diff options
author | Jacques Lucke <jacques@blender.org> | 2020-07-16 15:27:47 +0300 |
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committer | Jacques Lucke <jacques@blender.org> | 2020-07-16 15:28:38 +0300 |
commit | 9363c4de0635394548fa2eb8d205581313029775 (patch) | |
tree | 18f0a4be6ed78a8c8f8f5a33d575f2465ed95ee9 /source/blender/simulation/intern/implicit.h | |
parent | 66b48ad8fb3bea4c0b643fe23fd25e70843067cd (diff) |
Simulation: Rename `physics` directory to `simulation`
Function names will be updated in a separate commit.
This will be the place for the new particle system and other
code related to the Simulation data block. We don't want
to have all that code in blenkernel.
Approved by brecht.
Diffstat (limited to 'source/blender/simulation/intern/implicit.h')
-rw-r--r-- | source/blender/simulation/intern/implicit.h | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/source/blender/simulation/intern/implicit.h b/source/blender/simulation/intern/implicit.h new file mode 100644 index 00000000000..8bc09755180 --- /dev/null +++ b/source/blender/simulation/intern/implicit.h @@ -0,0 +1,272 @@ +/* + * 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. + */ + +#ifndef __IMPLICIT_H__ +#define __IMPLICIT_H__ + +/** \file + * \ingroup bph + */ + +#include "stdio.h" + +#include "BLI_utildefines.h" + +#include "BKE_collision.h" + +#ifdef __cplusplus +extern "C" { +#endif + +//#define IMPLICIT_SOLVER_EIGEN +#define IMPLICIT_SOLVER_BLENDER + +#define CLOTH_ROOT_FRAME /* enable use of root frame coordinate transform */ + +#define CLOTH_FORCE_GRAVITY +#define CLOTH_FORCE_DRAG +#define CLOTH_FORCE_SPRING_STRUCTURAL +#define CLOTH_FORCE_SPRING_SHEAR +#define CLOTH_FORCE_SPRING_BEND +#define CLOTH_FORCE_SPRING_GOAL +#define CLOTH_FORCE_EFFECTORS + +//#define IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT + +//#define IMPLICIT_ENABLE_EIGEN_DEBUG + +struct Implicit_Data; + +typedef struct ImplicitSolverResult { + int status; + + int iterations; + float error; +} ImplicitSolverResult; + +BLI_INLINE void implicit_print_matrix_elem(float v) +{ + printf("%-8.3f", v); +} + +void BPH_mass_spring_set_vertex_mass(struct Implicit_Data *data, int index, float mass); +void BPH_mass_spring_set_rest_transform(struct Implicit_Data *data, int index, float rot[3][3]); + +void BPH_mass_spring_set_motion_state(struct Implicit_Data *data, + int index, + const float x[3], + const float v[3]); +void BPH_mass_spring_set_position(struct Implicit_Data *data, int index, const float x[3]); +void BPH_mass_spring_set_velocity(struct Implicit_Data *data, int index, const float v[3]); +void BPH_mass_spring_get_motion_state(struct Implicit_Data *data, + int index, + float x[3], + float v[3]); +void BPH_mass_spring_get_position(struct Implicit_Data *data, int index, float x[3]); +void BPH_mass_spring_get_velocity(struct Implicit_Data *data, int index, float v[3]); + +/* access to modified motion state during solver step */ +void BPH_mass_spring_get_new_position(struct Implicit_Data *data, int index, float x[3]); +void BPH_mass_spring_set_new_position(struct Implicit_Data *data, int index, const float x[3]); +void BPH_mass_spring_get_new_velocity(struct Implicit_Data *data, int index, float v[3]); +void BPH_mass_spring_set_new_velocity(struct Implicit_Data *data, int index, const float v[3]); + +void BPH_mass_spring_clear_constraints(struct Implicit_Data *data); +void BPH_mass_spring_add_constraint_ndof0(struct Implicit_Data *data, + int index, + const float dV[3]); +void BPH_mass_spring_add_constraint_ndof1(struct Implicit_Data *data, + int index, + const float c1[3], + const float c2[3], + const float dV[3]); +void BPH_mass_spring_add_constraint_ndof2(struct Implicit_Data *data, + int index, + const float c1[3], + const float dV[3]); + +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_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); +/* Fictitious forces introduced by moving coordinate systems */ +void BPH_mass_spring_force_reference_frame(struct Implicit_Data *data, + int index, + const float acceleration[3], + const float omega[3], + const float domega_dt[3], + float mass); +/* Simple uniform gravity force */ +void BPH_mass_spring_force_gravity(struct Implicit_Data *data, + int index, + float mass, + const float g[3]); +/* Global drag force (velocity damping) */ +void BPH_mass_spring_force_drag(struct Implicit_Data *data, float drag); +/* Custom external force */ +void BPH_mass_spring_force_extern( + struct Implicit_Data *data, int i, const float f[3], float dfdx[3][3], float