The BLI_bitmap had the potential to eat a lot of memory as it was a
dense map between all the vertices in the mesh.
Now we instead use BLI_edgeset so that we only store data when needed
(creating a spare map instead of a dense).
Also remove the code in the ghash that is no longer used.
This change simplifies the existing code.
Differential Revision: https://developer.blender.org/D8219
This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenkernel` module. Not all warnings are
addressed in this commit.
No functional changes.
In order to ensure correct operation of the rest shape key feature,
it's necessary to create a temporary copy of the mesh with rest
vertex positions to run the BVH lookup on. If the rest shape key
isn't used, there is no need for additional overhead.
When a fluid is put under influence of gravity or acceleration, it
forms an internal pressure gradient, which causes observable effects
like buoyancy. Since now cloth has support for simulating pressure
changes caused by fluid compression or expansion, it makes sense to
also support the effects of gravity.
This is intended for better simulation of objects filled or
surrounded by fluids, especially when constrained by collisions
or pinned vertices, and should result in more realistic shapes.
Obviously, this doesn't actually simulate fluid dynamics; instead
it is assumed that the fluid immediately adapts to changes in the
shape or acceleration of the object without friction or turbulence,
and instantly reaches a new static equilibrium.
Differential Revision: https://developer.blender.org/D6442
A better fix would probably be to check if the value is animated,
but I'm not sure how to do that.
Reviewers: zeddb
Differential Revision: https://developer.blender.org/D7692
As explained in T65568 by @LucaRood, the self collision system should exclude triangles that are connected by sewing springs.
Differential Revision: https://developer.blender.org/D6911
Added check to see if the mesh has any polygons at all.
If there are no polygons, the bvh tree data will consist of null
pointers, so skip internal springs if this is the case.
This integrates hair collisions with the new cloth collision system,
greatly improving reliability, and reducing the amount of hair-specific
code paths in the cloth code.
The removes all the point constraint based collision stuff, instead
implementing segment impulse based collisions, using the same collision
response code as the normal cloth solver.
The hair system can now also collide with the emitter if it is a
collision object.
Reviewed By: mano-wii, Sebastian Parborg
Differential Revision: https://developer.blender.org/D6545
This can be used to make closed surfaces behave more like a soft body.
Reviewed By: Jacques Lucke
Differential Revision: http://developer.blender.org/D5788
Introduced a way to specify cloth pressure force influence with a vertex
group. This will allow users to only have pressure affect certain parts
of the mesh.
In addition to this, the "shrink factor" is now also unlocked to allow
negative values and thus allowing the cloth mesh to grow as well.
Reviewed By: Jaques Lucke
Differential Revision: http://developer.blender.org/D6347
This adds some basic simulation of internal air pressure inside of
closed cloth mesh objects.
Reviewed By: Jacques Lucke
Differential Revision: http://developer.blender.org/D5473
BF-admins agree to remove header information that isn't useful,
to reduce noise.
- BEGIN/END license blocks
Developers should add non license comments as separate comment blocks.
No need for separator text.
- Contributors
This is often invalid, outdated or misleading
especially when splitting files.
It's more useful to git-blame to find out who has developed the code.
See P901 for script to perform these edits.
There was no documentation at all, some very bad practices (like using
G.debug_value > 0 as some sort of global debug print switch), and even
an overlapping use of '1' value...
Also, python setter did not check for valid range (since this is a
short, not an int).
The issue was caused by NaN valid of the average spring length being
stored in the file. This caused accumulation in the springs builder
to also deliver NaNs, which then caused solver itself to not do
anything.
Not sure why these values where never initialized prior to the
accumulation. Or even, why this runime data is stored in a DNA.
Some sanitizing is possible here, but needs to be done with care
to not disrupt Spring production.
This commit includes several performance, stability, and reliability
improvements to cloth collisions.
Most notably:
* The implementation of a new self-collisions system.
* Multithreading of collision detection.
* Implementation of single sided collisions and normal overrides.
* Replacement of the `plNearestPoints` function from Bullet with a
dedicated solution.
Further, this also includes several bug fixes, and algorithmic
improvements.
Reviewed By: brecht
Differential Revision: http://developer.blender.org/D3712
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
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
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