Commit Graph

356 Commits

Author SHA1 Message Date
59e166c568 BVH-raycast: Use watertight intersections
By default watertight intersections are used,
For callbacks where its not needed,
BLI_bvhtree_ray_cast_ex can be called without the BVH_RAYCAST_WATERTIGHT flag.

Fixes T45286
2015-08-21 17:48:33 +10:00
f4d8ce9781 Fix T43654: Radial distance for force fields was computed using the vec_to_point
vector, which already has the radial component removed.
2015-08-20 11:58:11 +02:00
c851d1d045 Missed when updating effects to looptri 2015-08-01 14:37:20 +10:00
097862cb26 GHash: avoid redundant casts 2015-05-11 12:39:39 +10:00
6b610500b9 Cleanup: indentation 2015-03-11 13:14:24 +11:00
d9c77a490c Fix T43427: Particle system children sometimes not generated on reload
The issue was caused by the conflict between preview render which would set
R_NO_IMAGE_LOAD flag on the renderer and texture samplers called outside of
the render pipeline trying to use this flag.

Now the sampler functions accepts extra argument so render pipeline can
still skip image load, but calls outside of the pipeline will nicely load
all the images.

Not cleanest change in the world but good enough to unlock gooseberry team,
and assuming we already had pool passed all over the place it should be all
fine.

Will need to reshuffle arguments into SamplerOptions structure later.
2015-01-27 16:14:53 +05:00
6d78936c43 cleanup: style 2015-01-24 01:59:09 +11:00
f087e9930d Added new debug flag which can be used to lazy-init the SimDebug drawing.
A development addon can be used now to enable the debug drawing, without
the need to add UI code for this in the release files.

The SimDebug feature should also get an overall build flag and use
function stubs unless enabled. That way any possibility of overhead in
releases is eliminated.
2015-01-21 14:00:59 +01:00
9d9dc06014 Made SimDebugData into a single global instance.
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.
2015-01-20 18:32:06 +01:00
674c98bd06 Nicer hashing functionality for sim debugging using a variadic macro
to support multiple hash identifiers.

Using explicit hashing functions for every sim debug call defeats the
purpose of having a quick feedback system. Now this can be done simply
by passing an arbitrary number of hash inputs (integers) at the end of
the function calls, which are then combined by a system of variadic
macros (based on the ELEM feature). Up to 8 identifiers are supported
currently, but more could be added easily if needed.

Conflicts:
	source/blender/blenkernel/intern/particle_system.c
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:08 +01:00
c37de38716 New debug element "circle" for simulations, which is quite useful for
visualizing scalar fields.
2015-01-20 09:30:06 +01:00
4ff68d031d Fix for warnings/errors
Conflicts:
	source/blender/blenkernel/intern/key.c
	source/blender/blenkernel/intern/particle_system.c
	source/blender/makesrna/intern/rna_particle.c
2015-01-20 09:30:05 +01:00
d43f760892 Hair debugging: use "categories" (strings) for grouping debug elements
and support clearing for categories.
2015-01-20 09:29:56 +01:00
1ed88bb24e Partial response force for hair collisions.
This implements a penalty force as well as a repulsion force to avoid
further penetration, as suggested in
"Simulating Complex Hair with Robust Collision Handling"
(http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf)

Friction forces are still missing. More problematic is handling of
moving colliders, when face swap places with the hair vertex and a
collision is missed, putting the vertex inside the mesh volume. Larger
margins might help, but ultimately using Bullet collision detection is
probably more reliable and failsafe.
2015-01-20 09:29:56 +01:00
d8cf12fe5a Debug drawing for simulations, to aid in visualizing abstract data such
as forces, velocities, contact points etc.

