Commit Graph

344 Commits

Author SHA1 Message Date
d601a51e03 RNA: added a "factor" subtype next to "percentage", and only display
% sign for percentage assuming it is between 0-100, while factor is
for values 0-1.

Move collision setting absorption from modifier to collision settings,
was inconsistent to have it there as the only one, and made it have
range 0.0-1.0 instead of 0-100.
2009-09-21 21:19:58 +00:00
b4353a8443 Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
	* Closest collision object in negative z direction is considered as ground.
	* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
	* Many new rules and many still not implemented.
	* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
	* This is in addition to the boids own system of course.
	* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
	* This allows forcing boids somewhere.
	* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
	
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.

Other new features:
- Particle systems can now be named separately from particle settings.
	* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
	* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.

Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)

Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
7c2fb42195 2.5: Defaults
* Wave modifier speed 0.5 -> 0.25.

* Particles even and random distribution on.
* Particles normal velocity 0.0 -> 1.0.
* Particles size 1.0 -> 0.05.
* Particles draw emitter and material color on.

* Field strength 0.0 -> 1.0

* Object drawing without material was not consistent
  with default material.

* Panel title 13 -> 12 points.
2009-07-15 22:58:12 +00:00
093ff8202c 2.5: Physics Buttons
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.

* Added near empty soft body, fluid, field and collision panels,
  tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
  or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
  updates after pointcache refactor?
2009-07-02 19:41:31 +00:00
e7d02e5679 2.5: warning fixes
Mostly harmless ones, except for one about "gzopen64" being
undeclared. This needs some defines in BLI_storage.h to be set
before <unistd.h> is included. Might fix a crash in compressed
file reading, though I'm not sure since it's hard to repeat
the crash consistently.
2009-06-22 18:19:18 +00:00
c8b4cf9206 2.50:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19820:HEAD

Notes:
* Game and sequencer RNA, and sequencer header are now out of date
  a bit after changes in trunk.
* I didn't know how to port these bugfixes, most likely they are
  not needed anymore.
  * Fix "duplicate strip" always increase the user count for ipo.
  * IPO pinning on sequencer strips was lost during Undo.
2009-06-08 20:08:19 +00:00
874c29cea8 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r19323:HEAD
Notes:
* blenderbuttons and ICON_SNAP_PEEL_OBJECT were not merged.
2009-04-20 15:06:46 +00:00
6121d4b9fe Particle effector falloff maxdist etc. didn't work like it was supposed to. 2009-04-09 23:43:25 +00:00
b8270db75c Harmonic effector force wasn't working properly at all. A silly vector normalization where it shouldn't have been. 2009-04-06 23:23:36 +00:00
8762737400 2.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r17853:HEAD 2009-01-26 08:34:40 +00:00
0ac35ca7c1 2.5
- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
  so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
  and lattice

(another commit following)
2009-01-24 13:45:24 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
882d85a968 Patch from Banlu Kemiyatorn
replace VecMulf(var,-1) with new VecNegf(var) function.
2008-12-16 12:32:10 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
98b2c0626a Lots of mingw/gcc compiler warning fixes 2008-09-27 06:49:10 +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
683aabae93 Fixing compiler warning due to unsed code 2008-08-25 11:49:58 +00:00
d37f0325ca Effector fall-off power was off by one for spherical, magnet, harmonic and charge fields. For example a square fall-off was reduced to linear etc. 2008-08-25 11:46:55 +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
17e4222230 Little tweaks so 0 wind results in 0 noise, also removed double-mass dependancy in cloth 2008-08-18 19:32:21 +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
57c1fbe557 remove old particle system.
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-27 18:26:20 +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
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
df27557b81 Cloth header cleanup, bugfix (again) in wind calculation, bugfix for not working fields mindist GUI option 2008-03-13 22:45:36 +00:00
d450dbec91 add the option to add the parents time offset value. 2008-01-19 16:32:29 +00:00
7b6c88473c find_group would only return the first group, this let to the assumption that an object was only in 1 group, made it easy to loop through all groups an object is in.
group = NULL;
while( (group = find_group(base->object, group)) ) {
	...
}
2008-01-19 15:13:42 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
a42e548e81 removed some more header files, made the game engine compile with removed header files, added includes to SConstruct files. 2008-01-01 19:20:49 +00:00
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
c79966be52 Blenkernel for 2.5 project, changes mainly are because of disabling
bad level calls. (which is not finished at all)
2007-12-24 18:38:03 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
d86a03113d Another purge of compiler warnings (some of which I've been getting for a while) as a warmup exercise. 2007-09-18 06:33:24 +00:00
0016aa9e71 Bugfix #6799
Particle system was messing up depsgraph tags, causing bad results
in commandline renders especially (or in rendering first frame of
animation).

