March 17, 2017, 01:42 (GMT) |
Fix basemesh target object poll function |
March 16, 2017, 20:56 (GMT) |
Merge branch 'master' into cloth-develop |
March 15, 2017, 08:36 (GMT) |
Implement rest planarity factor scaling |
March 14, 2017, 05:50 (GMT) |
Implement combined vertex weight by group influeces (Weight Keys) |
March 14, 2017, 05:50 (GMT) |
Implement weight keys for pinning |
March 14, 2017, 05:50 (GMT) |
Refactor: remove unnecessary re-initialization Cloth was being re-initialized whenever pinning settings were changed. This has been necessary in the past, as pins were only computed during initialization, but ever since animated vertex weight support was added, by having pins recalculate on every step, this re-initialization has become unnecessary. |
March 14, 2017, 04:00 (GMT) |
Refactor: remove goal springs in favor of per vert computation |
March 13, 2017, 04:31 (GMT) |
Implement animated cloth velocity initialization This allows the initial cloth velocity to be set by the vertex velocities in the underlying animation. |
March 12, 2017, 19:26 (GMT) |
Add support for external basemesh object This allows the usage of a different object as the rest shape, which enables more flexibility regarding animated rest shapes. |
March 4, 2017, 04:38 (GMT) |
Remove a few warnings and some cleanup |
March 4, 2017, 04:12 (GMT) |
Implement normal override for the new collision function |
March 4, 2017, 03:24 (GMT) |
Replace plNearestPoints with a deticated solution Implement a dedicated collision detection function (was previously relying on Bullet's generic `plNearestPoints`). This function computes all the collision data to be used for response: coordinates, distance, direction vector. This new function has three advantages: * Remove a dependency from cloth simulation (Bullet). * Give more pleasing collision results (this function is tailored specifically for our collision response method). * Much faster computation (not benchmarked extensively, but observed overal simulation time was cut roughly in half with "collision-heavy" simulations). |
March 3, 2017, 23:41 (GMT) |
Simplify impulse clustering pointer stuff |
March 3, 2017, 23:36 (GMT) |
Expose slice intersection function (math_geom) |
February 12, 2017, 03:48 (GMT) |
Fix stack overflow in spring angle calculation |
February 4, 2017, 05:57 (GMT) |
Fix regression on plasticity caused by sewing springs I must have been sleeping when I committed the fix for the sewing springs regression, causing another silly regression on plasticity... |
February 3, 2017, 21:59 (GMT) |
Add collision response quality control |
February 1, 2017, 16:00 (GMT) |
Implement separate normal override and single sided collisions This adds single sided collisions without necessarily using normal override, and adds a separate normal override option. (code can do with some cosmetic cleanup) Also removed a printf I had forgotten. |
February 1, 2017, 06:09 (GMT) |
Implement collision impulse based adaptive step size calculation |
February 1, 2017, 03:17 (GMT) |
Apply all object collisions simultaneously This makes all multi-object collisions be solved simultaneously, as not to give any of them priority over the others (as in the sequential collision solve that was implemented) Note that self collisions have not been integrated, and are instead solved independently after the object collisions. This is so that they don't have to fight against the object collisions, as those are generally more robust, and might cause issues with the self collisions. |
|