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Diffstat (limited to 'source/blender/physics/intern/BPH_mass_spring.cpp')
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp1803
1 files changed, 939 insertions, 864 deletions
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 1c78a0728b2..fa204e8a7f9 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -53,549 +53,602 @@ static float I3[3][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}};
*/
static int cloth_count_nondiag_blocks(Cloth *cloth)
{
- LinkNode *link;
- int nondiag = 0;
-
- for (link = cloth->springs; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
- switch (spring->type) {
- case CLOTH_SPRING_TYPE_BENDING_HAIR:
- /* angular bending combines 3 vertices */
- nondiag += 3;
- break;
-
- default:
- /* all other springs depend on 2 vertices only */
- nondiag += 1;
- break;
- }
- }
-
- return nondiag;
+ LinkNode *link;
+ int nondiag = 0;
+
+ for (link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ switch (spring->type) {
+ case CLOTH_SPRING_TYPE_BENDING_HAIR:
+ /* angular bending combines 3 vertices */
+ nondiag += 3;
+ break;
+
+ default:
+ /* all other springs depend on 2 vertices only */
+ nondiag += 1;
+ break;
+ }
+ }
+
+ return nondiag;
}
int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
{
- Cloth *cloth = clmd->clothObject;
- ClothVertex *verts = cloth->verts;
- const float ZERO[3] = {0.0f, 0.0f, 0.0f};
- Implicit_Data *id;
- unsigned int i, nondiag;
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ const float ZERO[3] = {0.0f, 0.0f, 0.0f};
+ Implicit_Data *id;
+ unsigned int i, nondiag;
- nondiag = cloth_count_nondiag_blocks(cloth);
- cloth->implicit = id = BPH_mass_spring_solver_create(cloth->mvert_num, nondiag);
+ nondiag = cloth_count_nondiag_blocks(cloth);
+ cloth->implicit = id = BPH_mass_spring_solver_create(cloth->mvert_num, nondiag);
- for (i = 0; i < cloth->mvert_num; i++) {
- BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
- }
+ for (i = 0; i < cloth->mvert_num; i++) {
+ BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
+ }
- for (i = 0; i < cloth->mvert_num; i++) {
- BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
- }
+ for (i = 0; i < cloth->mvert_num; i++) {
+ BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
+ }
- return 1;
+ return 1;
}
void BPH_cloth_solver_free(ClothModifierData *clmd)
{
- Cloth *cloth = clmd->clothObject;
+ Cloth *cloth = clmd->clothObject;
- if (cloth->implicit) {
- BPH_mass_spring_solver_free(cloth->implicit);
- cloth->implicit = NULL;
- }
+ if (cloth->implicit) {
+ BPH_mass_spring_solver_free(cloth->implicit);
+ cloth->implicit = NULL;
+ }
}
void BKE_cloth_solver_set_positions(ClothModifierData *clmd)
{
- Cloth *cloth = clmd->clothObject;
- ClothVertex *verts = cloth->verts;
- unsigned int mvert_num = cloth->mvert_num, i;
- ClothHairData *cloth_hairdata = clmd->hairdata;
- Implicit_Data *id = cloth->implicit;
-
- for (i = 0; i < mvert_num; i++) {
- if (cloth_hairdata) {
- ClothHairData *root = &cloth_hairdata[i];
- BPH_mass_spring_set_rest_transform(id, i, root->rot);
- }
- else
- BPH_mass_spring_set_rest_transform(id, i, I3);
-
- BPH_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v);
- }
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ unsigned int mvert_num = cloth->mvert_num, i;
+ ClothHairData *cloth_hairdata = clmd->hairdata;
+ Implicit_Data *id = cloth->implicit;
+
+ for (i = 0; i < mvert_num; i++) {
+ if (cloth_hairdata) {
+ ClothHairData *root = &cloth_hairdata[i];
+ BPH_mass_spring_set_rest_transform(id, i, root->rot);
+ }
+ else
+ BPH_mass_spring_set_rest_transform(id, i, I3);
+
+ BPH_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v);
+ }
}
-static bool collision_response(ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, float dt, float restitution, float r_impulse[3])
+static bool collision_response(ClothModifierData *clmd,
+ CollisionModifierData *collmd,
+ CollPair *collpair,
+ float dt,
+ float restitution,
+ float r_impulse[3])
{
- Cloth *cloth = clmd->clothObject;
- int index = collpair->ap1;
- bool result = false;
-
- float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3];
- float epsilon2 = BLI_bvhtree_get_epsilon(collmd->bvhtree);
-
- float margin_distance = (float)collpair->distance - epsilon2;
- float mag_v_rel;
-
- zero_v3(r_impulse);
-
- if (margin_distance > 0.0f)
- return false; /* XXX tested before already? */
-
- /* only handle static collisions here */
- if (collpair->flag & COLLISION_IN_FUTURE)
- return false;
-
- /* velocity */
- copy_v3_v3(v1, cloth->verts[index].v);
- collision_get_collider_velocity(v2_old, v2_new, collmd, collpair);
- /* relative velocity = velocity of the cloth point relative to the collider */
- sub_v3_v3v3(v_rel_old, v1, v2_old);
- sub_v3_v3v3(v_rel_new, v1, v2_new);
- /* normal component of the relative velocity */
- mag_v_rel = dot_v3v3(v_rel_old, collpair->normal);
-
- /* only valid when moving toward the collider */
- if (mag_v_rel < -ALMOST_ZERO) {
- float v_nor_old, v_nor_new;
- float v_tan_old[3], v_tan_new[3];
- float bounce, repulse;
-
- /* Collision response based on
- * "Simulating Complex Hair with Robust Collision Handling" (Choe, Choi, Ko, ACM SIGGRAPH 2005)
- * http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf
- */
-
- v_nor_old = mag_v_rel;
- v_nor_new = dot_v3v3(v_rel_new, collpair->normal);
-
- madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, -v_nor_old);
- madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, -v_nor_new);
-
- bounce = -v_nor_old * restitution;
-
- repulse = -margin_distance / dt; /* base repulsion velocity in normal direction */
- /* XXX this clamping factor is quite arbitrary ...
- * not sure if there is a more scientific approach, but seems to give good results
- */
- CLAMP(repulse, 0.0f, 4.0f * bounce);
-
- if (margin_distance < -epsilon2) {
- mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce) - v_nor_new);
- }
- else {
- bounce = 0.0f;
- mul_v3_v3fl(r_impulse, collpair->normal, repulse - v_nor_new);
- }
-
- result = true;
- }
-
- return result;
+ Cloth *cloth = clmd->clothObject;
+ int index = collpair->ap1;
+ bool result = false;
+
+ float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3];
+ float epsilon2 = BLI_bvhtree_get_epsilon(collmd->bvhtree);
+
+ float margin_distance = (float)collpair->distance - epsilon2;
+ float mag_v_rel;
+
+ zero_v3(r_impulse);
+
+ if (margin_distance > 0.0f)
+ return false; /* XXX tested before already? */
+
+ /* only handle static collisions here */
+ if (collpair->flag & COLLISION_IN_FUTURE)
+ return false;
+
+ /* velocity */
+ copy_v3_v3(v1, cloth->verts[index].v);
+ collision_get_collider_velocity(v2_old, v2_new, collmd, collpair);
+ /* relative velocity = velocity of the cloth point relative to the collider */
+ sub_v3_v3v3(v_rel_old, v1, v2_old);
+ sub_v3_v3v3(v_rel_new, v1, v2_new);
+ /* normal component of the relative velocity */
+ mag_v_rel = dot_v3v3(v_rel_old, collpair->normal);
+
+ /* only valid when moving toward the collider */
+ if (mag_v_rel < -ALMOST_ZERO) {
+ float v_nor_old, v_nor_new;
+ float v_tan_old[3], v_tan_new[3];
+ float bounce, repulse;
+
+ /* Collision response based on
+ * "Simulating Complex Hair with Robust Collision Handling" (Choe, Choi, Ko, ACM SIGGRAPH 2005)
+ * http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf
+ */
+
+ v_nor_old = mag_v_rel;
+ v_nor_new = dot_v3v3(v_rel_new, collpair->normal);
+
+ madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, -v_nor_old);
+ madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, -v_nor_new);
+
+ bounce = -v_nor_old * restitution;
+
+ repulse = -margin_distance / dt; /* base repulsion velocity in normal direction */
+ /* XXX this clamping factor is quite arbitrary ...
