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2019-02-18doxygen: add newline after \fileCampbell Barton
While \file doesn't need an argument, it can't have another doxy command after it.
2019-02-06Cleanup: remove redundant doxygen \file argumentCampbell Barton
Move \ingroup onto same line to be more compact and make it clear the file is in the group.
2019-02-05Cleanup: remove contributors for CMake filesCampbell Barton
Following removal from C source code. See: 8c68ed6df16d8893
2019-02-01Cleanup: remove redundant, invalid info from headersCampbell Barton
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 - Contributors This is often invalid, outdated or misleading especially when splitting files.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.
2019-01-28Cleanup: sort forward declarations of enum & structCampbell Barton
Done using: source/tools/utils_maintenance/c_sort_blocks.py
2019-01-26Cleanup: remove redundant BKE/BLI/BIF headersCampbell Barton
2019-01-25Cleanup: sort cmake file listsCampbell Barton
2019-01-23License: add missing GPL headersCampbell Barton
Information taken from related files committed at the time.
2019-01-20Cleanup: remove all BLI_utiledefines' ugly vectorial macros.Bastien Montagne
Not only were those often making doublons with already existing BLI_math's stuff, but they were also used to hide implicit type conversions... As usual this adds some more exotic inlined vector functions (one of the rare cases where I really miss C++ and its templates... ;) ).
2018-12-12Merge branch 'master' into blender2.8Campbell Barton
2018-12-12Cleanup: use colon separator after parameterCampbell Barton
Helps separate variable names from descriptive text. Was already used in some parts of the code, double space and dashes were used elsewhere.
2018-12-01Merge branch 'master' into blender2.8Campbell Barton
2018-12-01Cleanup: styleCampbell Barton
2018-09-26Cloth: Collision improvementsLuca Rood
This commit includes several performance, stability, and reliability improvements to cloth collisions. Most notably: * The implementation of a new self-collisions system. * Multithreading of collision detection. * Implementation of single sided collisions and normal overrides. * Replacement of the `plNearestPoints` function from Bullet with a dedicated solution. Further, this also includes several bug fixes, and algorithmic improvements. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3712
2018-09-24Merge branch 'master' into blender2.8Brecht Van Lommel
2018-09-24Spelling fixes in comments and descriptions, patch by luzpaz.Brecht Van Lommel
Differential Revision: https://developer.blender.org/D3719
2018-09-14Cloth: Improve UILuca Rood
This reorganizes the cloth UI, and changes some of the behaviour to be more reasonable. Changes included here: * Reorganized cloth panels * Improved some tooltips * Removed `vel_damping` option * Removed cloth pinning checkbox * Removed stiffness scaling checkbox * Separated shrinking from sewing * Separated self collisions from object collisions Reviewed By: brecht Differential Revision: http://developer.blender.org/D3691
2018-09-11Cloth: Fix mistake in recent angular bending commit (b6f0f8a5b5a)Luca Rood
The angular spring force computation function was being called even in linear mode, with empty angular springs.
2018-09-02Cleanup: comment blocksCampbell Barton
2018-09-02Cleanup: comment blocksCampbell Barton
2018-08-31Cloth: Implement angular bending springsLuca Rood
This implements angular bending springs for cloth simulation. This also adds shearing springs for n-gons. This angular spring implementation does not include Jacobian matrices, as the springs can exist between polygons of different vertex counts, rendering their relationships asymmetrical, and thus impossible to solve with the current implementation. This means that the bending component is solved explicitly. However, this is usually not a big problem, as bending springs contribute less to instability than structural springs. The the old linear bending model can still be used, and is the default for existing files, to keep compatibility. However, the new angular bending model is the default for any new simulation. This commit makes small breaking changes, in that shearing springs are now created on n-gons (also in linear bending mode), while n-gons were previously ignored. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3662
2018-08-31Cloth: Componentize forcesLuca Rood
This separates cloth stiffness and damping forces into tension, compression, and shearing components, allowing more control over the cloth behaviour. This also adds a bending model selector (although the new bending model itself is not implemented in this commit). This is because some of the features implemented here only make sense within the new bending model, while the old model is kept for compatibility. This commit makes non-breaking changes, and thus maintains full compatibility with existing simulations. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3655
2018-08-25Cloth: Fix mistake in big matrix multiplicationLuca Rood
Only the upper triangle of the block matrix is stored, thus when executing operations on the lower triangle, each block must be transposed. This transposition was not ocurring in the matrix-vector multiplication function, which is fixed by this commit. Reviewed By: brecht Differential Revision: http://developer.blender.org/D3619
2018-06-25Depsgraph: cache collision relations, for performance and stability.Brecht Van Lommel
Same reasoning as effector relations in earlier commit.
