Commit Graph

344 Commits

Author SHA1 Message Date
253dce07d7 Merge branch 'master' into blender2.8 2018-09-24 17:42:52 +02:00
0cff044d84 Spelling fixes in comments and descriptions, patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 17:28:40 +02:00
c4ef2e2f2e Cloth: Improve UI
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
2018-09-14 15:52:00 +02:00
0ddf3e110e Cleanup: comment blocks 2018-09-02 18:51:31 +10:00
ae57383648 Cleanup: comment blocks 2018-09-02 18:28:27 +10:00
b6f0f8a5b5 Cloth: Implement angular bending springs
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
2018-08-31 16:39:43 +02:00
e3d31b8dfb Cloth: Componentize forces
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
2018-08-31 16:33:59 +02:00
8cd7828792 GWN: Port to GPU module: Replace GWN prefix by GPU 2018-07-18 11:49:15 +02:00
18d87e79e9 Merge branch 'master' into blender2.8 2018-06-29 09:25:40 +02:00
b372766816 Cleanup: trailing newlines 2018-06-29 09:23:51 +02:00
a99dcab148 Depsgraph: cache collision relations, for performance and stability.
Same reasoning as effector relations in earlier commit.
2018-06-25 13:35:41 +02:00
cc4dc2dce2 Depsgraph: cache effector relations, for performance and stability.
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.
2018-06-22 17:57:22 +02:00
fffe34531d Cloth: Move away from scene stored in cloth modifier data 2018-06-22 15:12:03 +02:00
06a1a66a9b Merge branch 'master' into blender2.8 2018-06-17 17:10:19 +02:00
6fc8a74886 Cleanup: trailing space for blenkernel 2018-06-17 17:05:51 +02:00
a9ed50514c Moved function declarations from BKE_mesh.h → BKE_mesh_runtime.h 2018-06-05 16:59:18 +02:00
f5d911f8b0 Modifiers: ported Cloth DerivedMesh → Mesh
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.
2018-05-22 17:11:30 +02:00
e89fa4c85b Cloth Modifier: get time from depsgraph instead of scene 2018-05-22 17:08:57 +02:00
34ab90f546 Depsgraph: remove EvaluationContext, pass Depsgraph instead.
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
2018-04-16 19:55:33 +02:00
49ee1a97d2 Merge branch 'master' into blender2.8 2018-04-16 18:22:43 +02:00
eb6fe5fa94 Cleanup: indentation 2018-04-16 18:13:48 +02:00
1c24c04e60 Remove workspace object mode, reverts changes w/ 2.8
This caused too many problems syncing object modes
with multiple objects/windows/workspaces, see: D3130 for details.
2018-04-05 18:21:14 +02:00
72b4d444f6 Particles: Fix missing hair dynamics
Only if all the nasty looking bugs had such a simple solution...
2018-03-29 12:43:00 +02:00
8eb8aa4939 Merge branch 'master' into blender2.8 2018-03-23 12:05:55 +01:00
7cc2b27099 Cleanup: stray tabs
Tabs in middle of code (mostly for no reason / by accident).
2018-03-23 11:51:19 +01:00
ce0cb4de8d Object Mode: use eval_ctx for modifiers_isCorrectableDeformed
Some other minor changes from D3037 as well
2018-02-06 19:35:06 +11:00
1b462e5a51 Pass EvaluationContext instead of bContext
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.
2017-08-16 12:46:04 +10:00
a60727080f Merge branch 'master' into blender2.8 2017-08-12 14:06:29 +10:00
c034193821 Cleanup: remove useless DM_ensure_looptri().
That one was doing exactly same thing as `dm->getLoopTriArray()`, no
point in having twice the same code here...
2017-08-11 17:08:41 +02:00
1c4c288727 Pass EvaluationContext argument everywhere
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.
2017-07-21 14:47:26 +02:00
b4d053efc7 Gawain API naming refactor
Use consistent prefix for gawain API names as well as
some abbreviations to avoid over-long names, see: D2678
2017-06-19 20:18:04 +10:00
0c93bc2b63 Merge branch 'master' into blender2.8 2017-03-25 13:39:47 +11:00
4f4a484b9b Cloth refactor: Remove goal springs and some other cleanup
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
2017-03-23 03:52:46 -03:00
6ecab6dd8e Revert particle system and point cache removal in blender2.8 branch.
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.
2016-12-28 17:30:58 +01:00
069569f820 Merge branch 'master' into blender2.8
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
2016-08-21 13:18:26 +02:00
Luca Rood
da77d9873f Prevent max stiffness values from going under normal stiffness values in cloth stiffness scaling.
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
2016-08-13 19:48:33 +03:00
1fe9d671cf Fix T49004 and motion blur of cloth, softbody, etc past the end frame.
Point cache read code contains checks designed to prevent it reading
stale data when the relevant simulation code should instead compute
the next frame from the previous one. However in some situations like
motion blur subframes the simulation can't possibly do it and just
exits. This causes completely incorrect motion blur at or after the
last cached frame.

To fix, add a parameter that tells the cache code whether it should
apply the checks and exit, or read what it can even if stale (true
means exactly same as old behavior).

Doing this in cache rather than clamping the frame number better in
the caller lets it handle the case of incomplete cache that stops
before the official last frame.