+ * not sure if there is a more scientific approach, but seems to give good results
+ */
+ CLAMP(repulse, 0.0f, 4.0f * bounce);
+
+ if (margin_distance < -epsilon2) {
+ mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce) - v_nor_new);
+ }
+ else {
+ bounce = 0.0f;
+ mul_v3_v3fl(r_impulse, collpair->normal, repulse - v_nor_new);
+ }
+
+ result = true;
+ }
+
+ return result;
}
/* Init constraint matrix
* This is part of the modified CG method suggested by Baraff/Witkin in
* "Large Steps in Cloth Simulation" (Siggraph 1998)
*/
-static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *contacts, int totcolliders, float dt)
+static void cloth_setup_constraints(ClothModifierData *clmd,
+ ColliderContacts *contacts,
+ int totcolliders,
+ float dt)
{
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- ClothVertex *verts = cloth->verts;
- int mvert_num = cloth->mvert_num;
- int i, j, v;
-
- const float ZERO[3] = {0.0f, 0.0f, 0.0f};
-
- BPH_mass_spring_clear_constraints(data);
-
- for (v = 0; v < mvert_num; v++) {
- if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
- /* pinned vertex constraints */
- BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
- }
-
- verts[v].impulse_count = 0;
- }
-
- for (i = 0; i < totcolliders; ++i) {
- ColliderContacts *ct = &contacts[i];
- for (j = 0; j < ct->totcollisions; ++j) {
- CollPair *collpair = &ct->collisions[j];
-// float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp);
- float restitution = 0.0f;
- int v = collpair->face1;
- float impulse[3];
-
- /* pinned verts handled separately */
- if (verts[v].flags & CLOTH_VERT_FLAG_PINNED)
- continue;
-
- /* XXX cheap way of avoiding instability from multiple collisions in the same step
- * this should eventually be supported ...
- */
- if (verts[v].impulse_count > 0)
- continue;
-
- /* calculate collision response */
- if (!collision_response(clmd, ct->collmd, collpair, dt, restitution, impulse))
- continue;
-
- BPH_mass_spring_add_constraint_ndof2(data, v, collpair->normal, impulse);
- ++verts[v].impulse_count;
- }
- }
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ ClothVertex *verts = cloth->verts;
+ int mvert_num = cloth->mvert_num;
+ int i, j, v;
+
+ const float ZERO[3] = {0.0f, 0.0f, 0.0f};
+
+ BPH_mass_spring_clear_constraints(data);
+
+ for (v = 0; v < mvert_num; v++) {
+ if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
+ /* pinned vertex constraints */
+ BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
+ }
+
+ verts[v].impulse_count = 0;
+ }
+
+ for (i = 0; i < totcolliders; ++i) {
+ ColliderContacts *ct = &contacts[i];
+ for (j = 0; j < ct->totcollisions; ++j) {
+ CollPair *collpair = &ct->collisions[j];
+ // float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp);
+ float restitution = 0.0f;
+ int v = collpair->face1;
+ float impulse[3];
+
+ /* pinned verts handled separately */
+ if (verts[v].flags & CLOTH_VERT_FLAG_PINNED)
+ continue;
+
+ /* XXX cheap way of avoiding instability from multiple collisions in the same step
+ * this should eventually be supported ...
+ */
+ if (verts[v].impulse_count > 0)
+ continue;
+
+ /* calculate collision response */
+ if (!collision_response(clmd, ct->collmd, collpair, dt, restitution, impulse))
+ continue;
+
+ BPH_mass_spring_add_constraint_ndof2(data, v, collpair->normal, impulse);
+ ++verts[v].impulse_count;
+ }
+ }
}
/* computes where the cloth would be if it were subject to perfectly stiff edges
* (edge distance constraints) in a lagrangian solver. then add forces to help
* guide the implicit solver to that state. this function is called after
* collisions*/
-static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothModifierData *clmd, float (*initial_cos)[3], float UNUSED(step), float dt)
+static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob),
+ ClothModifierData *clmd,
+ float (*initial_cos)[3],
+ float UNUSED(step),
+ float dt)
{
- Cloth *cloth = clmd->clothObject;
- float(*cos)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * cloth->mvert_num, "cos cloth_calc_helper_forces");
- float *masses = (float *)MEM_callocN(sizeof(float) * cloth->mvert_num, "cos cloth_calc_helper_forces");
- LinkNode *node;
- ClothSpring *spring;
- ClothVertex *cv;
- int i, steps;
-
- cv = cloth->verts;
- for (i = 0; i < cloth->mvert_num; i++, cv++) {
- copy_v3_v3(cos[i], cv->tx);
-
- if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
- masses[i] = 1e+10;
- }
- else {
- masses[i] = cv->mass;
- }
- }
-
- steps = 55;
- for (i = 0; i < steps; i++) {
- for (node = cloth->springs; node; node = node->next) {
- /* ClothVertex *cv1, *cv2; */ /* UNUSED */
- int v1, v2;
- float len, c, l, vec[3];
-
- spring = (ClothSpring *)node->link;
- if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR)
- continue;
-
- v1 = spring->ij; v2 = spring->kl;
- /* cv1 = cloth->verts + v1; */ /* UNUSED */
- /* cv2 = cloth->verts + v2; */ /* UNUSED */
- len = len_v3v3(cos[v1], cos[v2]);
-
- sub_v3_v3v3(vec, cos[v1], cos[v2]);
- normalize_v3(vec);
-
- c = (len - spring->restlen);
- if (c == 0.0f)
- continue;
-
- l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
-
- mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
- add_v3_v3(cos[v1], vec);
-
- sub_v3_v3v3(vec, cos[v2], cos[v1]);
- normalize_v3(vec);
-
- mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
- add_v3_v3(cos[v2], vec);
- }
- }
-
- cv = cloth->verts;
- for (i = 0; i < cloth->mvert_num; i++, cv++) {
- float vec[3];
-
- /*compute forces*/
- sub_v3_v3v3(vec, cos[i], cv->tx);
- mul_v3_fl(vec, cv->mass * dt * 20.0f);
- add_v3_v3(cv->tv, vec);
- //copy_v3_v3(cv->tx, cos[i]);
- }
-
- MEM_freeN(cos);
- MEM_freeN(masses);
-
- return 1;
+ Cloth *cloth = clmd->clothObject;
+ float(*cos)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * cloth->mvert_num,
+ "cos cloth_calc_helper_forces");
+ float *masses = (float *)MEM_callocN(sizeof(float) * cloth->mvert_num,
+ "cos cloth_calc_helper_forces");
+ LinkNode *node;
+ ClothSpring *spring;
+ ClothVertex *cv;
+ int i, steps;
+
+ cv = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
+ copy_v3_v3(cos[i], cv->tx);
+
+ if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
+ masses[i] = 1e+10;
+ }
+ else {
+ masses[i] = cv->mass;
+ }
+ }
+
+ steps = 55;
+ for (i = 0; i < steps; i++) {
+ for (node = cloth->springs; node; node = node->next) {
+ /* ClothVertex *cv1, *cv2; */ /* UNUSED */
+ int v1, v2;
+ float len, c, l, vec[3];
+
+ spring = (ClothSpring *)node->link;
+ if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR)
+ continue;
+
+ v1 = spring->ij;
+ v2 = spring->kl;
+ /* cv1 = cloth->verts + v1; */ /* UNUSED */
+ /* cv2 = cloth->verts + v2; */ /* UNUSED */
+ len = len_v3v3(cos[v1], cos[v2]);
+
+ sub_v3_v3v3(vec, cos[v1], cos[v2]);
+ normalize_v3(vec);
+
+ c = (len - spring->restlen);
+ if (c == 0.0f)
+ continue;
+
+ l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
+
+ mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
