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-rw-r--r--source/blender/physics/BPH_mass_spring.h1
-rw-r--r--source/blender/physics/intern/BPH_mass_spring.cpp82
-rw-r--r--source/blender/physics/intern/implicit.h2
-rw-r--r--source/blender/physics/intern/implicit_blender.c30
-rw-r--r--source/blender/physics/intern/implicit_eigen.cpp29
5 files changed, 50 insertions, 94 deletions
diff --git a/source/blender/physics/BPH_mass_spring.h b/source/blender/physics/BPH_mass_spring.h
index de5fdd2b81d..c650d83c927 100644
--- a/source/blender/physics/BPH_mass_spring.h
+++ b/source/blender/physics/BPH_mass_spring.h
@@ -51,6 +51,7 @@ typedef enum eMassSpringSolverStatus {
struct Implicit_Data *BPH_mass_spring_solver_create(int numverts, int numsprings);
void BPH_mass_spring_solver_free(struct Implicit_Data *id);
+int BPH_mass_spring_solver_numvert(struct Implicit_Data *id);
int BPH_cloth_solver_init(struct Object *ob, struct ClothModifierData *clmd);
void BPH_cloth_solver_free(struct ClothModifierData *clmd);
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 68cc53eb534..19c3f3793f8 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -88,13 +88,13 @@ int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
unsigned int i, nondiag;
nondiag = cloth_count_nondiag_blocks(cloth);
- cloth->implicit = id = BPH_mass_spring_solver_create(cloth->numverts, nondiag);
+ cloth->implicit = id = BPH_mass_spring_solver_create(cloth->mvert_num, nondiag);
- for (i = 0; i < cloth->numverts; i++) {
+ for (i = 0; i < cloth->mvert_num; i++) {
BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
}
- for (i = 0; i < cloth->numverts; i++) {
+ for (i = 0; i < cloth->mvert_num; i++) {
BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
}
@@ -115,11 +115,11 @@ void BKE_cloth_solver_set_positions(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts;
- unsigned int numverts = cloth->numverts, i;
+ unsigned int mvert_num = cloth->mvert_num, i;
ClothHairData *cloth_hairdata = clmd->hairdata;
Implicit_Data *id = cloth->implicit;
- for (i = 0; i < numverts; i++) {
+ 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);
@@ -209,14 +209,14 @@ static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *c
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
ClothVertex *verts = cloth->verts;
- int numverts = cloth->numverts;
+ 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 < numverts; v++) {
+ 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 */
@@ -261,15 +261,15 @@ static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *c
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->numverts, "cos cloth_calc_helper_forces");
- float *masses = (float *)MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces");
+ 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->numverts; i++, cv++) {
+ 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) {
@@ -317,7 +317,7 @@ static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothMo
}
cv = cloth->verts;
- for (i=0; i<cloth->numverts; i++, cv++) {
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
float vec[3];
/*compute forces*/
@@ -444,11 +444,11 @@ static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
- unsigned int numverts = cloth->numverts;
+ unsigned int looptri_num = cloth->tri_num;
int i;
INIT_MINMAX(gmin, gmax);
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < looptri_num; i++) {
float x[3];
BPH_mass_spring_get_motion_state(data, i, x, NULL);
DO_MINMAX(x, gmin, gmax);
@@ -463,8 +463,8 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
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;
+ const MVertTri *tri = cloth->tri;
+ unsigned int mvert_num = cloth->mvert_num;
ClothVertex *vert;
#ifdef CLOTH_FORCE_GRAVITY
@@ -474,7 +474,7 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
}
vert = cloth->verts;
- for (i = 0; i < cloth->numverts; i++, vert++) {
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
}
#endif
@@ -488,8 +488,8 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
/* 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 * numverts, "effector forces");
- for (i = 0; i < cloth->numverts; i++) {
+ 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;
@@ -498,13 +498,13 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
}
- for (i = 0; i < cloth->numfaces; i++) {
- MFace *mf = &mfaces[i];
- BPH_mass_spring_force_face_wind(data, mf->v1, mf->v2, mf->v3, mf->v4, winvec);
+ 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->numfaces == 0) {
+ if (cloth->tri_num == 0) {
#if 0
ClothHairData *hairdata = clmd->hairdata;
ClothHairData *hair_ij, *hair_kl;
@@ -525,7 +525,7 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
ClothHairData *hairdata = clmd->hairdata;
vert = cloth->verts;
- for (i = 0; i < cloth->numverts; i++, vert++) {
+ 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);
@@ -650,11 +650,11 @@ static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
