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-rw-r--r--source/blender/simulation/BPH_mass_spring.h62
-rw-r--r--source/blender/simulation/CMakeLists.txt57
-rw-r--r--source/blender/simulation/intern/BPH_mass_spring.cpp1355
-rw-r--r--source/blender/simulation/intern/ConstrainedConjugateGradient.h335
-rw-r--r--source/blender/simulation/intern/eigen_utils.h236
-rw-r--r--source/blender/simulation/intern/hair_volume.cpp1274
-rw-r--r--source/blender/simulation/intern/implicit.h272
-rw-r--r--source/blender/simulation/intern/implicit_blender.c2360
-rw-r--r--source/blender/simulation/intern/implicit_eigen.cpp1509
9 files changed, 7460 insertions, 0 deletions
diff --git a/source/blender/simulation/BPH_mass_spring.h b/source/blender/simulation/BPH_mass_spring.h
new file mode 100644
index 00000000000..5a8c78812a4
--- /dev/null
+++ b/source/blender/simulation/BPH_mass_spring.h
@@ -0,0 +1,62 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup bph
+ */
+
+#ifndef __BPH_MASS_SPRING_H__
+#define __BPH_MASS_SPRING_H__
+
+#ifdef __cplusplus
+extern "C" {
+#endif
+
+struct ClothModifierData;
+struct Depsgraph;
+struct Implicit_Data;
+struct ListBase;
+struct Object;
+
+typedef enum eMassSpringSolverStatus {
+ BPH_SOLVER_SUCCESS = (1 << 0),
+ BPH_SOLVER_NUMERICAL_ISSUE = (1 << 1),
+ BPH_SOLVER_NO_CONVERGENCE = (1 << 2),
+ BPH_SOLVER_INVALID_INPUT = (1 << 3),
+} 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);
+int BPH_cloth_solve(struct Depsgraph *depsgraph,
+ struct Object *ob,
+ float frame,
+ struct ClothModifierData *clmd,
+ struct ListBase *effectors);
+void BKE_cloth_solver_set_positions(struct ClothModifierData *clmd);
+void BKE_cloth_solver_set_volume(ClothModifierData *clmd);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif
diff --git a/source/blender/simulation/CMakeLists.txt b/source/blender/simulation/CMakeLists.txt
new file mode 100644
index 00000000000..10520a18513
--- /dev/null
+++ b/source/blender/simulation/CMakeLists.txt
@@ -0,0 +1,57 @@
+# ***** 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) 2014, Blender Foundation
+# All rights reserved.
+# ***** END GPL LICENSE BLOCK *****
+
+set(INC
+ .
+ intern
+ ../blenkernel
+ ../blenlib
+ ../depsgraph
+ ../imbuf
+ ../makesdna
+ ../../../intern/guardedalloc
+)
+
+set(INC_SYS
+ ${EIGEN3_INCLUDE_DIRS}
+)
+
+set(SRC
+ intern/BPH_mass_spring.cpp
+ intern/ConstrainedConjugateGradient.h
+ intern/eigen_utils.h
+ intern/hair_volume.cpp
+ intern/implicit.h
+ intern/implicit_blender.c
+ intern/implicit_eigen.cpp
+
+ BPH_mass_spring.h
+)
+
+set(LIB
+)
+
+if(WITH_OPENMP_STATIC)
+ list(APPEND LIB
+ ${OpenMP_LIBRARIES}
+ )
+endif()
+
+blender_add_lib(bf_physics "${SRC}" "${INC}" "${INC_SYS}" "${LIB}")
diff --git a/source/blender/simulation/intern/BPH_mass_spring.cpp b/source/blender/simulation/intern/BPH_mass_spring.cpp
new file mode 100644
index 00000000000..051f11aa1d9
--- /dev/null
+++ b/source/blender/simulation/intern/BPH_mass_spring.cpp
@@ -0,0 +1,1355 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup bph
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_cloth_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_force_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "BLI_linklist.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_cloth.h"
+#include "BKE_collision.h"
+#include "BKE_effect.h"
+
+#include "BPH_mass_spring.h"
+#include "implicit.h"
+
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
+static float I3[3][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}};
+
+/* Number of off-diagonal non-zero matrix blocks.
+ * Basically there is one of these for each vertex-vertex interaction.
+ */
+static int cloth_count_nondiag_blocks(Cloth *cloth)
+{
+ LinkNode *link;
+ int nondiag = 0;
+
+ for (link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ switch (spring->type) {
+ case CLOTH_SPRING_TYPE_BENDING_HAIR:
+ /* angular bending combines 3 vertices */
+ nondiag += 3;
+ break;
+
+ default:
+ /* all other springs depend on 2 vertices only */
+ nondiag += 1;
+ break;
+ }
+ }
+
+ return nondiag;
+}
+
+static bool cloth_get_pressure_weights(ClothModifierData *clmd,
+ const MVertTri *vt,
+ float *r_weights)
+{
+ /* We have custom vertex weights for pressure. */
+ if (clmd->sim_parms->vgroup_pressure > 0) {
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+
+ for (unsigned int j = 0; j < 3; j++) {
+ r_weights[j] = verts[vt->tri[j]].pressure_factor;
+
+ /* Skip the entire triangle if it has a zero weight. */
+ if (r_weights[j] == 0.0f) {
+ return false;
+ }
+ }
+ }
+
+ return true;
+}
+
+static void cloth_calc_pressure_gradient(ClothModifierData *clmd,
+ const float gradient_vector[3],
+ float *r_vertex_pressure)
+{
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ unsigned int mvert_num = cloth->mvert_num;
+ float pt[3];
+
+ for (unsigned int i = 0; i < mvert_num; i++) {
+ BPH_mass_spring_get_position(data, i, pt);
+ r_vertex_pressure[i] = dot_v3v3(pt, gradient_vector);
+ }
+}
+
+static float cloth_calc_volume(ClothModifierData *clmd)
+{
+ /* Calculate the (closed) cloth volume. */
+ Cloth *cloth = clmd->clothObject;
+ const MVertTri *tri = cloth->tri;
+ Implicit_Data *data = cloth->implicit;
+ float weights[3] = {1.0f, 1.0f, 1.0f};
+ float vol = 0;
+
+ /* Early exit for hair, as it never has volume. */
+ if (clmd->hairdata) {
+ return 0.0f;
+ }
+
+ for (unsigned int i = 0; i < cloth->primitive_num; i++) {
+ const MVertTri *vt = &tri[i];
+
+ if (cloth_get_pressure_weights(clmd, vt, weights)) {
+ vol += BPH_tri_tetra_volume_signed_6x(data, vt->tri[0], vt->tri[1], vt->tri[2]);
+ }
+ }
+
+ /* We need to divide by 6 to get the actual volume. */
+ vol = vol / 6.0f;
+
+ return vol;
+}
+
+static float cloth_calc_rest_volume(ClothModifierData *clmd)
+{
+ /* Calculate the (closed) cloth volume. */
+ Cloth *cloth = clmd->clothObject;
+ const MVertTri *tri = cloth->tri;
+ const ClothVertex *v = cloth->verts;
+ float weights[3] = {1.0f, 1.0f, 1.0f};
+ float vol = 0;
+
+ /* Early exit for hair, as it never has volume. */
+ if (clmd->hairdata) {
+ return 0.0f;
+ }
+
+ for (unsigned int i = 0; i < cloth->primitive_num; i++) {
+ const MVertTri *vt = &tri[i];
+
+ if (cloth_get_pressure_weights(clmd, vt, weights)) {
+ vol += volume_tri_tetrahedron_signed_v3_6x(
+ v[vt->tri[0]].xrest, v[vt->tri[1]].xrest, v[vt->tri[2]].xrest);
+ }
+ }
+
+ /* We need to divide by 6 to get the actual volume. */
+ vol = vol / 6.0f;
+
+ return vol;
+}
+
+static float cloth_calc_average_pressure(ClothModifierData *clmd, const float *vertex_pressure)
+{
+ Cloth *cloth = clmd->clothObject;
+ const MVertTri *tri = cloth->tri;
+ Implicit_Data *data = cloth->implicit;
+ float weights[3] = {1.0f, 1.0f, 1.0f};
+ float total_force = 0;
+ float total_area = 0;
+
+ for (unsigned int i = 0; i < cloth->primitive_num; i++) {
+ const MVertTri *vt = &tri[i];
+
+ if (cloth_get_pressure_weights(clmd, vt, weights)) {
+ float area = BPH_tri_area(data, vt->tri[0], vt->tri[1], vt->tri[2]);
+
+ total_force += (vertex_pressure[vt->tri[0]] + vertex_pressure[vt->tri[1]] +
+ vertex_pressure[vt->tri[2]]) *
+ area / 3.0f;
+ total_area += area;
+ }
+ }
+
+ return total_force / total_area;
+}
+
+int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ const float ZERO[3] = {0.0f, 0.0f, 0.0f};
+ Implicit_Data *id;
+ unsigned int i, nondiag;
+
+ nondiag = cloth_count_nondiag_blocks(cloth);
+ cloth->implicit = id = BPH_mass_spring_solver_create(cloth->mvert_num, nondiag);
+
+ for (i = 0; i < cloth->mvert_num; i++) {
+ BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
+ }
+
+ for (i = 0; i < cloth->mvert_num; i++) {
+ BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
+ }
+
+ return 1;
+}
+
+void BPH_cloth_solver_free(ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+
+ if (cloth->implicit) {
+ BPH_mass_spring_solver_free(cloth->implicit);
+ cloth->implicit = NULL;
+ }
+}
+
+void BKE_cloth_solver_set_positions(ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts;
+ unsigned int mvert_num = cloth->mvert_num, i;
+ ClothHairData *cloth_hairdata = clmd->hairdata;
+ Implicit_Data *id = cloth->implicit;
+
+ for (i = 0; i < mvert_num; i++) {
+ if (cloth_hairdata) {
+ ClothHairData *root = &cloth_hairdata[i];
+ BPH_mass_spring_set_rest_transform(id, i, root->rot);
+ }
+ else {
+ BPH_mass_spring_set_rest_transform(id, i, I3);
+ }
+
+ BPH_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v);
+ }
+}
+
+void BKE_cloth_solver_set_volume(ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+
+ cloth->initial_mesh_volume = cloth_calc_rest_volume(clmd);
+}
+
+/* Init constraint matrix
+ * This is part of the modified CG method suggested by Baraff/Witkin in
+ * "Large Steps in Cloth Simulation" (Siggraph 1998)
+ */
+static void cloth_setup_constraints(ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ ClothVertex *verts = cloth->verts;
+ int mvert_num = cloth->mvert_num;
+ int v;
+
+ const float ZERO[3] = {0.0f, 0.0f, 0.0f};
+
+ BPH_mass_spring_clear_constraints(data);
+
+ for (v = 0; v < mvert_num; v++) {
+ if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
+ /* pinned vertex constraints */
+ BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
+ }
+
+ verts[v].impulse_count = 0;
+ }
+}
+
+/* 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] = (float(*)[3])MEM_callocN(sizeof(float[3]) * cloth->mvert_num,
+ "cos cloth_calc_helper_forces");
+ float *masses = (float *)MEM_callocN(sizeof(float) * cloth->mvert_num,
+ "cos cloth_calc_helper_forces");
+ LinkNode *node;
+ ClothSpring *spring;
+ ClothVertex *cv;
+ int i, steps;
+
+ cv = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
+ copy_v3_v3(cos[i], cv->tx);
+
+ if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
+ masses[i] = 1e+10;
+ }
+ else {
+ masses[i] = cv->mass;
+ }
+ }
+
+ steps = 55;
+ for (i = 0; i < steps; i++) {
+ for (node = cloth->springs; node; node = node->next) {
+ /* ClothVertex *cv1, *cv2; */ /* UNUSED */
+ int v1, v2;
+ float len, c, l, vec[3];
+
+ spring = (ClothSpring *)node->link;
+ if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL &&
+ spring->type != CLOTH_SPRING_TYPE_SHEAR) {
+ continue;
+ }
+
+ v1 = spring->ij;
+ v2 = spring->kl;
+ /* cv1 = cloth->verts + v1; */ /* UNUSED */
+ /* cv2 = cloth->verts + v2; */ /* UNUSED */
+ len = len_v3v3(cos[v1], cos[v2]);
+
+ sub_v3_v3v3(vec, cos[v1], cos[v2]);
+ normalize_v3(vec);
+
+ c = (len - spring->restlen);
+ if (c == 0.0f) {
+ continue;
+ }
+
+ l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
+
+ mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
+ add_v3_v3(cos[v1], vec);
+
+ sub_v3_v3v3(vec, cos[v2], cos[v1]);
+ normalize_v3(vec);
+
+ mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
+ add_v3_v3(cos[v2], vec);
+ }
+ }
+
+ cv = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, cv++) {
+ float vec[3];
+
+ /*compute forces*/
+ sub_v3_v3v3(vec, cos[i], cv->tx);
+ mul_v3_fl(vec, cv->mass * dt * 20.0f);
+ add_v3_v3(cv->tv, vec);
+ // copy_v3_v3(cv->tx, cos[i]);
+ }
+
+ MEM_freeN(cos);
+ MEM_freeN(masses);
+
+ return 1;
+}
+
+BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothSimSettings *parms = clmd->sim_parms;
+ Implicit_Data *data = cloth->implicit;
+ bool using_angular = parms->bending_model == CLOTH_BENDING_ANGULAR;
+ bool resist_compress = (parms->flags & CLOTH_SIMSETTINGS_FLAG_RESIST_SPRING_COMPRESS) &&
+ !using_angular;
+
+ s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
+
+ /* Calculate force of bending springs. */
+ if ((s->type & CLOTH_SPRING_TYPE_BENDING) && using_angular) {
+#ifdef CLOTH_FORCE_SPRING_BEND
+ float k, scaling;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ scaling = parms->bending + s->ang_stiffness * fabsf(parms->max_bend - parms->bending);
+ k = scaling * s->restlen *
+ 0.1f; /* Multiplying by 0.1, just to scale the forces to more reasonable values. */
+
+ BPH_mass_spring_force_spring_angular(
+ data, s->ij, s->kl, s->pa, s->pb, s->la, s->lb, s->restang, k, parms->bending_damping);
+#endif
+ }
+
+ /* Calculate force of structural + shear springs. */
+ if (s->type &
+ (CLOTH_SPRING_TYPE_STRUCTURAL | CLOTH_SPRING_TYPE_SEWING | CLOTH_SPRING_TYPE_INTERNAL)) {
+#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
+ float k_tension, scaling_tension;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ scaling_tension = parms->tension +
+ s->lin_stiffness * fabsf(parms->max_tension - parms->tension);
+ k_tension = scaling_tension / (parms->avg_spring_len + FLT_EPSILON);
+
+ if (s->type & CLOTH_SPRING_TYPE_SEWING) {
+ /* TODO: verify, half verified (couldn't see error)
+ * sewing springs usually have a large distance at first so clamp the force so we don't get
+ * tunneling through collision objects. */
+ BPH_mass_spring_force_spring_linear(data,
+ s->ij,
+ s->kl,
+ s->restlen,
+ k_tension,
+ parms->tension_damp,
+ 0.0f,
+ 0.0f,
+ false,
+ false,
+ parms->max_sewing);
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_STRUCTURAL) {
+ float k_compression, scaling_compression;
+ scaling_compression = parms->compression +
+ s->lin_stiffness * fabsf(parms->max_compression - parms->compression);
+ k_compression = scaling_compression / (parms->avg_spring_len + FLT_EPSILON);
+
+ BPH_mass_spring_force_spring_linear(data,
+ s->ij,
+ s->kl,
+ s->restlen,
+ k_tension,
+ parms->tension_damp,
+ k_compression,
+ parms->compression_damp,
+ resist_compress,
+ using_angular,
+ 0.0f);
+ }
+ else {
+ /* CLOTH_SPRING_TYPE_INTERNAL */
+ BLI_assert(s->type & CLOTH_SPRING_TYPE_INTERNAL);
+
+ scaling_tension = parms->internal_tension +
+ s->lin_stiffness *
+ fabsf(parms->max_internal_tension - parms->internal_tension);
+ k_tension = scaling_tension / (parms->avg_spring_len + FLT_EPSILON);
+ float scaling_compression = parms->internal_compression +
+ s->lin_stiffness * fabsf(parms->max_internal_compression -
+ parms->internal_compression);
+ float k_compression = scaling_compression / (parms->avg_spring_len + FLT_EPSILON);
+
+ float k_tension_damp = parms->tension_damp;
+ float k_compression_damp = parms->compression_damp;
+
+ if (k_tension == 0.0f) {
+ /* No damping so it behaves as if no tension spring was there at all. */
+ k_tension_damp = 0.0f;
+ }
+
+ if (k_compression == 0.0f) {
+ /* No damping so it behaves as if no compression spring was there at all. */
+ k_compression_damp = 0.0f;
+ }
+
+ BPH_mass_spring_force_spring_linear(data,
+ s->ij,
+ s->kl,
+ s->restlen,
+ k_tension,
+ k_tension_damp,
+ k_compression,
+ k_compression_damp,
+ resist_compress,
+ using_angular,
+ 0.0f);
+ }
+#endif
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_SHEAR) {
+#ifdef CLOTH_FORCE_SPRING_SHEAR
+ float k, scaling;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ scaling = parms->shear + s->lin_stiffness * fabsf(parms->max_shear - parms->shear);
+ k = scaling / (parms->avg_spring_len + FLT_EPSILON);
+
+ BPH_mass_spring_force_spring_linear(data,
+ s->ij,
+ s->kl,
+ s->restlen,
+ k,
+ parms->shear_damp,
+ 0.0f,
+ 0.0f,
+ resist_compress,
+ false,
+ 0.0f);
+#endif
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_BENDING) { /* calculate force of bending springs */
+#ifdef CLOTH_FORCE_SPRING_BEND
+ float kb, cb, scaling;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ scaling = parms->bending + s->lin_stiffness * fabsf(parms->max_bend - parms->bending);
+ kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
+
+ // Fix for [#45084] for cloth stiffness must have cb proportional to kb
+ cb = kb * parms->bending_damping;
+
+ BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb);
+#endif
+ }
+ else if (s->type & CLOTH_SPRING_TYPE_BENDING_HAIR) {
+#ifdef CLOTH_FORCE_SPRING_BEND
+ float kb, cb, scaling;
+
+ s->flags |= CLOTH_SPRING_FLAG_NEEDED;
+
+ /* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor,
+ * unlike cloth springs! this is crap, but needed due to cloth/hair mixing ... max_bend factor
+ * is not even used for hair, so ...
+ */
+ scaling = s->lin_stiffness * parms->bending;
+ kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
+
+ // Fix for [#45084] for cloth stiffness must have cb proportional to kb
+ cb = kb * parms->bending_damping;
+
+ /* XXX assuming same restlen for ij and jk segments here,
+ * this can be done correctly for hair later. */
+ BPH_mass_spring_force_spring_bending_hair(data, s->ij, s->kl, s->mn, s->target, kb, cb);
+
+# if 0
+ {
+ float x_kl[3], x_mn[3], v[3], d[3];
+
+ BPH_mass_spring_get_motion_state(data, s->kl, x_kl, v);
+ BPH_mass_spring_get_motion_state(data, s->mn, x_mn, v);
+
+ BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
+ BKE_sim_debug_data_add_line(
+ clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
+
+ copy_v3_v3(d, s->target);
+ BKE_sim_debug_data_add_vector(
+ clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
+
+ // copy_v3_v3(d, s->target_ij);
+ // BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 1, 0.4, 0.4, "target", 7983, s->kl);
+ }
+# endif
+#endif
+ }
+}
+
+static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax[3])
+{
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ unsigned int mvert_num = cloth->mvert_num;
+ int i;
+
+ INIT_MINMAX(gmin, gmax);
+ for (i = 0; i < mvert_num; i++) {
+ float x[3];
+ BPH_mass_spring_get_motion_state(data, i, x, NULL);
+ DO_MINMAX(x, gmin, gmax);
+ }
+}
+
+static void cloth_calc_force(
+ Scene *scene, ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time)
+{
+ /* Collect forces and derivatives: F, dFdX, dFdV */
+ Cloth *cloth = clmd->clothObject;
+ ClothSimSettings *parms = clmd->sim_parms;
+ Implicit_Data *data = cloth->implicit;
+ unsigned int i = 0;
+ float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
+ float gravity[3] = {0.0f, 0.0f, 0.0f};
+ const MVertTri *tri = cloth->tri;
+ unsigned int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+
+#ifdef CLOTH_FORCE_GRAVITY
+ /* global acceleration (gravitation) */
+ if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
+ /* scale gravity force */
+ mul_v3_v3fl(gravity,
+ scene->physics_settings.gravity,
+ 0.001f * clmd->sim_parms->effector_weights->global_gravity);
+ }
+
+ vert = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
+ BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
+
+ /* Vertex goal springs */
+ if ((!(vert->flags & CLOTH_VERT_FLAG_PINNED)) && (vert->goal > FLT_EPSILON)) {
+ float goal_x[3], goal_v[3];
+ float k;
+
+ /* divide by time_scale to prevent goal vertices' delta locations from being multiplied */
+ interp_v3_v3v3(goal_x, vert->xold, vert->xconst, time / clmd->sim_parms->time_scale);
+ sub_v3_v3v3(goal_v, vert->xconst, vert->xold); /* distance covered over dt==1 */
+
+ k = vert->goal * clmd->sim_parms->goalspring /
+ (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
+
+ BPH_mass_spring_force_spring_goal(
+ data, i, goal_x, goal_v, k, clmd->sim_parms->goalfrict * 0.01f);
+ }
+ }
+#endif
+
+ /* cloth_calc_volume_force(clmd); */
+
+#ifdef CLOTH_FORCE_DRAG
+ BPH_mass_spring_force_drag(data, drag);
+#endif
+ /* handle pressure forces (making sure that this never gets computed for hair). */
+ if ((parms->flags & CLOTH_SIMSETTINGS_FLAG_PRESSURE) && (clmd->hairdata == NULL)) {
+ /* The difference in pressure between the inside and outside of the mesh.*/
+ float pressure_difference = 0.0f;
+ float volume_factor = 1.0f;
+
+ float init_vol;
+ if (parms->flags & CLOTH_SIMSETTINGS_FLAG_PRESSURE_VOL) {
+ init_vol = clmd->sim_parms->target_volume;
+ }
+ else {
+ init_vol = cloth->initial_mesh_volume;
+ }
+
+ /* Check if we need to calculate the volume of the mesh. */
+ if (init_vol > 1E-6f) {
+ float f;
+ float vol = cloth_calc_volume(clmd);
+
+ /* If the volume is the same don't apply any pressure. */
+ volume_factor = init_vol / vol;
+ pressure_difference = volume_factor - 1;
+
+ /* Calculate an artificial maximum value for cloth pressure. */
+ f = fabs(clmd->sim_parms->uniform_pressure_force) + 200.0f;
+
+ /* Clamp the cloth pressure to the calculated maximum value. */
+ CLAMP_MAX(pressure_difference, f);
+ }
+
+ pressure_difference += clmd->sim_parms->uniform_pressure_force;
+ pressure_difference *= clmd->sim_parms->pressure_factor;
+
+ /* Compute the hydrostatic pressure gradient if enabled. */
+ float fluid_density = clmd->sim_parms->fluid_density * 1000; /* kg/l -> kg/m3 */
+ float *hydrostatic_pressure = NULL;
+
+ if (fabs(fluid_density) > 1e-6f) {
+ float hydrostatic_vector[3];
+ copy_v3_v3(hydrostatic_vector, gravity);
+
+ /* When the fluid is inside the object, factor in the acceleration of
+ * the object into the pressure field, as gravity is indistinguishable
+ * from acceleration from the inside. */
+ if (fluid_density > 0) {
+ sub_v3_v3(hydrostatic_vector, cloth->average_acceleration);
+
+ /* Preserve the total mass by scaling density to match the change in volume. */
+ fluid_density *= volume_factor;
+ }
+
+ mul_v3_fl(hydrostatic_vector, fluid_density);
+
+ /* Compute an array of per-vertex hydrostatic pressure, and subtract the average. */
+ hydrostatic_pressure = (float *)MEM_mallocN(sizeof(float) * mvert_num,
+ "hydrostatic pressure gradient");
+
+ cloth_calc_pressure_gradient(clmd, hydrostatic_vector, hydrostatic_pressure);
+
+ pressure_difference -= cloth_calc_average_pressure(clmd, hydrostatic_pressure);
+ }
+
+ /* Apply pressure. */
+ if (hydrostatic_pressure || fabs(pressure_difference) > 1E-6f) {
+ float weights[3] = {1.0f, 1.0f, 1.0f};
+
+ for (i = 0; i < cloth->primitive_num; i++) {
+ const MVertTri *vt = &tri[i];
+
+ if (cloth_get_pressure_weights(clmd, vt, weights)) {
+ BPH_mass_spring_force_pressure(data,
+ vt->tri[0],
+ vt->tri[1],
+ vt->tri[2],
+ pressure_difference,
+ hydrostatic_pressure,
+ weights);
+ }
+ }
+ }
+
+ if (hydrostatic_pressure) {
+ MEM_freeN(hydrostatic_pressure);
+ }
+ }
+
+ /* handle external forces like wind */
+ if (effectors) {
+ bool is_not_hair = (clmd->hairdata == NULL) && (cloth->primitive_num > 0);
+ bool has_wind = false, has_force = false;
+
+ /* cache per-vertex forces to avoid redundant calculation */
+ float(*winvec)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * mvert_num * 2,
+ "effector forces");
+ float(*forcevec)[3] = is_not_hair ? winvec + mvert_num : winvec;
+
+ for (i = 0; i < cloth->mvert_num; i++) {
+ float x[3], v[3];
+ EffectedPoint epoint;
+
+ BPH_mass_spring_get_motion_state(data, i, x, v);
+ pd_point_from_loc(scene, x, v, i, &epoint);
+ BKE_effectors_apply(effectors,
+ NULL,
+ clmd->sim_parms->effector_weights,
+ &epoint,
+ forcevec[i],
+ winvec[i],
+ NULL);
+
+ has_wind = has_wind || !is_zero_v3(winvec[i]);
+ has_force = has_force || !is_zero_v3(forcevec[i]);
+ }
+
+ /* Hair has only edges. */
+ if (is_not_hair) {
+ for (i = 0; i < cloth->primitive_num; i++) {
+ const MVertTri *vt = &tri[i];
+ if (has_wind) {
+ BPH_mass_spring_force_face_wind(data, vt->tri[0], vt->tri[1], vt->tri[2], winvec);
+ }
+ if (has_force) {
+ BPH_mass_spring_force_face_extern(data, vt->tri[0], vt->tri[1], vt->tri[2], forcevec);
+ }
+ }
+ }
+ else {
+#if 0
+ ClothHairData *hairdata = clmd->hairdata;
+ ClothHairData *hair_ij, *hair_kl;
+
+ for (LinkNode *link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
+ if (hairdata) {
+ hair_ij = &hairdata[spring->ij];
+ hair_kl = &hairdata[spring->kl];
+ BPH_mass_spring_force_edge_wind(
+ data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
+ }
+ else {
+ BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, 1.0f, 1.0f, winvec);
+ }
+ }
+ }
+#else
+ ClothHairData *hairdata = clmd->hairdata;
+
+ vert = cloth->verts;
+ for (i = 0; i < cloth->mvert_num; i++, vert++) {
+ if (hairdata) {
+ ClothHairData *hair = &hairdata[i];
+ BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
+ }
+ else {
+ BPH_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
+ }
+ }
+#endif
+ }
+
+ MEM_freeN(winvec);
+ }
+
+ // calculate spring forces
+ for (LinkNode *link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ // only handle active springs
+ if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE)) {
+ cloth_calc_spring_force(clmd, spring);
+ }
+ }
+}
+
+/* returns vertexes' motion state */
+BLI_INLINE void cloth_get_grid_location(Implicit_Data *data,
+ float cell_scale,
+ const float cell_offset[3],
+ int index,
+ float x[3],
+ float v[3])
+{
+ BPH_mass_spring_get_position(data, index, x);
+ BPH_mass_spring_get_new_velocity(data, index, v);
+
+ mul_v3_fl(x, cell_scale);
+ add_v3_v3(x, cell_offset);
+}
+
+/* returns next spring forming a continuous hair sequence */
+BLI_INLINE LinkNode *hair_spring_next(LinkNode *spring_link)
+{
+ ClothSpring *spring = (ClothSpring *)spring_link->link;
+ LinkNode *next = spring_link->next;
+ if (next) {
+ ClothSpring *next_spring = (ClothSpring *)next->link;
+ if (next_spring->type == CLOTH_SPRING_TYPE_STRUCTURAL && next_spring->kl == spring->ij) {
+ return next;
+ }
+ }
+ return NULL;
+}
+
+/* XXX this is nasty: cloth meshes do not explicitly store
+ * the order of hair segments!
