Commit Graph

158 Commits

Author SHA1 Message Date
a1b1cfdc38 Cloth: Fix point cache memory leak when duplicating cloth 2008-04-21 22:02:15 +00:00
7c68038353 Fix for bug #9093: array modifier merging didn't work
entirely correct after a recent bugfix.
2008-04-21 09:24:04 +00:00
13ec85aeb5 Bug #8950: dependency cycles weren't always printed correct. For
debugging, also added a name for each dependency relation, and when
a cycle is detected it now prints the full cycle to the console.
2008-04-15 13:07:56 +00:00
1fe5302cce Point Cache Refactoring
=======================

Caching and Baking:
- The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates.
- There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles.
- The cloth autoprotect feature was removed.
- The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries.
- The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions.
- PointCache struct was added to DNA and is automatically allocated for each physics type.
- Soft body now supports Bake Editing just like cloth.
- Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now.

Library Linking:
- Added some more warnings to prevent editing settings on library linked objects.
- Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked.
- Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh).

Physics UI:
- Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth.
- Tweaked field panel buttons to not jump around when changing options.
- Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable.
- I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers.
- Fixed modifier error drawing glitch.

Particles:
- Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() ..
- Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading.
- Make particle threads work with autothreads.

Continue Physics:
- The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache.
- This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics.

Todo:
- Point cache can get out of sync with and undo and changing a file without saving it.
- Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion.
- Menu item and/or buttons for Ctrl+B.
- A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested.
- The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
589e641f97 Sorry, reverting bad things in modifier.c 2008-04-08 12:58:25 +00:00
fef157ac07 Cloth bugfix: used old dm instead of new created result derivedmesh; Code cleanup + deactivation of unsued selfcollision code in kdop.c + little speedup there 2008-04-08 12:55:35 +00:00
c10ba357ca Fix for bug: [#8816] File saved with Explode modifier crashes blender
-Explode modifier didn't check for empty psmd->dm at file loading
2008-03-31 22:11:10 +00:00
Ken Hughes
4c2b6c4bee Tools
-----
Bugfix #6961: in certain circumstances, array modifier would use deleted
copies of merged vertices, resulting in memory corruption and crashes.
2008-03-28 17:03:34 +00:00
cd3cf57842 Collision Modifier: 1. Bugfix: Enable hiding in modifier stack again, 2. Bugfix: Recalculate bounding volume if GUI setting changed 2008-03-22 22:08:46 +00:00
76f34bcdd9 Fixed bug #8597, Subsurf error
This was actually an error with the array modifier. Merging vertices would sometimes create degenerate faces (e.g. face.v1 == face.v3)
2008-03-21 23:06:15 +00:00
4c29f3cf09 added camera shiftx/y for the UVProject modifier 2008-03-21 21:03:31 +00:00
af8c68ddc4 Cloth structure names update: Sorry about this commit, it will kill all your cloth settings in old files but I had to do it before release because naming convention was really bad in cloth (e.g. using SimulationSettings instead of ClothSimSettings in DNA). Same for some structure in CollisionModifier but with no sideeffects. 2008-03-20 18:28:40 +00:00
25cf799ef8 Fix for bug #8464: particle system didn't attach to mesh in
case of a deforming modifier after subsurf.
2008-03-17 18:43:10 +00:00
411ade3036 Fix for bug #8516: mesh deform modifier didn't work correct with
transformed cage objects.
2008-03-16 19:38:04 +00:00
5aed02aafe -> Bevel modifier cleanup
Bevel modifier had several problems. These should be fixed now. The bevel
modifier in editmode cannot have 'apply to cage' checked as the modifier
cannot possibly support mapping. Further, custom data preservation has been
turned off temporarily, but will be added back in soon.
2008-03-01 16:32:23 +00:00
fc9a664227 Bugfix: Copy Modifiers with particle systems crashed, it didn't copy
the particle systems.
2008-02-27 17:04:58 +00:00
3dc8342945 Fix for #6686: crash with array modifier fit to curve option, could
create a too large amount of duplicates.
2008-02-25 13:05:08 +00:00
824a714b47 Purge of compiler warnings... (hopefully everything still compiles, there are still more to remove) 2008-02-24 11:16:37 +00:00
e03ab146ae -> Bevel tools and Bmesh kernel
The following is a commit of Levi Schooley's bevel code and 
the bmesh library it depends on. The current editmode bevel has 
been replaced with a new per edge bevel function. Vertex beveling is 
also availible.

