Blender Git Loki

Blender Git "soc-2019-adaptive-cloth" branch commits.

Page: 7 / 8

June 27, 2019, 07:17 (GMT)
Cloth: further additions to collapse edges
June 25, 2019, 12:26 (GMT)
Cloth: initial steps towards collapse edges
June 24, 2019, 14:18 (GMT)
Cloth: fix object transformations not used during remeshing

Needed to make sure each of the vertices is multiplied by the object matrix so that vertices can be found properly.
June 21, 2019, 12:29 (GMT)
Cloth: use better system for checking equality

Due to floating point precision errors, equality of floats are not always precise, this means we need to use some epsilon value which acts as the range for the allowable errors.
June 20, 2019, 07:19 (GMT)
Cloth: fix memory leak

Memory leak was caused due to improper freeing of cloth parameters that need to be reset when the number of vertices in the cloth change
June 20, 2019, 07:18 (GMT)
Cloth: fix cloth constantly being reset

Did this by adding a flag to enable or disable adaptive cloth simualtion. Need to add this to the UI at some point.
June 20, 2019, 06:06 (GMT)
Cloth: adding vertices into Cloth is faster now

Instead of increasing the size of cloth->verts by one each time, it is much faster and better to do so before itself, number of vertices that will be added is already known.
June 20, 2019, 05:52 (GMT)
Cloth: fix some errors
June 19, 2019, 06:06 (GMT)
Cloth: fix cloth vertices not found

Made the mistake of not using copies of the ClothVertex(s) while finding the mean, even the old vertex values were changed, this is now fixed.
June 19, 2019, 05:45 (GMT)
Cloth: hacky way of adding newly created vertices

This has been done just for testing purposes, to see if new vertices can be added one by one. It works, now to resolve all the crashes.
Newly added vertices seem to remove the old vertices, so next splitting of edges leads to crash.
Newly added vert and corresponding edges, seem to have rest lengths of 0 leading to the entire cloth collapsing.
June 17, 2019, 11:31 (GMT)
Cloth: don't use current method of adding verts

The current method will not work after collapse edges is implemented, it might cause lose of information thus simulation would not be accurate.
Need to convert ClothVertex to be an array instead, and work from there.
June 14, 2019, 20:03 (GMT)
Cloth: fix edge size error

If there are sewing edges (loose edges), those edges would not have loops, finding the UVs was dependent on the loops, now there is check to see if there is a loop.
TODO: when splitting edges that are connected to sewing edges, need to find a way to add a new sewing edge
June 14, 2019, 20:02 (GMT)
Cloth: fix compile errors from recent commits
June 14, 2019, 18:26 (GMT)
Cloth: more work done to update cloth after remesh

Getting closer and closer to updating the cloth mesh
Better method to get values of the new ClothVertex
Freeing previous cloth and assigning the clothObject to the new cloth
Some obstacles to tackle include: finding ClothVertex from MVert in an efficient manner; recreating many parts of the Cloth (bvhtree, tri, springs, etc)
June 14, 2019, 15:23 (GMT)
Cloth: start implementation of updating cloth with new vertices

Idea is to flag all the newly created vertices. After all of the remeshing, create a new Cloth and add all the flagged vertices as well, switch out old Cloth for new Cloth. This is done because it seems harder to update the Cloth every time a new vertex is formed, would be easier to flag those vertices in BMesh and update the Cloth after the fact.
Currently added support to find the new ClothVertex's values.
Some design via comments added.
June 13, 2019, 18:38 (GMT)
Cloth: accurately find UVs for the edges

Earlier, the mesh would keep splitting at the seams of the UV islands because the distance would be so large. This is now fixed, it correctly finds the UVs of the corresponding edge that match the world space positions as well.
June 13, 2019, 07:44 (GMT)
Cloth: Improved split edges significantly

Now it sorts the bad edges based on the size and then splits the edges. This ensures proper size and aspect ratio of the triangles.
June 12, 2019, 20:20 (GMT)
Cloth: support for UVs during obj export
June 12, 2019, 17:18 (GMT)
Cloth: obj export support
Done for testing purposes, export out the meshes as obj and render the obj sequence separately
Current limitation: only upto 6 verts per face supported, easy to add more but mesh should stay triangulated for the most part
June 12, 2019, 11:13 (GMT)
Cloth: split face to triangles test

It works for meshes that have convex uv layouts, otherwise goes into an infinite loop
Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021