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Diffstat (limited to 'source/blender/simulation/intern/implicit.h')
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+/*
+ * 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.
+ */
+
+#ifndef __IMPLICIT_H__
+#define __IMPLICIT_H__
+
+/** \file
+ * \ingroup bph
+ */
+
+#include "stdio.h"
+
+#include "BLI_utildefines.h"
+
+#include "BKE_collision.h"
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+//#define IMPLICIT_SOLVER_EIGEN
+#define IMPLICIT_SOLVER_BLENDER
+
+#define CLOTH_ROOT_FRAME /* enable use of root frame coordinate transform */
+
+#define CLOTH_FORCE_GRAVITY
+#define CLOTH_FORCE_DRAG
+#define CLOTH_FORCE_SPRING_STRUCTURAL
+#define CLOTH_FORCE_SPRING_SHEAR
+#define CLOTH_FORCE_SPRING_BEND
+#define CLOTH_FORCE_SPRING_GOAL
+#define CLOTH_FORCE_EFFECTORS
+
+//#define IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
+
+//#define IMPLICIT_ENABLE_EIGEN_DEBUG
+
+struct Implicit_Data;
+
+typedef struct ImplicitSolverResult {
+ int status;
+
+ int iterations;
+ float error;
+} ImplicitSolverResult;
+
+BLI_INLINE void implicit_print_matrix_elem(float v)
+{
+ printf("%-8.3f", v);
+}
+
+void SIM_mass_spring_set_vertex_mass(struct Implicit_Data *data, int index, float mass);
+void SIM_mass_spring_set_rest_transform(struct Implicit_Data *data, int index, float rot[3][3]);
+
+void SIM_mass_spring_set_motion_state(struct Implicit_Data *data,
+ int index,
+ const float x[3],
+ const float v[3]);
+void SIM_mass_spring_set_position(struct Implicit_Data *data, int index, const float x[3]);
+void SIM_mass_spring_set_velocity(struct Implicit_Data *data, int index, const float v[3]);
+void SIM_mass_spring_get_motion_state(struct Implicit_Data *data,
+ int index,
+ float x[3],
+ float v[3]);
+void SIM_mass_spring_get_position(struct Implicit_Data *data, int index, float x[3]);
+void SIM_mass_spring_get_velocity(struct Implicit_Data *data, int index, float v[3]);
+
+/* access to modified motion state during solver step */
+void SIM_mass_spring_get_new_position(struct Implicit_Data *data, int index, float x[3]);
+void SIM_mass_spring_set_new_position(struct Implicit_Data *data, int index, const float x[3]);
+void SIM_mass_spring_get_new_velocity(struct Implicit_Data *data, int index, float v[3]);
+void SIM_mass_spring_set_new_velocity(struct Implicit_Data *data, int index, const float v[3]);
+
+void SIM_mass_spring_clear_constraints(struct Implicit_Data *data);
+void SIM_mass_spring_add_constraint_ndof0(struct Implicit_Data *data,
+ int index,
+ const float dV[3]);
+void SIM_mass_spring_add_constraint_ndof1(struct Implicit_Data *data,
+ int index,
+ const float c1[3],
+ const float c2[3],
+ const float dV[3]);
+void SIM_mass_spring_add_constraint_ndof2(struct Implicit_Data *data,
+ int index,
+ const float c1[3],
+ const float dV[3]);
+
+bool SIM_mass_spring_solve_velocities(struct Implicit_Data *data,
+ float dt,
+ struct ImplicitSolverResult *result);
+bool SIM_mass_spring_solve_positions(struct Implicit_Data *data, float dt);
+void SIM_mass_spring_apply_result(struct Implicit_Data *data);
+
+/* Clear the force vector at the beginning of the time step */
+void SIM_mass_spring_clear_forces(struct Implicit_Data *data);
+/* Fictitious forces introduced by moving coordinate systems */
+void SIM_mass_spring_force_reference_frame(struct Implicit_Data *data,
+ int index,
+ const float acceleration[3],
+ const float omega[3],
+ const float domega_dt[3],
+ float mass);
+/* Simple uniform gravity force */
+void SIM_mass_spring_force_gravity(struct Implicit_Data *data,
+ int index,
+ float mass,
+ const float g[3]);
+/* Global drag force (velocity damping) */
+void SIM_mass_spring_force_drag(struct Implicit_Data *data, float drag);
+/* Custom external force */
+void SIM_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 (only generates pressure from the normal component) */
+void SIM_mass_spring_force_face_wind(
+ struct Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3]);
+/* Arbitrary per-unit-area vector force field acting on a face. */
+void SIM_mass_spring_force_face_extern(
