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2015-01-20Added back spring force definitions outside the implicit solver.Lukas Tönne
There are currently 3 types of springs: basic linear springs, goal springs toward a fixed global target (not recommended, but works) and bending springs. These are agnostic to the specific spring definition in the cloth system so hair systems can use the same API without converting everything to cloth first. Conflicts: source/blender/physics/intern/implicit_blender.c
2015-01-20Main cloth force calculation function outside of implicit core code.Lukas Tönne
Still misses spring forces.
2015-01-20Moved the unused goal force calculation function to the main mass-springLukas Tönne
source file.
2015-01-20Moved most of the main cloth solver function out of implicit code core.Lukas Tönne
Force calculation is disabled, will follow shortly.
2015-01-20Moved init/free functions for solver data out of implicit core.Lukas Tönne
This also initializes spring matrix indices (off-diagonal 3x3 blocks), which now uses a new API function.
2015-01-20Moved "set_positions" for cloth out of core implicit solver.Lukas Tönne
API for the solver now has functions for setting of vertex motion state and the associated root transform data.
2015-01-20Moved the cloth solver code into a new subfolder/library inside BlenderLukas Tönne
code. The implicit solver itself should remain agnostic to the specifics of the Blender data (cloth vs. hair). This way we could avoid the bloated data conversion chain from particles/hair to derived mesh to cloth modifier to implicit solver data and back. Every step in this chain adds overhead as well as rounding errors and a possibility for bugs, not to speak of making the code horribly complicated. The new subfolder is named "physics" since it should be the start of a somewhat "unified" physics systems combining all the various solvers in the same place and managing things like synchronized time steps.