+ add_v3_v3(cos[v1], vec);
+
+ sub_v3_v3v3(vec, cos[v2], cos[v1]);
+ normalize_v3(vec);
+
+ mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
+ add_v3_v3(cos[v2], vec);
+ }
+ }
+
+ cv = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
+ float vec[3];
+
+ /*compute forces*/
+ sub_v3_v3v3(vec, cos[i], cv->tx);
+ mul_v3_fl(vec, cv->mass * dt * 20.0f);
+ add_v3_v3(cv->tv, vec);
+ //copy_v3_v3(cv->tx, cos[i]);
+ }
+
+ MEM_freeN(cos);
+ MEM_freeN(masses);
+
+ return 1;
}
BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s)
{
- Cloth *cloth = clmd->clothObject;
- ClothSimSettings *parms = clmd->sim_parms;
- Implicit_Data *data = cloth->implicit;
- bool using_angular = parms->bending_model == CLOTH_BENDING_ANGULAR;
- bool resist_compress = (parms->flags & CLOTH_SIMSETTINGS_FLAG_RESIST_SPRING_COMPRESS) && !using_angular;
+ Cloth *cloth = clmd->clothObject;
+ ClothSimSettings *parms = clmd->sim_parms;
+ Implicit_Data *data = cloth->implicit;
+ bool using_angular = parms->bending_model == CLOTH_BENDING_ANGULAR;
+ bool resist_compress = (parms->flags & CLOTH_SIMSETTINGS_FLAG_RESIST_SPRING_COMPRESS) &&
+ !using_angular;
- s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
+ s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
- /* Calculate force of bending springs. */
- if ((s->type & CLOTH_SPRING_TYPE_BENDING) && using_angular) {
+ /* Calculate force of bending springs. */
+ if ((s->type & CLOTH_SPRING_TYPE_BENDING) && using_angular) {
#ifdef CLOTH_FORCE_SPRING_BEND
- float k, scaling;
+ float k, scaling;
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
- scaling = parms->bending + s->ang_stiffness * fabsf(parms->max_bend - parms->bending);
- k = scaling * s->restlen * 0.1f; /* Multiplying by 0.1, just to scale the forces to more reasonable values. */
+ scaling = parms->bending + s->ang_stiffness * fabsf(parms->max_bend - parms->bending);
+ k = scaling * s->restlen *
+ 0.1f; /* Multiplying by 0.1, just to scale the forces to more reasonable values. */
- BPH_mass_spring_force_spring_angular(data, s->ij, s->kl, s->pa, s->pb, s->la, s->lb,
- s->restang, k, parms->bending_damping);
+ BPH_mass_spring_force_spring_angular(
+ data, s->ij, s->kl, s->pa, s->pb, s->la, s->lb, s->restang, k, parms->bending_damping);
#endif
- }
+ }
- /* Calculate force of structural + shear springs. */
- if (s->type & (CLOTH_SPRING_TYPE_STRUCTURAL | CLOTH_SPRING_TYPE_SEWING)) {
+ /* Calculate force of structural + shear springs. */
+ if (s->type & (CLOTH_SPRING_TYPE_STRUCTURAL | CLOTH_SPRING_TYPE_SEWING)) {
#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
- float k_tension, scaling_tension;
-
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
-
- scaling_tension = parms->tension + s->lin_stiffness * fabsf(parms->max_tension - parms->tension);
- k_tension = scaling_tension / (parms->avg_spring_len + FLT_EPSILON);
-
- 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->restlen,
- k_tension, parms->tension_damp,
- 0.0f, 0.0f, false, false, parms->max_sewing);
- }
- else {
- float k_compression, scaling_compression;
- scaling_compression = parms->compression + s->lin_stiffness * fabsf(parms->max_compression - parms->compression);
- k_compression = scaling_compression / (parms->avg_spring_len + FLT_EPSILON);
-
- BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen,
- k_tension, parms->tension_damp,
- k_compression, parms->compression_damp,
- resist_compress, using_angular, 0.0f);
- }
+ float k_tension, scaling_tension;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ scaling_tension = parms->tension +
+ s->lin_stiffness * fabsf(parms->max_tension - parms->tension);
+ k_tension = scaling_tension / (parms->avg_spring_len + FLT_EPSILON);
+
+ 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->restlen,
+ k_tension,
+ parms->tension_damp,
+ 0.0f,
+ 0.0f,
+ false,
+ false,
+ parms->max_sewing);
+ }
+ else {
+ float k_compression, scaling_compression;
+ scaling_compression = parms->compression +
+ s->lin_stiffness * fabsf(parms->max_compression - parms->compression);
+ k_compression = scaling_compression / (parms->avg_spring_len + FLT_EPSILON);
+
+ BPH_mass_spring_force_spring_linear(data,
+ s->ij,
+ s->kl,
+ s->restlen,
+ k_tension,
+ parms->tension_damp,
+ k_compression,
+ parms->compression_damp,
+ resist_compress,
+ using_angular,
+ 0.0f);
+ }
#endif
- }
- else if (s->type & CLOTH_SPRING_TYPE_SHEAR) {
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_SHEAR) {
#ifdef CLOTH_FORCE_SPRING_SHEAR
- float k, scaling;
-
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
-
- scaling = parms->shear + s->lin_stiffness * fabsf(parms->max_shear - parms->shear);
- k = scaling / (parms->avg_spring_len + FLT_EPSILON);
-
- BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->shear_damp,
- 0.0f, 0.0f, resist_compress, false, 0.0f);
+ float k, scaling;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ scaling = parms->shear + s->lin_stiffness * fabsf(parms->max_shear - parms->shear);
+ k = scaling / (parms->avg_spring_len + FLT_EPSILON);
+
+ BPH_mass_spring_force_spring_linear(data,
+ s->ij,
+ s->kl,
+ s->restlen,
+ k,
+ parms->shear_damp,
+ 0.0f,
+ 0.0f,
+ resist_compress,
+ false,
+ 0.0f);
#endif
- }
- else if (s->type & CLOTH_SPRING_TYPE_BENDING) { /* calculate force of bending springs */
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_BENDING) { /* calculate force of bending springs */
#ifdef CLOTH_FORCE_SPRING_BEND
- float kb, cb, scaling;
+ float kb, cb, scaling;
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
- scaling = parms->bending + s->lin_stiffness * fabsf(parms->max_bend - parms->bending);
- kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
+ scaling = parms->bending + s->lin_stiffness * fabsf(parms->max_bend - parms->bending);
+ kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
- // Fix for [#45084] for cloth stiffness must have cb proportional to kb
- cb = kb * parms->bending_damping;
+ // Fix for [#45084] for cloth stiffness must have cb proportional to kb
+ cb = kb * parms->bending_damping;
- BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb);
+ BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb);
#endif
- }
- else if (s->type & CLOTH_SPRING_TYPE_BENDING_HAIR) {
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_BENDING_HAIR) {
#ifdef CLOTH_FORCE_SPRING_BEND
- float kb, cb, scaling;
+ float kb, cb, scaling;
- s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
- /* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor, unlike cloth springs!
- * this is crap, but needed due to cloth/hair mixing ...
- * max_bend factor is not even used for hair, so ...
- */
- scaling = s->lin_stiffness * parms->bending;
- kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
+ /* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor, unlike cloth springs!
+ * this is crap, but needed due to cloth/hair mixing ...
+ * max_bend factor is not even used for hair, so ...
