Commit Graph

10 Commits

Author SHA1 Message Date
a49b170b27 Fix for own misconception of fictitious forces in the moving hair root
frames.

These forces don't have to be calculated for each individual
contribution. Rather they can be split off and be calculated on top of
the basic force vector rotation (todo).
2015-01-20 09:30:01 +01:00
02c8bf99c9 Added back spring force definitions outside the implicit solver.
There are currently 3 types of springs: basic linear springs, goal
springs toward a fixed global target (not recommended, but works) and
bending springs.

These are agnostic to the specific spring definition in the cloth system
so hair systems can use the same API without converting everything to
cloth first.

Conflicts:
	source/blender/physics/intern/implicit_blender.c
2015-01-20 09:30:01 +01:00
dd0a7444d8 Main cloth force calculation function outside of implicit core code.
Still misses spring forces.
2015-01-20 09:30:00 +01:00
64de714a08 Hair volume calculation is now in its own file.
Code is currently disabled until the other main forces are in place.
2015-01-20 09:30:00 +01:00
b9b784f039 Moved the unused goal force calculation function to the main mass-spring
source file.
2015-01-20 09:30:00 +01:00
2901d6ab21 Moved most of the main cloth solver function out of implicit code core.
Force calculation is disabled, will follow shortly.
2015-01-20 09:30:00 +01:00
ac071de405 Moved init/free functions for solver data out of implicit core.
This also initializes spring matrix indices (off-diagonal 3x3 blocks),
which now uses a new API function.
2015-01-20 09:30:00 +01:00
d2e8a72d8a Moved "set_positions" for cloth out of core implicit solver.
API for the solver now has functions for setting of vertex motion state
and the associated root transform data.
2015-01-20 09:30:00 +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