dfdv[3][3]); +/* Wind force, acting on a face (only generates pressure from the normal component) */ +void BPH_mass_spring_force_face_wind( + struct Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3]); +/* Arbitrary per-unit-area vector force field acting on a face. */ +void BPH_mass_spring_force_face_extern( + struct Implicit_Data *data, int v1, int v2, int v3, const float (*forcevec)[3]); +/* Wind force, acting on an edge */ +void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, + int v1, + int v2, + float radius1, + float radius2, + const float (*winvec)[3]); +/* Wind force, acting on a vertex */ +void BPH_mass_spring_force_vertex_wind(struct Implicit_Data *data, + int v, + float radius, + const float (*winvec)[3]); +/* Linear spring force between two points */ +bool BPH_mass_spring_force_spring_linear(struct Implicit_Data *data, + int i, + int j, + float restlen, + float stiffness_tension, + float damping_tension, + float stiffness_compression, + float damping_compression, + bool resist_compress, + bool new_compress, + float clamp_force); +/* Angular spring force between two polygons */ +bool BPH_mass_spring_force_spring_angular(struct Implicit_Data *data, + int i, + int j, + int *i_a, + int *i_b, + int len_a, + int len_b, + float restang, + float stiffness, + float damping); +/* Bending force, forming a triangle at the base of two structural springs */ +bool BPH_mass_spring_force_spring_bending( + struct Implicit_Data *data, int i, int j, float restlen, float kb, float cb); +/* Angular bending force based on local target vectors */ +bool BPH_mass_spring_force_spring_bending_hair(struct Implicit_Data *data, + int i, + int j, + int k, + const float target[3], + float stiffness, + float damping); +/* Global goal spring */ +bool BPH_mass_spring_force_spring_goal(struct Implicit_Data *data, + int i, + const float goal_x[3], + const float goal_v[3], + float stiffness, + float damping); + +float BPH_tri_tetra_volume_signed_6x(struct Implicit_Data *data, int v1, int v2, int v3); +float BPH_tri_area(struct Implicit_Data *data, int v1, int v2, int v3); + +void BPH_mass_spring_force_pressure(struct Implicit_Data *data, + int v1, + int v2, + int v3, + float common_pressure, + const float *vertex_pressure, + const float weights[3]); + +/* ======== Hair Volumetric Forces ======== */ + +struct HairGrid; + +#define MAX_HAIR_GRID_RES 256 + +struct HairGrid *BPH_hair_volume_create_vertex_grid(float cellsize, + const float gmin[3], + const float gmax[3]); +void BPH_hair_volume_free_vertex_grid(struct HairGrid *grid); +void BPH_hair_volume_grid_geometry( + struct HairGrid *grid, float *cellsize, int res[3], float gmin[3], float gmax[3]); + +void BPH_hair_volume_grid_clear(struct HairGrid *grid); +void BPH_hair_volume_add_vertex(struct HairGrid *grid, const float x[3], const float v[3]); +void BPH_hair_volume_add_segment(struct HairGrid *grid, + const float x1[3], + const float v1[3], + const float x2[3], + const float v2[3], + const float x3[3], + const float v3[3], + const float x4[3], + const float v4[3], + const float dir1[3], + const float dir2[3], + const float dir3[3]); + +void BPH_hair_volume_normalize_vertex_grid(struct HairGrid *grid); + +bool BPH_hair_volume_solve_divergence(struct HairGrid *grid, + float dt, + float target_density, + float target_strength); +#if 0 /* XXX weighting is incorrect, disabled for now */ +void BPH_hair_volume_vertex_grid_filter_box(struct HairVertexGrid *grid, int kernel_size); +#endif + +void BPH_hair_volume_grid_interpolate(struct HairGrid *grid, + const float x[3], + float *density, + float velocity[3], + float velocity_smooth[3], + float density_gradient[3], + float velocity_gradient[3][3]); + +/* Effect of fluid simulation grid on velocities. + * fluid_factor controls blending between PIC (Particle-in-Cell) + * and FLIP (Fluid-Implicit-Particle) methods (0 = only PIC, 1 = only FLIP) + */ +void BPH_hair_volume_grid_velocity( + struct HairGrid *grid, const float x[3], const float v[3], float fluid_factor, float r_v[3]); +/* XXX Warning: expressing grid effects on velocity as a force is not very stable, + * due to discontinuities in interpolated values! + * Better use hybrid approaches such as described in + * "Detail Preserving Continuum Simulation of Straight Hair" + * (McAdams, Selle 2009) + */ +void BPH_hair_volume_vertex_grid_forces(struct HairGrid *grid, + const float x[3], + const float v[3], + float smoothfac, + float pressurefac, + float minpressure, + float f[3], + float dfdx[3][3], + float dfdv[3][3]); + +#ifdef __cplusplus +} +#endif + +#endif |