Commit Graph

200 Commits

Author SHA1 Message Date
03fa4bb999 Partial cleanup of timing system, with some guidance from Joshua:
* Fractional frames support has been changed to use a new var, scene->r.subframe. 
This is a 0.0-1.0 float representing a subframe interval, used in generating a final float 
frame number to evaluate animation system etc.
* Changed frame_to_float() and some instances of bsystem_time() into a convenience function:
float BKE_curframe(scene) which retrieves the floating point current frame, after subframe
and frame length corrections.
* Removed blur_offs and field_offs globals. These are now stored in render, used to 
generate a scene->r.subframe before render database processing.
2010-06-27 05:39:55 +00:00
e4c9381f14 Fix for [#22479] Hair is left our when moving emitter unless Hair Dynamics is set on 2010-06-18 11:34:45 +00:00
f8ecc3fd2f Some cleanup of particle path drawing logic:
* Path drawing now works for non hair particles.
* Should fix the following bugs too:
  [#21316] Hair weight drawing is wrong
  [#21923] Consistent Crash When Rendering Particle Scene.
  [#21950] Path rendering option for particles causes crash
2010-05-30 14:53:26 +00:00
0790df09b7 fix for hair distrobution changing when rendered with a different number of threads (manifested flickering hair back from renderfarm) 2010-05-14 18:09:59 +00:00
f7717b2e80 option to use curve point weights to influence particle effectors. 2010-04-21 11:59:47 +00:00
392e1da179 bugfix and cleanup
- BGE Shader.setSampler(name, index): index range check was wrong.
- Compositor check for an invalid channel was incorrect.
- getting the center of selected verts used an uninitalized z axis.
- do_init_render_material() used && rather then & when testing for MA_TRANSP.
- weight paint activate flipped bone used && rather then & for flag checking.
2010-04-17 15:47:00 +00:00
919565f196 Subframe calculations for particles, original patch by Raul Fernandez Hernandez
* Increasing subframe count increases stability for SPH fluid and Newtonian particles
* Also small tweaks into physics ui panel to better fit new subframes value
* This commit also fixes the moving fluid emitter problem as described by Raul in the mailinglist
2010-04-12 17:34:06 +00:00
12f2a75294 Fix for [#21928] Can't assign hair 2010-04-06 08:23:28 +00:00
8b7d1775c3 Fix for [#21908] SPH fluids - crash when editing while playing 2010-04-05 09:46:01 +00:00
c5871b8750 Fluid physics for particles by Raul Fernandez Hernandez (Farsthary) and Stephen Swhitehorn:
This patch add SPH (Smoothed Particle Hydrodynamics)fluid dynamics to the
blender particle system. SPH is an boundless Lagrangian interpolation
technique to solve the fluid motion equations.
 
From liquids to sand, goo and gases could be simulated using the particle
system.
 
It features internal viscosity, a double density relaxation that accounts
for surface tension effects, static internal springs for plastic fluids,
and buoyancy for gases.

---------------------------------------

This is a commit of the core fluid physics. Raul will work on proper
documentation soon and more features such as surface extraction from
the particle point cloud and increasing stability by sub-frame calculations
later.
2010-04-04 12:29:06 +00:00
666cca69e9 Cloth simulation can now use a group to specify which objects
to collide with, in addition to the effectors group.
(commit 27746 by Brecht from render25 branch)
2010-03-26 10:52:55 +00:00
1e9bf0cfdb spaces -> tabs, (4 spaces == 1 tab, only for white space preceding text) 2010-03-22 09:30:00 +00:00
df7b696b73 Big cleanup of particle system core, also some minor pointcache cleanup. Shouldn't contain any functional changes. 2010-03-21 20:36:06 +00:00
54b4266bef Fix for [#21411] Particles jitter when resting on a collision object
* Particle now take particle acceleration during collisions into account.
2010-03-10 03:41:41 +00:00
1708ac0723 rename some functions to use easier to understand names.
'BLI_makestringcode' --> 'BLI_path_rel'
'BLI_convertstringcwd' --> 'BLI_path_cwd'
'BLI_convertstringframe' --> 'BLI_path_frame'
'BLI_convertstringframe_range' --> 'BLI_path_frame_range'
'BLI_make_cwdpath' --> 'BLI_path_cwd'
2010-03-09 17:36:23 +00:00
9352c9f0c1 use negate_v3 rather then multiplying a vector by -1.0 (no functional changes) 2010-02-26 09:02:52 +00:00
88d6250005 Fix for [#20647] Children from particles on a subsurf mesh don't render correct 2010-02-25 01:57:09 +00:00
8b9e0e941c Particles with "no physics" didn't stick to the emitter like they were supposed to. 2010-02-25 00:03:49 +00:00
03590eb8a9 allow cloth sim for linked duplicates, not many people use this but we need for using hair on linked characters, if there are bugs with this we'll need to fix so enabling for now with comments that its experemental. 2010-02-24 15:35:15 +00:00
32aea49b6d Fix #20171: properties of hair are not animateable. 2010-02-14 14:37:26 +00:00
be575aa3a0 Fix #20282: particle normal force can be animated but not driven. 2010-02-14 14:18:23 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
820517ba91 Fix semi-exit of particle edit mode after adding/removing hairs, when
child particles were enabled, should only free edit in case the parent
particle amount changes.
2010-02-02 18:54:23 +00:00
08ee31990e missed these last commit 2010-01-30 22:50:32 +00:00
cbb23d96bb Added simplification back for quicker preview renders with less subdivision
levels, child particles, and shadow/SSS/AO quality.. Now also works on what
is displayed in the 3d view instead of only rendering, see panel in the scene
properties.

