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authorLukas Tönne <lukas.toenne@gmail.com>2015-03-02 14:18:57 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2015-03-02 14:18:57 +0300
commitcea3892813e996352f0b550e7bd9647264be5331 (patch)
treed681dae11119bf6f747088edf81078a3c843d299 /source/blender/physics
parentbc20a745bee32fa9d3f4d40c51c27798d50f581a (diff)
Revert "Reshuffle applying of solver results a bit to ensure it works exactly"
This reverts commit 4c723eb80e299eb6ca11ad72b5fcbe8746c4a854.
Diffstat (limited to 'source/blender/physics')
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp1093
-rw-r--r--source/blender/physics/intern/implicit.h3
-rw-r--r--source/blender/physics/intern/implicit_blender.c7
3 files changed, 2 insertions, 1101 deletions
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 830f346cd39..1387f633c20 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -1,4 +1,3 @@
-<<<<<<< master
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
@@ -1116,1095 +1115,3 @@ bool BPH_cloth_solver_get_texture_data(Object *UNUSED(ob), ClothModifierData *cl
return true;
}
-=======
-/*
- * ***** BEGIN GPL LICENSE BLOCK *****
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software Foundation,
- * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
- *
- * The Original Code is Copyright (C) Blender Foundation
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): Lukas Toenne
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-/** \file blender/physics/intern/BPH_mass_spring.cpp
- * \ingroup bph
- */
-
-extern "C" {
-#include "MEM_guardedalloc.h"
-
-#include "DNA_cloth_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_object_force.h"
-#include "DNA_object_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_modifier_types.h"
-
-#include "BLI_math.h"
-#include "BLI_linklist.h"
-#include "BLI_utildefines.h"
-
-#include "BKE_cloth.h"
-#include "BKE_collision.h"
-#include "BKE_effect.h"
-}
-
-#include "BPH_mass_spring.h"
-#include "implicit.h"
-
-static float I3[3][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}};
-
-/* Number of off-diagonal non-zero matrix blocks.
- * Basically there is one of these for each vertex-vertex interaction.
- */
-static int cloth_count_nondiag_blocks(Cloth *cloth)
-{
- LinkNode *link;
- int nondiag = 0;
-
- for (link = cloth->springs; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
-
- switch (spring->type) {
- case CLOTH_SPRING_TYPE_BENDING_ANG:
- /* angular bending combines 3 vertices */
- nondiag += 3;
- break;
-
- default:
- /* all other springs depend on 2 vertices only */
- nondiag += 1;
- break;
- }
- }
-
- return nondiag;
-}
-
-static struct Implicit_Data *cloth_solver_init_data(Cloth *cloth)
-{
- int totvert = cloth->numverts;
-
- if (cloth->implicit && totvert != BPH_mass_spring_solver_numvert(cloth->implicit)) {
- BPH_mass_spring_solver_free(cloth->implicit);
- cloth->implicit = NULL;
- }
-
- if (!cloth->implicit) {
- int nondiag = cloth_count_nondiag_blocks(cloth);
- cloth->implicit = BPH_mass_spring_solver_create(totvert, nondiag);
- }
-
- return cloth->implicit;
-}
-
-int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
-{
- Cloth *cloth = clmd->clothObject;
- ClothVertex *vert;
- const float ZERO[3] = {0.0f, 0.0f, 0.0f};
- Implicit_Data *id = cloth_solver_init_data(cloth);
- unsigned int i;
-
- vert = cloth->verts;
- for (i = 0; i < cloth->numverts; ++i, ++vert) {
- BPH_mass_spring_set_vertex_mass(id, i, vert->mass);
- BPH_mass_spring_set_motion_state(id, i, vert->x, ZERO);
- }
-
- return 1;
-}
-
-void BPH_cloth_solver_free(ClothModifierData *clmd)
-{
- Cloth *cloth = clmd->clothObject;
-
- if (cloth->implicit) {
- BPH_mass_spring_solver_free(cloth->implicit);
- cloth->implicit = NULL;
- }
-}
-
-void BPH_cloth_solver_set_positions(ClothModifierData *clmd)
-{
- Cloth *cloth = clmd->clothObject;
- ClothVertex *vert;
- unsigned int numverts = cloth->numverts, i;
