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blender-archive/source/blender/blenkernel/intern/cloth.c

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2011-02-23 18:03:40 +00:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation
* All rights reserved.
*
* Contributor(s): Daniel Genrich
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/cloth.c
* \ingroup bke
*/
#include "MEM_guardedalloc.h"
#include "DNA_cloth_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_meshdata_types.h"
#include "BLI_utildefines.h"
#include "BLI_math.h"
#include "BLI_edgehash.h"
#include "BLI_utildefines.h"
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#include "BLI_linklist.h"
#include "BLF_translation.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_cloth.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
#include "BKE_pointcache.h"
#ifdef _WIN32
void tstart( void )
{}
void tend( void )
{
}
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double tval( void )
{
return 0;
}
#else
#include <sys/time.h>
static struct timeval _tstart, _tend;
static struct timezone tz;
void tstart( void )
{
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gettimeofday(&_tstart, &tz);
}
void tend(void)
{
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gettimeofday(&_tend, &tz);
}
double tval(void)
{
double t1, t2;
t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 );
t2 = ( double ) _tend.tv_sec + ( double ) _tend.tv_usec/ ( 1000*1000 );
return t2-t1;
}
#endif
/* Our available solvers. */
// 255 is the magic reserved number, so NEVER try to put 255 solvers in here!
// 254 = MAX!
static CM_SOLVER_DEF solvers [] =
{
{ "Implicit", CM_IMPLICIT, implicit_init, implicit_solver, implicit_free },
// { "Implicit C++", CM_IMPLICITCPP, implicitcpp_init, implicitcpp_solver, implicitcpp_free },
};
/* ********** cloth engine ******* */
/* Prototypes for internal functions.
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*/
static void cloth_to_object (Object *ob, ClothModifierData *clmd, float (*vertexCos)[3]);
static void cloth_from_mesh ( ClothModifierData *clmd, DerivedMesh *dm );
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
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static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *dm, float framenr, int first);
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static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm );
static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm );
/******************************************************************************
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*
* External interface called by modifier.c clothModifier functions.
*
******************************************************************************/
/**
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* cloth_init - creates a new cloth simulation.
*
* 1. create object
* 2. fill object with standard values or with the GUI settings if given
*/
void cloth_init(ClothModifierData *clmd )
{
/* Initialize our new data structure to reasonable values. */
clmd->sim_parms->gravity[0] = 0.0;
clmd->sim_parms->gravity[1] = 0.0;
clmd->sim_parms->gravity[2] = -9.81;
clmd->sim_parms->structural = 15.0;
clmd->sim_parms->shear = 15.0;
clmd->sim_parms->bending = 0.5;
clmd->sim_parms->Cdis = 5.0;
clmd->sim_parms->Cvi = 1.0;
clmd->sim_parms->mass = 0.3f;
clmd->sim_parms->stepsPerFrame = 5;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
clmd->sim_parms->flags = 0;
clmd->sim_parms->solver_type = 0;
clmd->sim_parms->preroll = 0;
clmd->sim_parms->maxspringlen = 10;
clmd->sim_parms->vgroup_mass = 0;
clmd->sim_parms->avg_spring_len = 0.0;
clmd->sim_parms->presets = 2; /* cotton as start setting */
clmd->sim_parms->timescale = 1.0f; /* speed factor, describes how fast cloth moves */
clmd->sim_parms->reset = 0;
clmd->sim_parms->vel_damping = 1.0f; /* 1.0 = no damping, 0.0 = fully dampened */
clmd->coll_parms->self_friction = 5.0;
clmd->coll_parms->friction = 5.0;
clmd->coll_parms->loop_count = 2;
clmd->coll_parms->epsilon = 0.015f;
clmd->coll_parms->flags = CLOTH_COLLSETTINGS_FLAG_ENABLED;
clmd->coll_parms->collision_list = NULL;
clmd->coll_parms->self_loop_count = 1.0;
clmd->coll_parms->selfepsilon = 0.75;
clmd->coll_parms->vgroup_selfcol = 0;
/* These defaults are copied from softbody.c's
2012-05-16 23:37:23 +00:00
* softbody_calc_forces() function.