Fixed with introducing a temp storage tag in Objects. The real fix
should be to make particle systems behave nice inside the depsgraph.
2007-06-03 08:34:32 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
e3fc193641 Bugfix #6176
Matrix cache for particles was read out of bounds. Fix found by Ken Hughes.
2007-03-08 12:22:50 +00:00
397b09e477 Bugfix #5476
Lattice deforming a Particle system only supported regular parent relation-
ship, not modifiers.
2006-12-23 11:56:22 +00:00
d7f63b4062 Plumiferos request (and useful :)
Static particle option: maximum length. Button is next to "Vect" in first
particle panel. This allows weird forcefields and wind to act without
extreme long strands.
2006-11-16 20:23:00 +00:00
0d64b4a9f5 - removed debug ouput for particle loading 2006-11-05 19:44:00 +00:00
3bea663ffa - bugfixes
#4742 exported normals are now correct
  #4821 & 4956 for complex movements in/outflows can now also
  use the animated mesh option
- new features
  * isosurface subdivision: directly
    creates a finer surface mesh from the simulation data.
    this increases simulation time and harddisk usage, though, so
    be careful - usually values of 2-4 should be enough.
  * fluidsim particles: extended model for particle
    simulation and generation. When isosurface subdivision is enabled,
    the particles are now included in the surface generation,
    giving a better impression of a single connected surface.
    Note - the particles are only included in the final surface
    mesh, so the preview surface shows none of the particle
    effects.
  * particle loading: different types of particles can now be selected for
    display: drops, floats and tracers. This is a bit obsolete
    due to the extensions mentioned above, but might still be useful.
    Floats are just particles floating on the fluid surface, could
    be used for e.g. foam.
  * moving objects impact factor: this is another tweaking option,
    as the handling of moving objects is still not conserving
    mass. setting this to zero simply deletes the fluid, 1 is
    the default, while larger values cause a stronger
    impact. For tweaking the simulation: if fluid disappears, try
    increasing this value, and if too much is appearing reduce it.
    You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
  added additional safety checks for particles & fluidsim domains (these
  currently dont work together). I also removed the "build particles"
  debug message in effects.c (seemed to be unnecessary?).

Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)

And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
5376df2689 Fixed all gcc 4 warnings in blenkernel. Found 2 potentially harmful
unintialized variables in the verse code, verse_session.c:451 and
verse_object_node.c:339, those are properly initialized now.
2006-10-26 23:34:44 +00:00
0d4f5335bf Bugfix #4925
When using a particle system in a dupli-group, and the group is in the
current scene but not visible, the particles are calculated on wrong
position. This is the recurring trouble with particle calculating... which
doesn't do despgraph stuff.

This commit fixes the error, but it will still display particles *once*
(one draw) on the wrong location. That's a lag in the system I cannot
solve quickly...

Note that this system does work OK when you put the group in another Scene,
or linked from another file. That's what it was coded for...
2006-09-17 13:12:57 +00:00
5387532526 Bugfix #4923
Particle distribution error when using Vertex Weights.
In the unlucky case the last face in a Mesh has no weight (zero), the code
that tries to distribute particles evenly accidentally could assign it
still a particle, because of the 'remainder' calculus.

Also only happens in cases where the remainder has a value.
So a workaround is also to increase/decrease amount of particles.
2006-08-27 11:55:32 +00:00
f21f3cb290 - modified patch #4681, for scons compiling
of the fluidsim can now be disabled with the
	flag: BF_NO_ELBEEM='true', e.g. for irix systems.
	(The number of ifdefs from the original
	patch was reduced, and the defines are now
	only necessary when elbeem is switched off.)
- particle generation option is available again
2006-08-22 11:18:00 +00:00
86d72cb7d4 Bugfix #4810
Particle systems did not support "time offset" anymore, the varialble for
it in the object was cleared in build_particle_system() and never restored.
2006-08-09 12:53:49 +00:00
3c1956f5cd Bugfix #4556
When a curve guide animates, it doesn't correctly work on dynamic particles.
This because the guides work on a fixed starting position (the birth of
particle) and then defines a full path for the entire particle. It is clear
this was only coded with static particles in mind...

Nevertheless, I've added a line of code to at least put the curve guide
on correct location for the moment a particle gets born.

Report moved to the todo tracker; this should be a spec for particle recode
2006-07-02 12:46:41 +00:00
76ffb08450 bug #4374
Particles keep fighting with the depsgraph... time to get a depsgraph with
time dependencies in it...
Anyhoo, this fixes lack of parenting updates in hierarchies where children
have particles.
2006-06-20 17:31:41 +00:00
e7af9c4839 Bug #4348
Animated groups, being linked and dupli-grouped in other file, didn't
correctly calculate particles inside the group.
2006-06-17 15:14:43 +00:00