- ClothHairData *cloth_hairdata = clmd->hairdata;
- Implicit_Data *id = cloth_solver_init_data(cloth);
-
- vert = cloth->verts;
- for (i = 0; i < numverts; ++i, ++vert) {
- if (cloth_hairdata) {
- ClothHairData *root = &cloth_hairdata[i];
- BPH_mass_spring_set_rest_transform(id, i, root->rot);
- }
- else
- BPH_mass_spring_set_rest_transform(id, i, I3);
-
- BPH_mass_spring_set_motion_state(id, i, vert->x, vert->v);
- }
-}
-
-static bool collision_response(ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, float dt, float restitution, float r_impulse[3])
-{
- Cloth *cloth = clmd->clothObject;
- int index = collpair->ap1;
- bool result = false;
-
- float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3];
- float epsilon2 = BLI_bvhtree_getepsilon(collmd->bvhtree);
-
- float margin_distance = collpair->distance - epsilon2;
- float mag_v_rel;
-
- zero_v3(r_impulse);
-
- if (margin_distance > 0.0f)
- return false; /* XXX tested before already? */
-
- /* only handle static collisions here */
- if ( collpair->flag & COLLISION_IN_FUTURE )
- return false;
-
- /* velocity */
- copy_v3_v3(v1, cloth->verts[index].v);
- collision_get_collider_velocity(v2_old, v2_new, collmd, collpair);
- /* relative velocity = velocity of the cloth point relative to the collider */
- sub_v3_v3v3(v_rel_old, v1, v2_old);
- sub_v3_v3v3(v_rel_new, v1, v2_new);
- /* normal component of the relative velocity */
- mag_v_rel = dot_v3v3(v_rel_old, collpair->normal);
-
- /* only valid when moving toward the collider */
- if (mag_v_rel < -ALMOST_ZERO) {
- float v_nor_old, v_nor_new;
- float v_tan_old[3], v_tan_new[3];
- float bounce, repulse;
-
- /* Collision response based on
- * "Simulating Complex Hair with Robust Collision Handling" (Choe, Choi, Ko, ACM SIGGRAPH 2005)
- * http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf
- */
-
- v_nor_old = mag_v_rel;
- v_nor_new = dot_v3v3(v_rel_new, collpair->normal);
-
- madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, -v_nor_old);
- madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, -v_nor_new);
-
- bounce = -v_nor_old * restitution;
-
- repulse = -margin_distance / dt; /* base repulsion velocity in normal direction */
- /* XXX this clamping factor is quite arbitrary ...
- * not sure if there is a more scientific approach, but seems to give good results
- */
- CLAMP(repulse, 0.0f, 4.0f * bounce);
-
- if (margin_distance < -epsilon2) {
- mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce) - v_nor_new);
- }
- else {
- bounce = 0.0f;
- mul_v3_v3fl(r_impulse, collpair->normal, repulse - v_nor_new);
- }
-
- result = true;
- }
-
- return result;
-}
-
-/* Init constraint matrix
- * This is part of the modified CG method suggested by Baraff/Witkin in
- * "Large Steps in Cloth Simulation" (Siggraph 1998)
- */
-static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *contacts, int totcolliders, float dt)
-{
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- ClothVertex *vert;
- int numverts = cloth->numverts;
- int i, j, v;
-
- const float ZERO[3] = {0.0f, 0.0f, 0.0f};
-
- BPH_mass_spring_clear_constraints(data);
-
- vert = cloth->verts;
- for (v = 0; v < numverts; ++v, ++vert) {
- if (vert->flags & CLOTH_VERT_FLAG_PINNED) {
- /* pinned vertex constraints */
- BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
- }
-
- vert->impulse_count = 0;
- }
-
- for (i = 0; i < totcolliders; ++i) {
- ColliderContacts *ct = &contacts[i];
- for (j = 0; j < ct->totcollisions; ++j) {
- CollPair *collpair = &ct->collisions[j];
- int v = collpair->face1;
- float impulse[3];
-
-// float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp);
- float restitution = 0.0f;
-
- vert = &cloth->verts[v];
- /* pinned verts handled separately */
- if (vert->flags & CLOTH_VERT_FLAG_PINNED)
- continue;
-
- /* XXX cheap way of avoiding instability from multiple collisions in the same step
- * this should eventually be supported ...
