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:
Diffstat (limited to 'source/blender/physics/intern/implicit_blender.c')
-rw-r--r--source/blender/physics/intern/implicit_blender.c2746
1 files changed, 2746 insertions, 0 deletions
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
new file mode 100644
index 00000000000..76b1e356299
--- /dev/null
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -0,0 +1,2746 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) Blender Foundation
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/blenkernel/intern/implicit.c
+ * \ingroup bph
+ */
+
+#include "implicit.h"
+
+#ifdef IMPLICIT_SOLVER_BLENDER
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_scene_types.h"
+#include "DNA_object_types.h"
+#include "DNA_object_force.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_texture_types.h"
+
+#include "BLI_math.h"
+#include "BLI_linklist.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_cloth.h"
+#include "BKE_collision.h"
+#include "BKE_effect.h"
+#include "BKE_global.h"
+
+#include "BPH_mass_spring.h"
+
+#ifdef __GNUC__
+# pragma GCC diagnostic ignored "-Wtype-limits"
+#endif
+
+#ifdef _OPENMP
+# define CLOTH_OPENMP_LIMIT 512
+#endif
+
+#if 0 /* debug timing */
+#ifdef _WIN32
+#include <windows.h>
+static LARGE_INTEGER _itstart, _itend;
+static LARGE_INTEGER ifreq;
+static void itstart(void)
+{
+ static int first = 1;
+ if (first) {
+ QueryPerformanceFrequency(&ifreq);
+ first = 0;
+ }
+ QueryPerformanceCounter(&_itstart);
+}
+static void itend(void)
+{
+ QueryPerformanceCounter(&_itend);
+}
+double itval(void)
+{
+ return ((double)_itend.QuadPart -
+ (double)_itstart.QuadPart)/((double)ifreq.QuadPart);
+}
+#else
+#include <sys/time.h>
+// intrinsics need better compile flag checking
+// #include <xmmintrin.h>
+// #include <pmmintrin.h>
+// #include <pthread.h>
+
+static struct timeval _itstart, _itend;
+static struct timezone itz;
+static void itstart(void)
+{
+ gettimeofday(&_itstart, &itz);
+}
+static void itend(void)
+{
+ gettimeofday(&_itend, &itz);
+}
+static double itval(void)
+{
+ double t1, t2;
+ t1 = (double)_itstart.tv_sec + (double)_itstart.tv_usec/(1000*1000);
+ t2 = (double)_itend.tv_sec + (double)_itend.tv_usec/(1000*1000);
+ return t2-t1;
+}
+#endif
+#endif /* debug timing */
+
+static float I[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
+static float ZERO[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
+
+/* ==== hash functions for debugging ==== */
+static unsigned int hash_int_2d(unsigned int kx, unsigned int ky)
+{
+#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
+
+ unsigned int a, b, c;
+
+ a = b = c = 0xdeadbeef + (2 << 2) + 13;
+ a += kx;
+ b += ky;
+
+ c ^= b; c -= rot(b,14);
+ a ^= c; a -= rot(c,11);
+ b ^= a; b -= rot(a,25);
+ c ^= b; c -= rot(b,16);
+ a ^= c; a -= rot(c,4);
+ b ^= a; b -= rot(a,14);
+ c ^= b; c -= rot(b,24);
+
+ return c;
+
+#undef rot
+}
+
+static int hash_vertex(int type, int vertex)
+{
+ return hash_int_2d((unsigned int)type, (unsigned int)vertex);
+}
+
+static int hash_collpair(int type, CollPair *collpair)
+{
+ return hash_int_2d((unsigned int)type, hash_int_2d((unsigned int)collpair->face1, (unsigned int)collpair->face2));
+}
+/* ================ */
+
+/*
+#define C99
+#ifdef C99
+#defineDO_INLINE inline
+#else
+#defineDO_INLINE static
+#endif
+*/
+struct Cloth;
+
+//////////////////////////////////////////
+/* fast vector / matrix library, enhancements are welcome :) -dg */
+/////////////////////////////////////////
+
+/* DEFINITIONS */
+typedef float lfVector[3];
+typedef struct fmatrix3x3 {
+ float m[3][3]; /* 3x3 matrix */
+ unsigned int c, r; /* column and row number */
+ /* int pinned; // is this vertex allowed to move? */
+ float n1, n2, n3; /* three normal vectors for collision constrains */
+ unsigned int vcount; /* vertex count */
+ unsigned int scount; /* spring count */
+} fmatrix3x3;
+
+///////////////////////////
+// float[3] vector
+///////////////////////////
+/* simple vector code */
+/* STATUS: verified */
+DO_INLINE void mul_fvector_S(float to[3], float from[3], float scalar)
+{
+ to[0] = from[0] * scalar;
+ to[1] = from[1] * scalar;
+ to[2] = from[2] * scalar;
+}
+/* simple v^T * v product ("outer product") */
+/* STATUS: HAS TO BE verified (*should* work) */
+DO_INLINE void mul_fvectorT_fvector(float to[3][3], float vectorA[3], float vectorB[3])
+{
+ mul_fvector_S(to[0], vectorB, vectorA[0]);
+ mul_fvector_S(to[1], vectorB, vectorA[1]);
+ mul_fvector_S(to[2], vectorB, vectorA[2]);
+}
+/* simple v^T * v product with scalar ("outer product") */
+/* STATUS: HAS TO BE verified (*should* work) */
+DO_INLINE void mul_fvectorT_fvectorS(float to[3][3], float vectorA[3], float vectorB[3], float aS)
+{
+ mul_fvectorT_fvector(to, vectorA, vectorB);
+
+ mul_fvector_S(to[0], to[0], aS);
+ mul_fvector_S(to[1], to[1], aS);
+ mul_fvector_S(to[2], to[2], aS);
+}
+
+#if 0
+/* printf vector[3] on console: for debug output */
+static void print_fvector(float m3[3])
+{
+ printf("%f\n%f\n%f\n\n", m3[0], m3[1], m3[2]);
+}
+
+///////////////////////////
+// long float vector float (*)[3]
+///////////////////////////
+/* print long vector on console: for debug output */
+DO_INLINE void print_lfvector(float (*fLongVector)[3], unsigned int verts)
+{
+ unsigned int i = 0;
+ for (i = 0; i < verts; i++) {
+ print_fvector(fLongVector[i]);
+ }
+}
+#endif
+
+/* create long vector */
+DO_INLINE lfVector *create_lfvector(unsigned int verts)
+{
+ /* TODO: check if memory allocation was successful */
+ return (lfVector *)MEM_callocN(verts * sizeof(lfVector), "cloth_implicit_alloc_vector");
+ // return (lfVector *)cloth_aligned_malloc(&MEMORY_BASE, verts * sizeof(lfVector));
+}
+/* delete long vector */
+DO_INLINE void del_lfvector(float (*fLongVector)[3])
+{
+ if (fLongVector != NULL) {
+ MEM_freeN(fLongVector);
+ // cloth_aligned_free(&MEMORY_BASE, fLongVector);
+ }
+}
+/* copy long vector */
+DO_INLINE void cp_lfvector(float (*to)[3], float (*from)[3], unsigned int verts)
+{
+ memcpy(to, from, verts * sizeof(lfVector));
+}
+/* init long vector with float[3] */
+DO_INLINE void init_lfvector(float (*fLongVector)[3], float vector[3], unsigned int verts)
+{
+ unsigned int i = 0;
+ for (i = 0; i < verts; i++) {
+ copy_v3_v3(fLongVector[i], vector);
+ }
+}
+/* zero long vector with float[3] */
+DO_INLINE void zero_lfvector(float (*to)[3], unsigned int verts)
+{
+ memset(to, 0.0f, verts * sizeof(lfVector));
+}
+/* multiply long vector with scalar*/
+DO_INLINE void mul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts)
+{
+ unsigned int i = 0;
+
+ for (i = 0; i < verts; i++) {
+ mul_fvector_S(to[i], fLongVector[i], scalar);
+ }
+}
+/* multiply long vector with scalar*/
+/* A -= B * float */
+DO_INLINE void submul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts)
+{
+ unsigned int i = 0;
+ for (i = 0; i < verts; i++) {
+ VECSUBMUL(to[i], fLongVector[i], scalar);
+ }
+}
+/* dot product for big vector */
+DO_INLINE float dot_lfvector(float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts)
+{
+ 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) if (verts > CLOTH_OPENMP_LIMIT)
+ for (i = 0; i < (long)verts; i++) {
+ temp += dot_v3v3(fLongVectorA[i], fLongVectorB[i]);
+ }
+ return temp;
+}
+/* A = B + C --> for big vector */
+DO_INLINE void add_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts)
+{
+ unsigned int i = 0;
+
+ for (i = 0; i < verts; i++) {
+ VECADD(to[i], fLongVectorA[i], fLongVectorB[i]);
+ }
+
+}
+/* A = B + C * float --> for big vector */
+DO_INLINE void add_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts)
+{
+ unsigned int i = 0;
+
+ for (i = 0; i < verts; i++) {
+ VECADDS(to[i], fLongVectorA[i], fLongVectorB[i], bS);
+
+ }
+}
+/* A = B * float + C * float --> for big vector */
+DO_INLINE void add_lfvectorS_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float aS, float (*fLongVectorB)[3], float bS, unsigned int verts)
+{
+ unsigned int i = 0;
+
+ for (i = 0; i < verts; i++) {
+ VECADDSS(to[i], fLongVectorA[i], aS, fLongVectorB[i], bS);
+ }
+}
+/* A = B - C * float --> for big vector */
+DO_INLINE void sub_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts)
+{
+ unsigned int i = 0;
+ for (i = 0; i < verts; i++) {
+ VECSUBS(to[i], fLongVectorA[i], fLongVectorB[i], bS);
+ }
+
+}
+/* A = B - C --> for big vector */
+DO_INLINE void sub_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts)
+{
+ unsigned int i = 0;
+
+ for (i = 0; i < verts; i++) {
+ sub_v3_v3v3(to[i], fLongVectorA[i], fLongVectorB[i]);
+ }
+
+}
+///////////////////////////
+// 3x3 matrix
+///////////////////////////
+#if 0
+/* printf 3x3 matrix on console: for debug output */
+static void print_fmatrix(float m3[3][3])
+{
+ printf("%f\t%f\t%f\n", m3[0][0], m3[0][1], m3[0][2]);
+ printf("%f\t%f\t%f\n", m3[1][0], m3[1][1], m3[1][2]);
+ printf("%f\t%f\t%f\n\n", m3[2][0], m3[2][1], m3[2][2]);
+}
+
+static void print_sparse_matrix(fmatrix3x3 *m)
+{
+ if (m) {
+ unsigned int i;
+ for (i = 0; i < m[0].vcount + m[0].scount; i++) {
+ printf("%d:\n", i);
+ print_fmatrix(m[i].m);
+ }
+ }
+}
+#endif
+
+static void print_lvector(lfVector *v, int numverts)
+{
+ int i;
+ for (i = 0; i < numverts; ++i) {
+ if (i > 0)
+ printf("\n");
+
+ printf("%f,\n", v[i][0]);
+ printf("%f,\n", v[i][1]);
+ printf("%f,\n", v[i][2]);
+ }
+}
+
+static void print_bfmatrix(fmatrix3x3 *m)
+{
+ int tot = m[0].vcount + m[0].scount;
