Commit Graph

385 Commits

Author SHA1 Message Date
9e717b59cb softbody review
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process  (mins,maxs).. optional feedback on the console

2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)

3.related no 2.  write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'

4. some <clean> optimizations, 3-BSP for self collision,  general AABB checking before ever going to collision details

5. some <dirty>  ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
2006-11-10 23:09:16 +00:00
587d24bb42 stupid typo spoiling adaptive step sizes in heun solver 2006-11-04 15:53:47 +00:00
52c20fecba softbody update -> self collision search takes 1/3 of the time here
this one should work nice -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_3_0.blend
2006-10-30 22:47:41 +00:00
5376df2689 Fixed all gcc 4 warnings in blenkernel. Found 2 potentially harmful
unintialized variables in the verse code, verse_session.c:451 and
verse_object_node.c:339, those are properly initialized now.
2006-10-26 23:34:44 +00:00
88455e8d5c bug fix
in softbody aerodynamics
(should zero a vector which is only added to in function call)
thanks michael
2006-10-20 23:02:47 +00:00
57f01fdb46 more softbody goodies:
SB collision targets may be picked up from modifier stack
works fine with static targets having subsurf and/or array mofifiers
see-->
http://www.wund.homepage.t-online.de/hidden/Mstack.blend
http://www.wund.homepage.t-online.de/hidden/Mstack_II.blend

however when calulating the SB object dynamics the vertices of the
'deform only' m-stack result are used

so SB <-> SB may look strange
subsuf modifier is applied to SB object after doing SB dynamics
(that is: colliding mesh is subsurfed, SB is not )
subsurfed SB cubes colliding
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend

or may give unwanted results
subsuf and array modifier is applied to SB object after doing SB dynamics
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend

last, modifiers that change vertex locations in time (like waves)
suffer from not beeing seen at needed time resolution
(SBs see colliders static in a frame)
well but that's beyond the limits of the current dep-graph use
and needs to be resolved on design level

anyhoo have fun
BM
2006-10-19 22:01:06 +00:00
f0fbffcd59 made a nice new softbody II panel on UI to keep things usable (logic wise)
- failed on final alinignment issues may be matt can give a helping hand ? :)
2006-10-17 22:03:32 +00:00
03be45c8c0 softbodies again
unnesting aerodynamics from edge collision
cleaning up softbody.c
that is:
removing old todos in comments
adding some new :)
2006-10-14 19:03:06 +00:00
babb95c3e0 softbody update
nicer kinematics in self collision -> blending to complete inelastic impact
now does something close to real physics

first steps towards aerodynamics
anisotropic friction
springs 'see' their movement in media
--> see surrrounding  media does not move and/or reacts on wind
(*for now  needs to have a pseudo collider araound  -> that is: add a cube in the same layer
and make it a deflector  *)
2006-10-13 21:27:43 +00:00
80aa6fe5fb softbodies
-seld collision adding fine control to UI
-cleaning up code
volatile test file again
http://www.wund.homepage.t-online.de/hidden/sb_col_must_2_0.blend
2006-10-11 22:53:22 +00:00
b6b5cdefa9 some tiny changes to the softbody system
- UI for self collision ball size definition
- edge collision mode added (almost a bug fix)
volatile test file -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
2006-10-10 21:49:02 +00:00
aaaae78527 removing self collision for curves
just did a few tests, with the 'surprising' result that balls are not curves ..
and i don't want to be swamped by bug reports tellling me
'it does not collide as i whised it would'
2006-10-05 21:30:55 +00:00
f2d27eb4cb bug fix
only alow self collision for suited objects

feature request from hairdressers
self collision for curves
works amazingly well if you keep in mind there balls around vertices colliding
2006-10-05 17:46:01 +00:00
21d6b199ab softbody self collision
ironing out a few glitches related to goal pinning
volatile test blend ->
http://www.wund.homepage.t-online.de/hidden/sb_col_must.blend
+ adding a few alternative collision ball calculation algos
since i did not want to blow up (waste)  DNA space without need,
coded as -1.0 -0.1 -1.1 values in 'ball size' (look at tooltip popup)
2006-10-04 21:36:55 +00:00
c903e2c07b -bug fix
sometimes goal pinned vertices were omitted by self collision
2006-10-03 12:12:24 +00:00
1ace6ec0ef softbody panel cosmetics
and a forgotten debug print .. tsk
2006-10-02 17:05:56 +00:00
ab92fca306 softbodies
mostly reshuffeling UI to have things where i'd expect them to be
2006-10-01 21:49:10 +00:00
8e7b403924 new softbody feature:
simple (naive) self collision
estimates a collision ball
using the spring lenght to attached neighbours
(idea stolen from old cloth modifier files, but i'm sure ZAZ and genscher won't mind)
-- usefull for untangeling static cloth like objects
-- may be used for cloth simulation with known limitations
like 'tunnel effect' if objects are moving too fast ...

