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authorPablo Dobarro <pablodp606@gmail.com>2020-07-30 15:58:15 +0300
committerPablo Dobarro <pablodp606@gmail.com>2020-07-30 17:10:15 +0300
commit2e33c5ca15c6b29d738aa5bafd546bbf7921dbaa (patch)
treeaaf00d043a199c068d7c49c616e58147ea4163ee
parent49c1359b5568109244aac384f8e50e5bb12da95f (diff)
Sculpt: Use constraints in cloth deform brushes
Previously, deform brushes were modifying the final positions in the simulation directly, which was causing all sorts of artifacts in the deformed area and problems with other features of the solver. Now these brushes deform a separate array of positions and the solver adds constraints to them, so the real vertices are moved when solving the constraints. This prevents those artifacts and gives the brush a much better behavior. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8424
-rw-r--r--source/blender/blenkernel/BKE_paint.h5
-rw-r--r--source/blender/editors/sculpt_paint/sculpt_cloth.c68
2 files changed, 66 insertions, 7 deletions
diff --git a/source/blender/blenkernel/BKE_paint.h b/source/blender/blenkernel/BKE_paint.h
index a84fb258330..382919147f8 100644
--- a/source/blender/blenkernel/BKE_paint.h
+++ b/source/blender/blenkernel/BKE_paint.h
@@ -283,6 +283,11 @@ typedef struct SculptClothSimulation {
int capacity_length_constraints;
float *length_constraint_tweak;
+ /* Position anchors for deformation brushes. These positions are modified by the brush and the
+ * final positions of the simulated vertices are updated with constraints that use these points
+ * as targets. */
+ float (*deformation_pos)[3];
+
float mass;
float damping;
diff --git a/source/blender/editors/sculpt_paint/sculpt_cloth.c b/source/blender/editors/sculpt_paint/sculpt_cloth.c
index 763a765768f..a8465ef9454 100644
--- a/source/blender/editors/sculpt_paint/sculpt_cloth.c
+++ b/source/blender/editors/sculpt_paint/sculpt_cloth.c
@@ -179,6 +179,28 @@ static void cloth_brush_add_softbody_constraint(SculptClothSimulation *cloth_sim
cloth_brush_reallocate_constraints(cloth_sim);
}
+static void cloth_brush_add_deformation_constraint(SculptClothSimulation *cloth_sim,
+ const int v,
+ const float strength)
+{
+ SculptClothLengthConstraint *length_constraint =
+ &cloth_sim->length_constraints[cloth_sim->tot_length_constraints];
+
+ length_constraint->elem_index_a = v;
+ length_constraint->elem_index_b = v;
+
+ length_constraint->elem_position_a = cloth_sim->pos[v];
+ length_constraint->elem_position_b = cloth_sim->deformation_pos[v];
+
+ length_constraint->length = 0.0f;
+ length_constraint->strength = strength;
+
+ cloth_sim->tot_length_constraints++;
+
+ /* Reallocation if the array capacity is exceeded. */
+ cloth_brush_reallocate_constraints(cloth_sim);
+}
+
static void do_cloth_brush_build_constraints_task_cb_ex(
void *__restrict userdata, const int n, const TaskParallelTLS *__restrict UNUSED(tls))
{
@@ -190,10 +212,21 @@ static void do_cloth_brush_build_constraints_task_cb_ex(
const bool use_persistent = brush != NULL && brush->flag & BRUSH_PERSISTENT;
+ /* Brush can be NULL in tools that use the solver without relying of constraints with deformation
+ * positions. */
+ const bool cloth_is_deform_brush = ss->cache != NULL && brush != NULL &&
+ SCULPT_is_cloth_deform_brush(brush);
+ float radius_squared = 0.0f;
+ if (cloth_is_deform_brush) {
+ radius_squared = ss->cache->initial_radius * ss->cache->initial_radius;
+ }
+
+ const float cloth_sim_radius_squared = data->cloth_sim_radius * data->cloth_sim_radius;
+
BKE_pbvh_vertex_iter_begin(ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE)
{
- if (len_squared_v3v3(vd.co, data->cloth_sim_initial_location) <
