This removes the goal springs, in favor of simply calculating the goal forces on the vertices directly. The vertices already store all the necessary data for the goal forces, thus the springs were redundant, and just defined both ends as being the same vertex.
The main advantage of removing the goal springs, is an increase in flexibility, allowing us to much more nicely do some neat dynamic stuff with the goals/pins, such as animated vertex weights. But this also has the advantage of simpler code, and a slightly reduced memory footprint.
This also removes the `f`, `dfdx` and `dfdv` fields from the `ClothSpring` struct, as that data is only used by the solver, and is re-computed on each step, and thus does not need to be stored throughout the simulation.
Reviewers: sergey
Reviewed By: sergey
Tags: #physics
Differential Revision: https://developer.blender.org/D2514
Internal change needed for template support.
Loading the user preferences first so it's possible
for preferences to control startup behavior.
In general it's useful to load preferences before data-files,
so we know security settings for eg.
The thing i'm really starting to hate is the requirement to specify both
operation code and node type. Seems to be duplicated enums without real
need for that.
Was using some threaded queue on top of task pool, tssk...
Now using properly task pool directly to crunch chunks of smooth fans.
No noticable changes in speed.
Tried to completely get rid of the 'no threading with few loops' code,
but even just creating/freeing the task pool, without actually pushing
any task, is enough to make code 50% slower in worst case scenario (i.e.
few thousands of simple cube objects).
The root of the issue was in custom normal code, so far it assumed that
we could only have one cyclic smooth fan around each vertex, which is...
blatantly wrong (again, the two cones sharing same vertex tip e.g.).
This required a rather deep change in how smooth fans/clnor spaces are processed,
took me some time to find a 'good' solution.
Note that new code is slightly slower than previous one (maybe about 5%),
not much to be done here, am afraid.
Tested against all older report files I could find, seems OK.
This is to be used from the Outliner, when dragging and dropping
collections from the Active Render Layer
It also includes a cleanup on the outliner so it calls the new
functions. Note: the outliner still needs fix to allow all the
functionality here exposed.
But this will be tackled by Julian Eisel later.
This feature was adding extra complexity to task scheduling
which required yet extra variables to be worried about to be
modified in atomic manner, which resulted in following issues:
- More complex code to maintain, which increases risks of
something going wrong when we modify the code.
- Extra barriers and/or locks during task scheduling, which
causes extra threading overhead.
- Unable to use some other implementation (such as TBB) even for
the comparison tests.
Notes about other changes.
There are two places where we really had to use that limit.
One of them is the single threaded dependency graph. This will
now construct a single-threaded scheduler at evaluation time.
This shouldn't be a problem because it only happens when using
debugging command line arguments and the code simply don't
run in regular Blender operation.
The code seems a bit duplicated here across old and new
depsgraph, but think it's OK since the old depsgraph is already
gone in 2.8 branch and i don't see where else we might want
to use such a single-threaded scheduler.
When/if we'll want to do so, we can move it to a centralized
single-threaded scheduler in threads.c.
OpenGL render was a bit more tricky to port, but basically we
are using conditional variables to wait background thread to
do all the job.