demo -- volatile files
http://www.wund.homepage.t-online.de/hidden/sb_without_selfcol.avi
http://www.wund.homepage.t-online.de/hidden/sb_with_selfcoll.avi

have fun
BM
2006-09-28 20:27:46 +00:00
2d11fbe192 fix for homegrown bug in softbody rigidity
springs inserted twice caused unreal stiffness in ODEs
-> bad performance killers
2006-09-27 06:59:27 +00:00
d8874df09c New softbody option: adjustable rigidity.
Gives local structure stability for though fabrics, thin steelplates ..
even suzanne gets pretty crash resistant that way.
If non zero it not only adds diagonals but all other "2edge-wide" springs
so it somehow replaces stiff quads for meshes too.
2006-09-26 12:53:57 +00:00
4603f452c2 Animation department feature request: support for vertex groups in Lattices
In a quick glance: (temp image)
http://www.blender.org/bf/rt.png

Main reason is that Lattices are useful a lot for Armature deformation.
Lattices just provide much more precise and interesting control. However,
with only bone envelopes it's very hard to use.

Working with Lattice vertex groups is nearly identical to Mesh:
- on CTRL+P 'make parent' you can choose the deform option now
- In editmode, the buttons to control vertex groups are available
- In outliner you can select vertexgroups too
- Deforming Lattices with Armatures has all options as for Mesh now.

Note:
- No WeightPaint has been added yet. To compensate, the editmode
  drawing for a Lattice with vertex group shows weight values for the active
  vertex group.
- Lattice editmode doesn't undo/redo weight editing yet.
- Softbody for Lattice still uses own vertex weights

Implementation notes:
- derivedmesh weight_to_rgb() is now exported to drawobject.c
- been doing cleanups in code (order of includes, var declarations, etc)
- weightpaint button handling now is generic

I've checked on Brecht's proposal for Custom Element data;
http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData
It could have been used, but that would mean the existing code for
vertexgroup handling and armature deform couldn't be re-used. I guess this
is really a later todo.
2006-09-03 12:16:14 +00:00
5d1f64fc19 Bugfix: Sofbody baking included the 'start frame' for the object in
calculus, causing empty keys in the bake, and crashes.
2006-03-08 17:00:48 +00:00
a85d160a3e Feature: Sofbody bake "Local"
Sofbody simulation happens in global coordinate space, and this was also
used for baking softbodies. Too bad you cannot re-use or further animate
the baked softbody then... :)

If you now use the new "Local" button in the Bake menu, it will allow to
animate or move the baked object.
2006-03-01 23:45:25 +00:00
ff830a98f4 Dangerous typo in softbody.c... a missing '/' made a /* */ comment to
disable the entire next line of code too.
2006-02-14 11:30:43 +00:00
93de82c3d9 removing dead experimental code 2006-02-01 09:46:34 +00:00
a9077e3582 WIP
-- fast softbody collision /* caching colliding objects & some global bounding boxes */
-- to compare .. set rt to 666
2006-01-31 22:48:41 +00:00
d024452ebf Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.

Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
  groups.
- In Object buttons, a new (should become first) Panel was added, showing
  not only Object "ID button" and Parent, but also the Groups the Object
  Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
  temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group

But, the real power of groups is in the following features:

-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).

-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).

-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)

-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).

-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!