+ int size = m[0].vcount * 3;
+ float *t = MEM_callocN(sizeof(float) * size*size, "bfmatrix");
+ int q, i, j;
+
+ for (q = 0; q < tot; ++q) {
+ int k = 3 * m[q].r;
+ int l = 3 * m[q].c;
+
+ for (j = 0; j < 3; ++j) {
+ for (i = 0; i < 3; ++i) {
+// if (t[k + i + (l + j) * size] != 0.0f) {
+// printf("warning: overwriting value at %d, %d\n", m[q].r, m[q].c);
+// }
+ if (k == l) {
+ t[k + i + (k + j) * size] += m[q].m[i][j];
+ }
+ else {
+ t[k + i + (l + j) * size] += m[q].m[i][j];
+ t[l + j + (k + i) * size] += m[q].m[j][i];
+ }
+ }
+ }
+ }
+
+ for (j = 0; j < size; ++j) {
+ if (j > 0 && j % 3 == 0)
+ printf("\n");
+
+ for (i = 0; i < size; ++i) {
+ if (i > 0 && i % 3 == 0)
+ printf(" ");
+
+ implicit_print_matrix_elem(t[i + j * size]);
+ }
+ printf("\n");
+ }
+
+ MEM_freeN(t);
+}
+
+/* copy 3x3 matrix */
+DO_INLINE void cp_fmatrix(float to[3][3], float from[3][3])
+{
+ // memcpy(to, from, sizeof (float) * 9);
+ copy_v3_v3(to[0], from[0]);
+ copy_v3_v3(to[1], from[1]);
+ copy_v3_v3(to[2], from[2]);
+}
+
+/* copy 3x3 matrix */
+DO_INLINE void initdiag_fmatrixS(float to[3][3], float aS)
+{
+ cp_fmatrix(to, ZERO);
+
+ to[0][0] = aS;
+ to[1][1] = aS;
+ to[2][2] = aS;
+}
+
+#if 0
+/* calculate determinant of 3x3 matrix */
+DO_INLINE float det_fmatrix(float m[3][3])
+{
+ return m[0][0]*m[1][1]*m[2][2] + m[1][0]*m[2][1]*m[0][2] + m[0][1]*m[1][2]*m[2][0]
+ -m[0][0]*m[1][2]*m[2][1] - m[0][1]*m[1][0]*m[2][2] - m[2][0]*m[1][1]*m[0][2];
+}
+
+DO_INLINE void inverse_fmatrix(float to[3][3], float from[3][3])
+{
+ unsigned int i, j;
+ float d;
+
+ if ((d=det_fmatrix(from)) == 0) {
+ printf("can't build inverse");
+ exit(0);
+ }
+ for (i=0;i<3;i++) {
+ for (j=0;j<3;j++) {
+ int i1=(i+1)%3;
+ int i2=(i+2)%3;
+ int j1=(j+1)%3;
+ int j2=(j+2)%3;
+ // reverse indexs i&j to take transpose
+ to[j][i] = (from[i1][j1]*from[i2][j2]-from[i1][j2]*from[i2][j1])/d;
+ /*
+ if (i==j)
+ to[i][j] = 1.0f / from[i][j];
+ else
+ to[i][j] = 0;
+ */
+ }
+ }
+
+}
+#endif
+
+/* 3x3 matrix multiplied by a scalar */
+/* STATUS: verified */
+DO_INLINE void mul_fmatrix_S(float matrix[3][3], float scalar)
+{
+ mul_fvector_S(matrix[0], matrix[0], scalar);
+ mul_fvector_S(matrix[1], matrix[1], scalar);
+ mul_fvector_S(matrix[2], matrix[2], scalar);
+}
+
+/* a vector multiplied by a 3x3 matrix */
+/* STATUS: verified */
+DO_INLINE void mul_fvector_fmatrix(float *to, float *from, float matrix[3][3])
+{
+ to[0] = matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2];
+ to[1] = matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2];
+ to[2] = matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2];
+}
+
+/* 3x3 matrix multiplied by a vector */
+/* STATUS: verified */
+DO_INLINE void mul_fmatrix_fvector(float *to, float matrix[3][3], float from[3])
+{
+ to[0] = dot_v3v3(matrix[0], from);
+ to[1] = dot_v3v3(matrix[1], from);
+ to[2] = dot_v3v3(matrix[2], from);
+}
+/* 3x3 matrix addition with 3x3 matrix */
+DO_INLINE void add_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
+{
+ VECADD(to[0], matrixA[0], matrixB[0]);
+ VECADD(to[1], matrixA[1], matrixB[1]);
+ VECADD(to[2], matrixA[2], matrixB[2]);
+}
+/* A -= B*x + C*y (3x3 matrix sub-addition with 3x3 matrix) */
+DO_INLINE void subadd_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS)
+{
+ VECSUBADDSS(to[0], matrixA[0], aS, matrixB[0], bS);
+ VECSUBADDSS(to[1], matrixA[1], aS, matrixB[1], bS);
+ VECSUBADDSS(to[2], matrixA[2], aS, matrixB[2], bS);
+}
+/* A = B - C (3x3 matrix subtraction with 3x3 matrix) */
+DO_INLINE void sub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
+{
+ sub_v3_v3v3(to[0], matrixA[0], matrixB[0]);
+ sub_v3_v3v3(to[1], matrixA[1], matrixB[1]);
+ sub_v3_v3v3(to[2], matrixA[2], matrixB[2]);
+}
+/////////////////////////////////////////////////////////////////
+// special functions
+/////////////////////////////////////////////////////////////////
+/* 3x3 matrix multiplied+added by a vector */
+/* STATUS: verified */
+DO_INLINE void muladd_fmatrix_fvector(float to[3], float matrix[3][3], float from[3])
+{
+ to[0] += dot_v3v3(matrix[0], from);
+ to[1] += dot_v3v3(matrix[1], from);
+ to[2] += dot_v3v3(matrix[2], from);
+}
+/////////////////////////////////////////////////////////////////
+
+///////////////////////////
+// SPARSE SYMMETRIC big matrix with 3x3 matrix entries
+///////////////////////////
+/* printf a big matrix on console: for debug output */
+#if 0
+static void print_bfmatrix(fmatrix3x3 *m3)
+{
+ unsigned int i = 0;
+
+ for (i = 0; i < m3[0].vcount + m3[0].scount; i++)
+ {
+ print_fmatrix(m3[i].m);
+ }
+}
+#endif
+
+/* create big matrix */
+DO_INLINE fmatrix3x3 *create_bfmatrix(unsigned int verts, unsigned int springs)
+{
+ // TODO: check if memory allocation was successful */
+ fmatrix3x3 *temp = (fmatrix3x3 *)MEM_callocN(sizeof(fmatrix3x3) * (verts + springs), "cloth_implicit_alloc_matrix");
+ temp[0].vcount = verts;
+ temp[0].scount = springs;
+ return temp;
+}
+/* delete big matrix */
+DO_INLINE void del_bfmatrix(fmatrix3x3 *matrix)
+{
+ if (matrix != NULL) {
+ MEM_freeN(matrix);
+ }
+}
+
+/* copy big matrix */
+DO_INLINE void cp_bfmatrix(fmatrix3x3 *to, fmatrix3x3 *from)
+{
+ // TODO bounds checking
+ memcpy(to, from, sizeof(fmatrix3x3) * (from[0].vcount+from[0].scount));
+}
+
+/* init big matrix */
+// slow in parallel
+DO_INLINE void init_bfmatrix(fmatrix3x3 *matrix, float m3[3][3])
+{
+ unsigned int i;
+
+ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) {
+ cp_fmatrix(matrix[i].m, m3);
+ }
+}
+
+/* init the diagonal of big matrix */
+// slow in parallel
+DO_INLINE void initdiag_bfmatrix(fmatrix3x3 *matrix, float m3[3][3])
+{
+ unsigned int i, j;
+ float tmatrix[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
+
+ for (i = 0; i < matrix[0].vcount; i++) {
+ cp_fmatrix(matrix[i].m, m3);
+ }
+ for (j = matrix[0].vcount; j < matrix[0].vcount+matrix[0].scount; j++) {
+ cp_fmatrix(matrix[j].m, tmatrix);
+ }
+}
+
+/* SPARSE SYMMETRIC multiply big matrix with long vector*/
+/* STATUS: verified */
+DO_INLINE void mul_bfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector)
+{
+ unsigned int i = 0;
+ unsigned int vcount = from[0].vcount;
+ lfVector *temp = create_lfvector(vcount);
+
+ zero_lfvector(to, vcount);
+
+#pragma omp parallel sections private(i) if (vcount > CLOTH_OPENMP_LIMIT)
+ {
+#pragma omp section
+ {
+ for (i = from[0].vcount; i < from[0].vcount+from[0].scount; i++) {
+ muladd_fmatrix_fvector(to[from[i].c], from[i].m, fLongVector[from[i].r]);
+ }
+ }
+#pragma omp section
+ {
+ for (i = 0; i < from[0].vcount+from[0].scount; i++) {
+ muladd_fmatrix_fvector(temp[from[i].r], from[i].m, fLongVector[from[i].c]);
+ }
+ }
+ }
+ add_lfvector_lfvector(to, to, temp, from[0].vcount);
+
+ del_lfvector(temp);
+
+
+}
+
+/* SPARSE SYMMETRIC sub big matrix with big matrix*/
+/* A -= B * float + C * float --> for big matrix */
+/* VERIFIED */
+DO_INLINE void subadd_bfmatrixS_bfmatrixS( fmatrix3x3 *to, fmatrix3x3 *from, float aS, fmatrix3x3 *matrix, float bS)
+{
+ unsigned int i = 0;
+
+ /* process diagonal elements */
+ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) {
+ subadd_fmatrixS_fmatrixS(to[i].m, from[i].m, aS, matrix[i].m, bS);
+ }
+
+}
+
+///////////////////////////////////////////////////////////////////
+// simulator start
+///////////////////////////////////////////////////////////////////
+typedef struct RootTransform {
+ float loc[3];
+ float rot[3][3];
+
+ float vel[3];
+ float omega[3];
+
+ float acc[3];
+ float domega_dt[3];
+} RootTransform;
+
+typedef struct Implicit_Data {
+ /* inputs */
+ fmatrix3x3 *bigI; /* identity (constant) */
+ fmatrix3x3 *M; /* masses */
+ lfVector *F; /* forces */
+ fmatrix3x3 *dFdV, *dFdX; /* force jacobians */
+ RootTransform *root; /* root transforms */
+
+ /* motion state data */
+ lfVector *X, *Xnew; /* positions */
+ lfVector *V, *Vnew; /* velocities */
+
+ /* internal solver data */
+ lfVector *B; /* B for A*dV = B */
+ fmatrix3x3 *A; /* A for A*dV = B */
+
+ lfVector *dV; /* velocity change (solution of A*dV = B) */
+ lfVector *z; /* target velocity in constrained directions */
+ fmatrix3x3 *S; /* filtering matrix for constraints */
+ fmatrix3x3 *P, *Pinv; /* pre-conditioning matrix */
+} Implicit_Data;
+
+int implicit_init(Object *UNUSED(ob), ClothModifierData *clmd)
+{
+ unsigned int i = 0;
+ Cloth *cloth = NULL;
+ ClothVertex *verts = NULL;
+ ClothSpring *spring = NULL;
+ Implicit_Data *id = NULL;
+ LinkNode *search = NULL;
+
+ if (G.debug_value > 0)
+ printf("implicit_init\n");
+
+ // init memory guard
+ // BLI_listbase_clear(&MEMORY_BASE);
+
+ cloth = (Cloth *)clmd->clothObject;
+ verts = cloth->verts;
+
+ // create implicit base
+ id = (Implicit_Data *)MEM_callocN(sizeof(Implicit_Data), "implicit vecmat");
+ cloth->implicit = id;
+
+ /* process diagonal elements */
+ id->A = create_bfmatrix(cloth->numverts, cloth->numsprings);
+ id->dFdV = create_bfmatrix(cloth->numverts, cloth->numsprings);
+ id->dFdX = create_bfmatrix(cloth->numverts, cloth->numsprings);
+ id->S = create_bfmatrix(cloth->numverts, 0);
+ id->Pinv = create_bfmatrix(cloth->numverts, cloth->numsprings);
+ id->P = create_bfmatrix(cloth->numverts, cloth->numsprings);
+ id->bigI = create_bfmatrix(cloth->numverts, cloth->numsprings); // TODO 0 springs
+ id->M = create_bfmatrix(cloth->numverts, cloth->numsprings);
+ id->X = create_lfvector(cloth->numverts);
+ id->Xnew = create_lfvector(cloth->numverts);
+ id->V = create_lfvector(cloth->numverts);
