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This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
There was no documentation at all, some very bad practices (like using
G.debug_value > 0 as some sort of global debug print switch), and even
an overlapping use of '1' value...
Also, python setter did not check for valid range (since this is a
short, not an int).
The issue was caused by NaN valid of the average spring length being
stored in the file. This caused accumulation in the springs builder
to also deliver NaNs, which then caused solver itself to not do
anything.
Not sure why these values where never initialized prior to the
accumulation. Or even, why this runime data is stored in a DNA.
Some sanitizing is possible here, but needs to be done with care
to not disrupt Spring production.
This commit includes several performance, stability, and reliability
improvements to cloth collisions.
Most notably:
* The implementation of a new self-collisions system.
* Multithreading of collision detection.
* Implementation of single sided collisions and normal overrides.
* Replacement of the `plNearestPoints` function from Bullet with a
dedicated solution.
Further, this also includes several bug fixes, and algorithmic
improvements.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3712
This reorganizes the cloth UI, and changes some of the behaviour to be
more reasonable.
Changes included here:
* Reorganized cloth panels
* Improved some tooltips
* Removed `vel_damping` option
* Removed cloth pinning checkbox
* Removed stiffness scaling checkbox
* Separated shrinking from sewing
* Separated self collisions from object collisions
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3691
This implements angular bending springs for cloth simulation. This also
adds shearing springs for n-gons.
This angular spring implementation does not include Jacobian matrices,
as the springs can exist between polygons of different vertex counts,
rendering their relationships asymmetrical, and thus impossible to solve
with the current implementation. This means that the bending component
is solved explicitly. However, this is usually not a big problem, as
bending springs contribute less to instability than structural springs.
The the old linear bending model can still be used, and is the default for
existing files, to keep compatibility. However, the new angular bending
model is the default for any new simulation.
This commit makes small breaking changes, in that shearing springs are
now created on n-gons (also in linear bending mode), while n-gons were
previously ignored.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3662
This separates cloth stiffness and damping forces into tension,
compression, and shearing components, allowing more control over the
cloth behaviour.
This also adds a bending model selector (although the new bending model
itself is not implemented in this commit). This is because some of the
features implemented here only make sense within the new bending model,
while the old model is kept for compatibility.
This commit makes non-breaking changes, and thus maintains full
compatibility with existing simulations.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3655
To find all effectors in the scene, we need to loop over all objects.
Doing this during depsgraph evaluation caused crashes because not all
objects are guaranteed to be evaluated yet.
To fix this, we now cache the relations as part of the dependency graph
build. As a bonus this also makes evaluation faster for big scenes,
since looping over all objects for each particle system is slow.
Fixes T55156.
The modifier is still quite slow; this could be due to caches being written
to a CoW datablock instead of the original one. More investigation is
needed.
The depsgraph was always created within a fixed evaluation context. Passing
both risks the depsgraph and evaluation context not matching, and it
complicates the Python API where we'd have to expose both which is not so
easy to understand.
This also removes the global evaluation context in main, which assumed there
to be a single active scene and view layer.
Differential Revision: https://developer.blender.org/D3152
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.
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.
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
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
In addition to pack of conflicts listed below, also had to comment out particle part of new Alembic code... :/
Conflicts:
intern/ghost/intern/GHOST_WindowWin32.cpp
source/blender/blenkernel/BKE_effect.h
source/blender/blenkernel/BKE_pointcache.h
source/blender/blenkernel/intern/cloth.c
source/blender/blenkernel/intern/depsgraph.c
source/blender/blenkernel/intern/dynamicpaint.c
source/blender/blenkernel/intern/effect.c
source/blender/blenkernel/intern/particle_system.c
source/blender/blenkernel/intern/pointcache.c
source/blender/blenkernel/intern/rigidbody.c
source/blender/blenkernel/intern/smoke.c
source/blender/blenkernel/intern/softbody.c
source/blender/depsgraph/intern/builder/deg_builder_relations.cc
source/blender/gpu/intern/gpu_debug.c
source/blender/makesdna/DNA_object_types.h
source/blender/makesrna/intern/rna_particle.c
When updating the max values under stiffness scaling, they clip at the normal stiffness values
as expected, however when updating stiffness values, you could set them higher than the max
values, and the max values weren't updated accordingly. As the stiffness scaling computes using
the absolute difference between the max values and the stiffness values, you got higher
stiffnesses in scaled areas even though your max is actually lower than the normal stiffness.
This diff fixes that behaviour, by updating the max values to be equal to the stiffness whenever
you set a higher stiffness than the max value.
Also, I have initialized the max values to the same as the stiffnesses, as they were previously
just set to zero, and caused the same problem described above.
Reviewers: lukastoenne
Reviewed By: lukastoenne
Tags: #physics
Differential Revision: https://developer.blender.org/D2147