- */
- if (vert->impulse_count > 0)
- continue;
-
- /* calculate collision response */
- if (!collision_response(clmd, ct->collmd, collpair, dt, restitution, impulse))
- continue;
-
- BPH_mass_spring_add_constraint_ndof2(data, i, collpair->normal, impulse);
- ++vert->impulse_count;
- }
- }
-}
-
-/* computes where the cloth would be if it were subject to perfectly stiff edges
- * (edge distance constraints) in a lagrangian solver. then add forces to help
- * guide the implicit solver to that state. this function is called after
- * collisions*/
-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");
- LinkNode *node;
- ClothSpring *spring;
- ClothVertex *vert;
- int i, steps;
-
- vert = cloth->verts;
- for (i=0; i<cloth->numverts; i++, vert++) {
- copy_v3_v3(cos[i], vert->tx);
-
- if (vert->goal == 1.0f || len_squared_v3v3(initial_cos[i], vert->tx) != 0.0f) {
- masses[i] = 1e+10;
- }
- else {
- masses[i] = vert->mass;
- }
- }
-
- steps = 55;
- for (i=0; i<steps; i++) {
- for (node=cloth->springs; node; node=node->next) {
- /* ClothVertex *cv1, *cv2; */ /* UNUSED */
- int v1, v2;
- float len, c, l, vec[3];
-
- spring = (ClothSpring *)node->link;
- if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR)
- continue;
-
- v1 = spring->ij; v2 = spring->kl;
- /* cv1 = cloth->verts + v1; */ /* UNUSED */
- /* cv2 = cloth->verts + v2; */ /* UNUSED */
- len = len_v3v3(cos[v1], cos[v2]);
-
- sub_v3_v3v3(vec, cos[v1], cos[v2]);
- normalize_v3(vec);
-
- c = (len - spring->restlen);
- if (c == 0.0f)
- continue;
-
- l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
-
- mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
- add_v3_v3(cos[v1], vec);
-
- sub_v3_v3v3(vec, cos[v2], cos[v1]);
- normalize_v3(vec);
-
- mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
- add_v3_v3(cos[v2], vec);
- }
- }
-
- vert = cloth->verts;
- for (i=0; i<cloth->numverts; i++, vert++) {
- float vec[3];
-
- /*compute forces*/
- sub_v3_v3v3(vec, cos[i], vert->tx);
- mul_v3_fl(vec, vert->mass*dt*20.0f);
- add_v3_v3(vert->tv, vec);
- //copy_v3_v3(cv->tx, cos[i]);
- }
-
- MEM_freeN(cos);
- MEM_freeN(masses);
-
- return 1;
-}
-
-BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, float time)
-{
- Cloth *cloth = clmd->clothObject;
- ClothSimSettings *parms = clmd->sim_parms;
- Implicit_Data *data = cloth->implicit;
- ClothVertex *verts = cloth->verts;
-
- bool no_compress = parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
-
- zero_v3(s->f);
- zero_m3(s->dfdx);
- zero_m3(s->dfdv);
-
- s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
-
- // calculate force of structural + shear springs
- if ((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR) || (s->type & CLOTH_SPRING_TYPE_SEWING) ) {
-#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
- float k, scaling;
-
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
-
- scaling = parms->structural + s->stiffness * fabsf(parms->max_struct - parms->structural);
- k = scaling / (parms->avg_spring_len + FLT_EPSILON);
-
- if (s->type & CLOTH_SPRING_TYPE_SEWING) {
- // TODO: verify, half verified (couldn't see error)
- // sewing springs usually have a large distance at first so clamp the force so we don't get tunnelling through colission objects
- BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->Cdis, no_compress, parms->max_sewing, s->f, s->dfdx, s->dfdv);
- }
- else {
- BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->Cdis, no_compress, 0.0f, s->f, s->dfdx, s->dfdv);
- }
-#endif
- }
- else if (s->type & CLOTH_SPRING_TYPE_GOAL) {
-#ifdef CLOTH_FORCE_SPRING_GOAL
- float goal_x[3], goal_v[3];
- float k, scaling;
-
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
-
- // current_position = xold + t * (newposition - xold)
- interp_v3_v3v3(goal_x, verts[s->ij].xold, verts[s->ij].xconst, time);
- sub_v3_v3v3(goal_v, verts[s->ij].xconst, verts[s->ij].xold); // distance covered over dt==1
-
- scaling = parms->goalspring + s->stiffness * fabsf(parms->max_struct - parms->goalspring);
- k = verts[s->ij].goal * scaling / (parms->avg_spring_len + FLT_EPSILON);
-
- BPH_mass_spring_force_spring_goal(data, s->ij, goal_x, goal_v, k, parms->goalfrict * 0.01f, s->f, s->dfdx, s->dfdv);
-#endif
- }
- else if (s->type & CLOTH_SPRING_TYPE_BENDING) { /* calculate force of bending springs */
-#ifdef CLOTH_FORCE_SPRING_BEND
- float kb, cb, scaling;
-
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
-
- scaling = parms->bending + s->stiffness * fabsf(parms->max_bend - parms->bending);
- kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
-
- scaling = parms->bending_damping;
- cb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
-
- BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb, s->f, s->dfdx, s->dfdv);
-#endif
- }
- else if (s->type & CLOTH_SPRING_TYPE_BENDING_ANG) {
-#ifdef CLOTH_FORCE_SPRING_BEND
- float kb, cb, scaling;
-
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
-
- /* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor, unlike cloth springs!