In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
ec2644fe5c Bugfix - own repertoire :)
- Curves without bevel or extrude didn't calculate the Z value for
  softbody when the "3d" option for curves was off.
- Typo in softbody.c, for switch of // comments to /* */
2005-11-30 18:58:10 +00:00
b6c5b24f4f no code changes (i hope)
review of lyrics/epics to replace '//' comments by /*ones*/
+ adaptive step size in a nutshell  comment
2005-11-19 21:35:06 +00:00
54c032440f bug: scaled lattice softbodies ( and the new ones ) shrinked/blew up to original size under SB dynamics
had a shadow in memory there was an issue ..
yes, spring calculation should care for scaling in object matrix
so here it is

note: for meshes the bp array is abused for caching -->
only 1 matrix multiplication compared to 2 per spring
2005-11-19 20:02:30 +00:00
dfb200d405 Made sure lattice and curve springs are calculated based on the original
(Non deformed) lenghts. Code for lattice (by Jens Ole) was already there
btw, was replaced accidentally by Daniel during his modifier craze :)

ALso added comments in code to clarify the softbody initialize flow, which
happens in 2 stages now. Goal weights and springs are read from the
original data, the vertex coordinates from the modifier data.
2005-11-19 18:19:41 +00:00
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
f0593ea8e8 Bug in SoftBody for Curve/Surface: in some cases the edge spring array was
not initialized, like when adding a SoftBody to Object in EditMode.
2005-11-17 12:24:29 +00:00
ec477f7a63 Another Orange sneak-in feature: SoftBody support for Curves & Surfaces.
Well, it already worked a bit, but without weight options or edge
stiffness. You now can set the weights using the "Properties" Panel in
the 3D Window (allows multiple selections too) or with Wkey in Edit Mode.
Bezier curves have this too.

NOTE: Lattice SoftBody Goal created yesterday won't work anymore!
I've had to recode weight support for Nurbs Points, using a new weight
variable... this because the existing W variable was in use for Nurbs
already. Also Lattices have this new Weight variable, so the code is nice
uniform. Sorry for the artists who already created complex Lattices... :)

NOTE2: Surface Objects don't support edge stiffness yet

NOTE3: I've removed ancient screen coordinates from the Bezier struct,
which makes - even with added weight and padding - the struct smaller!

Demo file:
http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend
2005-11-17 11:40:57 +00:00
befd6f3150 Special Orange request; support for SoftBody Goal weights for Lattices.
Animating detailed clothes with softbody becomes messy, so now we'll
try it this way. :)

It simply uses the W (weight) value, as already available in each Lattice
Point. Only had to make it editable;

- NKey panel
- or press W in editmode

Further there's a minimalistic W button in the softbody Panel!
2005-11-16 21:58:49 +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
4069604736 Fixed gcc warnings for unused var and unitialiazed vars.
NOTE: I had to fix NMesh.c, Mesh_fromNMesh(), that is a real bad
function... it was returning a Py object as a Mesh (on error).
This is still not really solved (NULL return is not handled).
2005-10-28 10:09:46 +00:00
0a3993ec0f cleaning up
- removed euler branch in favor for a 'better solver to come'
- removed some debug vars from lattices
- removed some garbage related to 'borrowing' collision from particles
note SB collision is completly decoupled from particle stuff to allow
: 1. SB collision targets can be 'anything evaluated by modifier stack' but won't be subsurfed (for performace reasons / possible though / see comment in code)
: 2. SB <-> SB collisions
: 3. ( 1. implies that SB collision targets may be animated, hooked,  curve deformed ,  .. ! )
2005-10-24 22:13:32 +00:00
ed7fb486a1 -bug fixed
-symtom: looks like rigged SB mesh follows weird goal settings
-cause: arbitary initialisation of 'edge spring rest length' ... must have happend by introducing 'modifyer stacK'
2005-10-21 22:58:12 +00:00
0746e7edb3 Bug fix #3044
Undid Daniels' commit (version 1.42) for this file, which claimed to fix
"free baked softbody". Result was that baked softbodies couldn't be read
from a file (always were freed).

I tested the free bake, and it works properly. Daniel: your move!
2005-09-20 10:21:30 +00:00
7804860cf6 - added mesh_strip_loose_faces, works in conjunction with make_edges
to get rid of faces with MFace.v3==0
 - change all Mesh's to have ->medge now. This is forced by make_edges
   on readfile, and in the various exotic important routines, and on
   conversion back in python.
 - make python NMesh structure always have medges now (needs testing)
 - with above two changes it is guarenteed that mf->v3 is never ==0
   in main blender code (i.e., all MFace's are actually triangles
   or quads) and so I went through and removed all the historic tests
   to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
 - removed MEdge edcode flag, no longer needed
 - added experimental replacement for edge flag system

Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.

NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.

