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authorBrecht Van Lommel <brechtvanlommel@gmail.com>2015-11-22 23:12:20 +0300
committerBrecht Van Lommel <brechtvanlommel@gmail.com>2015-11-23 00:49:03 +0300
commit90b55ae1e5ede69dae4819613273cb1e5c8b4597 (patch)
tree7133b329c4b447a6290ac0650538edae2d0b0bf7 /source/blender/blenkernel/intern/softbody.c
parentb9e0fe20034e355809a260b5adba52889f325b8e (diff)
OpenNL: removed unused softbody code.
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c199
1 files changed, 11 insertions, 188 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index 9c4074275f0..602e9936020 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -142,11 +142,6 @@ typedef struct SB_thread_context {
int tot;
} SB_thread_context;
-#define NLF_BUILD 1
-#if 0
-# define NLF_SOLVE 2
-#endif
-
#define MID_PRESERVE 1
#define SOFTGOALSNAP 0.999f
@@ -1841,7 +1836,7 @@ static void dfdv_goal(int ia, int ic, float factor)
for (i=0;i<3;i++) nlMatrixAdd(ia+i, ic+i, factor);
}
*/
-static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float UNUSED(forcetime), int nl_flags)
+static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float UNUSED(forcetime))
{
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp1, *bp2;
@@ -1915,23 +1910,6 @@ static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, floa
projvel = dot_v3v3(dir, dvel);
kd *= absvel * projvel;
madd_v3_v3fl(bp1->force, dir, -kd);
-
- /* do jacobian stuff if needed */
- if (nl_flags & NLF_BUILD) {
- //int op =3*sb->totpoint;
- //float mvel = -forcetime*kd;
- //float mpos = -forcetime*forcefactor;
- /* depending on my pos */
- // dfdx_spring(ia, ia, op, dir, bs->len, distance, -mpos);
- /* depending on my vel */
- // dfdv_goal(ia, ia, mvel); // well that ignores geometie
- if (bp2->goal < SOFTGOALSNAP) { /* omit this bp when it snaps */
- /* depending on other pos */
- // dfdx_spring(ia, ic, op, dir, bs->len, distance, mpos);
- /* depending on other vel */
- // dfdv_goal(ia, ia, -mvel); // well that ignores geometie
- }
- }
}
@@ -2131,8 +2109,8 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
bp->choke = bs->cf;
}
- // sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float forcetime, int nl_flags)
- sb_spring_force(ob, ilast-bb, bs, iks, forcetime, 0);
+ // sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float forcetime)
+ sb_spring_force(ob, ilast-bb, bs, iks, forcetime);
}/* loop springs */
}/* existing spring list */
}/*any edges*/
@@ -2204,7 +2182,7 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t
MEM_freeN(sb_threads);
}
-static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow, int UNUSED(nl_flags))
+static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow)
{
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
@@ -2249,11 +2227,11 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl
}
-static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, float timenow, int nl_flags)
+static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, float timenow)
{
/* redirection to the new threaded Version */
if (!(G.debug_value & 0x10)) { // 16
- softbody_calc_forcesEx(scene, ob, forcetime, timenow, nl_flags);
+ softbody_calc_forcesEx(scene, ob, forcetime, timenow);
return;
}
else {
@@ -2278,17 +2256,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
float tune = sb->ballstiff;
int a, b, do_deflector, do_selfcollision, do_springcollision, do_aero;
-
- /* jacobian
- NLboolean success;
-
- if (nl_flags) {
- nlBegin(NL_SYSTEM);
- nlBegin(NL_MATRIX);
- }
- */
-
-
if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
