Commit Graph

99 Commits

Author SHA1 Message Date
2a331067cc resolve some compiler warnings with intel c/c++ compiler
* subsurf code had a lot of unused variables, removed these where they are obviously not needed. commented if they could be useful later.
* some variables declorations hide existing variables (many of these left), but fixed some that could cause confusion.
* removed unused vars
* obscure python memory leak with colorband.
* make_sample_tables had a loop running wasnt used.
* if 0'd functions in arithb.c that are not used yet.
* made many functions static
2008-09-29 17:08:11 +00:00
d1ce4fbaff A previous commit by me (16701) broke keyed- and none-physics particles or at least made them do funny things. 2008-09-28 19:53:37 +00:00
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +00:00
9a7c53782b Fix for [#17677] Blender Crash when Baking Boids
- A check for getting the "better" dm was missing from the boids code. I plan on converting the boids code into using the collision modifier one of these days but hopefully this quick fix will do for now.
2008-09-25 18:31:01 +00:00
47032c251d - Particle-particle effectors we're quite unstable and not accurate at all. Now this should be fixed (especially with other integrators than euler) as the needed inter-frame effector particle positions are interpolated properly from the current and previous positions (previously only the most recent position was used).
- In practice this removes the dependency of particle simulations from the update order of objects and different particle systems inside objects.
- As a nice side effect out of this we also get fully correct birth positions for "near reactor particles" (previously for example smoke trail reactor particles were not born smoothly along the target particles path).
2008-09-23 12:53:00 +00:00
518b8fe018 svn merge -r 16593:16648 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-21 13:03:39 +00:00
a283e7e4af A typo in my fix for bug #11740 caused problems with at least grid distributed particles. 2008-09-18 17:42:17 +00:00
f7113fd267 Reactor particles were born with incorrect timing. Some changes made could effect normal particles too, but after many tests I didn't notice any adverse effects. Be sure to poke me hard if there are some though :) 2008-09-18 17:19:40 +00:00
fc312fae98 svn merge -r 16454:16593 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-18 14:59:44 +00:00
beb7738a29 Hopefully fixes crash in particle system with effector enabled 2008-09-18 01:55:43 +00:00
0a43036701 Fix for [#17637] Children from "Faces" in Object without a face leads to crash
- a simple check for psys->child was missing
2008-09-17 17:59:29 +00:00
06be41648f Fix for #11740 - Reactor particles do not render in animation.
- Particle data was deleted when the current frame was outside the baked range. Reactor particles need this data to store birth and death times.
2008-09-13 21:06:22 +00:00
d2186508da Particle collisions upgrade:
- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.

