Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorLukas Tönne <lukas.toenne@gmail.com>2014-10-04 18:11:50 +0400
committerLukas Tönne <lukas.toenne@gmail.com>2015-01-20 11:30:03 +0300
commitc1f4542f0f5d00ed47b679bc41ce1d5d33d462ab (patch)
tree037a3c5032f6c2dc9b04eb9fb2ec21f54d9edbca /source/blender
parenta5f207de79c3630918d5db633f06bc7c94fe8299 (diff)
Removed block matrix indices storage from ClothSpring struct.
This is not necessary: the implicit solver data can keep track instead of how many off-diagonal matrix blocks are in use (provided the allocation limit is calculated correctly). Every time a spring is created it then simply increments this counter and uses the block index locally - no need to store this persistently.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/BKE_cloth.h4
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp23
-rw-r--r--source/blender/physics/intern/implicit.h10
-rw-r--r--source/blender/physics/intern/implicit_blender.c34
4 files changed, 33 insertions, 38 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index f1b3f03037a..b3d0c46779d 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -134,10 +134,6 @@ typedef struct ClothSpring {
int kl; /* Pkl from the paper, one end of the spring. */
int mn;
float restlen; /* The original length of the spring. */
- /* needed for implicit solver (fast lookup) */
- int matrix_ij_kl;
- int matrix_kl_mn;
- int matrix_ij_mn;
int type; /* types defined in BKE_cloth.h ("springType") */
int flags; /* defined in BKE_cloth.h, e.g. deactivated due to tearing */
float dfdx[3][3];
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 6a768f10d11..72639fbfc74 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -92,19 +92,6 @@ int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
}
- // init springs
- i = 0;
- LinkNode *link = cloth->springs;
- for (; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
-
- spring->matrix_ij_kl = BPH_mass_spring_init_spring(id, i++, spring->ij, spring->kl);
- if (spring->type == CLOTH_SPRING_TYPE_BENDING_ANG) {
- spring->matrix_kl_mn = BPH_mass_spring_init_spring(id, i++, spring->kl, spring->mn);
- spring->matrix_ij_mn = BPH_mass_spring_init_spring(id, i++, spring->ij, spring->mn);
- }
- }
-
for (i = 0; i < cloth->numverts; i++) {
BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
}
@@ -379,10 +366,10 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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->matrix_ij_kl, s->restlen, k, parms->Cdis, no_compress, parms->max_sewing, s->f, s->dfdx, s->dfdv);
+ 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->matrix_ij_kl, s->restlen, k, parms->Cdis, no_compress, 0.0f, s->f, s->dfdx, s->dfdv);
+ 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
}
@@ -400,7 +387,7 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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, s->matrix_ij_kl, goal_x, goal_v, k, parms->goalfrict * 0.01f, s->f, s->dfdx, s->dfdv);
+ 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 */
@@ -415,7 +402,7 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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->matrix_ij_kl, s->restlen, kb, cb, s->f, s->dfdx, s->dfdv);
+ 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) {
@@ -431,7 +418,7 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
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->matrix_ij_kl, s->matrix_kl_mn, s->matrix_ij_mn, s->target, kb, cb);
+ BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->target, kb, cb);
{
float x_kl[3], x_mn[3], v[3], d[3];
diff --git a/source/blender/physics/intern/implicit.h b/source/blender/physics/intern/implicit.h
