diff options
Diffstat (limited to 'source/blender/blenkernel/intern/implicit.c')
-rw-r--r-- | source/blender/blenkernel/intern/implicit.c | 65 |
1 files changed, 34 insertions, 31 deletions
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++) |