+ id->Vnew = create_lfvector(cloth->numverts);
+ id->F = create_lfvector(cloth->numverts);
+ id->B = create_lfvector(cloth->numverts);
+ id->dV = create_lfvector(cloth->numverts);
+ id->z = create_lfvector(cloth->numverts);
+
+ id->root = MEM_callocN(sizeof(RootTransform) * cloth->numverts, "root transforms");
+
+ for (i = 0; i < cloth->numverts; i++) {
+ id->A[i].r = id->A[i].c = id->dFdV[i].r = id->dFdV[i].c = id->dFdX[i].r = id->dFdX[i].c = id->P[i].c = id->P[i].r = id->Pinv[i].c = id->Pinv[i].r = id->bigI[i].c = id->bigI[i].r = id->M[i].r = id->M[i].c = i;
+
+ initdiag_fmatrixS(id->M[i].m, verts[i].mass);
+ }
+
+ // init springs
+ search = cloth->springs;
+ for (i = 0; i < cloth->numsprings; i++) {
+ spring = search->link;
+
+ // dFdV_start[i].r = big_I[i].r = big_zero[i].r =
+ id->A[i+cloth->numverts].r = id->dFdV[i+cloth->numverts].r = id->dFdX[i+cloth->numverts].r =
+ id->P[i+cloth->numverts].r = id->Pinv[i+cloth->numverts].r = id->bigI[i+cloth->numverts].r = id->M[i+cloth->numverts].r = spring->ij;
+
+ // dFdV_start[i].c = big_I[i].c = big_zero[i].c =
+ id->A[i+cloth->numverts].c = id->dFdV[i+cloth->numverts].c = id->dFdX[i+cloth->numverts].c =
+ id->P[i+cloth->numverts].c = id->Pinv[i+cloth->numverts].c = id->bigI[i+cloth->numverts].c = id->M[i+cloth->numverts].c = spring->kl;
+
+ spring->matrix_index = i + cloth->numverts;
+
+ search = search->next;
+ }
+
+ initdiag_bfmatrix(id->bigI, I);
+
+ for (i = 0; i < cloth->numverts; i++) {
+ copy_v3_v3(id->X[i], verts[i].x);
+ }
+
+ return 1;
+}
+
+int implicit_free(ClothModifierData *clmd)
+{
+ Implicit_Data *id;
+ Cloth *cloth;
+ cloth = (Cloth *)clmd->clothObject;
+
+ if (cloth) {
+ id = cloth->implicit;
+
+ if (id) {
+ del_bfmatrix(id->A);
+ del_bfmatrix(id->dFdV);
+ del_bfmatrix(id->dFdX);
+ del_bfmatrix(id->S);
+ del_bfmatrix(id->P);
+ del_bfmatrix(id->Pinv);
+ del_bfmatrix(id->bigI);
+ del_bfmatrix(id->M);
+
+ del_lfvector(id->X);
+ del_lfvector(id->Xnew);
+ del_lfvector(id->V);
+ del_lfvector(id->Vnew);
+ del_lfvector(id->F);
+ del_lfvector(id->B);
+ del_lfvector(id->dV);
+ del_lfvector(id->z);
+
+ MEM_freeN(id->root);
+
+ MEM_freeN(id);
+ }
+ }
+
+ return 1;
+}
+
+/* ==== Transformation of Moving Reference Frame ====
+ * x_world, v_world, f_world, a_world, dfdx_world, dfdv_world : state variables in world space
+ * x_root, v_root, f_root, a_root, dfdx_root, dfdv_root : state variables in root space
+ *
+ * x0 : translation of the root frame (hair root location)
+ * v0 : linear velocity of the root frame
+ * a0 : acceleration of the root frame
+ * R : rotation matrix of the root frame
+ * w : angular velocity of the root frame
+ * dwdt : angular acceleration of the root frame
+ */
+
+/* x_root = R^T * x_world */
+BLI_INLINE void loc_world_to_root(float r[3], const float v[3], const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ sub_v3_v3v3(r, v, root->loc);
+ mul_transposed_m3_v3((float (*)[3])root->rot, r);
+#else
+ copy_v3_v3(r, v);
+ (void)root;
+#endif
+}
+
+/* x_world = R * x_root */
+BLI_INLINE void loc_root_to_world(float r[3], const float v[3], const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ copy_v3_v3(r, v);
+ mul_m3_v3((float (*)[3])root->rot, r);
+ add_v3_v3(r, root->loc);
+#else
+ copy_v3_v3(r, v);
+ (void)root;
+#endif
+}
+
+/* v_root = cross(w, x_root) + R^T*(v_world - v0) */
+BLI_INLINE void vel_world_to_root(float r[3], const float x_root[3], const float v[3], const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float angvel[3];
+ cross_v3_v3v3(angvel, root->omega, x_root);
+
+ sub_v3_v3v3(r, v, root->vel);
+ mul_transposed_m3_v3((float (*)[3])root->rot, r);
+ add_v3_v3(r, angvel);
+#else
+ copy_v3_v3(r, v);
+ (void)x_root;
+ (void)root;
+#endif
+}
+
+/* v_world = R*(v_root - cross(w, x_root)) + v0 */
+BLI_INLINE void vel_root_to_world(float r[3], const float x_root[3], const float v[3], const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float angvel[3];
+ cross_v3_v3v3(angvel, root->omega, x_root);
+
+ sub_v3_v3v3(r, v, angvel);
+ mul_m3_v3((float (*)[3])root->rot, r);
+ add_v3_v3(r, root->vel);
+#else
+ copy_v3_v3(r, v);
+ (void)x_root;
+ (void)root;
+#endif
+}
+
+/* a_root = -cross(dwdt, x_root) - 2*cross(w, v_root) - cross(w, cross(w, x_root)) + R^T*(a_world - a0) */
+BLI_INLINE void force_world_to_root(float r[3], const float x_root[3], const float v_root[3], const float force[3], float mass, const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float euler[3], coriolis[3], centrifugal[3], rotvel[3];
+
+ cross_v3_v3v3(euler, root->domega_dt, x_root);
+ cross_v3_v3v3(coriolis, root->omega, v_root);
+ mul_v3_fl(coriolis, 2.0f);
+ cross_v3_v3v3(rotvel, root->omega, x_root);
+ cross_v3_v3v3(centrifugal, root->omega, rotvel);
+
+ madd_v3_v3v3fl(r, force, root->acc, mass);
+ mul_transposed_m3_v3((float (*)[3])root->rot, r);
+ madd_v3_v3fl(r, euler, mass);
+ madd_v3_v3fl(r, coriolis, mass);
+ madd_v3_v3fl(r, centrifugal, mass);
+#else
+ copy_v3_v3(r, force);
+ (void)x_root;
+ (void)v_root;
+ (void)mass;
+ (void)root;
+#endif
+}
+
+/* a_world = R*[ a_root + cross(dwdt, x_root) + 2*cross(w, v_root) + cross(w, cross(w, x_root)) ] + a0 */
+BLI_INLINE void force_root_to_world(float r[3], const float x_root[3], const float v_root[3], const float force[3], float mass, const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float euler[3], coriolis[3], centrifugal[3], rotvel[3];
+
+ cross_v3_v3v3(euler, root->domega_dt, x_root);
+ cross_v3_v3v3(coriolis, root->omega, v_root);
+ mul_v3_fl(coriolis, 2.0f);
+ cross_v3_v3v3(rotvel, root->omega, x_root);
+ cross_v3_v3v3(centrifugal, root->omega, rotvel);
+
+ madd_v3_v3v3fl(r, force, euler, mass);
+ madd_v3_v3fl(r, coriolis, mass);
+ madd_v3_v3fl(r, centrifugal, mass);
+ mul_m3_v3((float (*)[3])root->rot, r);
+ madd_v3_v3fl(r, root->acc, mass);
+#else
+ copy_v3_v3(r, force);
+ (void)x_root;
+ (void)v_root;
+ (void)mass;
+ (void)root;
+#endif
+}
+
+BLI_INLINE void acc_world_to_root(float r[3], const float x_root[3], const float v_root[3], const float acc[3], const RootTransform *root)
+{
+ force_world_to_root(r, x_root, v_root, acc, 1.0f, root);
+}
+
+BLI_INLINE void acc_root_to_world(float r[3], const float x_root[3], const float v_root[3], const float acc[3], const RootTransform *root)
+{
+ force_root_to_world(r, x_root, v_root, acc, 1.0f, root);
+}
+
+BLI_INLINE void cross_m3_v3m3(float r[3][3], const float v[3], float m[3][3])
+{
+ cross_v3_v3v3(r[0], v, m[0]);
+ cross_v3_v3v3(r[1], v, m[1]);
+ cross_v3_v3v3(r[2], v, m[2]);
+}
+
+BLI_INLINE void cross_v3_identity(float r[3][3], const float v[3])
+{
+ r[0][0] = 0.0f; r[1][0] = v[2]; r[2][0] = -v[1];
+ r[0][1] = -v[2]; r[1][1] = 0.0f; r[2][1] = v[0];
+ r[0][2] = v[1]; r[1][2] = -v[0]; r[2][2] = 0.0f;
+}
+
+/* dfdx_root = m*[ -cross(dwdt, I) - cross(w, cross(w, I)) ] + R^T*(dfdx_world) */
+BLI_INLINE void dfdx_world_to_root(float m[3][3], float dfdx[3][3], float mass, const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float t[3][3], u[3][3];
+
+ copy_m3_m3(t, (float (*)[3])root->rot);
+ transpose_m3(t);
+ mul_m3_m3m3(m, t, dfdx);
+
+ cross_v3_identity(t, root->domega_dt);
+ mul_m3_fl(t, mass);
+ sub_m3_m3m3(m, m, t);
+
+ cross_v3_identity(u, root->omega);
+ cross_m3_v3m3(t, root->omega, u);
+ mul_m3_fl(t, mass);
+ sub_m3_m3m3(m, m, t);
+#else
+ copy_m3_m3(m, dfdx);
+ (void)mass;
+ (void)root;
+#endif
+}
+
+/* dfdx_world = R*(dfdx_root + m*[ cross(dwdt, I) + cross(w, cross(w, I)) ]) */
+BLI_INLINE void dfdx_root_to_world(float m[3][3], float dfdx[3][3], float mass, const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float t[3][3], u[3][3];
+
+ cross_v3_identity(t, root->domega_dt);
+ mul_m3_fl(t, mass);
+ add_m3_m3m3(m, dfdx, t);
+
+ cross_v3_identity(u, root->omega);
+ cross_m3_v3m3(t, root->omega, u);
+ mul_m3_fl(t, mass);
+ add_m3_m3m3(m, m, t);
+
+ mul_m3_m3m3(m, (float (*)[3])root->rot, m);
+#else
+ copy_m3_m3(m, dfdx);
+ (void)mass;
+ (void)root;
+#endif
+}
+
+/* dfdv_root = -2*m*cross(w, I) + R^T*(dfdv_world) */
+BLI_INLINE void dfdv_world_to_root(float m[3][3], float dfdv[3][3], float mass, const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float t[3][3];
+
+ copy_m3_m3(t, (float (*)[3])root->rot);
+ transpose_m3(t);
+ mul_m3_m3m3(m, t, dfdv);
+
+ cross_v3_identity(t, root->omega);
+ mul_m3_fl(t, 2.0f*mass);
+ sub_m3_m3m3(m, m, t);
+#else
+ copy_m3_m3(m, dfdv);
+ (void)mass;
+ (void)root;
+#endif
+}
+
+/* dfdv_world = R*(dfdv_root + 2*m*cross(w, I)) */
+BLI_INLINE void dfdv_root_to_world(float m[3][3], float dfdv[3][3], float mass, const RootTransform *root)
+{
+#ifdef CLOTH_ROOT_FRAME
+ float t[3][3];
+
+ cross_v3_identity(t, root->omega);
+ mul_m3_fl(t, 2.0f*mass);
+ add_m3_m3m3(m, dfdv, t);
+
+ mul_m3_m3m3(m, (float (*)[3])root->rot, m);
+#else
+ copy_m3_m3(m, dfdv);
+ (void)mass;
+ (void)root;
+#endif
+}
+
+/* ================================ */
+
+DO_INLINE float fb(float length, float L)
+{
+ float x = length / L;
+ float xx = x * x;
+ float xxx = xx * x;
+ float xxxx = xxx * x;
+ return (-11.541f * xxxx + 34.193f * xxx - 39.083f * xx + 23.116f * x - 9.713f);
+}
+
+DO_INLINE float fbderiv(float length, float L)
+{
+ float x = length/L;
+ float xx = x * x;
+ float xxx = xx * x;
+ return (-46.164f * xxx + 102.579f * xx - 78.166f * x + 23.116f);
+}
+
+DO_INLINE float fbstar(float length, float L, float kb, float cb)
+{
+ float tempfb_fl = kb * fb(length, L);
+ float fbstar_fl = cb * (length - L);
+
+ if (tempfb_fl < fbstar_fl)
