diff options
author | Bastien Montagne <montagne29@wanadoo.fr> | 2019-01-16 19:50:10 +0300 |
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committer | Bastien Montagne <montagne29@wanadoo.fr> | 2019-01-16 21:43:53 +0300 |
commit | 2eec83867bdf3db364aa89253997569524cfbe25 (patch) | |
tree | 6c25e425bd9d3bd346216e9b5e432276ed8cc6d9 /source/blender/blenkernel/intern/softbody.c | |
parent | fb9243787be8c4467841709dd47560e5313caafc (diff) |
Cleanup: remove dead code in softbody forces evaluation.
This code has been disabled (hidden behind a specific debug value) for
over 10 years now! More than time to get rid of it...
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 252 |
1 files changed, 1 insertions, 251 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 87687e33f8f..3696431f7ff 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -2187,7 +2187,7 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t MEM_freeN(sb_threads); } -static void softbody_calc_forcesEx(struct Depsgraph *depsgraph, Scene *scene, Object *ob, float forcetime, float timenow) +static void softbody_calc_forces(struct Depsgraph *depsgraph, 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) @@ -2230,256 +2230,6 @@ static void softbody_calc_forcesEx(struct Depsgraph *depsgraph, Scene *scene, Ob BKE_effectors_free(effectors); } - -static void softbody_calc_forces(struct Depsgraph *depsgraph, Scene *scene, Object *ob, float forcetime, float timenow) -{ - /* redirection to the new threaded Version */ - if (!(G.debug_value & 0x10)) { // 16 - softbody_calc_forcesEx(depsgraph, scene, ob, forcetime, timenow); - return; - } - else { - /* so the following will die */ - /* |||||||||||||||||||||||||| */ - /* VVVVVVVVVVVVVVVVVVVVVVVVVV */ - /*backward compatibility note: - fixing bug [17428] which forces adaptive step size to tiny steps - in some situations - .. keeping G.debug_value==17 0x11 option for old files 'needing' the bug*/ - - /* rule we never alter free variables :bp->vec bp->pos in here ! - * this will ruin adaptive stepsize AKA heun! (BM) - */ - SoftBody *sb= ob->soft; /* is supposed to be there */ - BodyPoint *bp; - /* BodyPoint *bproot; */ /* UNUSED */ - BodySpring *bs; - float iks, ks, kd, gravity[3] = {0.0f, 0.0f, 0.0f}; - float fieldfactor = -1.0f, windfactor = 0.25f; - float tune = sb->ballstiff; - int do_deflector, do_selfcollision, do_springcollision, do_aero; - - 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); - } - - /* check conditions for various options */ - do_deflector= query_external_colliders(depsgraph, sb->collision_group); - do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF)); - do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL); - do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES)); - - iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */ - /* bproot= sb->bpoint; */ /* need this for proper spring addressing */ /* UNUSED */ - - if (do_springcollision || do_aero) scan_for_ext_spring_forces(depsgraph, scene, ob, timenow); - /* after spring scan because it uses Effoctors too */ - ListBase *effectors = BKE_effectors_create(depsgraph, ob, NULL, ob->soft->effector_weights); - - if (do_deflector) { - float defforce[3]; - do_deflector = sb_detect_aabb_collisionCached(defforce, ob, timenow); - } - - bp = sb->bpoint; - for (int a = sb->totpoint; a > 0; a--, bp++) { - /* clear forces accumulator */ - bp->force[0] = bp->force[1] = bp->force[2] = 0.0; - - /* naive ball self collision */ - /* needs to be done if goal snaps or not */ - if (do_selfcollision) { - int attached; - BodyPoint *obp; - int c, b; - float velcenter[3], dvel[3], def[3]; - float distance; - float compare; - - for (c=sb->totpoint, obp= sb->bpoint; c>=a; c--, obp++) { - - //if ((bp->octantflag & obp->octantflag) == 0) continue; - - compare = (obp->colball + bp->colball); - sub_v3_v3v3(def, bp->pos, obp->pos); - - /* rather check the AABBoxes before ever calculating the real distance */ - /* mathematically it is completely nuts, but performance is pretty much (3) times faster */ - if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue; - - distance = normalize_v3(def); - if (distance < compare ) { - /* exclude body points attached with a spring */ - attached = 0; - for (b=obp->nofsprings;b>0;b--) { - bs = sb->bspring + obp->springs[b-1]; - if (( sb->totpoint-a == bs->v2) || ( sb->totpoint-a == bs->v1)) { - attached=1; - continue;} - } - if (!attached) { - float f = tune / (distance) + tune / (compare * compare) * distance - 2.0f * tune/compare; - - mid_v3_v3v3(velcenter, bp->vec, obp->vec); - sub_v3_v3v3(dvel, velcenter, bp->vec); - mul_v3_fl(dvel, _final_mass(ob, bp)); - - madd_v3_v3fl(bp->force, def, f * (1.0f - sb->balldamp)); - madd_v3_v3fl(bp->force, dvel, sb->balldamp); - - /* 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); - - madd_v3_v3fl(obp->force, dvel, sb->balldamp); - madd_v3_v3fl(obp->force, def, -f * (1.0f - sb->balldamp)); - } - } - } - } - /* naive ball self collision done */ - - if (_final_goal(ob, bp) < SOFTGOALSNAP) { /* omit this bp when it snaps */ - float auxvect[3]; - float velgoal[3]; - - /* do goal stuff */ - if (ob->softflag & OB_SB_GOAL) { - /* true elastic goal */ - sub_v3_v3v3(auxvect, bp->pos, bp->origT); - ks = 1.0f / (1.0f- _final_goal(ob, bp) * sb->goalspring) - 1.0f; - bp->force[0]+= -ks*(auxvect[0]); - bp->force[1]+= -ks*(auxvect[1]); - bp->force[2]+= -ks*(auxvect[2]); - - /* calculate damping forces generated by goals*/ - sub_v3_v3v3(velgoal, bp->origS, bp->origE); - kd = sb->goalfrict * sb_fric_force_scale(ob); - add_v3_v3v3(auxvect, velgoal, bp->vec); - - if (forcetime > 0.0f) { /* make sure friction does not become rocket motor on time reversal */ - bp->force[0]-= kd * (auxvect[0]); - bp->force[1]-= kd * (auxvect[1]); - bp->force[2]-= kd * (auxvect[2]); - - } - else { - bp->force[0]-= kd * (velgoal[0] - bp->vec[0]); - bp->force[1]-= kd * (velgoal[1] - bp->vec[1]); - bp->force[2]-= kd * (velgoal[2] - bp->vec[2]); - } - } - /* done goal stuff */ - - - /* gravitation */ - madd_v3_v3fl(bp->force, gravity, _final_mass(ob, bp)); /* individual mass of node here */ - - - /* particle field & vortex */ - if (effectors) { - EffectedPoint epoint; - float force[3] = {0.0f, 0.0f, 0.0f}; - float speed[3] = {0.0f, 0.0f, 0.0f}; - float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */ - pd_point_from_soft(scene, bp->pos, bp->vec, sb->bpoint-bp, &epoint); - BKE_effectors_apply(effectors, NULL, sb->effector_weights, &epoint, force, speed); - - /* apply forcefield*/ - mul_v3_fl(force, fieldfactor* eval_sb_fric_force_scale); - add_v3_v3(bp->force, force); - - /* BP friction in moving media */ - kd= sb->mediafrict* eval_sb_fric_force_scale; - bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale); - bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale); - bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale); - /* now we'll have nice centrifugal effect for vortex */ - - } - else { - /* BP friction in media (not) moving*/ - kd= sb->mediafrict* sb_fric_force_scale(ob); - /* assume it to be proportional to actual velocity */ - bp->force[0]-= bp->vec[0]*kd; - bp->force[1]-= bp->vec[1]*kd; - bp->force[2]-= bp->vec[2]*kd; - /* friction in media done */ - } - /* +++cached collision targets */ - bp->choke = 0.0f; - bp->choke2 = 0.0f; - bp->loc_flag &= ~SBF_DOFUZZY; - if (do_deflector) { - float cfforce[3], defforce[3] ={0.0f, 0.0f, 0.0f}, vel[3] = {0.0f, 0.0f, 0.0f}, facenormal[3], cf = 1.0f, intrusion; - kd = 1.0f; - - if (sb_deflect_face(ob, bp->pos, facenormal, defforce, &cf, timenow, vel, &intrusion)) { - 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 - */ - /* bjornmose: uugh.. what an evil hack - * violation of the 'don't touch bp->pos in here' rule - * but works nice, like this--> - * we predict the solution being out of the collider - * in heun step No1 and leave the heun step No2 adapt to it - * so we kind of introduced a implicit solver for this case - */ - madd_v3_v3fl(bp->pos, facenormal, -intrusion); - } - else { - - sub_v3_v3v3(cfforce, bp->vec, vel); - madd_v3_v3fl(bp->force, cfforce, -cf * 50.0f); - } - - - sb->scratch->flag |= SBF_DOFUZZY; - bp->loc_flag |= SBF_DOFUZZY; - bp->choke = sb->choke*0.01f; - } - else { - sub_v3_v3v3(cfforce, bp->vec, vel); - madd_v3_v3fl(bp->force, cfforce, -cf * 50.0f); - } - madd_v3_v3fl(bp->force, defforce, kd); - - } - - } - /* ---cached collision targets */ - - /* +++springs */ - if (ob->softflag & OB_SB_EDGES) { - if (sb->bspring) { /* spring list exists at all ? */ - for (int b = bp->nofsprings; b > 0; b--) { - bs = sb->bspring + bp->springs[b-1]; - if (do_springcollision || do_aero) { - add_v3_v3(bp->force, bs->ext_force); - if (bs->flag & BSF_INTERSECT) - bp->choke = bs->cf; - - } - // 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); - }/* loop springs */ - }/* existing spring list */ - }/*any edges*/ - /* ---springs */ - }/*omit on snap */ - }/*loop all bp's*/ - - - /* finally add forces caused by face collision */ - if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob, timenow); - BKE_effectors_free(effectors); - } -} - static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err, int mid_flags) { /* time evolution */ |