Commit Graph

643 Commits

Author SHA1 Message Date
1b462e5a51 Pass EvaluationContext instead of bContext
2.8x branch added bContext arg in many places,
pass eval-context instead since its not simple to reason about what
what nested functions do when they can access and change almost anything.

Also use const to prevent unexpected modifications.

This fixes crash loading files with shadows,
since off-screen buffers use a NULL context for rendering.
2017-08-16 12:46:04 +10:00
c558763ef5 Merge branch 'master' into blender2.8 2017-07-29 01:46:27 +10:00
9b22dbcc0d Fix T52156: Hair dynamics broken with density texture
Even strands that were excluded by the density texture were being added
to the DM passed to cloth, but these ended up having some invalid data,
because they were not fully constructed.

This simply excludes `UNEXISTED` particles from the DM generation, as
would be expected.
2017-07-28 15:30:26 +02:00
1c4c288727 Pass EvaluationContext argument everywhere
Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
2017-07-21 14:47:26 +02:00
9fbef5d5d5 Merge branch 'master' into blender2.8 2017-07-21 11:18:02 +02:00
4d67034076 Fix T52134: New depsgraph crashes when evaluating several psys on from object 2017-07-21 11:12:34 +02:00
83b0bf9166 Depsgraph: Solve TODO about more granular particle settings update tagging 2017-07-20 15:38:48 +02:00
17cd9f8df4 Depsgraph: Prevent wrong particles state when canceling playback 2017-07-19 15:20:06 +02:00
5727e8706f Depsgraph: Use dependency graph flush routines to update particle settings
Previously tagging particle settings for update will iterate over all objects and
all their particle system to see whether something needs an update or not. Now we
put ParticleSettings as an ID to the dependency graph, so tagging it for update
will nicely flush updates to all dependent particle systems.

Current downside of this is that due to limitation of flush routines it will cause
some extra particle system re-evaluation when it technically not needed, and what's
more annoying currently it will discard point caches more often.

However, this is a good and simple demonstration case to improve tagging/flushing
system to accommodate for such cases (similar issues happens with CoW and shading
components). So let's try to find some generic solution to the problem!
2017-07-19 15:20:06 +02:00
eae486f5e6 Merge branch 'master' into blender2.8 2017-06-02 15:39:29 +10:00
0d8bf4bf94 Cleanup: style 2017-06-02 15:38:04 +10:00
0eb32ab228 Implement hair drawing with Draw Manager in Clay engine
Part of T51378
2017-05-12 16:14:55 +02:00
913e9350a5 Convert BaseLegacy to Base (part) 2017-04-24 16:09:04 +02:00
843922a480 Depsgraph: Prefer use anonymous structs for unused arguments 2017-04-06 16:58:19 +02:00
7b45edacab Depsgraph: Remove old header from blenkernel 2017-04-06 16:11:50 +02:00
a1b8c0bca2 Depsgraph: More type definitions to new depsgraph header 2017-04-06 15:37:46 +02:00
Dalai Felinto
aeb8e81f27 Render Layers and Collections (merge from render-layers)
Design Documents
----------------

* https://wiki.blender.org/index.php/Dev:2.8/Source/Layers

* https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised

User Commit Log
---------------

* New Layer and Collection system to replace render layers and viewport layers.

* A layer is a set of collections of objects (and their drawing options) required for specific tasks.

* A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers.

* All Scenes have a master collection that all other collections are children of.

* New collection "context" tab (in Properties Editor)

* New temporary viewport "collections" panel to control per-collection
visibility

Missing User Features
---------------------

* Collection "Filter"
  Option to add objects based on their names

* Collection Manager operators
  The existing buttons  are placeholders

* Collection Manager drawing
  The editor main region is empty

* Collection Override

* Per-Collection engine settings
  This will come as a separate commit, as part of the clay-engine branch

Dev Commit Log
--------------

* New DNA file (DNA_layer_types.h) with the new structs
  We are replacing Base by a new extended Base while keeping it backward
  compatible with some legacy settings (i.e., lay, flag_legacy).