+ */
+ scaling = s->lin_stiffness * parms->bending;
+ kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
- // Fix for [#45084] for cloth stiffness must have cb proportional to kb
- cb = kb * parms->bending_damping;
+ // Fix for [#45084] for cloth stiffness must have cb proportional to kb
+ cb = kb * parms->bending_damping;
- /* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
- BPH_mass_spring_force_spring_bending_hair(data, s->ij, s->kl, s->mn, s->target, kb, cb);
+ /* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
+ BPH_mass_spring_force_spring_bending_hair(data, s->ij, s->kl, s->mn, s->target, kb, cb);
-#if 0
- {
- float x_kl[3], x_mn[3], v[3], d[3];
+# if 0
+ {
+ float x_kl[3], x_mn[3], v[3], d[3];
- BPH_mass_spring_get_motion_state(data, s->kl, x_kl, v);
- BPH_mass_spring_get_motion_state(data, s->mn, x_mn, v);
+ BPH_mass_spring_get_motion_state(data, s->kl, x_kl, v);
+ BPH_mass_spring_get_motion_state(data, s->mn, x_mn, v);
- BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
- BKE_sim_debug_data_add_line(clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
+ BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
+ BKE_sim_debug_data_add_line(clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
- copy_v3_v3(d, s->target);
- BKE_sim_debug_data_add_vector(clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
+ copy_v3_v3(d, s->target);
+ BKE_sim_debug_data_add_vector(clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
-// copy_v3_v3(d, s->target_ij);
-// BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 1, 0.4, 0.4, "target", 7983, s->kl);
- }
-#endif
+// copy_v3_v3(d, s->target_ij);
+// BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 1, 0.4, 0.4, "target", 7983, s->kl);
+ }
+# endif
#endif
- }
+ }
}
static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax[3])
{
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- unsigned int mvert_num = cloth->mvert_num;
- int i;
-
- INIT_MINMAX(gmin, gmax);
- for (i = 0; i < mvert_num; i++) {
- float x[3];
- BPH_mass_spring_get_motion_state(data, i, x, NULL);
- DO_MINMAX(x, gmin, gmax);
- }
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ unsigned int mvert_num = cloth->mvert_num;
+ int i;
+
+ INIT_MINMAX(gmin, gmax);
+ for (i = 0; i < mvert_num; i++) {
+ float x[3];
+ BPH_mass_spring_get_motion_state(data, i, x, NULL);
+ DO_MINMAX(x, gmin, gmax);
+ }
}
-static void cloth_calc_force(Scene *scene, ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time)
+static void cloth_calc_force(
+ Scene *scene, ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time)
{
- /* Collect forces and derivatives: F, dFdX, dFdV */
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- unsigned int i = 0;
- float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
- float gravity[3] = {0.0f, 0.0f, 0.0f};
- const MVertTri *tri = cloth->tri;
- unsigned int mvert_num = cloth->mvert_num;
- ClothVertex *vert;
+ /* Collect forces and derivatives: F, dFdX, dFdV */
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ unsigned int i = 0;
+ float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
+ float gravity[3] = {0.0f, 0.0f, 0.0f};
+ const MVertTri *tri = cloth->tri;
+ unsigned int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
#ifdef CLOTH_FORCE_GRAVITY
- /* global acceleration (gravitation) */
- if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
- /* scale gravity force */
- mul_v3_v3fl(gravity, scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
- }
-
- vert = cloth->verts;
- for (i = 0; i < cloth->mvert_num; i++, vert++) {
- BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
-
- /* Vertex goal springs */
- if ((!(vert->flags & CLOTH_VERT_FLAG_PINNED)) && (vert->goal > FLT_EPSILON)) {
- float goal_x[3], goal_v[3];
- float k;
-
- /* divide by time_scale to prevent goal vertices' delta locations from being multiplied */
- interp_v3_v3v3(goal_x, vert->xold, vert->xconst, time / clmd->sim_parms->time_scale);
- sub_v3_v3v3(goal_v, vert->xconst, vert->xold); /* distance covered over dt==1 */
-
- k = vert->goal * clmd->sim_parms->goalspring / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
-
- BPH_mass_spring_force_spring_goal(data, i, goal_x, goal_v, k, clmd->sim_parms->goalfrict * 0.01f);
- }
- }
+ /* global acceleration (gravitation) */
+ if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
+ /* scale gravity force */
+ mul_v3_v3fl(gravity,
+ scene->physics_settings.gravity,
+ 0.001f * clmd->sim_parms->effector_weights->global_gravity);
+ }
+
+ vert = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
+ BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
+
+ /* Vertex goal springs */
+ if ((!(vert->flags & CLOTH_VERT_FLAG_PINNED)) && (vert->goal > FLT_EPSILON)) {
+ float goal_x[3], goal_v[3];
+ float k;
+
+ /* divide by time_scale to prevent goal vertices' delta locations from being multiplied */
+ interp_v3_v3v3(goal_x, vert->xold, vert->xconst, time / clmd->sim_parms->time_scale);
+ sub_v3_v3v3(goal_v, vert->xconst, vert->xold); /* distance covered over dt==1 */
+
+ k = vert->goal * clmd->sim_parms->goalspring /
+ (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
+
+ BPH_mass_spring_force_spring_goal(
+ data, i, goal_x, goal_v, k, clmd->sim_parms->goalfrict * 0.01f);
+ }
+ }
#endif
- /* cloth_calc_volume_force(clmd); */
+ /* cloth_calc_volume_force(clmd); */
#ifdef CLOTH_FORCE_DRAG
- BPH_mass_spring_force_drag(data, drag);
+ BPH_mass_spring_force_drag(data, drag);
#endif
- /* handle external forces like wind */
- if (effectors) {
- /* cache per-vertex forces to avoid redundant calculation */
- float(*winvec)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * mvert_num, "effector forces");
- for (i = 0; i < cloth->mvert_num; i++) {
- float x[3], v[3];
- EffectedPoint epoint;
-
- BPH_mass_spring_get_motion_state(data, i, x, v);
- pd_point_from_loc(scene, x, v, i, &epoint);
- BKE_effectors_apply(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
- }
-
- for (i = 0; i < cloth->tri_num; i++) {
- const MVertTri *vt = &tri[i];
- BPH_mass_spring_force_face_wind(data, vt->tri[0], vt->tri[1], vt->tri[2], winvec);
- }
-
- /* Hair has only edges */
- if (cloth->tri_num == 0) {
+ /* handle external forces like wind */
+ if (effectors) {
+ /* cache per-vertex forces to avoid redundant calculation */
+ float(*winvec)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * mvert_num, "effector forces");
+ for (i = 0; i < cloth->mvert_num; i++) {
+ float x[3], v[3];
+ EffectedPoint epoint;
+
+ BPH_mass_spring_get_motion_state(data, i, x, v);
+ pd_point_from_loc(scene, x, v, i, &epoint);
+ BKE_effectors_apply(
+ effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
+ }
+
+ for (i = 0; i < cloth->tri_num; i++) {
+ const MVertTri *vt = &tri[i];
+ BPH_mass_spring_force_face_wind(data, vt->tri[0], vt->tri[1], vt->tri[2], winvec);
+ }
+
+ /* Hair has only edges */
+ if (cloth->tri_num == 0) {
#if 0
- ClothHairData *hairdata = clmd->hairdata;
- ClothHairData *hair_ij, *hair_kl;
-
- for (LinkNode *link = cloth->springs; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
- if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
- if (hairdata) {
- hair_ij = &hairdata[spring->ij];
- hair_kl = &hairdata[spring->kl];
- BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
- }
- else
- BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, 1.0f, 1.0f, winvec);
- }
- }
+ ClothHairData *hairdata = clmd->hairdata;
+ ClothHairData *hair_ij, *hair_kl;
+
+ for (LinkNode *link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
+ if (hairdata) {
+ hair_ij = &hairdata[spring->ij];
+ hair_kl = &hairdata[spring->kl];
+ BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
+ }
+ else
+ BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, 1.0f, 1.0f, winvec);
+ }
+ }
#else
- ClothHairData *hairdata = clmd->hairdata;
-
- vert = cloth->verts;
- for (i = 0; i < cloth->mvert_num; i++, vert++) {
- if (hairdata) {
- ClothHairData *hair = &hairdata[i];
- BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
- }
- else
- BPH_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
- }
+ ClothHairData *hairdata = clmd->hairdata;
+
+ vert = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
+ if (hairdata) {
+ ClothHairData *hair = &hairdata[i];
+ BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
+ }
+ else
+ BPH_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
+ }
#endif
- }
-
- MEM_freeN(winvec);
- }
-
- // calculate spring forces
- for (LinkNode *link = cloth->springs; link; link = link->next) {
- ClothSpring *spring = (ClothSpring *)link->link;
- // only handle active springs
- if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE)) {
- cloth_calc_spring_force(clmd, spring);
- }
- }
+ }
+
+ MEM_freeN(winvec);
+ }
+
+ // calculate spring forces
+ for (LinkNode *link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ // only handle active springs
+ if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE)) {
+ cloth_calc_spring_force(clmd, spring);
+ }
+ }
}
/* returns vertexes' motion state */
-BLI_INLINE void cloth_get_grid_location(Implicit_Data *data, float cell_scale, const float cell_offset[3],
- int index, float x[3], float v[3])
+BLI_INLINE void cloth_get_grid_location(Implicit_Data *data,
+ float cell_scale,
+ const float cell_offset[3],
+ int index,
+ float x[3],
+ float v[3])
{
- BPH_mass_spring_get_position(data, index, x);
- BPH_mass_spring_get_new_velocity(data, index, v);
+ BPH_mass_spring_get_position(data, index, x);
+ BPH_mass_spring_get_new_velocity(data, index, v);
- mul_v3_fl(x, cell_scale);
- add_v3_v3(x, cell_offset);
+ mul_v3_fl(x, cell_scale);
+ add_v3_v3(x, cell_offset);
}
/* returns next spring forming a continuous hair sequence */
BLI_INLINE LinkNode *hair_spring_next(LinkNode *spring_link)
{
- ClothSpring *spring = (ClothSpring *)spring_link->link;
- LinkNode *next = spring_link->next;
- if (next) {
- ClothSpring *next_spring = (ClothSpring *)next->link;
- if (next_spring->type == CLOTH_SPRING_TYPE_STRUCTURAL && next_spring->kl == spring->ij)
- return next;
- }
- return NULL;
+ ClothSpring *spring = (ClothSpring *)spring_link->link;
+ LinkNode *next = spring_link->next;
+ if (next) {
+ ClothSpring *next_spring = (ClothSpring *)next->link;
+ if (next_spring->type == CLOTH_SPRING_TYPE_STRUCTURAL && next_spring->kl == spring->ij)
+ return next;
+ }
+ return NULL;
}
/* XXX this is nasty: cloth meshes do not explicitly store
@@ -605,459 +658,481 @@ BLI_INLINE LinkNode *hair_spring_next(LinkNode *spring_link)
* (3,4), (2,3), (1,2)
* This is currently the only way to figure out hair geometry inside this code ...