To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
2008-09-13 18:09:41 +00:00
f40aa6d13f typo in recent commit 2008-09-12 13:26:49 +00:00
0795d01df4 Bugfix [#17609] Complex particles crash II - related to #17592 2008-09-12 13:15:52 +00:00
dfd51ab5b6 Bugfix [#17592] Complex particle system crash 2008-09-10 11:38:19 +00:00
190aae27ae svn merge -r 16369:16454 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-10 11:04:07 +00:00
a9d334df67 Bugfix for #17572 Boids Particles Crash 2008-09-07 20:46:54 +00:00
d2c13039ed svn merge -r 16320:16369 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-05 00:12:01 +00:00
Ken Hughes
e4dbf0e7d6 Fix gcc compiler warnings. 2008-09-02 20:53:07 +00:00
8cf385a93d svn merge -r 16222:16320 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-31 21:00:20 +00:00
10bcba77b1 Crash fix for having wind noise + particles (reported by Wahooney) 2008-08-25 13:49:55 +00:00
5dafc1a553 svn merge -r 16060:16222 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-22 09:31:32 +00:00
57d1a1eac2 New things for particle effectors:
- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
   -Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
   -The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
2008-08-21 21:12:27 +00:00
7f49f67352 Particles now got that force-hiding feature, too --> jahka: please take a look :) 2008-08-19 11:26:18 +00:00
8562efe8a3 a) Forces can be hidden by deflector object now (need to talk with jahka about particle integration - should be copy-paste) see http://dldw.de/tmp/index.php?file=w2.blend (press play button in timeline and change the absorption value ob the cube) b) fixed deflector/collision bug with continues physics c) cloth wind/forces uses masses now d) even faster collision object gathering e) have fun ;) 2008-08-18 14:41:24 +00:00
d5a890c078 a) New unified effector system by Janne (jahka) + Me (genscher): particle and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :) 2008-08-18 11:09:27 +00:00
ae42934c93 Boids didn't get correct fall-off from wind effector.
Boids now react to vortex field also.
2008-08-16 16:29:12 +00:00
bd34ecafef svn merge -r 15973:16060 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-12 09:49:46 +00:00
adcd339198 Fix for [#13697] Reactor particles with children doesn't render
-Particles were being recalculated a bit too aggressively. Normal particles didn't care, but since reactor particles have dynamic birth times they lost crucial information in the recalculation.
2008-08-08 16:40:41 +00:00
5ae7824a47 svn merge -r 15649:15800 https://svn.blender.org/svnroot/bf-blender/trunk/blender + forgot something in last commit --> e) Last simulated Frame will stay and not turn into cube/domain after last valid simulated frame. f) Fixed loading of old fluidsims (1 parameter was wrong) 2008-07-27 10:46:46 +00:00
d7fecc9e96 Fluid control: WIP commit before weekend, not working is crashing on the first 3 frames 2008-07-25 18:57:16 +00:00
def3150098 [#17356]: Reactor particles makes blender crash 2008-07-20 18:07:02 +00:00
dd5148e265 Fix for bug: [#14570] particle system: grid distribution + vertex emitting bug
- grid distribution didn't check for emission from vertices
2008-07-06 22:52:55 +00:00
cb6fd8927c An initializer line was missing from the beginning of a loop, causing crashes. 2008-06-23 07:59:26 +00:00
4e2bb896b0 Added back a feature from the old particle system: negative start frame.
At the moment this does mean it will compute all the frames before the
point caching start frame on the first frame, which might be slow.
2008-06-09 16:49:33 +00:00
916120b98c Fix for bug #11114: boids physics went wrong when the distance between
particles was exactly 0.0, for example with emission from verts.
2008-05-12 17:30:32 +00:00
b6f5679cf5 Fix for bug #10542: changing particle visualisation type from object to
something else didn't work correct.
Fix for bug #10478: particle system point cache problem.
2008-05-05 21:10:32 +00:00
110f927c63 Changed frame numbering to only alter hashes if they are in the filename (not the directory name) to fix bug [#10566] File Open Dialog replaces '#' with '0' in directory names.
removed frame numbering from BLI_convertstringcode into its own function (BLI_convertstringframe), many uses of BLI_convertstringcode were passing dummy frames values anyway.
in cases where adding the current frame number to a filename is needed run BLI_convertstringframe(...) after BLI_convertstringcode(...)

There are some cases Im not sure BLI_convertstringframe is needed, these have been commented as todo, but at least have the same functionality they used to.
2008-05-04 09:41:15 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
ea4a315f3d Fix for bug #8936: particle system crash with vertex groups and
zero vertices in a mesh.
2008-04-12 18:15:10 +00:00
f057a38e98 Changed BLI_convertstringcode to replace any number of hashes with the frame number.
somefile_##.png -> somefile_01.png
somefile_########-image.png -> somefile_00000001-image.png

Before, A hash at the end of the string would be replaced by a number with 4 characters. This is still default if no #'s are in the string, so nothing has changed.

To use this function from the python api use scene.render.getFrameFilename()
2008-04-11 15:47:21 +00:00
a02937d86c Fix for bug #8920: particles reactor crash and memory leak. 2008-04-11 12:29:29 +00:00
1fe5302cce 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
5dbe42af07 Fix to make grass render the same on solaris as linux, by doing
pointer comparisons in qsort. This works for glibc according to
the documentation, and appears to work on solaris too.
2008-04-02 22:18:32 +00:00
49c65433cc Fix for bug: [#8117] Particles with fluid broken
-Handling of fluid particles was not coded at all
-Now things should work properly, but as fluid particles are not very familiar to me I'd appreciate some thorough testing
2008-04-02 17:48:46 +00:00
3932c747d6 Fix for bug: [#8810] Sticky button in particle effector menu creates unexpected effect
-Particle dietime was calculated wrong when a collision killed particles before their natural death
-Collision code still had some issues with object vs. global space
2008-04-01 00:40:28 +00:00
fd46b91650 Fix for bug: [#8817] Particleradius doesn't update until changing the amount of particles
-Reactor particles didn't initialize their birth times etc. properly when cache was cleared
2008-03-31 21:51:46 +00:00
0ce8fe1ec4 Fix for bug: [#8818] Particle reflecting strange from a simple plane 2008-03-31 20:54:00 +00:00
7f556ba4ef Fix for bug #8467: a softbody hair crash. 2008-03-14 18:21:06 +00:00