  Renamed all Base to BaseLegacy to make it clear the areas of code that
  still need to be converted

  Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp

* Unittesting for main syncronization requirements
  - read, write, add/copy/remove objects, copy scene, collection
  link/unlinking, context)

* New Editor: Collection Manager
  Based on patch by Julian Eisel
  This is extracted from the layer-manager branch. With the following changes:

    - Renamed references of layer manager to collections manager

    - I doesn't include the editors/space_collections/ draw and util files

    - The drawing code itself will be implemented separately by Julian

* Base / Object:
  A little note about them. Original Blender code would try to keep them
  in sync through the code, juggling flags back and forth. This will now
  be handled by Depsgraph, keeping Object and Bases more separated
  throughout the non-rendering code.

  Scene.base is being cleared in doversion, and the old viewport drawing
  code was poorly converted to use the new bases while the new viewport
  code doesn't get merged and replace the old one.

Python API Changes
------------------

```
- scene.layers
+ # no longer exists

- scene.objects
+ scene.scene_layers.active.objects

- scene.objects.active
+ scene.render_layers.active.objects.active

- bpy.context.scene.objects.link()
+ bpy.context.scene_collection.objects.link()

- bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None)
+ bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None)

- bpy.context.object.select
+ bpy.context.object.select = True
+ bpy.context.object.select = False
+ bpy.context.object.select_get()
+ bpy.context.object.select_set(action='SELECT')
+ bpy.context.object.select_set(action='DESELECT')

-AddObjectHelper.layers
+ # no longer exists
```
2017-02-07 11:11:00 +01:00
60e387f5e3 Cleanup: Rename callback flags from library_query to IDWALK_CB_...
Better to have clear way to tell whether flag is parameter for
BKE_library_foreach_ID_link(), parameter for its callback function, or
return value from this callback function.
2017-01-31 09:47:59 +01:00
cf9a6b416c API: Fix Links
Self-explanatory. to find broken links run `sphinx-build -b linkcheck sphinx-in sphinx-out`

Reviewers: mont29

Tags: #bf_blender, #python, #infrastructure:_websites

Differential Revision: https://developer.blender.org/D2297
2016-10-25 17:34:01 +02:00
a8ed9144a3 Fix crash in some cases when deleting particle systems.
Those 'never null' ID pointers are really a PITA to handle... luckily we don't have much of those around!

Found by Sybren, thanks.

Should be backported to 2.78.
2016-09-15 11:50:56 +02:00
1fe9d671cf Fix T49004 and motion blur of cloth, softbody, etc past the end frame.
Point cache read code contains checks designed to prevent it reading
stale data when the relevant simulation code should instead compute
the next frame from the previous one. However in some situations like
motion blur subframes the simulation can't possibly do it and just
exits. This causes completely incorrect motion blur at or after the
last cached frame.

To fix, add a parameter that tells the cache code whether it should
apply the checks and exit, or read what it can even if stale (true
means exactly same as old behavior).

Doing this in cache rather than clamping the frame number better in
the caller lets it handle the case of incomplete cache that stops
before the official last frame.

Reviewed By: mont29, lukastoenne

Maniphest Tasks: T49004

Differential Revision: https://developer.blender.org/D2144
2016-08-11 13:36:29 +03:00
277b1d76ff Fix T26658: particles stopped or bounced by 100% permeability colliders.
There were two issues here. One is that the fix done originally for this
bug only checks for colliding with the same face as the single preceeding
hit. If the particle hits an edge or vertex of the collider, it in fact
hits two or more faces, so the loop ends up cycling between first two
of them and reaches the max collision limit.

The fix is to disable the collider for the sim step once a permeability
roll succeeds, by adding it to a skip list. Skipping just one face causes
some particles to bounce at odd angles in case of partial permeability.

The second problem was that the collider bounced back a small percentage
of particles, and the cause seemed to be that the code was set to flip
the velocity if the particle was just past the collider but still within
collision distance. Inverting both values causes a half permeable collider
to stop particles, so it seems that this if branch shouldn't bounce at all.

