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authorCampbell Barton <ideasman42@gmail.com>2015-07-31 07:00:07 +0300
committerCampbell Barton <ideasman42@gmail.com>2015-07-31 07:00:07 +0300
commitc582e186d90291a19a4e404111c492f1fd2c41a4 (patch)
tree09d74b019c1b6dd6bd1ea46b0cd02f8086370d4f /source/blender/physics/intern/BPH_mass_spring.cpp
parent6b7313be94b15441426abd9af12d0a97f05217ba (diff)
Replace MFace w/ vert-tri's for collision modifier
Note that the collision modifier doesn't have any use for Loop indices, so to avoid duplicating the loop array too, MVertTri has been added which simply stores vertex indices (runtime only).
Diffstat (limited to 'source/blender/physics/intern/BPH_mass_spring.cpp')
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp82
1 files changed, 41 insertions, 41 deletions
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 68cc53eb534..19c3f3793f8 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -88,13 +88,13 @@ int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
unsigned int i, nondiag;
nondiag = cloth_count_nondiag_blocks(cloth);
- cloth->implicit = id = BPH_mass_spring_solver_create(cloth->numverts, nondiag);
+ cloth->implicit = id = BPH_mass_spring_solver_create(cloth->mvert_num, nondiag);
- for (i = 0; i < cloth->numverts; i++) {
+ for (i = 0; i < cloth->mvert_num; i++) {
BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
}
- for (i = 0; i < cloth->numverts; i++) {
+ for (i = 0; i < cloth->mvert_num; i++) {
BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
}
@@ -115,11 +115,11 @@ void BKE_cloth_solver_set_positions(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts;
- unsigned int numverts = cloth->numverts, i;
+ unsigned int mvert_num = cloth->mvert_num, i;
ClothHairData *cloth_hairdata = clmd->hairdata;
Implicit_Data *id = cloth->implicit;
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
if (cloth_hairdata) {
ClothHairData *root = &cloth_hairdata[i];
BPH_mass_spring_set_rest_transform(id, i, root->rot);
@@ -209,14 +209,14 @@ static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *c
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
ClothVertex *verts = cloth->verts;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
int i, j, v;
const float ZERO[3] = {0.0f, 0.0f, 0.0f};
BPH_mass_spring_clear_constraints(data);
- for (v = 0; v < numverts; v++) {
+ for (v = 0; v < mvert_num; v++) {
if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
/* pinned vertex constraints */
BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
@@ -261,15 +261,15 @@ static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *c
static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothModifierData *clmd, float (*initial_cos)[3], float UNUSED(step), float dt)
{
Cloth *cloth= clmd->clothObject;
- float (*cos)[3] = (float (*)[3])MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces");
- float *masses = (float *)MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces");
+ float (*cos)[3] = (float (*)[3])MEM_callocN(sizeof(float[3]) * cloth->mvert_num, "cos cloth_calc_helper_forces");
+ float *masses = (float *)MEM_callocN(sizeof(float) * cloth->mvert_num, "cos cloth_calc_helper_forces");
LinkNode *node;
ClothSpring *spring;
ClothVertex *cv;
int i, steps;
cv = cloth->verts;
- for (i=0; i<cloth->numverts; i++, cv++) {
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
copy_v3_v3(cos[i], cv->tx);
if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
@@ -317,7 +317,7 @@ static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothMo
}
cv = cloth->verts;
- for (i=0; i<cloth->numverts; i++, cv++) {
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
float vec[3];
/*compute forces*/
@@ -444,11 +444,11 @@ static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
- unsigned int numverts = cloth->numverts;
+ unsigned int looptri_num = cloth->tri_num;
int i;
INIT_MINMAX(gmin, gmax);
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < looptri_num; i++) {
float x[3];
BPH_mass_spring_get_motion_state(data, i, x, NULL);
DO_MINMAX(x, gmin, gmax);
@@ -463,8 +463,8 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
unsigned int i = 0;
float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
float gravity[3] = {0.0f, 0.0f, 0.0f};
- MFace *mfaces = cloth->mfaces;
- unsigned int numverts = cloth->numverts;
+ const MVertTri *tri = cloth->tri;
+ unsigned int mvert_num = cloth->mvert_num;
ClothVertex *vert;
#ifdef CLOTH_FORCE_GRAVITY
@@ -474,7 +474,7 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
}
vert = cloth->verts;
- for (i = 0; i < cloth->numverts; i++, vert++) {
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
}
#endif
@@ -488,8 +488,8 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
/* handle external forces like wind */
if (effectors) {
/* cache per-vertex forces to avoid redundant calculation */
- float (*winvec)[3] = (float (*)[3])MEM_callocN(sizeof(float) * 3 * numverts, "effector forces");
- for (i = 0; i < cloth->numverts; i++) {
+ float (*winvec)[3] = (float (*)[3])MEM_callocN(sizeof(float[3]) * mvert_num, "effector forces");
+ for (i = 0; i < cloth->mvert_num; i++) {
float x[3], v[3];
EffectedPoint epoint;
@@ -498,13 +498,13 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
}
- for (i = 0; i < cloth->numfaces; i++) {
- MFace *mf = &mfaces[i];
- BPH_mass_spring_force_face_wind(data, mf->v1, mf->v2, mf->v3, mf->v4, winvec);
+ for (i = 0; i < cloth->tri_num; i++) {
+ const MVertTri *vt = &tri[i];
+ BPH_mass_spring_force_face_wind(data, vt->tri[0], vt->tri[1], vt->tri[2], winvec);
}
/* Hair has only edges */
- if (cloth->numfaces == 0) {