- * this is crap, but needed due to cloth/hair mixing ...
- * max_bend factor is not even used for hair, so ...
- */
- scaling = s->stiffness * parms->bending;
- kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
-
- scaling = parms->bending_damping;
- cb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
-
- /* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
- BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->target, kb, cb);
-
-#if 0
- {
- float x_kl[3], x_mn[3], v[3], d[3];
-
- BPH_mass_spring_get_motion_state(data, s->kl, x_kl, v);
- BPH_mass_spring_get_motion_state(data, s->mn, x_mn, v);
-
- BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
- BKE_sim_debug_data_add_line(clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
-
- copy_v3_v3(d, s->target);
- BKE_sim_debug_data_add_vector(clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
-
-// copy_v3_v3(d, s->target_ij);
-// BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 1, 0.4, 0.4, "target", 7983, s->kl);
- }
-#endif
-#endif
- }
-}
-
-static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax[3])
-{
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- unsigned int numverts = cloth->numverts;
- ClothVertex *vert;
- int i;
-
- INIT_MINMAX(gmin, gmax);
- vert = cloth->verts;
- for (i = 0; i < numverts; i++, vert++) {
- float x[3];
- BPH_mass_spring_get_motion_state(data, i, x, NULL);
- DO_MINMAX(x, gmin, gmax);
- }
-}
-
-static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time)
-{
- /* Collect forces and derivatives: F, dFdX, dFdV */
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- 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;
- ClothVertex *vert;
-
-#ifdef CLOTH_FORCE_GRAVITY
- /* global acceleration (gravitation) */
- if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
- /* scale gravity force */
- 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++) {
- BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
- }
-#endif
-
- /* cloth_calc_volume_force(clmd); */
-
-#ifdef CLOTH_FORCE_DRAG
- BPH_mass_spring_force_drag(data, drag);
-#endif
-
- /* 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");
-
- vert = cloth->verts;
- for (i = 0; i < cloth->numverts; i++, vert++) {
- float x[3], v[3];
- EffectedPoint epoint;
-
- BPH_mass_spring_get_motion_state(data, i, x, v);
- pd_point_from_loc(clmd->scene, x, v, i, &epoint);
- 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);
- }
-
- /* Hair has only edges */
- if (cloth->numfaces == 0) {
-#if 0
- ClothHairData *hairdata = clmd->hairdata;
- ClothHairData *hair_ij, *hair_kl;
-
- for (LinkNode *link = cloth->springs; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
- if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
- ClothVertex *verts = cloth->verts;
- int si_ij = verts[spring->ij].solver_index;
- int si_kl = verts[spring->kl].solver_index;
-
- if (si_ij < 0 || si_kl < 0)
- continue;
-
- if (hairdata) {
- hair_ij = &hairdata[spring->ij];
- hair_kl = &hairdata[spring->kl];
- BPH_mass_spring_force_edge_wind(data, si_ij, si_kl, hair_ij->radius, hair_kl->radius, winvec);
- }
- else
- BPH_mass_spring_force_edge_wind(data, si_ij, si_kl, 1.0f, 1.0f, winvec);
- }
- }
-#else
- ClothHairData *hairdata = clmd->hairdata;
-
- vert = cloth->verts;
- for (i = 0; i < cloth->numverts; i++, vert++) {
- if (hairdata) {
- ClothHairData *hair = &hairdata[i];
- BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
- }
- else
- BPH_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
- }
-#endif
- }
-
- MEM_freeN(winvec);
- }
-
- // calculate spring forces
- for (LinkNode *link = cloth->springs; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
- // only handle active springs
- if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
- cloth_calc_spring_force(clmd, spring, time);
- }
-}
-
-/* returns vertexes' motion state */
-BLI_INLINE void cloth_get_grid_location(Implicit_Data *data, float cell_scale, const float cell_offset[3],
- int index, float x[3], float v[3])
-{
- BPH_mass_spring_get_position(data, index, x);
- BPH_mass_spring_get_new_velocity(data, index, v);
-
- mul_v3_fl(x, cell_scale);
- add_v3_v3(x, cell_offset);
-}
-
-/* returns next spring forming a continous hair sequence */
-BLI_INLINE LinkNode *hair_spring_next(LinkNode *spring_link)
-{
- ClothSpring *spring = (ClothSpring *)spring_link->link;
- LinkNode *next = spring_link->next;
- if (next) {
- ClothSpring *next_spring = (ClothSpring *)next->link;
- if (next_spring->type == CLOTH_SPRING_TYPE_STRUCTURAL && next_spring->kl == spring->ij)
- return next;
- }
- return NULL;
-}
-
-/* XXX this is nasty: cloth meshes do not explicitly store
- * the order of hair segments!