*/
-static LinkNode *cloth_continuum_add_hair_segments(HairGrid *grid, const float cell_scale, const float cell_offset[3], Cloth *cloth, LinkNode *spring_link)
+static LinkNode *cloth_continuum_add_hair_segments(HairGrid *grid,
+ const float cell_scale,
+ const float cell_offset[3],
+ Cloth *cloth,
+ LinkNode *spring_link)
{
- Implicit_Data *data = cloth->implicit;
- LinkNode *next_spring_link = NULL; /* return value */
- ClothSpring *spring1, *spring2, *spring3;
- // ClothVertex *verts = cloth->verts;
- // ClothVertex *vert3, *vert4;
- float x1[3], v1[3], x2[3], v2[3], x3[3], v3[3], x4[3], v4[3];
- float dir1[3], dir2[3], dir3[3];
-
- spring1 = NULL;
- spring2 = NULL;
- spring3 = (ClothSpring *)spring_link->link;
-
- zero_v3(x1); zero_v3(v1);
- zero_v3(dir1);
- zero_v3(x2); zero_v3(v2);
- zero_v3(dir2);
-
- // vert3 = &verts[spring3->kl];
- cloth_get_grid_location(data, cell_scale, cell_offset, spring3->kl, x3, v3);
- // vert4 = &verts[spring3->ij];
- cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
- sub_v3_v3v3(dir3, x4, x3);
- normalize_v3(dir3);
-
- while (spring_link) {
- /* move on */
- spring1 = spring2;
- spring2 = spring3;
-
- // vert3 = vert4;
-
- copy_v3_v3(x1, x2); copy_v3_v3(v1, v2);
- copy_v3_v3(x2, x3); copy_v3_v3(v2, v3);
- copy_v3_v3(x3, x4); copy_v3_v3(v3, v4);
-
- copy_v3_v3(dir1, dir2);
- copy_v3_v3(dir2, dir3);
-
- /* read next segment */
- next_spring_link = spring_link->next;
- spring_link = hair_spring_next(spring_link);
-
- if (spring_link) {
- spring3 = (ClothSpring *)spring_link->link;
- // vert4 = &verts[spring3->ij];
- cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
- sub_v3_v3v3(dir3, x4, x3);
- normalize_v3(dir3);
- }
- else {
- spring3 = NULL;
- // vert4 = NULL;
- zero_v3(x4); zero_v3(v4);
- zero_v3(dir3);
- }
-
- BPH_hair_volume_add_segment(grid, x1, v1, x2, v2, x3, v3, x4, v4,
- spring1 ? dir1 : NULL,
- dir2,
- spring3 ? dir3 : NULL);
- }
-
- return next_spring_link;
+ Implicit_Data *data = cloth->implicit;
+ LinkNode *next_spring_link = NULL; /* return value */
+ ClothSpring *spring1, *spring2, *spring3;
+ // ClothVertex *verts = cloth->verts;
+ // ClothVertex *vert3, *vert4;
+ float x1[3], v1[3], x2[3], v2[3], x3[3], v3[3], x4[3], v4[3];
+ float dir1[3], dir2[3], dir3[3];
+
+ spring1 = NULL;
+ spring2 = NULL;
+ spring3 = (ClothSpring *)spring_link->link;
+
+ zero_v3(x1);
+ zero_v3(v1);
+ zero_v3(dir1);
+ zero_v3(x2);
+ zero_v3(v2);
+ zero_v3(dir2);
+
+ // vert3 = &verts[spring3->kl];
+ cloth_get_grid_location(data, cell_scale, cell_offset, spring3->kl, x3, v3);
+ // vert4 = &verts[spring3->ij];
+ cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
+ sub_v3_v3v3(dir3, x4, x3);
+ normalize_v3(dir3);
+
+ while (spring_link) {
+ /* move on */
+ spring1 = spring2;
+ spring2 = spring3;
+
+ // vert3 = vert4;
+
+ copy_v3_v3(x1, x2);
+ copy_v3_v3(v1, v2);
+ copy_v3_v3(x2, x3);
+ copy_v3_v3(v2, v3);
+ copy_v3_v3(x3, x4);
+ copy_v3_v3(v3, v4);
+
+ copy_v3_v3(dir1, dir2);
+ copy_v3_v3(dir2, dir3);
+
+ /* read next segment */
+ next_spring_link = spring_link->next;
+ spring_link = hair_spring_next(spring_link);
+
+ if (spring_link) {
+ spring3 = (ClothSpring *)spring_link->link;
+ // vert4 = &verts[spring3->ij];
+ cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
+ sub_v3_v3v3(dir3, x4, x3);
+ normalize_v3(dir3);
+ }
+ else {
+ spring3 = NULL;
+ // vert4 = NULL;
+ zero_v3(x4);
+ zero_v3(v4);
+ zero_v3(dir3);
+ }
+
+ BPH_hair_volume_add_segment(
+ grid, x1, v1, x2, v2, x3, v3, x4, v4, spring1 ? dir1 : NULL, dir2, spring3 ? dir3 : NULL);
+ }
+
+ return next_spring_link;
}
static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
{
#if 0
- Implicit_Data *data = cloth->implicit;
- int mvert_num = cloth->mvert_num;
- ClothVertex *vert;
- int i;
+ Implicit_Data *data = cloth->implicit;
+ int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+ int i;
- for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
- float x[3], v[3];
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
+ float x[3], v[3];
- cloth_get_vertex_motion_state(data, vert, x, v);
- BPH_hair_volume_add_vertex(grid, x, v);
- }
+ cloth_get_vertex_motion_state(data, vert, x, v);
+ BPH_hair_volume_add_vertex(grid, x, v);
+ }
#else
- LinkNode *link;
- float cellsize, gmin[3], cell_scale, cell_offset[3];
-
- /* scale and offset for transforming vertex locations into grid space
- * (cell size is 0..1, gmin becomes origin)
- */
- BPH_hair_volume_grid_geometry(grid, &cellsize, NULL, gmin, NULL);
- cell_scale = cellsize > 0.0f ? 1.0f / cellsize : 0.0f;
- mul_v3_v3fl(cell_offset, gmin, cell_scale);
- negate_v3(cell_offset);
-
- link = cloth->springs;
- while (link) {
- ClothSpring *spring = (ClothSpring *)link->link;
- if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
- link = cloth_continuum_add_hair_segments(grid, cell_scale, cell_offset, cloth, link);
- else
- link = link->next;
- }
+ LinkNode *link;
+ float cellsize, gmin[3], cell_scale, cell_offset[3];
+
+ /* scale and offset for transforming vertex locations into grid space
+ * (cell size is 0..1, gmin becomes origin)
+ */
+ BPH_hair_volume_grid_geometry(grid, &cellsize, NULL, gmin, NULL);
+ cell_scale = cellsize > 0.0f ? 1.0f / cellsize : 0.0f;
+ mul_v3_v3fl(cell_offset, gmin, cell_scale);
+ negate_v3(cell_offset);
+
+ link = cloth->springs;
+ while (link) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
+ link = cloth_continuum_add_hair_segments(grid, cell_scale, cell_offset, cloth, link);
+ else
+ link = link->next;
+ }
#endif
- BPH_hair_volume_normalize_vertex_grid(grid);
+ BPH_hair_volume_normalize_vertex_grid(grid);
}
static void cloth_continuum_step(ClothModifierData *clmd, float dt)
{
- ClothSimSettings *parms = clmd->sim_parms;
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- int mvert_num = cloth->mvert_num;
- ClothVertex *vert;
-
- const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
- float smoothfac = parms->velocity_smooth;
- /* XXX FIXME arbitrary factor!!! this should be based on some intuitive value instead,
- * like number of hairs per cell and time decay instead of "strength"
- */
- float density_target = parms->density_target;
- float density_strength = parms->density_strength;
- float gmin[3], gmax[3];
- int i;
-
- /* clear grid info */
- zero_v3_int(clmd->hair_grid_res);
- zero_v3(clmd->hair_grid_min);
- zero_v3(clmd->hair_grid_max);
- clmd->hair_grid_cellsize = 0.0f;
-
- hair_get_boundbox(clmd, gmin, gmax);
-
- /* gather velocities & density */
- if (smoothfac > 0.0f || density_strength > 0.0f) {
- HairGrid *grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_cell_size, gmin, gmax);
-
- cloth_continuum_fill_grid(grid, cloth);
-
- /* main hair continuum solver */
- BPH_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
-
- for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
- float x[3], v[3], nv[3];
-
- /* calculate volumetric velocity influence */
- BPH_mass_spring_get_position(data, i, x);
- BPH_mass_spring_get_new_velocity(data, i, v);
-
- BPH_hair_volume_grid_velocity(grid, x, v, fluid_factor, nv);
-
- interp_v3_v3v3(nv, v, nv, smoothfac);
-
- /* apply on hair data */
- BPH_mass_spring_set_new_velocity(data, i, nv);
