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authorDaniel Genrich <daniel.genrich@gmx.net>2008-03-06 04:21:40 +0300
committerDaniel Genrich <daniel.genrich@gmx.net>2008-03-06 04:21:40 +0300
commit3ebcb390906a2d0e4685d3fbf374c7a5eb740874 (patch)
tree3ad40256809d27ad4dc361c3efb7e99cff0fe6dc /source
parent18fc43950d84995c7433295e8dfce065dc08ae67 (diff)
Cloth bugfix for jumpy cloth (users were complaining), so the mass can be changed on GUI now (reference: in old blendfiles, mass=1.0 was used)
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/intern/cloth.c8
-rw-r--r--source/blender/blenkernel/intern/collision.c12
-rw-r--r--source/blender/blenkernel/intern/implicit.c1
-rw-r--r--source/blender/src/buttons_object.c31
4 files changed, 30 insertions, 22 deletions
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index ee857805fb5..f312a331975 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -970,9 +970,7 @@ static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm )
(clmd->sim_parms->vgroup_bend>0)))
{
for ( i = 0; i < numverts; i++, verts++ )
- {
- verts->mass = 1.0; // standard mass
-
+ {
dvert = dm->getVertData ( dm, i, CD_MDEFORMVERT );
if ( dvert )
{
@@ -1029,6 +1027,7 @@ static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *d
float tnull[3] = {0,0,0};
int cache_there = 0;
Cloth *cloth = NULL;
+ MFace *mfaces = NULL;
// If we have a clothObject, free it.
if ( clmd->clothObject != NULL )
@@ -1091,7 +1090,8 @@ static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *d
}
/* no GUI interface yet */
- verts->mass = clmd->sim_parms->mass = 1.0f;
+ verts->mass = clmd->sim_parms->mass;
+ verts->impulse_count = 0;
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
verts->goal= clmd->sim_parms->defgoal;
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index 65583a6c9c4..f9391a0adb8 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -399,7 +399,7 @@ int cloth_get_collision_time(float a[3], float b[3], float c[3], float d[3], flo
}
// w3 is not perfect
-void cloth_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3)
+void collision_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3)
{
double tempV1[3], tempV2[3], tempV4[3];
double a,b,c,d,e,f;
@@ -434,7 +434,7 @@ void cloth_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[
w3[0] = 1.0f - w1[0] - w2[0];
}
-DO_INLINE void interpolateOnTriangle(float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3)
+DO_INLINE void collision_interpolateOnTriangle(float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3)
{
to[0] = to[1] = to[2] = 0;
VECADDMUL(to, v1, w1);
@@ -461,23 +461,23 @@ int cloth_collision_response_static(ClothModifierData *clmd, CollisionModifierDa
collpair = search->link;
// compute barycentric coordinates for both collision points
- cloth_compute_barycentric(collpair->pa,
+ collision_compute_barycentric(collpair->pa,
cloth1->verts[collpair->ap1].txold,
cloth1->verts[collpair->ap2].txold,
cloth1->verts[collpair->ap3].txold,
&w1, &w2, &w3);
// was: txold
- cloth_compute_barycentric(collpair->pb,
+ collision_compute_barycentric(collpair->pb,
collmd->current_x[collpair->bp1].co,
collmd->current_x[collpair->bp2].co,
collmd->current_x[collpair->bp3].co,
&u1, &u2, &u3);
// Calculate relative "velocity".
- interpolateOnTriangle(v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3);
+ collision_interpolateOnTriangle(v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3);
- interpolateOnTriangle(v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3);
+ collision_interpolateOnTriangle(v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3);
VECSUB(relativeVelocity, v2, v1);
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c
index 96c3c33afb8..cd4c4ca1d5b 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -1669,6 +1669,7 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase
VECCOPY(verts[i].v, id->V[i]);
}
}
+
return 1;
}
diff --git a/source/blender/src/buttons_object.c b/source/blender/src/buttons_object.c
index fa817d4b579..f53812a0697 100644
--- a/source/blender/src/buttons_object.c
+++ b/source/blender/src/buttons_object.c
@@ -5133,36 +5133,41 @@ static void cloth_presets_material(void *ob_v, void *arg2)
if(clmd->sim_parms->presets==1) /* SILK */
{
- clmd->sim_parms->structural = clmd->sim_parms->shear = 30.0;
- clmd->sim_parms->bending = 0.1;
+ clmd->sim_parms->structural = clmd->sim_parms->shear = 5.0;
+ clmd->sim_parms->bending = 0.05;
clmd->sim_parms->Cdis = 0.0;
+ clmd->sim_parms->mass = 0.15;
}
else if(clmd->sim_parms->presets==2) /* COTTON */
{
- clmd->sim_parms->structural = clmd->sim_parms->shear = 30.0;
- clmd->sim_parms->bending = 1.0;
+ clmd->sim_parms->structural = clmd->sim_parms->shear = 15.0;
+ clmd->sim_parms->bending = 0.5;
clmd->sim_parms->Cdis = 5.0;
+ clmd->sim_parms->mass = 0.3;
}
else if(clmd->sim_parms->presets==3) /* RUBBER */
{
- clmd->sim_parms->structural = clmd->sim_parms->shear = 5.0;
+ clmd->sim_parms->structural = clmd->sim_parms->shear = 15.0;
clmd->sim_parms->bending = 25.0;
clmd->sim_parms->Cdis = 25.0;
clmd->sim_parms->stepsPerFrame = MAX2(clmd->sim_parms->stepsPerFrame, 7.0);
+ clmd->sim_parms->mass = 3.0;
}
else if(clmd->sim_parms->presets==4) /* DENIM */
{
- clmd->sim_parms->structural = clmd->sim_parms->shear = 70.0;
- clmd->sim_parms->bending = 300.0;
+ clmd->sim_parms->structural = clmd->sim_parms->shear = 40.0;
+ clmd->sim_parms->bending = 10.0;
clmd->sim_parms->Cdis = 25.0;
- clmd->sim_parms->stepsPerFrame = MAX2(clmd->sim_parms->stepsPerFrame, 15.0);
+ clmd->sim_parms->stepsPerFrame = MAX2(clmd->sim_parms->stepsPerFrame, 12.0);
+ clmd->sim_parms->mass = 1.0;
}
else if(clmd->sim_parms->presets==5) /* LEATHER */
{
- clmd->sim_parms->structural = clmd->sim_parms->shear = 1000.0;
- clmd->sim_parms->bending = 2500.0;
+ clmd->sim_parms->structural = clmd->sim_parms->shear = 80.0;
+ clmd->sim_parms->bending = 150.0;
clmd->sim_parms->Cdis = 25.0;
- clmd->sim_parms->stepsPerFrame = MAX2(clmd->sim_parms->stepsPerFrame, 25.0);
+ clmd->sim_parms->stepsPerFrame = MAX2(clmd->sim_parms->stepsPerFrame, 15.0);
+ clmd->sim_parms->mass = 0.4;
}
}
@@ -5241,6 +5246,8 @@ static void object_panel_cloth(Object *ob)
uiDefButI(block, NUM, B_CLOTH_RENEW, "Quality:", 10,110,150,20, &clmd->sim_parms->stepsPerFrame, 4.0, 80.0, 5, 0, "Quality of the simulation (higher=better=slower)");
+ uiDefButF(block, NUM, B_CLOTH_RENEW, "Mass:", 160,110,150,20, &clmd->sim_parms->mass, 0.0, 10.0, 1000, 0, "Mass of cloth material.");
+
uiDefBut(block, LABEL, 0, "Gravity:", 10,90,60,20, NULL, 0.0, 0, 0, 0, "");
uiDefButF(block, NUM, B_CLOTH_RENEW, "X:", 70,90,80,20, &clmd->sim_parms->gravity[0], -100.0, 100.0, 10, 0, "Apply gravitation to point movement");
@@ -5408,7 +5415,7 @@ static void object_panel_cloth_II(Object *ob)
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED)
{
uiDefButF(block, NUM, B_CLOTH_RENEW, "Min Distance:", 160,60,150,20, &clmd->coll_parms->epsilon, 0.001f, 1.0, 0.01f, 0, "Minimum distance between collision objects before collision response takes in, can be changed for each frame");
- uiDefButS(block, NUM, B_CLOTH_RENEW, "Collision Quality:", 10,40,150,20, &clmd->coll_parms->loop_count, 1.0, 20.0, 1.0, 0, "How many collision iterations should be done. (higher = better = slower), can be changed for each frame");
+ uiDefButS(block, NUM, B_CLOTH_RENEW, "Collision Quality:", 10,40,150,20, &clmd->coll_parms->loop_count, 1.0, 20.0, 1.0, 0, "How many collision iterations should be done. (higher = better = slower)");
uiDefButF(block, NUM, B_CLOTH_RENEW, "Friction:", 160,40,150,20, &clmd->coll_parms->friction, 0.0, 80.0, 1.0, 0, "Friction force if a collision happened (0=movement not changed, 100=no movement left)");
uiDefButBitI(block, TOG, CLOTH_COLLSETTINGS_FLAG_SELF, B_CLOTH_RENEW, "Enable selfcollisions", 10,20,150,20, &clmd->coll_parms->flags, 0, 0, 0, 0, "Enable selfcollisions with this object");