Commit Graph

120 Commits

Author SHA1 Message Date
c1f4542f0f Removed block matrix indices storage from ClothSpring struct.
This is not necessary: the implicit solver data can keep track instead
of how many off-diagonal matrix blocks are in use (provided the
allocation limit is calculated correctly). Every time a spring is
created it then simply increments this counter and uses the block index
locally - no need to store this persistently.
2015-01-20 09:30:03 +01:00
64b9ba06a7 Cloth solver data for edit mode is unused, removed it. 2015-01-20 09:30:03 +01:00
577150c635 Completed the implementation of bent rest shapes for hair.
Basically follows the Pixar approach from "Artistic Simulation of Curly
Hair".
2015-01-20 09:30:03 +01:00
520922876a Target calculation for local non-straight rest shapes.
This is more involved than using simple straight bending targets
constructed from the neighboring segments, but necessary for restoring
groomed rest shapes.

The targets are defined by parallel-transporting a coordinate frame
along the hair, which smoothly rotates to avoid sudden twisting (Frenet
frame problem). The rest positions of hair vertices defines the target
vectors relative to the frame. In the deformed motion state the frame
is then recalculated and the targets constructed in world/root space.
2015-01-20 09:30:03 +01:00
c036c72284 Proper implementation of angular bending springs including jacobian
derivatives for stabilization.

The bending forces are based on a simplified torsion model where each
neighboring point of a vertex creates a force toward a local goal. This
can be extended later by defining the goals in a local curve frame, so
that natural hair shapes other than perfectly straight hair are
supported.

Calculating the jacobians for the bending forces analytically proved
quite difficult and doesn't work yet, so the fallback method for now
is a straightforward finite difference method. This works very well and
is not too costly. Even the original paper ("Artistic Simulation of
Curly Hair") suggests this approach.
2015-01-20 09:30:02 +01:00
491e7493c7 Basic solver result feedback from the mass-spring (cloth/hair) solver.
This returns a general status (success/no-convergence/other) along with
basic statistics (min/max/average) for the error value and the number
of iterations. It allows some general estimation of the simulation
quality and detection of critical settings that could become a problem.
Better visualization and extended feedback can follow later.
2015-01-20 09:30:02 +01:00
7a7778d003 Simple initial implementation of angular bending springs.
These are much better suited for creating stiff hair. The previous
bending springs are based on "push" type spring along the hypothenuse
of 3 hair vertices. This sort of spring requires a very large force
in the direction of the spring for any angular effect, and is still
unstable in the equilibrium.

The new bending spring model is based on "target" vectors defined in a
local hair frame, which generates a force perpendicular to the hair
segment. For further details see
"Artistic Simulation of Curly Hair" (Pixar technical memo #12-03a)
or
"A Mass Spring Model for Hair Simulation" (Selle, Lentine, Fedkiw 2008)

Currently the implementation uses a single root frame that is not yet
propagated along the hair, so the resulting rest shape is not very
natural. Also damping and derivatives are still missing.
2015-01-20 09:30:02 +01:00
0d60337a83 Renamed functions to make them explicitly refer to cloth, and split the
create/free functions for solver data off from the cloth solver.
2015-01-20 09:30:00 +01:00
5322def57c Moved the cloth solver code into a new subfolder/library inside Blender
code.

The implicit solver itself should remain agnostic to the specifics of
the Blender data (cloth vs. hair). This way we could avoid the bloated
data conversion chain from particles/hair to derived mesh to cloth
modifier to implicit solver data and back. Every step in this chain adds
overhead as well as rounding errors and a possibility for bugs, not to
speak of making the code horribly complicated.

The new subfolder is named "physics" since it should be the start of a
somewhat "unified" physics systems combining all the various solvers in
the same place and managing things like synchronized time steps.
2015-01-20 09:30:00 +01:00
3119d718f8 Moved collision response into the main cloth sim source file and fixed
some coordinate transform issues.

Collision response should be regarded as part of the dynamics system
instead of the basic collision detection.
2015-01-20 09:30:00 +01:00
d115bdb505 Added new data in the cloth modifier for hair root information.
This will allow us to implement moving reference frames for hair and
make "fictitious" forces optional, aiding in creating stable and
controllable hair systems.

Adding data in this place is a nasty hack, but it's too difficult to
encode as a DM data layer and the whole cloth modifier/DM intermediate
data copying for hair should be removed anyway.
2015-01-20 09:29:59 +01:00
27ecda9995 Use the S matrix of the modifier CG algorithm for implementing collision
responses.

The S matrix together with the z Vector encodes the degrees of freedom
of a colliding hair point and the target velocity change. In a collision
the hair vertex is restricted in the normal direction (when moving
toward the collider) and the collision dynamics define target velocity.
2015-01-20 09:29:57 +01:00
fc083b4e5b Preparation for collision code fixing.
Instead of handling contact tests and collision response in the same
function in collision.c, first generate contact points and return them
as a list, then free at the end of the stepping function. This way the
contact response can be integrated into the conjugate gradient method
properly instead of using the hackish and unstable double evaluation
that is currently used.
2015-01-20 09:29:57 +01:00
5a43e8493e Some initial collision code, without actual response forces still.
This is still using the old BVH tree collision methods to generate
contact points, similar to what cloth does. This should be replaced
by a Bullet collision check, but generating contacts in this way is
easier for now, and lets us test responses and stability (although in
more complex collision cases the BVH method fails utterly, beside being
terribly inefficient with many colliders).
2015-01-20 09:29:21 +01:00
5f41b19463 New voxel texture mode "Hair", for displaying the internal hair volume
structure as a texture.