Test file: {F327322}

Reviewers: lukastoenne, brecht

Reviewed By: brecht

Subscribers: brecht, #physics

Maniphest Tasks: T26658

Differential Revision: https://developer.blender.org/D2120
2016-08-06 10:11:33 +03:00
4067ab38ab Fix T48991: some particles emitted at a distance from object.
The cause seems to be that despite dt_frac being computed as
1/(subframes+1) with integer subframes value, it doesn't always
add up to exactly 1.0 due to precision limitations. If the sum
is similar to 1.00000???, the last subframe is skipped, and all
particles that were supposed to be emitted in that interval are
emitted next frame, with the code working incorrectly due to
skewed time range.

To fix, separate the code from the dynamic timestep feature that
adjusts the last subframe length into a separate function, and
use it even when dynamic timestep is disabled.
2016-08-01 22:14:56 +03:00
64d4d6b134 Support limiting collisions by group for softbody and particles
This feature is extremely useful for layering multiple cloth objects,
and there is no reason there shouldn't be the same kind of feature for softbody.
2016-07-31 18:57:19 +10:00
29448bd99b Fix T48658: Cycles render & render preview corrupts particles
Replaces `G.is_rendering` with `use_render_params` argument.

This is needed for Cycles, which attempts to restore render-preview settings from particles,
after it gets its own particle data, but fails to restore because
`G.is_rendering` was being checked in psys_cache_paths (and other places).
2016-06-23 07:54:35 +10:00
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
26132eaf1f Partly fix (unreported) particles not updating correctly when changing settings.
Point-cached particles (those using simulations) would not update at all outside of
first frame, due to PSYS_RECALC_RESET flag being ingnored in `system_step()`...

For some mysterious reasons, udate is still non-fully functional outside of startframe
(e.g. changing face distribution between random and jittered), but at least when choosing
'Vertices' you get particles from verts and not faces!
2016-03-30 17:10:54 +02:00
1a7596951a BLI_kdopbvh: Pass center to to range callback
Useful when BLI_bvhtree_range_query callback calculates a new position to measure from.
2016-03-19 18:31:56 +11:00
34fe03c7f2 Fix T47773: Particle System with Boids Crash.
Problem was, during initialization of boids particles in `dynamics_step()`,
psys of target objects was not obtained with generic `psys_get_target_system()`
as later in code, which could lead to some uninitialized `psys->tree` usage...

Think it's safe enough for 2.77, though not a regression.
2016-03-13 18:21:30 +01:00
e327fb522a Fix T47763: 2.77 RC2 (Fluid) Particle Baking slower compared to 2.67b.
Static schedule was responsible here...

Also, made a minor optimization in case adaptative (auto) subframes are enabled,
gives a few percent of speedup here.
2016-03-12 09:14:30 +01:00
6290df0cf4 Fix T46382: Crash sharing particle system with clump or rough curves
Made those curves local to thread evaluation now, so there is no
threading conflict accessing them from evaluation threads anymore.
2016-02-02 15:01:58 +01:00
c1b76285ee Particle_system.c: OMP -> BLI_task.
The threaded code is twice quicker now (from an average of 20ms/frame to 10ms/frame
while baking 10000 particles here e.g.)!

Think this is mostly due to usage of 'dynamic' scheduler in OMP code though,
from my experience so far this tends to have dramatic effects over performances,
static scheduler is usually much much more efficient.
2016-01-20 19:58:42 +01:00
aad24468e2 Fix T47038: Particles in Particle Edit Mode get added in completely wrong location.
It also fixes another issue (crash) related to symmetric editing.

Quite involved, we (try to!) fix complete broken logic of parts of particle code, which would use poly index
as tessface one (or vice-versa). Issue most probably goes back to BMesh integration time...

This patch mostly fixes particle editing mode:
  - Adding/removing particles when using generative modifiers (like subsurf) should now work.
  - Adding/removing particles with a non-tessellated mesh (i.e. one having ngons) should also mostly work.
  - X-axis-mirror-editing particles over ngons does not really work, not sure why currently.
  - All this in both 'modes' (with or without using modifier stack for particles).

Tech side:
  - Store a deformed-only DM in particle modifier data.
  - Rename existing DM to make it clear it's a final one.
  - Use deformed-only DM's tessface2poly mapping to 'solve' poly/tessface mismatches.
  - Make (part of) mirror-editing code able to use a DM instead of raw mesh, so that we can mirror based on final DM
    when editing particles using modifier stack (mandatory, since there is no way currently to find orig tessface
    from an final DM tessface index).