Most file changes were to make scene available in the isDisabled modifier
callback function.
2010-01-25 11:39:56 +00:00
d99d68684b only reallocate memory for child particles if the size changes. 2010-01-20 11:32:11 +00:00
c1f2fd0a46 particle weight brush back (mostly the same as in 2.4x), needed to control long hairs movement. 2010-01-14 08:53:10 +00:00
c6e40798fb Stickness factor for particle collisions, patch submitted by Raul Fernandez Hernandez (farsthary). 2010-01-03 14:51:34 +00:00
74829be79a Fix for [#20430] Boids options for Flying and climbing do not work
* Boids didn't yet use global gravity
2009-12-30 15:58:59 +00:00
20ab9a4d9b Particles bug fix: Particle birth location between frames weren't calculated correctly for moving emitters as the functionality of where_is_object_time has changed a bit in the new anim system. 2009-12-26 15:59:07 +00:00
7a19832a78 Fix for [#20294] Switching to particle mode after changing number of hair particles causes blender to crash.
* Particle edit mode wasn't freed when the particle amount was changed.
2009-12-26 00:17:54 +00:00
fc066a6a5d Fix for [#20458] Segmentation fault when trying to enable Hair dynamics
* The hair mesh vertex index was stored as a short, but vertex counts can easily go higher than what fits in a short so changed this to an int.
* Also removed particle life looping, which didn't work correctly anyways. Similar functionality will become available when I get to recoding reactor particles into a better system.
2009-12-25 23:51:29 +00:00
82ddfbf99f Sculpt Branch:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r24889:25180
2009-12-07 19:22:48 +00:00
4a23c3f9e1 Particles: child editing bugfixes
* Make partial update work again for faster editing.
* Draw parents over children again, nicer for editing.
* Fix crash with remove tools & showing child particles.
* Fix children not disappearing always when setting to None.
* Fix wrong normal for last point in child path.
* Fix a python error in the hair dynamics panel.
2009-12-07 17:55:58 +00:00
47b457f19e Bug fix: Verlet integration didn't work properly with moving particle emitters.
Thanks for mcreamsurfer for reporting and Farsthary for the patch!
2009-12-02 20:53:28 +00:00
323aa65671 Verlet integration method for particles (patch provided by farsthary). 2009-11-25 17:46:10 +00:00
a1bf207be3 Sculpt: Subsurf
* Now uses the CCG DerivedMesh also in object mode, used to be edit mode only.
* Create CD_ORIGINDEX layer on demand, to save memory.
* Removed ss_to_cdderivedmesh function, and instead create ccgdm and then
  convert that to cddm, to avoid code duplication.
* Added and implement DerivedMesh interface functions to obtain face grids.
* Store edge/face flags more memory efficient.
* Export CCGDerivedMesh struct in BKE_subsurf.h
2009-11-25 13:11:44 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
f750cc7dbd Changing particle physics type to boids and not boids multiple times crashed. 2009-10-18 20:52:15 +00:00
3816554cbc General particle bug fixes + few small goodies
The goodies:
* Curves can be used as normal dynamic effectors too with 
  the new "curve" field shape.
* Group visualization has optional duplication counts for
  each object in the specified group.
* Object & group visualizations, which are done without
  taking the dupliobject's global position into account
  (unless the whole group is used). This is much nicer than
  the previous behavior, but I added a "Use Global Location"
  option for those who want to use it the old way.
* The active particle system's particles are now drawn a 
  with theme coloured outline instead of pure white.
* Added object aligned velocity factors (buttons categorized
  and re-organized too).

Bug fixes:
* Absorption didn't work as the ui toggle button was forgotten.
* Some other force field ui tweaks.
* Crash after adding children and changing trails count.
* Display types "cross" and "axis" crashed.
* Particles weren't drawn with correct coloring.
* Billboards didn't update properly in viewport to camera
  location changes.
* Particle rotation wasn't recreated correctly from point cache.
* Changing particles amount crashed sometimes.
* Some files with child hair crashed on loading.
* Compiler warning fixes.
* Adding boids crashed on frame 1;
2009-10-05 13:25:56 +00:00
022a343223 Texture stack influences are now all separate values, and negative
mapped values now have their influence negated instead. Also a few
RNA changes for TextureSlot.

Bumped subversion for the version patch.
2009-10-01 17:15:23 +00:00
bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00
c388244be4 Move some static math functions out of paint_image.c into arithb.c
* VecLerp3f and Vec2Lerp3f - interpolate 3 2d/3d vectors from 3 weights
* AngleToLength(angle) - useful for making even width shell/walls based on the angles of the surrounding geometry from each point. (same method used in 2.4x python solidify script).

also quiet some warnings.
2009-09-18 16:39:45 +00:00
08e2da590f Particles cleanup, optimizations and some small new stuff.
New stuff
- Bending springs for hair dynamics.

Code cleanup & optimization
- Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better.
- Removed child seams, something better will come here too :)
- Normal particle drawing data is now saved between redraws if the particles don't move between redraws.
	* For example rotating the 3d view is now realtime even with 1M particles.
- Many random values for particles now come from a lookup table making things much faster.
- Most accessed small point cache functions are now much faster as macros.
- Lot's of general code cleanup.
- Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
2009-09-17 22:00:49 +00:00
fbbda4c06e Warning fixes for blenkernel and editors.
Note sure what to do with this one, and personally think
we should avoid using macros for this kind of thing:

V_GROW(edges);
source/blender/editors/mesh/loopcut.c:232: warning: value computed is not used
2009-09-17 14:46:22 +00:00
ba5df38d66 use static functions where possible for some local functions. 2009-09-14 16:52:06 +00:00
f130f16fef Use curve radius for paths
- use_radius option, off by default for 2.4x files, on by default on new curves.
- curve deform modifiers (think tentacles)
- follow path (parent mode and constraint)
- curve guides
- added back Alt+S to scale point radius
- Mat3Scale and Mat4Scale arithb.c functions to make a new uniform scale matrix.

- TODO, effectors, looks like they have no way to scale from the radius yet.
2009-09-12 16:25:49 +00:00
d16bde417f new struct PathPoint for each path element (replaces float[4]), Paths now store radius and quaternion
Added optional quat and radius args to anim.c's where_on_path(...), currently unused.

also cleanup some warnings.
2009-09-12 14:12:37 +00:00
e9587a89fa Hair dynamics with cloth simulation
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair.
- Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible).
- Softbody simulation is no longer used for hair.
	* Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied.
	* Invasion of particles exceptions in sb code is finally over.
- Collisions with other objects are disabled for now and will be worked out in the future.

Other changes/fixes:
- Particle mode editing flag wasn't saved properly.
- Some old files with edited hair didn't load correctly.
- Disabled delete & specials menu in particle mode for non-hair editing.
- Fixed yet one more cloth & softbody pointcache update issue.
- Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters.
- Hair editing now updates correctly with a moving emitter.
2009-09-10 22:32:33 +00:00
08b8fc34cf Disconnect/connect hair:
- Moves hair from face-space to global space and back.
- Allows for editing of emitter mesh after hair combing.
- Disconnect hair before doing topology changing changes in mesh edit mode, connect after changes.
- Notes:
	* The closest location on emitter surface to the hair root is used to connect the hair.
	* Emitter deflection, sticky roots and add brush don't apply for disconnect hair in particle mode.
- Todo for future:
	* Copy disconnected hair from object to another (when 2.5 has proper copy operators again).
	* Possible automatic disconnect/connect with topology changing operations in mesh edit mode.
	
Other changes/fixes:
- Proper subtypes for some particle mode notifiers.
- Particle mode selections didn't draw correctly because of using lighting for the paths.
2009-09-05 20:12:08 +00:00