Commit Graph

228 Commits

Author SHA1 Message Date
9ac7c8e91a 2.5: Particle edit mode more functional now. Transform, brush
editing, paint cursor, radial control, mouse/border/circle/lasso
select, mirroring, bad level calls fixed, etc.
2009-02-25 19:29:58 +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
1beef956ca 2.5
Instead of many commits, here 1!

- Constraint edit code back
- Removed XXX stubs for constraints
  (make parent follow path works)
- Removed XXX stubs for armature
  (make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
  in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
  (It needed to check for editmode)
2009-01-10 19:34:23 +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
8c4744c4d6 Fix for bug #17302: subsurf + particle size vertex groups did not
work correct, also refactored some code here to make it more clear.
2008-09-30 06:12:47 +00:00
beb7738a29 Hopefully fixes crash in particle system with effector enabled 2008-09-18 01:55:43 +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
93ba2dd6a1 Fix for bug #9867: issues with making particle systems local. 2008-04-30 13:29:57 +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
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
750836ec7d Fix for bug #8609: radius setting for hair child particles not symmetrical.
Bug might have actually caused more issues, there were some assumptions
that ParticleCacheKey and ParticleKey structs had members in the same order,
but the rotation was in a different place.
2008-03-26 18:34:24 +00:00
7f556ba4ef Fix for bug #8467: a softbody hair crash. 2008-03-14 18:21:06 +00:00
5380bd48d7 Hair particles with object or group visualisation didn't take the
rotation settings into account. Now if rotation is not set to None,
instead of automatically deriving it from the particle path (which
is useful for feathers), it uses the rotation settings (useful for
distributing twigs randomly).
2008-02-26 11:48:12 +00:00
97d40faee9 Added an option for texture forcefields to use the root location of a particle for its texture coords.
Without this, animating grass would either look like seaweed (with low freq texture)
Or the grass would wrinkle up and get kinks (high freq texture)
This lets you use a high frequency texture while having straight grass.
2008-02-19 18:36:50 +00:00
785b4dcdda Fix for bug #8052: particle emit from verts and volume didn't support
subsurf/derivedmesh mapping yet.

Also added int-to-pointer and back conversion function to solve warnings.
Note that it is only allowed to store an int in a pointer and then get
it back, but not a pointer in an int!
2008-02-18 10:49:46 +00:00
10529ca743 Fix for bug #8044: vertex colors weren't supported for hair. 2008-02-17 22:42:03 +00:00
e63d03afc7 Effectors on particle hair can now be applied to the children instead
of the parents, with the "Children" button next to Stiffness.
2008-02-15 12:54:43 +00:00
02145966a8 Fix for strand render + simplification + vector blur. With the number
of strands changing between frames, vector blur couldn't work. Now
speed vectors are interpolated from the surface. This also means
child particles don't have to be computed in the previous and next
frames, so saves time too.
2008-01-24 13:11:15 +00:00
14241f8349 Fixes:
- Particle system distribution wasn't flushed properly for non-edited hair.
- For instances in the renderer, also count their verts and faces in the stats.
- Fix for error in the "surface diffuse" formula for strand shading.
2008-01-21 14:18:24 +00:00
cb025f95de - Regarding the Peach "hair effectors" request in the mailing list I coded quick support so that effectors now can effect combed hair too. Nothing special needed to use, just normal field effectors, although there is a new "stiff" parameter in extras panel. (Note, at least for now this only works with path visualization)
- Keyed particles work again for all visualizations (previously only "path"), they still need some work though to be fully operational.
- Keyed particles weren't saved or loaded correctly.
2008-01-17 00:28:14 +00:00
ead7a33247 Misc Render Features
====================

- "From Dupli" option for orco and uv texture coordinates. For dupliverts,
  duplifaces and dupli particles, this uses the orco and uv at the point
  on the parent surface. Can for example be used for texturing feathers
  and leafs. Note that uv only works for duplifaces and particles emitted
  from faces, these are not defined at vertices.

- "Width Fade" option for strand render, to fade out along the width of the
  strand. Committing this so it can be tested, might be changed or removed
  even, if it doesn't give nice results.
2008-01-09 14:40:25 +00:00
0f2b2e3c60 Strand Render Simplification
============================

- Strand render now has options to remove child strands as
  the object's faces becomes smaller, in the Simplification
  particle panel.
- "Reference Size" is the approximate size of the object on
  screen, after which simplification starts.
- "Rate" is how fast strands are removed.
- "Transition" is the percentage of strands being faded out as
  they are removed.

- Another "Viewport" option removes strands on faces that are
  outside of the viewport. "Rate" again controls how fast these
  are removed.

- Strand render in Blender Units now has an adjustable minimum
  width. Below this minimum width, strands start fading out
  instead of getting smaller.
2007-12-20 16:35:27 +00:00
84b58f8653 Particles
=========

- The render and realtime button for the particle system modifier
  and the enabled button for particles now work seperate again,
  made a bad design decision to tie them together. Now with only
  the render button and not realtime enabled it renders.
- Fix for bug #7948: particle mode crash while constraining axis.
- Fix for bug #7945: crash loading effector groups from an old file.
- Fix for bug #7942: crash for reactor particles emitting from particles.
2007-12-18 16:55:09 +00:00
51322964f4 Particles
=========

- Normalize strand coordinates over the length of the strand, not
  cut off when with e.g. length texture control.
- Weight paint and particle mode x-mirror now works with deformation
  and shape keys active.
- X-ray is now disabled in particle mode, messed up depth tests.
2007-12-06 17:43:47 +00:00
b3c1e458b4 Particles
=========

- Added texture control for child particle roughness.
- Fix some use of uninitialized variables in particle texture code.
2007-12-05 15:48:49 +00:00
29d87d64ca Particles
=========

- Texture orco coordinates for particles are now actual orcos instead
  of just the vertex positions, which means they are the same under
  deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
  distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
  instead of generating an orco derivedmesh separately, the derivedmesh
  is generated alongside the regular one and stored in an orco custom
  data layer.
2007-12-05 12:40:54 +00:00
32a8b4f8e6 Particles
=========

- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
  Amount. The render amount particles are now only distributed and cached
  at render time, which should make editing with child particles faster.

- Two new options for diffuse strand shading:
	- Surface Diffuse: computes the strand normal taking the normal at
	  the surface into account.
	- Blending Distance: the distance in Blender units over which to
	  blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
  grass. This is a work in progress, and has a number of known issues,
  don't report bugs to me for this feature yet.

More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
2007-12-04 13:57:28 +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