Commit Graph

70 Commits

Author SHA1 Message Date
502fc2da31 One visit to studio orange, and voila a todo list!
- bug: posemode, bones were drawing names and axes even when hidden
- bug: using softbody guides actually worked on themselves, causing
  an infinite loop
- feature: when a pose/bone is completely locked for transform, a grab
  will change into rotate by default.
2005-11-17 18:01:07 +00:00
f8845d5d11 The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html

There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)

Here's a list of of most evident changes in the patch;

- Guides support recoded. It was implemented as a true 'force field',
  checking all Curve path points for each particle to find the closest. Was
  just far too slow, and didn't support looping or bends well.
  The new implementation is fast (real time) and treats the paths as actual
  trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
  exception. Now it's integrated and can be combined with other velocities
  or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
  giving too much cpu for a simple task. Instead of going over all faces
  many times, it now only does it once.
  Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
  cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
  VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
  the convention that particles were added with increasing time steps.
  Solved by creating a object Matrix Cache.
  Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
  actually calculate fewer particles for 3D viewing, but render all still.
  So now it can be used to keep editing realtime.

Removed;

The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.

And:

- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
  nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
  collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
  (location changes got the half force, speed the full...???)

So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
d81a5abf32 Moving functions and calls to have a cleaner situation for futre work (implicit solver .. n stuff) 2005-08-19 22:55:05 +00:00
951a4934b0 - added wave modifier & removed old wave effect
- added decimate modifier & removed old decimate interface
   (currently lacks warning about destroying data, and there needs
   to be a way for modifiers to return errors back to the interface)
 - allow applyModifier to return NULL to indicate error
 - unfortunately new decimate modifier means it does not know exact
   number of faces in mesh (other modifiers may come before) and so
   instead interface uses a percentage. if people need exact face
   count slider then I will have to think of some hack to fit this
   in. note that it does display the output face count so its possible
   to tweak the pct to get what you want regardless.
 - removed python Wave object

If you are bored now how much easier it is to implement something
like decimate as a modifier. Very few changes to interface, very
few entry points.
2005-07-26 02:44:59 +00:00
b52d31965a - removed internal functions from effect header
- made particle system generation use its own RNG object,
   keeps it safe against varying calculation order in the renderer

Still a funny bug where having a material on a particle object
changes the particle locations (in renderer, not in interface...
bizarro)
2005-07-25 21:53:58 +00:00
259c7b6cad - added modifier_dependsOnTime to check if modifier needs updating
based on time change. would be nice if dep graph could handle this.
 - made dep check if modifiers need update on time change
 - fix render crash (access null)
 - added new Build Effect modifier type. compared to old one works as
   a full member of modifier system, means can apply subsurf, etc on
   it, reorder, what have you. and it is all nice and self contained.
 - removed old Build effect, old files convert to new style on load
 - couldn't help myself, added a randomize feature to build effect
 - removed Python BuildEffect support
2005-07-20 04:14:21 +00:00
09b5272639 - split mesh_deform off from object_deform
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo
   argument instead of operating on mesh
 - fixed bug where a derived mesh would not be returned in editmode
 - removed object_wave, replaced by init_wave_deform and calc_wave_deform
 - moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs
   with linked objects
2005-07-19 02:36:21 +00:00
9083ab1a14 cleaned up parameter list for SoftBodyDetectCollision(...)
SoftBodyDetectCollision() is handeling the case
'user wants to prevent self intersection by declaring SB object a deflection target'
ahh .. yeah .. i can see the bug reports on that
(me shrugs .. never promised that to work)
2005-04-24 20:51:47 +00:00
1d47d662f9 removed my SB hack from particle collision code
(which still can't really handle moving targets)
leaving 2 bug fixes
1. multiple objects need a reset on cache variable
2. quads always need to be handled as 2 triangles
(since they don't need to share a plane)

added a collision detecting function in effect.c for SB
( no need to be there, but i did not find a better place )
but should handle 'moving targets' up to 0.2 blender units/frame

well .. important info in this case:
collision
uses 'face normal' to decide if *intrusion* happend
uses 'damping' of collision target to slow down movement
when *intrusion* happend

+some more removing unneeded code in softbody.c
2005-04-18 21:51:45 +00:00
331c25dda4 fixed small glitch multiplying nodemass twice (thanks ton)
claened up sbObjectStep(...) to follow 'time step rules'
added really care for framerate in scene
renamed arguments in softbody_calc_forces(...); and softbody_apply_forces(...); for better reading
fixed particle integration to be ODE solver compatible
2005-04-05 20:28:32 +00:00
7a377bcb05 - Made SoftBody work with Particle Force Fields.
- Added new (Particle) Deflector; type Wind.
  Wind gives constant directional force. It is animatable (Ipos) and reacts
  to Object scaling. Also uses FallOff. Works for particles and SoftBody
  quick movie check; http://www.blender.org/bf/0001_0250.avi
  test file is in download.blender.org/demo/test/wind_soft.blend

- Added MaxDist option for forcefields, to control its influence better.
  Is drawn as circle in 3d window.

Forcefields are a bit weak still... should react to scaling, or not; in
that case drawing should indicate it (done for spherical field now).
2005-04-04 18:09:47 +00:00
9b40577d3a - made give_mesh_mvert static 2005-03-25 21:18:14 +00:00
74cd2db337 Removed all calls to object_wave in code, and moved it into the
mesh_modifier() in deform.c.

Now wave works on top of hooks, before lattice/curve deform and armature.
But together!
2004-09-19 17:44:20 +00:00
521f37cc5c Got rid of quite a lot of warnings. Lot of them MSVC-ism dealing with const casting.
Some implicit cast warnings and more importantly, changed the parameter type to int for functions passing the particles random number seed around. No need to use floats there, it's an int anyway.

Effect.c is now warning free (on MSVC 6.0 at least)
2004-09-07 01:39:44 +00:00
e750478ce3 The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7

The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:

http://download.blender.org/demo/test/

Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
  So empty objects are typical for it.

Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
2004-06-26 18:18:11 +00:00
4e9ac81f77 I modified it so that the particles on a face's position are affected
by the seed variable.  Requested by S68.

Basically they move slightly when you change the seed.  Might be
a good idea to split this up so there are two seed options in a
particle effect, however there are already quite a bit of them so I opted
for this.

Kent
2004-01-22 15:45:42 +00:00
f1c4f705a1 Removed the config.h thing from the .h's in the source dir.
So we should be all set now :)

Kent
--
mein@cs.umn.edu
2002-12-27 13:11:01 +00:00
b9a19f1ea7 Did all of the .h's in source
(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac

Kent
--
mein@cs.umn.edu
2002-11-25 11:16:17 +00:00
01bff70383 fixed spacing in the headers to get rid of some warnings and some other
little minor spacing issues.
2002-10-30 02:07:20 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00