This uses a hash table to store debug elements (dots, lines, vectors at
this point). The hash table allows continuous display of elements that
are generated only in certain time steps, e.g. contact points, while
avoiding massive memory allocation. In any case, this system is really
a development feature, but very helpful in finding issues with the
internal solver data.
2015-01-20 09:29:56 +01:00
3a40aed3d5 Cleanup: use float versions of functions when in/output are floats 2014-09-24 14:55:02 +10:00
7aedfd654b Fix T41778: Crash on animate boids xith a goal
No need to copy/restore entire object struct (just to read location)
2014-09-11 12:49:46 +10:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
ec55074f89 Code cleanup: jitter, use 2d float array 2014-03-18 10:52:38 +11:00
30c9fe19a3 Fix for crash caused by effectors doing precalculation //during// DAG
updates.

This file crashes on loading with NULL pointer access to curve_cache:
{F77132}

The pdInitEffectors function was amalgamating the simple
collection of effector objects with an automatic precalculation for
curve guides and the like. This precalculation requires object data
that may not be available until the DAG has finished.

Since for DAG dependencies only the list of effectors is required,
added an argument to disable precalculation when collecting effectors.
2014-02-14 12:58:43 +01:00
fed1b8b16d Code cleanup: suffix vars to make obvious they are squared 2014-02-03 02:46:45 +11:00
527ddb0a5b Move bevel list and path from Curve to Object datablock
I know this is not so much nice to have this guys hanging
around in a general Object datablock and ideally they better
be wrapped around into a structure like DerivedMesh or
something like this. But this is pure runtime only stuff and
we could re-wrap them around later.

Main purpose of this is making curves more thread safe,
so no separate threads will ever start freeing the same path
or the same bevel list.

It also makes sense because path and bevel shall include
deformation coming from modifiers which are applying on
pre-tesselation point and different objects could have
different set of modifiers. This used to be really confusing
in the past and now data which depends on object is stored
in an object, making things clear for understanding even.

This doesn't make curve code fully thread-safe due to
pre-tesselation modifiers still modifies actual nurbs and
lock is still needed in makeDispListsCurveTypes, but this
change makes usage of paths safe for threading.

Once modifiers will stop modifying actual nurbs, curves
will be fully safe for threading.

Actually, this commit also contains wrapping runtime curve
members into own structure

This allows easier assignment on file loading, keeps curve-
specific runtime data grouped and saves couple of bytes in
Object for non-curve types.

--
svn merge -r57938:57939 ^/branches/soc-2013-depsgraph_mt
svn merge -r57957:57958^/branches/soc-2013-depsgraph_mt
2013-08-19 09:25:24 +00:00
1dd7156c4c Fix #36058: Displace Modifier errors using a baked Image and displace baking inconsistency between 2.67/2.68RC and previous versions
This was in fact really nasty bug, caused by multitex_nodes
function using global variable R (which is a copy of current
renderer). this variable is not initialized to anything
meaningful for until first rendering (preview or final)
happened.

Since multitex_nodes might be used outside of render pipeline,
made it so whether CM is on or off as an argument to functions
multitex_ext_safe and multitex_ext. Now multitex_nodes() is
only shall be used for stuff happening from render pipeline!

Also needed to make some changes to other places, so all the
usages of texture sampling knows for the fact whether CM is
on or off.

And one more change is related on behavior of dispalcement,
wave, warp, weightvg modifiers and smoke. They'll be always
using CM off since texture is used for influence, not for
color.

It's rather bigger patch, but it's mostly straightforward
changes, which we really need to be done.

Reviewed by Brecht, thanks!
2013-07-15 14:47:58 +00:00
9c85cdceb2 remove unused struct 2013-06-26 16:59:58 +00:00
0abe993435 Fix #35407: different particle behavior compared to 2.66, reverted part of 56073. 2013-05-19 04:07:01 +00:00
3f7f07faf5 style cleanup 2013-04-18 01:52:38 +00:00
afb4b65167 Random number generator: replace a bunch of usage of the global random number
generator with a local one. It's not thread safe and will not give repeatable
results, so in most cases it should not be used.