- data->cloth_sim_radius * data->cloth_sim_radius) {
+ const float len_squared = len_squared_v3v3(vd.co, data->cloth_sim_initial_location);
+ if (len_squared < cloth_sim_radius_squared) {
SculptVertexNeighborIter ni;
int build_indices[CLOTH_MAX_CONSTRAINTS_PER_VERTEX];
@@ -226,6 +259,11 @@ static void do_cloth_brush_build_constraints_task_cb_ex(
}
}
}
+
+ if (cloth_is_deform_brush && len_squared < radius_squared) {
+ const float fade = BKE_brush_curve_strength(brush, sqrtf(len_squared), ss->cache->radius);
+ cloth_brush_add_deformation_constraint(data->cloth_sim, vd.index, fade);
+ }
}
BKE_pbvh_vertex_iter_end;
}
@@ -372,9 +410,10 @@ static void do_cloth_brush_apply_forces_task_cb_ex(void *__restrict userdata,
mul_v3_v3fl(force, offset, -fade);
break;
case BRUSH_CLOTH_DEFORM_GRAB:
- /* Grab writes the positions in the simulation directly without applying forces. */
- madd_v3_v3v3fl(
- cloth_sim->pos[vd.index], orig_data.co, ss->cache->grab_delta_symmetry, fade);
+ madd_v3_v3v3fl(cloth_sim->deformation_pos[vd.index],
+ orig_data.co,
+ ss->cache->grab_delta_symmetry,
+ fade);
zero_v3(force);
break;
case BRUSH_CLOTH_DEFORM_PINCH_POINT:
@@ -416,6 +455,7 @@ static void do_cloth_brush_apply_forces_task_cb_ex(void *__restrict userdata,
}
static SculptClothSimulation *cloth_brush_simulation_create(SculptSession *ss,
+ Brush *brush,
const float cloth_mass,
const float cloth_damping)
{
@@ -436,6 +476,13 @@ static SculptClothSimulation *cloth_brush_simulation_create(SculptSession *ss,
cloth_sim->length_constraint_tweak = MEM_callocN(sizeof(float) * totverts,
"cloth sim length tweak");
+ /* Brush can be NULL for tools that neeed the solver but don't rely on constraint to deformation
+ * positions. */
+ if (brush && SCULPT_is_cloth_deform_brush(brush)) {
+ cloth_sim->deformation_pos = MEM_calloc_arrayN(
+ totverts, 3 * sizeof(float), "cloth sim deformation positions");
+ }
+
cloth_sim->mass = cloth_mass;
cloth_sim->damping = cloth_damping;
@@ -704,10 +751,16 @@ void SCULPT_do_cloth_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode
/* The simulation structure only needs to be created on the first symmetry pass. */
if (SCULPT_stroke_is_first_brush_step(ss->cache) || !ss->cache->cloth_sim) {
ss->cache->cloth_sim = cloth_brush_simulation_create(
- ss, brush->cloth_mass, brush->cloth_damping);
+ ss, brush, brush->cloth_mass, brush->cloth_damping);
+
+ const bool is_cloth_deform_brush = SCULPT_is_cloth_deform_brush(brush);
+
for (int i = 0; i < totverts; i++) {
copy_v3_v3(ss->cache->cloth_sim->prev_pos[i], SCULPT_vertex_co_get(ss, i));
copy_v3_v3(ss->cache->cloth_sim->init_pos[i], SCULPT_vertex_co_get(ss, i));
+ if (is_cloth_deform_brush) {
+ copy_v3_v3(ss->cache->cloth_sim->deformation_pos[i], SCULPT_vertex_co_get(ss, i));
+ }
}
}
@@ -739,6 +792,7 @@ void SCULPT_cloth_simulation_free(struct SculptClothSimulation *cloth_sim)
MEM_SAFE_FREE(cloth_sim->acceleration);
MEM_SAFE_FREE(cloth_sim->length_constraints);
MEM_SAFE_FREE(cloth_sim->length_constraint_tweak);
+ MEM_SAFE_FREE(cloth_sim->deformation_pos);
MEM_SAFE_FREE(cloth_sim->init_pos);
MEM_SAFE_FREE(cloth_sim);
}
@@ -968,7 +1022,7 @@ static int sculpt_cloth_filter_invoke(bContext *C, wmOperator *op, const wmEvent
const float cloth_mass = RNA_float_get(op->ptr, "cloth_mass");
const float cloth_damping = RNA_float_get(op->ptr, "cloth_damping");
- ss->filter_cache->cloth_sim = cloth_brush_simulation_create(ss, cloth_mass, cloth_damping);
+ ss->filter_cache->cloth_sim = cloth_brush_simulation_create(ss, NULL, cloth_mass, cloth_damping);
copy_v3_v3(ss->filter_cache->cloth_sim_pinch_point, SCULPT_active_vertex_co_get(ss));
const int totverts = SCULPT_vertex_count_get(ss);