+ return fbstar_fl;
+ else
+ return tempfb_fl;
+}
+
+// function to calculae bending spring force (taken from Choi & Co)
+DO_INLINE float fbstar_jacobi(float length, float L, float kb, float cb)
+{
+ float tempfb_fl = kb * fb(length, L);
+ float fbstar_fl = cb * (length - L);
+
+ if (tempfb_fl < fbstar_fl) {
+ return cb;
+ }
+ else {
+ return kb * fbderiv(length, L);
+ }
+}
+
+DO_INLINE void filter(lfVector *V, fmatrix3x3 *S)
+{
+ unsigned int i=0;
+
+ for (i = 0; i < S[0].vcount; i++) {
+ mul_m3_v3(S[i].m, V[S[i].r]);
+ }
+}
+
+#if 0 /* this version of the CG algorithm does not work very well with partial constraints (where S has non-zero elements) */
+static int cg_filtered(lfVector *ldV, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S)
+{
+ // Solves for unknown X in equation AX=B
+ unsigned int conjgrad_loopcount=0, conjgrad_looplimit=100;
+ float conjgrad_epsilon=0.0001f /* , conjgrad_lasterror=0 */ /* UNUSED */;
+ lfVector *q, *d, *tmp, *r;
+ float s, starget, a, s_prev;
+ unsigned int numverts = lA[0].vcount;
+ q = create_lfvector(numverts);
+ d = create_lfvector(numverts);
+ tmp = create_lfvector(numverts);
+ r = create_lfvector(numverts);
+
+ // zero_lfvector(ldV, CLOTHPARTICLES);
+ filter(ldV, S);
+
+ add_lfvector_lfvector(ldV, ldV, z, numverts);
+
+ // r = B - Mul(tmp, A, X); // just use B if X known to be zero
+ cp_lfvector(r, lB, numverts);
+ mul_bfmatrix_lfvector(tmp, lA, ldV);
+ sub_lfvector_lfvector(r, r, tmp, numverts);
+
+ filter(r, S);
+
+ cp_lfvector(d, r, numverts);
+
+ s = dot_lfvector(r, r, numverts);
+ starget = s * sqrtf(conjgrad_epsilon);
+
+ while (s>starget && conjgrad_loopcount < conjgrad_looplimit) {
+ // Mul(q, A, d); // q = A*d;
+ mul_bfmatrix_lfvector(q, lA, d);
+
+ filter(q, S);
+
+ a = s/dot_lfvector(d, q, numverts);
+
+ // X = X + d*a;
+ add_lfvector_lfvectorS(ldV, ldV, d, a, numverts);
+
+ // r = r - q*a;
+ sub_lfvector_lfvectorS(r, r, q, a, numverts);
+
+ s_prev = s;
+ s = dot_lfvector(r, r, numverts);
+
+ //d = r+d*(s/s_prev);
+ add_lfvector_lfvectorS(d, r, d, (s/s_prev), numverts);
+
+ filter(d, S);
+
+ conjgrad_loopcount++;
+ }
+ /* conjgrad_lasterror = s; */ /* UNUSED */
+
+ del_lfvector(q);
+ del_lfvector(d);
+ del_lfvector(tmp);
+ del_lfvector(r);
+ // printf("W/O conjgrad_loopcount: %d\n", conjgrad_loopcount);
+
+ return conjgrad_loopcount<conjgrad_looplimit; // true means we reached desired accuracy in given time - ie stable
+}
+#endif
+
+static int cg_filtered(lfVector *ldV, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S)
+{
+ // Solves for unknown X in equation AX=B
+ unsigned int conjgrad_loopcount=0, conjgrad_looplimit=100;
+ float conjgrad_epsilon=0.01f;
+
+ unsigned int numverts = lA[0].vcount;
+ lfVector *fB = create_lfvector(numverts);
+ lfVector *AdV = create_lfvector(numverts);
+ lfVector *r = create_lfvector(numverts);
+ lfVector *c = create_lfvector(numverts);
+ lfVector *q = create_lfvector(numverts);
+ lfVector *s = create_lfvector(numverts);
+ float delta_new, delta_old, delta_target, alpha;
+
+ cp_lfvector(ldV, z, numverts);
+
+ /* d0 = filter(B)^T * P * filter(B) */
+ cp_lfvector(fB, lB, numverts);
+ filter(fB, S);
+ delta_target = conjgrad_epsilon*conjgrad_epsilon * dot_lfvector(fB, fB, numverts);
+
+ /* r = filter(B - A * dV) */
+ mul_bfmatrix_lfvector(AdV, lA, ldV);
+ sub_lfvector_lfvector(r, lB, AdV, numverts);
+ filter(r, S);
+
+ /* c = filter(P^-1 * r) */
+ cp_lfvector(c, r, numverts);
+ filter(c, S);
+
+ /* delta = r^T * c */
+ delta_new = dot_lfvector(r, c, numverts);
+
+#ifdef IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
+ printf("==== A ====\n");
+ print_bfmatrix(lA);
+ printf("==== z ====\n");
+ print_lvector(z, numverts);
+ printf("==== B ====\n");
+ print_lvector(lB, numverts);
+ printf("==== S ====\n");
+ print_bfmatrix(S);
+#endif
+
+ while (delta_new > delta_target && conjgrad_loopcount < conjgrad_looplimit) {
+ mul_bfmatrix_lfvector(q, lA, c);
+ filter(q, S);
+
+ alpha = delta_new / dot_lfvector(c, q, numverts);
+
+ add_lfvector_lfvectorS(ldV, ldV, c, alpha, numverts);
+
+ add_lfvector_lfvectorS(r, r, q, -alpha, numverts);
+
+ /* s = P^-1 * r */
+ cp_lfvector(s, r, numverts);
+ delta_old = delta_new;
+ delta_new = dot_lfvector(r, s, numverts);
+
+ add_lfvector_lfvectorS(c, s, c, delta_new / delta_old, numverts);
+ filter(c, S);
+
+ conjgrad_loopcount++;
+ }
+
+#ifdef IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
+ printf("==== dV ====\n");
+ print_lvector(ldV, numverts);
+ printf("========\n");
+#endif
+
+ del_lfvector(fB);
+ del_lfvector(AdV);
+ del_lfvector(r);
+ del_lfvector(c);
+ del_lfvector(q);
+ del_lfvector(s);
+ // printf("W/O conjgrad_loopcount: %d\n", conjgrad_loopcount);
+
+ return conjgrad_loopcount < conjgrad_looplimit; // true means we reached desired accuracy in given time - ie stable
+}
+
+#if 0
+// block diagonalizer
+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) if (lA[0].vcount > CLOTH_OPENMP_LIMIT)
+ for (i = 0; i<lA[0].vcount; i++) {
+ // block diagonalizer
+ cp_fmatrix(P[i].m, lA[i].m);
+ inverse_fmatrix(Pinv[i].m, P[i].m);
+
+ }
+}
+/*
+// version 1.3
+static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv)
+{
+ unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100;
+ float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0;
+ float conjgrad_epsilon=0.0001; // 0.2 is dt for steps=5
+ lfVector *r = create_lfvector(numverts);
+ lfVector *p = create_lfvector(numverts);
+ lfVector *s = create_lfvector(numverts);
+ lfVector *h = create_lfvector(numverts);
+
+ BuildPPinv(lA, P, Pinv);
+
+ filter(dv, S);
+ add_lfvector_lfvector(dv, dv, z, numverts);
+
+ mul_bfmatrix_lfvector(r, lA, dv);
+ sub_lfvector_lfvector(r, lB, r, numverts);
+ filter(r, S);
+
+ mul_prevfmatrix_lfvector(p, Pinv, r);
+ filter(p, S);
+
+ deltaNew = dot_lfvector(r, p, numverts);
+
+ delta0 = deltaNew * sqrt(conjgrad_epsilon);
+
+ // itstart();
+
+ while ((deltaNew > delta0) && (iterations < conjgrad_looplimit))
+ {
+ iterations++;
+
+ mul_bfmatrix_lfvector(s, lA, p);
+ filter(s, S);
+
+ alpha = deltaNew / dot_lfvector(p, s, numverts);
+
+ add_lfvector_lfvectorS(dv, dv, p, alpha, numverts);
+
+ add_lfvector_lfvectorS(r, r, s, -alpha, numverts);
+
+ mul_prevfmatrix_lfvector(h, Pinv, r);
+ filter(h, S);
+
+ deltaOld = deltaNew;
+
+ deltaNew = dot_lfvector(r, h, numverts);
+
+ add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts);
+
+ filter(p, S);
+
+ }
+
+ // itend();
+ // printf("cg_filtered_pre time: %f\n", (float)itval());
+
+ del_lfvector(h);
+ del_lfvector(s);
+ del_lfvector(p);
+ del_lfvector(r);
+
+ printf("iterations: %d\n", iterations);
+
+ return iterations<conjgrad_looplimit;
+}
+*/
+// version 1.4
+static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv, fmatrix3x3 *bigI)
+{
+ unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100;
+ float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0, tol = 0;
+ lfVector *r = create_lfvector(numverts);
+ lfVector *p = create_lfvector(numverts);
+ lfVector *s = create_lfvector(numverts);
+ lfVector *h = create_lfvector(numverts);
+ lfVector *bhat = create_lfvector(numverts);
+ lfVector *btemp = create_lfvector(numverts);
+
+ BuildPPinv(lA, P, Pinv);
+
+ initdiag_bfmatrix(bigI, I);
+ sub_bfmatrix_Smatrix(bigI, bigI, S);
+
+ // x = Sx_0+(I-S)z
+ filter(dv, S);
+ add_lfvector_lfvector(dv, dv, z, numverts);
+
+ // b_hat = S(b-A(I-S)z)
+ mul_bfmatrix_lfvector(r, lA, z);
+ mul_bfmatrix_lfvector(bhat, bigI, r);
+ sub_lfvector_lfvector(bhat, lB, bhat, numverts);
+
+ // r = S(b-Ax)
+ mul_bfmatrix_lfvector(r, lA, dv);
+ sub_lfvector_lfvector(r, lB, r, numverts);
+ filter(r, S);
+
+ // p = SP^-1r
+ mul_prevfmatrix_lfvector(p, Pinv, r);
+ filter(p, S);
+
+ // delta0 = bhat^TP^-1bhat
+ mul_prevfmatrix_lfvector(btemp, Pinv, bhat);
+ delta0 = dot_lfvector(bhat, btemp, numverts);
+
+ // deltaNew = r^TP
+ deltaNew = dot_lfvector(r, p, numverts);
+
+ /*
+ filter(dv, S);
+ add_lfvector_lfvector(dv, dv, z, numverts);
+
+ mul_bfmatrix_lfvector(r, lA, dv);
+ sub_lfvector_lfvector(r, lB, r, numverts);
+ filter(r, S);
+
+ mul_prevfmatrix_lfvector(p, Pinv, r);
+ filter(p, S);
+
+ deltaNew = dot_lfvector(r, p, numverts);
+
+ delta0 = deltaNew * sqrt(conjgrad_epsilon);
+ */
+
+ // itstart();
+
+ tol = (0.01*0.2);
+
+ while ((deltaNew > delta0*tol*tol) && (iterations < conjgrad_looplimit))
+ {
+ iterations++;
+
+ mul_bfmatrix_lfvector(s, lA, p);
+ filter(s, S);
+
+ alpha = deltaNew / dot_lfvector(p, s, numverts);
+
+ add_lfvector_lfvectorS(dv, dv, p, alpha, numverts);
+
+ add_lfvector_lfvectorS(r, r, s, -alpha, numverts);
+
+ mul_prevfmatrix_lfvector(h, Pinv, r);
+ filter(h, S);
+
+ deltaOld = deltaNew;
+
+ deltaNew = dot_lfvector(r, h, numverts);
+
+ add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts);
+
+ filter(p, S);
+
+ }
+
+ // itend();
+ // printf("cg_filtered_pre time: %f\n", (float)itval());
+
+ del_lfvector(btemp);
+ del_lfvector(bhat);
+ del_lfvector(h);
+ del_lfvector(s);
+ del_lfvector(p);
+ del_lfvector(r);
+
+ // printf("iterations: %d\n", iterations);
+
+ return iterations<conjgrad_looplimit;
+}
+#endif
+
+DO_INLINE void dfdx_spring_type2(float to[3][3], float dir[3], float length, float L, float k, float cb)
+{
+ // return outerprod(dir, dir)*fbstar_jacobi(length, L, k, cb);
+ mul_fvectorT_fvectorS(to, dir, dir, fbstar_jacobi(length, L, k, cb));
+}
+
+DO_INLINE void dfdv_damp(float to[3][3], float dir[3], float damping)
+{
+ // derivative of force wrt velocity.