This is mostly a debugging feature that may be removed again later.
2015-01-20 09:29:21 +01:00
2bba04f1b0 Cloth: replace EdgeHash with EdgeSet 2014-04-04 14:15:57 +11:00
28936a4150 Patch T31269: Add sewing seams to cloth simulation
Description:
--------------------------
Use loose edges marked as seams as sewing springs.

Usage:
-------------------------
All this patch does is set the rest length to 0 and the stiffness to 1 for springs for loose edges marked as seams so that during the cloth simulation they will be brought together.

Example Video:
-------------------------
http://www.youtube.com/watch?v=-Y_bC0gjoM0

Original Patch by thesleepless (+ git patch by codemanx)

Thank you!
2014-02-06 18:55:08 +01:00
585272fbcf cloth was using edgehash not quite correctly:
- was ordering vertex args unnecessarily.
- was adding the same edges multiple times into the edgehash.
2013-08-24 16:06:18 +00:00
fc7c0506b8 bmo_subdivide_edgering.c now builds with release+debuginfo, also remove unused defines and correct include guards. 2013-05-28 16:35:47 +00:00
32a8d7cbdf Bugfix: Cloth did not work with Dynamic Paint.
Fix 1: Pinned vertices were never released when "unpinned" by Dynamic Paint. 

Fix 2: When pinning vertices during simulation, they would get "warped" to their original starting position of frame 1.

Thanks to MiikaH for pointing this out and also for providing the regression blend file: http://wiki.blender.org/uploads/a/ab/Cloth_dynamic_paint.blend
2012-08-10 00:04:15 +00:00
3d20474414 style cleanup 2012-08-04 19:34:38 +00:00
d5032657ed style cleanup 2012-06-06 22:38:39 +00:00
0499200e39 Cloth: Add support for "Self Collision Vertex Group".
Self collision vertex groups enable artists to exclude selected vertices from getting involved in self collisions. This speeds simulations and it also resolves some self collision issues.
2012-06-06 13:30:05 +00:00
8242f624a1 Cloth: Revert triangulation after talking with brecht.
People: Better use subsurf after cloth since you can get failing collisions otherwise!
2012-05-15 12:26:29 +00:00
763a16cb70 Cloth:
- Triangulate Cloth Mesh for collisions
- Speed up collisions
- Remove EL Topo code
- Prepare code to incooperate El Topo self collisions (TODO next commits)


TODO:
----------
- Triangulation: Is custom data/uv preserved correctly?
- Use MPoly not tessface?
2012-05-15 11:14:50 +00:00
e701f9b670 style cleanup: whitespace / commas 2012-04-29 15:47:02 +00:00
5aaf3ede76 code cleanup: remove unused var for windows and style edit (remove spaces between 'var[num]') 2012-04-12 00:15:02 +00:00
c21c58f44c style cleanup, also remove unused externs. 2012-03-11 19:09:01 +00:00
95670e03a0 style cleanup / comment formatting for bli/bke/bmesh 2012-03-03 20:19:11 +00:00
7cc206ddca Code Cleanup: remove non existing function declarations.
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
2012-02-29 15:00:37 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
5d49eff25a Fix #29957: Texture "Generate" mapping work as global with cloth modifier
Make Cloth modifier deformation only so now it applies on orco dm properly.
2012-01-26 17:03:30 +00:00
8198880d44 Fix #29793: Physics go crazy if frames get skipped
Calculate cloth and softbody only for single frame time deltas
(like it's already done for smoke)
2012-01-09 14:08:06 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
088899236b =trunk=
Recommitted eltopo collision code (but disabled by default)
with Genscher's permission.

To use, you need to install liblapack and libblas
2011-05-01 21:39:13 +00:00
Nathan Letwory
22638e22ea doxygen: blenkernel under core as module. 2011-02-18 13:05:18 +00:00
263830f000 Enabled GCC -Wwrite-strings warning for CMake and replaced many 'char's for 'const char's,.
Only one functional change where Transform orientations passed "" to BIF_createTransformOrientation() which could then have the value written into.
2010-12-03 17:05:21 +00:00
fec8292df1 remove unused args for some modifiers, no functional change. 2010-10-21 01:10:22 +00:00
8268a4be71 most unused arg warnings corrected.
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-16 14:32:17 +00:00
15669532a2 header re-shuffle, some headers contained unneeded refereces to other headers, better include inline with the C files that need them 2010-08-10 05:41:51 +00:00
052cb2afd2 Rest shape key for cloth option, this makes it possible
to specify different spring lengths.

Implementation is quite ugly because the shape key has to be pulled
through the modifier stack somehow, need a more flexible data mask
system to solve this properly.