- * We have to rely on the spring build function for now,
- * which adds structural springs in reverse order:
- * (3,4), (2,3), (1,2)
- * This is currently the only way to figure out hair geometry inside this code ...
- */
-static LinkNode *cloth_continuum_add_hair_segments(HairGrid *grid, const float cell_scale, const float cell_offset[3], Cloth *cloth, LinkNode *spring_link)
-{
- Implicit_Data *data = cloth->implicit;
- LinkNode *next_spring_link = NULL; /* return value */
- ClothSpring *spring1, *spring2, *spring3;
- float x1[3], v1[3], x2[3], v2[3], x3[3], v3[3], x4[3], v4[3];
- float dir1[3], dir2[3], dir3[3];
-
- spring1 = NULL;
- spring2 = NULL;
- spring3 = (ClothSpring *)spring_link->link;
-
- zero_v3(x1); zero_v3(v1);
- zero_v3(dir1);
- zero_v3(x2); zero_v3(v2);
- zero_v3(dir2);
-
- cloth_get_grid_location(data, cell_scale, cell_offset, spring3->kl, x3, v3);
- cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
- sub_v3_v3v3(dir3, x4, x3);
- normalize_v3(dir3);
-
- while (spring_link) {
- /* move on */
- spring1 = spring2;
- spring2 = spring3;
-
- copy_v3_v3(x1, x2); copy_v3_v3(v1, v2);
- copy_v3_v3(x2, x3); copy_v3_v3(v2, v3);
- copy_v3_v3(x3, x4); copy_v3_v3(v3, v4);
-
- copy_v3_v3(dir1, dir2);
- copy_v3_v3(dir2, dir3);
-
- /* read next segment */
- next_spring_link = spring_link->next;
- spring_link = hair_spring_next(spring_link);
-
- if (spring_link) {
- spring3 = (ClothSpring *)spring_link->link;
- cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
- sub_v3_v3v3(dir3, x4, x3);
- normalize_v3(dir3);
- }
- else {
- spring3 = NULL;
- zero_v3(x4); zero_v3(v4);
- zero_v3(dir3);
- }
-
- BPH_hair_volume_add_segment(grid, x1, v1, x2, v2, x3, v3, x4, v4,
- spring1 ? dir1 : NULL,
- dir2,
- spring3 ? dir3 : NULL);
- }
-
- return next_spring_link;
-}
-
-static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
-{
-#if 0
- Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
- ClothVertex *vert;
- int i;
-
- for (i = 0, vert = cloth->verts; i < numverts; i++, vert++) {
- float x[3], v[3];
-
- cloth_get_vertex_motion_state(data, vert, x, v);
- BPH_hair_volume_add_vertex(grid, x, v);
- }
-#else
- LinkNode *link;
- float cellsize, gmin[3], cell_scale, cell_offset[3];
-
- /* scale and offset for transforming vertex locations into grid space
- * (cell size is 0..1, gmin becomes origin)
- */
- BPH_hair_volume_grid_geometry(grid, &cellsize, NULL, gmin, NULL);
- cell_scale = cellsize > 0.0f ? 1.0f / cellsize : 0.0f;
- mul_v3_v3fl(cell_offset, gmin, cell_scale);
- negate_v3(cell_offset);
-
- link = cloth->springs;
- while (link) {
- ClothSpring *spring = (ClothSpring *)link->link;
- if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
- link = cloth_continuum_add_hair_segments(grid, cell_scale, cell_offset, cloth, link);
- else
- link = link->next;
- }
-#endif
- BPH_hair_volume_normalize_vertex_grid(grid);
-}
-
-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;
- ClothVertex *vert;
-
- const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
- float smoothfac = parms->velocity_smooth;
- /* XXX FIXME arbitrary factor!!! this should be based on some intuitive value instead,
- * like number of hairs per cell and time decay instead of "strength"
- */
- float density_target = parms->density_target;
- float density_strength = parms->density_strength;
- float gmin[3], gmax[3];
- int i;
-
- /* clear grid info */
- zero_v3_int(clmd->hair_grid_res);
- zero_v3(clmd->hair_grid_min);
- zero_v3(clmd->hair_grid_max);
- clmd->hair_grid_cellsize = 0.0f;
-
- hair_get_boundbox(clmd, gmin, gmax);
-
- /* gather velocities & density */
- if (smoothfac > 0.0f || density_strength > 0.0f) {
- HairGrid *grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_cell_size, gmin, gmax);
-
- cloth_continuum_fill_grid(grid, cloth);
-
- /* 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++) {
- float x[3], v[3], nv[3];
-
