Age | Commit message (Collapse) | Author |
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Function names will be updated in a separate commit.
This will be the place for the new particle system and other
code related to the Simulation data block. We don't want
to have all that code in blenkernel.
Approved by brecht.
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Before the area calculated was for the resulting quad, not the triangle.
So just simply divide the result by 2.
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When the result isn't used, prefer post increment/decrement
(already used nearly everywhere in Blender).
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Previous cleanups didn't account for space after '#'.
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Apply clang format as proposed in T53211.
For details on usage and instructions for migrating branches
without conflicts, see:
https://wiki.blender.org/wiki/Tools/ClangFormat
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While \file doesn't need an argument, it can't have another doxy
command after it.
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Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
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BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
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Remove from blender/nodes, collada, blenfont & render.
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Strip unindented comment blocks - mainly headers to avoid conflicts.
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Note that the collision modifier doesn't have any use for Loop indices,
so to avoid duplicating the loop array too,
MVertTri has been added which simply stores vertex indices (runtime only).
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This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
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solver step.
Calculating forces and jacobians from linearly interpolated grid values
is problematic due to discontinuities at the grid boundaries. The new
approach of modifying velocities after the backward euler solver step
was suggested in a newer paper
"Detail Preserving Continuum Simulation of Straight Hair"
(McAdams, Selle 2009)
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
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solver variants.
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Also added a couple of utility wrapper functions for Eigen types to make
interfacing with plain float arrays and blenlib math easier.
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new mass-spring solver API.
Conflicts:
source/blender/physics/intern/implicit_eigen.cpp
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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
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Force calculation is disabled, will follow shortly.
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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.
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