diff options
Diffstat (limited to 'source/blender/simulation/intern')
-rw-r--r-- | source/blender/simulation/intern/hair_volume.cpp | 6 | ||||
-rw-r--r-- | source/blender/simulation/intern/implicit.h | 65 | ||||
-rw-r--r-- | source/blender/simulation/intern/implicit_blender.c | 16 |
3 files changed, 59 insertions, 28 deletions
diff --git a/source/blender/simulation/intern/hair_volume.cpp b/source/blender/simulation/intern/hair_volume.cpp index 348c8683be9..e47593eda05 100644 --- a/source/blender/simulation/intern/hair_volume.cpp +++ b/source/blender/simulation/intern/hair_volume.cpp @@ -633,9 +633,6 @@ BLI_INLINE void hair_volume_eval_grid_vertex_sample(HairGridVert *vert, } } -/* XXX simplified test implementation using a series of discrete sample along the segment, - * instead of finding the closest point for all affected grid vertices. - */ void SIM_hair_volume_add_segment(HairGrid *grid, const float UNUSED(x1[3]), const float UNUSED(v1[3]), @@ -649,6 +646,9 @@ void SIM_hair_volume_add_segment(HairGrid *grid, const float UNUSED(dir2[3]), const float UNUSED(dir3[3])) { + /* XXX simplified test implementation using a series of discrete sample along the segment, + * instead of finding the closest point for all affected grid vertices. */ + const float radius = 1.5f; const float dist_scale = grid->inv_cellsize; diff --git a/source/blender/simulation/intern/implicit.h b/source/blender/simulation/intern/implicit.h index a8693c61018..c8eab94d315 100644 --- a/source/blender/simulation/intern/implicit.h +++ b/source/blender/simulation/intern/implicit.h @@ -80,7 +80,8 @@ void SIM_mass_spring_get_motion_state(struct Implicit_Data *data, 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 */ +/* 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]); @@ -106,44 +107,64 @@ bool SIM_mass_spring_solve_velocities(struct Implicit_Data *data, 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 */ +/** + * 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 */ +/** + * 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 */ +/** + * 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) */ +/** + * Global drag force (velocity damping). + */ void SIM_mass_spring_force_drag(struct Implicit_Data *data, float drag); -/* Custom external force */ +/** + * 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) */ +/** + * 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. */ +/** + * 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 */ +/** + * 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 */ +/** + * 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 */ +/** + * Linear spring force between two points. + */ bool SIM_mass_spring_force_spring_linear(struct Implicit_Data *data, int i, int j, @@ -155,7 +176,9 @@ bool SIM_mass_spring_force_spring_linear(struct Implicit_Data *data, bool resist_compress, bool new_compress, float clamp_force); -/* Angular spring force between two polygons */ +/** + * Angular spring force between two polygons. + */ bool SIM_mass_spring_force_spring_angular(struct Implicit_Data *data, int i, int j, @@ -166,10 +189,14 @@ bool SIM_mass_spring_force_spring_angular(struct Implicit_Data *data, float restang, float stiffness, float damping); -/* Bending force, forming a triangle at the base of two structural springs */ +/** + * 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 */ +/** + * Angular bending force based on local target vectors. + */ bool SIM_mass_spring_force_spring_bending_hair(struct Implicit_Data *data, int i, int j, @@ -177,7 +204,9 @@ bool SIM_mass_spring_force_spring_bending_hair(struct Implicit_Data *data, const float target[3], float stiffness, float damping); -/* Global goal spring */ +/** + * Global goal spring. + */ bool SIM_mass_spring_force_spring_goal(struct Implicit_Data *data, int i, const float goal_x[3], @@ -242,13 +271,15 @@ void SIM_hair_volume_grid_interpolate(struct HairGrid *grid, float density_gradient[3], float velocity_gradient[3][3]); -/* Effect of fluid simulation grid on velocities. +/** + * 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, +/** + * 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" diff --git a/source/blender/simulation/intern/implicit_blender.c b/source/blender/simulation/intern/implicit_blender.c index ad903e9da4a..add047bf8c8 100644 --- a/source/blender/simulation/intern/implicit_blender.c +++ b/source/blender/simulation/intern/implicit_blender.c @@ -1475,11 +1475,12 @@ static float calc_nor_area_tri(float nor[3], return normalize_v3(nor) / 2.0f; } -/* XXX does not support force jacobians yet, since the effector system does not provide them either - */ void SIM_mass_spring_force_face_wind( Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3]) { + /* XXX does not support force jacobians yet, + * since the effector system does not provide them either. */ + const float effector_scale = 0.02f; const int vs[3] = {v1, v2, v3}; float win[3], nor[3], area; @@ -1854,10 +1855,11 @@ bool SIM_mass_spring_force_spring_linear(Implicit_Data *data, return true; } -/* See "Stable but Responsive Cloth" (Choi, Ko 2005) */ bool SIM_mass_spring_force_spring_bending( Implicit_Data *data, int i, int j, float restlen, float kb, float cb) { + /* See "Stable but Responsive Cloth" (Choi, Ko 2005). */ + float extent[3], length, dir[3], vel[3]; /* calculate elongation */ @@ -1959,8 +1961,6 @@ BLI_INLINE void spring_angle(Implicit_Data *data, sub_v3_v3(r_vel_b, vel_e); } -/* Angular springs roughly based on the bending model proposed by Baraff and Witkin in "Large Steps - * in Cloth Simulation". */ bool SIM_mass_spring_force_spring_angular(Implicit_Data *data, int i, int j, @@ -2179,9 +2179,6 @@ BLI_INLINE void spring_hairbend_estimate_dfdv(Implicit_Data *data, } } -/* Angular spring that pulls the vertex toward the local target - * See "Artistic Simulation of Curly Hair" (Pixar technical memo #12-03a) - */ bool SIM_mass_spring_force_spring_bending_hair(Implicit_Data *data, int i, int j, @@ -2190,6 +2187,9 @@ bool SIM_mass_spring_force_spring_bending_hair(Implicit_Data *data, float stiffness, float damping) { + /* Angular springs roughly based on the bending model proposed by Baraff and Witkin in + * "Large Steps in Cloth Simulation". */ + float goal[3]; float fj[3], fk[3]; float dfj_dxi[3][3], dfj_dxj[3][3], dfk_dxi[3][3], dfk_dxj[3][3], dfk_dxk[3][3]; |