Also fixes #34992 where the noise texture of a displacement modifier was not
properly random in opengl animation render, because the seed got reset to a
fixed value by an unrelated function while for final render it changed each
frame.
2013-04-15 23:12:40 +00:00
e3944f5bfa Divide by 3 instead of multiplying by variations of 0.333
Fixes small precision problems.
2013-02-14 17:35:43 +00:00
86991fbcb0 Fixed render time regression in Blender Internal
It was caused by image threading safe commit and it was noticeable
only on really multi-core CPU (like dual-socket Xeon stations), was
not visible on core i7 machine.

The reason of slowdown was spinlock around image buffer referencing,
which lead to lots of cores waiting for single core and using image
buffer after it was referenced was not so much longer than doing
reference itself.

The most clear solution here seemed to be introducing Image Pool
which will contain list of loaded and referenced image buffers, so
all threads could skip lock if the pool is used for reading only.
Lock only needed in cases when buffer for requested image user is
missing in the pool. This lock will happen only once per image so
overall amount of locks is much less that it was before.

To operate with pool:
- BKE_image_pool_new() creates new pool
- BKE_image_pool_free() destroys pool and dereferences all image
  buffers which were loaded to it
- BKE_image_pool_acquire_ibuf() returns image buffer for given
  image and user. Pool could be NULL and in this case fallback to
  BKE_image_acquire_ibuf will happen.

  This helps to avoid lots to if(poll) checks in image sampling
  code.

- BKE_image_pool_release_ibuf releases image buffer. In fact, it
  will only do something if pool is NULL, in all other case it'll
  equal to DoNothing operation.
2013-01-21 08:49:42 +00:00
101660c809 code cleanup: give rng functions BLI prefix. 2012-10-23 13:50:44 +00:00
ddc2dbc2a4 style cleanup 2012-10-22 08:15:51 +00:00
f3ece5a108 style cleanup: trailing tabs & expand some non prefix tabs into spaces. 2012-10-21 05:46:41 +00:00
8e01b8959e style cleanup 2012-10-14 13:08:19 +00:00
40186a8c11 remove BLI_noise from BLI_blenlib.h, not that many files need this. 2012-10-12 00:18:32 +00:00
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
250cdd5e52 code cleanup: remove commented includes - mostly from 2.4x 2012-07-18 23:07:07 +00:00
cfb7aee017 style cleanup 2012-07-07 22:51:57 +00:00
6ddc574d9d Fix #31953: Forcefield Texture using image file, gradient mode not working 2012-06-29 11:44:46 +00:00
Lukas Toenne
c2be2fd408 Fix 2 #29846. Effector point ave variable can be NULL. 2012-05-28 19:10:57 +00:00
Lukas Toenne
666667bd83 Fix #29846, Dynamic rotation of particles not affected by forcefields 2.61 64 bit. Patch by Arno Mayrhofer (azrael3000).
Minor fix by me to initialize the effector point angular velocity vector correctly.
2012-05-28 16:58:12 +00:00
3ef11693f5 Style cleanup: displist module 2012-05-07 06:58:03 +00:00
a731e13043 code cleanup: function naming, use BKE_*type* prefix. 2012-05-05 14:03:12 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
b340f930ec style cleanup: changes to brace placement / newlines - for/while/if/switch 2012-04-28 06:31:57 +00:00
6701933f5c style cleanup 2012-04-21 12:51:47 +00:00
b8a71efeba style cleanup: follow style guide for/with/if spacing 2012-03-24 07:52:14 +00:00
69e6894b15 style cleanup: follow style guide for formatting of if/for/while loops, and else if's 2012-03-24 06:18:31 +00:00
4f19c1a995 spelling cleanup 2012-03-18 07:38:51 +00:00
46045fbb09 style cleanup - braces & else / if's 2012-03-07 04:53:43 +00:00