index 40b6174e250..ad714debe73 100644
--- a/source/blender/physics/intern/implicit.h
+++ b/source/blender/physics/intern/implicit.h
@@ -118,7 +118,7 @@ void BPH_mass_spring_set_velocity(struct Implicit_Data *data, int index, const f
void BPH_mass_spring_get_motion_state(struct Implicit_Data *data, int index, float x[3], float v[3]);
void BPH_mass_spring_set_vertex_mass(struct Implicit_Data *data, int index, float mass);
-int BPH_mass_spring_init_spring(struct Implicit_Data *data, int index, int v1, int v2);
+int BPH_mass_spring_add_block(struct Implicit_Data *data, int v1, int v2);
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]);
@@ -143,18 +143,18 @@ void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2,
/* Wind force, acting on an edge */
void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, 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, int spring_index, float restlen,
+bool BPH_mass_spring_force_spring_linear(struct Implicit_Data *data, int i, int j, float restlen,
float stiffness, float damping, bool no_compress, float clamp_force,
float r_f[3], float r_dfdx[3][3], float r_dfdv[3][3]);
/* 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, int spring_index, float restlen,
+bool BPH_mass_spring_force_spring_bending(struct Implicit_Data *data, int i, int j, float restlen,
float kb, float cb,
float r_f[3], float r_dfdx[3][3], float r_dfdv[3][3]);
/* Angular bending force based on local target vectors */
-bool BPH_mass_spring_force_spring_bending_angular(struct Implicit_Data *data, int i, int j, int k, int block_ij, int block_jk, int block_ik,
+bool BPH_mass_spring_force_spring_bending_angular(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, int spring_index, const float goal_x[3], const float goal_v[3],
+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 r_f[3], float r_dfdx[3][3], float r_dfdv[3][3]);
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index 51baf1a79ae..75dd80ee9c0 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -682,6 +682,7 @@ typedef struct Implicit_Data {
fmatrix3x3 *M; /* masses */
lfVector *F; /* forces */
fmatrix3x3 *dFdV, *dFdX; /* force jacobians */
+ int num_blocks; /* number of off-diagonal blocks (springs) */
/* motion state data */
lfVector *X, *Xnew; /* positions */
@@ -1214,9 +1215,11 @@ void BPH_mass_spring_set_vertex_mass(Implicit_Data *data, int index, float mass)
mul_m3_fl(data->M[index].m, mass);
}
-int BPH_mass_spring_init_spring(Implicit_Data *data, int index, int v1, int v2)
+int BPH_mass_spring_add_block(Implicit_Data *data, int v1, int v2)
{
- int s = data->M[0].vcount + index; /* index from array start */
+ int s = data->M[0].vcount + data->num_blocks; /* index from array start */
+ BLI_assert(s < data->M[0].vcount + data->M[0].scount);
+ ++data->num_blocks;
/* tfm and S don't have spring entries (diagonal blocks only) */
init_fmatrix(data->bigI + s, v1, v2);
@@ -1287,6 +1290,8 @@ void BPH_mass_spring_clear_forces(Implicit_Data *data)
zero_lfvector(data->F, numverts);
init_bfmatrix(data->dFdX, ZERO);
init_bfmatrix(data->dFdV, ZERO);
+
+ data->num_blocks = 0;
}
void BPH_mass_spring_force_reference_frame(Implicit_Data *data, int index, const float acceleration[3], const float omega[3], const float domega_dt[3])
@@ -1552,21 +1557,23 @@ BLI_INLINE bool spring_length(Implicit_Data *data, int i, int j, float r_extent[
return true;
}
-BLI_INLINE void apply_spring(Implicit_Data *data, int i, int j, int spring_index, const float f[3], float dfdx[3][3], float dfdv[3][3])
+BLI_INLINE void apply_spring(Implicit_Data *data, int i, int j, const float f[3], float dfdx[3][3], float dfdv[3][3])
{
+ int block_ij = BPH_mass_spring_add_block(data, i, j);