2018-06-22Depsgraph: cache effector relations, for performance and stability.Brecht Van Lommel
To find all effectors in the scene, we need to loop over all objects. Doing this during depsgraph evaluation caused crashes because not all objects are guaranteed to be evaluated yet. To fix this, we now cache the relations as part of the dependency graph build. As a bonus this also makes evaluation faster for big scenes, since looping over all objects for each particle system is slow. Fixes T55156.
2018-06-22Cloth: Move away from scene stored in cloth modifier dataSergey Sharybin
2018-06-08Merge branch 'master' into blender2.8Campbell Barton
2018-06-08Cleanup: trailing spaceCampbell Barton
Remove from blender/nodes, collada, blenfont & render.
2018-06-01Merge branch 'master' into blender2.8Campbell Barton
2018-06-01Cleanup: trailing whitespace (comment blocks)Campbell Barton
Strip unindented comment blocks - mainly headers to avoid conflicts.
2018-04-19Remove Blender Internal and legacy viewport from Blender 2.8.Ton Roosendaal
Brecht authored this commit, but he gave me the honours to actually do it. Here it goes; Blender Internal. Bye bye, you did great! * Point density, voxel data, ocean, environment map textures were removed, as these only worked within BI rendering. Note that the ocean modifier and the Cycles point density shader node continue to work. * Dynamic paint using material shading was removed, as this only worked with BI. If we ever wanted to support this again probably it should go through the baking API. * GPU shader export through the Python API was removed. This only worked for the old BI GLSL shaders, which no longer exists. Doing something similar for Eevee would be significantly more complicated because it uses a lot of multiplass rendering and logic outside the shader, it's probably impractical. * Collada material import / export code is mostly gone, as it only worked for BI materials. We need to add Cycles / Eevee material support at some point. * The mesh noise operator was removed since it only worked with BI material texture slots. A displacement modifier can be used instead. * The delete texture paint slot operator was removed since it only worked for BI material texture slots. Could be added back with node support. * Not all legacy viewport features are supported in the new viewport, but their code was removed. If we need to bring anything back we can look at older git revisions. * There is some legacy viewport code that I could not remove yet, and some that I probably missed. * Shader node execution code was left mostly intact, even though it is not used anywhere now. We may eventually use this to replace the texture nodes with Cycles / Eevee shader nodes. * The Cycles Bake panel now includes settings for baking multires normal and displacement maps. The underlying code needs to be merged properly, and we plan to add back support for multires AO baking and add support to Cycles baking for features like vertex color, displacement, and other missing baking features. * This commit removes DNA and the Python API for BI material, lamp, world and scene settings. This breaks a lot of addons. * There is more DNA that can be removed or renamed, where Cycles or Eevee are reusing some old BI properties but the names are not really correct anymore. * Texture slots for materials, lamps and world were removed. They remain for brushes, particles and freestyle linestyles. * 'BLENDER_RENDER' remains in the COMPAT_ENGINES of UI panels. Cycles and other renderers use this to find all panels to show, minus a few panels that they have their own replacement for.