(commits 27773,27775,27778 by Brecht from render25 branch)
2010-03-30 11:49:07 +00:00
081c1205a3 correct fsf address 2010-02-12 13:34:04 +00:00
37e4a311b0 Math Lib
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
  conversion script instead, if they use a lot of math functions
  in new code:
  http://www.pasteall.org/9052/python
2009-11-10 20:43:45 +00:00
e9587a89fa Hair dynamics with cloth simulation
- Hair dynamics have their own panel in particle settings with the settings from cloth panel that apply to hair.
- Basic internal friction force to quickly emulate self collisions and volume preservation. (Still very early code, but gives some idea of what's possible).
- Softbody simulation is no longer used for hair.
	* Old files with sb dynamics should just load the hair without dynamics so new dynamics can be applied.
	* Invasion of particles exceptions in sb code is finally over.
- Collisions with other objects are disabled for now and will be worked out in the future.

Other changes/fixes:
- Particle mode editing flag wasn't saved properly.
- Some old files with edited hair didn't load correctly.
- Disabled delete & specials menu in particle mode for non-hair editing.
- Fixed yet one more cloth & softbody pointcache update issue.
- Disconnect/connect hair now uses only the deformed mesh so it works correctly also for subsurfed emitters.
- Hair editing now updates correctly with a moving emitter.
2009-09-10 22:32:33 +00:00
b221c0e2e6 New point cache file format:
- HEADER (beginning of each file)
	* general header:
		+ 8 char: "BPHYSICS"
		+ 1 int: simulation type (same as PTCacheID->type)
	* custom header (same for sb, particles and cloth, but can be different for new dynamics)
		+ 1 int: totpoint (number of points)
		+ 1 int: data_types (bit flags for what the stored data is)
- DATA (directly after header)
	*totpoint times the data as specified in data_types flags

- simulation type
	soft body = 0, particles = 1, cloth = 2
- data types (more can be added easily when needed)
	data		flag		contains
	----------------------------------------
	index		(1<<0)		1 int	(index of current point)
	location	(1<<1)		3 float
	velocity	(1<<2)		3 float
	rotation	(1<<3)		4 float	(quaternion)
	avelocity 	(1<<4)		3 float	(used for particles)
	xconst		(1<<4)		3 float	(used for cloth)
	size		(1<<5)		1 float
	times		(1<<6)		3 float (birth, die & lifetime of particle)
	boids		(1<<7)		1 BoidData
	
Notes:
- Every frame is not nescessary since data is interpolated for the inbetween frames.
- For now every point is needed for every cached frame, the "index" data type is reserved for future usage.
- For loading external particle caches only "location" data is necessary, other needed values are determined from the given data.
- Non-dynamic data should be written into an info file if external usage is desired.
	* Info file is named as normal cache files, but with frame number 0;
	* "Non-dynamic" means data such as particle times.
	* Written automatically when baking to disk so basically a library of particle simulations should be possible.
- Old disk cache format is supported for reading, so pre 2.5 files shouldn't break. However old style memory cache (added during 2.5 development) is not supported. To keep memory cached simulations convert the cache to disk cache before svn update and save the blend.
- External sb and cloth caches should be perfectly possible, but due to lack of testing these are not yet enabled in ui.
	
Other changes:
- Multiple point caches per dynamics system.
	* In the future these will hopefully be nla editable etc, but for now things are simple and the current (selected) point cache is used.
	* Changing the amount of cached points (for example particle count) is allowed, but might not give correct results if multiple caches are present.
- Generalization of point cache baking etc operator & rna code.
- Comb brushing particle hair didn't work smoothly.
2009-08-12 09:54:29 +00:00
c371f49d9a svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r21908:22075 2009-07-31 00:42:10 +00:00
ddb09d3220 [#19036] blender should use 'static inline' in BKE_cloth.h to work with C99
Török Edwin (edwintorok)

this was the only thing stopping blender being compiled with clang
2009-07-28 01:48:10 +00:00
912c2f440b Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as:
	- exact (not marked)
	- outdated (simulation is not done completely with current settings)
	- non-exact (frames were skipped during simulation)

* The parameter "cache step" effects the number of frames between saved cache frames.
	- This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required.
	- Speeds up the "quick caching" very much.
	- Frames between cached frames are interpolated from the cached frames.
	- Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted.

* The caching can work in normal or "quick" mode:
	[Normal cache]
	- Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames.
	- Becomes non-exact: After larger than 1 frame steps.
	- Becomes outdated: After any change effecting the simulation other than frame steps.
	- Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning.

	[Quick cache]
	- Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used.
	- Becomes non-exact: Always from frame 1 (unless cache step = 1).
	- Becomes outdated: Never.
	- Pros/cons: Not very accurate, but super fast!
	- Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides.

* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations:
	- step forwards (to unknown) -> simulate from last exact frame, store result
	- step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame

* "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1.
	- Baking does the same, but runs the simulation all the way to the end of simulation.
	- Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact.
	
* Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame".

* Cloth simulation supports the new cache too.
2009-06-27 15:28:58 +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
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00