+
add_v3_v3(data->F[i], f);
sub_v3_v3(data->F[j], f);
add_m3_m3m3(data->dFdX[i].m, data->dFdX[i].m, dfdx);
add_m3_m3m3(data->dFdX[j].m, data->dFdX[j].m, dfdx);
- sub_m3_m3m3(data->dFdX[spring_index].m, data->dFdX[spring_index].m, dfdx);
+ sub_m3_m3m3(data->dFdX[block_ij].m, data->dFdX[block_ij].m, dfdx);
add_m3_m3m3(data->dFdV[i].m, data->dFdV[i].m, dfdv);
add_m3_m3m3(data->dFdV[j].m, data->dFdV[j].m, dfdv);
- sub_m3_m3m3(data->dFdV[spring_index].m, data->dFdV[spring_index].m, dfdv);
+ sub_m3_m3m3(data->dFdV[block_ij].m, data->dFdV[block_ij].m, dfdv);
}
-bool BPH_mass_spring_force_spring_linear(Implicit_Data *data, int i, int j, int spring_index, float restlen,
+bool BPH_mass_spring_force_spring_linear(Implicit_Data *data, int i, int j, float restlen,
float stiffness, float damping, bool no_compress, float clamp_force,
float r_f[3], float r_dfdx[3][3], float r_dfdv[3][3])
{
@@ -1591,7 +1598,7 @@ bool BPH_mass_spring_force_spring_linear(Implicit_Data *data, int i, int j, int
dfdx_spring(dfdx, dir, length, restlen, stiffness);
dfdv_damp(dfdv, dir, damping);
- apply_spring(data, i, j, spring_index, f, dfdx, dfdv);
+ apply_spring(data, i, j, f, dfdx, dfdv);
if (r_f) copy_v3_v3(r_f, f);
if (r_dfdx) copy_m3_m3(r_dfdx, dfdx);
@@ -1609,7 +1616,7 @@ bool BPH_mass_spring_force_spring_linear(Implicit_Data *data, int i, int j, int
}
/* See "Stable but Responsive Cloth" (Choi, Ko 2005) */
-bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, int spring_index, float restlen,
+bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, float restlen,
float kb, float cb,
float r_f[3], float r_dfdx[3][3], float r_dfdv[3][3])
{
@@ -1629,7 +1636,7 @@ bool BPH_mass_spring_force_spring_bending(Implicit_Data *data, int i, int j, int
/* XXX damping not supported */
zero_m3(dfdv);
- apply_spring(data, i, j, spring_index, f, dfdx, dfdv);
+ apply_spring(data, i, j, f, dfdx, dfdv);
if (r_f) copy_v3_v3(r_f, f);
if (r_dfdx) copy_m3_m3(r_dfdx, dfdx);
@@ -1788,7 +1795,7 @@ BLI_INLINE void spring_angbend_estimate_dfdv(Implicit_Data *data, int i, int j,
/* Angular spring that pulls the vertex toward the local target
* See "Artistic Simulation of Curly Hair" (Pixar technical memo #12-03a)
*/
-bool BPH_mass_spring_force_spring_bending_angular(Implicit_Data *data, int i, int j, int k, int block_ij, int block_jk, int block_ik,
+bool BPH_mass_spring_force_spring_bending_angular(Implicit_Data *data, int i, int j, int k,
const float target[3], float stiffness, float damping)
{
float goal[3];
@@ -1798,6 +1805,10 @@ bool BPH_mass_spring_force_spring_bending_angular(Implicit_Data *data, int i, in
const float vecnull[3] = {0.0f, 0.0f, 0.0f};
+ int block_ij = BPH_mass_spring_add_block(data, i, j);
+ int block_jk = BPH_mass_spring_add_block(data, j, k);
+ int block_ik = BPH_mass_spring_add_block(data, i, k);
+
world_to_root_v3(data, j, goal, target);
spring_angbend_forces(data, i, j, k, goal, stiffness, damping, k, vecnull, vecnull, fk);
@@ -1816,6 +1827,7 @@ bool BPH_mass_spring_force_spring_bending_angular(Implicit_Data *data, int i, in
copy_m3_m3(dfj_dvj, dfk_dvj); negate_m3(dfj_dvj);
/* add forces and jacobians to the solver data */
+
add_v3_v3(data->F[j], fj);
add_v3_v3(data->F[k], fk);
@@ -1924,7 +1936,7 @@ bool BPH_mass_spring_force_spring_bending_angular(Implicit_Data *data, int i, in
return true;
}
-bool BPH_mass_spring_force_spring_goal(Implicit_Data *data, int i, int UNUSED(spring_index), const float goal_x[3], const float goal_v[3],
+bool BPH_mass_spring_force_spring_goal(Implicit_Data *data, int i, const float goal_x[3], const float goal_v[3],
float stiffness, float damping,
float r_f[3], float r_dfdx[3][3], float r_dfdv[3][3])
{