/* * ***** BEGIN GPL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) Blender Foundation * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/implicit.c * \ingroup bke */ #include "MEM_guardedalloc.h" #include "DNA_scene_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_meshdata_types.h" #include "BLI_math.h" #include "BLI_linklist.h" #include "BLI_utildefines.h" #include "BKE_cloth.h" #include "BKE_collision.h" #include "BKE_effect.h" #include "BKE_global.h" #ifdef __GNUC__ # pragma GCC diagnostic ignored "-Wtype-limits" #endif #ifdef _OPENMP # define CLOTH_OPENMP_LIMIT 512 #endif #if 0 /* debug timing */ #ifdef _WIN32 #include static LARGE_INTEGER _itstart, _itend; static LARGE_INTEGER ifreq; static void itstart(void) { static int first = 1; if (first) { QueryPerformanceFrequency(&ifreq); first = 0; } QueryPerformanceCounter(&_itstart); } static void itend(void) { QueryPerformanceCounter(&_itend); } double itval(void) { return ((double)_itend.QuadPart - (double)_itstart.QuadPart)/((double)ifreq.QuadPart); } #else #include // intrinsics need better compile flag checking // #include // #include // #include static struct timeval _itstart, _itend; static struct timezone itz; static void itstart(void) { gettimeofday(&_itstart, &itz); } static void itend(void) { gettimeofday(&_itend, &itz); } static double itval(void) { double t1, t2; t1 = (double)_itstart.tv_sec + (double)_itstart.tv_usec/(1000*1000); t2 = (double)_itend.tv_sec + (double)_itend.tv_usec/(1000*1000); return t2-t1; } #endif #endif /* debug timing */ static float I[3][3] = {{1, 0, 0}, {0, 1, 0}, {0, 0, 1}}; static float ZERO[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}}; /* #define C99 #ifdef C99 #defineDO_INLINE inline #else #defineDO_INLINE static #endif */ struct Cloth; ////////////////////////////////////////// /* fast vector / matrix library, enhancements are welcome :) -dg */ ///////////////////////////////////////// /* DEFINITIONS */ typedef float lfVector[3]; typedef struct fmatrix3x3 { float m[3][3]; /* 3x3 matrix */ unsigned int c, r; /* column and row number */ /* int pinned; // is this vertex allowed to move? */ float n1, n2, n3; /* three normal vectors for collision constrains */ unsigned int vcount; /* vertex count */ unsigned int scount; /* spring count */ } fmatrix3x3; /////////////////////////// // float[3] vector /////////////////////////// /* simple vector code */ /* STATUS: verified */ DO_INLINE void mul_fvector_S(float to[3], float from[3], float scalar) { to[0] = from[0] * scalar; to[1] = from[1] * scalar; to[2] = from[2] * scalar; } /* simple cross product */ /* STATUS: verified */ DO_INLINE void cross_fvector(float to[3], float vectorA[3], float vectorB[3]) { to[0] = vectorA[1] * vectorB[2] - vectorA[2] * vectorB[1]; to[1] = vectorA[2] * vectorB[0] - vectorA[0] * vectorB[2]; to[2] = vectorA[0] * vectorB[1] - vectorA[1] * vectorB[0]; } /* simple v^T * v product ("outer product") */ /* STATUS: HAS TO BE verified (*should* work) */ DO_INLINE void mul_fvectorT_fvector(float to[3][3], float vectorA[3], float vectorB[3]) { mul_fvector_S(to[0], vectorB, vectorA[0]); mul_fvector_S(to[1], vectorB, vectorA[1]); mul_fvector_S(to[2], vectorB, vectorA[2]); } /* simple v^T * v product with scalar ("outer product") */ /* STATUS: HAS TO BE verified (*should* work) */ DO_INLINE void mul_fvectorT_fvectorS(float to[3][3], float vectorA[3], float vectorB[3], float aS) { mul_fvectorT_fvector(to, vectorA, vectorB); mul_fvector_S(to[0], to[0], aS); mul_fvector_S(to[1], to[1], aS); mul_fvector_S(to[2], to[2], aS); } #if 0 /* printf vector[3] on console: for debug output */ static void print_fvector(float m3[3]) { printf("%f\n%f\n%f\n\n", m3[0], m3[1], m3[2]); } /////////////////////////// // long float vector float (*)[3] /////////////////////////// /* print long vector on console: for debug output */ DO_INLINE void print_lfvector(float (*fLongVector)[3], unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { print_fvector(fLongVector[i]); } } #endif /* create long vector */ DO_INLINE lfVector *create_lfvector(unsigned int verts) { /* TODO: check if memory allocation was successful */ return (lfVector *)MEM_callocN(verts * sizeof(lfVector), "cloth_implicit_alloc_vector"); // return (lfVector *)cloth_aligned_malloc(&MEMORY_BASE, verts * sizeof(lfVector)); } /* delete long vector */ DO_INLINE void del_lfvector(float (*fLongVector)[3]) { if (fLongVector != NULL) { MEM_freeN(fLongVector); // cloth_aligned_free(&MEMORY_BASE, fLongVector); } } /* copy long vector */ DO_INLINE void cp_lfvector(float (*to)[3], float (*from)[3], unsigned int verts) { memcpy(to, from, verts * sizeof(lfVector)); } /* init long vector with float[3] */ DO_INLINE void init_lfvector(float (*fLongVector)[3], float vector[3], unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { copy_v3_v3(fLongVector[i], vector); } } /* zero long vector with float[3] */ DO_INLINE void zero_lfvector(float (*to)[3], unsigned int verts) { memset(to, 0.0f, verts * sizeof(lfVector)); } /* multiply long vector with scalar*/ DO_INLINE void mul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { mul_fvector_S(to[i], fLongVector[i], scalar); } } /* multiply long vector with scalar*/ /* A -= B * float */ DO_INLINE void submul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { VECSUBMUL(to[i], fLongVector[i], scalar); } } /* dot product for big vector */ DO_INLINE float dot_lfvector(float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts) { long