To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges 
or vertices.

Recursive beveling is turned of for the time being.
2008-02-23 22:11:16 +00:00
785b4dcdda Fix for bug #8052: particle emit from verts and volume didn't support
subsurf/derivedmesh mapping yet.

Also added int-to-pointer and back conversion function to solve warnings.
Note that it is only allowed to store an int in a pointer and then get
it back, but not a pointer in an int!
2008-02-18 10:49:46 +00:00
e82484b0bb Cloth: New: *simple* (OpenMP enabled) Selfcollisions available 2008-02-12 11:04:58 +00:00
0e7bdb959e Cloth: Fixed: [#8210] (includes bad spring calculation), only mesh can get cloth assigned, New: initial try of Bridson/Fedkiw friction formula implementation, better GUI feedback when e.g. cache is protected and settings too 2008-02-03 22:37:43 +00:00
cac8215cad Cloth bugfix: enable stiffness scaling again even if cloth is not pinned 2008-01-30 22:00:12 +00:00
fd877543d1 New: Collision Modifier and Cloth can be at any position on the modifier stack. BUT everytime the vertices count change, they will free themselves and internal build new (they rely on vertex count). Should be no problem anymore with e.g. subsurf modifier before collision modifier (tested). Fix: applied a patch from schlaile to get my bullet additions compiled with gcc 3.3 2008-01-30 14:01:05 +00:00
4ed28a99a7 Cloth: Bugfix: 1. Kicking esc again, 2. Collision modifier needed to be updated when going backward in time, 3. GUI change when no bullet there 2008-01-30 02:05:37 +00:00
7a7a52226f makes bullet independant from gameengine for cmake, introduces esc-key during sim, disables collisions when no bullet there 2008-01-29 23:13:31 +00:00
77685023ca Initial commit of cloth modifier from branch rev 13453 2008-01-29 21:01:12 +00:00
3d3023126a Fix for bug #7965:
Array modifier could generate edges with twice the same vertex, fix
provided by Ken, thanks.
2008-01-29 19:49:03 +00:00
18ab78c867 Particle instance modifier works again in path mode. There's still some work to do with rotations and twisting though. 2008-01-24 10:44:21 +00:00
0db1666b6e Routine purge of compiler warnings 2008-01-17 23:38:53 +00:00
861d5e57a5 displace modifier wasnt loading in linked textures/objects. missing calls to expand_doit 2008-01-02 18:44:13 +00:00
84b58f8653 Particles
=========

- The render and realtime button for the particle system modifier
  and the enabled button for particles now work seperate again,
  made a bad design decision to tie them together. Now with only
  the render button and not realtime enabled it renders.
- Fix for bug #7948: particle mode crash while constraining axis.
- Fix for bug #7945: crash loading effector groups from an old file.
- Fix for bug #7942: crash for reactor particles emitting from particles.
2007-12-18 16:55:09 +00:00
f33f7ed62a Bugfix: memory leak with multi-modifier, if the modifier
using the previous coordinates was disabled.
2007-12-17 11:47:24 +00:00
15eb4ebbe4 Mesh Deform Modifiers
=====================

Tweak for somewhat improved results with dynamic binding, and added
a rt value (527) for debugging mdef accuracy.
2007-12-08 18:46:44 +00:00
29d87d64ca Particles
=========

- Texture orco coordinates for particles are now actual orcos instead
  of just the vertex positions, which means they are the same under
  deformations and the same as the ones on the mesh.
- Particle distribution now uses these orcos to get consistent
  distributions independent of deformation.
- This required changing the way orco's are computed for meshes. Now
  instead of generating an orco derivedmesh separately, the derivedmesh
  is generated alongside the regular one and stored in an orco custom
  data layer.
2007-12-05 12:40:54 +00:00
ebfedd20b2 Mesh Deform Modifier
====================

Bugfix for mdef + groups. The mdef modifier treated the cage object as
a sort of parent, which meant that transforming the cage object also
transformed the mesh. However, this behaviour is different from e.g.
armatures, where transforming the armature object has no effect for
the modifier, but instead this transform is taken into account by the
fact that the armature is usually the parent of the mesh.