Note that this patch is not really nice and clean (current particles are beyond hope on this side anyway),
it's more like some urgency bandage. Whole crap needs complete rewrite anyway,
BMesh's polygons make it really hard to work with current system (and looptri would not help much here).

Also, did not test everything possibly affected by those changes, so it needs some users' testing & validation too.

Reviewers: psy-fi

Subscribers: dfelinto, eyecandy

Maniphest Tasks: T47038

Differential Revision: https://developer.blender.org/D1685
2016-01-04 12:19:45 +01:00
2e348fd43e Cleanup: shadowing (blenkernel) 2015-11-23 17:40:10 +11:00
9d18e46ddf And another fix to psys ID handling - ParticleSystem->part **is** user counted! 2015-11-11 16:14:44 +01:00
a9df76b167 Fix (unreported) potential crash: ParticleSystem->part shall never be NULL. 2015-11-11 11:46:25 +01:00
9d8a01dba1 BLI_math: add invert_qt_normalized
When the quat is known to be unit length, so we can avoid scaling
(just conjugate_qt which asserts on non unit quats).
2015-10-24 03:51:00 +11:00
74f557982d Add id looper for particlesystem. 2015-10-08 15:05:37 +02:00
a0a7d92cc4 Partial fix of T44881: Fix for missing particles update when changing seed
Was only visible with new dependency graph.

Changing emit_from still doesn't behave fully reliably tho, that needs some
closer investigation.
2015-08-28 17:35:51 +02:00
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
c727fc59ab BVH-raycast: ensure input direction is unit-length
This was already the case for most users of ray-cast.
Doing this avoids 2x normalize calls per ray-cast in many places.
2015-08-21 17:09:18 +10:00
c582e186d9 Replace MFace w/ vert-tri's for collision modifier
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).
2015-07-31 14:00:07 +10:00
9b64ebc605 Fix T45253: Particle emitter volume mode and grid mode broken in 2.75.x
This is a regression since dced56f and root of the issue comes to the fact
that grid distribution sets UNEXIST flag during distribution, which is then
being reset in initialize_all_particles().

This commit solves the issue, but it's not really nice and some smart guy
might want to revisit it.
2015-07-01 10:32:30 +02:00
95a1e99909 Particles: Code cleanup, whitespace 2015-07-01 09:33:52 +02:00
a09341469e Depsgraph: Add evaluation callbacks for granular nodes update
This commit only adds callbacks which then later be used with major dependency
graph commit, keeping the upcoming commit more clean to follow.

Should be no functional changes so far still.
2015-05-12 16:06:37 +05:00
b7d0ff0ad6 Separate scene simplification into viewport and render
This way it is possible to have viewport simplification bumped all the way up,
making viewport really responsive but still have final render to use highest
subdivision possible.

Reviewers: lukastoenne, campbellbarton, dingto

Reviewed By: campbellbarton, dingto

Subscribers: dingto, nutel, eyecandy, venomgfx

Differential Revision: https://developer.blender.org/D1273
2015-05-04 16:31:10 +05:00
dced56f02a Fix T44185, Fix T44090: hair texture density working unreliable.
"Unexisting" particles must be freed after the unexist flag has been set,
which was no longer the case after 78c491e62a.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D1213
2015-05-03 16:21:58 +02:00
4ce437fff0 Revert "Fix hair random rotation limited to 180 degrees"
This reverts commit 176ed5bfe2.
2015-04-13 19:16:54 +05:00
Mai Lavelle
176ed5bfe2 Fix hair random rotation limited to 180 degrees
The issue was caused by phase being limited from 0 to 1, which gave only
0..M_PI distribution which is not good enough for good randomness.

Now the phase is being randomized across full 0..2*M_PI range.
2015-04-13 14:17:00 +05:00
d4ac58d049 Fix T43694, by Krzysztof Rećko (chrisr), reviewed in D1177.
Added some guards to prevent clumping to non existing particles. Also, adjusted threaded child path evaluation, so each child is evaluated once - previously virtual parents were done twice.
2015-03-25 18:34:52 +01:00