For the simulation to work properly the limited update the motion paths
calculation did wasn't enough so you got different results for for
motion paths than for the actual simulation.
Now do full frame update if rigid body sim is active.
TODO investigate if we can still limit this.
It's implemented as a separate constraint instead of adding properties
to the existing constraints.
Motors only apply linear and angular impulses and don't limit the
movement of rigid bodies, so it's best to use them in conjunction with
other constraints to limit the degrees of freedom.
Thanks to Markus Kasten (markus111) for the initial patch.
from Lawrence D'Oliveiro (ldo)
notes from tracker:
use bool for return type from BLI_remlink_safe, necessitating including BLI_utildefines.h in BLI_listbase.h
get rid of duplicate BLI_insertlink, use BLI_insertlinkafter instead.
A few places which were using BLI_insertlinkafter (actually BLI_insertlink), when it would be simpler to use BLI_insertlinkbefore instead.
Most nodes use the default size now and don't need explicit function calls. Most remaining nodes can also use the preset variant instead of explicit size values, these are only needed for a few special nodes.
Thanks to Sebastian König for suggesting this and doing the monkey work of changing node definitions.
Highlight background depending on number of tracks existing on frame.
This is not so much mathematically accurate displaying where things
shall be improved, but it's nice feedback about which frames better
be reviewed.
Bad frames are tracks < 8, highlighted with red.
OK-ish frame are 8 <= tracks < 16, highlighted with yellow.
Could be some artifacts with color region start/end, this is a bit
unclear what exactly expected to be highlighted -- frames are
displayed as dots, but in fact they're quite noticeable segments.
---
svn merge -r54572:54573 ^/branches/soc-2011-tomato
notes:
- vertices with zero weights are considered the same as vertices outside of a group.
- currently these show black but this can be made a theme color.
- multi-paint overrides this option (noted in description)
besides performance in some cases.
* DAG_scene_sort is now removed and replaced by DAG_relations_tag_update in
most cases. This will clear the dependency graph, and only rebuild it right
before it's needed again when the scene is re-evaluated.
This is done because DAG_scene_sort is slow when called many times from
python operators. Further the scene argument is not needed because most
operations can potentially affect more than the current scene.
* DAG_scene_relations_update will now rebuild the dependency graph if it's not
there yet, and DAG_scene_relations_rebuild will force a rebuild for the rare
cases that need it.
* Remove various places where ob->recalc was set manually. This should go
through DAG_id_tag_update() in nearly all cases instead since this is now
a fast operation. Also removed DAG_ids_flush_update that goes along with
such manual tagging of ob->recalc.
Now modifier takes a segments parameter.
Bevel edge weights will multiply the overall amount.
For vertex-only, you can give a vertex group name,
and the weights in that will multiply the overall amount.
This is a pretty rare case that can be triggered by switching rigid body
and constraint groups before simulation was validated.
Code checked for existing physics objects but was missing else block.
In rare cases this would allow the simulation to run before being
initialized (if cache is baked and reading cache fails after undo or
loading a file).
Before this change only old flag "Premultiply" was used to
detect alpha mode, which is not enough actually.
Now the logic here is:
- If "Premultiply" was enabled it is likely float image with
straight alpha, which shall be premultiplied before usage.
In this case image/sequence Alpha Mode is set to Straight.
- Otherwise use default alpha mode for image format based on
an extension. This could fail in some cases like TIFF, but
this wasn't handled fully correct in older blender anyway.
Initial discovered issue was that EXR images saved in older
Blender versions were set to Straight alpha mode, which is
obviously a straight way to lots of headache.
This was caused by a floating point precision error. During collision detection, Newton-Raphson iteration is used to find the exact time of the collision. But when using subframes, the initial Newton step was too small. Now the initial step is given in absolute units. When subframes = 0, this should behave almost the same as before.
Thanks to Janne Karhu, Lukas Toenne and Ton Roosendaal for their help with this patch, and to AutoCRC for funding.
alpha was used for them which doesn't work for cleaned footage stored
in EXR file format.
Perhaps we need to support configurable alpha mode for clips, but
that's for later (maybe even after release),
Calculate dependent area based on distortion model rather than
using 15% of image resolution for this.
Some assumptions here:
- We're assuming real-life camera calibration is used here
- Maximal undistortion delta would be achieved on frame boundary
- Distortion fully goes inside frame
This makes it possible to approximate margin for distortion by
checking undistortion delta across frame boundary and use it
for dependent area of interest.
We do not use any formula-based equation here because we're likely
support other distortion models and in that case it'll be stupid
to try detecting formula here.
Copying scenes didn't handle rigid body worlds previously.
Since we use groups to keep track of objecs in the rigid body sim it's
tricky to do the right thing here since groups aren't duplicated.
One option would be to create new groups and add the duplicated objects
into those but that has other drawbacks.
So the rigid body world isn't copied for now.
TODO find a better way of handling this.
Since rigid bodies need their world to be be updated correctly we now
pass it alongside the parent scene in scene_update_tagged_recursive().
Add BKE_object_handle_update_ex() as well as other object functions
that take a RigidBodyWorld for this.
Ideally this shouldn't be needed but we'd have to restructure scene
handling for that. It's not a small taks however and definitely not
something that can be done before release.
Thanks to Campbell for review.
This was caused by multiple instantiations of the same basic problem. The
rigidbody handling code often assumed that "scene" pointers referred to the
scene where an object participating in the sim resided (and where the rigidbody
world for that sim lived). However, when dealing with background sets, "scene"
often only refers to the active scene, and not the set that the object actually
came from. Hence, the rigidbody code would often (wrongly) conclude that there
was nothing to do.
For example, we may have the following backgound set/scene chaining scenario:
"active" <-- ... <-- set i (rigidbody objects live here) <-- ... <-- set n
The fix here is a multi-part fix:
1) Moved sim-world calculation from BKE_scene_update_newframe() to
scene_update_tagged_recursive()
+ This is currently the only way that rigidbody sims in background sets will
get calculated, as part of the recursion
- These checks will get run on each update. <--- FIXME!!!
2) Tweaked depsgraph code so that when checking if there are any time-dependent
features on objects to tag for updating, the checking is done relative to the
scene that the object actually resides in (and not the active scene). Otherwise,
even if we recalculate the sim, the affected objects won't get tagged for
updating. This tagging is needed to actually flush the transforms out of the
RigidBodyObject structs (written by the sim/cache) and into the Object
transforms (obmat's)
3) Removed the requirement for rigidbody world to actually exist before we can
flush rigidbody transforms. In many cases, it should be sufficient to assume
that because the object with rigidbody data attached has been tagged for
updates, it should have updates to perform. Of course, we still check on this
data if we've got it, but that's only if the sim is in the active scene.
- TODO: if we have further problems, we should investigate passing the
"actual" scene down alongside the "active" scene for BKE_object_handle_update().
Now we do simple triangulation and calculate signed area of triangles to
account for concave polygons.
This only works correct for planar polygons but gives better results
overall.
Error since July 2005, when DerivedMesh was introduced.
Vertex and Face duplicators now work for all modifiers. (not only deformers).
For example mirror and array modifier didn't work.