i = 0; float temp = 0.0; // XXX brecht, disabled this for now (first schedule line was already disabled), // due to non-commutative nature of floating point ops this makes the sim give // different results each time you run it! // schedule(guided, 2) //#pragma omp parallel for reduction(+: temp) if (verts > CLOTH_OPENMP_LIMIT) for (i = 0; i < (long)verts; i++) { temp += dot_v3v3(fLongVectorA[i], fLongVectorB[i]); } return temp; } /* A = B + C --> for big vector */ DO_INLINE void add_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { VECADD(to[i], fLongVectorA[i], fLongVectorB[i]); } } /* A = B + C * float --> for big vector */ DO_INLINE void add_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { VECADDS(to[i], fLongVectorA[i], fLongVectorB[i], bS); } } /* A = B * float + C * float --> for big vector */ DO_INLINE void add_lfvectorS_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float aS, float (*fLongVectorB)[3], float bS, unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { VECADDSS(to[i], fLongVectorA[i], aS, fLongVectorB[i], bS); } } /* A = B - C * float --> for big vector */ DO_INLINE void sub_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { VECSUBS(to[i], fLongVectorA[i], fLongVectorB[i], bS); } } /* A = B - C --> for big vector */ DO_INLINE void sub_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts) { unsigned int i = 0; for (i = 0; i < verts; i++) { sub_v3_v3v3(to[i], fLongVectorA[i], fLongVectorB[i]); } } /////////////////////////// // 3x3 matrix /////////////////////////// #if 0 /* printf 3x3 matrix on console: for debug output */ static void print_fmatrix(float m3[3][3]) { printf("%f\t%f\t%f\n", m3[0][0], m3[0][1], m3[0][2]); printf("%f\t%f\t%f\n", m3[1][0], m3[1][1], m3[1][2]); printf("%f\t%f\t%f\n\n", m3[2][0], m3[2][1], m3[2][2]); } #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; } /* calculate determinant of 3x3 matrix */ DO_INLINE float det_fmatrix(float m[3][3]) { return m[0][0]*m[1][1]*m[2][2] + m[1][0]*m[2][1]*m[0][2] + m[0][1]*m[1][2]*m[2][0] -m[0][0]*m[1][2]*m[2][1] - m[0][1]*m[1][0]*m[2][2] - m[2][0]*m[1][1]*m[0][2]; } DO_INLINE void inverse_fmatrix(float to[3][3], float from[3][3]) { unsigned int i, j; float d; if ((d=det_fmatrix(from)) == 0) { printf("can't build inverse"); exit(0); } for (i=0;i<3;i++) { for (j=0;j<3;j++) { int i1=(i+1)%3; int i2=(i+2)%3; int j1=(j+1)%3; int j2=(j+2)%3; // reverse indexs i&j to take transpose to[j][i] = (from[i1][j1]*from[i2][j2]-from[i1][j2]*from[i2][j1])/d; /* if (i==j) to[i][j] = 1.0f / from[i][j]; else to[i][j] = 0; */ } } } /* 3x3 matrix multiplied by a scalar */ /* STATUS: verified */ DO_INLINE void mul_fmatrix_S(float matrix[3][3], float scalar) { mul_fvector_S(matrix[0], matrix[0], scalar); mul_fvector_S(matrix[1], matrix[1], scalar); mul_fvector_S(matrix[2], matrix[2], scalar); } /* a vector multiplied by a 3x3 matrix */ /* STATUS: verified */ DO_INLINE void mul_fvector_fmatrix(float *to, float *from, float matrix[3][3]) { to[0] = matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2]; to[1] = matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2]; to[2] = matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2]; } /* 3x3 matrix multiplied by a vector */ /* STATUS: verified */ DO_INLINE void mul_fmatrix_fvector(float *to, float matrix[3][3], float from[3]) { to[0] = dot_v3v3(matrix[0], from); to[1] = dot_v3v3(matrix[1], from); to[2] = dot_v3v3(matrix[2], from); } /* 3x3 matrix multiplied by a 3x3 matrix */ /* STATUS: verified */ DO_INLINE void mul_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { mul_fvector_fmatrix(to[0], matrixA[0], matrixB); mul_fvector_fmatrix(to[1], matrixA[1], matrixB); mul_fvector_fmatrix(to[2], matrixA[2], matrixB); } /* 3x3 matrix addition with 3x3 matrix */ DO_INLINE void add_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { VECADD(to[0], matrixA[0], matrixB[0]); VECADD(to[1], matrixA[1], matrixB[1]); VECADD(to[2], matrixA[2], matrixB[2]); } /* 3x3 matrix add-addition with 3x3 matrix */ DO_INLINE void addadd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { VECADDADD(to[0], matrixA[0], matrixB[0]); VECADDADD(to[1], matrixA[1], matrixB[1]); VECADDADD(to[2], matrixA[2], matrixB[2]); } /* 3x3 matrix sub-addition with 3x3 matrix */ DO_INLINE void addsub_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS) { VECADDSUBSS(to[0], matrixA[0], aS, matrixB[0], bS); VECADDSUBSS(to[1], matrixA[1], aS, matrixB[1], bS); VECADDSUBSS(to[2], matrixA[2], aS, matrixB[2], bS); } /* A -= B + C (3x3 matrix sub-addition with 3x3 matrix) */ DO_INLINE void subadd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { VECSUBADD(to[0], matrixA[0], matrixB[0]); VECSUBADD(to[1], matrixA[1], matrixB[1]); VECSUBADD(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]); } /* A += B - C (3x3 matrix add-subtraction with 3x3 matrix) */ DO_INLINE void addsub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { VECADDSUB(to[0], matrixA[0], matrixB[0]); VECADDSUB(to[1], matrixA[1], matrixB[1]); VECADDSUB(to[2], matrixA[2], matrixB[2]); } ///////////////////////////////////////////////////////////////// // special functions ///////////////////////////////////////////////////////////////// /* a vector multiplied and added to/by a 3x3 matrix */ DO_INLINE void muladd_fvector_fmatrix(float to[3], float from[3], 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 and added to/by a 3x3 matrix and added to another 3x3 matrix */ DO_INLINE void muladd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { muladd_fvector_fmatrix(to[0], matrixA[0], matrixB); muladd_fvector_fmatrix(to[1], matrixA[1], matrixB); muladd_fvector_fmatrix(to[2], matrixA[2], matrixB); } /* a vector multiplied and sub'd to/by a 3x3 matrix */ DO_INLINE void mulsub_fvector_fmatrix(float to[3], float from[3], 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 and sub'd to/by a 3x3 matrix and added to another 3x3 matrix */ DO_INLINE void mulsub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) { mulsub_fvector_fmatrix(to[0], matrixA[0], matrixB); mulsub_fvector_fmatrix(to[1], matrixA[1], matrixB); mulsub_fvector_fmatrix(to[2], matrixA[2], matrixB); } /* 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); } /* 3x3 matrix multiplied+sub'ed by a vector */ DO_INLINE void mulsub_fmatrix_fvector(float to[3], float matrix[3][3], float from[3]) { to[0] -= dot_v3v3(matrix[0], from); to[1] -= dot_v3v3(matrix[1], from); to[2] -= dot_v3v3(matrix[2], from); } ///////////////////////////////////////////////////////////////// /////////////////////////// // SPARSE SYMMETRIC big matrix with 3x3 matrix entries /////////////////////////// /* printf a big matrix on console: for debug output */ #if 0 static void print_bfmatrix(fmatrix3x3 *m3) { unsigned int i = 0; for (i = 0; i < m3[0].vcount + m3[0].scount; i++) { print_fmatrix(m3[i].m); } } #endif /* create big matrix */ DO_INLINE fmatrix3x3 *create_bfmatrix(unsigned int verts, unsigned int springs) { // TODO: check if memory allocation was successful */ fmatrix3x3 *temp = (fmatrix3x3 *)MEM_callocN(sizeof(fmatrix3x3) * (verts + springs), "cloth_implicit_alloc_matrix"); temp[0].vcount = verts; temp[0].scount = springs; return temp; } /* delete big matrix */ DO_INLINE void del_bfmatrix(fmatrix3x3 *matrix) { if (matrix != NULL) { MEM_freeN(matrix); } } /* copy big matrix */ DO_INLINE void cp_bfmatrix(fmatrix3x3 *to, fmatrix3x3 *from) { // TODO bounds checking memcpy(to, from, sizeof(fmatrix3x3) * (from[0].vcount+from[0].scount)); } /* init big matrix */ // slow in parallel DO_INLINE void init_bfmatrix(fmatrix3x3 *matrix, float m3[3][3]) { unsigned int i; for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { cp_fmatrix(matrix[i].m, m3); } } /* init the diagonal of big matrix */ // slow in parallel DO_INLINE void initdiag_bfmatrix(fmatrix3x3 *matrix, float m3[3][3]) { unsigned int i, j; float tmatrix[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}}; for (i = 0; i < matrix[0].vcount; i++) { cp_fmatrix(matrix[i].m, m3); } for (j = matrix[0].vcount; j < matrix[0].vcount+matrix[0].scount; j++) { cp_fmatrix(matrix[j].m, tmatrix); } } /* multiply big matrix with scalar*/ DO_INLINE void mul_bfmatrix_S(fmatrix3x3 *matrix, float scalar) { unsigned int i = 0; for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { mul_fmatrix_S(matrix[i].m, scalar); } } /* SPARSE SYMMETRIC multiply big matrix with long vector*/ /* STATUS: verified */ DO_INLINE void mul_bfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector) { unsigned int i = 0; unsigned int vcount = from[0].vcount; lfVector *temp = create_lfvector(vcount); zero_lfvector(to, vcount); #pragma omp parallel sections private(i) if (vcount > CLOTH_OPENMP_LIMIT) { #pragma omp section { for (i = from[0].vcount; i < from[0].vcount+from[0].scount; i++) { muladd_fmatrix_fvector(to[from[i].c], from[i].m, fLongVector[from[i].r]); } } #pragma omp section { for (i = 0; i < from[0].vcount+from[0].scount; i++) { muladd_fmatrix_fvector(temp[from[i].r], from[i].m, fLongVector[from[i].c]); } } } add_lfvector_lfvector(to, to, temp, from[0].vcount); del_lfvector(temp); } /* SPARSE SYMMETRIC multiply big matrix with long vector (for diagonal preconditioner) */ /* STATUS: verified */ DO_INLINE void mul_prevfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector) { unsigned int i = 0; for (i = 0; i < from[0].vcount; i++) { mul_fmatrix_fvector(to[from[i].r], from[i].m, fLongVector[from[i].c]); } } /* SPARSE SYMMETRIC add big matrix with big matrix: A = B + C*/ DO_INLINE void add_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) { unsigned int i = 0; /* process diagonal elements */ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { add_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); } } /* SPARSE SYMMETRIC add big matrix with big matrix: A += B + C */ DO_INLINE void addadd_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) { unsigned int i = 0; /* process diagonal elements */ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { addadd_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); } } /* SPARSE SYMMETRIC subadd big matrix with big matrix: A -= B + C */ DO_INLINE void subadd_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) { unsigned int i = 0; /* process diagonal elements */ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { subadd_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); } } /* A = B - C (SPARSE SYMMETRIC sub big matrix with big matrix) */ DO_INLINE void sub_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) { unsigned int i = 0; /* process diagonal elements */ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { sub_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); } } /* SPARSE SYMMETRIC sub big matrix with big matrix S (special constraint matrix with limited entries) */ DO_INLINE void sub_bfmatrix_Smatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) { unsigned