- /* calculate volumetric velocity influence */
- BPH_mass_spring_get_position(data, i, x);
- BPH_mass_spring_get_new_velocity(data, i, v);
-
- BPH_hair_volume_grid_velocity(grid, x, v, fluid_factor, nv);
-
- interp_v3_v3v3(nv, v, nv, smoothfac);
-
- /* apply on hair data */
- BPH_mass_spring_set_new_velocity(data, i, nv);
- }
-
- /* store basic grid info in the modifier data */
- BPH_hair_volume_grid_geometry(grid, &clmd->hair_grid_cellsize, clmd->hair_grid_res, clmd->hair_grid_min, clmd->hair_grid_max);
-
-#if 0 /* DEBUG hair velocity vector field */
- {
- const int size = 64;
- int i, j;
- float offset[3], a[3], b[3];
- const int axis = 0;
- const float shift = 0.0f;
-
- copy_v3_v3(offset, clmd->hair_grid_min);
- zero_v3(a);
- zero_v3(b);
-
- offset[axis] = shift * clmd->hair_grid_cellsize;
- a[(axis+1) % 3] = clmd->hair_grid_max[(axis+1) % 3] - clmd->hair_grid_min[(axis+1) % 3];
- b[(axis+2) % 3] = clmd->hair_grid_max[(axis+2) % 3] - clmd->hair_grid_min[(axis+2) % 3];
-
- BKE_sim_debug_data_clear_category(clmd->debug_data, "grid velocity");
- for (j = 0; j < size; ++j) {
- for (i = 0; i < size; ++i) {
- float x[3], v[3], gvel[3], gvel_smooth[3], gdensity;
-
- madd_v3_v3v3fl(x, offset, a, (float)i / (float)(size-1));
- madd_v3_v3fl(x, b, (float)j / (float)(size-1));
- zero_v3(v);
-
- BPH_hair_volume_grid_interpolate(grid, x, &gdensity, gvel, gvel_smooth, NULL, NULL);
-
-// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity, 0.7, 0.3, 1, "grid density", i, j, 3111);
- if (!is_zero_v3(gvel) || !is_zero_v3(gvel_smooth)) {
- float dvel[3];
- sub_v3_v3v3(dvel, gvel_smooth, gvel);
-// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel, 0.4, 0, 1, "grid velocity", i, j, 3112);
-// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel_smooth, 0.6, 1, 1, "grid velocity", i, j, 3113);
- BKE_sim_debug_data_add_vector(clmd->debug_data, x, dvel, 0.4, 1, 0.7, "grid velocity", i, j, 3114);
-#if 0
- if (gdensity > 0.0f) {
- float col0[3] = {0.0, 0.0, 0.0};
- float col1[3] = {0.0, 1.0, 0.0};
- float col[3];
-
- interp_v3_v3v3(col, col0, col1, CLAMPIS(gdensity * clmd->sim_parms->density_strength, 0.0, 1.0));
-// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity * clmd->sim_parms->density_strength, 0, 1, 0.4, "grid velocity", i, j, 3115);
-// BKE_sim_debug_data_add_dot(clmd->debug_data, x, col[0], col[1], col[2], "grid velocity", i, j, 3115);
- BKE_sim_debug_data_add_circle(clmd->debug_data, x, 0.01f, col[0], col[1], col[2], "grid velocity", i, j, 3115);
- }
-#endif
- }
- }
- }
- }
-#endif
-
- BPH_hair_volume_free_vertex_grid(grid);
- }
-}
-
-/* old collision stuff for cloth, use for continuity
- * until a good replacement is ready
- */
-static bool cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, ListBase *effectors, float frame, float step, float dt)
-{
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *id = cloth->implicit;
- ClothVertex *verts = cloth->verts;
- int numverts = cloth->numverts;
- const float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;;
-
- bool do_extra_solve;
- int i;
-
- if (!(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED))
- return false;
- if (!clmd->clothObject->bvhtree)
- return false;
-
- // update verts to current positions
- for (i = 0; i < numverts; i++) {
- BPH_mass_spring_get_new_position(id, i, verts[i].tx);
-
- sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
- copy_v3_v3(verts[i].v, verts[i].tv);
- }
-
-#if 0 /* unused */
- for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) {
- copy_v3_v3(initial_cos[i], cv->tx);
- }
-#endif
-
- // call collision function
- // TODO: check if "step" or "step+dt" is correct - dg
- 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++) {
- 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
- sub_v3_v3v3(verts[i].tv, verts[i].tx, curx);
- }
-
- 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++) {
- float newv[3];
-