- }
-
- /* store basic grid info in the modifier data */
- BPH_hair_volume_grid_geometry(grid, &clmd->hair_grid_cellsize, clmd->hair_grid_res, clmd->hair_grid_min, clmd->hair_grid_max);
+ ClothSimSettings *parms = clmd->sim_parms;
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+
+ const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
+ float smoothfac = parms->velocity_smooth;
+ /* XXX FIXME arbitrary factor!!! this should be based on some intuitive value instead,
+ * like number of hairs per cell and time decay instead of "strength"
+ */
+ float density_target = parms->density_target;
+ float density_strength = parms->density_strength;
+ float gmin[3], gmax[3];
+ int i;
+
+ /* clear grid info */
+ zero_v3_int(clmd->hair_grid_res);
+ zero_v3(clmd->hair_grid_min);
+ zero_v3(clmd->hair_grid_max);
+ clmd->hair_grid_cellsize = 0.0f;
+
+ hair_get_boundbox(clmd, gmin, gmax);
+
+ /* gather velocities & density */
+ if (smoothfac > 0.0f || density_strength > 0.0f) {
+ HairGrid *grid = BPH_hair_volume_create_vertex_grid(
+ clmd->sim_parms->voxel_cell_size, gmin, gmax);
+
+ cloth_continuum_fill_grid(grid, cloth);
+
+ /* main hair continuum solver */
+ BPH_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
+
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
+ float x[3], v[3], nv[3];
+
+ /* calculate volumetric velocity influence */
+ BPH_mass_spring_get_position(data, i, x);
+ BPH_mass_spring_get_new_velocity(data, i, v);
+
+ BPH_hair_volume_grid_velocity(grid, x, v, fluid_factor, nv);
+
+ interp_v3_v3v3(nv, v, nv, smoothfac);
+
+ /* apply on hair data */
+ BPH_mass_spring_set_new_velocity(data, i, nv);
+ }
+
+ /* store basic grid info in the modifier data */
+ BPH_hair_volume_grid_geometry(grid,
+ &clmd->hair_grid_cellsize,
+ clmd->hair_grid_res,
+ clmd->hair_grid_min,
+ clmd->hair_grid_max);
#if 0 /* DEBUG hair velocity vector field */
- {
- const int size = 64;
- int i, j;
- float offset[3], a[3], b[3];
- const int axis = 0;
- const float shift = 0.0f;
-
- copy_v3_v3(offset, clmd->hair_grid_min);
- zero_v3(a);
- zero_v3(b);
-
- offset[axis] = shift * clmd->hair_grid_cellsize;
- a[(axis + 1) % 3] = clmd->hair_grid_max[(axis + 1) % 3] - clmd->hair_grid_min[(axis + 1) % 3];
- b[(axis + 2) % 3] = clmd->hair_grid_max[(axis + 2) % 3] - clmd->hair_grid_min[(axis + 2) % 3];
-
- BKE_sim_debug_data_clear_category(clmd->debug_data, "grid velocity");
- for (j = 0; j < size; ++j) {
- for (i = 0; i < size; ++i) {
- float x[3], v[3], gvel[3], gvel_smooth[3], gdensity;
-
- madd_v3_v3v3fl(x, offset, a, (float)i / (float)(size - 1));
- madd_v3_v3fl(x, b, (float)j / (float)(size - 1));
- zero_v3(v);
-
- BPH_hair_volume_grid_interpolate(grid, x, &gdensity, gvel, gvel_smooth, NULL, NULL);
-
-// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity, 0.7, 0.3, 1, "grid density", i, j, 3111);
- if (!is_zero_v3(gvel) || !is_zero_v3(gvel_smooth)) {
- float dvel[3];
- sub_v3_v3v3(dvel, gvel_smooth, gvel);
-// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel, 0.4, 0, 1, "grid velocity", i, j, 3112);
-// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel_smooth, 0.6, 1, 1, "grid velocity", i, j, 3113);
- BKE_sim_debug_data_add_vector(clmd->debug_data, x, dvel, 0.4, 1, 0.7, "grid velocity", i, j, 3114);
-#if 0
- if (gdensity > 0.0f) {
- float col0[3] = {0.0, 0.0, 0.0};
- float col1[3] = {0.0, 1.0, 0.0};
- float col[3];
-
- interp_v3_v3v3(col, col0, col1, CLAMPIS(gdensity * clmd->sim_parms->density_strength, 0.0, 1.0));
-// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity * clmd->sim_parms->density_strength, 0, 1, 0.4, "grid velocity", i, j, 3115);
-// BKE_sim_debug_data_add_dot(clmd->debug_data, x, col[0], col[1], col[2], "grid velocity", i, j, 3115);
- BKE_sim_debug_data_add_circle(clmd->debug_data, x, 0.01f, col[0], col[1], col[2], "grid velocity", i, j, 3115);
- }
-#endif
- }
- }
- }
- }
+ {
+ const int size = 64;
+ int i, j;
+ float offset[3], a[3], b[3];
+ const int axis = 0;
+ const float shift = 0.0f;
+
+ copy_v3_v3(offset, clmd->hair_grid_min);
+ zero_v3(a);
+ zero_v3(b);
+
+ offset[axis] = shift * clmd->hair_grid_cellsize;
+ a[(axis + 1) % 3] = clmd->hair_grid_max[(axis + 1) % 3] - clmd->hair_grid_min[(axis + 1) % 3];
+ b[(axis + 2) % 3] = clmd->hair_grid_max[(axis + 2) % 3] - clmd->hair_grid_min[(axis + 2) % 3];
+
+ BKE_sim_debug_data_clear_category(clmd->debug_data, "grid velocity");
+ for (j = 0; j < size; ++j) {
+ for (i = 0; i < size; ++i) {
+ float x[3], v[3], gvel[3], gvel_smooth[3], gdensity;
+
+ madd_v3_v3v3fl(x, offset, a, (float)i / (float)(size - 1));
+ madd_v3_v3fl(x, b, (float)j / (float)(size - 1));
+ zero_v3(v);
+
+ BPH_hair_volume_grid_interpolate(grid, x, &gdensity, gvel, gvel_smooth, NULL, NULL);
+
+// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity, 0.7, 0.3, 1, "grid density", i, j, 3111);
+ if (!is_zero_v3(gvel) || !is_zero_v3(gvel_smooth)) {
+ float dvel[3];
+ sub_v3_v3v3(dvel, gvel_smooth, gvel);
+// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel, 0.4, 0, 1, "grid velocity", i, j, 3112);
+// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel_smooth, 0.6, 1, 1, "grid velocity", i, j, 3113);
+ BKE_sim_debug_data_add_vector(clmd->debug_data, x, dvel, 0.4, 1, 0.7, "grid velocity", i, j, 3114);
+# if 0
+ if (gdensity > 0.0f) {
+ float col0[3] = {0.0, 0.0, 0.0};
+ float col1[3] = {0.0, 1.0, 0.0};
+ float col[3];
+
+ interp_v3_v3v3(col, col0, col1, CLAMPIS(gdensity * clmd->sim_parms->density_strength, 0.0, 1.0));
+// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity * clmd->sim_parms->density_strength, 0, 1, 0.4, "grid velocity", i, j, 3115);
+// BKE_sim_debug_data_add_dot(clmd->debug_data, x, col[0], col[1], col[2], "grid velocity", i, j, 3115);
+ BKE_sim_debug_data_add_circle(clmd->debug_data, x, 0.01f, col[0], col[1], col[2], "grid velocity", i, j, 3115);
+ }
+# endif
+ }
+ }
+ }
+ }
#endif
- BPH_hair_volume_free_vertex_grid(grid);
- }
+ BPH_hair_volume_free_vertex_grid(grid);
+ }
}
#if 0
static void cloth_calc_volume_force(ClothModifierData *clmd)
{
- ClothSimSettings *parms = clmd->sim_parms;
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *data = cloth->implicit;
- int mvert_num = cloth->mvert_num;
- ClothVertex *vert;
-
- /* 2.0f is an experimental value that seems to give good results */
- float smoothfac = 2.0f * parms->velocity_smooth;
- float collfac = 2.0f * parms->collider_friction;
- float pressfac = parms->pressure;
- float minpress = parms->pressure_threshold;
- float gmin[3], gmax[3];
- int i;
-
- hair_get_boundbox(clmd, gmin, gmax);
-
- /* gather velocities & density */
- if (smoothfac > 0.0f || pressfac > 0.0f) {
- HairVertexGrid *vertex_grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_res, gmin, gmax);
-
- vert = cloth->verts;
- for (i = 0; i < mvert_num; i++, vert++) {
- float x[3], v[3];
-
- if (vert->solver_index < 0) {
- copy_v3_v3(x, vert->x);
- copy_v3_v3(v, vert->v);
- }
- else {
- BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
- }
- BPH_hair_volume_add_vertex(vertex_grid, x, v);
- }
- BPH_hair_volume_normalize_vertex_grid(vertex_grid);
-
- vert = cloth->verts;
- for (i = 0; i < mvert_num; i++, vert++) {
- float x[3], v[3], f[3], dfdx[3][3], dfdv[3][3];