+ mul_fvectorT_fvectorS(to, dir, dir, damping);
+
+}
+
+DO_INLINE void dfdx_spring(float to[3][3], float dir[3], float length, float L, float k)
+{
+ // dir is unit length direction, rest is spring's restlength, k is spring constant.
+ //return ( (I-outerprod(dir, dir))*Min(1.0f, rest/length) - I) * -k;
+ mul_fvectorT_fvector(to, dir, dir);
+ sub_fmatrix_fmatrix(to, I, to);
+
+ mul_fmatrix_S(to, (L/length));
+ sub_fmatrix_fmatrix(to, to, I);
+ mul_fmatrix_S(to, -k);
+}
+
+DO_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, lfVector *UNUSED(lF), lfVector *X, lfVector *V, fmatrix3x3 *UNUSED(dFdV), fmatrix3x3 *UNUSED(dFdX), float time)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ float extent[3];
+ float length = 0, dot = 0;
+ float dir[3] = {0, 0, 0};
+ float vel[3];
+ float k = 0.0f;
+ float L = s->restlen;
+ float cb; /* = clmd->sim_parms->structural; */ /*UNUSED*/
+
+ float nullf[3] = {0, 0, 0};
+ float stretch_force[3] = {0, 0, 0};
+ float bending_force[3] = {0, 0, 0};
+ float damping_force[3] = {0, 0, 0};
+ float nulldfdx[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
+
+ float scaling = 0.0;
+
+ int no_compress = clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
+
+ copy_v3_v3(s->f, nullf);
+ cp_fmatrix(s->dfdx, nulldfdx);
+ cp_fmatrix(s->dfdv, nulldfdx);
+
+ // calculate elonglation
+ sub_v3_v3v3(extent, X[s->kl], X[s->ij]);
+ sub_v3_v3v3(vel, V[s->kl], V[s->ij]);
+ dot = dot_v3v3(extent, extent);
+ length = sqrtf(dot);
+
+ s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
+
+ if (length > ALMOST_ZERO) {
+ /*
+ if (length>L)
+ {
+ if ((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) &&
+ ((((length-L)*100.0f/L) > clmd->sim_parms->maxspringlen))) // cut spring!
+ {
+ s->flags |= CSPRING_FLAG_DEACTIVATE;
+ return;
+ }
+ }
+ */
+ mul_fvector_S(dir, extent, 1.0f/length);
+ }
+ else {
+ mul_fvector_S(dir, extent, 0.0f);
+ }
+
+ // calculate force of structural + shear springs
+ if ((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR) || (s->type & CLOTH_SPRING_TYPE_SEWING) ) {
+#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
+ if (length > L || no_compress) {
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ k = clmd->sim_parms->structural;
+
+ scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_struct - k);
+
+ k = scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
+
+ // TODO: verify, half verified (couldn't see error)
+ if (s->type & CLOTH_SPRING_TYPE_SEWING) {
+ // sewing springs usually have a large distance at first so clamp the force so we don't get tunnelling through colission objects
+ float force = k*(length-L);
+ if (force > clmd->sim_parms->max_sewing) {
+ force = clmd->sim_parms->max_sewing;
+ }
+ mul_fvector_S(stretch_force, dir, force);
+ }
+ else {
+ mul_fvector_S(stretch_force, dir, k * (length - L));
+ }
+
+ VECADD(s->f, s->f, stretch_force);
+
+ // Ascher & Boxman, p.21: Damping only during elonglation
+ // something wrong with it...
+ mul_fvector_S(damping_force, dir, clmd->sim_parms->Cdis * dot_v3v3(vel, dir));
+ VECADD(s->f, s->f, damping_force);
+
+ /* VERIFIED */
+ dfdx_spring(s->dfdx, dir, length, L, k);
+
+ /* VERIFIED */
+ dfdv_damp(s->dfdv, dir, clmd->sim_parms->Cdis);
+
+ }
+#endif
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_GOAL) {
+#ifdef CLOTH_FORCE_SPRING_GOAL
+ float tvect[3];
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ // current_position = xold + t * (newposition - xold)
+ sub_v3_v3v3(tvect, verts[s->ij].xconst, verts[s->ij].xold);
+ mul_fvector_S(tvect, tvect, time);
+ VECADD(tvect, tvect, verts[s->ij].xold);
+
+ sub_v3_v3v3(extent, X[s->ij], tvect);
+
+ // SEE MSG BELOW (these are UNUSED)
+ // dot = dot_v3v3(extent, extent);
+ // length = sqrt(dot);
+
+ k = clmd->sim_parms->goalspring;
+
+ scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_struct - k);
+
+ k = verts [s->ij].goal * scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
+
+ VECADDS(s->f, s->f, extent, -k);
+
+ mul_fvector_S(damping_force, dir, clmd->sim_parms->goalfrict * 0.01f * dot_v3v3(vel, dir));
+ VECADD(s->f, s->f, damping_force);
+
+ // HERE IS THE PROBLEM!!!!
+ // dfdx_spring(s->dfdx, dir, length, 0.0, k);
+ // dfdv_damp(s->dfdv, dir, MIN2(1.0, (clmd->sim_parms->goalfrict/100.0)));
+#endif
+ }
+ else { /* calculate force of bending springs */
+#ifdef CLOTH_FORCE_SPRING_BEND
+ if (length < L) {
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ k = clmd->sim_parms->bending;
+
+ scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_bend - k);
+ cb = k = scaling / (20.0f * (clmd->sim_parms->avg_spring_len + FLT_EPSILON));
+
+ mul_fvector_S(bending_force, dir, fbstar(length, L, k, cb));
+ VECADD(s->f, s->f, bending_force);
+
+ dfdx_spring_type2(s->dfdx, dir, length, L, k, cb);
+ }
+#endif
+ }
+}
+
+DO_INLINE void cloth_apply_spring_force(ClothModifierData *UNUSED(clmd), ClothSpring *s, lfVector *lF, lfVector *UNUSED(X), lfVector *UNUSED(V), fmatrix3x3 *dFdV, fmatrix3x3 *dFdX)
+{
+ if (s->flags & CLOTH_SPRING_FLAG_NEEDED) {
+ if (!(s->type & CLOTH_SPRING_TYPE_BENDING)) {
+ sub_fmatrix_fmatrix(dFdV[s->ij].m, dFdV[s->ij].m, s->dfdv);
+ sub_fmatrix_fmatrix(dFdV[s->kl].m, dFdV[s->kl].m, s->dfdv);
+ add_fmatrix_fmatrix(dFdV[s->matrix_index].m, dFdV[s->matrix_index].m, s->dfdv);
+ }
+
+ VECADD(lF[s->ij], lF[s->ij], s->f);
+
+ if (!(s->type & CLOTH_SPRING_TYPE_GOAL))
+ sub_v3_v3v3(lF[s->kl], lF[s->kl], s->f);
+
+ sub_fmatrix_fmatrix(dFdX[s->kl].m, dFdX[s->kl].m, s->dfdx);
+ sub_fmatrix_fmatrix(dFdX[s->ij].m, dFdX[s->ij].m, s->dfdx);
+ add_fmatrix_fmatrix(dFdX[s->matrix_index].m, dFdX[s->matrix_index].m, s->dfdx);
+ }
+}
+
+
+static void CalcFloat( float *v1, float *v2, float *v3, float *n)
+{
+ float n1[3], n2[3];
+
+ n1[0] = v1[0]-v2[0];
+ n2[0] = v2[0]-v3[0];
+ n1[1] = v1[1]-v2[1];
+ n2[1] = v2[1]-v3[1];
+ n1[2] = v1[2]-v2[2];
+ n2[2] = v2[2]-v3[2];
+ n[0] = n1[1]*n2[2]-n1[2]*n2[1];
+ n[1] = n1[2]*n2[0]-n1[0]*n2[2];
+ n[2] = n1[0]*n2[1]-n1[1]*n2[0];
+}
+
+static void CalcFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
+{
+ /* real cross! */
+ float n1[3], n2[3];
+
+ n1[0] = v1[0]-v3[0];
+ n1[1] = v1[1]-v3[1];
+ n1[2] = v1[2]-v3[2];
+
+ n2[0] = v2[0]-v4[0];
+ n2[1] = v2[1]-v4[1];
+ n2[2] = v2[2]-v4[2];
+
+ n[0] = n1[1]*n2[2]-n1[2]*n2[1];
+ n[1] = n1[2]*n2[0]-n1[0]*n2[2];
+ n[2] = n1[0]*n2[1]-n1[1]*n2[0];
+}
+
+static float calculateVertexWindForce(const float wind[3], const float vertexnormal[3])
+{
+ return dot_v3v3(wind, vertexnormal);
+}
+
+/* ================ Volumetric Hair Interaction ================
+ * adapted from
+ * Volumetric Methods for Simulation and Rendering of Hair
+ * by Lena Petrovic, Mark Henne and John Anderson
+ * Pixar Technical Memo #06-08, Pixar Animation Studios
+ */
+
+/* Note about array indexing:
+ * Generally the arrays here are one-dimensional.