- if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED))
- continue;
-
- BPH_mass_spring_set_new_position(id, i, verts[i].tx);
- mul_v3_v3fl(newv, verts[i].tv, spf);
- BPH_mass_spring_set_new_velocity(id, i, newv);
- }
- }
-
- BPH_mass_spring_apply_positions(id);
-
- if (do_extra_solve) {
- ImplicitSolverResult result;
-
- BPH_mass_spring_apply_velocities(id);
-
- /* initialize forces to zero */
- BPH_mass_spring_clear_forces(id);
-
- // calculate forces
- cloth_calc_force(clmd, frame, effectors, step);
-
- // calculate new velocity and position
- BPH_mass_spring_solve_velocities(id, dt, &result);
-// cloth_record_result(clmd, &result, clmd->sim_parms->stepsPerFrame);
- }
-
- /* note: positions are advanced only once! */
- BPH_mass_spring_apply_velocities(id);
-
- return true;
-}
-
-static void cloth_clear_result(ClothModifierData *clmd)
-{
- ClothSolverResult *sres = clmd->solver_result;
-
- sres->status = 0;
- sres->max_error = sres->min_error = sres->avg_error = 0.0f;
- sres->max_iterations = sres->min_iterations = 0;
- sres->avg_iterations = 0.0f;
-}
-
-static void cloth_record_result(ClothModifierData *clmd, ImplicitSolverResult *result, int steps)
-{
- ClothSolverResult *sres = clmd->solver_result;
-
- if (sres->status) { /* already initialized ? */
- /* error only makes sense for successful iterations */
- if (result->status == BPH_SOLVER_SUCCESS) {
- sres->min_error = min_ff(sres->min_error, result->error);
- sres->max_error = max_ff(sres->max_error, result->error);
- sres->avg_error += result->error / (float)steps;
- }
-
- sres->min_iterations = min_ii(sres->min_iterations, result->iterations);
- sres->max_iterations = max_ii(sres->max_iterations, result->iterations);
- sres->avg_iterations += (float)result->iterations / (float)steps;
- }
- else {
- /* error only makes sense for successful iterations */
- if (result->status == BPH_SOLVER_SUCCESS) {
- sres->min_error = sres->max_error = result->error;
- sres->avg_error += result->error / (float)steps;
- }
-
- sres->min_iterations = sres->max_iterations = result->iterations;
- sres->avg_iterations += (float)result->iterations / (float)steps;
- }
-
- sres->status |= result->status;
-}
-
-int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
-{
- /* Hair currently is a cloth sim in disguise ...
- * Collision detection and volumetrics work differently then.
- * Bad design, TODO
- */
- const bool is_hair = (clmd->hairdata != NULL);
-
- unsigned int i=0;
- float step=0.0f, tf=clmd->sim_parms->timescale;
- Cloth *cloth = clmd->clothObject;
- ClothVertex *verts = cloth->verts, *vert;
- unsigned int numverts = cloth->numverts;
- float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
- Implicit_Data *id = cloth->implicit;
- ColliderContacts *contacts = NULL;
- int totcolliders = 0;
-
- BKE_sim_debug_data_clear_category("collision");
-
- if (!clmd->solver_result)
- clmd->solver_result = (ClothSolverResult *)MEM_callocN(sizeof(ClothSolverResult), "cloth solver result");
- cloth_clear_result(clmd);
-
- if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
- vert = verts;
- for (i = 0; i < numverts; i++, vert++) {
- // update velocities with constrained velocities from pinned verts
- if (vert->flags & CLOTH_VERT_FLAG_PINNED) {
- float v[3];
-
- sub_v3_v3v3(v, verts[i].xconst, verts[i].xold);
- // mul_v3_fl(v, clmd->sim_parms->stepsPerFrame);
- BPH_mass_spring_set_velocity(id, i, v);
- }
- }
- }
-
- while (step < tf) {
- ImplicitSolverResult result;
-
- /* copy velocities for collision */
- vert = verts;
- for (i = 0; i < numverts; i++, vert++) {
- BPH_mass_spring_get_motion_state(id, i, NULL, verts[i].tv);
- copy_v3_v3(verts[i].v, verts[i].tv);
- }
-
- if (is_hair) {
- /* determine contact points */
- if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
- cloth_find_point_contacts(ob, clmd, 0.0f, tf, &contacts, &totcolliders);
- }
-