-
- if (vert->solver_index < 0)
- continue;
-
- /* calculate volumetric forces */
- BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
- BPH_hair_volume_vertex_grid_forces(vertex_grid, x, v, smoothfac, pressfac, minpress, f, dfdx, dfdv);
- /* apply on hair data */
- BPH_mass_spring_force_extern(data, vert->solver_index, f, dfdx, dfdv);
- }
-
- BPH_hair_volume_free_vertex_grid(vertex_grid);
- }
+ ClothSimSettings *parms = clmd->sim_parms;
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+
+ /* 2.0f is an experimental value that seems to give good results */
+ float smoothfac = 2.0f * parms->velocity_smooth;
+ float collfac = 2.0f * parms->collider_friction;
+ float pressfac = parms->pressure;
+ float minpress = parms->pressure_threshold;
+ float gmin[3], gmax[3];
+ int i;
+
+ hair_get_boundbox(clmd, gmin, gmax);
+
+ /* gather velocities & density */
+ if (smoothfac > 0.0f || pressfac > 0.0f) {
+ HairVertexGrid *vertex_grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_res, gmin, gmax);
+
+ vert = cloth->verts;
+ for (i = 0; i < mvert_num; i++, vert++) {
+ float x[3], v[3];
+
+ if (vert->solver_index < 0) {
+ copy_v3_v3(x, vert->x);
+ copy_v3_v3(v, vert->v);
+ }
+ else {
+ BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
+ }
+ BPH_hair_volume_add_vertex(vertex_grid, x, v);
+ }
+ BPH_hair_volume_normalize_vertex_grid(vertex_grid);
+
+ vert = cloth->verts;
+ for (i = 0; i < mvert_num; i++, vert++) {
+ float x[3], v[3], f[3], dfdx[3][3], dfdv[3][3];
+
+ if (vert->solver_index < 0)
+ continue;
+
+ /* calculate volumetric forces */
+ BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
+ BPH_hair_volume_vertex_grid_forces(vertex_grid, x, v, smoothfac, pressfac, minpress, f, dfdx, dfdv);
+ /* apply on hair data */
+ BPH_mass_spring_force_extern(data, vert->solver_index, f, dfdx, dfdv);
+ }
+
+ BPH_hair_volume_free_vertex_grid(vertex_grid);
+ }
}
#endif
-static void cloth_solve_collisions(Depsgraph *depsgraph, Object *ob, ClothModifierData *clmd, float step, float dt)
+static void cloth_solve_collisions(
+ Depsgraph *depsgraph, Object *ob, ClothModifierData *clmd, float step, float dt)
{
- Cloth *cloth = clmd->clothObject;
- Implicit_Data *id = cloth->implicit;
- ClothVertex *verts = cloth->verts;
- int mvert_num = cloth->mvert_num;
- const float time_multiplier = 1.0f / (clmd->sim_parms->dt * clmd->sim_parms->timescale);
- int i;
-
- if (!(clmd->coll_parms->flags & (CLOTH_COLLSETTINGS_FLAG_ENABLED | CLOTH_COLLSETTINGS_FLAG_SELF)))
- return;
-
- if (!clmd->clothObject->bvhtree)
- return;
-
- BPH_mass_spring_solve_positions(id, dt);
-
- /* Update verts to current positions. */
- for (i = 0; i < mvert_num; i++) {
- BPH_mass_spring_get_new_position(id, i, verts[i].tx);
-
- sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
- zero_v3(verts[i].dcvel);
- }
-
- if (cloth_bvh_collision(depsgraph, ob, clmd, step / clmd->sim_parms->timescale, dt / clmd->sim_parms->timescale)) {
- for (i = 0; i < mvert_num; i++) {
- if ((clmd->sim_parms->vgroup_mass > 0) && (verts[i].flags & CLOTH_VERT_FLAG_PINNED))
- continue;
-
- BPH_mass_spring_get_new_velocity(id, i, verts[i].tv);
- madd_v3_v3fl(verts[i].tv, verts[i].dcvel, time_multiplier);
- BPH_mass_spring_set_new_velocity(id, i, verts[i].tv);
- }
- }
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *id = cloth->implicit;
+ ClothVertex *verts = cloth->verts;
+ int mvert_num = cloth->mvert_num;
+ const float time_multiplier = 1.0f / (clmd->sim_parms->dt * clmd->sim_parms->timescale);
+ int i;
+
+ if (!(clmd->coll_parms->flags &
+ (CLOTH_COLLSETTINGS_FLAG_ENABLED | CLOTH_COLLSETTINGS_FLAG_SELF)))
+ return;
+
+ if (!clmd->clothObject->bvhtree)
+ return;
+
+ BPH_mass_spring_solve_positions(id, dt);
+
+ /* Update verts to current positions. */
+ for (i = 0; i < mvert_num; i++) {
+ BPH_mass_spring_get_new_position(id, i, verts[i].tx);
+
+ sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
+ zero_v3(verts[i].dcvel);
+ }
+
+ if (cloth_bvh_collision(depsgraph,
+ ob,
+ clmd,
+ step / clmd->sim_parms->timescale,
+ dt / clmd->sim_parms->timescale)) {
+ for (i = 0; i < mvert_num; i++) {
+ if ((clmd->sim_parms->vgroup_mass > 0) && (verts[i].flags & CLOTH_VERT_FLAG_PINNED))
+ continue;
+
+ BPH_mass_spring_get_new_velocity(id, i, verts[i].tv);
+ madd_v3_v3fl(verts[i].tv, verts[i].dcvel, time_multiplier);
+ BPH_mass_spring_set_new_velocity(id, i, verts[i].tv);
+ }
+ }
}
static void cloth_clear_result(ClothModifierData *clmd)
{
- ClothSolverResult *sres = clmd->solver_result;
+ ClothSolverResult *sres = clmd->solver_result;
- sres->status = 0;
- sres->max_error = sres->min_error = sres->avg_error = 0.0f;
- sres->max_iterations = sres->min_iterations = 0;
- sres->avg_iterations = 0.0f;
+ sres->status = 0;
+ sres->max_error = sres->min_error = sres->avg_error = 0.0f;
+ sres->max_iterations = sres->min_iterations = 0;
+ sres->avg_iterations = 0.0f;
}
static void cloth_record_result(ClothModifierData *clmd, ImplicitSolverResult *result, float dt)
{
- ClothSolverResult *sres = clmd->solver_result;
-
- if (sres->status) { /* already initialized ? */
- /* error only makes sense for successful iterations */
- if (result->status == BPH_SOLVER_SUCCESS) {
- sres->min_error = min_ff(sres->min_error, result->error);
- sres->max_error = max_ff(sres->max_error, result->error);
- sres->avg_error += result->error * dt;
- }
-
- sres->min_iterations = min_ii(sres->min_iterations, result->iterations);
- sres->max_iterations = max_ii(sres->max_iterations, result->iterations);
- sres->avg_iterations += (float)result->iterations * dt;
- }
- else {
- /* error only makes sense for successful iterations */
- if (result->status == BPH_SOLVER_SUCCESS) {
- sres->min_error = sres->max_error = result->error;
- sres->avg_error += result->error * dt;
- }
-
- sres->min_iterations = sres->max_iterations = result->iterations;
- sres->avg_iterations += (float)result->iterations * dt;
- }
-
- sres->status |= result->status;
+ ClothSolverResult *sres = clmd->solver_result;
+
+ if (sres->status) { /* already initialized ? */
+ /* error only makes sense for successful iterations */
+ if (result->status == BPH_SOLVER_SUCCESS) {
+ sres->min_error = min_ff(sres->min_error, result->error);
+ sres->max_error = max_ff(sres->max_error, result->error);
+ sres->avg_error += result->error * dt;
+ }
+
+ sres->min_iterations = min_ii(sres->min_iterations, result->iterations);
+ sres->max_iterations = max_ii(sres->max_iterations, result->iterations);
+ sres->avg_iterations += (float)result->iterations * dt;
+ }
+ else {
+ /* error only makes sense for successful iterations */
+ if (result->status == BPH_SOLVER_SUCCESS) {
+ sres->min_error = sres->max_error = result->error;
+ sres->avg_error += result->error * dt;
+ }
+
+ sres->min_iterations = sres->max_iterations = result->iterations;
+ sres->avg_iterations += (float)result->iterations * dt;
+ }
+
+ sres->status |= result->status;
}
-int BPH_cloth_solve(Depsgraph *depsgraph, Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
+int BPH_cloth_solve(
+ Depsgraph *depsgraph, Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
{
- /* Hair currently is a cloth sim in disguise ...