*/
clmd->sim_parms->eff_force_scale = 1000.0;
clmd->sim_parms->eff_wind_scale = 250.0;
// also from softbodies
clmd->sim_parms->maxgoal = 1.0f;
clmd->sim_parms->mingoal = 0.0f;
clmd->sim_parms->defgoal = 0.0f;
clmd->sim_parms->goalspring = 1.0f;
clmd->sim_parms->goalfrict = 0.0f;
clmd->sim_parms->velocity_smooth = 0.0f;
if (!clmd->sim_parms->effector_weights)
clmd->sim_parms->effector_weights = BKE_add_effector_weights(NULL);
if (clmd->point_cache)
clmd->point_cache->step = 1;
}
2009-09-16 17:43:09 +00:00
static BVHTree *bvhselftree_build_from_cloth (ClothModifierData *clmd, float epsilon)
{
unsigned int i;
BVHTree *bvhtree;
Cloth *cloth;
ClothVertex *verts;
float co[12];
if (!clmd)
return NULL;
cloth = clmd->clothObject;
if (!cloth)
return NULL;
verts = cloth->verts;
// in the moment, return zero if no faces there
if (!cloth->numverts)
return NULL;
// create quadtree with k=26
bvhtree = BLI_bvhtree_new(cloth->numverts, epsilon, 4, 6);
// fill tree
for (i = 0; i < cloth->numverts; i++, verts++) {
copy_v3_v3(&co[0*3], verts->xold);
BLI_bvhtree_insert(bvhtree, i, co, 1);
}
// balance tree
BLI_bvhtree_balance(bvhtree);
return bvhtree;
}
2009-09-16 17:43:09 +00:00
static BVHTree *bvhtree_build_from_cloth (ClothModifierData *clmd, float epsilon)
{
unsigned int i;
BVHTree *bvhtree;
Cloth *cloth;
ClothVertex *verts;
MFace *mfaces;
float co[12];
if (!clmd)
return NULL;
cloth = clmd->clothObject;
if (!cloth)
return NULL;
verts = cloth->verts;
mfaces = cloth->mfaces;
/* in the moment, return zero if no faces there */
if (!cloth->numfaces)
return NULL;
/* create quadtree with k=26 */
bvhtree = BLI_bvhtree_new(cloth->numfaces, epsilon, 4, 26);
/* fill tree */
for (i = 0; i < cloth->numfaces; i++, mfaces++) {
copy_v3_v3(&co[0*3], verts[mfaces->v1].xold);
copy_v3_v3(&co[1*3], verts[mfaces->v2].xold);
copy_v3_v3(&co[2*3], verts[mfaces->v3].xold);
if (mfaces->v4)
copy_v3_v3(&co[3*3], verts[mfaces->v4].xold);
BLI_bvhtree_insert(bvhtree, i, co, (mfaces->v4 ? 4 : 3));
}
/* balance tree */
BLI_bvhtree_balance(bvhtree);
return bvhtree;
}
void bvhtree_update_from_cloth(ClothModifierData *clmd, int moving)
{
unsigned int i = 0;
Cloth *cloth = clmd->clothObject;
BVHTree *bvhtree = cloth->bvhtree;
ClothVertex *verts = cloth->verts;
MFace *mfaces;
float co[12], co_moving[12];
int ret = 0;
if (!bvhtree)
return;
mfaces = cloth->mfaces;
// update vertex position in bvh tree
if (verts && mfaces) {
for (i = 0; i < cloth->numfaces; i++, mfaces++) {
copy_v3_v3(&co[0*3], verts[mfaces->v1].txold);
copy_v3_v3(&co[1*3], verts[mfaces->v2].txold);
copy_v3_v3(&co[2*3], verts[mfaces->v3].txold);
if (mfaces->v4)
copy_v3_v3(&co[3*3], verts[mfaces->v4].txold);
// copy new locations into array
if (moving) {
// update moving positions
copy_v3_v3(&co_moving[0*3], verts[mfaces->v1].tx);
copy_v3_v3(&co_moving[1*3], verts[mfaces->v2].tx);
copy_v3_v3(&co_moving[2*3], verts[mfaces->v3].tx);
if (mfaces->v4)
copy_v3_v3(&co_moving[3*3], verts[mfaces->v4].tx);
ret = BLI_bvhtree_update_node(bvhtree, i, co, co_moving, (mfaces->v4 ? 4 : 3));
}
else {
ret = BLI_bvhtree_update_node(bvhtree, i, co, NULL, (mfaces->v4 ? 4 : 3));
}
// check if tree is already full
if (!ret)
break;
}
BLI_bvhtree_update_tree(bvhtree);
}
}
void bvhselftree_update_from_cloth(ClothModifierData *clmd, int moving)
{
unsigned int i = 0;
Cloth *cloth = clmd->clothObject;
BVHTree *bvhtree = cloth->bvhselftree;
ClothVertex *verts = cloth->verts;
MFace *mfaces;
float co[12], co_moving[12];
int ret = 0;
if (!bvhtree)
return;
mfaces = cloth->mfaces;
// update vertex position in bvh tree
if (verts && mfaces) {
for (i = 0; i < cloth->numverts; i++, verts++) {
copy_v3_v3(&co[0*3], verts->txold);
// copy new locations into array
if (moving) {
// update moving positions
copy_v3_v3(&co_moving[0*3], verts->tx);
ret = BLI_bvhtree_update_node(bvhtree, i, co, co_moving, 1);
}
else {
ret = BLI_bvhtree_update_node(bvhtree, i, co, NULL, 1);
}
// check if tree is already full
if (!ret)
break;
}
BLI_bvhtree_update_tree(bvhtree);
}
}
Pointcache refresh part 2 * 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.
2009-06-27 15:28:58 +00:00
void cloth_clear_cache(Object *ob, ClothModifierData *clmd, float framenr)
{
PTCacheID pid;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
BKE_ptcache_id_from_cloth(&pid, ob, clmd);
Pointcache refresh part 2 * 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.
2009-06-27 15:28:58 +00:00
// don't do anything as long as we're in editmode!
if (pid.cache->edit && ob->mode & OB_MODE_PARTICLE_EDIT)
return;
Pointcache refresh part 2 * 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.