int i = 0; /* process diagonal elements */ for (i = 0; i < matrix[0].vcount; i++) { sub_fmatrix_fmatrix(to[matrix[i].c].m, from[matrix[i].c].m, matrix[i].m); } } /* A += B - C (SPARSE SYMMETRIC addsub big matrix with big matrix) */ DO_INLINE void addsub_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) { unsigned int i = 0; /* process diagonal elements */ for (i = 0; i < matrix[0].vcount+matrix[0].scount; i++) { addsub_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); } } /* 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 { lfVector *X, *V, *Xnew, *Vnew, *olddV, *F, *B, *dV, *z; fmatrix3x3 *A, *dFdV, *dFdX, *S, *P, *Pinv, *bigI, *M; } Implicit_Data; /* Init constraint matrix */ static void update_matrixS(ClothVertex *verts, int numverts, fmatrix3x3 *S) { unsigned int pinned = 0; int i = 0; /* Clear matrix from old vertex constraints */ for (i = 0; i < S[0].vcount; i++) S[i].c = S[i].r = 0; /* Set new vertex constraints */ for (i = 0; i < numverts; i++) { if (verts [i].flags & CLOTH_VERT_FLAG_PINNED) { S[pinned].c = S[pinned].r = i; pinned++; } } // S is special and needs specific vcount and scount S[0].vcount = pinned; S[0].scount = 0; } int implicit_init(Object *UNUSED(ob), ClothModifierData *clmd) { unsigned int i = 0; Cloth *cloth = NULL; ClothVertex *verts = NULL; ClothSpring *spring = NULL; Implicit_Data *id = NULL; LinkNode *search = NULL; if (G.debug_value > 0) printf("implicit_init\n"); // init memory guard // BLI_listbase_clear(&MEMORY_BASE); cloth = (Cloth *)clmd->clothObject; verts = cloth->verts; // create implicit base id = (Implicit_Data *)MEM_callocN(sizeof(Implicit_Data), "implicit vecmat"); cloth->implicit = id; /* process diagonal elements */ id->A = create_bfmatrix(cloth->numverts, cloth->numsprings); id->dFdV = create_bfmatrix(cloth->numverts, cloth->numsprings); id->dFdX = create_bfmatrix(cloth->numverts, cloth->numsprings); id->S = create_bfmatrix(cloth->numverts, 0); id->Pinv = create_bfmatrix(cloth->numverts, cloth->numsprings); id->P = create_bfmatrix(cloth->numverts, cloth->numsprings); id->bigI = create_bfmatrix(cloth->numverts, cloth->numsprings); // TODO 0 springs id->M = create_bfmatrix(cloth->numverts, cloth->numsprings); id->X = create_lfvector(cloth->numverts); id->Xnew = create_lfvector(cloth->numverts); id->V = create_lfvector(cloth->numverts); id->Vnew = create_lfvector(cloth->numverts); id->olddV = create_lfvector(cloth->numverts); zero_lfvector(id->olddV, cloth->numverts); id->F = create_lfvector(cloth->numverts); id->B = create_lfvector(cloth->numverts); id->dV = create_lfvector(cloth->numverts); id->z = create_lfvector(cloth->numverts); id->S[0].vcount = 0; update_matrixS(verts, cloth->numverts, id->S); for (i = 0; i < cloth->numverts; i++) { id->A[i].r = id->A[i].c = id->dFdV[i].r = id->dFdV[i].c = id->dFdX[i].r = id->dFdX[i].c = id->P[i].c = id->P[i].r = id->Pinv[i].c = id->Pinv[i].r = id->bigI[i].c = id->bigI[i].r = id->M[i].r = id->M[i].c = i; initdiag_fmatrixS(id->M[i].m, verts[i].mass); } // init springs search = cloth->springs; for (i = 0; i < cloth->numsprings; i++) { spring = search->link; // dFdV_start[i].r = big_I[i].r = big_zero[i].r = id->A[i+cloth->numverts].r = id->dFdV[i+cloth->numverts].r = id->dFdX[i+cloth->numverts].r = id->P[i+cloth->numverts].r = id->Pinv[i+cloth->numverts].r = id->bigI[i+cloth->numverts].r = id->M[i+cloth->numverts].r = spring->ij; // dFdV_start[i].c = big_I[i].c = big_zero[i].c = id->A[i+cloth->numverts].c = id->dFdV[i+cloth->numverts].c = id->dFdX[i+cloth->numverts].c = id->P[i+cloth->numverts].c = id->Pinv[i+cloth->numverts].c = id->bigI[i+cloth->numverts].c = id->M[i+cloth->numverts].c = spring->kl; spring->matrix_index = i + cloth->numverts; search = search->next; } initdiag_bfmatrix(id->bigI, I); for (i = 0; i < cloth->numverts; i++) { copy_v3_v3(id->X[i], verts[i].x); } return 1; } int implicit_free(ClothModifierData *clmd) { Implicit_Data *id; Cloth *cloth; cloth = (Cloth *)clmd->clothObject; if (cloth) { id = cloth->implicit; if (id) { del_bfmatrix(id->A); del_bfmatrix(id->dFdV); del_bfmatrix(id->dFdX); del_bfmatrix(id->S); del_bfmatrix(id->P); del_bfmatrix(id->Pinv); del_bfmatrix(id->bigI); del_bfmatrix(id->M); del_lfvector(id->X); del_lfvector(id->Xnew); del_lfvector(id->V); del_lfvector(id->Vnew); del_lfvector(id->olddV); del_lfvector(id->F); del_lfvector(id->B); del_lfvector(id->dV); del_lfvector(id->z); MEM_freeN(id); } } return 1; } DO_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); } DO_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); } DO_INLINE float fbstar(float length, float L, float kb, float cb) { float tempfb_fl = kb * fb(length, L); float fbstar_fl = cb * (length - L); if (tempfb_fl < fbstar_fl) return fbstar_fl; else return tempfb_fl; } // function to calculae bending spring force (taken from Choi & Co) DO_INLINE float fbstar_jacobi(float length, float L, float kb, float cb) { float tempfb_fl = kb * fb(length, L); float fbstar_fl = cb * (length - L); if (tempfb_fl < fbstar_fl) { return cb; } else { return kb * fbderiv(length, L); } } DO_INLINE void filter(lfVector *V, fmatrix3x3 *S) { unsigned int i=0; for (i = 0; i < S[0].vcount; i++) { mul_fvector_fmatrix(V[S[i].r], V[S[i].r], S[i].m); } } 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 CLOTH_OPENMP_LIMIT) for (i = 0; i delta0) && (iterations < conjgrad_looplimit)) { iterations++; mul_bfmatrix_lfvector(s, lA, p); filter(s, S); alpha = deltaNew / dot_lfvector(p, s, numverts); add_lfvector_lfvectorS(dv, dv, p, alpha, numverts); add_lfvector_lfvectorS(r, r, s, -alpha, numverts); mul_prevfmatrix_lfvector(h, Pinv, r); filter(h, S); deltaOld = deltaNew; deltaNew = dot_lfvector(r, h, numverts); add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts); filter(p, S); } // itend(); // printf("cg_filtered_pre time: %f\n", (float)itval()); del_lfvector(h); del_lfvector(s); del_lfvector(p); del_lfvector(r); printf("iterations: %d\n", iterations); return iterations delta0*tol*tol) && (iterations < conjgrad_looplimit)) { iterations++; mul_bfmatrix_lfvector(s, lA, p); filter(s, S); alpha = deltaNew / dot_lfvector(p, s, numverts); add_lfvector_lfvectorS(dv, dv, p, alpha, numverts); add_lfvector_lfvectorS(r, r, s, -alpha, numverts); mul_prevfmatrix_lfvector(h, Pinv, r); filter(h, S); deltaOld = deltaNew; deltaNew = dot_lfvector(r, h, numverts); add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts); filter(p, S); } // itend(); // printf("cg_filtered_pre time: %f\n", (float)itval()); del_lfvector(btemp); del_lfvector(bhat); del_lfvector(h); del_lfvector(s); del_lfvector(p); del_lfvector(r); // printf("iterations: %d\n", iterations); return iterationsclothObject; ClothVertex *verts = cloth->verts; float extent[3]; float length = 0, dot = 0; float dir[3] = {0, 0, 0}; float vel[3]; float k = 0.0f; float L = s->restlen; float cb; /* = clmd->sim_parms->structural; */ /*UNUSED*/ float nullf[3] = {0, 0, 0}; float stretch_force[3] = {0, 0, 0}; float bending_force[3] = {0, 0, 0}; float damping_force[3] = {0, 0, 0}; float nulldfdx[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}}; float scaling = 0.0; int no_compress = clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS; copy_v3_v3(s->f, nullf); cp_fmatrix(s->dfdx, nulldfdx); cp_fmatrix(s->dfdv, nulldfdx); // calculate elonglation sub_v3_v3v3(extent, X[s->kl], X[s->ij]); sub_v3_v3v3(vel, V[s->kl], V[s->ij]); dot = dot_v3v3(extent, extent); length = sqrtf(dot); s->flags &= ~CLOTH_SPRING_FLAG_NEEDED; if (length > ALMOST_ZERO) { /* if (length>L) { if ((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) && ((((length-L)*100.0f/L) > clmd->sim_parms->maxspringlen))) // cut spring! { s->flags |= CSPRING_FLAG_DEACTIVATE; return; } } */ mul_fvector_S(dir, extent, 1.0f/length); } else { mul_fvector_S(dir, extent, 0.0f); } // calculate force of structural + shear springs if ((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR) || (s->type & CLOTH_SPRING_TYPE_SEWING) ) { if (length > L || no_compress) { s->flags |= CLOTH_SPRING_FLAG_NEEDED; k = clmd->sim_parms->structural; scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_struct - k); k = scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON); // TODO: verify, half verified (couldn't see error) if (s->type & CLOTH_SPRING_TYPE_SEWING) { // sewing springs usually have a large distance at first so clamp the force so we don't get tunnelling through colission objects float force = k*(length-L); if (force > clmd->sim_parms->max_sewing) { force = clmd->sim_parms->max_sewing; } mul_fvector_S(stretch_force, dir, force); } else { mul_fvector_S(stretch_force, dir, k * (length - L)); } VECADD(s->f, s->f, stretch_force); // Ascher & Boxman, p.21: Damping only during elonglation // something wrong with it... mul_fvector_S(damping_force, dir, clmd->sim_parms->Cdis * dot_v3v3(vel, dir)); VECADD(s->f, s->f, damping_force); /* VERIFIED */ dfdx_spring(s->dfdx, dir, length, L, k); /* VERIFIED */ dfdv_damp(s->dfdv, dir, clmd->sim_parms->Cdis); } } else if (s->type & CLOTH_SPRING_TYPE_GOAL) { float tvect[3]; s->flags |= CLOTH_SPRING_FLAG_NEEDED; // current_position = xold + t * (newposition - xold) sub_v3_v3v3(tvect, verts[s->ij].xconst, verts[s->ij].xold); mul_fvector_S(tvect, tvect, time); VECADD(tvect, tvect, verts[s->ij].xold); sub_v3_v3v3(extent, X[s->ij], tvect); // SEE MSG BELOW (these are UNUSED) // dot = dot_v3v3(extent, extent); // length = sqrt(dot); k = clmd->sim_parms->goalspring; scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_struct - k); k = verts [s->ij].goal * scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON); VECADDS(s->f, s->f, extent, -k); mul_fvector_S(damping_force, dir, clmd->sim_parms->goalfrict * 0.01f * dot_v3v3(vel, dir)); VECADD(s->f, s->f, damping_force); // HERE IS THE PROBLEM!!!! // dfdx_spring(s->dfdx, dir, length, 0.0, k); // dfdv_damp(s->dfdv, dir, MIN2(1.0, (clmd->sim_parms->goalfrict/100.0))); } else { /* calculate force of bending springs */ if (length < L) { s->flags |= CLOTH_SPRING_FLAG_NEEDED; k = clmd->sim_parms->bending; scaling = k + s->stiffness * fabsf(clmd->sim_parms->max_bend - k); cb = k = scaling / (20.0f * (clmd->sim_parms->avg_spring_len + FLT_EPSILON)); mul_fvector_S(bending_force, dir, fbstar(length, L, k, cb)); VECADD(s->f, s->f, bending_force); dfdx_spring_type2(s->dfdx, dir, length, L, k, cb); } } } DO_INLINE void cloth_apply_spring_force(ClothModifierData *UNUSED(clmd), ClothSpring *s, lfVector *lF, lfVector *UNUSED(X), lfVector *UNUSED(V), fmatrix3x3 *dFdV, fmatrix3x3 *dFdX) { if (s->flags & CLOTH_SPRING_FLAG_NEEDED) { if (!(s->type & CLOTH_SPRING_TYPE_BENDING)) { sub_fmatrix_fmatrix(dFdV[s->ij].m, dFdV[s->ij].m, s->dfdv); sub_fmatrix_fmatrix(dFdV[s->kl].m, dFdV[s->kl].m, s->dfdv); add_fmatrix_fmatrix(dFdV[s->matrix_index].m, dFdV[s->matrix_index].m, s->dfdv); } VECADD(lF[s->ij], lF[s->ij], s->f); if (!(s->type & CLOTH_SPRING_TYPE_GOAL)) sub_v3_v3v3(lF[s->kl], lF[s->kl], s->f); sub_fmatrix_fmatrix(dFdX[s->kl].m, dFdX[s->kl].m, s->dfdx); sub_fmatrix_fmatrix(dFdX[s->ij].m, dFdX[s->ij].m, s->dfdx); add_fmatrix_fmatrix(dFdX[s->matrix_index].m, dFdX[s->matrix_index].m, s->dfdx); } } static void CalcFloat( float *v1, float *v2, float *v3, float *n) { float n1[3], n2[3]; n1[0] = v1[0]-v2[0]; n2[0] = v2[0]-v3[0]; n1[1] = v1[1]-v2[1]; n2[1] = v2[1]-v3[1]; n1[2] = v1[2]-v2[2]; n2[2] = v2[2]-v3[2]; n[0] = n1[1]*n2[2]-n1[2]*n2[1]; n[1] = n1[2]*n2[0]-n1[0]*n2[2]; n[2] = n1[0]*n2[1]-n1[1]*n2[0]; } static void CalcFloat4( float *v1, float *v2, float *v3, float *v4, float *n) { /* real cross! */ float n1[3], n2[3]; n1[0] = v1[0]-v3[0]; n1[1] = v1[1]-v3[1]; n1[2] = v1[2]-v3[2]; n2[0] = v2[0]-v4[0]; n2[1] = v2[1]-v4[1]; n2[2] = v2[2]-v4[2]; n[0] = n1[1]*n2[2]-n1[2]*n2[1]; n[1] = n1[2]*n2[0]-n1[0]*n2[2]; n[2] = n1[0]*n2[1]-n1[1]*n2[0]; } static float calculateVertexWindForce(const float wind[3], const float vertexnormal[3]) { return dot_v3v3(wind, vertexnormal); } typedef struct HairGridVert { float velocity[3]; float density; } HairGridVert; #define HAIR_GRID_INDEX(vec, min, max, axis) (int)((vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f) /* Smoothing of hair velocities: * adapted from * Volumetric Methods for Simulation and Rendering of Hair * by Lena Petrovic, Mark Henne and John Anderson * Pixar Technical Memo #06-08, Pixar Animation Studios */ static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts) { /* TODO: This is an initial implementation and should be made much better in due time. * What should at least be implemented is a grid size parameter and a smoothing kernel * for bigger grids. */ /* 10x10x10 grid gives nice initial results */ HairGridVert grid[10][10][10]; HairGridVert colg[10][10][10]; ListBase *colliders = get_collider_cache(clmd->scene, NULL, NULL); ColliderCache *col = NULL; float gmin[3], gmax[3], density; /* 2.0f is an experimental value that seems to give good results */ float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth; float collfac = 2.0f * clmd->sim_parms->collider_friction; unsigned int v = 0; int i = 0; int j = 0; int k = 0; INIT_MINMAX(gmin, gmax); for (i = 0; i < numverts; i++) DO_MINMAX(lX[i], gmin, gmax); /* initialize grid */ for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { for (k = 0; k < 10; k++) { grid[i][j][k].velocity[0] = 0.0f; grid[i][j][k].velocity[1] = 0.0f; grid[i][j][k].velocity[2] = 0.0f; grid[i][j][k].density = 0.0f; colg[i][j][k].velocity[0] = 0.0f; colg[i][j][k].velocity[1] = 0.0f; colg[i][j][k].velocity[2] = 0.0f; colg[i][j][k].density = 0.0f; } } } /* gather velocities & density */ if (smoothfac > 0.0f) for (v = 0; v < numverts; v++) { i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0); j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1); k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2); if (i < 0 || j < 0 || k < 0 || i >= 10 || j >= 10 || k >= 10) continue; grid[i][j][k].velocity[0] += lV[v][0]; grid[i][j][k].velocity[1] += lV[v][1]; grid[i][j][k].velocity[2] += lV[v][2]; grid[i][j][k].density += 1.0f; } /* gather colliders */ 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]; for (v=0; vcollmd->numverts; v++, loc0++, loc1++) { i = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 0); if (i>=0 && i<10) { j = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 1); if (j>=0 && j<10) { k = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 2); if (k>=0 && k<10) { sub_v3_v3v3(vel, loc1->co, loc0->co); colg[i][j][k].velocity[0] += vel[0]; colg[i][j][k].velocity[1] += vel[1]; colg[i][j][k].velocity[2] += vel[2]; colg[i][j][k].density += 1.0f; } } } } } /* divide velocity with density */ for (i = 0; i < 10; i++) { for (j = 0; j < 10; j++) { for (k = 0; k < 10; k++) { density = grid[i][j][k].density; if (density > 0.0f) { grid[i][j][k].velocity[0] /= density; grid[i][j][k].velocity[1] /= density; grid[i][j][k].velocity[2] /= density; } density = colg[i][j][k].density; if (density > 0.0f) { colg[i][j][k].velocity[0] /= density; colg[i][j][k].velocity[1] /= density; colg[i][j][k].velocity[2] /= density; } } } } /* calculate forces */ for (v = 0; v < numverts; v++) { i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0); j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1); k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2); if (i < 0 || j < 0 || k < 0 || i >= 10 || j >= 10 || k >= 10) continue; lF[v][0] += smoothfac * (grid[i][j][k].velocity[0] - lV[v][0]); lF[v][1] += smoothfac * (grid[i][j][k].velocity[1] - lV[v][1]); lF[v][2] += smoothfac * (grid[i][j][k].velocity[2] - lV[v][2]); if (colg[i][j][k].density > 0.0f) { lF[v][0] += collfac * (colg[i][j][k].velocity[0] - lV[v][0]); lF[v][1] += collfac * (colg[i][j][k].velocity[1] - lV[v][1]); lF[v][2] += collfac * (colg[i][j][k].velocity[2] - lV[v][2]); } } free_collider_cache(&colliders); } static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M) { /* Collect forces and derivatives: F, dFdX, dFdV */ Cloth *cloth = clmd->clothObject; unsigned int i = 0; float spring_air = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */ float gravity[3] = {0.0f, 0.0f, 0.0f}; float tm2[3][3] = {{0}}; MFace *mfaces = cloth->mfaces; unsigned int numverts = cloth->numverts; LinkNode *search; lfVector *winvec; EffectedPoint epoint; tm2[0][0] = tm2[1][1] = tm2[2][2] = -spring_air; /* global acceleration (gravitation) */ if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) { copy_v3_v3(gravity, clmd->scene->physics_settings.gravity); mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */ } /* set dFdX jacobi matrix to zero */ init_bfmatrix(dFdX, ZERO); /* set dFdX jacobi matrix diagonal entries to -spring_air */ initdiag_bfmatrix(dFdV, tm2); init_lfvector(lF, gravity, numverts); if (clmd->sim_parms->velocity_smooth > 0.0f || clmd->sim_parms->collider_friction > 0.0f) hair_velocity_smoothing(clmd, lF, lX, lV, numverts); /* multiply lF with mass matrix * force = mass * acceleration (in this case: gravity) */ for (i = 0; i < numverts; i++) { float temp[3]; copy_v3_v3(temp, lF[i]); mul_fmatrix_fvector(lF[i], M[i].m, temp); } submul_lfvectorS(lF, lV, spring_air, numverts); /* handle external forces like wind */ if (effectors) { // 0 = force, 1 = normalized force winvec = create_lfvector(cloth->numverts); if (!winvec) printf("winvec: out of memory in implicit.c\n"); // precalculate wind forces for (i = 0; i < cloth->numverts; i++) { pd_point_from_loc(clmd->scene, (float*)lX[i], (float*)lV[i], i, &epoint); pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL); } for (i = 0; i < cloth->numfaces; i++) { float trinormal[3] = {0, 0, 0}; // normalized triangle normal float triunnormal[3] = {0, 0, 0}; // not-normalized-triangle normal float tmp[3] = {0, 0, 0}; float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0; factor *= 0.02f; // calculate face normal if (mfaces[i].v4) CalcFloat4(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], lX[mfaces[i].v4], triunnormal); else CalcFloat(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], triunnormal); normalize_v3_v3(trinormal, triunnormal); // add wind from v1 copy_v3_v3(tmp, trinormal); mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal)); VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor); // add wind from v2 copy_v3_v3(tmp, trinormal); mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal)); VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor); // add wind from v3 copy_v3_v3(tmp, trinormal); mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal)); VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor); // add wind from v4 if (mfaces[i].v4) { copy_v3_v3(tmp, trinormal); mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal)); VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor); } } /* Hair has only edges */ if (cloth->numfaces == 0) { ClothSpring *spring; float edgevec[3] = {0, 0, 0}; //edge vector float edgeunnormal[3] = {0, 0, 0}; // not-normalized-edge normal float tmp[3] = {0, 0, 0}; float factor = 0.01; search = cloth->springs; while (search) { spring = search->link; if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) { sub_v3_v3v3(edgevec, (float*)lX[spring->ij], (float*)lX[spring->kl]); project_v3_v3v3(tmp, winvec[spring->ij], edgevec); sub_v3_v3v3(edgeunnormal, winvec[spring->ij], tmp); /* hair doesn't stretch too much so we can use restlen pretty safely */ VECADDS(lF[spring->ij], lF[spring->ij], edgeunnormal, spring->restlen * factor); project_v3_v3v3(tmp, winvec[spring->kl], edgevec); sub_v3_v3v3(edgeunnormal, winvec[spring->kl], tmp); VECADDS(lF[spring->kl], lF[spring->kl], edgeunnormal, spring->restlen * factor); } search = search->next; } } del_lfvector(winvec); } // calculate spring forces search = cloth->springs; while (search) { // only handle active springs ClothSpring *spring = search->link; if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE)) cloth_calc_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX, time); search = search->next; } // apply spring forces search = cloth->springs; while (search) { // only handle active springs ClothSpring *spring = search->link; if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE)) cloth_apply_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX); search = search->next; } // printf("\n"); } static void simulate_implicit_euler(lfVector *Vnew, lfVector *UNUSED(lX), lfVector *lV, lfVector *lF, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, float dt, fmatrix3x3 *A, lfVector *B, lfVector *dV, fmatrix3x3 *S, lfVector *z, lfVector *olddV, fmatrix3x3 *UNUSED(P), fmatrix3x3 *UNUSED(Pinv), fmatrix3x3 *M, fmatrix3x3 *UNUSED(bigI)) { unsigned int numverts = dFdV[0].vcount; lfVector *dFdXmV = create_lfvector(numverts); zero_lfvector(dV, numverts); cp_bfmatrix(A, M); subadd_bfmatrixS_bfmatrixS(A, dFdV, dt, dFdX, (dt*dt)); mul_bfmatrix_lfvector(dFdXmV, dFdX, lV); add_lfvectorS_lfvectorS(B, lF, dt, dFdXmV, (dt*dt), numverts); // itstart(); cg_filtered(dV, A, B, z, S); /* conjugate gradient algorithm to solve Ax=b */ // cg_filtered_pre(dV, A, B, z, S, P, Pinv, bigI); // itend(); // printf("cg_filtered calc time: %f\n", (float)itval()); cp_lfvector(olddV, dV, numverts); // advance velocities add_lfvector_lfvector(Vnew, lV, dV, numverts); del_lfvector(dFdXmV); } /* computes where the cloth would be if it were subject to perfectly stiff edges * (edge distance constraints) in a lagrangian solver. then add forces to help * guide the implicit solver to that state. this function is called after * collisions*/ static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothModifierData *clmd, float (*initial_cos)[3], float UNUSED(step), float dt) { Cloth *cloth= clmd->clothObject; float (*cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces"); float *masses = MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces"); LinkNode *node; ClothSpring *spring; ClothVertex *cv; int i, steps; cv = cloth->verts; for (i=0; inumverts; 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; isprings; node; node=node->next) { /* ClothVertex *cv1, *cv2; */ /* UNUSED */ int v1, v2; float len, c, l, vec[3]; spring = node->link; if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR) continue; v1 = spring->ij; v2 = spring->kl; /* cv1 = cloth->verts + v1; */ /* UNUSED */ /* cv2 = cloth->verts + v2; */ /* UNUSED */ len = len_v3v3(cos[v1], cos[v2]); sub_v3_v3v3(vec, cos[v1], cos[v2]); normalize_v3(vec); c = (len - spring->restlen); if (c == 0.0f) continue; l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2])); mul_v3_fl(vec, -(1.0f / masses[v1]) * l); add_v3_v3(cos[v1], vec); sub_v3_v3v3(vec, cos[v2], cos[v1]); normalize_v3(vec); mul_v3_fl(vec, -(1.0f / masses[v2]) * l); add_v3_v3(cos[v2], vec); } } cv = cloth->verts; for (i=0; inumverts; i++, cv++) { float vec[3]; /*compute forces*/ sub_v3_v3v3(vec, cos[i], cv->tx); mul_v3_fl(vec, cv->mass*dt*20.0f); add_v3_v3(cv->tv, vec); //copy_v3_v3(cv->tx, cos[i]); } MEM_freeN(cos); MEM_freeN(masses); return 1; } int implicit_solver(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors) { unsigned int i=0; float step=0.0f, tf=clmd->sim_parms->timescale; Cloth *cloth = clmd->clothObject; ClothVertex *verts = cloth->verts, *cv; unsigned int numverts = cloth->numverts; float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame; float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale; float (*initial_cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "initial_cos implicit.c"); Implicit_Data *id = cloth->implicit; int do_extra_solve; if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */ /* Update vertex constraints for pinned vertices */ update_matrixS(verts, cloth->numverts, id->S); for (i = 0; i < numverts; i++) { // update velocities with constrained velocities from pinned verts if (verts [i].flags & CLOTH_VERT_FLAG_PINNED) { sub_v3_v3v3(id->V[i], verts[i].xconst, verts[i].xold); // mul_v3_fl(id->V[i], clmd->sim_parms->stepsPerFrame); } } } while (step < tf) { // damping velocity for artistic reasons mul_lfvectorS(id->V, id->V, clmd->sim_parms->vel_damping, numverts); // calculate forces cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step, id->M); // calculate new velocity simulate_implicit_euler(id->Vnew, id->X, id->V, id->F, id->dFdV, id->dFdX, dt, id->A, id->B, id->dV, id->S, id->z, id->olddV, id->P, id->Pinv, id->M, id->bigI); // advance positions add_lfvector_lfvectorS(id->Xnew, id->X, id->Vnew, dt, numverts); /* move pinned verts to correct position */ for (i = 0; i < numverts; i++) { if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) { float tvect[3] = {0.0f, 0.0f, 0.0f}; sub_v3_v3v3(tvect, verts[i].xconst, verts[i].xold); mul_fvector_S(tvect, tvect, step+dt); VECADD(tvect, tvect, verts[i].xold); copy_v3_v3(id->Xnew[i], tvect); } } copy_v3_v3(verts[i].txold, id->X[i]); } if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED && clmd->clothObject->bvhtree) { // collisions // itstart(); // update verts to current positions for (i = 0; i < numverts; i++) { copy_v3_v3(verts[i].tx, id->Xnew[i]); sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold); copy_v3_v3(verts[i].v, verts[i].tv); } for (i=0, cv=cloth->verts; inumverts; i++, cv++) { copy_v3_v3(initial_cos[i], cv->tx); } // call collision function // TODO: check if "step" or "step+dt" is correct - dg do_extra_solve = cloth_bvh_objcollision(ob, clmd, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale); // copy corrected positions back to simulation for (i = 0; i < numverts; i++) { // correct velocity again, just to be sure we had to change it due to adaptive collisions sub_v3_v3v3(verts[i].tv, verts[i].tx, id->X[i]); } //if (do_extra_solve) // cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale); if (do_extra_solve) { for (i = 0; i < numverts; i++) { if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) continue; copy_v3_v3(id->Xnew[i], verts[i].tx); copy_v3_v3(id->Vnew[i], verts[i].tv); mul_v3_fl(id->Vnew[i], spf); } } // X = Xnew; cp_lfvector(id->X, id->Xnew, numverts); // if there were collisions, advance the velocity from v_n+1/2 to v_n+1 if (do_extra_solve) { // V = Vnew; cp_lfvector(id->V, id->Vnew, numverts); // calculate cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step+dt, id->M); simulate_implicit_euler(id->Vnew, id->X, id->V, id->F, id->dFdV, id->dFdX, dt / 2.0f, id->A, id->B, id->dV, id->S, id->z, id->olddV, id->P, id->Pinv, id->M, id->bigI); } } else { // X = Xnew; cp_lfvector(id->X, id->Xnew, numverts); } // itend(); // printf("collision time: %f\n", (float)itval()); // V = Vnew; cp_lfvector(id->V, id->Vnew, numverts); step += dt; } for (i = 0; i < numverts; i++) { if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) { copy_v3_v3(verts[i].txold, verts[i].xconst); // TODO: test --> should be .x copy_v3_v3(verts[i].x, verts[i].xconst); copy_v3_v3(verts[i].v, id->V[i]); } else { copy_v3_v3(verts[i].txold, id->X[i]); copy_v3_v3(verts[i].x, id->X[i]); copy_v3_v3(verts[i].v, id->V[i]); } } MEM_freeN(initial_cos); return 1; } void implicit_set_positions(ClothModifierData *clmd) { Cloth *cloth = clmd->clothObject; ClothVertex *verts = cloth->verts; unsigned int numverts = cloth->numverts, i; Implicit_Data *id = cloth->implicit; for (i = 0; i < numverts; i++) { copy_v3_v3(id->X[i], verts[i].x); copy_v3_v3(id->V[i], verts[i].v); } if (G.debug_value > 0) printf("implicit_set_positions\n"); }