint: brush strength was changed to both define weight and strength, this can't work, made them separate buttons. * Allow adding particle system as modifier (fix crash). * 3D view modal ops (zoom ..) could not be ended when invoked from a button. * Fix some warnings. * Fix spelling in particle RNA property.
2009-07-022.5: Physics ButtonsBrecht Van Lommel
All kinds of changes to get it ready for UI layouts. This means RNA and operators should be working correct, but most buttons are still not actually there yet. * Added near empty soft body, fluid, field and collision panels, tweaks to cloth panels. * Fluid bake works, but without escape or showing any progress. * Fluid/Softbody/Cloth/Collision can now be both added as modifiers or in the physics panels. * Missing: fields & soft body for particles. * Missing: proper updating softbodies, guess this code still needs updates after pointcache refactor?
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.
2009-06-27RNA: move softbody flags from Object to SoftBodySettings.Brecht Van Lommel
2009-06-272.5 RNA:Thomas Dinges
* Added more softbody properties (collision, solver) and some flags in object RNA.