- /* setup vertex constraints for pinned vertices and contacts */
- cloth_setup_constraints(clmd, contacts, totcolliders, dt);
- }
- else {
- /* setup vertex constraints for pinned vertices */
- cloth_setup_constraints(clmd, NULL, 0, dt);
- }
-
- /* initialize forces to zero */
- BPH_mass_spring_clear_forces(id);
-
- // 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) {
- vert = verts;
- for (i = 0; i < numverts; i++, vert++) {
- float v[3];
- BPH_mass_spring_get_motion_state(id, i, NULL, v);
- mul_v3_fl(v, clmd->sim_parms->vel_damping);
- BPH_mass_spring_set_velocity(id, i, v);
- }
- }
-
- // calculate forces
- cloth_calc_force(clmd, frame, effectors, step);
-
- // calculate new velocity and position
- BPH_mass_spring_solve_velocities(id, dt, &result);
- cloth_record_result(clmd, &result, clmd->sim_parms->stepsPerFrame);
-
- if (is_hair) {
- cloth_continuum_step(clmd, dt);
- }
-
- BPH_mass_spring_solve_positions(id, dt);
-
- if (!is_hair && cloth_collision_solve_extra(ob, clmd, effectors, frame, step, dt)) {
- /* cloth_collision_solve_extra already applies positions */
- }
- else {
- BPH_mass_spring_apply_positions(id);
- }
-
- BPH_mass_spring_apply_velocities(id);
-
- /* move pinned verts to correct position */
- vert = verts;
- for (i = 0; i < numverts; i++, vert++) {
- if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
- if (vert->flags & CLOTH_VERT_FLAG_PINNED) {
- float x[3];
- interp_v3_v3v3(x, verts[i].xold, verts[i].xconst, step + dt);
- BPH_mass_spring_set_position(id, i, x);
- }
- }
-
- BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL);
- }
-
- /* free contact points */
- if (contacts) {
- cloth_free_contacts(contacts, totcolliders);
- }
-
- step += dt;
- }
-
- /* copy results back to cloth data */
- vert = verts;
- for (i = 0; i < numverts; i++, vert++) {
- BPH_mass_spring_get_motion_state(id, i, vert->x, vert->v);
- copy_v3_v3(vert->txold, vert->x);
- }
-
- return 1;
-}
-
-bool BPH_cloth_solver_get_texture_data(Object *UNUSED(ob), ClothModifierData *clmd, VoxelData *vd)
-{
- Cloth *cloth = clmd->clothObject;
- HairGrid *grid;
- float gmin[3], gmax[3];
-
- if (!clmd->clothObject || !clmd->clothObject->implicit)
- return false;
-
- hair_get_boundbox(clmd, gmin, gmax);
-
- grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_cell_size, gmin, gmax);
- cloth_continuum_fill_grid(grid, cloth);
-
- BPH_hair_volume_get_texture_data(grid, vd);
-
- BPH_hair_volume_free_vertex_grid(grid);
-
- return true;
-}
->>>>>>> local
diff --git a/source/blender/physics/intern/implicit.h b/source/blender/physics/intern/implicit.h
index 3f890e55d5e..d286d3df1a5 100644
--- a/source/blender/physics/intern/implicit.h
+++ b/source/blender/physics/intern/implicit.h
@@ -95,8 +95,7 @@ void BPH_mass_spring_add_constraint_ndof2(struct Implicit_Data *data, int index,
bool BPH_mass_spring_solve_velocities(struct Implicit_Data *data, float dt, struct ImplicitSolverResult *result);
bool BPH_mass_spring_solve_positions(struct Implicit_Data *data, float dt);
-void BPH_mass_spring_apply_velocities(struct Implicit_Data *data);
-void BPH_mass_spring_apply_positions(struct Implicit_Data *data);
+void BPH_mass_spring_apply_result(struct Implicit_Data *data);
/* Clear the force vector at the beginning of the time step */
void BPH_mass_spring_clear_forces(struct Implicit_Data *data);
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index c732c1d25f4..5b1d83a3eef 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -1175,15 +1175,10 @@ bool BPH_mass_spring_solve_positions(Implicit_Data *data, float dt)
return true;
}
-void BPH_mass_spring_apply_positions(Implicit_Data *data)
+void BPH_mass_spring_apply_result(Implicit_Data *data)
{
int numverts = data->M[0].vcount;
cp_lfvector(data->X, data->Xnew, numverts);
-}
-
-void BPH_mass_spring_apply_velocities(Implicit_Data *data)
-{
- int numverts = data->M[0].vcount;
cp_lfvector(data->V, data->Vnew, numverts);
}