+ * The relation between 3D indices and the array offset is
+ * offset = x + res_x * y + res_y * z
+ */
+
+/* TODO: This is an initial implementation and should be made much better in due time.
+ * What should at least be implemented is a grid size parameter and a smoothing kernel
+ * for bigger grids.
+ */
+
+/* 10x10x10 grid gives nice initial results */
+static const int hair_grid_res = 10;
+
+static int hair_grid_size(int res)
+{
+ return res * res * res;
+}
+
+BLI_INLINE void hair_grid_get_scale(int res, const float gmin[3], const float gmax[3], float scale[3])
+{
+ sub_v3_v3v3(scale, gmax, gmin);
+ mul_v3_fl(scale, 1.0f / (res-1));
+}
+
+typedef struct HairGridVert {
+ float velocity[3];
+ float density;
+} HairGridVert;
+
+#define HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, axis) ( min_ii( max_ii( (int)((vec[axis] - gmin[axis]) / scale[axis]), 0), res-2 ) )
+
+BLI_INLINE int hair_grid_offset(const float vec[3], int res, const float gmin[3], const float scale[3])
+{
+ int i, j, k;
+ i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
+ j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
+ k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
+ return i + (j + k*res)*res;
+}
+
+BLI_INLINE int hair_grid_interp_weights(int res, const float gmin[3], const float scale[3], const float vec[3], float uvw[3])
+{
+ int i, j, k, offset;
+
+ i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
+ j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
+ k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
+ offset = i + (j + k*res)*res;
+
+ uvw[0] = (vec[0] - gmin[0]) / scale[0] - (float)i;
+ uvw[1] = (vec[1] - gmin[1]) / scale[1] - (float)j;
+ uvw[2] = (vec[2] - gmin[2]) / scale[2] - (float)k;
+
+ return offset;
+}
+
+BLI_INLINE void hair_grid_interpolate(const HairGridVert *grid, int res, const float gmin[3], const float scale[3], const float vec[3],
+ float *density, float velocity[3], float density_gradient[3])
+{
+ HairGridVert data[8];
+ float uvw[3], muvw[3];
+ int res2 = res * res;
+ int offset;
+
+ offset = hair_grid_interp_weights(res, gmin, scale, vec, uvw);
+ muvw[0] = 1.0f - uvw[0];
+ muvw[1] = 1.0f - uvw[1];
+ muvw[2] = 1.0f - uvw[2];
+
+ data[0] = grid[offset ];
+ data[1] = grid[offset +1];
+ data[2] = grid[offset +res ];
+ data[3] = grid[offset +res+1];
+ data[4] = grid[offset+res2 ];
+ data[5] = grid[offset+res2 +1];
+ data[6] = grid[offset+res2+res ];
+ data[7] = grid[offset+res2+res+1];
+
+ if (density) {
+ *density = muvw[2]*( muvw[1]*( muvw[0]*data[0].density + uvw[0]*data[1].density ) +
+ uvw[1]*( muvw[0]*data[2].density + uvw[0]*data[3].density ) ) +
+ uvw[2]*( muvw[1]*( muvw[0]*data[4].density + uvw[0]*data[5].density ) +
+ uvw[1]*( muvw[0]*data[6].density + uvw[0]*data[7].density ) );
+ }
+ if (velocity) {
+ int k;
+ for (k = 0; k < 3; ++k) {
+ velocity[k] = muvw[2]*( muvw[1]*( muvw[0]*data[0].velocity[k] + uvw[0]*data[1].velocity[k] ) +
+ uvw[1]*( muvw[0]*data[2].velocity[k] + uvw[0]*data[3].velocity[k] ) ) +
+ uvw[2]*( muvw[1]*( muvw[0]*data[4].velocity[k] + uvw[0]*data[5].velocity[k] ) +
+ uvw[1]*( muvw[0]*data[6].velocity[k] + uvw[0]*data[7].velocity[k] ) );
+ }
+ }
+ if (density_gradient) {
+ density_gradient[0] = muvw[1] * muvw[2] * ( data[0].density - data[1].density ) +
+ uvw[1] * muvw[2] * ( data[2].density - data[3].density ) +
+ muvw[1] * uvw[2] * ( data[4].density - data[5].density ) +
+ uvw[1] * uvw[2] * ( data[6].density - data[7].density );
+
+ density_gradient[1] = muvw[2] * muvw[0] * ( data[0].density - data[2].density ) +
+ uvw[2] * muvw[0] * ( data[4].density - data[6].density ) +
+ muvw[2] * uvw[0] * ( data[1].density - data[3].density ) +
+ uvw[2] * uvw[0] * ( data[5].density - data[7].density );
+
+ density_gradient[2] = muvw[2] * muvw[0] * ( data[0].density - data[4].density ) +
+ uvw[2] * muvw[0] * ( data[1].density - data[5].density ) +
+ muvw[2] * uvw[0] * ( data[2].density - data[6].density ) +
+ uvw[2] * uvw[0] * ( data[3].density - data[7].density );
+ }
+}
+
+static void hair_velocity_smoothing(const HairGridVert *hairgrid, const float gmin[3], const float scale[3], float smoothfac,
+ lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ int v;
+ /* calculate forces */
+ for (v = 0; v < numverts; v++) {
+ float density, velocity[3];
+
+ hair_grid_interpolate(hairgrid, hair_grid_res, gmin, scale, lX[v], &density, velocity, NULL);
+
+ sub_v3_v3(velocity, lV[v]);
+ madd_v3_v3fl(lF[v], velocity, smoothfac);
+ }
+}
+
+static void hair_velocity_collision(const HairGridVert *collgrid, const float gmin[3], const float scale[3], float collfac,
+ lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ int v;
+ /* calculate forces */
+ for (v = 0; v < numverts; v++) {
+ int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, scale);
+
+ if (collgrid[offset].density > 0.0f) {
+ lF[v][0] += collfac * (collgrid[offset].velocity[0] - lV[v][0]);
+ lF[v][1] += collfac * (collgrid[offset].velocity[1] - lV[v][1]);
+ lF[v][2] += collfac * (collgrid[offset].velocity[2] - lV[v][2]);
+ }
+ }
+}
+
+static void hair_pressure_force(const HairGridVert *hairgrid, const float gmin[3], const float scale[3], float pressurefac, float minpressure,
+ lfVector *lF, lfVector *lX, unsigned int numverts)
+{
+ int v;
+
+ /* calculate forces */
+ for (v = 0; v < numverts; v++) {
+ float density, gradient[3], gradlen;
+
+ hair_grid_interpolate(hairgrid, hair_grid_res, gmin, scale, lX[v], &density, NULL, gradient);
+
+ gradlen = normalize_v3(gradient) - minpressure;
+ if (gradlen < 0.0f)
+ continue;
+ mul_v3_fl(gradient, gradlen);
+
+ madd_v3_v3fl(lF[v], gradient, pressurefac);
+ }
+}
+
+static void hair_volume_get_boundbox(lfVector *lX, unsigned int numverts, float gmin[3], float gmax[3])
+{
+ int i;
+
+ INIT_MINMAX(gmin, gmax);
+ for (i = 0; i < numverts; i++)
+ DO_MINMAX(lX[i], gmin, gmax);
+}
+
+BLI_INLINE bool hair_grid_point_valid(const float vec[3], float gmin[3], float gmax[3])
+{
+ return !(vec[0] < gmin[0] || vec[1] < gmin[1] || vec[2] < gmin[2] ||
+ vec[0] > gmax[0] || vec[1] > gmax[1] || vec[2] > gmax[2]);
+}
+
+BLI_INLINE float dist_tent_v3f3(const float a[3], float x, float y, float z)
+{
+ float w = (1.0f - fabsf(a[0] - x)) * (1.0f - fabsf(a[1] - y)) * (1.0f - fabsf(a[2] - z));
+ return w;
+}
+
+/* returns the grid array offset as well to avoid redundant calculation */
+static int hair_grid_weights(int res, const float gmin[3], const float scale[3], const float vec[3], float weights[8])
+{
+ int i, j, k, offset;
+ float uvw[3];
+
+ i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
+ j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
+ k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
+ offset = i + (j + k*res)*res;
+
+ uvw[0] = (vec[0] - gmin[0]) / scale[0];
+ uvw[1] = (vec[1] - gmin[1]) / scale[1];
+ uvw[2] = (vec[2] - gmin[2]) / scale[2];
+
+ weights[0] = dist_tent_v3f3(uvw, (float)i , (float)j , (float)k );
+ weights[1] = dist_tent_v3f3(uvw, (float)(i+1), (float)j , (float)k );
+ weights[2] = dist_tent_v3f3(uvw, (float)i , (float)(j+1), (float)k );
+ weights[3] = dist_tent_v3f3(uvw, (float)(i+1), (float)(j+1), (float)k );
+ weights[4] = dist_tent_v3f3(uvw, (float)i , (float)j , (float)(k+1));
+ weights[5] = dist_tent_v3f3(uvw, (float)(i+1), (float)j , (float)(k+1));
+ weights[6] = dist_tent_v3f3(uvw, (float)i , (float)(j+1), (float)(k+1));
+ weights[7] = dist_tent_v3f3(uvw, (float)(i+1), (float)(j+1), (float)(k+1));
+
+ return offset;
+}
+
+static HairGridVert *hair_volume_create_hair_grid(ClothModifierData *clmd, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ int res = hair_grid_res;
+ int size = hair_grid_size(res);
+ HairGridVert *hairgrid;
+ float gmin[3], gmax[3], scale[3];
+ /* 2.0f is an experimental value that seems to give good results */
+ float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth;
+ unsigned int v = 0;
+ int i = 0;
+
+ hair_volume_get_boundbox(lX, numverts, gmin, gmax);
+ hair_grid_get_scale(res, gmin, gmax, scale);
+
+ hairgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair voxel data");
+
+ /* initialize grid */
+ for (i = 0; i < size; ++i) {
+ zero_v3(hairgrid[i].velocity);
+ hairgrid[i].density = 0.0f;
+ }
+
+ /* gather velocities & density */
+ if (smoothfac > 0.0f) {
+ for (v = 0; v < numverts; v++) {
+ float *V = lV[v];
+ float weights[8];
+ int di, dj, dk;
+ int offset;
+
+ if (!hair_grid_point_valid(lX[v], gmin, gmax))
+ continue;
+
+ offset = hair_grid_weights(res, gmin, scale, lX[v], weights);
+
+ for (di = 0; di < 2; ++di) {
+ for (dj = 0; dj < 2; ++dj) {
+ for (dk = 0; dk < 2; ++dk) {
+ int voffset = offset + di + (dj + dk*res)*res;
+ int iw = di + dj*2 + dk*4;
+
+ hairgrid[voffset].density += weights[iw];
+ madd_v3_v3fl(hairgrid[voffset].velocity, V, weights[iw]);
+ }
+ }
+ }
+ }
+ }
+
+ /* divide velocity with density */
+ for (i = 0; i < size; i++) {
+ float density = hairgrid[i].density;
+ if (density > 0.0f)
+ mul_v3_fl(hairgrid[i].velocity, 1.0f/density);
+ }
+
+ return hairgrid;
+}
+
+
+static HairGridVert *hair_volume_create_collision_grid(ClothModifierData *clmd, lfVector *lX, unsigned int numverts)
+{
+ int res = hair_grid_res;
+ int size = hair_grid_size(res);
+ HairGridVert *collgrid;
+ ListBase *colliders;
+ ColliderCache *col = NULL;
+ float gmin[3], gmax[3], scale[3];
+ /* 2.0f is an experimental value that seems to give good results */
+ float collfac = 2.0f * clmd->sim_parms->collider_friction;
+ unsigned int v = 0;
+ int i = 0;
+
+ hair_volume_get_boundbox(lX, numverts, gmin, gmax);
+ hair_grid_get_scale(res, gmin, gmax, scale);
+
+ collgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair collider voxel data");
+
+ /* initialize grid */
+ for (i = 0; i < size; ++i) {
+ zero_v3(collgrid[i].velocity);
+ collgrid[i].density = 0.0f;
+ }
+
+ /* gather colliders */
