Note that the collision modifier doesn't have any use for Loop indices,
so to avoid duplicating the loop array too,
MVertTri has been added which simply stores vertex indices (runtime only).
This way it doesn't have to be stored as DNA runtime pointers or passed
down as a function argument. Currently there is now no property or
button to enable debugging, this will be added again later.
solver step.
Calculating forces and jacobians from linearly interpolated grid values
is problematic due to discontinuities at the grid boundaries. The new
approach of modifying velocities after the backward euler solver step
was suggested in a newer paper
"Detail Preserving Continuum Simulation of Straight Hair"
(McAdams, Selle 2009)
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
There are currently 3 types of springs: basic linear springs, goal
springs toward a fixed global target (not recommended, but works) and
bending springs.
These are agnostic to the specific spring definition in the cloth system
so hair systems can use the same API without converting everything to
cloth first.
Conflicts:
source/blender/physics/intern/implicit_blender.c
code.
The implicit solver itself should remain agnostic to the specifics of
the Blender data (cloth vs. hair). This way we could avoid the bloated
data conversion chain from particles/hair to derived mesh to cloth
modifier to implicit solver data and back. Every step in this chain adds
overhead as well as rounding errors and a possibility for bugs, not to
speak of making the code horribly complicated.
The new subfolder is named "physics" since it should be the start of a
somewhat "unified" physics systems combining all the various solvers in
the same place and managing things like synchronized time steps.