2018-04-01Cleanup: remove global headerCampbell Barton
2018-02-07Cleanup: add _types.h suffix to DNA headersCampbell Barton
2017-11-14Fix compilation error with clang-5Sergey Sharybin
2017-03-23Cloth refactor: Remove goal springs and some other cleanupLuca Rood
This removes the goal springs, in favor of simply calculating the goal forces on the vertices directly. The vertices already store all the necessary data for the goal forces, thus the springs were redundant, and just defined both ends as being the same vertex. The main advantage of removing the goal springs, is an increase in flexibility, allowing us to much more nicely do some neat dynamic stuff with the goals/pins, such as animated vertex weights. But this also has the advantage of simpler code, and a slightly reduced memory footprint. This also removes the `f`, `dfdx` and `dfdv` fields from the `ClothSpring` struct, as that data is only used by the solver, and is re-computed on each step, and thus does not need to be stored throughout the simulation. Reviewers: sergey Reviewed By: sergey Tags: #physics Differential Revision: https://developer.blender.org/D2514
2016-10-25API: Fix LinksAaron Carlisle
Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out` Reviewers: mont29 Tags: #bf_blender, #python, #infrastructure:_websites Differential Revision: https://developer.blender.org/D2297
2016-07-30Cloth Simulation: add time scale propertyCampbell Barton
This setting can also be animated, to create a "time warp" effect. D2122 by @LucaRood
2016-06-08Fix cloth stability when in perfect rest shape.Lukas Tönne
The way cloth is coded, structural springs are only effective when stretched, while bending springs act only when shrunk. However, when cloth is exactly in its rest shape, neither have any effect, and effectively don't exist for the implicit solver. This creates a stability problem in the initial frames of the simulation, especially considering that gravity seems to act so precisely that it doesn't disturb the strict equality of lengths, so in parts of the cloth this springless state can continue for quite a while. Here is an example of things going haywire because of this and some suspicious logic in collision code acting together: {F314558} Changing the condition so that structural springs are active even at exactly rest length fixes this test case. The use of >= is also supported by the original paper that the cloth implementation in blender is based on. Reviewers: lukastoenne Reviewed By: lukastoenne Projects: #bf_blender Differential Revision: https://developer.blender.org/D2028
2016-05-05Cleanup: rename getepsilon -> get_epsilonCampbell Barton
2016-01-21Cleanup: line length, indentationCampbell Barton
2016-01-18Cleanup: styleCampbell Barton
2016-01-11Cleanup: use Linux line ends!!!Bastien Montagne
2016-01-11Fix T47148: Hair grid dos not work.Bastien Montagne
Actually, it was the whole 'cloth' simulation of hairs that was broken, since grid data could not be initialized correctly. Stupid mistake from looptri conversion, rBc582e186d90291a19a4e404111c492f1fd2c41a4
2016-01-09Cleanup: make use of PIL time instead of redefining own timers.Kévin Dietrich
Also added a DEBUG_TIME macro in the related files to comment time funcs out. Reviewers: brecht Reviewed By: brecht Subscribers: brecht Differential Revision: https://developer.blender.org/D1717
2016-01-04Remove SCons building systemSergey Sharybin
While SCons building system was serving us really good for ages it's no longer having much attention by the developers and started to become quite a difficult task to maintain. What's even worse -- there started to be quite serious divergence between SCons and CMake which was only accumulating over the releases now. The fact that none of the active developers are really using SCons and that our main studio is also using CMake spotting bugs in the SCons builds became quite a difficult task and we aren't always spotting them in time. Meanwhile CMake became really mature building system which is available on every platform we support and arguably it's also easier and more robust to use. This commit includes: - Removal of actual SCons building system - Removal of SCons git submodule - Removal of documentation which is stored in the sources and covers SCons - Tweaks to the buildbot master to stop using SCons submodule (this change requires deploying to the server) - Tweaks to the install dependencies script to skip installing or mentioning SCons building system - Tweaks to various helper scripts to avoid mention of SCons folders/files as well Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit Reviewed By: campbellbarton, juicyfruit Differential Revision: https://developer.blender.org/D1680
2015-12-10Eigen: move C API into intern/eigen.Brecht Van Lommel
2015-12-09CMake: include eigen as a system headerCampbell Barton
2015-08-24Fix T45084 correcting bending_damping for cloth stiffness, by Martin Norris.Lukas Tönne
2015-07-31Replace MFace w/ vert-tri's for collision modifierCampbell Barton
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).
2015-07-19Cleanup: styleCampbell Barton
Also 'com' as abbreviation for center-of-mass is a bit confusing, rename to 'center'.