copy_v3_v3(gravity, scene->physics_settings.gravity);
mul_v3_fl(gravity, sb_grav_force_scale(ob)*sb->effector_weights->global_gravity);
@@ -2315,26 +2282,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* clear forces accumulator */
bp->force[0] = bp->force[1] = bp->force[2] = 0.0;
- if (nl_flags & NLF_BUILD) {
- //int ia =3*(sb->totpoint-a);
- //int op =3*sb->totpoint;
- /* dF/dV = v */
- /* jacobioan
- nlMatrixAdd(op+ia, ia, -forcetime);
- nlMatrixAdd(op+ia+1, ia+1, -forcetime);
- nlMatrixAdd(op+ia+2, ia+2, -forcetime);
-
- nlMatrixAdd(ia, ia, 1);
- nlMatrixAdd(ia+1, ia+1, 1);
- nlMatrixAdd(ia+2, ia+2, 1);
-
- nlMatrixAdd(op+ia, op+ia, 1);
- nlMatrixAdd(op+ia+1, op+ia+1, 1);
- nlMatrixAdd(op+ia+2, op+ia+2, 1);
- */
-
-
- }
/* naive ball self collision */
/* needs to be done if goal snaps or not */
@@ -2377,30 +2324,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
madd_v3_v3fl(bp->force, def, f * (1.0f - sb->balldamp));
madd_v3_v3fl(bp->force, dvel, sb->balldamp);
- if (nl_flags & NLF_BUILD) {
- //int ia =3*(sb->totpoint-a);
- //int ic =3*(sb->totpoint-c);
- //int op =3*sb->totpoint;
- //float mvel = forcetime*sb->nodemass*sb->balldamp;
- //float mpos = forcetime*tune*(1.0f-sb->balldamp);
- /*some quick and dirty entries to the jacobian*/
- //dfdx_goal(ia, ia, op, mpos);
- //dfdv_goal(ia, ia, mvel);
- /* exploit force(a, b) == -force(b, a) part1/2 */
- //dfdx_goal(ic, ic, op, mpos);
- //dfdv_goal(ic, ic, mvel);
-
-
- /*TODO sit down an X-out the true jacobian entries*/
- /*well does not make to much sense because the eigenvalues
- of the jacobian go negative; and negative eigenvalues
- on a complex iterative system z(n+1)=A * z(n)
- give imaginary roots in the charcateristic polynom
- --> solutions that to z(t)=u(t)* exp ( i omega t) --> oscilations we don't want here
- where u(t) is a unknown amplitude function (worst case rising fast)
- */
- }
-
/* exploit force(a, b) == -force(b, a) part2/2 */
sub_v3_v3v3(dvel, velcenter, obp->vec);
mul_v3_fl(dvel, (_final_mass(ob, bp)+_final_mass(ob, obp))/2.0f);
@@ -2426,14 +2349,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
bp->force[1]+= -ks*(auxvect[1]);
bp->force[2]+= -ks*(auxvect[2]);
- if (nl_flags & NLF_BUILD) {
- //int ia =3*(sb->totpoint-a);
- //int op =3*(sb->totpoint);
- /* depending on my pos */
- //dfdx_goal(ia, ia, op, ks*forcetime);
- }
-
-
/* calulate damping forces generated by goals*/
sub_v3_v3v3(velgoal, bp->origS, bp->origE);
kd = sb->goalfrict * sb_fric_force_scale(ob);
@@ -2443,12 +2358,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
- if (nl_flags & NLF_BUILD) {
- //int ia =3*(sb->totpoint-a);
- normalize_v3(auxvect);
- /* depending on my vel */
- //dfdv_goal(ia, ia, kd*forcetime);
- }
}
else {
@@ -2493,15 +2402,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
bp->force[1]-= bp->vec[1]*kd;
bp->force[2]-= bp->vec[2]*kd;
/* friction in media done */
- if (nl_flags & NLF_BUILD) {
- //int ia =3*(sb->totpoint-a);
- /* da/dv = */
-
- // nlMatrixAdd(ia, ia, forcetime*kd);
- // nlMatrixAdd(ia+1, ia+1, forcetime*kd);
- // nlMatrixAdd(ia+2, ia+2, forcetime*kd);
- }
-
}
/* +++cached collision targets */
bp->choke = 0.0f;
@@ -2512,7 +2412,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
kd = 1.0f;
if (sb_deflect_face(ob, bp->pos, facenormal, defforce, &cf, timenow, vel, &intrusion)) {
- if ((!nl_flags)&&(intrusion < 0.0f)) {
+ if (intrusion < 0.0f) {
if (G.debug_value & 0x01) { // 17 we did check for bit 0x10 before
/*fixing bug [17428] this forces adaptive step size to tiny steps