+ * We have to rely on the spring build function for now,
+ * which adds structural springs in reverse order:
+ * (3,4), (2,3), (1,2)
+ * This is currently the only way to figure out hair geometry inside this code ...
+ */
+static LinkNode *cloth_continuum_add_hair_segments(HairGrid *grid,
+ const float cell_scale,
+ const float cell_offset[3],
+ Cloth *cloth,
+ LinkNode *spring_link)
+{
+ Implicit_Data *data = cloth->implicit;
+ LinkNode *next_spring_link = NULL; /* return value */
+ ClothSpring *spring1, *spring2, *spring3;
+ // ClothVertex *verts = cloth->verts;
+ // ClothVertex *vert3, *vert4;
+ float x1[3], v1[3], x2[3], v2[3], x3[3], v3[3], x4[3], v4[3];
+ float dir1[3], dir2[3], dir3[3];
+
+ spring1 = NULL;
+ spring2 = NULL;
+ spring3 = (ClothSpring *)spring_link->link;
+
+ zero_v3(x1);
+ zero_v3(v1);
+ zero_v3(dir1);
+ zero_v3(x2);
+ zero_v3(v2);
+ zero_v3(dir2);
+
+ // vert3 = &verts[spring3->kl];
+ cloth_get_grid_location(data, cell_scale, cell_offset, spring3->kl, x3, v3);
+ // vert4 = &verts[spring3->ij];
+ cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
+ sub_v3_v3v3(dir3, x4, x3);
+ normalize_v3(dir3);
+
+ while (spring_link) {
+ /* move on */
+ spring1 = spring2;
+ spring2 = spring3;
+
+ // vert3 = vert4;
+
+ copy_v3_v3(x1, x2);
+ copy_v3_v3(v1, v2);
+ copy_v3_v3(x2, x3);
+ copy_v3_v3(v2, v3);
+ copy_v3_v3(x3, x4);
+ copy_v3_v3(v3, v4);
+
+ copy_v3_v3(dir1, dir2);
+ copy_v3_v3(dir2, dir3);
+
+ /* read next segment */
+ next_spring_link = spring_link->next;
+ spring_link = hair_spring_next(spring_link);
+
+ if (spring_link) {
+ spring3 = (ClothSpring *)spring_link->link;
+ // vert4 = &verts[spring3->ij];
+ cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
+ sub_v3_v3v3(dir3, x4, x3);
+ normalize_v3(dir3);
+ }
+ else {
+ spring3 = NULL;
+ // vert4 = NULL;
+ zero_v3(x4);
+ zero_v3(v4);
+ zero_v3(dir3);
+ }
+
+ BPH_hair_volume_add_segment(
+ grid, x1, v1, x2, v2, x3, v3, x4, v4, spring1 ? dir1 : NULL, dir2, spring3 ? dir3 : NULL);
+ }
+
+ return next_spring_link;
+}
+
+static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
+{
+#if 0
+ Implicit_Data *data = cloth->implicit;
+ int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+ int i;
+
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
+ float x[3], v[3];
+
+ cloth_get_vertex_motion_state(data, vert, x, v);
+ BPH_hair_volume_add_vertex(grid, x, v);
+ }
+#else
+ LinkNode *link;
+ float cellsize, gmin[3], cell_scale, cell_offset[3];
+
+ /* scale and offset for transforming vertex locations into grid space
+ * (cell size is 0..1, gmin becomes origin)
+ */
+ BPH_hair_volume_grid_geometry(grid, &cellsize, NULL, gmin, NULL);
+ cell_scale = cellsize > 0.0f ? 1.0f / cellsize : 0.0f;
+ mul_v3_v3fl(cell_offset, gmin, cell_scale);
+ negate_v3(cell_offset);
+
+ link = cloth->springs;
+ while (link) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
+ link = cloth_continuum_add_hair_segments(grid, cell_scale, cell_offset, cloth, link);
+ }
+ else {
+ link = link->next;
+ }
+ }
+#endif
+ BPH_hair_volume_normalize_vertex_grid(grid);
+}
+
+static void cloth_continuum_step(ClothModifierData *clmd, float dt)
+{
+ ClothSimSettings *parms = clmd->sim_parms;
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+
+ const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
+ float smoothfac = parms->velocity_smooth;
+ /* XXX FIXME arbitrary factor!!! this should be based on some intuitive value instead,
+ * like number of hairs per cell and time decay instead of "strength"
+ */
+ float density_target = parms->density_target;
+ float density_strength = parms->density_strength;
+ float gmin[3], gmax[3];
+ int i;
+
+ /* clear grid info */
+ zero_v3_int(clmd->hair_grid_res);
+ zero_v3(clmd->hair_grid_min);
+ zero_v3(clmd->hair_grid_max);
+ clmd->hair_grid_cellsize = 0.0f;
+
+ hair_get_boundbox(clmd, gmin, gmax);
+
+ /* gather velocities & density */
+ if (smoothfac > 0.0f || density_strength > 0.0f) {
+ HairGrid *grid = BPH_hair_volume_create_vertex_grid(
+ clmd->sim_parms->voxel_cell_size, gmin, gmax);
+
+ cloth_continuum_fill_grid(grid, cloth);
+
+ /* main hair continuum solver */
+ BPH_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
+
+ for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
+ float x[3], v[3], nv[3];
+
+ /* calculate volumetric velocity influence */
+ BPH_mass_spring_get_position(data, i, x);
+ BPH_mass_spring_get_new_velocity(data, i, v);
+
+ BPH_hair_volume_grid_velocity(grid, x, v, fluid_factor, nv);
+
+ interp_v3_v3v3(nv, v, nv, smoothfac);
+
+ /* apply on hair data */
+ BPH_mass_spring_set_new_velocity(data, i, nv);
+ }
+
+ /* store basic grid info in the modifier data */
+ BPH_hair_volume_grid_geometry(grid,
+ &clmd->hair_grid_cellsize,
+ clmd->hair_grid_res,
+ clmd->hair_grid_min,
+ clmd->hair_grid_max);
+
+#if 0 /* DEBUG hair velocity vector field */
+ {
+ const int size = 64;
+ int i, j;
+ float offset[3], a[3], b[3];
+ const int axis = 0;
+ const float shift = 0.0f;
+
+ copy_v3_v3(offset, clmd->hair_grid_min);
+ zero_v3(a);
+ zero_v3(b);
+
+ offset[axis] = shift * clmd->hair_grid_cellsize;
+ a[(axis + 1) % 3] = clmd->hair_grid_max[(axis + 1) % 3] -
+ clmd->hair_grid_min[(axis + 1) % 3];
+ b[(axis + 2) % 3] = clmd->hair_grid_max[(axis + 2) % 3] -
+ clmd->hair_grid_min[(axis + 2) % 3];
+
+ BKE_sim_debug_data_clear_category(clmd->debug_data, "grid velocity");
+ for (j = 0; j < size; j++) {
+ for (i = 0; i < size; i++) {
+ float x[3], v[3], gvel[3], gvel_smooth[3], gdensity;
+
+ madd_v3_v3v3fl(x, offset, a, (float)i / (float)(size - 1));
+ madd_v3_v3fl(x, b, (float)j / (float)(size - 1));
+ zero_v3(v);
+
+ BPH_hair_volume_grid_interpolate(grid, x, &gdensity, gvel, gvel_smooth, NULL, NULL);
+
+ // BKE_sim_debug_data_add_circle(
+ // clmd->debug_data, x, gdensity, 0.7, 0.3, 1,
+ // "grid density", i, j, 3111);
+ if (!is_zero_v3(gvel) || !is_zero_v3(gvel_smooth)) {
+ float dvel[3];
+ sub_v3_v3v3(dvel, gvel_smooth, gvel);
+ // BKE_sim_debug_data_add_vector(
+ // clmd->debug_data, x, gvel, 0.4, 0, 1,
+ // "grid velocity", i, j, 3112);
+ // BKE_sim_debug_data_add_vector(
+ // clmd->debug_data, x, gvel_smooth, 0.6, 1, 1,
+ // "grid velocity", i, j, 3113);
+ BKE_sim_debug_data_add_vector(
+ clmd->debug_data, x, dvel, 0.4, 1, 0.7, "grid velocity", i, j, 3114);
+# if 0
+ if (gdensity > 0.0f) {
+ float col0[3] = {0.0, 0.0, 0.0};
+ float col1[3] = {0.0, 1.0, 0.0};
+ float col[3];
+
+ interp_v3_v3v3(col, col0, col1,
+ CLAMPIS(gdensity * clmd->sim_parms->density_strength, 0.0, 1.0));
+ // BKE_sim_debug_data_add_circle(
+ // clmd->debug_data, x, gdensity * clmd->sim_parms->density_strength, 0, 1, 0.4,
+ // "grid velocity", i, j, 3115);
+ // BKE_sim_debug_data_add_dot(
+ // clmd->debug_data, x, col[0], col[1], col[2],
+ // "grid velocity", i, j, 3115);
+ BKE_sim_debug_data_add_circle(
+ clmd->debug_data, x, 0.01f, col[0], col[1], col[2], "grid velocity", i, j, 3115);
+ }
+# endif
+ }
+ }
+ }
+ }
+#endif
+
+ BPH_hair_volume_free_vertex_grid(grid);
+ }
+}
+
+#if 0
+static void cloth_calc_volume_force(ClothModifierData *clmd)
+{
+ ClothSimSettings *parms = clmd->sim_parms;
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ int mvert_num = cloth->mvert_num;
+ ClothVertex *vert;
+
+ /* 2.0f is an experimental value that seems to give good results */
+ float smoothfac = 2.0f * parms->velocity_smooth;
+ float collfac = 2.0f * parms->collider_friction;
+ float pressfac = parms->pressure;
+ float minpress = parms->pressure_threshold;
+ float gmin[3], gmax[3];
+ int i;
+
+ hair_get_boundbox(clmd, gmin, gmax);
+
+ /* gather velocities & density */
+ if (smoothfac > 0.0f || pressfac > 0.0f) {
+ HairVertexGrid *vertex_grid = BPH_hair_volume_create_vertex_grid(
+ clmd->sim_parms->voxel_res, gmin, gmax);
+
+ vert = cloth->verts;
+ for (i = 0; i < mvert_num; i++, vert++) {
+ float x[3], v[3];
+
+ if (vert->solver_index < 0) {
+ copy_v3_v3(x, vert->x);
+ copy_v3_v3(v, vert->v);
+ }
+ else {
+ BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
+ }
+ BPH_hair_volume_add_vertex(vertex_grid, x, v);
+ }
+ BPH_hair_volume_normalize_vertex_grid(vertex_grid);
+
+ vert = cloth->verts;
+ for (i = 0; i < mvert_num; i++, vert++) {
+ float x[3], v[3], f[3], dfdx[3][3], dfdv[3][3];
+
+ if (vert->solver_index < 0) {
+ continue;
+ }
+
+ /* calculate volumetric forces */
+ BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
+ BPH_hair_volume_vertex_grid_forces(
+ vertex_grid, x, v, smoothfac, pressfac, minpress, f, dfdx, dfdv);
+ /* apply on hair data */
+ BPH_mass_spring_force_extern(data, vert->solver_index, f, dfdx, dfdv);
+ }
+
+ BPH_hair_volume_free_vertex_grid(vertex_grid);
+ }
+}
+#endif
+
+static void cloth_calc_average_acceleration(ClothModifierData *clmd, float dt)
+{
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ int i, mvert_num = cloth->mvert_num;
+ float total[3] = {0.0f, 0.0f, 0.0f};
+
+ for (i = 0; i < mvert_num; i++) {
+ float v[3], nv[3];
+
+ BPH_mass_spring_get_velocity(data, i, v);
+ BPH_mass_spring_get_new_velocity(data, i, nv);
+
+ sub_v3_v3(nv, v);
+ add_v3_v3(total, nv);
+ }
+
+ mul_v3_fl(total, 1.0f / dt / mvert_num);
+
+ /* Smooth the data using a running average to prevent instability.
+ * This is effectively an abstraction of the wave propagation speed in fluid. */
+ interp_v3_v3v3(cloth->average_acceleration, total, cloth->average_acceleration, powf(0.25f, dt));
+}
+
+static void cloth_solve_collisions(
+ Depsgraph *depsgraph, Object *ob, ClothModifierData *clmd, float step, float dt)
+{
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *id = cloth->implicit;
+ ClothVertex *verts = cloth->verts;
+ int mvert_num = cloth->mvert_num;
+ const float time_multiplier = 1.0f / (clmd->sim_parms->dt * clmd->sim_parms->timescale);
+ int i;
+
+ if (!(clmd->coll_parms->flags &
+ (CLOTH_COLLSETTINGS_FLAG_ENABLED | CLOTH_COLLSETTINGS_FLAG_SELF))) {
+ return;
+ }
+
+ if (!clmd->clothObject->bvhtree) {
+ return;
+ }
+
+ BPH_mass_spring_solve_positions(id, dt);
+
+ /* Update verts to current positions. */
+ for (i = 0; i < mvert_num; i++) {
+ BPH_mass_spring_get_new_position(id, i, verts[i].tx);
+
+ sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
+ zero_v3(verts[i].dcvel);
+ }
+
+ if (cloth_bvh_collision(depsgraph,
+ ob,
+ clmd,
+ step / clmd->sim_parms->timescale,
+ dt / clmd->sim_parms->timescale)) {
+ for (i = 0; i < mvert_num; i++) {
+ if ((clmd->sim_parms->vgroup_mass > 0) && (verts[i].flags & CLOTH_VERT_FLAG_PINNED)) {
+ continue;
+ }
+
+ BPH_mass_spring_get_new_velocity(id, i, verts[i].tv);
+ madd_v3_v3fl(verts[i].tv, verts[i].dcvel, time_multiplier);
+ BPH_mass_spring_set_new_velocity(id, i, verts[i].tv);
+ }
+ }
+}
+
+static void cloth_clear_result(ClothModifierData *clmd)
+{
+ ClothSolverResult *sres = clmd->solver_result;
+
+ sres->status = 0;
+ sres->max_error = sres->min_error = sres->avg_error = 0.0f;
+ sres->max_iterations = sres->min_iterations = 0;
+ sres->avg_iterations = 0.0f;
+}
+
+static void cloth_record_result(ClothModifierData *clmd, ImplicitSolverResult *result, float dt)
+{
+ ClothSolverResult *sres = clmd->solver_result;
+
+ if (sres->status) { /* already initialized ? */
+ /* error only makes sense for successful iterations */
+ if (result->status == BPH_SOLVER_SUCCESS) {
+ sres->min_error = min_ff(sres->min_error, result->error);
+ sres->max_error = max_ff(sres->max_error, result->error);
+ sres->avg_error += result->error * dt;
+ }
+
+ sres->min_iterations = min_ii(sres->min_iterations, result->iterations);
+ sres->max_iterations = max_ii(sres->max_iterations, result->iterations);
+ sres->avg_iterations += (float)result->iterations * dt;
+ }
+ else {
+ /* error only makes sense for successful iterations */
+ if (result->status == BPH_SOLVER_SUCCESS) {
+ sres->min_error = sres->max_error = result->error;
+ sres->avg_error += result->error * dt;
+ }
+
+ sres->min_iterations = sres->max_iterations = result->iterations;
+ sres->avg_iterations += (float)result->iterations * dt;
+ }
+
+ sres->status |= result->status;
+}
+
+int BPH_cloth_solve(
+ Depsgraph *depsgraph, Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
+{
+ /* Hair currently is a cloth sim in disguise ...
+ * Collision detection and volumetrics work differently then.
+ * Bad design, TODO
+ */
+ Scene *scene = DEG_get_evaluated_scene(depsgraph);
+ const bool is_hair = (clmd->hairdata != NULL);
+
+ unsigned int i = 0;
+ float step = 0.0f, tf = clmd->sim_parms->timescale;
+ Cloth *cloth = clmd->clothObject;
+ ClothVertex *verts = cloth->verts /*, *cv*/;
+ unsigned int mvert_num = cloth->mvert_num;
+ float dt = clmd->sim_parms->dt * clmd->sim_parms->timescale;
+ Implicit_Data *id = cloth->implicit;
+
+ /* Hydrostatic pressure gradient of the fluid inside the object is affected by acceleration. */
+ bool use_acceleration = (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_PRESSURE) &&
+ (clmd->sim_parms->fluid_density > 0);
+
+ BKE_sim_debug_data_clear_category("collision");
+
+ if (!clmd->solver_result) {
+ clmd->solver_result = (ClothSolverResult *)MEM_callocN(sizeof(ClothSolverResult),
+ "cloth solver result");
+ }
+ cloth_clear_result(clmd);
+
+ if (clmd->sim_parms->vgroup_mass > 0) { /* Do goal stuff. */
+ for (i = 0; i < mvert_num; i++) {
+ // update velocities with constrained velocities from pinned verts
+ if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
+ float v[3];
+ sub_v3_v3v3(v, verts[i].xconst, verts[i].xold);
+ // mul_v3_fl(v, clmd->sim_parms->stepsPerFrame);
+ /* divide by time_scale to prevent constrained velocities from being multiplied */
+ mul_v3_fl(v, 1.0f / clmd->sim_parms->time_scale);
+ BPH_mass_spring_set_velocity(id, i, v);
+ }
+ }
+ }
+
+ if (!use_acceleration) {
+ zero_v3(cloth->average_acceleration);
+ }
+
+ while (step < tf) {
+ ImplicitSolverResult result;
+
+ /* setup vertex constraints for pinned vertices */
+ cloth_setup_constraints(clmd);
+
+ /* initialize forces to zero */
+ BPH_mass_spring_clear_forces(id);
+
+ // calculate forces
+ cloth_calc_force(scene, clmd, frame, effectors, step);
+
+ // calculate new velocity and position
+ BPH_mass_spring_solve_velocities(id, dt, &result);
+ cloth_record_result(clmd, &result, dt);
+
+ /* Calculate collision impulses. */
+ cloth_solve_collisions(depsgraph, ob, clmd, step, dt);
+
+ if (is_hair) {
+ cloth_continuum_step(clmd, dt);
+ }
+
+ if (use_acceleration) {
+ cloth_calc_average_acceleration(clmd, dt);
+ }
+
+ BPH_mass_spring_solve_positions(id, dt);
+ BPH_mass_spring_apply_result(id);
+
+ /* move pinned verts to correct position */
+ for (i = 0; i < mvert_num; i++) {
+ if (clmd->sim_parms->vgroup_mass > 0) {
+ if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
+ float x[3];
+ /* divide by time_scale to prevent pinned vertices'
+ * delta locations from being multiplied */
+ interp_v3_v3v3(
+ x, verts[i].xold, verts[i].xconst, (step + dt) / clmd->sim_parms->time_scale);
+ BPH_mass_spring_set_position(id, i, x);
+ }
+ }
+
+ BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL);
+ }
+
+ step += dt;
+ }
+
+ /* copy results back to cloth data */
+ for (i = 0; i < mvert_num; i++) {
+ BPH_mass_spring_get_motion_state(id, i, verts[i].x, verts[i].v);
+ copy_v3_v3(verts[i].txold, verts[i].x);
+ }
+
+ return 1;
+}
diff --git a/source/blender/simulation/intern/ConstrainedConjugateGradient.h b/source/blender/simulation/intern/ConstrainedConjugateGradient.h
new file mode 100644
index 00000000000..c924490f97d
--- /dev/null
+++ b/source/blender/simulation/intern/ConstrainedConjugateGradient.h
@@ -0,0 +1,335 @@
+/*
+ * 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 __CONSTRAINEDCONJUGATEGRADIENT_H__
+#define __CONSTRAINEDCONJUGATEGRADIENT_H__
+
+#include <Eigen/Core>
+
+namespace Eigen {
+
+namespace internal {
+
+/** \internal Low-level conjugate gradient algorithm
+ * \param mat: The matrix A
+ * \param rhs: The right hand side vector b
+ * \param x: On input and initial solution, on output the computed solution.
+ * \param precond: A preconditioner being able to efficiently solve for an
+ * approximation of Ax=b (regardless of b)
+ * \param iters: On input the max number of iteration,
+ * on output the number of performed iterations.
+ * \param tol_error: On input the tolerance error,
+ * on output an estimation of the relative error.
+ */
+template<typename MatrixType,
+ typename Rhs,
+ typename Dest,
+ typename FilterMatrixType,
+ typename Preconditioner>
+EIGEN_DONT_INLINE void constrained_conjugate_gradient(const MatrixType &mat,
+ const Rhs &rhs,
+ Dest &x,
+ const FilterMatrixType &filter,
+ const Preconditioner &precond,
+ int &iters,
+ typename Dest::RealScalar &tol_error)
+{
+ using std::abs;
+ using std::sqrt;
+ typedef typename Dest::RealScalar RealScalar;
+ typedef typename Dest::Scalar Scalar;
+ typedef Matrix<Scalar, Dynamic, 1> VectorType;
+
+ RealScalar tol = tol_error;
+ int maxIters = iters;
+
+ int n = mat.cols();
+
+ VectorType residual = filter * (rhs - mat * x); // initial residual
+
+ RealScalar rhsNorm2 = (filter * rhs).squaredNorm();
+ if (rhsNorm2 == 0) {
+ /* XXX TODO set constrained result here */
+ x.setZero();
+ iters = 0;
+ tol_error = 0;
+ return;
+ }
+ RealScalar threshold = tol * tol * rhsNorm2;
+ RealScalar residualNorm2 = residual.squaredNorm();
+ if (residualNorm2 < threshold) {
+ iters = 0;
+ tol_error = sqrt(residualNorm2 / rhsNorm2);
+ return;
+ }
+
+ VectorType p(n);
+ p = filter * precond.solve(residual); // initial search direction
+
+ VectorType z(n), tmp(n);
+ RealScalar absNew = numext::real(
+ residual.dot(p)); // the square of the absolute value of r scaled by invM
+ int i = 0;
+ while (i < maxIters) {
+ tmp.noalias() = filter * (mat * p); // the bottleneck of the algorithm
+
+ Scalar alpha = absNew / p.dot(tmp); // the amount we travel on dir
+ x += alpha * p; // update solution
+ residual -= alpha * tmp; // update residue
+
+ residualNorm2 = residual.squaredNorm();
+ if (residualNorm2 < threshold) {
+ break;
+ }
+
+ z = precond.solve(residual); // approximately solve for "A z = residual"
+
+ RealScalar absOld = absNew;
+ absNew = numext::real(residual.dot(z)); // update the absolute value of r
+ RealScalar beta =
+ absNew /
+ absOld; // calculate the Gram-Schmidt value used to create the new search direction
+ p = filter * (z + beta * p); // update search direction
+ i++;
+ }
+ tol_error = sqrt(residualNorm2 / rhsNorm2);
+ iters = i;
+}
+
+} // namespace internal
+
+#if 0 /* unused */
+template<typename MatrixType> struct MatrixFilter {
+ MatrixFilter() : m_cmat(NULL)
+ {
+ }
+
+ MatrixFilter(const MatrixType &cmat) : m_cmat(&cmat)
+ {
+ }
+
+ void setMatrix(const MatrixType &cmat)
+ {
+ m_cmat = &cmat;
+ }
+
+ template<typename VectorType> void apply(VectorType v) const
+ {
+ v = (*m_cmat) * v;
+ }
+
+ protected:
+ const MatrixType *m_cmat;
+};
+#endif
+
+template<typename _MatrixType,
+ int _UpLo = Lower,
+ typename _FilterMatrixType = _MatrixType,
+ typename _Preconditioner = DiagonalPreconditioner<typename _MatrixType::Scalar>>
+class ConstrainedConjugateGradient;
+
+namespace internal {
+
+template<typename _MatrixType, int _UpLo, typename _FilterMatrixType, typename _Preconditioner>
+struct traits<
+ ConstrainedConjugateGradient<_MatrixType, _UpLo, _FilterMatrixType, _Preconditioner>> {
+ typedef _MatrixType MatrixType;
+ typedef _FilterMatrixType FilterMatrixType;
+ typedef _Preconditioner Preconditioner;
+};
+
+} // namespace internal
+
+/** \ingroup IterativeLinearSolvers_Module
+ * \brief A conjugate gradient solver for sparse self-adjoint problems with additional constraints
+ *
+ * This class allows to solve for A.x = b sparse linear problems using a conjugate gradient
+ * algorithm. The sparse matrix A must be selfadjoint. The vectors x and b can be either dense or
+ * sparse.