- * Collision detection and volumetrics work differently then.
- * Bad design, TODO
- */
- Scene *scene = DEG_get_evaluated_scene(depsgraph);
- const bool is_hair = (clmd->hairdata != NULL);
-
- unsigned int i = 0;
- float step = 0.0f, tf = clmd->sim_parms->timescale;
- Cloth *cloth = clmd->clothObject;
- ClothVertex *verts = cloth->verts /*, *cv*/;
- unsigned int mvert_num = cloth->mvert_num;
- float dt = clmd->sim_parms->dt * clmd->sim_parms->timescale;
- Implicit_Data *id = cloth->implicit;
- ColliderContacts *contacts = NULL;
- int totcolliders = 0;
-
- BKE_sim_debug_data_clear_category("collision");
-
- if (!clmd->solver_result)
- clmd->solver_result = (ClothSolverResult *)MEM_callocN(sizeof(ClothSolverResult), "cloth solver result");
- cloth_clear_result(clmd);
-
- if (clmd->sim_parms->vgroup_mass > 0) { /* Do goal stuff. */
- for (i = 0; i < mvert_num; i++) {
- // update velocities with constrained velocities from pinned verts
- if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
- float v[3];
- sub_v3_v3v3(v, verts[i].xconst, verts[i].xold);
- // mul_v3_fl(v, clmd->sim_parms->stepsPerFrame);
- /* divide by time_scale to prevent constrained velocities from being multiplied */
- mul_v3_fl(v, 1.0f / clmd->sim_parms->time_scale);
- BPH_mass_spring_set_velocity(id, i, v);
- }
- }
- }
-
- while (step < tf) {
- ImplicitSolverResult result;
-
- if (is_hair) {
- /* determine contact points */
- if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
- cloth_find_point_contacts(depsgraph, ob, clmd, 0.0f, tf, &contacts, &totcolliders);
- }
-
- /* setup vertex constraints for pinned vertices and contacts */
- cloth_setup_constraints(clmd, contacts, totcolliders, dt);
- }
- else {
- /* setup vertex constraints for pinned vertices */
- cloth_setup_constraints(clmd, NULL, 0, dt);
- }
-
- /* initialize forces to zero */
- BPH_mass_spring_clear_forces(id);
-
- // calculate forces
- cloth_calc_force(scene, clmd, frame, effectors, step);
-
- // calculate new velocity and position
- BPH_mass_spring_solve_velocities(id, dt, &result);
- cloth_record_result(clmd, &result, dt);
-
- /* Calculate collision impulses. */
- if (!is_hair) {
- cloth_solve_collisions(depsgraph, ob, clmd, step, dt);
- }
-
- if (is_hair) {
- cloth_continuum_step(clmd, dt);
- }
-
- BPH_mass_spring_solve_positions(id, dt);
- BPH_mass_spring_apply_result(id);
-
- /* move pinned verts to correct position */
- for (i = 0; i < mvert_num; i++) {
- if (clmd->sim_parms->vgroup_mass > 0) {
- if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
- float x[3];
- /* divide by time_scale to prevent pinned vertices' delta locations from being multiplied */
- interp_v3_v3v3(x, verts[i].xold, verts[i].xconst, (step + dt) / clmd->sim_parms->time_scale);
- BPH_mass_spring_set_position(id, i, x);
- }
- }
-
- BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL);
- }
-
- /* free contact points */
- if (contacts) {
- cloth_free_contacts(contacts, totcolliders);
- }
-
- step += dt;
- }
-
- /* copy results back to cloth data */
- for (i = 0; i < mvert_num; i++) {
- BPH_mass_spring_get_motion_state(id, i, verts[i].x, verts[i].v);
- copy_v3_v3(verts[i].txold, verts[i].x);
- }
-
- return 1;
+ /* Hair currently is a cloth sim in disguise ...
+ * Collision detection and volumetrics work differently then.
+ * Bad design, TODO
+ */
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ const bool is_hair = (clmd->hairdata != NULL);
+
+ unsigned int i = 0;
+ float step = 0.0f, tf = clmd->sim_parms->timescale;
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts /*, *cv*/;
+ unsigned int mvert_num = cloth->mvert_num;
+ float dt = clmd->sim_parms->dt * clmd->sim_parms->timescale;
+ Implicit_Data *id = cloth->implicit;
+ ColliderContacts *contacts = NULL;
+ int totcolliders = 0;
+
+ BKE_sim_debug_data_clear_category("collision");
+
+ if (!clmd->solver_result)
+ clmd->solver_result = (ClothSolverResult *)MEM_callocN(sizeof(ClothSolverResult),
+ "cloth solver result");
+ cloth_clear_result(clmd);
+
+ if (clmd->sim_parms->vgroup_mass > 0) { /* Do goal stuff. */
+ for (i = 0; i < mvert_num; i++) {
+ // update velocities with constrained velocities from pinned verts
+ if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
+ float v[3];
+ sub_v3_v3v3(v, verts[i].xconst, verts[i].xold);
+ // mul_v3_fl(v, clmd->sim_parms->stepsPerFrame);
+ /* divide by time_scale to prevent constrained velocities from being multiplied */
+ mul_v3_fl(v, 1.0f / clmd->sim_parms->time_scale);
+ BPH_mass_spring_set_velocity(id, i, v);
+ }
+ }
+ }
+
+ while (step < tf) {
+ ImplicitSolverResult result;
+
+ if (is_hair) {
+ /* determine contact points */
+ if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
+ cloth_find_point_contacts(depsgraph, ob, clmd, 0.0f, tf, &contacts, &totcolliders);
+ }
+
+ /* setup vertex constraints for pinned vertices and contacts */
+ cloth_setup_constraints(clmd, contacts, totcolliders, dt);
+ }
+ else {
+ /* setup vertex constraints for pinned vertices */
+ cloth_setup_constraints(clmd, NULL, 0, dt);
+ }
+
+ /* initialize forces to zero */
+ BPH_mass_spring_clear_forces(id);
+
+ // calculate forces
+ cloth_calc_force(scene, clmd, frame, effectors, step);
+
+ // calculate new velocity and position
+ BPH_mass_spring_solve_velocities(id, dt, &result);
+ cloth_record_result(clmd, &result, dt);
+
+ /* Calculate collision impulses. */
+ if (!is_hair) {
+ cloth_solve_collisions(depsgraph, ob, clmd, step, dt);
+ }
+
+ if (is_hair) {
+ cloth_continuum_step(clmd, dt);
+ }
+
+ BPH_mass_spring_solve_positions(id, dt);
+ BPH_mass_spring_apply_result(id);
+
+ /* move pinned verts to correct position */
+ for (i = 0; i < mvert_num; i++) {
+ if (clmd->sim_parms->vgroup_mass > 0) {
+ if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
+ float x[3];
+ /* divide by time_scale to prevent pinned vertices' delta locations from being multiplied */
+ interp_v3_v3v3(
+ x, verts[i].xold, verts[i].xconst, (step + dt) / clmd->sim_parms->time_scale);
+ BPH_mass_spring_set_position(id, i, x);
+ }
+ }
+
+ BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL);
+ }
+
+ /* free contact points */
+ if (contacts) {
+ cloth_free_contacts(contacts, totcolliders);
+ }
+
+ step += dt;
+ }
+
+ /* copy results back to cloth data */
+ for (i = 0; i < mvert_num; i++) {
+ BPH_mass_spring_get_motion_state(id, i, verts[i].x, verts[i].v);
+ copy_v3_v3(verts[i].txold, verts[i].x);
+ }
+
+ return 1;
}