2009-06-27 15:28:58 +00:00
BKE_ptcache_id_clear(&pid, PTCACHE_CLEAR_AFTER, framenr);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
}
static int do_init_cloth(Object *ob, ClothModifierData *clmd, DerivedMesh *result, int framenr)
{
PointCache *cache;
cache= clmd->point_cache;
/* initialize simulation data if it didn't exist already */
if (clmd->clothObject == NULL) {
if (!cloth_from_object(ob, clmd, result, framenr, 1)) {
BKE_ptcache_invalidate(cache);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
return 0;
}
if (clmd->clothObject == NULL) {
BKE_ptcache_invalidate(cache);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
return 0;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
implicit_set_positions(clmd);
clmd->clothObject->last_frame= MINFRAME-1;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
return 1;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
static int do_step_cloth(Object *ob, ClothModifierData *clmd, DerivedMesh *result, int framenr)
{
ClothVertex *verts = NULL;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
Cloth *cloth;
ListBase *effectors = NULL;
MVert *mvert;
unsigned int i = 0;
int ret = 0;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* simulate 1 frame forward */
cloth = clmd->clothObject;
verts = cloth->verts;
mvert = result->getVertArray(result);
/* force any pinned verts to their constrained location. */
for (i = 0; i < clmd->clothObject->numverts; i++, verts++) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* save the previous position. */
copy_v3_v3(verts->xold, verts->xconst);
copy_v3_v3(verts->txold, verts->x);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* Get the current position. */
copy_v3_v3(verts->xconst, mvert[i].co);
mul_m4_v3(ob->obmat, verts->xconst);
}
effectors = pdInitEffectors(clmd->scene, ob, NULL, clmd->sim_parms->effector_weights);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
tstart();
/* call the solver. */
if (solvers [clmd->sim_parms->solver_type].solver)
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
ret = solvers[clmd->sim_parms->solver_type].solver(ob, framenr, clmd, effectors);
tend();
pdEndEffectors(&effectors);
// printf ( "%f\n", ( float ) tval() );
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
return ret;
}
#if 0
static DerivedMesh *cloth_to_triangles(DerivedMesh *dm)
{
DerivedMesh *result = NULL;
unsigned int i = 0, j = 0;
unsigned int quads = 0, numfaces = dm->getNumTessFaces(dm);
MFace *mface = dm->getTessFaceArray(dm);
MFace *mface2 = NULL;
/* calc faces */
2012-05-22 22:03:41 +00:00
for (i = 0; i < numfaces; i++) {
if (mface[i].v4) {
quads++;
2012-05-22 22:03:41 +00:00
}
}
result = CDDM_from_template(dm, dm->getNumVerts(dm), 0, numfaces + quads, 0, 0);
DM_copy_vert_data(dm, result, 0, 0, dm->getNumVerts(dm));
DM_copy_tessface_data(dm, result, 0, 0, numfaces);
DM_ensure_tessface(result);
mface2 = result->getTessFaceArray(result);
2012-05-22 22:03:41 +00:00
for (i = 0, j = numfaces; i < numfaces; i++) {
// DG TODO: is this necessary?
mface2[i].v1 = mface[i].v1;
mface2[i].v2 = mface[i].v2;
mface2[i].v3 = mface[i].v3;
mface2[i].v4 = 0;
//test_index_face(&mface2[i], &result->faceData, i, 3);
2012-05-22 22:03:41 +00:00
if (mface[i].v4) {
DM_copy_tessface_data(dm, result, i, j, 1);
mface2[j].v1 = mface[i].v1;
mface2[j].v2 = mface[i].v3;
mface2[j].v3 = mface[i].v4;
mface2[j].v4 = 0;
//test_index_face(&mface2[j], &result->faceData, j, 3);
j++;
}
}
CDDM_calc_edges_tessface(result);
CDDM_tessfaces_to_faces(result); /* builds ngon faces from tess (mface) faces */
return result;
}
#endif
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/************************************************
* clothModifier_do - main simulation function
2012-05-16 23:37:23 +00:00
************************************************/
void clothModifier_do(ClothModifierData *clmd, Scene *scene, Object *ob, DerivedMesh *dm, float (*vertexCos)[3])
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
{
PointCache *cache;
PTCacheID pid;
float timescale;
2011-01-08 12:43:44 +00:00
int framenr, startframe, endframe;
New point cache file format: - 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.