+ struct Implicit_Data *data, int v1, int v2, int v3, const float (*forcevec)[3]);
+/* Wind force, acting on an edge */
+void SIM_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 */
+void SIM_mass_spring_force_vertex_wind(struct Implicit_Data *data,
+ int v,
+ float radius,
+ const float (*winvec)[3]);
+/* Linear spring force between two points */
+bool SIM_mass_spring_force_spring_linear(struct Implicit_Data *data,
+ int i,
+ int j,
+ float restlen,
+ float stiffness_tension,
+ float damping_tension,
+ float stiffness_compression,
+ float damping_compression,
+ bool resist_compress,
+ bool new_compress,
+ float clamp_force);
+/* Angular spring force between two polygons */
+bool SIM_mass_spring_force_spring_angular(struct Implicit_Data *data,
+ int i,
+ int j,
+ int *i_a,
+ int *i_b,
+ int len_a,
+ int len_b,
+ float restang,
+ float stiffness,
+ float damping);
+/* Bending force, forming a triangle at the base of two structural springs */
+bool SIM_mass_spring_force_spring_bending(
+ struct Implicit_Data *data, int i, int j, float restlen, float kb, float cb);
+/* Angular bending force based on local target vectors */
+bool SIM_mass_spring_force_spring_bending_hair(struct Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float target[3],
+ float stiffness,
+ float damping);
+/* Global goal spring */
+bool SIM_mass_spring_force_spring_goal(struct Implicit_Data *data,
+ int i,
+ const float goal_x[3],
+ const float goal_v[3],
+ float stiffness,
+ float damping);
+
+float SIM_tri_tetra_volume_signed_6x(struct Implicit_Data *data, int v1, int v2, int v3);
+float SIM_tri_area(struct Implicit_Data *data, int v1, int v2, int v3);
+
+void SIM_mass_spring_force_pressure(struct Implicit_Data *data,
+ int v1,
+ int v2,
+ int v3,
+ float common_pressure,
+ const float *vertex_pressure,
+ const float weights[3]);
+
+/* ======== Hair Volumetric Forces ======== */
+
+struct HairGrid;
+
+#define MAX_HAIR_GRID_RES 256
+
+struct HairGrid *SIM_hair_volume_create_vertex_grid(float cellsize,
+ const float gmin[3],
+ const float gmax[3]);
+void SIM_hair_volume_free_vertex_grid(struct HairGrid *grid);
+void SIM_hair_volume_grid_geometry(
+ struct HairGrid *grid, float *cellsize, int res[3], float gmin[3], float gmax[3]);
+
+void SIM_hair_volume_grid_clear(struct HairGrid *grid);
+void SIM_hair_volume_add_vertex(struct HairGrid *grid, const float x[3], const float v[3]);
+void SIM_hair_volume_add_segment(struct HairGrid *grid,
+ const float x1[3],
+ const float v1[3],
+ const float x2[3],
+ const float v2[3],
+ const float x3[3],
+ const float v3[3],
+ const float x4[3],
+ const float v4[3],
+ const float dir1[3],
+ const float dir2[3],
+ const float dir3[3]);
+
+void SIM_hair_volume_normalize_vertex_grid(struct HairGrid *grid);
+
+bool SIM_hair_volume_solve_divergence(struct HairGrid *grid,
+ float dt,
+ float target_density,
+ float target_strength);
+#if 0 /* XXX weighting is incorrect, disabled for now */
+void SIM_hair_volume_vertex_grid_filter_box(struct HairVertexGrid *grid, int kernel_size);
+#endif
+
+void SIM_hair_volume_grid_interpolate(struct HairGrid *grid,
+ const float x[3],
+ float *density,
+ float velocity[3],
+ float velocity_smooth[3],
+ float density_gradient[3],
+ float velocity_gradient[3][3]);
+
+/* Effect of fluid simulation grid on velocities.
+ * fluid_factor controls blending between PIC (Particle-in-Cell)
+ * and FLIP (Fluid-Implicit-Particle) methods (0 = only PIC, 1 = only FLIP)
+ */
+void SIM_hair_volume_grid_velocity(
+ struct HairGrid *grid, const float x[3], const float v[3], float fluid_factor, float r_v[3]);
+/* XXX Warning: expressing grid effects on velocity as a force is not very stable,
+ * due to discontinuities in interpolated values!
+ * Better use hybrid approaches such as described in
+ * "Detail Preserving Continuum Simulation of Straight Hair"
+ * (McAdams, Selle 2009)
+ */
+void SIM_hair_volume_vertex_grid_forces(struct HairGrid *grid,
+ const float x[3],
+ const float v[3],
+ float smoothfac,
+ float pressurefac,
+ float minpressure,
+ float f[3],
+ float dfdx[3][3],
+ float dfdv[3][3]);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif