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-rw-r--r--source/blender/blenkernel/intern/cloth.c7
-rw-r--r--source/blender/blenkernel/intern/collision.c32
-rw-r--r--source/blender/blenkernel/intern/implicit.c65
3 files changed, 51 insertions, 53 deletions
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index 2b11c4bdfa0..ce5bca1da56 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -27,16 +27,13 @@
#include "MEM_guardedalloc.h"
-#include "BKE_cloth.h"
-
#include "BKE_cdderivedmesh.h"
+#include "BKE_cloth.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
-#include "BKE_utildefines.h"
-
#include "BKE_pointcache.h"
-
+#include "BKE_utildefines.h"
#ifdef _WIN32
void tstart ( void )
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index ffd504f5945..a77ac9b8e24 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -59,7 +59,7 @@ Collision modifier code start
/* step is limited from 0 (frame start position) to 1 (frame end position) */
void collision_move_object ( CollisionModifierData *collmd, float step, float prevstep )
{
- float tv[3] = {0,0,0};
+ float tv[3] = {0, 0, 0};
unsigned int i = 0;
for ( i = 0; i < collmd->numverts; i++ )
@@ -69,6 +69,7 @@ void collision_move_object ( CollisionModifierData *collmd, float step, float pr
VECADDS ( collmd->current_xnew[i].co, collmd->x[i].co, tv, step );
VECSUB ( collmd->current_v[i].co, collmd->current_xnew[i].co, collmd->current_x[i].co );
}
+
bvhtree_update_from_mvert ( collmd->bvhtree, collmd->mfaces, collmd->numfaces, collmd->current_x, collmd->current_xnew, collmd->numverts, 1 );
}
@@ -527,7 +528,7 @@ int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifier
float magtangent = 0, repulse = 0, d = 0;
double impulse = 0.0;
float vrel_t_pre[3];
- float temp[3];
+ float temp[3], spf;
// calculate tangential velocity
VECCOPY ( temp, collpair->normal );
@@ -565,10 +566,12 @@ int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifier
// Apply repulse impulse if distance too short
// I_r = -min(dt*kd, m(0,1d/dt - v_n))
+ spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
+
d = clmd->coll_parms->epsilon*8.0/9.0 + epsilon2*8.0/9.0 - collpair->distance;
- if ( ( magrelVel < 0.1*d*clmd->sim_parms->stepsPerFrame ) && ( d > ALMOST_ZERO ) )
+ if ( ( magrelVel < 0.1*d*spf ) && ( d > ALMOST_ZERO ) )
{
- repulse = MIN2 ( d*1.0/clmd->sim_parms->stepsPerFrame, 0.1*d*clmd->sim_parms->stepsPerFrame - magrelVel );
+ repulse = MIN2 ( d*1.0/spf, 0.1*d*spf - magrelVel );
// stay on the safe side and clamp repulse
if ( impulse > ALMOST_ZERO )
@@ -1541,20 +1544,15 @@ int cloth_bvh_objcollision (Object *ob, ClothModifierData * clmd, float step, fl
overlap = BLI_bvhtree_overlap ( cloth_bvh, collmd->bvhtree, &result );
// go to next object if no overlap is there
- if(!result || !overlap)
- {
- if ( overlap )
- MEM_freeN ( overlap );
- continue;
- }
-
- /* check if collisions really happen (costly near check) */
- cloth_bvh_objcollisions_nearcheck ( clmd, collmd, &collisions[i], &collisions_index[i], result, overlap);
-
- // resolve nearby collisions
- ret += cloth_bvh_objcollisions_resolve ( clmd, collmd, collisions[i], collisions_index[i]);
- ret2 += ret;
+ if( result && overlap ) {
+ /* check if collisions really happen (costly near check) */
+ cloth_bvh_objcollisions_nearcheck ( clmd, collmd, &collisions[i], &collisions_index[i], result, overlap);
+ // resolve nearby collisions
+ ret += cloth_bvh_objcollisions_resolve ( clmd, collmd, collisions[i], collisions_index[i]);
+ ret2 += ret;
+ }
+
if ( overlap )
MEM_freeN ( overlap );
}
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c
index c625fb28840..902965bd2f6 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -37,6 +37,10 @@
#include "BKE_global.h"
#include "BKE_utildefines.h"
+#include "BLI_threads.h"
+
+#define CLOTH_OPENMP_LIMIT 25
+
#ifdef _WIN32
#include <windows.h>
static LARGE_INTEGER _itstart, _itend;
@@ -230,8 +234,11 @@ DO_INLINE float dot_lfvector(float (*fLongVectorA)[3], float (*fLongVectorB)[3],
{
long i = 0;
float temp = 0.0;
+// XXX brecht, disabled this for now (first schedule line was already disabled),
+// due to non-commutative nature of floating point ops this makes the sim give
+// different results each time you run it!
// schedule(guided, 2)
-#pragma omp parallel for reduction(+: temp)
+//#pragma omp parallel for reduction(+: temp) if(verts > CLOTH_OPENMP_LIMIT)
for(i = 0; i < (long)verts; i++)
{
temp += INPR(fLongVectorA[i], fLongVectorB[i]);
@@ -577,11 +584,12 @@ DO_INLINE void mul_bfmatrix_S(fmatrix3x3 *matrix, float scalar)
DO_INLINE void mul_bfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector)
{
unsigned int i = 0;
- lfVector *temp = create_lfvector(from[0].vcount);
+ unsigned int vcount = from[0].vcount;
+ lfVector *temp = create_lfvector(vcount);
- zero_lfvector(to, from[0].vcount);
+ zero_lfvector(to, vcount);
-#pragma omp parallel sections private(i)
+#pragma omp parallel sections private(i) if(vcount > CLOTH_OPENMP_LIMIT)
{
#pragma omp section
{
@@ -962,7 +970,7 @@ DO_INLINE void BuildPPinv(fmatrix3x3 *lA, fmatrix3x3 *P, fmatrix3x3 *Pinv)
unsigned int i = 0;
// Take only the diagonal blocks of A
-// #pragma omp parallel for private(i)
+// #pragma omp parallel for private(i) if(lA[0].vcount > CLOTH_OPENMP_LIMIT)
for(i = 0; i<lA[0].vcount; i++)
{
// block diagonalizer
@@ -1460,6 +1468,8 @@ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVec
i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
+ if (i < 0 || j < 0 || k < 0 || i > 10 || j >= 10 || k >= 10)
+ continue;
grid[i][j][k].velocity[0] += lV[v][0];
grid[i][j][k].velocity[1] += lV[v][1];
@@ -1523,6 +1533,8 @@ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVec
i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
+ if (i < 0 || j < 0 || k < 0 || i > 10 || j >= 10 || k >= 10)
+ continue;
lF[v][0] += smoothfac * (grid[i][j][k].velocity[0] - lV[v][0]);
lF[v][1] += smoothfac * (grid[i][j][k].velocity[1] - lV[v][1]);
@@ -1537,6 +1549,7 @@ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVec
free_collider_cache(&colliders);
}
+
static void cloth_calc_force(ClothModifierData *clmd, float frame, lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M)
{
/* Collect forces and derivatives: F,dFdX,dFdV */
@@ -1731,9 +1744,10 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase
ClothVertex *verts = cloth->verts;
unsigned int numverts = cloth->numverts;
float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
+ float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
Implicit_Data *id = cloth->implicit;
- int result = 0;
-
+ int do_extra_solve;
+
if(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) /* do goal stuff */
{
for(i = 0; i < numverts; i++)
@@ -1778,60 +1792,50 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase
if(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED && clmd->clothObject->bvhtree)
{
- float temp = clmd->sim_parms->stepsPerFrame;
- /* not too nice hack, but collisions need this correction -jahka */
- clmd->sim_parms->stepsPerFrame /= clmd->sim_parms->timescale;
-
// collisions
// itstart();
// update verts to current positions
for(i = 0; i < numverts; i++)
- {
+ {
VECCOPY(verts[i].tx, id->Xnew[i]);
-
+
VECSUB(verts[i].tv, verts[i].tx, verts[i].txold);
VECCOPY(verts[i].v, verts[i].tv);
}
-
+
// call collision function
// TODO: check if "step" or "step+dt" is correct - dg
- result = cloth_bvh_objcollision(ob, clmd, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
-
- // correct velocity again, just to be sure we had to change it due to adaptive collisions
- for(i = 0; i < numverts; i++)
- {
- VECSUB(verts[i].tv, verts[i].tx, id->X[i]);
- }
+ 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++)
{
- if(result)
+ // correct velocity again, just to be sure we had to change it due to adaptive collisions
+ VECSUB(verts[i].tv, verts[i].tx, id->X[i]);
+
+ if(do_extra_solve)
{
if((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED))
continue;
-
+
VECCOPY(id->Xnew[i], verts[i].tx);
VECCOPY(id->Vnew[i], verts[i].tv);
- mul_v3_fl(id->Vnew[i], clmd->sim_parms->stepsPerFrame);
+ mul_v3_fl(id->Vnew[i], spf);
}
}
- /* restore original stepsPerFrame */
- clmd->sim_parms->stepsPerFrame = temp;
-
// X = Xnew;
cp_lfvector(id->X, id->Xnew, numverts);
-
+
// if there were collisions, advance the velocity from v_n+1/2 to v_n+1
- if(result)
+ if(do_extra_solve)
{
// V = Vnew;
cp_lfvector(id->V, id->Vnew, numverts);
-
+
// calculate
cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step+dt, id->M);
@@ -1851,7 +1855,6 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase
cp_lfvector(id->V, id->Vnew, numverts);
step += dt;
-
}
for(i = 0; i < numverts; i++)