+ colliders = get_collider_cache(clmd->scene, NULL, NULL);
+ if (colliders && collfac > 0.0f) {
+ for (col = colliders->first; col; col = col->next) {
+ MVert *loc0 = col->collmd->x;
+ MVert *loc1 = col->collmd->xnew;
+ float vel[3];
+ float weights[8];
+ int di, dj, dk;
+
+ for (v=0; v < col->collmd->numverts; v++, loc0++, loc1++) {
+ int offset;
+
+ if (!hair_grid_point_valid(loc1->co, gmin, gmax))
+ continue;
+
+ offset = hair_grid_weights(res, gmin, scale, lX[v], weights);
+
+ sub_v3_v3v3(vel, loc1->co, loc0->co);
+
+ for (di = 0; di < 2; ++di) {
+ for (dj = 0; dj < 2; ++dj) {
+ for (dk = 0; dk < 2; ++dk) {
+ int voffset = offset + di + (dj + dk*res)*res;
+ int iw = di + dj*2 + dk*4;
+
+ collgrid[voffset].density += weights[iw];
+ madd_v3_v3fl(collgrid[voffset].velocity, vel, weights[iw]);
+ }
+ }
+ }
+ }
+ }
+ }
+ free_collider_cache(&colliders);
+
+ /* divide velocity with density */
+ for (i = 0; i < size; i++) {
+ float density = collgrid[i].density;
+ if (density > 0.0f)
+ mul_v3_fl(collgrid[i].velocity, 1.0f/density);
+ }
+
+ return collgrid;
+}
+
+static void hair_volume_forces(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
+{
+ HairGridVert *hairgrid, *collgrid;
+ float gmin[3], gmax[3], scale[3];
+ /* 2.0f is an experimental value that seems to give good results */
+ float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth;
+ float collfac = 2.0f * clmd->sim_parms->collider_friction;
+ float pressfac = clmd->sim_parms->pressure;
+ float minpress = clmd->sim_parms->pressure_threshold;
+
+ if (smoothfac <= 0.0f && collfac <= 0.0f && pressfac <= 0.0f)
+ return;
+
+ hair_volume_get_boundbox(lX, numverts, gmin, gmax);
+ hair_grid_get_scale(hair_grid_res, gmin, gmax, scale);
+
+ hairgrid = hair_volume_create_hair_grid(clmd, lX, lV, numverts);
+ collgrid = hair_volume_create_collision_grid(clmd, lX, numverts);
+
+ hair_velocity_smoothing(hairgrid, gmin, scale, smoothfac, lF, lX, lV, numverts);
+ hair_velocity_collision(collgrid, gmin, scale, collfac, lF, lX, lV, numverts);
+ hair_pressure_force(hairgrid, gmin, scale, pressfac, minpress, lF, lX, numverts);
+
+ MEM_freeN(hairgrid);
+ MEM_freeN(collgrid);
+}
+
+bool implicit_hair_volume_get_texture_data(Object *UNUSED(ob), ClothModifierData *clmd, ListBase *UNUSED(effectors), VoxelData *vd)
+{
+ lfVector *lX, *lV;
+ HairGridVert *hairgrid/*, *collgrid*/;
+ int numverts;
+ int totres, i;
+ int depth;
+
+ if (!clmd->clothObject || !clmd->clothObject->implicit)
+ return false;
+
+ lX = clmd->clothObject->implicit->X;
+ lV = clmd->clothObject->implicit->V;
+ numverts = clmd->clothObject->numverts;
+
+ hairgrid = hair_volume_create_hair_grid(clmd, lX, lV, numverts);
+// collgrid = hair_volume_create_collision_grid(clmd, lX, numverts);
+
+ vd->resol[0] = hair_grid_res;
+ vd->resol[1] = hair_grid_res;
+ vd->resol[2] = hair_grid_res;
+
+ totres = hair_grid_size(hair_grid_res);
+
+ if (vd->hair_type == TEX_VD_HAIRVELOCITY) {
+ depth = 4;
+ vd->data_type = TEX_VD_RGBA_PREMUL;
+ }
+ else {
+ depth = 1;
+ vd->data_type = TEX_VD_INTENSITY;
+ }
+
+ if (totres > 0) {
+ vd->dataset = (float *)MEM_mapallocN(sizeof(float) * depth * (totres), "hair volume texture data");
+
+ for (i = 0; i < totres; ++i) {
+ switch (vd->hair_type) {
+ case TEX_VD_HAIRDENSITY:
+ vd->dataset[i] = hairgrid[i].density;
+ break;
+
+ case TEX_VD_HAIRRESTDENSITY:
+ vd->dataset[i] = 0.0f; // TODO
+ break;
+
+ case TEX_VD_HAIRVELOCITY:
+ vd->dataset[i + 0*totres] = hairgrid[i].velocity[0];
+ vd->dataset[i + 1*totres] = hairgrid[i].velocity[1];
+ vd->dataset[i + 2*totres] = hairgrid[i].velocity[2];
+ vd->dataset[i + 3*totres] = len_v3(hairgrid[i].velocity);
+ break;
+
+ case TEX_VD_HAIRENERGY:
+ vd->dataset[i] = 0.0f; // TODO
+ break;
+ }
+ }
+ }
+ else {
+ vd->dataset = NULL;
+ }
+
+ MEM_freeN(hairgrid);
+// MEM_freeN(collgrid);
+
+ return true;
+}
+
+/* ================================ */
+
+static bool collision_response(ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, 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_getepsilon(collmd->bvhtree);
+
+ float margin_distance = 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);
+
+ /* TODO repulsion forces can easily destabilize the system,
+ * have to clamp them or construct a linear spring instead
+ */
+// repulse = -margin_distance / dt + dot_v3v3(v1, collpair->normal);
+ repulse = 0.0f;
+
+ if (margin_distance < -epsilon2) {
+ bounce = -(v_nor_new + v_nor_old * restitution);
+ mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce));
+ }
+ else {
+ bounce = 0.0f;
+ mul_v3_v3fl(r_impulse, collpair->normal, repulse);
+ }
+
+ 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 setup_constraint_matrix(ClothModifierData *clmd, ColliderContacts *contacts, int totcolliders, lfVector *X, lfVector *V, fmatrix3x3 *S, lfVector *z, float dt)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ int numverts = cloth->numverts;
+ RootTransform *roots = cloth->implicit->root;
+ int i, j, v;
+
+ for (v = 0; v < numverts; v++) {
+ S[v].c = S[v].r = v;
+ if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
+ /* pinned vertex constraints */
+ zero_v3(z[v]); /* velocity is defined externally */
+ zero_m3(S[v].m);
+ }
+ else {
+ /* free vertex */
+ zero_v3(z[v]);
+ unit_m3(S[v].m);
+ }
+
+ 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 cnor[3], cmat[3][3];
+ float impulse[3];
+
+ /* pinned verts handled separately */
+ if (verts[v].flags & CLOTH_VERT_FLAG_PINNED)
+ continue;
+
+ /* calculate collision response */
+ if (!collision_response(clmd, ct->collmd, collpair, restitution, impulse))
+ continue;
+
+ vel_world_to_root(impulse, X[v], impulse, &roots[v]);
+ add_v3_v3(z[v], impulse);
+ ++verts[v].impulse_count;
+ if (verts[v].impulse_count > 1)
+ continue;
+
+ /* modify S to enforce velocity constraint in normal direction */
+ copy_v3_v3(cnor, collpair->normal);
+ mul_transposed_m3_v3(roots[v].rot, cnor);
+ mul_fvectorT_fvector(cmat, cnor, cnor);
+
+ sub_m3_m3m3(S[v].m, I, cmat);
+
+ BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pa, 0, 1, 0, "collision", hash_collpair(936, collpair));
+ BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pb, 1, 0, 0, "collision", hash_collpair(937, collpair));
+ BKE_sim_debug_data_add_line(clmd->debug_data, collpair->pa, collpair->pb, 0.7, 0.7, 0.7, "collision", hash_collpair(938, collpair));
+
+ { /* DEBUG */
+// float nor[3];
+// mul_v3_v3fl(nor, collpair->normal, collpair->distance);
+// BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, nor, 1, 1, 0, "collision", hash_collpair(939, collpair));
+ BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, impulse, 1, 1, 0, "collision", hash_collpair(940, collpair));
+// BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, collpair->normal, 1, 1, 0, "collision", hash_collpair(941, collpair));
+ }
+ }
+ }
+}
+
+static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M)
+{
+ /* Collect forces and derivatives: F, dFdX, dFdV */
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ RootTransform *roots = cloth->implicit->root;
+ 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};
+ MFace *mfaces = cloth->mfaces;
+ unsigned int numverts = cloth->numverts;
+ LinkNode *search;
+ lfVector *winvec;
+ EffectedPoint epoint;
+
+ /* initialize forces to zero */
+ zero_lfvector(lF, numverts);
+ init_bfmatrix(dFdX, ZERO);
+ init_bfmatrix(dFdV, ZERO);
+
+#ifdef CLOTH_FORCE_GRAVITY
+ /* global acceleration (gravitation) */
+ if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
+ copy_v3_v3(gravity, clmd->scene->physics_settings.gravity);
+ mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */
+ }
+ /* multiply lF with mass matrix
+ * force = mass * acceleration (in this case: gravity)
+ */
+ for (i = 0; i < numverts; i++) {
+ float g[3];
+ acc_world_to_root(g, lX[i], lV[i], gravity, &roots[i]);
+ mul_m3_v3(M[i].m, g);
+ add_v3_v3(lF[i], g);
+ }
+#else
+ zero_lfvector(lF, numverts);
+#endif
+
+ hair_volume_forces(clmd, lF, lX, lV, numverts);
+
+#ifdef CLOTH_FORCE_DRAG
+ /* set dFdX jacobi matrix diagonal entries to -spring_air */
+ for (i = 0; i < numverts; i++) {
+ dFdV[i].m[0][0] -= drag;
+ dFdV[i].m[1][1] -= drag;
+ dFdV[i].m[2][2] -= drag;
+ }
+ submul_lfvectorS(lF, lV, drag, numverts);
+ for (i = 0; i < numverts; i++) {
+#if 1
+ float tmp[3][3];
+
+ /* NB: uses root space velocity, no need to transform */
+ madd_v3_v3fl(lF[i], lV[i], -drag);
+
+ copy_m3_m3(tmp, I);
+ mul_m3_fl(tmp, -drag);
+ add_m3_m3m3(dFdV[i].m, dFdV[i].m, tmp);
+#else
+ float f[3], tmp[3][3], drag_dfdv[3][3], t[3];
+
+ mul_v3_v3fl(f, lV[i], -drag);
+ force_world_to_root(t, lX[i], lV[i], f, verts[i].mass, &roots[i]);
+ add_v3_v3(lF[i], t);
+
+ copy_m3_m3(drag_dfdv, I);
+ mul_m3_fl(drag_dfdv, -drag);
+ dfdv_world_to_root(tmp, drag_dfdv, verts[i].mass, &roots[i]);
+ add_m3_m3m3(dFdV[i].m, dFdV[i].m, tmp);
+#endif
+ }
+#endif
+
+ /* handle external forces like wind */
+ if (effectors) {
+ // 0 = force, 1 = normalized force
+ winvec = create_lfvector(cloth->numverts);
+
+ if (!winvec)
+ printf("winvec: out of memory in implicit.c\n");
+
+ // precalculate wind forces
+ for (i = 0; i < cloth->numverts; i++) {
+ pd_point_from_loc(clmd->scene, (float*)lX[i], (float*)lV[i], i, &epoint);
+ pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
+ }
+
+ for (i = 0; i < cloth->numfaces; i++) {
+ float trinormal[3] = {0, 0, 0}; // normalized triangle normal
+ float triunnormal[3] = {0, 0, 0}; // not-normalized-triangle normal
+ float tmp[3] = {0, 0, 0};
+ float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0;
+ factor *= 0.02f;
+
+ // calculate face normal
+ if (mfaces[i].v4)
+ CalcFloat4(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], lX[mfaces[i].v4], triunnormal);
+ else
+ CalcFloat(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], triunnormal);
+