2009-08-12 09:54:29 +00:00
int cache_result;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
clmd->scene= scene; /* nice to pass on later :) */
framenr= (int)scene->r.cfra;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
cache= clmd->point_cache;
BKE_ptcache_id_from_cloth(&pid, ob, clmd);
BKE_ptcache_id_time(&pid, scene, framenr, &startframe, &endframe, &timescale);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
clmd->sim_parms->timescale= timescale;
if (clmd->sim_parms->reset ||
(framenr == (startframe - clmd->sim_parms->preroll) && clmd->sim_parms->preroll != 0) ||
(clmd->clothObject && dm->getNumVerts(dm) != clmd->clothObject->numverts))
{
clmd->sim_parms->reset = 0;
cache->flag |= PTCACHE_OUTDATED;
BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED);
BKE_ptcache_validate(cache, 0);
cache->last_exact= 0;
cache->flag &= ~PTCACHE_REDO_NEEDED;
return;
}
// unused in the moment, calculated separately in implicit.c
clmd->sim_parms->dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* handle continuous simulation with the play button */
if (BKE_ptcache_get_continue_physics() || ((clmd->sim_parms->preroll > 0) && (framenr > startframe - clmd->sim_parms->preroll) && (framenr < startframe))) {
BKE_ptcache_invalidate(cache);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* do simulation */
if (!do_init_cloth(ob, clmd, dm, framenr))
return;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
do_step_cloth(ob, clmd, dm, framenr);
cloth_to_object(ob, clmd, vertexCos);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
clmd->clothObject->last_frame= framenr;
return;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* simulation is only active during a specific period */
if (framenr < startframe) {
BKE_ptcache_invalidate(cache);
return;
}
else if (framenr > endframe) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
framenr= endframe;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* initialize simulation data if it didn't exist already */
if (!do_init_cloth(ob, clmd, dm, framenr))
return;
if ((framenr == startframe) && (clmd->sim_parms->preroll == 0)) {
2009-09-16 17:43:09 +00:00
BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED);
do_init_cloth(ob, clmd, dm, framenr);
BKE_ptcache_validate(cache, framenr);
2009-09-16 17:43:09 +00:00
cache->flag &= ~PTCACHE_REDO_NEEDED;
clmd->clothObject->last_frame= framenr;
return;
2009-09-16 17:43:09 +00:00
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* try to read from cache */
Pointcache code cleanup and disk cache compression options: * Massive reorganization of pointcache code, things are now cleaner than ever. * For all but smoke the cache is first written to memory when using disk cache and after that written to disk in one operation. This allows less disk operations and the possibility to compress the data before writing it to disk. * Previously only smoke cache could be compressed, now the same options exist for other physics types too (when using disk cache). For now the default compression option is still "no compression", but if there aren't any problems this can be set to "light compression" as it's actually faster than no compression in most cases since there's less data to write to the disk. Based on quick tests heavy compression can reduce the file size down to 1/3rd of the original size, but is really slow compared to other options, so it should be used only if file size is critical! * The pointcache code wasn't really 64bit compatible (for disk cache) until now, so this update should fix some crashes on 64bit builds too. Now all integer data that's saved to disk uses 32 bit unsigned integers, so simulations done on 64bit should load fine on 32bit machines and vice versa. (Important disk cache simulations made on 64bit builds should be converted to memory cache in a revision before this commit). * There are also the beginnings of extradata handling code in pointcache in anticipation of adding the dynamic springs for particle fluids (the springs need to be stored as extradata into point cache). * Particles were being read from the cache with a slightly wrong framerate. In most cases this probably wasn't noticeable, but none the less the code is now correct in every way. * Small other fixes here and there & some cosmetic changes to cache panel, but over all there should be no functional changes other than the new disk cache compression options. * This whole re-organization also seems to fix bug #25436 and hopefully shouldn't introduce any new ones!
2011-01-02 06:52:47 +00:00
cache_result = BKE_ptcache_read(&pid, (float)framenr+scene->r.subframe);
Pointcache refresh part 2 * 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.
2009-06-27 15:28:58 +00:00
if (cache_result == PTCACHE_READ_EXACT || cache_result == PTCACHE_READ_INTERPOLATED) {
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
implicit_set_positions(clmd);
cloth_to_object (ob, clmd, vertexCos);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
BKE_ptcache_validate(cache, framenr);
2009-09-16 17:43:09 +00:00
if (cache_result == PTCACHE_READ_INTERPOLATED && cache->flag & PTCACHE_REDO_NEEDED)
BKE_ptcache_write(&pid, framenr);
2009-09-16 17:43:09 +00:00
clmd->clothObject->last_frame= framenr;
return;
}
else if (cache_result==PTCACHE_READ_OLD) {
Pointcache refresh part 2 * 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.
2009-06-27 15:28:58 +00:00
implicit_set_positions(clmd);
}
else if ( /*ob->id.lib ||*/ (cache->flag & PTCACHE_BAKED)) { /* 2.4x disabled lib, but this can be used in some cases, testing further - campbell */
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/* if baked and nothing in cache, do nothing */
BKE_ptcache_invalidate(cache);
return;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if (framenr!=clmd->clothObject->last_frame+1)
return;
2009-09-16 17:43:09 +00:00
/* if on second frame, write cache for first frame */
if (cache->simframe == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact==0))
BKE_ptcache_write(&pid, startframe);
Pointcache refresh part 2 * 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.
2009-06-27 15:28:58 +00:00
2009-09-16 17:43:09 +00:00
clmd->sim_parms->timescale *= framenr - cache->simframe;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
2009-09-16 17:43:09 +00:00
/* do simulation */
BKE_ptcache_validate(cache, framenr);
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if (!do_step_cloth(ob, clmd, dm, framenr)) {
BKE_ptcache_invalidate(cache);
}
2009-09-16 17:43:09 +00:00
else
BKE_ptcache_write(&pid, framenr);
2009-09-16 17:43:09 +00:00
cloth_to_object (ob, clmd, vertexCos);
clmd->clothObject->last_frame= framenr;
}
/* frees all */
void cloth_free_modifier(ClothModifierData *clmd )
{
Cloth *cloth = NULL;
if ( !clmd )
return;
cloth = clmd->clothObject;
if ( cloth ) {
// If our solver provides a free function, call it
if ( solvers [clmd->sim_parms->solver_type].free ) {
solvers [clmd->sim_parms->solver_type].free ( clmd );
}
// Free the verts.
if ( cloth->verts != NULL )
MEM_freeN ( cloth->verts );
cloth->verts = NULL;
cloth->numverts = 0;
// Free the springs.
if ( cloth->springs != NULL ) {
LinkNode *search = cloth->springs;
while (search) {
ClothSpring *spring = search->link;
MEM_freeN ( spring );
search = search->next;
}
BLI_linklist_free(cloth->springs, NULL);
cloth->springs = NULL;
}
cloth->springs = NULL;
cloth->numsprings = 0;
// free BVH collision tree
if ( cloth->bvhtree )
BLI_bvhtree_free ( cloth->bvhtree );
if ( cloth->bvhselftree )
BLI_bvhtree_free ( cloth->bvhselftree );
// we save our faces for collision objects
if ( cloth->mfaces )
MEM_freeN ( cloth->mfaces );
if (cloth->edgehash)
BLI_edgehash_free ( cloth->edgehash, NULL );
/*
if (clmd->clothObject->facemarks)
MEM_freeN(clmd->clothObject->facemarks);
*/
MEM_freeN ( cloth );
clmd->clothObject = NULL;
}
}
/* frees all */
void cloth_free_modifier_extern(ClothModifierData *clmd )
{
Cloth *cloth = NULL;
if (G.debug_value > 0)
printf("cloth_free_modifier_extern\n");
if ( !clmd )
return;
cloth = clmd->clothObject;
if ( cloth ) {
if (G.debug_value > 0)
printf("cloth_free_modifier_extern in\n");
// If our solver provides a free function, call it
if ( solvers [clmd->sim_parms->solver_type].free ) {
solvers [clmd->sim_parms->solver_type].free ( clmd );
}
// Free the verts.
if ( cloth->verts != NULL )
MEM_freeN ( cloth->verts );
cloth->verts = NULL;
cloth->numverts = 0;
// Free the springs.
if ( cloth->springs != NULL ) {
LinkNode *search = cloth->springs;
while (search) {
ClothSpring *spring = search->link;
MEM_freeN ( spring );
search = search->next;
}
BLI_linklist_free(cloth->springs, NULL);
cloth->springs = NULL;
}
cloth->springs = NULL;
cloth->numsprings = 0;
// free BVH collision tree
if ( cloth->bvhtree )
BLI_bvhtree_free ( cloth->bvhtree );
if ( cloth->bvhselftree )
BLI_bvhtree_free ( cloth->bvhselftree );
// we save our faces for collision objects
if ( cloth->mfaces )
MEM_freeN ( cloth->mfaces );
if (cloth->edgehash)
BLI_edgehash_free ( cloth->edgehash, NULL );
/*
if (clmd->clothObject->facemarks)
MEM_freeN(clmd->clothObject->facemarks);
*/
MEM_freeN ( cloth );
clmd->clothObject = NULL;
}
}
/******************************************************************************
2012-05-16 23:37:23 +00:00
*
* Internal functions.
*
******************************************************************************/
/**
* cloth_to_object - copies the deformed vertices to the object.
*
**/
static void cloth_to_object (Object *ob, ClothModifierData *clmd, float (*vertexCos)[3])
{
unsigned int i = 0;
Cloth *cloth = clmd->clothObject;
if (clmd->clothObject) {
/* inverse matrix is not uptodate... */
invert_m4_m4(ob->imat, ob->obmat);
for (i = 0; i < cloth->numverts; i++) {
copy_v3_v3 (vertexCos[i], cloth->verts[i].x);
mul_m4_v3(ob->imat, vertexCos[i]); /* cloth is in global coords */
}
}
}
int cloth_uses_vgroup(ClothModifierData *clmd)
{
return (((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_SCALING ) ||
(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL ) ||
(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_SELF)) &&
((clmd->sim_parms->vgroup_mass>0) ||
(clmd->sim_parms->vgroup_struct>0)||
(clmd->sim_parms->vgroup_bend>0) ||
(clmd->coll_parms->vgroup_selfcol>0)));
}
/**
* cloth_apply_vgroup - applies a vertex group as specified by type
*
**/
/* can be optimized to do all groups in one loop */
static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm )
{
int i = 0;
int j = 0;
MDeformVert *dvert = NULL;
Cloth *clothObj = NULL;
int numverts;
/* float goalfac = 0; */ /* UNUSED */
ClothVertex *verts = NULL;
if (!clmd || !dm) return;
clothObj = clmd->clothObject;
numverts = dm->getNumVerts (dm);
verts = clothObj->verts;
if (cloth_uses_vgroup(clmd)) {
for ( i = 0; i < numverts; i++, verts++ ) {
dvert = dm->getVertData ( dm, i, CD_MDEFORMVERT );
if ( dvert ) {
for ( j = 0; j < dvert->totweight; j++ ) {
if (( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_mass-1)) && (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )) {
verts->goal = dvert->dw [j].weight;
/* goalfac= 1.0f; */ /* UNUSED */
/*
// Kicking goal factor to simplify things...who uses that anyway?