+ *
+ * \tparam _MatrixType the type of the sparse matrix A, can be a dense or a sparse matrix.
+ * \tparam _UpLo the triangular part that will be used for the computations. It can be Lower
+ * or Upper. Default is Lower.
+ * \tparam _Preconditioner the type of the preconditioner. Default is DiagonalPreconditioner
+ *
+ * The maximal number of iterations and tolerance value can be controlled via the
+ * setMaxIterations() and setTolerance() methods. The defaults are the size of the problem for the
+ * maximal number of iterations and NumTraits<Scalar>::epsilon() for the tolerance.
+ *
+ * This class can be used as the direct solver classes. Here is a typical usage example:
+ * \code
+ * int n = 10000;
+ * VectorXd x(n), b(n);
+ * SparseMatrix<double> A(n,n);
+ * // fill A and b
+ * ConjugateGradient<SparseMatrix<double> > cg;
+ * cg.compute(A);
+ * x = cg.solve(b);
+ * std::cout << "#iterations: " << cg.iterations() << std::endl;
+ * std::cout << "estimated error: " << cg.error() << std::endl;
+ * // update b, and solve again
+ * x = cg.solve(b);
+ * \endcode
+ *
+ * By default the iterations start with x=0 as an initial guess of the solution.
+ * One can control the start using the solveWithGuess() method. Here is a step by
+ * step execution example starting with a random guess and printing the evolution
+ * of the estimated error:
+ * * \code
+ * x = VectorXd::Random(n);
+ * cg.setMaxIterations(1);
+ * int i = 0;
+ * do {
+ * x = cg.solveWithGuess(b,x);
+ * std::cout << i << " : " << cg.error() << std::endl;
+ * ++i;
+ * } while (cg.info()!=Success && i<100);
+ * \endcode
+ * Note that such a step by step execution is slightly slower.
+ *
+ * \sa class SimplicialCholesky, DiagonalPreconditioner, IdentityPreconditioner
+ */
+template<typename _MatrixType, int _UpLo, typename _FilterMatrixType, typename _Preconditioner>
+class ConstrainedConjugateGradient
+ : public IterativeSolverBase<
+ ConstrainedConjugateGradient<_MatrixType, _UpLo, _FilterMatrixType, _Preconditioner>> {
+ typedef IterativeSolverBase<ConstrainedConjugateGradient> Base;
+ using Base::m_error;
+ using Base::m_info;
+ using Base::m_isInitialized;
+ using Base::m_iterations;
+ using Base::mp_matrix;
+
+ public:
+ typedef _MatrixType MatrixType;
+ typedef typename MatrixType::Scalar Scalar;
+ typedef typename MatrixType::Index Index;
+ typedef typename MatrixType::RealScalar RealScalar;
+ typedef _FilterMatrixType FilterMatrixType;
+ typedef _Preconditioner Preconditioner;
+
+ enum { UpLo = _UpLo };
+
+ public:
+ /** Default constructor. */
+ ConstrainedConjugateGradient() : Base()
+ {
+ }
+
+ /** Initialize the solver with matrix \a A for further \c Ax=b solving.
+ *
+ * This constructor is a shortcut for the default constructor followed
+ * by a call to compute().
+ *
+ * \warning this class stores a reference to the matrix A as well as some
+ * precomputed values that depend on it. Therefore, if \a A is changed
+ * this class becomes invalid. Call compute() to update it with the new
+ * matrix A, or modify a copy of A.
+ */
+ ConstrainedConjugateGradient(const MatrixType &A) : Base(A)
+ {
+ }
+
+ ~ConstrainedConjugateGradient()
+ {
+ }
+
+ FilterMatrixType &filter()
+ {
+ return m_filter;
+ }
+ const FilterMatrixType &filter() const
+ {
+ return m_filter;
+ }
+
+ /** \returns the solution x of \f$ A x = b \f$ using the current decomposition of A
+ * \a x0 as an initial solution.
+ *
+ * \sa compute()
+ */
+ template<typename Rhs, typename Guess>
+ inline const internal::solve_retval_with_guess<ConstrainedConjugateGradient, Rhs, Guess>
+ solveWithGuess(const MatrixBase<Rhs> &b, const Guess &x0) const
+ {
+ eigen_assert(m_isInitialized && "ConjugateGradient is not initialized.");
+ eigen_assert(
+ Base::rows() == b.rows() &&
+ "ConjugateGradient::solve(): invalid number of rows of the right hand side matrix b");
+ return internal::solve_retval_with_guess<ConstrainedConjugateGradient, Rhs, Guess>(
+ *this, b.derived(), x0);
+ }
+
+ /** \internal */
+ template<typename Rhs, typename Dest> void _solveWithGuess(const Rhs &b, Dest &x) const
+ {
+ m_iterations = Base::maxIterations();
+ m_error = Base::m_tolerance;
+
+ for (int j = 0; j < b.cols(); j++) {
+ m_iterations = Base::maxIterations();
+ m_error = Base::m_tolerance;
+
+ typename Dest::ColXpr xj(x, j);
+ internal::constrained_conjugate_gradient(mp_matrix->template selfadjointView<UpLo>(),
+ b.col(j),
+ xj,
+ m_filter,
+ Base::m_preconditioner,
+ m_iterations,
+ m_error);
+ }
+
+ m_isInitialized = true;
+ m_info = m_error <= Base::m_tolerance ? Success : NoConvergence;
+ }
+
+ /** \internal */
+ template<typename Rhs, typename Dest> void _solve(const Rhs &b, Dest &x) const
+ {
+ x.setOnes();
+ _solveWithGuess(b, x);
+ }
+
+ protected:
+ FilterMatrixType m_filter;
+};
+
+namespace internal {
+
+template<typename _MatrixType, int _UpLo, typename _Filter, typename _Preconditioner, typename Rhs>
+struct solve_retval<ConstrainedConjugateGradient<_MatrixType, _UpLo, _Filter, _Preconditioner>,
+ Rhs>
+ : solve_retval_base<ConstrainedConjugateGradient<_MatrixType, _UpLo, _Filter, _Preconditioner>,
+ Rhs> {
+ typedef ConstrainedConjugateGradient<_MatrixType, _UpLo, _Filter, _Preconditioner> Dec;
+ EIGEN_MAKE_SOLVE_HELPERS(Dec, Rhs)
+
+ template<typename Dest> void evalTo(Dest &dst) const
+ {
+ dec()._solve(rhs(), dst);
+ }
+};
+
+} // end namespace internal
+
+} // end namespace Eigen
+
+#endif // __CONSTRAINEDCONJUGATEGRADIENT_H__
diff --git a/source/blender/simulation/intern/eigen_utils.h b/source/blender/simulation/intern/eigen_utils.h
new file mode 100644
index 00000000000..c186cf567df
--- /dev/null
+++ b/source/blender/simulation/intern/eigen_utils.h
@@ -0,0 +1,236 @@
+/*
+ * 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 __EIGEN_UTILS_H__
+#define __EIGEN_UTILS_H__
+
+/** \file
+ * \ingroup bph
+ */
+
+#if defined(__GNUC__) && !defined(__clang__)
+# pragma GCC diagnostic push
+/* XXX suppress verbose warnings in eigen */
+# pragma GCC diagnostic ignored "-Wlogical-op"
+#endif
+
+#include <Eigen/Sparse>
+#include <Eigen/src/Core/util/DisableStupidWarnings.h>
+
+#ifdef __GNUC__
+# pragma GCC diagnostic pop
+#endif
+
+#include "BLI_utildefines.h"
+#include "implicit.h"
+
+typedef float Scalar;
+
+/* slightly extended Eigen vector class
+ * with conversion to/from plain C float array
+ */
+class Vector3 : public Eigen::Vector3f {
+ public:
+ typedef float *ctype;
+
+ Vector3()
+ {
+ }
+
+ Vector3(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ coeffRef(k) = v[k];
+ }
+ }
+
+ Vector3 &operator=(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ coeffRef(k) = v[k];
+ }
+ return *this;
+ }
+
+ operator ctype()
+ {
+ return data();
+ }
+};
+
+/* slightly extended Eigen matrix class
+ * with conversion to/from plain C float array
+ */
+class Matrix3 : public Eigen::Matrix3f {
+ public:
+ typedef float (*ctype)[3];
+
+ Matrix3()
+ {
+ }
+
+ Matrix3(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ coeffRef(l, k) = v[k][l];
+ }
+ }
+ }
+
+ Matrix3 &operator=(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ coeffRef(l, k) = v[k][l];
+ }
+ }
+ return *this;
+ }
+
+ operator ctype()
+ {
+ return (ctype)data();
+ }
+};
+
+typedef Eigen::VectorXf lVector;
+
+/* Extension of dense Eigen vectors,
+ * providing 3-float block access for blenlib math functions
+ */
+class lVector3f : public Eigen::VectorXf {
+ public:
+ typedef Eigen::VectorXf base_t;
+
+ lVector3f()
+ {
+ }
+
+ template<typename T> lVector3f &operator=(T rhs)
+ {
+ base_t::operator=(rhs);
+ return *this;
+ }
+
+ float *v3(int vertex)
+ {
+ return &coeffRef(3 * vertex);
+ }
+
+ const float *v3(int vertex) const
+ {
+ return &coeffRef(3 * vertex);
+ }
+};
+
+typedef Eigen::Triplet<Scalar> Triplet;
+typedef std::vector<Triplet> TripletList;
+
+typedef Eigen::SparseMatrix<Scalar> lMatrix;
+
+/* Constructor type that provides more convenient handling of Eigen triplets
+ * for efficient construction of sparse 3x3 block matrices.
+ * This should be used for building lMatrix instead of writing to such lMatrix directly (which is
+ * very inefficient). After all elements have been defined using the set() method, the actual
+ * matrix can be filled using construct().
+ */
+struct lMatrix3fCtor {
+ lMatrix3fCtor()
+ {
+ }
+
+ void reset()
+ {
+ m_trips.clear();
+ }
+
+ void reserve(int numverts)
+ {
+ /* reserve for diagonal entries */
+ m_trips.reserve(numverts * 9);
+ }
+
+ void add(int i, int j, const Matrix3 &m)
+ {
+ i *= 3;
+ j *= 3;
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ m_trips.push_back(Triplet(i + k, j + l, m.coeff(l, k)));
+ }
+ }
+ }
+
+ void sub(int i, int j, const Matrix3 &m)
+ {
+ i *= 3;
+ j *= 3;
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ m_trips.push_back(Triplet(i + k, j + l, -m.coeff(l, k)));
+ }
+ }
+ }
+
+ inline void construct(lMatrix &m)
+ {
+ m.setFromTriplets(m_trips.begin(), m_trips.end());
+ m_trips.clear();
+ }
+
+ private:
+ TripletList m_trips;
+};
+
+typedef Eigen::ConjugateGradient<lMatrix, Eigen::Lower, Eigen::DiagonalPreconditioner<Scalar>>
+ ConjugateGradient;
+
+using Eigen::ComputationInfo;
+
+BLI_INLINE void print_lvector(const lVector3f &v)
+{
+ for (int i = 0; i < v.rows(); i++) {
+ if (i > 0 && i % 3 == 0) {
+ printf("\n");
+ }
+
+ printf("%f,\n", v[i]);
+ }
+}
+
+BLI_INLINE void print_lmatrix(const lMatrix &m)
+{
+ for (int j = 0; j < m.rows(); j++) {
+ if (j > 0 && j % 3 == 0) {
+ printf("\n");
+ }
+
+ for (int i = 0; i < m.cols(); i++) {
+ if (i > 0 && i % 3 == 0) {
+ printf(" ");
+ }
+
+ implicit_print_matrix_elem(m.coeff(j, i));
+ }
+ printf("\n");
+ }
+}
+
+#endif
diff --git a/source/blender/simulation/intern/hair_volume.cpp b/source/blender/simulation/intern/hair_volume.cpp
new file mode 100644
index 00000000000..1764d0a910c
--- /dev/null
+++ b/source/blender/simulation/intern/hair_volume.cpp
@@ -0,0 +1,1274 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup bph
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "DNA_texture_types.h"
+
+#include "BKE_effect.h"
+
+#include "eigen_utils.h"
+#include "implicit.h"
+
+/* ================ Volumetric Hair Interaction ================
+ * adapted from
+ *
+ * Volumetric Methods for Simulation and Rendering of Hair
+ * (Petrovic, Henne, Anderson, Pixar Technical Memo #06-08, Pixar Animation Studios)
+ *
+ * as well as
+ *
+ * "Detail Preserving Continuum Simulation of Straight Hair"
+ * (McAdams, Selle 2009)
+ */
+
+/* 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_x * res_y * z
+ */
+
+static float I[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
+
+BLI_INLINE int floor_int(float value)
+{
+ return value > 0.0f ? (int)value : ((int)value) - 1;
+}
+
+BLI_INLINE float floor_mod(float value)
+{
+ return value - floorf(value);
+}
+
+BLI_INLINE int hair_grid_size(const int res[3])
+{
+ return res[0] * res[1] * res[2];
+}
+
+typedef struct HairGridVert {
+ int samples;
+ float velocity[3];
+ float density;
+
+ float velocity_smooth[3];
+} HairGridVert;
+
+typedef struct HairGrid {
+ HairGridVert *verts;
+ int res[3];
+ float gmin[3], gmax[3];
+ float cellsize, inv_cellsize;
+} HairGrid;
+
+#define HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, axis) \
+ (min_ii(max_ii((int)((vec[axis] - gmin[axis]) * scale), 0), res[axis] - 2))
+
+BLI_INLINE int hair_grid_offset(const float vec[3],
+ const int res[3],
+ const float gmin[3],
+ float scale)
+{
+ 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[1]) * res[0];
+}
+
+BLI_INLINE int hair_grid_interp_weights(
+ const int res[3], const float gmin[3], float scale, 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[1]) * res[0];
+
+ uvw[0] = (vec[0] - gmin[0]) * scale - (float)i;
+ uvw[1] = (vec[1] - gmin[1]) * scale - (float)j;
+ uvw[2] = (vec[2] - gmin[2]) * scale - (float)k;
+
+ // BLI_assert(0.0f <= uvw[0] && uvw[0] <= 1.0001f);
+ // BLI_assert(0.0f <= uvw[1] && uvw[1] <= 1.0001f);
+ // BLI_assert(0.0f <= uvw[2] && uvw[2] <= 1.0001f);
+
+ return offset;
+}
+
+BLI_INLINE void hair_grid_interpolate(const HairGridVert *grid,
+ const int res[3],
+ const float gmin[3],
+ float scale,
+ const float vec[3],
+ float *density,
+ float velocity[3],
+ float vel_smooth[3],
+ float density_gradient[3],
+ float velocity_gradient[3][3])
+{
+ HairGridVert data[8];
+ float uvw[3], muvw[3];
+ int res2 = res[1] * res[0];
+ 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[0]];
+ data[3] = grid[offset + res[0] + 1];
+ data[4] = grid[offset + res2];
+ data[5] = grid[offset + res2 + 1];
+ data[6] = grid[offset + res2 + res[0]];
+ data[7] = grid[offset + res2 + res[0] + 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 (vel_smooth) {
+ int k;
+ for (k = 0; k < 3; k++) {
+ vel_smooth[k] = muvw[2] * (muvw[1] * (muvw[0] * data[0].velocity_smooth[k] +
+ uvw[0] * data[1].velocity_smooth[k]) +
+ uvw[1] * (muvw[0] * data[2].velocity_smooth[k] +
+ uvw[0] * data[3].velocity_smooth[k])) +
+ uvw[2] * (muvw[1] * (muvw[0] * data[4].velocity_smooth[k] +
+ uvw[0] * data[5].velocity_smooth[k]) +
+ uvw[1] * (muvw[0] * data[6].velocity_smooth[k] +
+ uvw[0] * data[7].velocity_smooth[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);
+ }
+
+ if (velocity_gradient) {
+ /* XXX TODO */
+ zero_m3(velocity_gradient);
+ }
+}
+
+void BPH_hair_volume_vertex_grid_forces(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])
+{
+ float gdensity, gvelocity[3], ggrad[3], gvelgrad[3][3], gradlen;
+
+ hair_grid_interpolate(grid->verts,
+ grid->res,
+ grid->gmin,
+ grid->inv_cellsize,
+ x,
+ &gdensity,
+ gvelocity,
+ NULL,
+ ggrad,
+ gvelgrad);
+
+ zero_v3(f);
+ sub_v3_v3(gvelocity, v);
+ mul_v3_v3fl(f, gvelocity, smoothfac);
+
+ gradlen = normalize_v3(ggrad) - minpressure;
+ if (gradlen > 0.0f) {
+ mul_v3_fl(ggrad, gradlen);
+ madd_v3_v3fl(f, ggrad, pressurefac);
+ }
+
+ zero_m3(dfdx);
+
+ sub_m3_m3m3(dfdv, gvelgrad, I);
+ mul_m3_fl(dfdv, smoothfac);
+}
+
+void BPH_hair_volume_grid_interpolate(HairGrid *grid,
+ const float x[3],
+ float *density,
+ float velocity[3],
+ float velocity_smooth[3],
+ float density_gradient[3],
+ float velocity_gradient[3][3])
+{
+ hair_grid_interpolate(grid->verts,
+ grid->res,
+ grid->gmin,
+ grid->inv_cellsize,
+ x,
+ density,
+ velocity,
+ velocity_smooth,
+ density_gradient,
+ velocity_gradient);
+}
+
+void BPH_hair_volume_grid_velocity(
+ HairGrid *grid, const float x[3], const float v[3], float fluid_factor, float r_v[3])
+{
+ float gdensity, gvelocity[3], gvel_smooth[3], ggrad[3], gvelgrad[3][3];
+ float v_pic[3], v_flip[3];
+
+ hair_grid_interpolate(grid->verts,
+ grid->res,
+ grid->gmin,
+ grid->inv_cellsize,
+ x,
+ &gdensity,
+ gvelocity,
+ gvel_smooth,
+ ggrad,
+ gvelgrad);
+
+ /* velocity according to PIC method (Particle-in-Cell) */
+ copy_v3_v3(v_pic, gvel_smooth);
+
+ /* velocity according to FLIP method (Fluid-Implicit-Particle) */
+ sub_v3_v3v3(v_flip, gvel_smooth, gvelocity);
+ add_v3_v3(v_flip, v);
+
+ interp_v3_v3v3(r_v, v_pic, v_flip, fluid_factor);
+}
+
+void BPH_hair_volume_grid_clear(HairGrid *grid)
+{
+ const int size = hair_grid_size(grid->res);
+ int i;
+ for (i = 0; i < size; i++) {
+ zero_v3(grid->verts[i].velocity);
+ zero_v3(grid->verts[i].velocity_smooth);
+ grid->verts[i].density = 0.0f;
+ grid->verts[i].samples = 0;
+ }
+}
+
+BLI_INLINE bool hair_grid_point_valid(const float vec[3], const float gmin[3], const 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;
+}
+
+BLI_INLINE float weights_sum(const float weights[8])
+{
+ float totweight = 0.0f;
+ int i;
+ for (i = 0; i < 8; i++) {
+ totweight += weights[i];
+ }
+ return totweight;
+}
+
+/* returns the grid array offset as well to avoid redundant calculation */
+BLI_INLINE int hair_grid_weights(
+ const int res[3], const float gmin[3], float scale, 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[1]) * res[0];
+
+ uvw[0] = (vec[0] - gmin[0]) * scale;
+ uvw[1] = (vec[1] - gmin[1]) * scale;
+ uvw[2] = (vec[2] - gmin[2]) * scale;
+
+ 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));
+
+ // BLI_assert(fabsf(weights_sum(weights) - 1.0f) < 0.0001f);
+
+ return offset;
+}
+
+BLI_INLINE void grid_to_world(HairGrid *grid, float vecw[3], const float vec[3])
+{
+ copy_v3_v3(vecw, vec);
+ mul_v3_fl(vecw, grid->cellsize);
+ add_v3_v3(vecw, grid->gmin);
+}
+
+void BPH_hair_volume_add_vertex(HairGrid *grid, const float x[3], const float v[3])
+{
+ const int res[3] = {grid->res[0], grid->res[1], grid->res[2]};
+ float weights[8];
+ int di, dj, dk;
+ int offset;
+
+ if (!hair_grid_point_valid(x, grid->gmin, grid->gmax)) {
+ return;
+ }
+
+ offset = hair_grid_weights(res, grid->gmin, grid->inv_cellsize, x, 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[1]) * res[0];
+ int iw = di + dj * 2 + dk * 4;
+
+ grid->verts[voffset].density += weights[iw];
+ madd_v3_v3fl(grid->verts[voffset].velocity, v, weights[iw]);
+ }
+ }
+ }
+}
+
+#if 0
+BLI_INLINE void hair_volume_eval_grid_vertex(HairGridVert *vert,
+ const float loc[3],
+ float radius,
+ float dist_scale,
+ const float x2[3],
+ const float v2[3],
+ const float x3[3],
+ const float v3[3])
+{
+ float closest[3], lambda, dist, weight;
+
+ lambda = closest_to_line_v3(closest, loc, x2, x3);
+ dist = len_v3v3(closest, loc);
+
+ weight = (radius - dist) * dist_scale;
+
+ if (weight > 0.0f) {
+ float vel[3];
+
+ interp_v3_v3v3(vel, v2, v3, lambda);
+ madd_v3_v3fl(vert->velocity, vel, weight);
+ vert->density += weight;
+ vert->samples += 1;
+ }
+}
+
+BLI_INLINE int major_axis_v3(const float v[3])
+{
+ const float a = fabsf(v[0]);
+ const float b = fabsf(v[1]);
+ const float c = fabsf(v[2]);
+ return a > b ? (a > c ? 0 : 2) : (b > c ? 1 : 2);
+}
+
+BLI_INLINE void hair_volume_add_segment_2D(HairGrid *grid,
+ const float UNUSED(x1[3]),
+ const float UNUSED(v1[3]),
+ const float x2[3],
+ const float v2[3],
+ const float x3[3],
+ const float v3[3],
+ const float UNUSED(x4[3]),
+ const float UNUSED(v4[3]),
+ const float UNUSED(dir1[3]),
+ const float dir2[3],
+ const float UNUSED(dir3[3]),
+ int resj,
+ int resk,
+ int jmin,
+ int jmax,
+ int kmin,
+ int kmax,
+ HairGridVert *vert,
+ int stride_j,
+ int stride_k,
+ const float loc[3],
+ int axis_j,
+ int axis_k,
+ int debug_i)
+{
+ const float radius = 1.5f;
+ const float dist_scale = grid->inv_cellsize;
+
+ int j, k;
+
+ /* boundary checks to be safe */
+ CLAMP_MIN(jmin, 0);
+ CLAMP_MAX(jmax, resj - 1);
+ CLAMP_MIN(kmin, 0);
+ CLAMP_MAX(kmax, resk - 1);
+
+ HairGridVert *vert_j = vert + jmin * stride_j;
+ float loc_j[3] = {loc[0], loc[1], loc[2]};
+ loc_j[axis_j] += (float)jmin;
+ for (j = jmin; j <= jmax; j++, vert_j += stride_j, loc_j[axis_j] += 1.0f) {
+
+ HairGridVert *vert_k = vert_j + kmin * stride_k;
+ float loc_k[3] = {loc_j[0], loc_j[1], loc_j[2]};
+ loc_k[axis_k] += (float)kmin;
+ for (k = kmin; k <= kmax; k++, vert_k += stride_k, loc_k[axis_k] += 1.0f) {
+
+ hair_volume_eval_grid_vertex(vert_k, loc_k, radius, dist_scale, x2, v2, x3, v3);
+
+# if 0
+ {
+ float wloc[3], x2w[3], x3w[3];
+ grid_to_world(grid, wloc, loc_k);
+ grid_to_world(grid, x2w, x2);
+ grid_to_world(grid, x3w, x3);
+
+ if (vert_k->samples > 0) {
+ BKE_sim_debug_data_add_circle(wloc, 0.01f, 1.0, 1.0, 0.3, "grid", 2525, debug_i, j, k);
+ }
+
+ if (grid->debug_value) {
+ BKE_sim_debug_data_add_dot(wloc, 1, 0, 0, "grid", 93, debug_i, j, k);
+ BKE_sim_debug_data_add_dot(x2w, 0.1, 0.1, 0.7, "grid", 649, debug_i, j, k);
+ BKE_sim_debug_data_add_line(wloc, x2w, 0.3, 0.8, 0.3, "grid", 253, debug_i, j, k);
+ BKE_sim_debug_data_add_line(wloc, x3w, 0.8, 0.3, 0.3, "grid", 254, debug_i, j, k);
+ // BKE_sim_debug_data_add_circle(
+ // x2w, len_v3v3(wloc, x2w), 0.2, 0.7, 0.2,
+ // "grid", 255, i, j, k);
+ }
+ }
+# endif
+ }
+ }
+}
+
+/* Uses a variation of Bresenham's algorithm for rasterizing a 3D grid with a line segment.