in some situations .. keeping G.debug_value==17 option for old files 'needing' the bug
@@ -2542,13 +2442,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
madd_v3_v3fl(bp->force, cfforce, -cf * 50.0f);
}
madd_v3_v3fl(bp->force, defforce, kd);
- if (nl_flags & NLF_BUILD) {
- // int ia =3*(sb->totpoint-a);
- // int op =3*sb->totpoint;
- //dfdx_goal(ia, ia, op, mpos); // don't do unless you know
- //dfdv_goal(ia, ia, -cf);
-
- }
}
@@ -2566,9 +2459,9 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
bp->choke = bs->cf;
}
- // sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float forcetime, int nl_flags)
+ // sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float forcetime)
// rather remove nl_falgs from code .. will make things a lot cleaner
- sb_spring_force(ob, sb->totpoint-a, bs, iks, forcetime, 0);
+ sb_spring_force(ob, sb->totpoint-a, bs, iks, forcetime);
}/* loop springs */
}/* existing spring list */
}/*any edges*/
@@ -2579,76 +2472,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob, timenow);
-
- /* finish matrix and solve */
-#if (0) // remove onl linking for now .. still i am not sure .. the jacobian can be useful .. so keep that BM
- if (nl_flags & NLF_SOLVE) {
- //double sct, sst=PIL_check_seconds_timer();
- for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- int iv =3*(sb->totpoint-a);
- int ip =3*(2*sb->totpoint-a);
- int n;
- for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
- for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
- }
- nlEnd(NL_MATRIX);
- nlEnd(NL_SYSTEM);
-
- if ((G.debug_value == 32) && (nl_flags & NLF_BUILD)) {
- printf("####MEE#####\n");
- nlPrintMatrix();
- }
-
- success= nlSolveAdvanced(NULL, 1);
-
- // nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
- if (success) {
- float f;
- int index =0;
- /* for debug purpose .. anyhow cropping B vector looks like working */
- if (G.debug_value ==32)
- for (a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- f=nlGetVariable(0, index);
- printf("(%f ", f);index++;
- f=nlGetVariable(0, index);
- printf("%f ", f);index++;
- f=nlGetVariable(0, index);
- printf("%f)", f);index++;
- }
-
- index =0;
- for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- f=nlGetVariable(0, index);
- bp->impdv[0] = f; index++;
- f=nlGetVariable(0, index);
- bp->impdv[1] = f; index++;
- f=nlGetVariable(0, index);
- bp->impdv[2] = f; index++;
- }
- /*
- for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- f=nlGetVariable(0, index);
- bp->impdx[0] = f; index++;
- f=nlGetVariable(0, index);
- bp->impdx[1] = f; index++;
- f=nlGetVariable(0, index);
- bp->impdx[2] = f; index++;
- }
- */
- }
- else {
- printf("Matrix inversion failed\n");
- for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
- copy_v3_v3(bp->impdv, bp->force);
- }
-
- }
-
- //sct=PIL_check_seconds_timer();
- //if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r", sct-sst, ob->id.name);
- }
- /* cleanup */
-#endif
pdEndEffectors(&do_effector);
}
}
@@ -3683,12 +3506,12 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
sb->scratch->flag &= ~SBF_DOFUZZY;
/* do predictive euler step */
- softbody_calc_forces(scene, ob, forcetime, timedone/dtime, 0);
+ softbody_calc_forces(scene, ob, forcetime, timedone/dtime);
softbody_apply_forces(ob, forcetime, 1, NULL, mid_flags);
/* crop new slope values to do averaged slope step */
- softbody_calc_forces(scene, ob, forcetime, timedone/dtime, 0);
+ softbody_calc_forces(scene, ob, forcetime, timedone/dtime);
softbody_apply_forces(ob, forcetime, 2, &err, mid_flags);
softbody_apply_goalsnap(ob);