+ if (cloth->tri_num == 0) {
#if 0
ClothHairData *hairdata = clmd->hairdata;
ClothHairData *hair_ij, *hair_kl;
@@ -525,7 +525,7 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
ClothHairData *hairdata = clmd->hairdata;
vert = cloth->verts;
- for (i = 0; i < cloth->numverts; i++, vert++) {
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
if (hairdata) {
ClothHairData *hair = &hairdata[i];
BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
@@ -650,11 +650,11 @@ static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
{
#if 0
Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
ClothVertex *vert;
int i;
- for (i = 0, vert = cloth->verts; i < numverts; i++, vert++) {
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
float x[3], v[3];
cloth_get_vertex_motion_state(data, vert, x, v);
@@ -689,7 +689,7 @@ static void cloth_continuum_step(ClothModifierData *clmd, float dt)
ClothSimSettings *parms = clmd->sim_parms;
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
ClothVertex *vert;
const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
@@ -719,7 +719,7 @@ static void cloth_continuum_step(ClothModifierData *clmd, float dt)
/* main hair continuum solver */
BPH_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
- for (i = 0, vert = cloth->verts; i < numverts; i++, vert++) {
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
float x[3], v[3], nv[3];
/* calculate volumetric velocity influence */
@@ -799,7 +799,7 @@ static void cloth_calc_volume_force(ClothModifierData *clmd)
ClothSimSettings *parms = clmd->sim_parms;
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
ClothVertex *vert;
/* 2.0f is an experimental value that seems to give good results */
@@ -817,7 +817,7 @@ static void cloth_calc_volume_force(ClothModifierData *clmd)
HairVertexGrid *vertex_grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_res, gmin, gmax);
vert = cloth->verts;
- for (i = 0; i < numverts; i++, vert++) {
+ for (i = 0; i < mvert_num; i++, vert++) {
float x[3], v[3];
if (vert->solver_index < 0) {
@@ -832,7 +832,7 @@ static void cloth_calc_volume_force(ClothModifierData *clmd)
BPH_hair_volume_normalize_vertex_grid(vertex_grid);
vert = cloth->verts;
- for (i = 0; i < numverts; i++, vert++) {
+ for (i = 0; i < mvert_num; i++, vert++) {
float x[3], v[3], f[3], dfdx[3][3], dfdv[3][3];
if (vert->solver_index < 0)
@@ -858,7 +858,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
Cloth *cloth = clmd->clothObject;
Implicit_Data *id = cloth->implicit;
ClothVertex *verts = cloth->verts;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
const float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
bool do_extra_solve;
@@ -870,7 +870,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
return;
// update verts to current positions
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
BPH_mass_spring_get_new_position(id, i, verts[i].tx);
sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
@@ -878,7 +878,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
}
#if 0 /* unused */
- for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) {
+ for (i=0, cv=cloth->verts; i<cloth->mvert_num; i++, cv++) {
copy_v3_v3(initial_cos[i], cv->tx);
}
#endif
@@ -888,7 +888,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
do_extra_solve = cloth_bvh_objcollision(ob, clmd, step / clmd->sim_parms->timescale, dt / clmd->sim_parms->timescale);
// copy corrected positions back to simulation
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
float curx[3];
BPH_mass_spring_get_position(id, i, curx);
// correct velocity again, just to be sure we had to change it due to adaptive collisions
@@ -898,7 +898,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
if (do_extra_solve) {
// cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
float newv[3];
@@ -985,7 +985,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
float step=0.0f, tf=clmd->sim_parms->timescale;
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts/*, *cv*/;
- unsigned int numverts = cloth->numverts;
+ unsigned int mvert_num = cloth->mvert_num;
float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
Implicit_Data *id = cloth->implicit;
ColliderContacts *contacts = NULL;
@@ -998,7 +998,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
cloth_clear_result(clmd);
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
// update velocities with constrained velocities from pinned verts
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
float v[3];
@@ -1013,7 +1013,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
ImplicitSolverResult result;
/* copy velocities for collision */
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
BPH_mass_spring_get_motion_state(id, i, NULL, verts[i].tv);
copy_v3_v3(verts[i].v, verts[i].tv);
}
@@ -1038,7 +1038,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
// damping velocity for artistic reasons
// this is a bad way to do it, should be removed imo - lukas_t
if (clmd->sim_parms->vel_damping != 1.0f) {
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
float v[3];
BPH_mass_spring_get_motion_state(id, i, NULL, v);
mul_v3_fl(v, clmd->sim_parms->vel_damping);
@@ -1066,7 +1066,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
BPH_mass_spring_apply_result(id);
/* move pinned verts to correct position */
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
float x[3];
@@ -1087,7 +1087,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
}
/* copy results back to cloth data */
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
BPH_mass_spring_get_motion_state(id, i, verts[i].x, verts[i].v);
copy_v3_v3(verts[i].txold, verts[i].x);
}