+ normalize_v3_v3(trinormal, triunnormal);
+
+ // add wind from v1
+ copy_v3_v3(tmp, trinormal);
+ mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal));
+ VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor);
+
+ // add wind from v2
+ copy_v3_v3(tmp, trinormal);
+ mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal));
+ VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor);
+
+ // add wind from v3
+ copy_v3_v3(tmp, trinormal);
+ mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal));
+ VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor);
+
+ // add wind from v4
+ if (mfaces[i].v4) {
+ copy_v3_v3(tmp, trinormal);
+ mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal));
+ VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor);
+ }
+ }
+
+ /* Hair has only edges */
+ if (cloth->numfaces == 0) {
+ ClothSpring *spring;
+ float edgevec[3] = {0, 0, 0}; //edge vector
+ float edgeunnormal[3] = {0, 0, 0}; // not-normalized-edge normal
+ float tmp[3] = {0, 0, 0};
+ float factor = 0.01;
+
+ search = cloth->springs;
+ while (search) {
+ spring = search->link;
+
+ if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
+ sub_v3_v3v3(edgevec, (float*)lX[spring->ij], (float*)lX[spring->kl]);
+
+ project_v3_v3v3(tmp, winvec[spring->ij], edgevec);
+ sub_v3_v3v3(edgeunnormal, winvec[spring->ij], tmp);
+ /* hair doesn't stretch too much so we can use restlen pretty safely */
+ VECADDS(lF[spring->ij], lF[spring->ij], edgeunnormal, spring->restlen * factor);
+
+ project_v3_v3v3(tmp, winvec[spring->kl], edgevec);
+ sub_v3_v3v3(edgeunnormal, winvec[spring->kl], tmp);
+ VECADDS(lF[spring->kl], lF[spring->kl], edgeunnormal, spring->restlen * factor);
+ }
+
+ search = search->next;
+ }
+ }
+
+ del_lfvector(winvec);
+ }
+
+ // calculate spring forces
+ search = cloth->springs;
+ while (search) {
+ // only handle active springs
+ ClothSpring *spring = search->link;
+ if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
+ cloth_calc_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX, time);
+
+ search = search->next;
+ }
+
+ // apply spring forces
+ search = cloth->springs;
+ while (search) {
+ // only handle active springs
+ ClothSpring *spring = search->link;
+ if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
+ cloth_apply_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX);
+ search = search->next;
+ }
+ // printf("\n");
+}
+
+static bool simulate_implicit_euler(Implicit_Data *id, float dt)
+{
+ unsigned int numverts = id->dFdV[0].vcount;
+ bool ok;
+
+ lfVector *dFdXmV = create_lfvector(numverts);
+ zero_lfvector(id->dV, numverts);
+
+ cp_bfmatrix(id->A, id->M);
+
+ subadd_bfmatrixS_bfmatrixS(id->A, id->dFdV, dt, id->dFdX, (dt*dt));
+
+ mul_bfmatrix_lfvector(dFdXmV, id->dFdX, id->V);
+
+ add_lfvectorS_lfvectorS(id->B, id->F, dt, dFdXmV, (dt*dt), numverts);
+
+ // itstart();
+
+ ok = cg_filtered(id->dV, id->A, id->B, id->z, id->S); /* conjugate gradient algorithm to solve Ax=b */
+ // cg_filtered_pre(id->dV, id->A, id->B, id->z, id->S, id->P, id->Pinv, id->bigI);
+
+ // itend();
+ // printf("cg_filtered calc time: %f\n", (float)itval());
+
+ // advance velocities
+ add_lfvector_lfvector(id->Vnew, id->V, id->dV, numverts);
+
+ del_lfvector(dFdXmV);
+
+ return ok;
+}
+
+/* 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)
+{
+ Cloth *cloth= clmd->clothObject;
+ float (*cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces");
+ float *masses = MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces");
+ LinkNode *node;
+ ClothSpring *spring;
+ ClothVertex *cv;
+ int i, steps;
+
+ cv = cloth->verts;
+ for (i=0; i<cloth->numverts; 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 = 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->numverts; 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;
+}
+
+int implicit_solver(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
+{
+ unsigned int i=0;
+ float step=0.0f, tf=clmd->sim_parms->timescale;
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts/*, *cv*/;
+ 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;
+ /*float (*initial_cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "initial_cos implicit.c");*/ /* UNUSED */
+ Implicit_Data *id = cloth->implicit;
+ ColliderContacts *contacts = NULL;
+ int totcolliders = 0;
+
+ BKE_sim_debug_data_clear_category(clmd->debug_data, "collision");
+
+ if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
+ for (i = 0; i < numverts; 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(id->V[i], clmd->sim_parms->stepsPerFrame);
+ vel_world_to_root(id->V[i], id->X[i], v, &id->root[i]);
+ }
+ }
+ }
+
+ if (clmd->debug_data) {
+ for (i = 0; i < numverts; i++) {
+ BKE_sim_debug_data_add_dot(clmd->debug_data, verts[i].x, 1.0f, 0.1f, 1.0f, "points", hash_vertex(583, i));
+ }
+ }
+
+ while (step < tf) {
+
+ /* copy velocities for collision */
+ for (i = 0; i < numverts; i++) {
+ vel_root_to_world(verts[i].tv, id->X[i], id->V[i], &id->root[i]);
+ copy_v3_v3(verts[i].v, verts[i].tv);
+ }
+
+ /* determine contact points */
+ if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
+ if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_POINTS) {
+ cloth_find_point_contacts(ob, clmd, 0.0f, tf, &contacts, &totcolliders);
+ }
+ }
+
+ /* setup vertex constraints for pinned vertices and contacts */
+ setup_constraint_matrix(clmd, contacts, totcolliders, id->X, id->V, id->S, id->z, dt);
+
+ // damping velocity for artistic reasons
+ mul_lfvectorS(id->V, id->V, clmd->sim_parms->vel_damping, numverts);
+
+ // calculate forces
+ cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step, id->M);
+
+ // calculate new velocity
+ simulate_implicit_euler(id, dt);
+
+ // advance positions
+ add_lfvector_lfvectorS(id->Xnew, id->X, id->Vnew, dt, numverts);
+
+ /* move pinned verts to correct position */
+ for (i = 0; i < numverts; i++) {
+ if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
+ if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
+ float x[3];
+ interp_v3_v3v3(x, verts[i].xold, verts[i].xconst, step + dt);
+ loc_world_to_root(id->Xnew[i], x, &id->root[i]);
+ }
+ }
+
+ loc_root_to_world(verts[i].txold, id->X[i], &id->root[i]);
+
+ if (!(verts[i].flags & CLOTH_VERT_FLAG_PINNED) && i > 0) {
+ BKE_sim_debug_data_add_line(clmd->debug_data, id->X[i], id->X[i-1], 0.6, 0.3, 0.3, "hair", hash_vertex(4892, i));
+ BKE_sim_debug_data_add_line(clmd->debug_data, id->Xnew[i], id->Xnew[i-1], 1, 0.5, 0.5, "hair", hash_vertex(4893, i));
+ }
+ BKE_sim_debug_data_add_vector(clmd->debug_data, id->X[i], id->V[i], 0, 0, 1, "velocity", hash_vertex(3158, i));
+ }
+
+ /* free contact points */
+ if (contacts) {
+ cloth_free_contacts(contacts, totcolliders);
+ }
+
+#if 0
+ if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
+ bool do_extra_solve = false;
+
+ // collisions
+ // itstart();
+
+ // update verts to current positions
+ for (i = 0; i < numverts; i++) {
+ copy_v3_v3(verts[i].tx, id->Xnew[i]);
+
+ sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
+ copy_v3_v3(verts[i].v, verts[i].tv);
+ }
+
+ /* unused */
+ /*for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) {
+ copy_v3_v3(initial_cos[i], cv->tx);
+ }*/
+
+ if (clmd->clothObject->bvhtree) {
+ // call collision function
+ // TODO: check if "step" or "step+dt" is correct - dg
+ do_extra_solve = cloth_bvh_objcollision(ob, clmd, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
+ }
+ else if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_POINTS) {
+ do_extra_solve = cloth_points_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++) {
+ // correct velocity again, just to be sure we had to change it due to adaptive collisions
+ sub_v3_v3v3(verts[i].tv, verts[i].tx, id->X[i]);
+ }
+
+ /* unused */
+ /*if (do_extra_solve)
+ cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);*/
+
+ if (do_extra_solve) {
+ for (i = 0; i < numverts; i++) {
+ if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED))
+ continue;
+
+ copy_v3_v3(id->Xnew[i], verts[i].tx);
+ copy_v3_v3(id->Vnew[i], verts[i].tv);
+ mul_v3_fl(id->Vnew[i], spf);
+ }
+ }
+
+ // 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 (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);
+
+ simulate_implicit_euler(id, dt / 2.0f);
+ }
+ }
+ else {
+ // X = Xnew;
+ cp_lfvector(id->X, id->Xnew, numverts);
+ }
+
+ // itend();
+ // printf("collision time: %f\n", (float)itval());
+#else
+ // X = Xnew;
+ cp_lfvector(id->X, id->Xnew, numverts);
+#endif
+
+ // V = Vnew;
+ cp_lfvector(id->V, id->Vnew, numverts);
+
+ step += dt;
+ }
+
+ for (i = 0; i < numverts; i++) {
+ if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) {
+ copy_v3_v3(verts[i].txold, verts[i].xconst); // TODO: test --> should be .x
+ copy_v3_v3(verts[i].x, verts[i].xconst);
+
+ vel_root_to_world(verts[i].v, id->X[i], id->V[i], &id->root[i]);
+ }
+ else {
+ loc_root_to_world(verts[i].txold, id->X[i], &id->root[i]);
+ copy_v3_v3(verts[i].x, verts[i].txold);
+
+ vel_root_to_world(verts[i].v, id->X[i], id->V[i], &id->root[i]);
+ }
+ }
+
+ /* unused */
+ /*MEM_freeN(initial_cos);*/
+
+ return 1;
+}
+
+void implicit_set_positions(ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ unsigned int numverts = cloth->numverts, i;
+ ClothHairRoot *cloth_roots = clmd->roots;
+ Implicit_Data *id = cloth->implicit;
+
+ for (i = 0; i < numverts; i++) {
+#ifdef CLOTH_ROOT_FRAME
+ copy_v3_v3(id->root[i].loc, cloth_roots[i].loc);
+ copy_m3_m3(id->root[i].rot, cloth_roots[i].rot);
+#else
+ zero_v3(id->root[i].loc);
+ unit_m3(id->root[i].rot);
+ (void)cloth_roots;
+#endif
+
+ loc_world_to_root(id->X[i], verts[i].x, &id->root[i]);
+ vel_world_to_root(id->V[i], id->X[i], verts[i].v, &id->root[i]);
+ }
+ if (G.debug_value > 0)
+ printf("implicit_set_positions\n");
+}
+
+#endif /* IMPLICIT_SOLVER_BLENDER */