Reviewed By: mont29, lukastoenne

Maniphest Tasks: T49004

Differential Revision: https://developer.blender.org/D2144
2016-08-11 13:36:29 +03:00
9843921288 Merge branch 'master' into blender2.8
Conflicts:
	release/scripts/startup/bl_ui/properties_particle.py
	release/scripts/startup/bl_ui/properties_physics_cloth.py
	release/scripts/startup/bl_ui/properties_physics_dynamicpaint.py
	release/scripts/startup/bl_ui/properties_physics_softbody.py
	source/blender/blenkernel/BKE_library.h
	source/blender/blenkernel/BKE_particle.h
	source/blender/blenkernel/intern/cloth.c
	source/blender/blenkernel/intern/library.c
	source/blender/blenkernel/intern/library_query.c
	source/blender/blenkernel/intern/particle_system.c
	source/blender/blenkernel/intern/scene.c
	source/blender/blenkernel/intern/softbody.c
	source/blender/blenloader/intern/readfile.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/editors/space_file/filesel.c
	source/blender/editors/space_outliner/outliner_intern.h
	source/blender/makesdna/DNA_ID.h
	source/blender/makesdna/DNA_object_force.h
	source/blender/makesdna/DNA_particle_types.h
	source/blender/makesrna/intern/rna_particle.c
	source/blender/makesrna/intern/rna_sculpt_paint.c
	source/blender/makesrna/intern/rna_smoke.c
	source/blender/makesrna/intern/rna_space.c
2016-08-06 12:45:03 +02:00
362b3bbe58 Cloth Simulation: add time scale property
This setting can also be animated, to create a "time warp" effect.

D2122 by @LucaRood
2016-07-30 15:14:26 +10:00
7a4353160c Cloth: option to use dynamic base mesh
This adds the ability for cloth simulations to respect changes in the underlying mesh.
So you can for instance, animate shape keys, armatures, or add any deformation modifiers (above the cloth modifier).

This is mainly useful for (but not limited to) cartoon animations,
where your character might stretch or change shape, and you want the clothes to follow accordingly.

D1903 by @LucaRood
2016-07-30 14:57:48 +10:00
faec430914 Merge branch 'master' into blender2.8
Conflicts:
	intern/cycles/blender/blender_curves.cpp
	source/blender/blenkernel/intern/dynamicpaint.c
	source/blender/blenkernel/intern/particle.c
	source/blender/blenloader/intern/versioning_270.c
	source/blender/editors/physics/particle_edit.c
	source/blender/editors/transform/transform_snap_object.c
	source/blender/editors/util/undo.c
	source/blender/makesrna/intern/rna_object_force.c
2016-05-24 16:48:10 +02:00
204f55c189 Cloth: Fix shrinking to properly respond to animated min/max and weight.
Enable dynamic restlen recomputation based on sew flag and update the
shrink factor math within it to call the new utility function.
2016-05-06 11:40:20 +03:00
2a9ddc808d Cloth: Change ClothVertex::xrest to actually store the rest position.
Originally the value was only needed when building the springs,
so a pointer to the input data was somewhat ok. However, recalculating
spring length dynamically requires keeping the actual value around.
2016-05-06 11:40:19 +03:00
Luca Rood
fcfbe27826 Part of D1903: Dynamic base mesh for cloth simulation
A function that recalculates cloth spring lengths.
2016-05-06 11:40:19 +03:00
8e1ab9b137 Cloth: Ignore zero-restlen sewing springs in average length computation.
The average length is used to adjust self-collision and stiffness
to match mesh density, and in either case considering the always zero
restlen sewing springs doesn't actually make much sense.

The struct_springs variable is also used for other things like total
spring count, so a new one needed for the true struct springs.
2016-05-06 11:40:19 +03:00
b481e886e5 Cloth: Use Geometrical Mean for averaging cloth shrink factor.
This comes out of considering a one-dimensional transition in weight
on a rectangular cloth grid. At the transition face loop, one side
of each rectangular face would be scaled by k1, and the opposite one
by k2, thus turning the rectangle into a trapezoid. Averaging would
be used to choose the scale factor for the remaining two sides.

If Geometrical Mean, i.e. sqrt(k1*k2) is used, it so happens that the
diagonals of the trapezoid also end up scaled by sqrt(k1*k2) compared
to the original rectangle. This means that the same scale factor is
correct for both structural and shear springs, which is not the case
with simple average.
2016-05-06 11:40:19 +03:00
8d22a8afa0 Cloth: Fix the shrink feature to be controlled by the sewing spring flag.
Previously it was all over the place: without a vertex group it was
always enabled, and with it it depended on the Self Collision option
due to a likely editing mistake. Now it should be in sync with what
disables the fields in the UI.

The verts->shrink_factor field is changed to just cache the vertex
weight, with the shrink_min/shrink_max interpolation done later.
This is because cloth_apply_vgroup only runs if there are vertex
groups, and thus the factor may not update after property changes.

In addition, bending springs are now also affected by the shrink
factor to avoid visible distortion in object shape at high shrink.
2016-05-06 11:40:19 +03:00
ac30a04b27 Removed point cache blenkernel code. 2016-04-29 15:03:58 +02:00
cd0ec340c4 Removed remaining uses of the particle edit mode flag. 2016-04-16 12:39:41 +02:00
664f5b8c06 Removed particle DNA. 2016-04-13 13:41:11 +02:00