To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
2005-08-21 07:19:20 +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
ec5fa2f4f9 - remove redundant calculation of spring length 2005-08-18 11:04:22 +00:00
55b5abe2c9 - bug fix, free bake didn't work
- bug fix, force free of bake data on exit editmode, can't
   give user a choice
2005-08-16 22:58:31 +00:00
2abd79b491 - readded DL_VERTS type to store lattice deformed verts
- new feature, twiddled with lattice resizing to try to maintain
   existing vertex changes... much nicer than just resetting the
   lattice if you decide you need more detail in the lattice.
 - modifiers work with lattices now. yes, that does mean you
   can make a chain of lattices effecting each other 8 miles
   long.
 - some cleanup of softbody code, was rather splintered and call
   path was twisted and confusing. reworked main object step
   routine to do things in a more obvious and consistent manner
   and without duplicate code
 - added ob->softflag OB_SB_RESET instead of sbObjectReset
   call
 - modifier changes reset softbody now
 - moved curve_getVertexCos/curve_applyVertexCos into curve.c
 - update curve modifier eval to work with virtual modifiers
 - update modifier apply to work with curves/surfs
 - update make parent to also recalc object data

NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
2005-08-15 10:30:53 +00:00
93aeb6b318 - added make_orco_curf, even does keys!
- removed {lattice,curve}_modifier functions
 - changed render code to use displist for curve rendering
   instead of making its own. required adding a bevelSplitFlag
   field to DispList. I also fixed the bevel face splitting
   which did not work correctly in many situations.
 - changed so all curve data creation happens in makeDispListCurveTypes,
   includes making bevel list and filling polys
 - changed render code to use displist for surface rendering
 - removed Curve.orco variable, built as needed now
 - removed stupid BLI_setScanFill* functions... why use a function
   argument when you can use a global and two functions! Why indeed.
   (this fixed crash when reloading a file with filled curves and
   toggling editmode)
 - bug fix, setting curve width!=1 disabled simple bevel for no
   apparent reason
 - cleaned up lots and lots of curve/displist code (fun example:
   "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
 - switched almost all lattice calls to go through lattice_deform_verts,
   only exception left is particles
 - added DBG_show_shared_render_faces function in render, just
   helps to visualize which verts are shared while testing (no
   user interface).
 - renamed some curve bevel buttons and rewrote tooltips to be
   more obvious
 - made CU_FAST work without dupfontbase hack

Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:

http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-08-14 06:08:41 +00:00
ac3ed0f92a - switch to using softbody modifier, controls enabling but does not have
variables, these are still in same place. enable button automatically
   makes/enables modifier.
 - changed hook to hook modifier conversion to happen on direct link,
   required to make sure we don't forget to free any memory for files
   saved with 2.38 that have hooks.
 - update modifier interface to enforce modifiers with the require-original-
   data flag to not move beyond deforming modifiers.
 - enforce only one softbody modifier allowed

NOTE: Once again, no modifier stack for lattice yet means softbody for
lattice does not work atm.
2005-08-11 02:23:52 +00:00
9030e5f686 - added eModifierTypeFlag_RequiresOriginalData for modifiers that
can only follow deform (for example, they store mesh vertex
   indices)
 - added ModifierType.foreachObjectLink for iterating over Object
   links inside modifier data (used for file load, relinking, etc)
 - switched various modifiers_ functions to take object argument
   instead of ListBase
 - added user editable name field to modifiers
 - bug fix, duplicate and make single user didn't relink object
   pointers in modifier data
 - added modifiers to outliner, needs icon
 - added armature, hook, and softbody modifiers (softbody doesn't
   do anything atm). added conversion of old hooks to modifiers.

NOTE-THE-FIRST: User name field is not initialized on loading 2.38 files
so if you have saved stuff with a cvs blender you will see blank names.

NOTE-THE-SECOND: Since modifiers aren't evaluated yet for non-Mesh
objects, hooks for lattices and curves are broken. Don't updated if
you actually, say, *use* Blender.

NOTE-THE-THIRD: Old hooks used a quirky weighting system during
deformation which can't be extended to modifiers. On the upside,
I doubt anyone relied on the old quirky system and the new system
makes much more sense. (Although the way falloff works is still
quite stupid I think).
2005-08-10 22:05:52 +00:00
cd1430db46 finally have the diagonal springs in lattices too 2005-08-04 10:41:47 +00:00
85704d6ef9 first try on lattices having springs 2005-08-03 21:38:02 +00:00