{
#if 0
Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
ClothVertex *vert;
int i;
- for (i = 0, vert = cloth->verts; i < numverts; i++, vert++) {
+ 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);
@@ -689,7 +689,7 @@ static void cloth_continuum_step(ClothModifierData *clmd, float dt)
ClothSimSettings *parms = clmd->sim_parms;
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
ClothVertex *vert;
const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
@@ -719,7 +719,7 @@ static void cloth_continuum_step(ClothModifierData *clmd, float dt)
/* main hair continuum solver */
BPH_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
- for (i = 0, vert = cloth->verts; i < numverts; i++, vert++) {
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
float x[3], v[3], nv[3];
/* calculate volumetric velocity influence */
@@ -799,7 +799,7 @@ static void cloth_calc_volume_force(ClothModifierData *clmd)
ClothSimSettings *parms = clmd->sim_parms;
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
ClothVertex *vert;
/* 2.0f is an experimental value that seems to give good results */
@@ -817,7 +817,7 @@ static void cloth_calc_volume_force(ClothModifierData *clmd)
HairVertexGrid *vertex_grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_res, gmin, gmax);
vert = cloth->verts;
- for (i = 0; i < numverts; i++, vert++) {
+ for (i = 0; i < mvert_num; i++, vert++) {
float x[3], v[3];
if (vert->solver_index < 0) {
@@ -832,7 +832,7 @@ static void cloth_calc_volume_force(ClothModifierData *clmd)
BPH_hair_volume_normalize_vertex_grid(vertex_grid);
vert = cloth->verts;
- for (i = 0; i < numverts; i++, vert++) {
+ 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)
@@ -858,7 +858,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
Cloth *cloth = clmd->clothObject;
Implicit_Data *id = cloth->implicit;
ClothVertex *verts = cloth->verts;
- int numverts = cloth->numverts;
+ int mvert_num = cloth->mvert_num;
const float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
bool do_extra_solve;
@@ -870,7 +870,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
return;
// update verts to current positions
- for (i = 0; i < numverts; i++) {
+ 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);
@@ -878,7 +878,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
}
#if 0 /* unused */
- for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) {
+ for (i=0, cv=cloth->verts; i<cloth->mvert_num; i++, cv++) {
copy_v3_v3(initial_cos[i], cv->tx);
}
#endif
@@ -888,7 +888,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
do_extra_solve = cloth_bvh_objcollision(ob, clmd, step / clmd->sim_parms->timescale, dt / clmd->sim_parms->timescale);
// copy corrected positions back to simulation
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
float curx[3];
BPH_mass_spring_get_position(id, i, curx);
// correct velocity again, just to be sure we had to change it due to adaptive collisions
@@ -898,7 +898,7 @@ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, Lis
if (do_extra_solve) {
// cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
float newv[3];
@@ -985,7 +985,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
float step=0.0f, tf=clmd->sim_parms->timescale;
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts/*, *cv*/;
- unsigned int numverts = cloth->numverts;
+ unsigned int mvert_num = cloth->mvert_num;
float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
Implicit_Data *id = cloth->implicit;
ColliderContacts *contacts = NULL;
@@ -998,7 +998,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
cloth_clear_result(clmd);
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
- for (i = 0; i < numverts; i++) {
+ 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];
@@ -1013,7 +1013,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
ImplicitSolverResult result;
/* copy velocities for collision */
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
BPH_mass_spring_get_motion_state(id, i, NULL, verts[i].tv);
copy_v3_v3(verts[i].v, verts[i].tv);
}
@@ -1038,7 +1038,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
// damping velocity for artistic reasons
// this is a bad way to do it, should be removed imo - lukas_t
if (clmd->sim_parms->vel_damping != 1.0f) {
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
float v[3];
BPH_mass_spring_get_motion_state(id, i, NULL, v);
mul_v3_fl(v, clmd->sim_parms->vel_damping);
@@ -1066,7 +1066,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
BPH_mass_spring_apply_result(id);
/* move pinned verts to correct position */
- for (i = 0; i < numverts; i++) {
+ for (i = 0; i < mvert_num; i++) {
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
float x[3];
@@ -1087,7 +1087,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
}
/* copy results back to cloth data */
- for (i = 0; i < numverts; i++) {
+ 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);
}
diff --git a/source/blender/physics/intern/implicit.h b/source/blender/physics/intern/implicit.h
index dba1cd11ae0..d1a75ca5297 100644
--- a/source/blender/physics/intern/implicit.h
+++ b/source/blender/physics/intern/implicit.h
@@ -107,7 +107,7 @@ void BPH_mass_spring_force_drag(struct Implicit_Data *data, float drag);
/* Custom external force */
void BPH_mass_spring_force_extern(struct Implicit_Data *data, int i, const float f[3], float dfdx[3][3], float dfdv[3][3]);
/* Wind force, acting on a face */
-void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2, int v3, int v4, const float (*winvec)[3]);
+void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3]);
/* Wind force, acting on an edge */
void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, float radius1, float radius2, const float (*winvec)[3]);
/* Wind force, acting on a vertex */
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index 5b1d83a3eef..0fd2a1f35cc 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -1424,33 +1424,16 @@ static float calc_nor_area_tri(float nor[3], const float v1[3], const float v2[3
return normalize_v3(nor);
}
-static float calc_nor_area_quad(float nor[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
-{
- float n1[3], n2[3];
-
- sub_v3_v3v3(n1, v1, v3);
- sub_v3_v3v3(n2, v2, v4);
-
- cross_v3_v3v3(nor, n1, n2);
- return normalize_v3(nor);
-}
-
/* XXX does not support force jacobians yet, since the effector system does not provide them either */
-void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3, int v4, const float (*winvec)[3])
+void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3])
{
const float effector_scale = 0.02f;
float win[3], nor[3], area;
float factor;
- // calculate face normal and area
- if (v4) {
- area = calc_nor_area_quad(nor, data->X[v1], data->X[v2], data->X[v3], data->X[v4]);
- factor = effector_scale * area * 0.25f;
- }
- else {
- area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
- factor = effector_scale * area / 3.0f;
- }
+ /* calculate face normal and area */
+ area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
+ factor = effector_scale * area / 3.0f;
world_to_root_v3(data, v1, win, winvec[v1]);
madd_v3_v3fl(data->F[v1], nor, factor * dot_v3v3(win, nor));
@@ -1460,11 +1443,6 @@ void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3
world_to_root_v3(data, v3, win, winvec[v3]);
madd_v3_v3fl(data->F[v3], nor, factor * dot_v3v3(win, nor));
-
- if (v4) {
- world_to_root_v3(data, v4, win, winvec[v4]);
- madd_v3_v3fl(data->F[v4], nor, factor * dot_v3v3(win, nor));
- }
}
static void edge_wind_vertex(const float dir[3], float length, float radius, const float wind[3], float f[3], float UNUSED(dfdx[3][3]), float UNUSED(dfdv[3][3]))
diff --git a/source/blender/physics/intern/implicit_eigen.cpp b/source/blender/physics/intern/implicit_eigen.cpp
index 0ea8ccb0a49..64a75083f72 100644
--- a/source/blender/physics/intern/implicit_eigen.cpp
+++ b/source/blender/physics/intern/implicit_eigen.cpp
@@ -92,7 +92,6 @@ extern "C" {
typedef float Scalar;
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}};
/* slightly extended Eigen vector class
* with conversion to/from plain C float array
@@ -786,33 +785,16 @@ static float calc_nor_area_tri(float nor[3], const float v1[3], const float v2[3
return normalize_v3(nor);
}
-static float calc_nor_area_quad(float nor[3], const float v1[3], const float v2[3], const float v3[3], const float v4[3])
-{
- float n1[3], n2[3];
-
- sub_v3_v3v3(n1, v1, v3);
- sub_v3_v3v3(n2, v2, v4);
-
- cross_v3_v3v3(nor, n1, n2);
- return normalize_v3(nor);
-}
-
/* XXX does not support force jacobians yet, since the effector system does not provide them either */
-void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3, int v4, const float (*winvec)[3])
+void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3])
{
const float effector_scale = 0.02f;
float win[3], nor[3], area;
float factor;
// calculate face normal and area
- if (v4) {
- area = calc_nor_area_quad(nor, data->X.v3(v1), data->X.v3(v2), data->X.v3(v3), data->X.v3(v4));
- factor = effector_scale * area * 0.25f;
- }
- else {
- area = calc_nor_area_tri(nor, data->X.v3(v1), data->X.v3(v2), data->X.v3(v3));
- factor = effector_scale * area / 3.0f;
- }
+ area = calc_nor_area_tri(nor, data->X.v3(v1), data->X.v3(v2), data->X.v3(v3));
+ factor = effector_scale * area / 3.0f;
world_to_root_v3(data, v1, win, winvec[v1]);
madd_v3_v3fl(data->F.v3(v1), nor, factor * dot_v3v3(win, nor));
@@ -822,11 +804,6 @@ void BPH_mass_spring_force_face_wind(Implicit_Data *data, int v1, int v2, int v3
world_to_root_v3(data, v3, win, winvec[v3]);
madd_v3_v3fl(data->F.v3(v3), nor, factor * dot_v3v3(win, nor));
-
- if (v4) {
- world_to_root_v3(data, v4, win, winvec[v4]);
- madd_v3_v3fl(data->F.v3(v4), nor, factor * dot_v3v3(win, nor));
- }
}
void BPH_mass_spring_force_edge_wind(Implicit_Data *data, int v1, int v2, const float (*winvec)[3])