+ *
+ * The radius of influence around a segment is assumed to be at most 2*cellsize,
+ * i.e. only cells containing the segment and their direct neighbors are examined.
+ */
+void BPH_hair_volume_add_segment(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])
+{
+ const int res[3] = {grid->res[0], grid->res[1], grid->res[2]};
+
+ /* find the primary direction from the major axis of the direction vector */
+ const int axis0 = major_axis_v3(dir2);
+ const int axis1 = (axis0 + 1) % 3;
+ const int axis2 = (axis0 + 2) % 3;
+
+ /* vertex buffer offset factors along cardinal axes */
+ const int strides[3] = {1, res[0], res[0] * res[1]};
+ const int stride0 = strides[axis0];
+ const int stride1 = strides[axis1];
+ const int stride2 = strides[axis2];
+
+ /* increment of secondary directions per step in the primary direction
+ * note: we always go in the positive direction along axis0, so the sign can be inverted
+ */
+ const float inc1 = dir2[axis1] / dir2[axis0];
+ const float inc2 = dir2[axis2] / dir2[axis0];
+
+ /* start/end points, so increment along axis0 is always positive */
+ const float *start = x2[axis0] < x3[axis0] ? x2 : x3;
+ const float *end = x2[axis0] < x3[axis0] ? x3 : x2;
+ const float start0 = start[axis0], start1 = start[axis1], start2 = start[axis2];
+ const float end0 = end[axis0];
+
+ /* range along primary direction */
+ const int imin = max_ii(floor_int(start[axis0]) - 1, 0);
+ const int imax = min_ii(floor_int(end[axis0]) + 2, res[axis0] - 1);
+
+ float h = 0.0f;
+ HairGridVert *vert0;
+ float loc0[3];
+ int j0, k0, j0_prev, k0_prev;
+ int i;
+
+ for (i = imin; i <= imax; i++) {
+ float shift1, shift2; /* fraction of a full cell shift [0.0, 1.0) */
+ int jmin, jmax, kmin, kmax;
+
+ h = CLAMPIS((float)i, start0, end0);
+
+ shift1 = start1 + (h - start0) * inc1;
+ shift2 = start2 + (h - start0) * inc2;
+
+ j0_prev = j0;
+ j0 = floor_int(shift1);
+
+ k0_prev = k0;
+ k0 = floor_int(shift2);
+
+ if (i > imin) {
+ jmin = min_ii(j0, j0_prev);
+ jmax = max_ii(j0, j0_prev);
+ kmin = min_ii(k0, k0_prev);
+ kmax = max_ii(k0, k0_prev);
+ }
+ else {
+ jmin = jmax = j0;
+ kmin = kmax = k0;
+ }
+
+ vert0 = grid->verts + i * stride0;
+ loc0[axis0] = (float)i;
+ loc0[axis1] = 0.0f;
+ loc0[axis2] = 0.0f;
+
+ hair_volume_add_segment_2D(grid,
+ x1,
+ v1,
+ x2,
+ v2,
+ x3,
+ v3,
+ x4,
+ v4,
+ dir1,
+ dir2,
+ dir3,
+ res[axis1],
+ res[axis2],
+ jmin - 1,
+ jmax + 2,
+ kmin - 1,
+ kmax + 2,
+ vert0,
+ stride1,
+ stride2,
+ loc0,
+ axis1,
+ axis2,
+ i);
+ }
+}
+#else
+BLI_INLINE void hair_volume_eval_grid_vertex_sample(HairGridVert *vert,
+ const float loc[3],
+ float radius,
+ float dist_scale,
+ const float x[3],
+ const float v[3])
+{
+ float dist, weight;
+
+ dist = len_v3v3(x, loc);
+
+ weight = (radius - dist) * dist_scale;
+
+ if (weight > 0.0f) {
+ madd_v3_v3fl(vert->velocity, v, weight);
+ vert->density += weight;
+ vert->samples += 1;
+ }
+}
+
+/* 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 BPH_hair_volume_add_segment(HairGrid *grid,
+ const float UNUSED(x1[3]),
+ const float UNUSED(v1[3]),
+ const float x2[3],
+ const float v2[3],
+ const float x3[3],
+ const float v3[3],
+ const float UNUSED(x4[3]),
+ const float UNUSED(v4[3]),
+ const float UNUSED(dir1[3]),
+ const float UNUSED(dir2[3]),
+ const float UNUSED(dir3[3]))
+{
+ const float radius = 1.5f;
+ const float dist_scale = grid->inv_cellsize;
+
+ const int res[3] = {grid->res[0], grid->res[1], grid->res[2]};
+ const int stride[3] = {1, res[0], res[0] * res[1]};
+ const int num_samples = 10;
+
+ int s;
+
+ for (s = 0; s < num_samples; s++) {
+ float x[3], v[3];
+ int i, j, k;
+
+ float f = (float)s / (float)(num_samples - 1);
+ interp_v3_v3v3(x, x2, x3, f);
+ interp_v3_v3v3(v, v2, v3, f);
+
+ int imin = max_ii(floor_int(x[0]) - 2, 0);
+ int imax = min_ii(floor_int(x[0]) + 2, res[0] - 1);
+ int jmin = max_ii(floor_int(x[1]) - 2, 0);
+ int jmax = min_ii(floor_int(x[1]) + 2, res[1] - 1);
+ int kmin = max_ii(floor_int(x[2]) - 2, 0);
+ int kmax = min_ii(floor_int(x[2]) + 2, res[2] - 1);
+
+ for (k = kmin; k <= kmax; k++) {
+ for (j = jmin; j <= jmax; j++) {
+ for (i = imin; i <= imax; i++) {
+ float loc[3] = {(float)i, (float)j, (float)k};
+ HairGridVert *vert = grid->verts + i * stride[0] + j * stride[1] + k * stride[2];
+
+ hair_volume_eval_grid_vertex_sample(vert, loc, radius, dist_scale, x, v);
+ }
+ }
+ }
+ }
+}
+#endif
+
+void BPH_hair_volume_normalize_vertex_grid(HairGrid *grid)
+{
+ int i, size = hair_grid_size(grid->res);
+ /* divide velocity with density */
+ for (i = 0; i < size; i++) {
+ float density = grid->verts[i].density;
+ if (density > 0.0f) {
+ mul_v3_fl(grid->verts[i].velocity, 1.0f / density);
+ }
+ }
+}
+
+/* Cells with density below this are considered empty. */
+static const float density_threshold = 0.001f;
+
+/* Contribution of target density pressure to the laplacian in the pressure poisson equation.
+ * This is based on the model found in
+ * "Two-way Coupled SPH and Particle Level Set Fluid Simulation" (Losasso et al., 2008)
+ */
+BLI_INLINE float hair_volume_density_divergence(float density,
+ float target_density,
+ float strength)
+{
+ if (density > density_threshold && density > target_density) {
+ return strength * logf(target_density / density);
+ }
+ else {
+ return 0.0f;
+ }
+}
+
+bool BPH_hair_volume_solve_divergence(HairGrid *grid,
+ float /*dt*/,
+ float target_density,
+ float target_strength)
+{
+ const float flowfac = grid->cellsize;
+ const float inv_flowfac = 1.0f / grid->cellsize;
+
+ /*const int num_cells = hair_grid_size(grid->res);*/
+ const int res[3] = {grid->res[0], grid->res[1], grid->res[2]};
+ const int resA[3] = {grid->res[0] + 2, grid->res[1] + 2, grid->res[2] + 2};
+
+ const int stride0 = 1;
+ const int stride1 = grid->res[0];
+ const int stride2 = grid->res[1] * grid->res[0];
+ const int strideA0 = 1;
+ const int strideA1 = grid->res[0] + 2;
+ const int strideA2 = (grid->res[1] + 2) * (grid->res[0] + 2);
+
+ const int num_cells = res[0] * res[1] * res[2];
+ const int num_cellsA = (res[0] + 2) * (res[1] + 2) * (res[2] + 2);
+
+ HairGridVert *vert_start = grid->verts - (stride0 + stride1 + stride2);
+ HairGridVert *vert;
+ int i, j, k;
+
+#define MARGIN_i0 (i < 1)
+#define MARGIN_j0 (j < 1)
+#define MARGIN_k0 (k < 1)
+#define MARGIN_i1 (i >= resA[0] - 1)
+#define MARGIN_j1 (j >= resA[1] - 1)
+#define MARGIN_k1 (k >= resA[2] - 1)
+
+#define NEIGHBOR_MARGIN_i0 (i < 2)
+#define NEIGHBOR_MARGIN_j0 (j < 2)
+#define NEIGHBOR_MARGIN_k0 (k < 2)
+#define NEIGHBOR_MARGIN_i1 (i >= resA[0] - 2)
+#define NEIGHBOR_MARGIN_j1 (j >= resA[1] - 2)
+#define NEIGHBOR_MARGIN_k1 (k >= resA[2] - 2)
+
+ BLI_assert(num_cells >= 1);
+
+ /* Calculate divergence */
+ lVector B(num_cellsA);
+ for (k = 0; k < resA[2]; k++) {
+ for (j = 0; j < resA[1]; j++) {
+ for (i = 0; i < resA[0]; i++) {
+ int u = i * strideA0 + j * strideA1 + k * strideA2;
+ bool is_margin = MARGIN_i0 || MARGIN_i1 || MARGIN_j0 || MARGIN_j1 || MARGIN_k0 ||
+ MARGIN_k1;
+
+ if (is_margin) {
+ B[u] = 0.0f;
+ continue;
+ }
+
+ vert = vert_start + i * stride0 + j * stride1 + k * stride2;
+
+ const float *v0 = vert->velocity;
+ float dx = 0.0f, dy = 0.0f, dz = 0.0f;
+ if (!NEIGHBOR_MARGIN_i0) {
+ dx += v0[0] - (vert - stride0)->velocity[0];
+ }
+ if (!NEIGHBOR_MARGIN_i1) {
+ dx += (vert + stride0)->velocity[0] - v0[0];
+ }
+ if (!NEIGHBOR_MARGIN_j0) {
+ dy += v0[1] - (vert - stride1)->velocity[1];
+ }
+ if (!NEIGHBOR_MARGIN_j1) {
+ dy += (vert + stride1)->velocity[1] - v0[1];
+ }
+ if (!NEIGHBOR_MARGIN_k0) {
+ dz += v0[2] - (vert - stride2)->velocity[2];
+ }
+ if (!NEIGHBOR_MARGIN_k1) {
+ dz += (vert + stride2)->velocity[2] - v0[2];
+ }
+
+ float divergence = -0.5f * flowfac * (dx + dy + dz);
+
+ /* adjustment term for target density */
+ float target = hair_volume_density_divergence(
+ vert->density, target_density, target_strength);
+
+ /* B vector contains the finite difference approximation of the velocity divergence.
+ * Note: according to the discretized Navier-Stokes equation the rhs vector
+ * and resulting pressure gradient should be multiplied by the (inverse) density;
+ * however, this is already included in the weighting of hair velocities on the grid!
+ */
+ B[u] = divergence - target;
+
+#if 0
+ {
+ float wloc[3], loc[3];
+ float col0[3] = {0.0, 0.0, 0.0};
+ float colp[3] = {0.0, 1.0, 1.0};
+ float coln[3] = {1.0, 0.0, 1.0};
+ float col[3];
+ float fac;
+
+ loc[0] = (float)(i - 1);
+ loc[1] = (float)(j - 1);
+ loc[2] = (float)(k - 1);
+ grid_to_world(grid, wloc, loc);
+
+ if (divergence > 0.0f) {
+ fac = CLAMPIS(divergence * target_strength, 0.0, 1.0);
+ interp_v3_v3v3(col, col0, colp, fac);
+ }
+ else {
+ fac = CLAMPIS(-divergence * target_strength, 0.0, 1.0);
+ interp_v3_v3v3(col, col0, coln, fac);
+ }
+ if (fac > 0.05f) {
+ BKE_sim_debug_data_add_circle(
+ grid->debug_data, wloc, 0.01f, col[0], col[1], col[2], "grid", 5522, i, j, k);
+ }
+ }
+#endif
+ }
+ }
+ }
+
+ /* Main Poisson equation system:
+ * This is derived from the discretezation of the Poisson equation
+ * div(grad(p)) = div(v)
+ *
+ * The finite difference approximation yields the linear equation system described here:
+ * https://en.wikipedia.org/wiki/Discrete_Poisson_equation
+ */
+ lMatrix A(num_cellsA, num_cellsA);
+ /* Reserve space for the base equation system (without boundary conditions).
+ * Each column contains a factor 6 on the diagonal
+ * and up to 6 factors -1 on other places.
+ */
+ A.reserve(Eigen::VectorXi::Constant(num_cellsA, 7));
+
+ for (k = 0; k < resA[2]; k++) {
+ for (j = 0; j < resA[1]; j++) {
+ for (i = 0; i < resA[0]; i++) {
+ int u = i * strideA0 + j * strideA1 + k * strideA2;
+ bool is_margin = MARGIN_i0 || MARGIN_i1 || MARGIN_j0 || MARGIN_j1 || MARGIN_k0 ||
+ MARGIN_k1;
+
+ vert = vert_start + i * stride0 + j * stride1 + k * stride2;
+ if (!is_margin && vert->density > density_threshold) {
+ int neighbors_lo = 0;
+ int neighbors_hi = 0;
+ int non_solid_neighbors = 0;
+ int neighbor_lo_index[3];
+ int neighbor_hi_index[3];
+ int n;
+
+ /* check for upper bounds in advance
+ * to get the correct number of neighbors,
+ * needed for the diagonal element
+ */
+ if (!NEIGHBOR_MARGIN_k0 && (vert - stride2)->density > density_threshold) {
+ neighbor_lo_index[neighbors_lo++] = u - strideA2;
+ }
+ if (!NEIGHBOR_MARGIN_j0 && (vert - stride1)->density > density_threshold) {
+ neighbor_lo_index[neighbors_lo++] = u - strideA1;
+ }
+ if (!NEIGHBOR_MARGIN_i0 && (vert - stride0)->density > density_threshold) {
+ neighbor_lo_index[neighbors_lo++] = u - strideA0;
+ }
+ if (!NEIGHBOR_MARGIN_i1 && (vert + stride0)->density > density_threshold) {
+ neighbor_hi_index[neighbors_hi++] = u + strideA0;
+ }
+ if (!NEIGHBOR_MARGIN_j1 && (vert + stride1)->density > density_threshold) {
+ neighbor_hi_index[neighbors_hi++] = u + strideA1;
+ }
+ if (!NEIGHBOR_MARGIN_k1 && (vert + stride2)->density > density_threshold) {
+ neighbor_hi_index[neighbors_hi++] = u + strideA2;
+ }
+
+ /*int liquid_neighbors = neighbors_lo + neighbors_hi;*/
+ non_solid_neighbors = 6;
+
+ for (n = 0; n < neighbors_lo; n++) {
+ A.insert(neighbor_lo_index[n], u) = -1.0f;
+ }
+ A.insert(u, u) = (float)non_solid_neighbors;
+ for (n = 0; n < neighbors_hi; n++) {
+ A.insert(neighbor_hi_index[n], u) = -1.0f;
+ }
+ }
+ else {
+ A.insert(u, u) = 1.0f;
+ }
+ }
+ }
+ }
+
+ ConjugateGradient cg;
+ cg.setMaxIterations(100);
+ cg.setTolerance(0.01f);
+
+ cg.compute(A);
+
+ lVector p = cg.solve(B);
+
+ if (cg.info() == Eigen::Success) {
+ /* Calculate velocity = grad(p) */
+ for (k = 0; k < resA[2]; k++) {
+ for (j = 0; j < resA[1]; j++) {
+ for (i = 0; i < resA[0]; i++) {
+ int u = i * strideA0 + j * strideA1 + k * strideA2;
+ bool is_margin = MARGIN_i0 || MARGIN_i1 || MARGIN_j0 || MARGIN_j1 || MARGIN_k0 ||
+ MARGIN_k1;
+ if (is_margin) {
+ continue;
+ }
+
+ vert = vert_start + i * stride0 + j * stride1 + k * stride2;
+ if (vert->density > density_threshold) {
+ float p_left = p[u - strideA0];
+ float p_right = p[u + strideA0];
+ float p_down = p[u - strideA1];
+ float p_up = p[u + strideA1];
+ float p_bottom = p[u - strideA2];
+ float p_top = p[u + strideA2];
+
+ /* finite difference estimate of pressure gradient */
+ float dvel[3];
+ dvel[0] = p_right - p_left;
+ dvel[1] = p_up - p_down;
+ dvel[2] = p_top - p_bottom;
+ mul_v3_fl(dvel, -0.5f * inv_flowfac);
+
+ /* pressure gradient describes velocity delta */
+ add_v3_v3v3(vert->velocity_smooth, vert->velocity, dvel);
+ }
+ else {
+ zero_v3(vert->velocity_smooth);
+ }
+ }
+ }
+ }
+
+#if 0
+ {
+ int axis = 0;
+ float offset = 0.0f;
+
+ int slice = (offset - grid->gmin[axis]) / grid->cellsize;
+
+ for (k = 0; k < resA[2]; k++) {
+ for (j = 0; j < resA[1]; j++) {
+ for (i = 0; i < resA[0]; i++) {
+ int u = i * strideA0 + j * strideA1 + k * strideA2;
+ bool is_margin = MARGIN_i0 || MARGIN_i1 || MARGIN_j0 || MARGIN_j1 || MARGIN_k0 ||
+ MARGIN_k1;
+ if (i != slice) {
+ continue;
+ }
+
+ vert = vert_start + i * stride0 + j * stride1 + k * stride2;
+
+ float wloc[3], loc[3];
+ float col0[3] = {0.0, 0.0, 0.0};
+ float colp[3] = {0.0, 1.0, 1.0};
+ float coln[3] = {1.0, 0.0, 1.0};
+ float col[3];
+ float fac;
+
+ loc[0] = (float)(i - 1);
+ loc[1] = (float)(j - 1);
+ loc[2] = (float)(k - 1);
+ grid_to_world(grid, wloc, loc);
+
+ float pressure = p[u];
+ if (pressure > 0.0f) {
+ fac = CLAMPIS(pressure * grid->debug1, 0.0, 1.0);
+ interp_v3_v3v3(col, col0, colp, fac);
+ }
+ else {
+ fac = CLAMPIS(-pressure * grid->debug1, 0.0, 1.0);
+ interp_v3_v3v3(col, col0, coln, fac);
+ }
+ if (fac > 0.05f) {
+ BKE_sim_debug_data_add_circle(
+ grid->debug_data, wloc, 0.01f, col[0], col[1], col[2], "grid", 5533, i, j, k);
+ }
+
+ if (!is_margin) {
+ float dvel[3];
+ sub_v3_v3v3(dvel, vert->velocity_smooth, vert->velocity);
+ // BKE_sim_debug_data_add_vector(
+ // grid->debug_data, wloc, dvel, 1, 1, 1,
+ // "grid", 5566, i, j, k);
+ }
+
+ if (!is_margin) {
+ float d = CLAMPIS(vert->density * grid->debug2, 0.0f, 1.0f);
+ float col0[3] = {0.3, 0.3, 0.3};
+ float colp[3] = {0.0, 0.0, 1.0};
+ float col[3];
+
+ interp_v3_v3v3(col, col0, colp, d);
+ // if (d > 0.05f) {
+ // BKE_sim_debug_data_add_dot(
+ // grid->debug_data, wloc, col[0], col[1], col[2],
+ // "grid", 5544, i, j, k);
+ // }
+ }
+ }
+ }
+ }
+ }
+#endif
+
+ return true;
+ }
+ else {
+ /* Clear result in case of error */
+ for (i = 0, vert = grid->verts; i < num_cells; i++, vert++) {
+ zero_v3(vert->velocity_smooth);
+ }
+
+ return false;
+ }
+}
+
+#if 0 /* XXX weighting is incorrect, disabled for now */
+/* Velocity filter kernel
+ * See https://en.wikipedia.org/wiki/Filter_%28large_eddy_simulation%29
+ */
+
+BLI_INLINE void hair_volume_filter_box_convolute(
+ HairVertexGrid *grid, float invD, const int kernel_size[3], int i, int j, int k)
+{
+ int res = grid->res;
+ int p, q, r;
+ int minp = max_ii(i - kernel_size[0], 0), maxp = min_ii(i + kernel_size[0], res - 1);
+ int minq = max_ii(j - kernel_size[1], 0), maxq = min_ii(j + kernel_size[1], res - 1);
+ int minr = max_ii(k - kernel_size[2], 0), maxr = min_ii(k + kernel_size[2], res - 1);
+ int offset, kernel_offset, kernel_dq, kernel_dr;
+ HairGridVert *verts;
+ float *vel_smooth;
+
+ offset = i + (j + k * res) * res;
+ verts = grid->verts;
+ vel_smooth = verts[offset].velocity_smooth;
+
+ kernel_offset = minp + (minq + minr * res) * res;
+ kernel_dq = res;
+ kernel_dr = res * res;
+ for (r = minr; r <= maxr; r++) {
+ for (q = minq; q <= maxq; q++) {
+ for (p = minp; p <= maxp; p++) {
+
+ madd_v3_v3fl(vel_smooth, verts[kernel_offset].velocity, invD);
+
+ kernel_offset += 1;
+ }
+ kernel_offset += kernel_dq;
+ }
+ kernel_offset += kernel_dr;
+ }
+}
+
+void BPH_hair_volume_vertex_grid_filter_box(HairVertexGrid *grid, int kernel_size)
+{
+ int size = hair_grid_size(grid->res);
+ int kernel_sizev[3] = {kernel_size, kernel_size, kernel_size};
+ int tot;
+ float invD;
+ int i, j, k;
+
+ if (kernel_size <= 0) {
+ return;
+ }
+
+ tot = kernel_size * 2 + 1;
+ invD = 1.0f / (float)(tot * tot * tot);
+
+ /* clear values for convolution */
+ for (i = 0; i < size; i++) {
+ zero_v3(grid->verts[i].velocity_smooth);
+ }
+
+ for (i = 0; i < grid->res; i++) {
+ for (j = 0; j < grid->res; j++) {
+ for (k = 0; k < grid->res; k++) {
+ hair_volume_filter_box_convolute(grid, invD, kernel_sizev, i, j, k);
+ }
+ }
+ }
+
+ /* apply as new velocity */
+ for (i = 0; i < size; i++) {
+ copy_v3_v3(grid->verts[i].velocity, grid->verts[i].velocity_smooth);
+ }
+}
+#endif
+
+HairGrid *BPH_hair_volume_create_vertex_grid(float cellsize,
+ const float gmin[3],
+ const float gmax[3])
+{
+ float scale;
+ float extent[3];
+ int resmin[3], resmax[3], res[3];
+ float gmin_margin[3], gmax_margin[3];
+ int size;
+ HairGrid *grid;
+ int i;
+
+ /* sanity check */
+ if (cellsize <= 0.0f) {
+ cellsize = 1.0f;
+ }
+ scale = 1.0f / cellsize;
+
+ sub_v3_v3v3(extent, gmax, gmin);
+ for (i = 0; i < 3; i++) {
+ resmin[i] = floor_int(gmin[i] * scale);
+ resmax[i] = floor_int(gmax[i] * scale) + 1;
+
+ /* add margin of 1 cell */
+ resmin[i] -= 1;
+ resmax[i] += 1;
+
+ res[i] = resmax[i] - resmin[i] + 1;
+ /* sanity check: avoid null-sized grid */
+ if (res[i] < 4) {
+ res[i] = 4;
+ resmax[i] = resmin[i] + 4;
+ }
+ /* sanity check: avoid too large grid size */
+ if (res[i] > MAX_HAIR_GRID_RES) {
+ res[i] = MAX_HAIR_GRID_RES;
+ resmax[i] = resmin[i] + MAX_HAIR_GRID_RES;
+ }
+
+ gmin_margin[i] = (float)resmin[i] * cellsize;
+ gmax_margin[i] = (float)resmax[i] * cellsize;
+ }
+ size = hair_grid_size(res);
+
+ grid = (HairGrid *)MEM_callocN(sizeof(HairGrid), "hair grid");
+ grid->res[0] = res[0];
+ grid->res[1] = res[1];
+ grid->res[2] = res[2];
+ copy_v3_v3(grid->gmin, gmin_margin);
+ copy_v3_v3(grid->gmax, gmax_margin);
+ grid->cellsize = cellsize;
+ grid->inv_cellsize = scale;
+ grid->verts = (HairGridVert *)MEM_callocN(sizeof(HairGridVert) * size, "hair voxel data");
+
+ return grid;
+}
+
+void BPH_hair_volume_free_vertex_grid(HairGrid *grid)
+{
+ if (grid) {
+ if (grid->verts) {
+ MEM_freeN(grid->verts);
+ }
+ MEM_freeN(grid);
+ }
+}
+
+void BPH_hair_volume_grid_geometry(
+ HairGrid *grid, float *cellsize, int res[3], float gmin[3], float gmax[3])
+{
+ if (cellsize) {
+ *cellsize = grid->cellsize;
+ }
+ if (res) {
+ copy_v3_v3_int(res, grid->res);
+ }
+ if (gmin) {
+ copy_v3_v3(gmin, grid->gmin);
+ }
+ if (gmax) {
+ copy_v3_v3(gmax, grid->gmax);
+ }
+}
+
+#if 0
+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 = BKE_collider_cache_create(depsgraph, 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]);
+ }
+ }
+ }
+ }
+ }
+ }
+ BKE_collider_cache_free(&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;
+}
+#endif
diff --git a/source/blender/simulation/intern/implicit.h b/source/blender/simulation/intern/implicit.h
new file mode 100644
index 00000000000..8bc09755180
--- /dev/null
+++ b/source/blender/simulation/intern/implicit.h
@@ -0,0 +1,272 @@
+/*
+ * 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 BPH_mass_spring_set_vertex_mass(struct Implicit_Data *data, int index, float mass);
+void BPH_mass_spring_set_rest_transform(struct Implicit_Data *data, int index, float rot[3][3]);
+
+void BPH_mass_spring_set_motion_state(struct Implicit_Data *data,
+ int index,
+ const float x[3],
+ const float v[3]);
+void BPH_mass_spring_set_position(struct Implicit_Data *data, int index, const float x[3]);
+void BPH_mass_spring_set_velocity(struct Implicit_Data *data, int index, const float v[3]);
+void BPH_mass_spring_get_motion_state(struct Implicit_Data *data,
+ int index,
+ float x[3],
+ float v[3]);
+void BPH_mass_spring_get_position(struct Implicit_Data *data, int index, float x[3]);
+void BPH_mass_spring_get_velocity(struct Implicit_Data *data, int index, float v[3]);
+
+/* access to modified motion state during solver step */
+void BPH_mass_spring_get_new_position(struct Implicit_Data *data, int index, float x[3]);
+void BPH_mass_spring_set_new_position(struct Implicit_Data *data, int index, const float x[3]);
+void BPH_mass_spring_get_new_velocity(struct Implicit_Data *data, int index, float v[3]);
+void BPH_mass_spring_set_new_velocity(struct Implicit_Data *data, int index, const float v[3]);
+
+void BPH_mass_spring_clear_constraints(struct Implicit_Data *data);
+void BPH_mass_spring_add_constraint_ndof0(struct Implicit_Data *data,
+ int index,
+ const float dV[3]);
+void BPH_mass_spring_add_constraint_ndof1(struct Implicit_Data *data,
+ int index,
+ const float c1[3],
+ const float c2[3],
+ const float dV[3]);
+void BPH_mass_spring_add_constraint_ndof2(struct Implicit_Data *data,
+ int index,
+ const float c1[3],
+ const float dV[3]);
+
+bool BPH_mass_spring_solve_velocities(struct Implicit_Data *data,
+ float dt,
+ struct ImplicitSolverResult *result);
+bool BPH_mass_spring_solve_positions(struct Implicit_Data *data, float dt);
+void BPH_mass_spring_apply_result(struct Implicit_Data *data);
+
+/* Clear the force vector at the beginning of the time step */
+void BPH_mass_spring_clear_forces(struct Implicit_Data *data);
+/* Fictitious forces introduced by moving coordinate systems */
+void BPH_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 BPH_mass_spring_force_gravity(struct Implicit_Data *data,
+ int index,
+ float mass,
+ const float g[3]);
+/* Global drag force (velocity damping) */
+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 (only generates pressure from the normal component) */
+void BPH_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 BPH_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 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 */
+void BPH_mass_spring_force_vertex_wind(struct Implicit_Data *data,
+ int v,
+ float radius,
+ const float (*winvec)[3]);
+/* Linear spring force between two points */
+bool BPH_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 BPH_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 BPH_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 BPH_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 BPH_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 BPH_tri_tetra_volume_signed_6x(struct Implicit_Data *data, int v1, int v2, int v3);
+float BPH_tri_area(struct Implicit_Data *data, int v1, int v2, int v3);
+
+void BPH_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 *BPH_hair_volume_create_vertex_grid(float cellsize,
+ const float gmin[3],
+ const float gmax[3]);
+void BPH_hair_volume_free_vertex_grid(struct HairGrid *grid);
+void BPH_hair_volume_grid_geometry(
+ struct HairGrid *grid, float *cellsize, int res[3], float gmin[3], float gmax[3]);
+
+void BPH_hair_volume_grid_clear(struct HairGrid *grid);
+void BPH_hair_volume_add_vertex(struct HairGrid *grid, const float x[3], const float v[3]);
+void BPH_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 BPH_hair_volume_normalize_vertex_grid(struct HairGrid *grid);
+
+bool BPH_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 BPH_hair_volume_vertex_grid_filter_box(struct HairVertexGrid *grid, int kernel_size);
+#endif
+
+void BPH_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 BPH_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 BPH_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
diff --git a/source/blender/simulation/intern/implicit_blender.c b/source/blender/simulation/intern/implicit_blender.c
new file mode 100644
index 00000000000..54d38f3c10b
--- /dev/null
+++ b/source/blender/simulation/intern/implicit_blender.c
@@ -0,0 +1,2360 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup bph
+ */
+
+#include "implicit.h"
+
+#ifdef IMPLICIT_SOLVER_BLENDER
+
+# include "MEM_guardedalloc.h"
+
+# include "DNA_meshdata_types.h"
+# include "DNA_object_force_types.h"
+# include "DNA_object_types.h"
+# include "DNA_scene_types.h"
+# include "DNA_texture_types.h"
+
+# include "BLI_math.h"
+# include "BLI_utildefines.h"
+
+# include "BKE_cloth.h"
+# include "BKE_collision.h"
+# include "BKE_effect.h"
+
+# include "BPH_mass_spring.h"
+
+# ifdef __GNUC__
+# pragma GCC diagnostic ignored "-Wtype-limits"
+# endif
+
+# ifdef _OPENMP
+# define CLOTH_OPENMP_LIMIT 512
+# endif
+
+//#define DEBUG_TIME
+
+# ifdef DEBUG_TIME
+# include "PIL_time.h"
+# endif
+
+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}};
+
+# if 0
+# define C99
+# ifdef C99
+# defineDO_INLINE inline
+# else
+# defineDO_INLINE static
+# endif
+# endif /* if 0 */
+
+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], const 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++) {
+ add_v3_v3v3(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
+
+# if 0
+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]);
+ }
+}
+# endif
+
+# if 0
+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);
+}
+# endif
+
+/* 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 indexes i&j to take transpose. */
+ to[j][i] = (from[i1][j1] * from[i2][j2] - from[i1][j2] * from[i2][j1]) / d;
+ /**
+ * <pre>
+ * if (i == j) {
+ * to[i][j] = 1.0f / from[i][j];
+ * }
+ * else {
+ * to[i][j] = 0;
+ * }
+ * </pre>
+ */
+ }
+ }
+}
+# 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, const 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])
+{
+ add_v3_v3v3(to[0], matrixA[0], matrixB[0]);
+ add_v3_v3v3(to[1], matrixA[1], matrixB[1]);
+ add_v3_v3v3(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);
+}
+
+DO_INLINE void muladd_fmatrixT_fvector(float to[3], float matrix[3][3], const float from[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];
+}
+
+BLI_INLINE void outerproduct(float r[3][3], const float a[3], const float b[3])
+{
+ mul_v3_v3fl(r[0], a, b[0]);
+ mul_v3_v3fl(r[1], a, b[1]);
+ mul_v3_v3fl(r[2], a, b[2]);
+}
+
+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;
+}
+
+BLI_INLINE void madd_m3_m3fl(float r[3][3], float m[3][3], float f)
+{
+ r[0][0] += m[0][0] * f;
+ r[0][1] += m[0][1] * f;
+ r[0][2] += m[0][2] * f;
+ r[1][0] += m[1][0] * f;
+ r[1][1] += m[1][1] * f;
+ r[1][2] += m[1][2] * f;
+ r[2][0] += m[2][0] * f;
+ r[2][1] += m[2][1] * f;
+ r[2][2] += m[2][2] * f;
+}
+
+/////////////////////////////////////////////////////////////////
+
+///////////////////////////
+// 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
+
+BLI_INLINE void init_fmatrix(fmatrix3x3 *matrix, int r, int c)
+{
+ matrix->r = r;
+ matrix->c = c;
+}
+
+/* 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");
+ int i;
+
+ temp[0].vcount = verts;
+ temp[0].scount = springs;
+
+ /* vertex part of the matrix is diagonal blocks */
+ for (i = 0; i < verts; i++) {
+ init_fmatrix(temp + i, i, i);
+ }
+
+ 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 vcount = from[0].vcount;
+ lfVector *temp = create_lfvector(vcount);
+
+ zero_lfvector(to, vcount);
+
+# pragma omp parallel sections if (vcount > CLOTH_OPENMP_LIMIT)
+ {
+# pragma omp section
+ {
+ for (unsigned int i = from[0].vcount; i < from[0].vcount + from[0].scount; i++) {
+ /* This is the lower triangle of the sparse matrix,
+ * therefore multiplication occurs with transposed submatrices. */
+ muladd_fmatrixT_fvector(to[from[i].c], from[i].m, fLongVector[from[i].r]);
+ }
+ }
+# pragma omp section
+ {
+ for (unsigned int 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 Implicit_Data {
+ /* inputs */
+ fmatrix3x3 *bigI; /* identity (constant) */
+ fmatrix3x3 *tfm; /* local coordinate transform */
+ fmatrix3x3 *M; /* masses */
+ lfVector *F; /* forces */
+ fmatrix3x3 *dFdV, *dFdX; /* force jacobians */
+ int num_blocks; /* number of off-diagonal blocks (springs) */
+
+ /* 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;
+
+Implicit_Data *BPH_mass_spring_solver_create(int numverts, int numsprings)
+{
+ Implicit_Data *id = (Implicit_Data *)MEM_callocN(sizeof(Implicit_Data), "implicit vecmat");
+
+ /* process diagonal elements */
+ id->tfm = create_bfmatrix(numverts, 0);
+ id->A = create_bfmatrix(numverts, numsprings);
+ id->dFdV = create_bfmatrix(numverts, numsprings);
+ id->dFdX = create_bfmatrix(numverts, numsprings);
+ id->S = create_bfmatrix(numverts, 0);
+ id->Pinv = create_bfmatrix(numverts, numsprings);
+ id->P = create_bfmatrix(numverts, numsprings);
+ id->bigI = create_bfmatrix(numverts, numsprings); // TODO 0 springs
+ id->M = create_bfmatrix(numverts, numsprings);
+ id->X = create_lfvector(numverts);
+ id->Xnew = create_lfvector(numverts);
+ id->V = create_lfvector(numverts);
+ id->Vnew = create_lfvector(numverts);
+ id->F = create_lfvector(numverts);
+ id->B = create_lfvector(numverts);
+ id->dV = create_lfvector(numverts);
+ id->z = create_lfvector(numverts);
+
+ initdiag_bfmatrix(id->bigI, I);
+
+ return id;
+}
+
+void BPH_mass_spring_solver_free(Implicit_Data *id)
+{
+ del_bfmatrix(id->tfm);
+ 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);
+}
+
+/* ==== Transformation from/to root reference frames ==== */
+
+BLI_INLINE void world_to_root_v3(Implicit_Data *data, int index, float r[3], const float v[3])
+{
+ copy_v3_v3(r, v);
+ mul_transposed_m3_v3(data->tfm[index].m, r);
+}
+
+BLI_INLINE void root_to_world_v3(Implicit_Data *data, int index, float r[3], const float v[3])
+{
+ mul_v3_m3v3(r, data->tfm[index].m, v);
+}
+
+BLI_INLINE void world_to_root_m3(Implicit_Data *data, int index, float r[3][3], float m[3][3])
+{
+ float trot[3][3];
+ copy_m3_m3(trot, data->tfm[index].m);
+ transpose_m3(trot);
+ mul_m3_m3m3(r, trot, m);
+}
+
+BLI_INLINE void root_to_world_m3(Implicit_Data *data, int index, float r[3][3], float m[3][3])
+{
+ mul_m3_m3m3(r, data->tfm[index].m, m);
+}
+
+/* ================================ */
+
+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]);
+ }
+}
+
+/* this version of the CG algorithm does not work very well with partial constraints
+ * (where S has non-zero elements). */
+# if 0
+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,
+ ImplicitSolverResult *result)
+{
+ // 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 bnorm2, 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);
+ bnorm2 = dot_lfvector(fB, fB, numverts);
+ delta_target = conjgrad_epsilon * conjgrad_epsilon * bnorm2;
+
+ /* 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);
+
+ result->status = conjgrad_loopcount < conjgrad_looplimit ? BPH_SOLVER_SUCCESS :
+ BPH_SOLVER_NO_CONVERGENCE;
+ result->iterations = conjgrad_loopcount;
+ result->error = bnorm2 > 0.0f ? sqrtf(delta_new / bnorm2) : 0.0f;
+
+ 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);
+ }
+}
+
+# if 0
+// 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);
+
+# ifdef DEBUG_TIME
+ double start = PIL_check_seconds_timer();
+# endif
+
+ 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);
+ }
+
+# ifdef DEBUG_TIME
+ double end = PIL_check_seconds_timer();
+ printf("cg_filtered_pre time: %f\n", (float)(end - start));
+# endif
+
+ del_lfvector(h);
+ del_lfvector(s);
+ del_lfvector(p);
+ del_lfvector(r);
+
+ printf("iterations: %d\n", iterations);
+
+ return iterations < conjgrad_looplimit;
+}
+# endif
+
+// 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);
+
+# if 0
+ 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);
+# endif
+
+# ifdef DEBUG_TIME
+ double start = PIL_check_seconds_timer();
+# endif
+
+ 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);
+ }
+
+# ifdef DEBUG_TIME
+ double end = PIL_check_seconds_timer();
+ printf("cg_filtered_pre time: %f\n", (float)(end - start));
+# endif
+
+ 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
+
+bool BPH_mass_spring_solve_velocities(Implicit_Data *data, float dt, ImplicitSolverResult *result)
+{
+ unsigned int numverts = data->dFdV[0].vcount;
+
+ lfVector *dFdXmV = create_lfvector(numverts);
+ zero_lfvector(data->dV, numverts);
+
+ cp_bfmatrix(data->A, data->M);
+
+ subadd_bfmatrixS_bfmatrixS(data->A, data->dFdV, dt, data->dFdX, (dt * dt));
+
+ mul_bfmatrix_lfvector(dFdXmV, data->dFdX, data->V);
+
+ add_lfvectorS_lfvectorS(data->B, data->F, dt, dFdXmV, (dt * dt), numverts);
+
+# ifdef DEBUG_TIME
+ double start = PIL_check_seconds_timer();
+# endif
+
+ /* Conjugate gradient algorithm to solve Ax=b. */
+ cg_filtered(data->dV, data->A, data->B, data->z, data->S, result);
+
+ // cg_filtered_pre(id->dV, id->A, id->B, id->z, id->S, id->P, id->Pinv, id->bigI);
+
+# ifdef DEBUG_TIME
+ double end = PIL_check_seconds_timer();
+ printf("cg_filtered calc time: %f\n", (float)(end - start));
+# endif
+
+ // advance velocities
+ add_lfvector_lfvector(data->Vnew, data->V, data->dV, numverts);
+
+ del_lfvector(dFdXmV);
+
+ return result->status == BPH_SOLVER_SUCCESS;
+}
+
+bool BPH_mass_spring_solve_positions(Implicit_Data *data, float dt)
+{
+ int numverts = data->M[0].vcount;
+
+ // advance positions
+ add_lfvector_lfvectorS(data->Xnew, data->X, data->Vnew, dt, numverts);
+
+ return true;
+}
+
+void BPH_mass_spring_apply_result(Implicit_Data *data)
+{
+ int numverts = data->M[0].vcount;
+ cp_lfvector(data->X, data->Xnew, numverts);
+ cp_lfvector(data->V, data->Vnew, numverts);
+}
+
+void BPH_mass_spring_set_vertex_mass(Implicit_Data *data, int index, float mass)
+{
+ unit_m3(data->M[index].m);
+ mul_m3_fl(data->M[index].m, mass);
+}
+
+void BPH_mass_spring_set_rest_transform(Implicit_Data *data, int index, float tfm[3][3])
+{
+# ifdef CLOTH_ROOT_FRAME
+ copy_m3_m3(data->tfm[index].m, tfm);
+# else
+ unit_m3(data->tfm[index].m);
+ (void)tfm;
+# endif
+}
+
+void BPH_mass_spring_set_motion_state(Implicit_Data *data,
+ int index,
+ const float x[3],
+ const float v[3])
+{
+ world_to_root_v3(data, index, data->X[index], x);
+ world_to_root_v3(data, index, data->V[index], v);
+}
+
+void BPH_mass_spring_set_position(Implicit_Data *data, int index, const float x[3])
+{
+ world_to_root_v3(data, index, data->X[index], x);
+}
+
+void BPH_mass_spring_set_velocity(Implicit_Data *data, int index, const float v[3])
+{
+ world_to_root_v3(data, index, data->V[index], v);
+}
+
+void BPH_mass_spring_get_motion_state(struct Implicit_Data *data,
+ int index,
+ float x[3],
+ float v[3])
+{
+ if (x) {
+ root_to_world_v3(data, index, x, data->X[index]);
+ }
+ if (v) {
+ root_to_world_v3(data, index, v, data->V[index]);
+ }
+}
+
+void BPH_mass_spring_get_position(struct Implicit_Data *data, int index, float x[3])
+{
+ root_to_world_v3(data, index, x, data->X[index]);
+}
+
+void BPH_mass_spring_get_velocity(struct Implicit_Data *data, int index, float v[3])
+{
+ root_to_world_v3(data, index, v, data->V[index]);
+}
+
+void BPH_mass_spring_get_new_position(struct Implicit_Data *data, int index, float x[3])
+{
+ root_to_world_v3(data, index, x, data->Xnew[index]);
+}
+
+void BPH_mass_spring_set_new_position(struct Implicit_Data *data, int index, const float x[3])
+{
+ world_to_root_v3(data, index, data->Xnew[index], x);
+}
+
+void BPH_mass_spring_get_new_velocity(struct Implicit_Data *data, int index, float v[3])
+{
+ root_to_world_v3(data, index, v, data->Vnew[index]);
+}
+
+void BPH_mass_spring_set_new_velocity(struct Implicit_Data *data, int index, const float v[3])
+{
+ world_to_root_v3(data, index, data->Vnew[index], v);
+}
+
+/* -------------------------------- */
+
+static int BPH_mass_spring_add_block(Implicit_Data *data, int v1, int v2)
+{
+ int s = data->M[0].vcount + data->num_blocks; /* index from array start */
+ BLI_assert(s < data->M[0].vcount + data->M[0].scount);
+ ++data->num_blocks;
+
+ /* tfm and S don't have spring entries (diagonal blocks only) */
+ init_fmatrix(data->bigI + s, v1, v2);
+ init_fmatrix(data->M + s, v1, v2);
+ init_fmatrix(data->dFdX + s, v1, v2);
+ init_fmatrix(data->dFdV + s, v1, v2);
+ init_fmatrix(data->A + s, v1, v2);
+ init_fmatrix(data->P + s, v1, v2);
+ init_fmatrix(data->Pinv + s, v1, v2);
+
+ return s;
+}
+
+void BPH_mass_spring_clear_constraints(Implicit_Data *data)
+{
+ int i, numverts = data->S[0].vcount;
+ for (i = 0; i < numverts; i++) {
+ unit_m3(data->S[i].m);
+ zero_v3(data->z[i]);
+ }
+}
+
+void BPH_mass_spring_add_constraint_ndof0(Implicit_Data *data, int index, const float dV[3])
+{
+ zero_m3(data->S[index].m);
+
+ world_to_root_v3(data, index, data->z[index], dV);
+}
+
+void BPH_mass_spring_add_constraint_ndof1(
+ Implicit_Data *data, int index, const float c1[3], const float c2[3], const float dV[3])
+{
+ float m[3][3], p[3], q[3], u[3], cmat[3][3];
+
+ world_to_root_v3(data, index, p, c1);
+ mul_fvectorT_fvector(cmat, p, p);
+ sub_m3_m3m3(m, I, cmat);
+
+ world_to_root_v3(data, index, q, c2);
+ mul_fvectorT_fvector(cmat, q, q);
+ sub_m3_m3m3(m, m, cmat);
+
+ /* XXX not sure but multiplication should work here */
+ copy_m3_m3(data->S[index].m, m);
+ // mul_m3_m3m3(data->S[index].m, data->S[index].m, m);
+
+ world_to_root_v3(data, index, u, dV);
+ add_v3_v3(data->z[index], u);
+}
+
+void BPH_mass_spring_add_constraint_ndof2(Implicit_Data *data,
+ int index,
+ const float c1[3],
+ const float dV[3])
+{
+ float m[3][3], p[3], u[3], cmat[3][3];
+
+ world_to_root_v3(data, index, p, c1);
+ mul_fvectorT_fvector(cmat, p, p);
+ sub_m3_m3m3(m, I, cmat);
+
+ copy_m3_m3(data->S[index].m, m);
+ // mul_m3_m3m3(data->S[index].m, data->S[index].m, m);
+
+ world_to_root_v3(data, index, u, dV);
+ add_v3_v3(data->z[index], u);
+}
+
+void BPH_mass_spring_clear_forces(Implicit_Data *data)
+{
+ int numverts = data->M[0].vcount;
+ zero_lfvector(data->F, numverts);
+ init_bfmatrix(data->dFdX, ZERO);
+ init_bfmatrix(data->dFdV, ZERO);
+
+ data->num_blocks = 0;
+}
+
+void BPH_mass_spring_force_reference_frame(Implicit_Data *data,
+ int index,
+ const float acceleration[3],
+ const float omega[3],
+ const float domega_dt[3],
+ float mass)
+{
+# ifdef CLOTH_ROOT_FRAME
+ float acc[3], w[3], dwdt[3];
+ float f[3], dfdx[3][3], dfdv[3][3];
+ float euler[3], coriolis[3], centrifugal[3], rotvel[3];
+ float deuler[3][3], dcoriolis[3][3], dcentrifugal[3][3], drotvel[3][3];
+
+ world_to_root_v3(data, index, acc, acceleration);
+ world_to_root_v3(data, index, w, omega);
+ world_to_root_v3(data, index, dwdt, domega_dt);
+
+ cross_v3_v3v3(euler, dwdt, data->X[index]);
+ cross_v3_v3v3(coriolis, w, data->V[index]);
+ mul_v3_fl(coriolis, 2.0f);
+ cross_v3_v3v3(rotvel, w, data->X[index]);
+ cross_v3_v3v3(centrifugal, w, rotvel);
+
+ sub_v3_v3v3(f, acc, euler);
+ sub_v3_v3(f, coriolis);
+ sub_v3_v3(f, centrifugal);
+
+ mul_v3_fl(f, mass); /* F = m * a */
+
+ cross_v3_identity(deuler, dwdt);
+ cross_v3_identity(dcoriolis, w);
+ mul_m3_fl(dcoriolis, 2.0f);
+ cross_v3_identity(drotvel, w);
+ cross_m3_v3m3(dcentrifugal, w, drotvel);
+
+ add_m3_m3m3(dfdx, deuler, dcentrifugal);
+ negate_m3(dfdx);
+ mul_m3_fl(dfdx, mass);
+
+ copy_m3_m3(dfdv, dcoriolis);
+ negate_m3(dfdv);
+ mul_m3_fl(dfdv, mass);
+
+ add_v3_v3(data->F[index], f);
+ add_m3_m3m3(data->dFdX[index].m, data->dFdX[index].m, dfdx);
+ add_m3_m3m3(data->dFdV[index].m, data->dFdV[index].m, dfdv);
+# else
+ (void)data;
+ (void)index;
+ (void)acceleration;
+ (void)omega;
+ (void)domega_dt;
+# endif
+}
+
+void BPH_mass_spring_force_gravity(Implicit_Data *data, int index, float mass, const float g[3])
+{
+ /* force = mass * acceleration (in this case: gravity) */
+ float f[3];
+ world_to_root_v3(data, index, f, g);
+ mul_v3_fl(f, mass);
+
+ add_v3_v3(data->F[index], f);
+}
+
+void BPH_mass_spring_force_drag(Implicit_Data *data, float drag)
+{
+ int i, numverts = data->M[0].vcount;
+ for (i = 0; i < numverts; i++) {
+ float tmp[3][3];
+
+ /* NB: uses root space velocity, no need to transform */
+ madd_v3_v3fl(data->F[i], data->V[i], -drag);
+
+ copy_m3_m3(tmp, I);
+ mul_m3_fl(tmp, -drag);
+ add_m3_m3m3(data->dFdV[i].m, data->dFdV[i].m, tmp);
+ }
+}
+
+void BPH_mass_spring_force_extern(
+ struct Implicit_Data *data, int i, const float f[3], float dfdx[3][3], float dfdv[3][3])
+{
+ float tf[3], tdfdx[3][3], tdfdv[3][3];
+ world_to_root_v3(data, i, tf, f);
+ world_to_root_m3(data, i, tdfdx, dfdx);
+ world_to_root_m3(data, i, tdfdv, dfdv);
+
+ add_v3_v3(data->F[i], tf);
+ add_m3_m3m3(data->dFdX[i].m, data->dFdX[i].m, tdfdx);
+ add_m3_m3m3(data->dFdV[i].m, data->dFdV[i].m, tdfdv);
+}
+
+static float calc_nor_area_tri(float nor[3],
+ const float v1[3],
+ const float v2[3],
+ const float v3[3])
+{
+ float n1[3], n2[3];
+
+ sub_v3_v3v3(n1, v1, v2);
+ sub_v3_v3v3(n2, v2, v3);
+
+ cross_v3_v3v3(nor, n1, n2);
+ return normalize_v3(nor) / 2.0f;
+}
+
+/* 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, const float (*winvec)[3])
+{
+ const float effector_scale = 0.02f;
+ int vs[3] = {v1, v2, v3};
+ float win[3], nor[3], area;
+ float factor, base_force;
+ float force[3];
+
+ /* calculate face normal and area */
+ area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
+ /* The force is calculated and split up evenly for each of the three face verts */
+ factor = effector_scale * area / 3.0f;
+
+ /* Calculate wind pressure at each vertex by projecting the wind field on the normal. */
+ for (int i = 0; i < 3; i++) {
+ world_to_root_v3(data, vs[i], win, winvec[vs[i]]);
+
+ force[i] = dot_v3v3(win, nor);
+ }
+
+ /* Compute per-vertex force values from local pressures.
+ * From integrating the pressure over the triangle and deriving
+ * equivalent vertex forces, it follows that:
+ *
+ * force[idx] = (sum(pressure) + pressure[idx]) * area / 12
+ *
+ * Effectively, 1/4 of the pressure acts just on its vertex,
+ * while 3/4 is split evenly over all three.
+ */
+ mul_v3_fl(force, factor / 4.0f);
+
+ base_force = force[0] + force[1] + force[2];
+
+ /* add pressure to each of the face verts */
+ madd_v3_v3fl(data->F[v1], nor, base_force + force[0]);
+ madd_v3_v3fl(data->F[v2], nor, base_force + force[1]);
+ madd_v3_v3fl(data->F[v3], nor, base_force + force[2]);
+}
+
+void BPH_mass_spring_force_face_extern(
+ Implicit_Data *data, int v1, int v2, int v3, const float (*forcevec)[3])
+{
+ const float effector_scale = 0.02f;
+ int vs[3] = {v1, v2, v3};
+ float nor[3], area;
+ float factor, base_force[3];
+ float force[3][3];
+
+ /* calculate face normal and area */
+ area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
+ /* The force is calculated and split up evenly for each of the three face verts */
+ factor = effector_scale * area / 3.0f;
+
+ /* Compute common and per-vertex force vectors from the original inputs. */
+ zero_v3(base_force);
+
+ for (int i = 0; i < 3; i++) {
+ world_to_root_v3(data, vs[i], force[i], forcevec[vs[i]]);
+
+ mul_v3_fl(force[i], factor / 4.0f);
+ add_v3_v3(base_force, force[i]);
+ }
+
+ /* Apply the common and vertex components to all vertices. */
+ for (int i = 0; i < 3; i++) {
+ add_v3_v3(force[i], base_force);
+ add_v3_v3(data->F[vs[i]], force[i]);
+ }
+}
+
+float BPH_tri_tetra_volume_signed_6x(Implicit_Data *data, int v1, int v2, int v3)
+{
+ /* The result will be 6x the volume */
+ return volume_tri_tetrahedron_signed_v3_6x(data->X[v1], data->X[v2], data->X[v3]);
+}
+
+float BPH_tri_area(struct Implicit_Data *data, int v1, int v2, int v3)
+{
+ float nor[3];
+
+ return calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
+}
+
+void BPH_mass_spring_force_pressure(Implicit_Data *data,
+ int v1,
+ int v2,
+ int v3,
+ float common_pressure,
+ const float *vertex_pressure,
+ const float weights[3])
+{
+ float nor[3], area;
+ float factor, base_force;
+ float force[3];
+
+ /* calculate face normal and area */
+ area = calc_nor_area_tri(nor, data->X[v1], data->X[v2], data->X[v3]);
+ /* The force is calculated and split up evenly for each of the three face verts */
+ factor = area / 3.0f;
+ base_force = common_pressure * factor;
+
+ /* Compute per-vertex force values from local pressures.
+ * From integrating the pressure over the triangle and deriving
+ * equivalent vertex forces, it follows that:
+ *
+ * force[idx] = (sum(pressure) + pressure[idx]) * area / 12
+ *
+ * Effectively, 1/4 of the pressure acts just on its vertex,
+ * while 3/4 is split evenly over all three.
+ */
+ if (vertex_pressure) {
+ copy_v3_fl3(force, vertex_pressure[v1], vertex_pressure[v2], vertex_pressure[v3]);
+ mul_v3_fl(force, factor / 4.0f);
+
+ base_force += force[0] + force[1] + force[2];
+ }
+ else {
+ zero_v3(force);
+ }
+
+ /* add pressure to each of the face verts */
+ madd_v3_v3fl(data->F[v1], nor, (base_force + force[0]) * weights[0]);
+ madd_v3_v3fl(data->F[v2], nor, (base_force + force[1]) * weights[1]);
+ madd_v3_v3fl(data->F[v3], nor, (base_force + force[2]) * weights[2]);
+}
+
+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]))
+{
+ const float density = 0.01f; /* XXX arbitrary value, corresponds to effect of air density */
+ float cos_alpha, sin_alpha, cross_section;
+ float windlen = len_v3(wind);
+
+ if (windlen == 0.0f) {
+ zero_v3(f);
+ return;
+ }
+
+ /* angle of wind direction to edge */
+ cos_alpha = dot_v3v3(wind, dir) / windlen;
+ sin_alpha = sqrtf(1.0f - cos_alpha * cos_alpha);
+ cross_section = radius * ((float)M_PI * radius * sin_alpha + length * cos_alpha);
+
+ mul_v3_v3fl(f, wind, density * cross_section);
+}
+
+void BPH_mass_spring_force_edge_wind(
+ Implicit_Data *data, int v1, int v2, float radius1, float radius2, const float (*winvec)[3])
+{
+ float win[3], dir[3], length;
+ float f[3], dfdx[3][3], dfdv[3][3];
+
+ sub_v3_v3v3(dir, data->X[v1], data->X[v2]);
+ length = normalize_v3(dir);
+
+ world_to_root_v3(data, v1, win, winvec[v1]);
+ edge_wind_vertex(dir, length, radius1, win, f, dfdx, dfdv);
+ add_v3_v3(data->F[v1], f);
+
+ world_to_root_v3(data, v2, win, winvec[v2]);
+ edge_wind_vertex(dir, length, radius2, win, f, dfdx, dfdv);
+ add_v3_v3(data->F[v2], f);
+}
+
+void BPH_mass_spring_force_vertex_wind(Implicit_Data *data,
+ int v,
+ float UNUSED(radius),
+ const float (*winvec)[3])
+{
+ const float density = 0.01f; /* XXX arbitrary value, corresponds to effect of air density */
+
+ float wind[3];
+ float f[3];
+
+ world_to_root_v3(data, v, wind, winvec[v]);
+ mul_v3_v3fl(f, wind, density);
+ add_v3_v3(data->F[v], f);
+}
+
+BLI_INLINE void dfdx_spring(float to[3][3], const 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;
+ outerproduct(to, dir, dir);
+ sub_m3_m3m3(to, I, to);
+
+ mul_m3_fl(to, (L / length));
+ sub_m3_m3m3(to, to, I);
+ mul_m3_fl(to, k);
+}
+
+/* unused */
+# if 0
+BLI_INLINE void dfdx_damp(float to[3][3],
+ const float dir[3],
+ float length,
+ const float vel[3],
+ float rest,
+ float damping)
+{
+ // inner spring damping vel is the relative velocity of the endpoints.
+ // return (I-outerprod(dir, dir)) * (-damping * -(dot(dir, vel)/Max(length, rest)));
+ mul_fvectorT_fvector(to, dir, dir);
+ sub_fmatrix_fmatrix(to, I, to);
+ mul_fmatrix_S(to, (-damping * -(dot_v3v3(dir, vel) / MAX2(length, rest))));
+}
+# endif
+
+BLI_INLINE void dfdv_damp(float to[3][3], const float dir[3], float damping)
+{
+ // derivative of force wrt velocity
+ outerproduct(to, dir, dir);
+ mul_m3_fl(to, -damping);
+}
+
+BLI_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);
+}
+
+BLI_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);
+}
+
+BLI_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)
+BLI_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);
+ }
+}
+
+/* calculate elonglation */
+BLI_INLINE bool spring_length(Implicit_Data *data,
+ int i,
+ int j,
+ float r_extent[3],
+ float r_dir[3],
+ float *r_length,
+ float r_vel[3])
+{
+ sub_v3_v3v3(r_extent, data->X[j], data->X[i]);
+ sub_v3_v3v3(r_vel, data->V[j], data->V[i]);
+ *r_length = len_v3(r_extent);
+
+ if (*r_length > ALMOST_ZERO) {
+# if 0
+ 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 false;
+ }
+ }
+# endif
+ mul_v3_v3fl(r_dir, r_extent, 1.0f / (*r_length));
+ }
+ else {
+ zero_v3(r_dir);
+ }
+
+ return true;
+}
+
+BLI_INLINE void apply_spring(
+ Implicit_Data *data, int i, int j, const float f[3], float dfdx[3][3], float dfdv[3][3])
+{
+ int block_ij = BPH_mass_spring_add_block(data, i, j);
+
+ add_v3_v3(data->F[i], f);
+ sub_v3_v3(data->F[j], f);
+
+ add_m3_m3m3(data->dFdX[i].m, data->dFdX[i].m, dfdx);
+ add_m3_m3m3(data->dFdX[j].m, data->dFdX[j].m, dfdx);
+ sub_m3_m3m3(data->dFdX[block_ij].m, data->dFdX[block_ij].m, dfdx);
+
+ add_m3_m3m3(data->dFdV[i].m, data->dFdV[i].m, dfdv);
+ add_m3_m3m3(data->dFdV[j].m, data->dFdV[j].m, dfdv);
+ sub_m3_m3m3(data->dFdV[block_ij].m, data->dFdV[block_ij].m, dfdv);
+}
+
+bool BPH_mass_spring_force_spring_linear(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)
+{
+ float extent[3], length, dir[3], vel[3];
+ float f[3], dfdx[3][3], dfdv[3][3];
+ float damping = 0;
+
+ // calculate elonglation
+ spring_length(data, i, j, extent, dir, &length, vel);
+
+ /* This code computes not only the force, but also its derivative.
+ * Zero derivative effectively disables the spring for the implicit solver.
+ * Thus length > restlen makes cloth unconstrained at the start of simulation. */
+ if ((length >= restlen && length > 0) || resist_compress) {
+ float stretch_force;
+
+ damping = damping_tension;
+
+ stretch_force = stiffness_tension * (length - restlen);
+ if (clamp_force > 0.0f && stretch_force > clamp_force) {
+ stretch_force = clamp_force;
+ }
+ mul_v3_v3fl(f, dir, stretch_force);
+
+ dfdx_spring(dfdx, dir, length, restlen, stiffness_tension);
+ }
+ else if (new_compress) {
+ /* This is based on the Choi and Ko bending model,
+ * which works surprisingly well for compression. */
+ float kb = stiffness_compression;
+ float cb = kb; /* cb equal to kb seems to work, but a factor can be added if necessary */
+
+ damping = damping_compression;
+
+ mul_v3_v3fl(f, dir, fbstar(length, restlen, kb, cb));
+
+ outerproduct(dfdx, dir, dir);
+ mul_m3_fl(dfdx, fbstar_jacobi(length, restlen, kb, cb));
+ }
+ else {
+ return false;
+ }
+
+ madd_v3_v3fl(f, dir, damping * dot_v3v3(vel, dir));
+ dfdv_damp(dfdv, dir, damping);
+
+ apply_spring(data, i, j, f, dfdx, dfdv);
+
+ return true;
+}
+
+/* See "Stable but Responsive Cloth" (Choi, Ko 2005) */
+bool BPH_mass_spring_force_spring_bending(
+ Implicit_Data *data, int i, int j, float restlen, float kb, float cb)
+{
+ float extent[3], length, dir[3], vel[3];
+
+ // calculate elonglation
+ spring_length(data, i, j, extent, dir, &length, vel);
+
+ if (length < restlen) {
+ float f[3], dfdx[3][3], dfdv[3][3];
+
+ mul_v3_v3fl(f, dir, fbstar(length, restlen, kb, cb));
+
+ outerproduct(dfdx, dir, dir);
+ mul_m3_fl(dfdx, fbstar_jacobi(length, restlen, kb, cb));
+
+ /* XXX damping not supported */
+ zero_m3(dfdv);
+
+ apply_spring(data, i, j, f, dfdx, dfdv);
+
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+BLI_INLINE void poly_avg(lfVector *data, const int *inds, int len, float r_avg[3])
+{
+ float fact = 1.0f / (float)len;
+
+ zero_v3(r_avg);
+
+ for (int i = 0; i < len; i++) {
+ madd_v3_v3fl(r_avg, data[inds[i]], fact);
+ }
+}
+
+BLI_INLINE void poly_norm(lfVector *data, int i, int j, int *inds, int len, float r_dir[3])
+{
+ float mid[3];
+
+ poly_avg(data, inds, len, mid);
+
+ normal_tri_v3(r_dir, data[i], data[j], mid);
+}
+
+BLI_INLINE void edge_avg(lfVector *data, int i, int j, float r_avg[3])
+{
+ r_avg[0] = (data[i][0] + data[j][0]) * 0.5f;
+ r_avg[1] = (data[i][1] + data[j][1]) * 0.5f;
+ r_avg[2] = (data[i][2] + data[j][2]) * 0.5f;
+}
+
+BLI_INLINE void edge_norm(lfVector *data, int i, int j, float r_dir[3])
+{
+ sub_v3_v3v3(r_dir, data[i], data[j]);
+ normalize_v3(r_dir);
+}
+
+BLI_INLINE float bend_angle(float dir_a[3], float dir_b[3], float dir_e[3])
+{
+ float cos, sin;
+ float tmp[3];
+
+ cos = dot_v3v3(dir_a, dir_b);
+
+ cross_v3_v3v3(tmp, dir_a, dir_b);
+ sin = dot_v3v3(tmp, dir_e);
+
+ return atan2f(sin, cos);
+}
+
+BLI_INLINE void spring_angle(Implicit_Data *data,
+ int i,
+ int j,
+ int *i_a,
+ int *i_b,
+ int len_a,
+ int len_b,
+ float r_dir_a[3],
+ float r_dir_b[3],
+ float *r_angle,
+ float r_vel_a[3],
+ float r_vel_b[3])
+{
+ float dir_e[3], vel_e[3];
+
+ poly_norm(data->X, j, i, i_a, len_a, r_dir_a);
+ poly_norm(data->X, i, j, i_b, len_b, r_dir_b);
+
+ edge_norm(data->X, i, j, dir_e);
+
+ *r_angle = bend_angle(r_dir_a, r_dir_b, dir_e);
+
+ poly_avg(data->V, i_a, len_a, r_vel_a);
+ poly_avg(data->V, i_b, len_b, r_vel_b);
+
+ edge_avg(data->V, i, j, vel_e);
+
+ sub_v3_v3(r_vel_a, vel_e);
+ 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 BPH_mass_spring_force_spring_angular(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)
+{
+ float angle, dir_a[3], dir_b[3], vel_a[3], vel_b[3];
+ float f_a[3], f_b[3], f_e[3];
+ float force;
+ int x;
+
+ spring_angle(data, i, j, i_a, i_b, len_a, len_b, dir_a, dir_b, &angle, vel_a, vel_b);
+
+ /* spring force */
+ force = stiffness * (angle - restang);
+
+ /* damping force */
+ force += -damping * (dot_v3v3(vel_a, dir_a) + dot_v3v3(vel_b, dir_b));
+
+ mul_v3_v3fl(f_a, dir_a, force / len_a);
+ mul_v3_v3fl(f_b, dir_b, force / len_b);
+
+ for (x = 0; x < len_a; x++) {
+ add_v3_v3(data->F[i_a[x]], f_a);
+ }
+
+ for (x = 0; x < len_b; x++) {
+ add_v3_v3(data->F[i_b[x]], f_b);
+ }
+
+ mul_v3_v3fl(f_a, dir_a, force * 0.5f);
+ mul_v3_v3fl(f_b, dir_b, force * 0.5f);
+
+ add_v3_v3v3(f_e, f_a, f_b);
+
+ sub_v3_v3(data->F[i], f_e);
+ sub_v3_v3(data->F[j], f_e);
+
+ return true;
+}
+
+/* Jacobian of a direction vector.
+ * Basically the part of the differential orthogonal to the direction,
+ * inversely proportional to the length of the edge.
+ *
+ * dD_ij/dx_i = -dD_ij/dx_j = (D_ij * D_ij^T - I) / len_ij
+ */
+BLI_INLINE void spring_grad_dir(
+ Implicit_Data *data, int i, int j, float edge[3], float dir[3], float grad_dir[3][3])
+{
+ float length;
+
+ sub_v3_v3v3(edge, data->X[j], data->X[i]);
+ length = normalize_v3_v3(dir, edge);
+
+ if (length > ALMOST_ZERO) {
+ outerproduct(grad_dir, dir, dir);
+ sub_m3_m3m3(grad_dir, I, grad_dir);
+ mul_m3_fl(grad_dir, 1.0f / length);
+ }
+ else {
+ zero_m3(grad_dir);
+ }
+}
+
+BLI_INLINE void spring_hairbend_forces(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float goal[3],
+ float stiffness,
+ float damping,
+ int q,
+ const float dx[3],
+ const float dv[3],
+ float r_f[3])
+{
+ float edge_ij[3], dir_ij[3];
+ float edge_jk[3], dir_jk[3];
+ float vel_ij[3], vel_jk[3], vel_ortho[3];
+ float f_bend[3], f_damp[3];
+ float fk[3];
+ float dist[3];
+
+ zero_v3(fk);
+
+ sub_v3_v3v3(edge_ij, data->X[j], data->X[i]);
+ if (q == i) {
+ sub_v3_v3(edge_ij, dx);
+ }
+ if (q == j) {
+ add_v3_v3(edge_ij, dx);
+ }
+ normalize_v3_v3(dir_ij, edge_ij);
+
+ sub_v3_v3v3(edge_jk, data->X[k], data->X[j]);
+ if (q == j) {
+ sub_v3_v3(edge_jk, dx);
+ }
+ if (q == k) {
+ add_v3_v3(edge_jk, dx);
+ }
+ normalize_v3_v3(dir_jk, edge_jk);
+
+ sub_v3_v3v3(vel_ij, data->V[j], data->V[i]);
+ if (q == i) {
+ sub_v3_v3(vel_ij, dv);
+ }
+ if (q == j) {
+ add_v3_v3(vel_ij, dv);
+ }
+
+ sub_v3_v3v3(vel_jk, data->V[k], data->V[j]);
+ if (q == j) {
+ sub_v3_v3(vel_jk, dv);
+ }
+ if (q == k) {
+ add_v3_v3(vel_jk, dv);
+ }
+
+ /* bending force */
+ sub_v3_v3v3(dist, goal, edge_jk);
+ mul_v3_v3fl(f_bend, dist, stiffness);
+
+ add_v3_v3(fk, f_bend);
+
+ /* damping force */
+ madd_v3_v3v3fl(vel_ortho, vel_jk, dir_jk, -dot_v3v3(vel_jk, dir_jk));
+ mul_v3_v3fl(f_damp, vel_ortho, damping);
+
+ sub_v3_v3(fk, f_damp);
+
+ copy_v3_v3(r_f, fk);
+}
+
+/* Finite Differences method for estimating the jacobian of the force */
+BLI_INLINE void spring_hairbend_estimate_dfdx(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float goal[3],
+ float stiffness,
+ float damping,
+ int q,
+ float dfdx[3][3])
+{
+ const float delta = 0.00001f; // TODO find a good heuristic for this
+ float dvec_null[3][3], dvec_pos[3][3], dvec_neg[3][3];
+ float f[3];
+ int a, b;
+
+ zero_m3(dvec_null);
+ unit_m3(dvec_pos);
+ mul_m3_fl(dvec_pos, delta * 0.5f);
+ copy_m3_m3(dvec_neg, dvec_pos);
+ negate_m3(dvec_neg);
+
+ /* XXX TODO offset targets to account for position dependency */
+
+ for (a = 0; a < 3; a++) {
+ spring_hairbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_pos[a], dvec_null[a], f);
+ copy_v3_v3(dfdx[a], f);
+
+ spring_hairbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_neg[a], dvec_null[a], f);
+ sub_v3_v3(dfdx[a], f);
+
+ for (b = 0; b < 3; b++) {
+ dfdx[a][b] /= delta;
+ }
+ }
+}
+
+/* Finite Differences method for estimating the jacobian of the force */
+BLI_INLINE void spring_hairbend_estimate_dfdv(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float goal[3],
+ float stiffness,
+ float damping,
+ int q,
+ float dfdv[3][3])
+{
+ const float delta = 0.00001f; // TODO find a good heuristic for this
+ float dvec_null[3][3], dvec_pos[3][3], dvec_neg[3][3];
+ float f[3];
+ int a, b;
+
+ zero_m3(dvec_null);
+ unit_m3(dvec_pos);
+ mul_m3_fl(dvec_pos, delta * 0.5f);
+ copy_m3_m3(dvec_neg, dvec_pos);
+ negate_m3(dvec_neg);
+
+ /* XXX TODO offset targets to account for position dependency */
+
+ for (a = 0; a < 3; a++) {
+ spring_hairbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_null[a], dvec_pos[a], f);
+ copy_v3_v3(dfdv[a], f);
+
+ spring_hairbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_null[a], dvec_neg[a], f);
+ sub_v3_v3(dfdv[a], f);
+
+ for (b = 0; b < 3; b++) {
+ dfdv[a][b] /= delta;
+ }
+ }
+}
+
+/* Angular spring that pulls the vertex toward the local target
+ * See "Artistic Simulation of Curly Hair" (Pixar technical memo #12-03a)
+ */
+bool BPH_mass_spring_force_spring_bending_hair(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float target[3],
+ float stiffness,
+ float damping)
+{
+ 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];
+ float dfj_dvi[3][3], dfj_dvj[3][3], dfk_dvi[3][3], dfk_dvj[3][3], dfk_dvk[3][3];
+
+ const float vecnull[3] = {0.0f, 0.0f, 0.0f};
+
+ int block_ij = BPH_mass_spring_add_block(data, i, j);
+ int block_jk = BPH_mass_spring_add_block(data, j, k);
+ int block_ik = BPH_mass_spring_add_block(data, i, k);
+
+ world_to_root_v3(data, j, goal, target);
+
+ spring_hairbend_forces(data, i, j, k, goal, stiffness, damping, k, vecnull, vecnull, fk);
+ negate_v3_v3(fj, fk); /* counterforce */
+
+ spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, i, dfk_dxi);
+ spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, j, dfk_dxj);
+ spring_hairbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, k, dfk_dxk);
+ copy_m3_m3(dfj_dxi, dfk_dxi);
+ negate_m3(dfj_dxi);
+ copy_m3_m3(dfj_dxj, dfk_dxj);
+ negate_m3(dfj_dxj);
+
+ spring_hairbend_estimate_dfdv(data, i, j, k, goal, stiffness, damping, i, dfk_dvi);
+ spring_hairbend_estimate_dfdv(data, i, j, k, goal, stiffness, damping, j, dfk_dvj);
+ spring_hairbend_estimate_dfdv(data, i, j, k, goal, stiffness, damping, k, dfk_dvk);
+ copy_m3_m3(dfj_dvi, dfk_dvi);
+ negate_m3(dfj_dvi);
+ copy_m3_m3(dfj_dvj, dfk_dvj);
+ negate_m3(dfj_dvj);
+
+ /* add forces and jacobians to the solver data */
+
+ add_v3_v3(data->F[j], fj);
+ add_v3_v3(data->F[k], fk);
+
+ add_m3_m3m3(data->dFdX[j].m, data->dFdX[j].m, dfj_dxj);
+ add_m3_m3m3(data->dFdX[k].m, data->dFdX[k].m, dfk_dxk);
+
+ add_m3_m3m3(data->dFdX[block_ij].m, data->dFdX[block_ij].m, dfj_dxi);
+ add_m3_m3m3(data->dFdX[block_jk].m, data->dFdX[block_jk].m, dfk_dxj);
+ add_m3_m3m3(data->dFdX[block_ik].m, data->dFdX[block_ik].m, dfk_dxi);
+
+ add_m3_m3m3(data->dFdV[j].m, data->dFdV[j].m, dfj_dvj);
+ add_m3_m3m3(data->dFdV[k].m, data->dFdV[k].m, dfk_dvk);
+
+ add_m3_m3m3(data->dFdV[block_ij].m, data->dFdV[block_ij].m, dfj_dvi);
+ add_m3_m3m3(data->dFdV[block_jk].m, data->dFdV[block_jk].m, dfk_dvj);
+ add_m3_m3m3(data->dFdV[block_ik].m, data->dFdV[block_ik].m, dfk_dvi);
+
+ /* XXX analytical calculation of derivatives below is incorrect.
+ * This proved to be difficult, but for now just using the finite difference method for
+ * estimating the jacobians should be sufficient.
+ */
+# if 0
+ float edge_ij[3], dir_ij[3], grad_dir_ij[3][3];
+ float edge_jk[3], dir_jk[3], grad_dir_jk[3][3];
+ float dist[3], vel_jk[3], vel_jk_ortho[3], projvel[3];
+ float target[3];
+ float tmp[3][3];
+ float fi[3], fj[3], fk[3];
+ float dfi_dxi[3][3], dfj_dxi[3][3], dfj_dxj[3][3], dfk_dxi[3][3], dfk_dxj[3][3], dfk_dxk[3][3];
+ float dfdvi[3][3];
+
+ // TESTING
+ damping = 0.0f;
+
+ zero_v3(fi);
+ zero_v3(fj);
+ zero_v3(fk);
+ zero_m3(dfi_dxi);
+ zero_m3(dfj_dxi);
+ zero_m3(dfk_dxi);
+ zero_m3(dfk_dxj);
+ zero_m3(dfk_dxk);
+
+ /* jacobian of direction vectors */
+ spring_grad_dir(data, i, j, edge_ij, dir_ij, grad_dir_ij);
+ spring_grad_dir(data, j, k, edge_jk, dir_jk, grad_dir_jk);
+
+ sub_v3_v3v3(vel_jk, data->V[k], data->V[j]);
+
+ /* bending force */
+ mul_v3_v3fl(target, dir_ij, restlen);
+ sub_v3_v3v3(dist, target, edge_jk);
+ mul_v3_v3fl(fk, dist, stiffness);
+
+ /* damping force */
+ madd_v3_v3v3fl(vel_jk_ortho, vel_jk, dir_jk, -dot_v3v3(vel_jk, dir_jk));
+ madd_v3_v3fl(fk, vel_jk_ortho, damping);
+
+ /* XXX this only holds true as long as we assume straight rest shape!
+ * eventually will become a bit more involved since the opposite segment
+ * gets its own target, under condition of having equal torque on both sides.
+ */
+ copy_v3_v3(fi, fk);
+
+ /* counterforce on the middle point */
+ sub_v3_v3(fj, fi);
+ sub_v3_v3(fj, fk);
+
+ /* === derivatives === */
+
+ madd_m3_m3fl(dfk_dxi, grad_dir_ij, stiffness * restlen);
+
+ madd_m3_m3fl(dfk_dxj, grad_dir_ij, -stiffness * restlen);
+ madd_m3_m3fl(dfk_dxj, I, stiffness);
+
+ madd_m3_m3fl(dfk_dxk, I, -stiffness);
+
+ copy_m3_m3(dfi_dxi, dfk_dxk);
+ negate_m3(dfi_dxi);
+
+ /* dfj_dfi == dfi_dfj due to symmetry,
+ * dfi_dfj == dfk_dfj due to fi == fk
+ * XXX see comment above on future bent rest shapes
+ */
+ copy_m3_m3(dfj_dxi, dfk_dxj);
+
+ /* dfj_dxj == -(dfi_dxj + dfk_dxj) due to fj == -(fi + fk) */
+ sub_m3_m3m3(dfj_dxj, dfj_dxj, dfj_dxi);
+ sub_m3_m3m3(dfj_dxj, dfj_dxj, dfk_dxj);
+
+ /* add forces and jacobians to the solver data */
+ add_v3_v3(data->F[i], fi);
+ add_v3_v3(data->F[j], fj);
+ add_v3_v3(data->F[k], fk);
+
+ add_m3_m3m3(data->dFdX[i].m, data->dFdX[i].m, dfi_dxi);
+ add_m3_m3m3(data->dFdX[j].m, data->dFdX[j].m, dfj_dxj);
+ add_m3_m3m3(data->dFdX[k].m, data->dFdX[k].m, dfk_dxk);
+
+ add_m3_m3m3(data->dFdX[block_ij].m, data->dFdX[block_ij].m, dfj_dxi);
+ add_m3_m3m3(data->dFdX[block_jk].m, data->dFdX[block_jk].m, dfk_dxj);
+ add_m3_m3m3(data->dFdX[block_ik].m, data->dFdX[block_ik].m, dfk_dxi);
+# endif
+
+ return true;
+}
+
+bool BPH_mass_spring_force_spring_goal(Implicit_Data *data,
+ int i,
+ const float goal_x[3],
+ const float goal_v[3],
+ float stiffness,
+ float damping)
+{
+ float root_goal_x[3], root_goal_v[3], extent[3], length, dir[3], vel[3];
+ float f[3], dfdx[3][3], dfdv[3][3];
+
+ /* goal is in world space */
+ world_to_root_v3(data, i, root_goal_x, goal_x);
+ world_to_root_v3(data, i, root_goal_v, goal_v);
+
+ sub_v3_v3v3(extent, root_goal_x, data->X[i]);
+ sub_v3_v3v3(vel, root_goal_v, data->V[i]);
+ length = normalize_v3_v3(dir, extent);
+
+ if (length > ALMOST_ZERO) {
+ mul_v3_v3fl(f, dir, stiffness * length);
+
+ // Ascher & Boxman, p.21: Damping only during elonglation
+ // something wrong with it...
+ madd_v3_v3fl(f, dir, damping * dot_v3v3(vel, dir));
+
+ dfdx_spring(dfdx, dir, length, 0.0f, stiffness);
+ dfdv_damp(dfdv, dir, damping);
+
+ add_v3_v3(data->F[i], f);
+ add_m3_m3m3(data->dFdX[i].m, data->dFdX[i].m, dfdx);
+ add_m3_m3m3(data->dFdV[i].m, data->dFdV[i].m, dfdv);
+
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+#endif /* IMPLICIT_SOLVER_BLENDER */
diff --git a/source/blender/simulation/intern/implicit_eigen.cpp b/source/blender/simulation/intern/implicit_eigen.cpp
new file mode 100644
index 00000000000..58538c13116
--- /dev/null
+++ b/source/blender/simulation/intern/implicit_eigen.cpp
@@ -0,0 +1,1509 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup bph
+ */
+
+#include "implicit.h"
+
+#ifdef IMPLICIT_SOLVER_EIGEN
+
+//#define USE_EIGEN_CORE
+# define USE_EIGEN_CONSTRAINED_CG
+
+# ifdef __GNUC__
+# pragma GCC diagnostic push
+/* XXX suppress verbose warnings in eigen */
+//# pragma GCC diagnostic ignored "-Wlogical-op"
+# endif
+
+# ifndef IMPLICIT_ENABLE_EIGEN_DEBUG
+# ifdef NDEBUG
+# define IMPLICIT_NDEBUG
+# endif
+# define NDEBUG
+# endif
+
+# include <Eigen/Sparse>
+# include <Eigen/src/Core/util/DisableStupidWarnings.h>
+
+# ifdef USE_EIGEN_CONSTRAINED_CG
+# include <intern/ConstrainedConjugateGradient.h>
+# endif
+
+# ifndef IMPLICIT_ENABLE_EIGEN_DEBUG
+# ifndef IMPLICIT_NDEBUG
+# undef NDEBUG
+# else
+# undef IMPLICIT_NDEBUG
+# endif
+# endif
+
+# ifdef __GNUC__
+# pragma GCC diagnostic pop
+# endif
+
+# include "MEM_guardedalloc.h"
+
+extern "C" {
+# include "DNA_meshdata_types.h"
+# include "DNA_object_force_types.h"
+# include "DNA_object_types.h"
+# include "DNA_scene_types.h"
+# include "DNA_texture_types.h"
+
+# include "BLI_linklist.h"
+# include "BLI_math.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"
+}
+
+typedef float Scalar;
+
+static float I[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}};
+
+/* slightly extended Eigen vector class
+ * with conversion to/from plain C float array
+ */
+class fVector : public Eigen::Vector3f {
+ public:
+ typedef float *ctype;
+
+ fVector()
+ {
+ }
+
+ fVector(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ coeffRef(k) = v[k];
+ }
+ }
+
+ fVector &operator=(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ coeffRef(k) = v[k];
+ }
+ return *this;
+ }
+
+ operator ctype()
+ {
+ return data();
+ }
+};
+
+/* slightly extended Eigen matrix class
+ * with conversion to/from plain C float array
+ */
+class fMatrix : public Eigen::Matrix3f {
+ public:
+ typedef float (*ctype)[3];
+
+ fMatrix()
+ {
+ }
+
+ fMatrix(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ coeffRef(l, k) = v[k][l];
+ }
+ }
+ }
+
+ fMatrix &operator=(const ctype &v)
+ {
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ coeffRef(l, k) = v[k][l];
+ }
+ }
+ return *this;
+ }
+
+ operator ctype()
+ {
+ return (ctype)data();
+ }
+};
+
+/* Extension of dense Eigen vectors,
+ * providing 3-float block access for blenlib math functions
+ */
+class lVector : public Eigen::VectorXf {
+ public:
+ typedef Eigen::VectorXf base_t;
+
+ lVector()
+ {
+ }
+
+ template<typename T> lVector &operator=(T rhs)
+ {
+ base_t::operator=(rhs);
+ return *this;
+ }
+
+ float *v3(int vertex)
+ {
+ return &coeffRef(3 * vertex);
+ }
+
+ const float *v3(int vertex) const
+ {
+ return &coeffRef(3 * vertex);
+ }
+};
+
+typedef Eigen::Triplet<Scalar> Triplet;
+typedef std::vector<Triplet> TripletList;
+
+typedef Eigen::SparseMatrix<Scalar> lMatrix;
+
+/* Constructor type that provides more convenient handling of Eigen triplets
+ * for efficient construction of sparse 3x3 block matrices.
+ * This should be used for building lMatrix instead of writing to such lMatrix directly (which is
+ * very inefficient). After all elements have been defined using the set() method, the actual
+ * matrix can be filled using construct().
+ */
+struct lMatrixCtor {
+ lMatrixCtor()
+ {
+ }
+
+ void reset()
+ {
+ m_trips.clear();
+ }
+
+ void reserve(int numverts)
+ {
+ /* reserve for diagonal entries */
+ m_trips.reserve(numverts * 9);
+ }
+
+ void add(int i, int j, const fMatrix &m)
+ {
+ i *= 3;
+ j *= 3;
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ m_trips.push_back(Triplet(i + k, j + l, m.coeff(l, k)));
+ }
+ }
+ }
+
+ void sub(int i, int j, const fMatrix &m)
+ {
+ i *= 3;
+ j *= 3;
+ for (int k = 0; k < 3; k++) {
+ for (int l = 0; l < 3; l++) {
+ m_trips.push_back(Triplet(i + k, j + l, -m.coeff(l, k)));
+ }
+ }
+ }
+
+ inline void construct(lMatrix &m)
+ {
+ m.setFromTriplets(m_trips.begin(), m_trips.end());
+ m_trips.clear();
+ }
+
+ private:
+ TripletList m_trips;
+};
+
+# ifdef USE_EIGEN_CORE
+typedef Eigen::ConjugateGradient<lMatrix, Eigen::Lower, Eigen::DiagonalPreconditioner<Scalar>>
+ ConjugateGradient;
+# endif
+# ifdef USE_EIGEN_CONSTRAINED_CG
+typedef Eigen::ConstrainedConjugateGradient<lMatrix,
+ Eigen::Lower,
+ lMatrix,
+ Eigen::DiagonalPreconditioner<Scalar>>
+ ConstraintConjGrad;
+# endif
+using Eigen::ComputationInfo;
+
+static void print_lvector(const lVector &v)
+{
+ for (int i = 0; i < v.rows(); i++) {
+ if (i > 0 && i % 3 == 0) {
+ printf("\n");
+ }
+
+ printf("%f,\n", v[i]);
+ }
+}
+
+static void print_lmatrix(const lMatrix &m)
+{
+ for (int j = 0; j < m.rows(); j++) {
+ if (j > 0 && j % 3 == 0) {
+ printf("\n");
+ }
+
+ for (int i = 0; i < m.cols(); i++) {
+ if (i > 0 && i % 3 == 0) {
+ printf(" ");
+ }
+
+ implicit_print_matrix_elem(m.coeff(j, i));
+ }
+ printf("\n");
+ }
+}
+
+BLI_INLINE void lMatrix_reserve_elems(lMatrix &m, int num)
+{
+ m.reserve(Eigen::VectorXi::Constant(m.cols(), num));
+}
+
+BLI_INLINE float *lVector_v3(lVector &v, int vertex)
+{
+ return v.data() + 3 * vertex;
+}
+
+BLI_INLINE const float *lVector_v3(const lVector &v, int vertex)
+{
+ return v.data() + 3 * vertex;
+}
+
+# if 0
+BLI_INLINE void triplets_m3(TripletList &tlist, float m[3][3], int i, int j)
+{
+ i *= 3;
+ j *= 3;
+ for (int l = 0; l < 3; l++) {
+ for (int k = 0; k < 3; k++) {
+ tlist.push_back(Triplet(i + k, j + l, m[k][l]));
+ }
+ }
+}
+
+BLI_INLINE void triplets_m3fl(TripletList &tlist, float m[3][3], int i, int j, float factor)
+{
+ i *= 3;
+ j *= 3;
+ for (int l = 0; l < 3; l++) {
+ for (int k = 0; k < 3; k++) {
+ tlist.push_back(Triplet(i + k, j + l, m[k][l] * factor));
+ }
+ }
+}
+
+BLI_INLINE void lMatrix_add_triplets(lMatrix &r, const TripletList &tlist)
+{
+ lMatrix t(r.rows(), r.cols());
+ t.setFromTriplets(tlist.begin(), tlist.end());
+ r += t;
+}
+
+BLI_INLINE void lMatrix_madd_triplets(lMatrix &r, const TripletList &tlist, float f)
+{
+ lMatrix t(r.rows(), r.cols());
+ t.setFromTriplets(tlist.begin(), tlist.end());
+ r += f * t;
+}
+
+BLI_INLINE void lMatrix_sub_triplets(lMatrix &r, const TripletList &tlist)
+{
+ lMatrix t(r.rows(), r.cols());
+ t.setFromTriplets(tlist.begin(), tlist.end());
+ r -= t;
+}
+# endif
+
+BLI_INLINE void outerproduct(float r[3][3], const float a[3], const float b[3])
+{
+ mul_v3_v3fl(r[0], a, b[0]);
+ mul_v3_v3fl(r[1], a, b[1]);
+ mul_v3_v3fl(r[2], a, b[2]);
+}
+
+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;
+}
+
+BLI_INLINE void madd_m3_m3fl(float r[3][3], float m[3][3], float f)
+{
+ r[0][0] += m[0][0] * f;
+ r[0][1] += m[0][1] * f;
+ r[0][2] += m[0][2] * f;
+ r[1][0] += m[1][0] * f;
+ r[1][1] += m[1][1] * f;
+ r[1][2] += m[1][2] * f;
+ r[2][0] += m[2][0] * f;
+ r[2][1] += m[2][1] * f;
+ r[2][2] += m[2][2] * f;
+}
+
+BLI_INLINE void madd_m3_m3m3fl(float r[3][3], float a[3][3], float b[3][3], float f)
+{
+ r[0][0] = a[0][0] + b[0][0] * f;
+ r[0][1] = a[0][1] + b[0][1] * f;
+ r[0][2] = a[0][2] + b[0][2] * f;
+ r[1][0] = a[1][0] + b[1][0] * f;
+ r[1][1] = a[1][1] + b[1][1] * f;
+ r[1][2] = a[1][2] + b[1][2] * f;
+ r[2][0] = a[2][0] + b[2][0] * f;
+ r[2][1] = a[2][1] + b[2][1] * f;
+ r[2][2] = a[2][2] + b[2][2] * f;
+}
+
+struct Implicit_Data {
+ typedef std::vector<fMatrix> fMatrixVector;
+
+ Implicit_Data(int numverts)
+ {
+ resize(numverts);
+ }
+
+ void resize(int numverts)
+ {
+ this->numverts = numverts;
+ int tot = 3 * numverts;
+
+ M.resize(tot, tot);
+ F.resize(tot);
+ dFdX.resize(tot, tot);
+ dFdV.resize(tot, tot);
+
+ tfm.resize(numverts, I);
+
+ X.resize(tot);
+ Xnew.resize(tot);
+ V.resize(tot);
+ Vnew.resize(tot);
+
+ A.resize(tot, tot);
+ B.resize(tot);
+
+ dV.resize(tot);
+ z.resize(tot);
+ S.resize(tot, tot);
+
+ iM.reserve(numverts);
+ idFdX.reserve(numverts);
+ idFdV.reserve(numverts);
+ iS.reserve(numverts);
+ }
+
+ int numverts;
+
+ /* inputs */
+ lMatrix M; /* masses */
+ lVector F; /* forces */
+ lMatrix dFdX, dFdV; /* force jacobians */
+
+ fMatrixVector tfm; /* local coordinate transform */
+
+ /* motion state data */
+ lVector X, Xnew; /* positions */
+ lVector V, Vnew; /* velocities */
+
+ /* internal solver data */
+ lVector B; /* B for A*dV = B */
+ lMatrix A; /* A for A*dV = B */
+
+ lVector dV; /* velocity change (solution of A*dV = B) */
+ lVector z; /* target velocity in constrained directions */
+ lMatrix S; /* filtering matrix for constraints */
+
+ /* temporary constructors */
+ lMatrixCtor iM; /* masses */
+ lMatrixCtor idFdX, idFdV; /* force jacobians */
+ lMatrixCtor iS; /* filtering matrix for constraints */
+};
+
+Implicit_Data *BPH_mass_spring_solver_create(int numverts, int numsprings)
+{
+ Implicit_Data *id = new Implicit_Data(numverts);
+ return id;
+}
+
+void BPH_mass_spring_solver_free(Implicit_Data *id)
+{
+ if (id) {
+ delete id;
+ }
+}
+
+int BPH_mass_spring_solver_numvert(Implicit_Data *id)
+{
+ if (id) {
+ return id->numverts;
+ }
+ else {
+ return 0;
+ }
+}
+
+/* ==== Transformation from/to root reference frames ==== */
+
+BLI_INLINE void world_to_root_v3(Implicit_Data *data, int index, float r[3], const float v[3])
+{
+ copy_v3_v3(r, v);
+ mul_transposed_m3_v3(data->tfm[index], r);
+}
+
+BLI_INLINE void root_to_world_v3(Implicit_Data *data, int index, float r[3], const float v[3])
+{
+ mul_v3_m3v3(r, data->tfm[index], v);
+}
+
+BLI_INLINE void world_to_root_m3(Implicit_Data *data, int index, float r[3][3], float m[3][3])
+{
+ float trot[3][3];
+ copy_m3_m3(trot, data->tfm[index]);
+ transpose_m3(trot);
+ mul_m3_m3m3(r, trot, m);
+}
+
+BLI_INLINE void root_to_world_m3(Implicit_Data *data, int index, float r[3][3], float m[3][3])
+{
+ mul_m3_m3m3(r, data->tfm[index], m);
+}
+
+/* ================================ */
+
+bool BPH_mass_spring_solve_velocities(Implicit_Data *data, float dt, ImplicitSolverResult *result)
+{
+# ifdef USE_EIGEN_CORE
+ typedef ConjugateGradient solver_t;
+# endif
+# ifdef USE_EIGEN_CONSTRAINED_CG
+ typedef ConstraintConjGrad solver_t;
+# endif
+
+ data->iM.construct(data->M);
+ data->idFdX.construct(data->dFdX);
+ data->idFdV.construct(data->dFdV);
+ data->iS.construct(data->S);
+
+ solver_t cg;
+ cg.setMaxIterations(100);
+ cg.setTolerance(0.01f);
+
+# ifdef USE_EIGEN_CONSTRAINED_CG
+ cg.filter() = data->S;
+# endif
+
+ data->A = data->M - dt * data->dFdV - dt * dt * data->dFdX;
+ cg.compute(data->A);
+
+ data->B = dt * data->F + dt * dt * data->dFdX * data->V;
+
+# ifdef IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
+ printf("==== A ====\n");
+ print_lmatrix(id->A);
+ printf("==== z ====\n");
+ print_lvector(id->z);
+ printf("==== B ====\n");
+ print_lvector(id->B);
+ printf("==== S ====\n");
+ print_lmatrix(id->S);
+# endif
+
+# ifdef USE_EIGEN_CORE
+ data->dV = cg.solve(data->B);
+# endif
+# ifdef USE_EIGEN_CONSTRAINED_CG
+ data->dV = cg.solveWithGuess(data->B, data->z);
+# endif
+
+# ifdef IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
+ printf("==== dV ====\n");
+ print_lvector(id->dV);
+ printf("========\n");
+# endif
+
+ data->Vnew = data->V + data->dV;
+
+ switch (cg.info()) {
+ case Eigen::Success:
+ result->status = BPH_SOLVER_SUCCESS;
+ break;
+ case Eigen::NoConvergence:
+ result->status = BPH_SOLVER_NO_CONVERGENCE;
+ break;
+ case Eigen::InvalidInput:
+ result->status = BPH_SOLVER_INVALID_INPUT;
+ break;
+ case Eigen::NumericalIssue:
+ result->status = BPH_SOLVER_NUMERICAL_ISSUE;
+ break;
+ }
+
+ result->iterations = cg.iterations();
+ result->error = cg.error();
+
+ return cg.info() == Eigen::Success;
+}
+
+bool BPH_mass_spring_solve_positions(Implicit_Data *data, float dt)
+{
+ data->Xnew = data->X + data->Vnew * dt;
+ return true;
+}
+
+/* ================================ */
+
+void BPH_mass_spring_apply_result(Implicit_Data *data)
+{
+ data->X = data->Xnew;
+ data->V = data->Vnew;
+}
+
+void BPH_mass_spring_set_vertex_mass(Implicit_Data *data, int index, float mass)
+{
+ float m[3][3];
+ copy_m3_m3(m, I);
+ mul_m3_fl(m, mass);
+ data->iM.add(index, index, m);
+}
+
+void BPH_mass_spring_set_rest_transform(Implicit_Data *data, int index, float tfm[3][3])
+{
+# ifdef CLOTH_ROOT_FRAME
+ copy_m3_m3(data->tfm[index], tfm);
+# else
+ unit_m3(data->tfm[index]);
+ (void)tfm;
+# endif
+}
+
+void BPH_mass_spring_set_motion_state(Implicit_Data *data,
+ int index,
+ const float x[3],
+ const float v[3])
+{
+ world_to_root_v3(data, index, data->X.v3(index), x);
+ world_to_root_v3(data, index, data->V.v3(index), v);
+}
+
+void BPH_mass_spring_set_position(Implicit_Data *data, int index, const float x[3])
+{
+ world_to_root_v3(data, index, data->X.v3(index), x);
+}
+
+void BPH_mass_spring_set_velocity(Implicit_Data *data, int index, const float v[3])
+{
+ world_to_root_v3(data, index, data->V.v3(index), v);
+}
+
+void BPH_mass_spring_get_motion_state(struct Implicit_Data *data,
+ int index,
+ float x[3],
+ float v[3])
+{
+ if (x) {
+ root_to_world_v3(data, index, x, data->X.v3(index));
+ }
+ if (v) {
+ root_to_world_v3(data, index, v, data->V.v3(index));
+ }
+}
+
+void BPH_mass_spring_get_position(struct Implicit_Data *data, int index, float x[3])
+{
+ root_to_world_v3(data, index, x, data->X.v3(index));
+}
+
+void BPH_mass_spring_get_new_velocity(Implicit_Data *data, int index, float v[3])
+{
+ root_to_world_v3(data, index, v, data->V.v3(index));
+}
+
+void BPH_mass_spring_set_new_velocity(Implicit_Data *data, int index, const float v[3])
+{
+ world_to_root_v3(data, index, data->V.v3(index), v);
+}
+
+void BPH_mass_spring_clear_constraints(Implicit_Data *data)
+{
+ int numverts = data->numverts;
+ for (int i = 0; i < numverts; i++) {
+ data->iS.add(i, i, I);
+ zero_v3(data->z.v3(i));
+ }
+}
+
+void BPH_mass_spring_add_constraint_ndof0(Implicit_Data *data, int index, const float dV[3])
+{
+ data->iS.sub(index, index, I);
+
+ world_to_root_v3(data, index, data->z.v3(index), dV);
+}
+
+void BPH_mass_spring_add_constraint_ndof1(
+ Implicit_Data *data, int index, const float c1[3], const float c2[3], const float dV[3])
+{
+ float m[3][3], p[3], q[3], u[3], cmat[3][3];
+
+ world_to_root_v3(data, index, p, c1);
+ outerproduct(cmat, p, p);
+ copy_m3_m3(m, cmat);
+
+ world_to_root_v3(data, index, q, c2);
+ outerproduct(cmat, q, q);
+ add_m3_m3m3(m, m, cmat);
+
+ /* XXX not sure but multiplication should work here */
+ data->iS.sub(index, index, m);
+ // mul_m3_m3m3(data->S[index].m, data->S[index].m, m);
+
+ world_to_root_v3(data, index, u, dV);
+ add_v3_v3(data->z.v3(index), u);
+}
+
+void BPH_mass_spring_add_constraint_ndof2(Implicit_Data *data,
+ int index,
+ const float c1[3],
+ const float dV[3])
+{
+ float m[3][3], p[3], u[3], cmat[3][3];
+
+ world_to_root_v3(data, index, p, c1);
+ outerproduct(cmat, p, p);
+ copy_m3_m3(m, cmat);
+
+ data->iS.sub(index, index, m);
+ // mul_m3_m3m3(data->S[index].m, data->S[index].m, m);
+
+ world_to_root_v3(data, index, u, dV);
+ add_v3_v3(data->z.v3(index), u);
+}
+
+void BPH_mass_spring_clear_forces(Implicit_Data *data)
+{
+ data->F.setZero();
+ data->dFdX.setZero();
+ data->dFdV.setZero();
+}
+
+void BPH_mass_spring_force_reference_frame(Implicit_Data *data,
+ int index,
+ const float acceleration[3],
+ const float omega[3],
+ const float domega_dt[3],
+ float mass)
+{
+# ifdef CLOTH_ROOT_FRAME
+ float acc[3], w[3], dwdt[3];
+ float f[3], dfdx[3][3], dfdv[3][3];
+ float euler[3], coriolis[3], centrifugal[3], rotvel[3];
+ float deuler[3][3], dcoriolis[3][3], dcentrifugal[3][3], drotvel[3][3];
+
+ world_to_root_v3(data, index, acc, acceleration);
+ world_to_root_v3(data, index, w, omega);
+ world_to_root_v3(data, index, dwdt, domega_dt);
+
+ cross_v3_v3v3(euler, dwdt, data->X.v3(index));
+ cross_v3_v3v3(coriolis, w, data->V.v3(index));
+ mul_v3_fl(coriolis, 2.0f);
+ cross_v3_v3v3(rotvel, w, data->X.v3(index));
+ cross_v3_v3v3(centrifugal, w, rotvel);
+
+ sub_v3_v3v3(f, acc, euler);
+ sub_v3_v3(f, coriolis);
+ sub_v3_v3(f, centrifugal);
+
+ mul_v3_fl(f, mass); /* F = m * a */
+
+ cross_v3_identity(deuler, dwdt);
+ cross_v3_identity(dcoriolis, w);
+ mul_m3_fl(dcoriolis, 2.0f);
+ cross_v3_identity(drotvel, w);
+ cross_m3_v3m3(dcentrifugal, w, drotvel);
+
+ add_m3_m3m3(dfdx, deuler, dcentrifugal);
+ negate_m3(dfdx);
+ mul_m3_fl(dfdx, mass);
+
+ copy_m3_m3(dfdv, dcoriolis);
+ negate_m3(dfdv);
+ mul_m3_fl(dfdv, mass);
+
+ add_v3_v3(data->F.v3(index), f);
+ data->idFdX.add(index, index, dfdx);
+ data->idFdV.add(index, index, dfdv);
+# else
+ (void)data;
+ (void)index;
+ (void)acceleration;
+ (void)omega;
+ (void)domega_dt;
+# endif
+}
+
+void BPH_mass_spring_force_gravity(Implicit_Data *data, int index, float mass, const float g[3])
+{
+ /* force = mass * acceleration (in this case: gravity) */
+ float f[3];
+ world_to_root_v3(data, index, f, g);
+ mul_v3_fl(f, mass);
+
+ add_v3_v3(data->F.v3(index), f);
+}
+
+void BPH_mass_spring_force_drag(Implicit_Data *data, float drag)
+{
+ int numverts = data->numverts;
+ for (int i = 0; i < numverts; i++) {
+ float tmp[3][3];
+
+ /* NB: uses root space velocity, no need to transform */
+ madd_v3_v3fl(data->F.v3(i), data->V.v3(i), -drag);
+
+ copy_m3_m3(tmp, I);
+ mul_m3_fl(tmp, -drag);
+ data->idFdV.add(i, i, tmp);
+ }
+}
+
+void BPH_mass_spring_force_extern(
+ struct Implicit_Data *data, int i, const float f[3], float dfdx[3][3], float dfdv[3][3])
+{
+ float tf[3], tdfdx[3][3], tdfdv[3][3];
+ world_to_root_v3(data, i, tf, f);
+ world_to_root_m3(data, i, tdfdx, dfdx);
+ world_to_root_m3(data, i, tdfdv, dfdv);
+
+ add_v3_v3(data->F.v3(i), tf);
+ data->idFdX.add(i, i, tdfdx);
+ data->idFdV.add(i, i, tdfdv);
+}
+
+static float calc_nor_area_tri(float nor[3],
+ const float v1[3],
+ const float v2[3],
+ const float v3[3])
+{
+ float n1[3], n2[3];
+
+ sub_v3_v3v3(n1, v1, v2);
+ sub_v3_v3v3(n2, v2, v3);
+
+ cross_v3_v3v3(nor, n1, n2);
+ return normalize_v3(nor) / 2.0f;
+}
+
+/* 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, const float (*winvec)[3])
+{
+ const float effector_scale = 0.02f;
+ float win[3], nor[3], area;
+ float factor;
+
+ // calculate face normal and area
+ 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));
+
+ world_to_root_v3(data, v2, win, winvec[v2]);
+ madd_v3_v3fl(data->F.v3(v2), nor, factor * dot_v3v3(win, nor));
+
+ world_to_root_v3(data, v3, win, winvec[v3]);
+ madd_v3_v3fl(data->F.v3(v3), nor, factor * dot_v3v3(win, nor));
+}
+
+void BPH_mass_spring_force_edge_wind(Implicit_Data *data, int v1, int v2, const float (*winvec)[3])
+{
+ const float effector_scale = 0.01;
+ float win[3], dir[3], nor[3], length;
+
+ sub_v3_v3v3(dir, data->X.v3(v1), data->X.v3(v2));
+ length = normalize_v3(dir);
+
+ world_to_root_v3(data, v1, win, winvec[v1]);
+ madd_v3_v3v3fl(nor, win, dir, -dot_v3v3(win, dir));
+ madd_v3_v3fl(data->F.v3(v1), nor, effector_scale * length);
+
+ world_to_root_v3(data, v2, win, winvec[v2]);
+ madd_v3_v3v3fl(nor, win, dir, -dot_v3v3(win, dir));
+ madd_v3_v3fl(data->F.v3(v2), nor, effector_scale * length);
+}
+
+BLI_INLINE void dfdx_spring(float to[3][3], const 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;
+ outerproduct(to, dir, dir);
+ sub_m3_m3m3(to, I, to);
+
+ mul_m3_fl(to, (L / length));
+ sub_m3_m3m3(to, to, I);
+ mul_m3_fl(to, k);
+}
+
+/* unused */
+# if 0
+BLI_INLINE void dfdx_damp(float to[3][3],
+ const float dir[3],
+ float length,
+ const float vel[3],
+ float rest,
+ float damping)
+{
+ // inner spring damping vel is the relative velocity of the endpoints.
+ // return (I-outerprod(dir, dir)) * (-damping * -(dot(dir, vel)/Max(length, rest)));
+ mul_fvectorT_fvector(to, dir, dir);
+ sub_fmatrix_fmatrix(to, I, to);
+ mul_fmatrix_S(to, (-damping * -(dot_v3v3(dir, vel) / MAX2(length, rest))));
+}
+# endif
+
+BLI_INLINE void dfdv_damp(float to[3][3], const float dir[3], float damping)
+{
+ // derivative of force wrt velocity
+ outerproduct(to, dir, dir);
+ mul_m3_fl(to, -damping);
+}
+
+BLI_INLINE float fb(float length, float L)
+{
+ float x = length / L;
+ return (-11.541f * powf(x, 4) + 34.193f * powf(x, 3) - 39.083f * powf(x, 2) + 23.116f * x -
+ 9.713f);
+}
+
+BLI_INLINE float fbderiv(float length, float L)
+{
+ float x = length / L;
+
+ return (-46.164f * powf(x, 3) + 102.579f * powf(x, 2) - 78.166f * x + 23.116f);
+}
+
+BLI_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)
+BLI_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);
+ }
+}
+
+/* calculate elonglation */
+BLI_INLINE bool spring_length(Implicit_Data *data,
+ int i,
+ int j,
+ float r_extent[3],
+ float r_dir[3],
+ float *r_length,
+ float r_vel[3])
+{
+ sub_v3_v3v3(r_extent, data->X.v3(j), data->X.v3(i));
+ sub_v3_v3v3(r_vel, data->V.v3(j), data->V.v3(i));
+ *r_length = len_v3(r_extent);
+
+ if (*r_length > ALMOST_ZERO) {
+# if 0
+ 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 false;
+ }
+ }
+# endif
+ mul_v3_v3fl(r_dir, r_extent, 1.0f / (*r_length));
+ }
+ else {
+ zero_v3(r_dir);
+ }
+
+ return true;
+}
+
+BLI_INLINE void apply_spring(
+ Implicit_Data *data, int i, int j, const float f[3], float dfdx[3][3], float dfdv[3][3])
+{
+ add_v3_v3(data->F.v3(i), f);
+ sub_v3_v3(data->F.v3(j), f);
+
+ data->idFdX.add(i, i, dfdx);
+ data->idFdX.add(j, j, dfdx);
+ data->idFdX.sub(i, j, dfdx);
+ data->idFdX.sub(j, i, dfdx);
+
+ data->idFdV.add(i, i, dfdv);
+ data->idFdV.add(j, j, dfdv);
+ data->idFdV.sub(i, j, dfdv);
+ data->idFdV.sub(j, i, dfdv);
+}
+
+bool BPH_mass_spring_force_spring_linear(Implicit_Data *data,
+ int i,
+ int j,
+ float restlen,
+ float stiffness,
+ float damping,
+ bool no_compress,
+ float clamp_force,
+ float r_f[3],
+ float r_dfdx[3][3],
+ float r_dfdv[3][3])
+{
+ float extent[3], length, dir[3], vel[3];
+
+ // calculate elonglation
+ spring_length(data, i, j, extent, dir, &length, vel);
+
+ if (length > restlen || no_compress) {
+ float stretch_force, f[3], dfdx[3][3], dfdv[3][3];
+
+ stretch_force = stiffness * (length - restlen);
+ if (clamp_force > 0.0f && stretch_force > clamp_force) {
+ stretch_force = clamp_force;
+ }
+ mul_v3_v3fl(f, dir, stretch_force);
+
+ // Ascher & Boxman, p.21: Damping only during elonglation
+ // something wrong with it...
+ madd_v3_v3fl(f, dir, damping * dot_v3v3(vel, dir));
+
+ dfdx_spring(dfdx, dir, length, restlen, stiffness);
+ dfdv_damp(dfdv, dir, damping);
+
+ apply_spring(data, i, j, f, dfdx, dfdv);
+
+ if (r_f) {
+ copy_v3_v3(r_f, f);
+ }
+ if (r_dfdx) {
+ copy_m3_m3(r_dfdx, dfdx);
+ }
+ if (r_dfdv) {
+ copy_m3_m3(r_dfdv, dfdv);
+ }
+
+ return true;
+ }
+ else {
+ if (r_f) {
+ zero_v3(r_f);
+ }
+ if (r_dfdx) {
+ zero_m3(r_dfdx);
+ }
+ if (r_dfdv) {
+ zero_m3(r_dfdv);
+ }
+
+ return false;
+ }
+}
+
+/* See "Stable but Responsive Cloth" (Choi, Ko 2005) */
+bool BPH_mass_spring_force_spring_bending(Implicit_Data *data,
+ int i,
+ int j,
+ float restlen,
+ float kb,
+ float cb,
+ float r_f[3],
+ float r_dfdx[3][3],
+ float r_dfdv[3][3])
+{
+ float extent[3], length, dir[3], vel[3];
+
+ // calculate elonglation
+ spring_length(data, i, j, extent, dir, &length, vel);
+
+ if (length < restlen) {
+ float f[3], dfdx[3][3], dfdv[3][3];
+
+ mul_v3_v3fl(f, dir, fbstar(length, restlen, kb, cb));
+
+ outerproduct(dfdx, dir, dir);
+ mul_m3_fl(dfdx, fbstar_jacobi(length, restlen, kb, cb));
+
+ /* XXX damping not supported */
+ zero_m3(dfdv);
+
+ apply_spring(data, i, j, f, dfdx, dfdv);
+
+ if (r_f) {
+ copy_v3_v3(r_f, f);
+ }
+ if (r_dfdx) {
+ copy_m3_m3(r_dfdx, dfdx);
+ }
+ if (r_dfdv) {
+ copy_m3_m3(r_dfdv, dfdv);
+ }
+
+ return true;
+ }
+ else {
+ if (r_f) {
+ zero_v3(r_f);
+ }
+ if (r_dfdx) {
+ zero_m3(r_dfdx);
+ }
+ if (r_dfdv) {
+ zero_m3(r_dfdv);
+ }
+
+ return false;
+ }
+}
+
+/* Jacobian of a direction vector.
+ * Basically the part of the differential orthogonal to the direction,
+ * inversely proportional to the length of the edge.
+ *
+ * dD_ij/dx_i = -dD_ij/dx_j = (D_ij * D_ij^T - I) / len_ij
+ */
+BLI_INLINE void spring_grad_dir(
+ Implicit_Data *data, int i, int j, float edge[3], float dir[3], float grad_dir[3][3])
+{
+ float length;
+
+ sub_v3_v3v3(edge, data->X.v3(j), data->X.v3(i));
+ length = normalize_v3_v3(dir, edge);
+
+ if (length > ALMOST_ZERO) {
+ outerproduct(grad_dir, dir, dir);
+ sub_m3_m3m3(grad_dir, I, grad_dir);
+ mul_m3_fl(grad_dir, 1.0f / length);
+ }
+ else {
+ zero_m3(grad_dir);
+ }
+}
+
+BLI_INLINE void spring_angbend_forces(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float goal[3],
+ float stiffness,
+ float damping,
+ int q,
+ const float dx[3],
+ const float dv[3],
+ float r_f[3])
+{
+ float edge_ij[3], dir_ij[3];
+ float edge_jk[3], dir_jk[3];
+ float vel_ij[3], vel_jk[3], vel_ortho[3];
+ float f_bend[3], f_damp[3];
+ float fk[3];
+ float dist[3];
+
+ zero_v3(fk);
+
+ sub_v3_v3v3(edge_ij, data->X.v3(j), data->X.v3(i));
+ if (q == i) {
+ sub_v3_v3(edge_ij, dx);
+ }
+ if (q == j) {
+ add_v3_v3(edge_ij, dx);
+ }
+ normalize_v3_v3(dir_ij, edge_ij);
+
+ sub_v3_v3v3(edge_jk, data->X.v3(k), data->X.v3(j));
+ if (q == j) {
+ sub_v3_v3(edge_jk, dx);
+ }
+ if (q == k) {
+ add_v3_v3(edge_jk, dx);
+ }
+ normalize_v3_v3(dir_jk, edge_jk);
+
+ sub_v3_v3v3(vel_ij, data->V.v3(j), data->V.v3(i));
+ if (q == i) {
+ sub_v3_v3(vel_ij, dv);
+ }
+ if (q == j) {
+ add_v3_v3(vel_ij, dv);
+ }
+
+ sub_v3_v3v3(vel_jk, data->V.v3(k), data->V.v3(j));
+ if (q == j) {
+ sub_v3_v3(vel_jk, dv);
+ }
+ if (q == k) {
+ add_v3_v3(vel_jk, dv);
+ }
+
+ /* bending force */
+ sub_v3_v3v3(dist, goal, edge_jk);
+ mul_v3_v3fl(f_bend, dist, stiffness);
+
+ add_v3_v3(fk, f_bend);
+
+ /* damping force */
+ madd_v3_v3v3fl(vel_ortho, vel_jk, dir_jk, -dot_v3v3(vel_jk, dir_jk));
+ mul_v3_v3fl(f_damp, vel_ortho, damping);
+
+ sub_v3_v3(fk, f_damp);
+
+ copy_v3_v3(r_f, fk);
+}
+
+/* Finite Differences method for estimating the jacobian of the force */
+BLI_INLINE void spring_angbend_estimate_dfdx(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float goal[3],
+ float stiffness,
+ float damping,
+ int q,
+ float dfdx[3][3])
+{
+ const float delta = 0.00001f; // TODO find a good heuristic for this
+ float dvec_null[3][3], dvec_pos[3][3], dvec_neg[3][3];
+ float f[3];
+ int a, b;
+
+ zero_m3(dvec_null);
+ unit_m3(dvec_pos);
+ mul_m3_fl(dvec_pos, delta * 0.5f);
+ copy_m3_m3(dvec_neg, dvec_pos);
+ negate_m3(dvec_neg);
+
+ /* XXX TODO offset targets to account for position dependency */
+
+ for (a = 0; a < 3; a++) {
+ spring_angbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_pos[a], dvec_null[a], f);
+ copy_v3_v3(dfdx[a], f);
+
+ spring_angbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_neg[a], dvec_null[a], f);
+ sub_v3_v3(dfdx[a], f);
+
+ for (b = 0; b < 3; b++) {
+ dfdx[a][b] /= delta;
+ }
+ }
+}
+
+/* Finite Differences method for estimating the jacobian of the force */
+BLI_INLINE void spring_angbend_estimate_dfdv(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float goal[3],
+ float stiffness,
+ float damping,
+ int q,
+ float dfdv[3][3])
+{
+ const float delta = 0.00001f; // TODO find a good heuristic for this
+ float dvec_null[3][3], dvec_pos[3][3], dvec_neg[3][3];
+ float f[3];
+ int a, b;
+
+ zero_m3(dvec_null);
+ unit_m3(dvec_pos);
+ mul_m3_fl(dvec_pos, delta * 0.5f);
+ copy_m3_m3(dvec_neg, dvec_pos);
+ negate_m3(dvec_neg);
+
+ /* XXX TODO offset targets to account for position dependency */
+
+ for (a = 0; a < 3; a++) {
+ spring_angbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_null[a], dvec_pos[a], f);
+ copy_v3_v3(dfdv[a], f);
+
+ spring_angbend_forces(
+ data, i, j, k, goal, stiffness, damping, q, dvec_null[a], dvec_neg[a], f);
+ sub_v3_v3(dfdv[a], f);
+
+ for (b = 0; b < 3; b++) {
+ dfdv[a][b] /= delta;
+ }
+ }
+}
+
+/* Angular spring that pulls the vertex toward the local target
+ * See "Artistic Simulation of Curly Hair" (Pixar technical memo #12-03a)
+ */
+bool BPH_mass_spring_force_spring_bending_angular(Implicit_Data *data,
+ int i,
+ int j,
+ int k,
+ const float target[3],
+ float stiffness,
+ float damping)
+{
+ 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];
+ float dfj_dvi[3][3], dfj_dvj[3][3], dfk_dvi[3][3], dfk_dvj[3][3], dfk_dvk[3][3];
+
+ const float vecnull[3] = {0.0f, 0.0f, 0.0f};
+
+ world_to_root_v3(data, j, goal, target);
+
+ spring_angbend_forces(data, i, j, k, goal, stiffness, damping, k, vecnull, vecnull, fk);
+ negate_v3_v3(fj, fk); /* counterforce */
+
+ spring_angbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, i, dfk_dxi);
+ spring_angbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, j, dfk_dxj);
+ spring_angbend_estimate_dfdx(data, i, j, k, goal, stiffness, damping, k, dfk_dxk);
+ copy_m3_m3(dfj_dxi, dfk_dxi);
+ negate_m3(dfj_dxi);
+ copy_m3_m3(dfj_dxj, dfk_dxj);
+ negate_m3(dfj_dxj);
+
+ spring_angbend_estimate_dfdv(data, i, j, k, goal, stiffness, damping, i, dfk_dvi);
+ spring_angbend_estimate_dfdv(data, i, j, k, goal, stiffness, damping, j, dfk_dvj);
+ spring_angbend_estimate_dfdv(data, i, j, k, goal, stiffness, damping, k, dfk_dvk);
+ copy_m3_m3(dfj_dvi, dfk_dvi);
+ negate_m3(dfj_dvi);
+ copy_m3_m3(dfj_dvj, dfk_dvj);
+ negate_m3(dfj_dvj);
+
+ /* add forces and jacobians to the solver data */
+
+ add_v3_v3(data->F.v3(j), fj);
+ add_v3_v3(data->F.v3(k), fk);
+
+ data->idFdX.add(j, j, dfj_dxj);
+ data->idFdX.add(k, k, dfk_dxk);
+
+ data->idFdX.add(i, j, dfj_dxi);
+ data->idFdX.add(j, i, dfj_dxi);
+ data->idFdX.add(j, k, dfk_dxj);
+ data->idFdX.add(k, j, dfk_dxj);
+ data->idFdX.add(i, k, dfk_dxi);
+ data->idFdX.add(k, i, dfk_dxi);
+
+ data->idFdV.add(j, j, dfj_dvj);
+ data->idFdV.add(k, k, dfk_dvk);
+
+ data->idFdV.add(i, j, dfj_dvi);
+ data->idFdV.add(j, i, dfj_dvi);
+ data->idFdV.add(j, k, dfk_dvj);
+ data->idFdV.add(k, j, dfk_dvj);
+ data->idFdV.add(i, k, dfk_dvi);
+ data->idFdV.add(k, i, dfk_dvi);
+
+ /* XXX analytical calculation of derivatives below is incorrect.
+ * This proved to be difficult, but for now just using the finite difference method for
+ * estimating the jacobians should be sufficient.
+ */
+# if 0
+ float edge_ij[3], dir_ij[3], grad_dir_ij[3][3];
+ float edge_jk[3], dir_jk[3], grad_dir_jk[3][3];
+ float dist[3], vel_jk[3], vel_jk_ortho[3], projvel[3];
+ float target[3];
+ float tmp[3][3];
+ float fi[3], fj[3], fk[3];
+ float dfi_dxi[3][3], dfj_dxi[3][3], dfj_dxj[3][3], dfk_dxi[3][3], dfk_dxj[3][3], dfk_dxk[3][3];
+ float dfdvi[3][3];
+
+ // TESTING
+ damping = 0.0f;
+
+ zero_v3(fi);
+ zero_v3(fj);
+ zero_v3(fk);
+ zero_m3(dfi_dxi);
+ zero_m3(dfj_dxi);
+ zero_m3(dfk_dxi);
+ zero_m3(dfk_dxj);
+ zero_m3(dfk_dxk);
+
+ /* jacobian of direction vectors */
+ spring_grad_dir(data, i, j, edge_ij, dir_ij, grad_dir_ij);
+ spring_grad_dir(data, j, k, edge_jk, dir_jk, grad_dir_jk);
+
+ sub_v3_v3v3(vel_jk, data->V[k], data->V[j]);
+
+ /* bending force */
+ mul_v3_v3fl(target, dir_ij, restlen);
+ sub_v3_v3v3(dist, target, edge_jk);
+ mul_v3_v3fl(fk, dist, stiffness);
+
+ /* damping force */
+ madd_v3_v3v3fl(vel_jk_ortho, vel_jk, dir_jk, -dot_v3v3(vel_jk, dir_jk));
+ madd_v3_v3fl(fk, vel_jk_ortho, damping);
+
+ /* XXX this only holds true as long as we assume straight rest shape!
+ * eventually will become a bit more involved since the opposite segment
+ * gets its own target, under condition of having equal torque on both sides.
+ */
+ copy_v3_v3(fi, fk);
+
+ /* counterforce on the middle point */
+ sub_v3_v3(fj, fi);
+ sub_v3_v3(fj, fk);
+
+ /* === derivatives === */
+
+ madd_m3_m3fl(dfk_dxi, grad_dir_ij, stiffness * restlen);
+
+ madd_m3_m3fl(dfk_dxj, grad_dir_ij, -stiffness * restlen);
+ madd_m3_m3fl(dfk_dxj, I, stiffness);
+
+ madd_m3_m3fl(dfk_dxk, I, -stiffness);
+
+ copy_m3_m3(dfi_dxi, dfk_dxk);
+ negate_m3(dfi_dxi);
+
+ /* dfj_dfi == dfi_dfj due to symmetry,
+ * dfi_dfj == dfk_dfj due to fi == fk
+ * XXX see comment above on future bent rest shapes
+ */
+ copy_m3_m3(dfj_dxi, dfk_dxj);
+
+ /* dfj_dxj == -(dfi_dxj + dfk_dxj) due to fj == -(fi + fk) */
+ sub_m3_m3m3(dfj_dxj, dfj_dxj, dfj_dxi);
+ sub_m3_m3m3(dfj_dxj, dfj_dxj, dfk_dxj);
+
+ /* add forces and jacobians to the solver data */
+ add_v3_v3(data->F[i], fi);
+ add_v3_v3(data->F[j], fj);
+ add_v3_v3(data->F[k], fk);
+
+ add_m3_m3m3(data->dFdX[i].m, data->dFdX[i].m, dfi_dxi);
+ add_m3_m3m3(data->dFdX[j].m, data->dFdX[j].m, dfj_dxj);
+ add_m3_m3m3(data->dFdX[k].m, data->dFdX[k].m, dfk_dxk);
+
+ add_m3_m3m3(data->dFdX[block_ij].m, data->dFdX[block_ij].m, dfj_dxi);
+ add_m3_m3m3(data->dFdX[block_jk].m, data->dFdX[block_jk].m, dfk_dxj);
+ add_m3_m3m3(data->dFdX[block_ik].m, data->dFdX[block_ik].m, dfk_dxi);
+# endif
+
+ return true;
+}
+
+bool BPH_mass_spring_force_spring_goal(Implicit_Data *data,
+ int i,
+ const float goal_x[3],
+ const float goal_v[3],
+ float stiffness,
+ float damping,
+ float r_f[3],
+ float r_dfdx[3][3],
+ float r_dfdv[3][3])
+{
+ float root_goal_x[3], root_goal_v[3], extent[3], length, dir[3], vel[3];
+ float f[3], dfdx[3][3], dfdv[3][3];
+
+ /* goal is in world space */
+ world_to_root_v3(data, i, root_goal_x, goal_x);
+ world_to_root_v3(data, i, root_goal_v, goal_v);
+
+ sub_v3_v3v3(extent, root_goal_x, data->X.v3(i));
+ sub_v3_v3v3(vel, root_goal_v, data->V.v3(i));
+ length = normalize_v3_v3(dir, extent);
+
+ if (length > ALMOST_ZERO) {
+ mul_v3_v3fl(f, dir, stiffness * length);
+
+ // Ascher & Boxman, p.21: Damping only during elonglation
+ // something wrong with it...
+ madd_v3_v3fl(f, dir, damping * dot_v3v3(vel, dir));
+
+ dfdx_spring(dfdx, dir, length, 0.0f, stiffness);
+ dfdv_damp(dfdv, dir, damping);
+
+ add_v3_v3(data->F.v3(i), f);
+ data->idFdX.add(i, i, dfdx);
+ data->idFdV.add(i, i, dfdv);
+
+ if (r_f) {
+ copy_v3_v3(r_f, f);
+ }
+ if (r_dfdx) {
+ copy_m3_m3(r_dfdx, dfdx);
+ }
+ if (r_dfdv) {
+ copy_m3_m3(r_dfdv, dfdv);
+ }
+
+ return true;
+ }
+ else {
+ if (r_f) {
+ zero_v3(r_f);
+ }
+ if (r_dfdx) {
+ zero_m3(r_dfdx);
+ }
+ if (r_dfdv) {
+ zero_m3(r_dfdv);
+ }
+
+ return false;
+ }
+}
+
+#endif /* IMPLICIT_SOLVER_EIGEN */