// ABS ( clmd->sim_parms->maxgoal - clmd->sim_parms->mingoal );
*/
2012-04-29 15:47:02 +00:00
verts->goal = powf(verts->goal, 4.0f);
if ( verts->goal >=SOFTGOALSNAP ) {
verts->flags |= CLOTH_VERT_FLAG_PINNED;
}
}
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_SCALING ) {
if ( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_struct-1)) {
verts->struct_stiff = dvert->dw [j].weight;
verts->shear_stiff = dvert->dw [j].weight;
}
if ( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_bend-1)) {
verts->bend_stiff = dvert->dw [j].weight;
}
}
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_SELF ) {
if ( dvert->dw[j].def_nr == (clmd->coll_parms->vgroup_selfcol-1)) {
2012-06-23 23:22:19 +00:00
if (dvert->dw [j].weight > 0.0f) {
verts->flags |= CLOTH_VERT_FLAG_NOSELFCOLL;
2012-06-23 23:22:19 +00:00
}
}
}
/*
// for later
if ( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_weight-1))
{
verts->mass = dvert->dw [j].weight;
}
*/
}
}
}
}
}
static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *dm, float UNUSED(framenr), int first)
{
int i = 0;
MVert *mvert = NULL;
ClothVertex *verts = NULL;
float (*shapekey_rest)[3]= NULL;
2012-04-29 15:47:02 +00:00
float tnull[3] = {0, 0, 0};
Cloth *cloth = NULL;
float maxdist = 0;
// If we have a clothObject, free it.
if ( clmd->clothObject != NULL ) {
cloth_free_modifier ( clmd );
if (G.debug_value > 0)
printf("cloth_free_modifier cloth_from_object\n");
}
// Allocate a new cloth object.
clmd->clothObject = MEM_callocN ( sizeof ( Cloth ), "cloth" );
if ( clmd->clothObject ) {
clmd->clothObject->old_solver_type = 255;
// clmd->clothObject->old_collision_type = 255;
cloth = clmd->clothObject;
clmd->clothObject->edgehash = NULL;
}
2012-03-07 04:53:43 +00:00
else if (!clmd->clothObject) {
modifier_setError(&(clmd->modifier), "%s", TIP_("Out of memory on allocating clmd->clothObject."));
return 0;
}
// mesh input objects need DerivedMesh
if ( !dm )
return 0;
cloth_from_mesh ( clmd, dm );
// create springs
clmd->clothObject->springs = NULL;
clmd->clothObject->numsprings = -1;
if ( clmd->sim_parms->shapekey_rest )
shapekey_rest = dm->getVertDataArray ( dm, CD_CLOTH_ORCO );
mvert = dm->getVertArray (dm);
verts = clmd->clothObject->verts;
// set initial values
for ( i = 0; i < dm->getNumVerts(dm); i++, verts++ ) {
if (first) {
copy_v3_v3(verts->x, mvert[i].co);
mul_m4_v3(ob->obmat, verts->x);
if ( shapekey_rest ) {
verts->xrest= shapekey_rest[i];
mul_m4_v3(ob->obmat, verts->xrest);
}
else
verts->xrest = verts->x;
}
/* no GUI interface yet */
verts->mass = clmd->sim_parms->mass;
verts->impulse_count = 0;
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
verts->goal= clmd->sim_parms->defgoal;
else
verts->goal= 0.0f;
verts->flags = 0;
copy_v3_v3 ( verts->xold, verts->x );
copy_v3_v3 ( verts->xconst, verts->x );
copy_v3_v3 ( verts->txold, verts->x );
copy_v3_v3 ( verts->tx, verts->x );
mul_v3_fl(verts->v, 0.0f);
verts->impulse_count = 0;
copy_v3_v3 ( verts->impulse, tnull );
}
// apply / set vertex groups
// has to be happen before springs are build!
cloth_apply_vgroup (clmd, dm);
if ( !cloth_build_springs ( clmd, dm ) ) {
cloth_free_modifier ( clmd );
modifier_setError(&(clmd->modifier), "%s", TIP_("Can't build springs."));
printf("cloth_free_modifier cloth_build_springs\n");
return 0;
}
for ( i = 0; i < dm->getNumVerts(dm); i++) {
if ((!(cloth->verts[i].flags & CLOTH_VERT_FLAG_PINNED)) && (cloth->verts[i].goal > ALMOST_ZERO)) {
cloth_add_spring (clmd, i, i, 0.0, CLOTH_SPRING_TYPE_GOAL);
}
}
// init our solver
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
if ( solvers [clmd->sim_parms->solver_type].init ) {
solvers [clmd->sim_parms->solver_type].init ( ob, clmd );
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
}
if (!first)
implicit_set_positions(clmd);
clmd->clothObject->bvhtree = bvhtree_build_from_cloth ( clmd, MAX2(clmd->coll_parms->epsilon, clmd->coll_parms->distance_repel) );
for (i = 0; i < dm->getNumVerts(dm); i++) {
2011-08-19 16:21:29 +00:00
maxdist = MAX2(maxdist, clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len*2.0f));
}
clmd->clothObject->bvhselftree = bvhselftree_build_from_cloth ( clmd, maxdist );
return 1;
}
static void cloth_from_mesh ( ClothModifierData *clmd, DerivedMesh *dm )
{
unsigned int numverts = dm->getNumVerts (dm);
unsigned int numfaces = dm->getNumTessFaces (dm);
MFace *mface = dm->getTessFaceArray(dm);
unsigned int i = 0;
/* Allocate our vertices. */
clmd->clothObject->numverts = numverts;
clmd->clothObject->verts = MEM_callocN ( sizeof ( ClothVertex ) * clmd->clothObject->numverts, "clothVertex" );
if ( clmd->clothObject->verts == NULL ) {
cloth_free_modifier ( clmd );
modifier_setError(&(clmd->modifier), "%s", TIP_("Out of memory on allocating clmd->clothObject->verts."));
printf("cloth_free_modifier clmd->clothObject->verts\n");
return;
}
// save face information
clmd->clothObject->numfaces = numfaces;
clmd->clothObject->mfaces = MEM_callocN ( sizeof ( MFace ) * clmd->clothObject->numfaces, "clothMFaces" );
if ( clmd->clothObject->mfaces == NULL ) {
cloth_free_modifier ( clmd );
modifier_setError(&(clmd->modifier), "%s", TIP_("Out of memory on allocating clmd->clothObject->mfaces."));
printf("cloth_free_modifier clmd->clothObject->mfaces\n");
return;
}
for ( i = 0; i < numfaces; i++ )
memcpy ( &clmd->clothObject->mfaces[i], &mface[i], sizeof ( MFace ) );
/* Free the springs since they can't be correct if the vertices
2012-05-16 23:37:23 +00:00
* changed.
*/
if ( clmd->clothObject->springs != NULL )
MEM_freeN ( clmd->clothObject->springs );
}
/***************************************************************************************
2012-05-16 23:37:23 +00:00
* SPRING NETWORK BUILDING IMPLEMENTATION BEGIN
***************************************************************************************/
// be careful: implicit solver has to be resettet when using this one!
// --> only for implicit handling of this spring!
int cloth_add_spring(ClothModifierData *clmd, unsigned int indexA, unsigned int indexB, float restlength, int spring_type)
{
Cloth *cloth = clmd->clothObject;
ClothSpring *spring = NULL;
if (cloth) {
// TODO: look if this spring is already there
spring = (ClothSpring *)MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if (!spring)
return 0;
spring->ij = indexA;
spring->kl = indexB;
spring->restlen = restlength;
spring->type = spring_type;
spring->flags = 0;
spring->stiffness = 0;
cloth->numsprings++;
BLI_linklist_prepend ( &cloth->springs, spring );
return 1;
}
return 0;
}
static void cloth_free_errorsprings(Cloth *cloth, EdgeHash *UNUSED(edgehash), LinkNode **edgelist)
{
unsigned int i = 0;
if ( cloth->springs != NULL ) {
LinkNode *search = cloth->springs;
while (search) {
ClothSpring *spring = search->link;
MEM_freeN ( spring );
search = search->next;
}
BLI_linklist_free(cloth->springs, NULL);
cloth->springs = NULL;
}
if (edgelist) {
for ( i = 0; i < cloth->numverts; i++ ) {
2012-04-29 15:47:02 +00:00
BLI_linklist_free ( edgelist[i], NULL );
}
MEM_freeN ( edgelist );
}
if (cloth->edgehash)
BLI_edgehash_free ( cloth->edgehash, NULL );
}
2009-09-16 17:43:09 +00:00
static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm )
{
Cloth *cloth = clmd->clothObject;
ClothSpring *spring = NULL, *tspring = NULL, *tspring2 = NULL;
unsigned int struct_springs = 0, shear_springs=0, bend_springs = 0;
unsigned int i = 0;
unsigned int numverts = (unsigned int)dm->getNumVerts (dm);
unsigned int numedges = (unsigned int)dm->getNumEdges (dm);
unsigned int numfaces = (unsigned int)dm->getNumTessFaces (dm);
MEdge *medge = dm->getEdgeArray (dm);
MFace *mface = dm->getTessFaceArray (dm);
int index2 = 0; // our second vertex index
LinkNode **edgelist = NULL;
EdgeHash *edgehash = NULL;
LinkNode *search = NULL, *search2 = NULL;
// error handling
if ( numedges==0 )
return 0;
cloth->springs = NULL;
edgelist = MEM_callocN ( sizeof (LinkNode *) * numverts, "cloth_edgelist_alloc" );
if (!edgelist)
return 0;
for ( i = 0; i < numverts; i++ ) {
edgelist[i] = NULL;
}
if ( cloth->springs )
MEM_freeN ( cloth->springs );
// create spring network hash
edgehash = BLI_edgehash_new();
// structural springs
for ( i = 0; i < numedges; i++ ) {
spring = (ClothSpring *)MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if ( spring ) {
spring->ij = MIN2(medge[i].v1, medge[i].v2);
spring->kl = MAX2(medge[i].v2, medge[i].v1);
spring->restlen = len_v3v3(cloth->verts[spring->kl].xrest, cloth->verts[spring->ij].xrest);
clmd->sim_parms->avg_spring_len += spring->restlen;
cloth->verts[spring->ij].avg_spring_len += spring->restlen;
cloth->verts[spring->kl].avg_spring_len += spring->restlen;
cloth->verts[spring->ij].spring_count++;
cloth->verts[spring->kl].spring_count++;
spring->type = CLOTH_SPRING_TYPE_STRUCTURAL;
spring->flags = 0;
2011-11-11 12:00:08 +00:00
spring->stiffness = (cloth->verts[spring->kl].struct_stiff + cloth->verts[spring->ij].struct_stiff) / 2.0f;
struct_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
else {
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
}
if (struct_springs > 0)
clmd->sim_parms->avg_spring_len /= struct_springs;
for (i = 0; i < numverts; i++) {
2011-11-11 12:00:08 +00:00
cloth->verts[i].avg_spring_len = cloth->verts[i].avg_spring_len * 0.49f / ((float)cloth->verts[i].spring_count);
}
// shear springs
for ( i = 0; i < numfaces; i++ ) {
// triangle faces already have shear springs due to structural geometry
if ( !mface[i].v4 )
continue;
spring = ( ClothSpring *) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if (!spring) {
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = MIN2(mface[i].v1, mface[i].v3);
spring->kl = MAX2(mface[i].v3, mface[i].v1);
spring->restlen = len_v3v3(cloth->verts[spring->kl].xrest, cloth->verts[spring->ij].xrest);
spring->type = CLOTH_SPRING_TYPE_SHEAR;
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spring->stiffness = (cloth->verts[spring->kl].shear_stiff + cloth->verts[spring->ij].shear_stiff) / 2.0f;
BLI_linklist_append ( &edgelist[spring->ij], spring );
BLI_linklist_append ( &edgelist[spring->kl], spring );
shear_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
// if ( mface[i].v4 ) --> Quad face
spring = (ClothSpring *)MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if (!spring) {
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = MIN2(mface[i].v2, mface[i].v4);
spring->kl = MAX2(mface[i].v4, mface[i].v2);
spring->restlen = len_v3v3(cloth->verts[spring->kl].xrest, cloth->verts[spring->ij].xrest);
spring->type = CLOTH_SPRING_TYPE_SHEAR;
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spring->stiffness = (cloth->verts[spring->kl].shear_stiff + cloth->verts[spring->ij].shear_stiff) / 2.0f;
BLI_linklist_append ( &edgelist[spring->ij], spring );
BLI_linklist_append ( &edgelist[spring->kl], spring );
shear_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
if (numfaces) {
// bending springs
search2 = cloth->springs;
for ( i = struct_springs; i < struct_springs+shear_springs; i++ ) {
if ( !search2 )
break;
tspring2 = search2->link;
search = edgelist[tspring2->kl];
while ( search ) {
tspring = search->link;
index2 = ( ( tspring->ij==tspring2->kl ) ? ( tspring->kl ) : ( tspring->ij ) );
// check for existing spring
// check also if startpoint is equal to endpoint
if (!BLI_edgehash_haskey(edgehash, MIN2(tspring2->ij, index2), MAX2(tspring2->ij, index2)) &&
(index2 != tspring2->ij))
{
spring = (ClothSpring *)MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if (!spring) {
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = MIN2(tspring2->ij, index2);
spring->kl = MAX2(tspring2->ij, index2);
spring->restlen = len_v3v3(cloth->verts[spring->kl].xrest, cloth->verts[spring->ij].xrest);
spring->type = CLOTH_SPRING_TYPE_BENDING;
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spring->stiffness = (cloth->verts[spring->kl].bend_stiff + cloth->verts[spring->ij].bend_stiff) / 2.0f;
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BLI_edgehash_insert(edgehash, spring->ij, spring->kl, NULL);
bend_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
search = search->next;
}
search2 = search2->next;
}
}
else if (struct_springs > 2) {
/* bending springs for hair strands */
/* The current algorightm only goes through the edges in order of the mesh edges list */
/* and makes springs between the outer vert of edges sharing a vertice. This works just */
/* fine for hair, but not for user generated string meshes. This could/should be later */
/* extended to work with non-ordered edges so that it can be used for general "rope */
/* dynamics" without the need for the vertices or edges to be ordered through the length*/
/* of the strands. -jahka */
search = cloth->springs;
search2 = search->next;
while (search && search2) {
tspring = search->link;
tspring2 = search2->link;
if (tspring->ij == tspring2->kl) {
spring = (ClothSpring *)MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if (!spring) {
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = tspring2->ij;
spring->kl = tspring->kl;
spring->restlen = len_v3v3(cloth->verts[spring->kl].xrest, cloth->verts[spring->ij].xrest);
spring->type = CLOTH_SPRING_TYPE_BENDING;
2011-11-11 12:00:08 +00:00
spring->stiffness = (cloth->verts[spring->kl].bend_stiff + cloth->verts[spring->ij].bend_stiff) / 2.0f;
bend_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
search = search->next;
search2 = search2->next;
}
}
/* insert other near springs in edgehash AFTER bending springs are calculated (for selfcolls) */
for (i = 0; i < numedges; i++) { /* struct springs */
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BLI_edgehash_insert(edgehash, MIN2(medge[i].v1, medge[i].v2), MAX2(medge[i].v2, medge[i].v1), NULL);
}
for (i = 0; i < numfaces; i++) { /* edge springs */
if (mface[i].v4) {
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BLI_edgehash_insert(edgehash, MIN2(mface[i].v1, mface[i].v3), MAX2(mface[i].v3, mface[i].v1), NULL);
2012-04-29 15:47:02 +00:00
BLI_edgehash_insert(edgehash, MIN2(mface[i].v2, mface[i].v4), MAX2(mface[i].v2, mface[i].v4), NULL);
}
}
cloth->numsprings = struct_springs + shear_springs + bend_springs;
if ( edgelist ) {
for ( i = 0; i < numverts; i++ ) {
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BLI_linklist_free ( edgelist[i], NULL );
}
MEM_freeN ( edgelist );
}
cloth->edgehash = edgehash;
if (G.debug_value > 0)
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printf("avg_len: %f\n", clmd->sim_parms->avg_spring_len);
return 1;
} /* cloth_build_springs */
/***************************************************************************************
2012-05-16 23:37:23 +00:00
* SPRING NETWORK BUILDING IMPLEMENTATION END
***************************************************************************************/