For groups and duplis, this basically lead to the parent transform
being applied twice. So, now transforming the cage object will have no
effect, except if you make the cage object the parent of the object.
2007-12-04 12:39:27 +00:00
6a9c6674ca Particles
=========

Bugfix for crash with disabling the particles system and saving/loading
files, the way it detected if the mesh had changed could not work correct.
2007-12-02 15:54:54 +00:00
a4c17c7c88 anim.c, buttons_object.c, readfile.c, BKE_blender.h - dupliFace scale option, needed for leaves.
modifier.c, BKE_modifier.h - flag for modifiers to say they use pointcache, also new func modifiers_usesPointCache
renamed //pointcache to //blendcache_blendfilename so blendfiles in the same dir dont conflict, and other to show this dir isnt limited to pointcache only (nodes way want to use this)
wizard_curve2tree.py - better defaults for pretty tree's
2007-11-30 10:38:59 +00:00
e893c9d739 Fix for bug #7846 2007-11-29 22:04:07 +00:00
da3c35db47 Particles
=========

- Bugfix: synchronize modifier enable with particle enable flag to
  prevent crash.
2007-11-27 12:34:59 +00:00
01e2395e05 Particles
=========

- Fix for bug #7840: adding particle system to nurbs, curves crashes.
  Now simply doesn't allow to add a particle system to a non-mesh
  object, the current code does not support it.
- Fix for bug #7834: deleting vertices of an object with a particle
  system crashes. Fixed by disabling particle display for objects in
  editmode.
- Fix for the particle add brush on subsurfed objects.
2007-11-27 11:17:52 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +00:00
7accd3a662 Long outstanding feature request: "Multi Modifier"
This allows to mix between the result of 2 modifiers, with both
using the same input state. This is useful for having a mesh deform
and armature deform working together.

However! This functionality could have been presented better...
this is actually Node editor stuff!

Now it works by adding a "MM" button, next to the "overall vgroup"
option. If MM is pressed, the input of this modifier is the same as
the input of the previous modifier.
Only the armature modifier has this option now...
2007-11-16 15:46:59 +00:00
Chris Want
e66f325dd7 ==Mirror Modifier==
Support for using the axes of a different object as the line of mirror
symmetry for a mirror modifier. As a nice consequence, this allows
"clipping" to arbitrary planes in editmode.

A fun example of using a couple of mirror modifiers and an array
modifier to easily make a nice flower type model is here:

http://bebop.cns.ualberta.ca/~cwant/chocolateC05.blend
2007-11-13 06:56:55 +00:00
7f2e43968a Mesh Deform Modifier
====================

Dynamic binding support. This means that the mesh can move _within_
the cage and still deform correct. If the mesh goes out of the cage,
don't expect correct result. Must be enabled with the 'Dynamic'
option, because it is slower and consumes more memory.

This is useful to use e.g. the cage mesh for main deformations and
still have shape keys for facial deformation working.
2007-11-11 22:54:14 +00:00
296a8ca146 Bugfix:
Mesh deform invert vertex group influence didn't work entirely correct.
2007-11-06 14:15:45 +00:00
f66aeb7a74 Bugfix:
Mesh deform modifier crashed when applied to lattices.
2007-11-06 11:25:48 +00:00
e2504c2ff1 Mesh Deform Modifier
====================

Added a button to invert the vertex group influence, to make blending
between mdef and armature deform easier.
2007-11-06 09:44:34 +00:00
1b9d661eca Mesh Deform Modifier
====================

The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.

http://www.blender.org/development/current-projects/changes-since-244/modifiers/

Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
  be built without passing the matrix row by row, but instead with
  random access. MDef doesn't need this actually, but it's using this
  version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
  of barycentric coordinates for polygons with >= 3 vertices. This
  might be useful for other parts of blender too.
2007-11-04 22:00:24 +00:00
Ken Hughes
ff5fd2eb38 Tools
-----
Bugfix #7493:  boolean difference operator was being applied in the wrong
order (difference modifier worked correctly).
2007-10-14 20:58:57 +00:00