/* * ***** 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): Lukas Toenne * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/physics/intern/BPH_mass_spring.cpp * \ingroup bph */ extern "C" { #include "MEM_guardedalloc.h" #include "DNA_cloth_types.h" #include "DNA_scene_types.h" #include "DNA_object_force.h" #include "DNA_object_types.h" #include "DNA_meshdata_types.h" #include "DNA_modifier_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 "BPH_mass_spring.h" #include "implicit.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_ANG: /* angular bending combines 3 vertices */ nondiag += 3; break; default: /* all other springs depend on 2 vertices only */ nondiag += 1; break; } } return nondiag; } 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->numverts, nondiag); for (i = 0; i < cloth->numverts; i++) { BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass); } for (i = 0; i < cloth->numverts; 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 numverts = cloth->numverts, i; ClothHairData *cloth_hairdata = clmd->hairdata; Implicit_Data *id = cloth->implicit; for (i = 0; i < numverts; 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); } } static bool collision_response(ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, float dt, float restitution, float r_impulse[3]) { Cloth *cloth = clmd->clothObject; int index = collpair->ap1; bool result = false; float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3]; float epsilon2 = BLI_bvhtree_getepsilon(collmd->bvhtree); float margin_distance = collpair->distance - epsilon2; float mag_v_rel; zero_v3(r_impulse); if (margin_distance > 0.0f) return false; /* XXX tested before already? */ /* only handle static collisions here */ if ( collpair->flag & COLLISION_IN_FUTURE ) return false; /* velocity */ copy_v3_v3(v1, cloth->verts[index].v); collision_get_collider_velocity(v2_old, v2_new, collmd, collpair); /* relative velocity = velocity of the cloth point relative to the collider */ sub_v3_v3v3(v_rel_old, v1, v2_old); sub_v3_v3v3(v_rel_new, v1, v2_new); /* normal component of the relative velocity */ mag_v_rel = dot_v3v3(v_rel_old, collpair->normal); /* only valid when moving toward the collider */ if (mag_v_rel < -ALMOST_ZERO) { float v_nor_old, v_nor_new; float v_tan_old[3], v_tan_new[3]; float bounce, repulse; /* Collision response based on * "Simulating Complex Hair with Robust Collision Handling" (Choe, Choi, Ko, ACM SIGGRAPH 2005) * http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf */ v_nor_old = mag_v_rel; v_nor_new = dot_v3v3(v_rel_new, collpair->normal); madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, -v_nor_old); madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, -v_nor_new); bounce = -v_nor_old * restitution; repulse = -margin_distance / dt; /* base repulsion velocity in normal direction */ /* XXX this clamping factor is quite arbitrary ... * not sure if there is a more scientific approach, but seems to give good results */ CLAMP(repulse, 0.0f, 4.0f * bounce); if (margin_distance < -epsilon2) { mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce) - v_nor_new); } else { bounce = 0.0f; mul_v3_v3fl(r_impulse, collpair->normal, repulse - v_nor_new); } result = true; } return result; } /* 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, ColliderContacts *contacts, int totcolliders, float dt) { Cloth *cloth = clmd->clothObject; Implicit_Data *data = cloth->implicit; ClothVertex *verts = cloth->verts; int numverts = cloth->numverts; int i, j, v; const float ZERO[3] = {0.0f, 0.0f, 0.0f}; BPH_mass_spring_clear_constraints(data); for (v = 0; v < numverts; v++) { 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; } for (i = 0; i < totcolliders; ++i) { ColliderContacts *ct = &contacts[i]; for (j = 0; j < ct->totcollisions; ++j) { CollPair *collpair = &ct->collisions[j]; // float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp); float restitution = 0.0f; int v = collpair->face1; float impulse[3]; /* pinned verts handled separately */ if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) continue; /* XXX cheap way of avoiding instability from multiple collisions in the same step * this should eventually be supported ... */ if (verts[v].impulse_count > 0) continue; /* calculate collision response */ if (!collision_response(clmd, ct->collmd, collpair, dt, restitution, impulse)) continue; BPH_mass_spring_add_constraint_ndof2(data, v, collpair->normal, impulse); ++verts[v].impulse_count; } } } /* 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->numverts, "cos cloth_calc_helper_forces"); float *masses = (float *)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 = (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; 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; } BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, float time) { Cloth *cloth = clmd->clothObject; ClothSimSettings *parms = clmd->sim_parms; Implicit_Data *data = cloth->implicit; ClothVertex *verts = cloth->verts; bool no_compress = parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS; zero_v3(s->f); zero_m3(s->dfdx); zero_m3(s->dfdv); s->flags &= ~CLOTH_SPRING_FLAG_NEEDED; // 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) ) { #ifdef CLOTH_FORCE_SPRING_STRUCTURAL float k, scaling; s->flags |= CLOTH_SPRING_FLAG_NEEDED; scaling = parms->structural + s->stiffness * fabsf(parms->max_struct - parms->structural); k = scaling / (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 tunnelling through colission objects BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->Cdis, no_compress, parms->max_sewing, s->f, s->dfdx, s->dfdv); } else { BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->restlen, k, parms->Cdis, no_compress, 0.0f, s->f, s->dfdx, s->dfdv); } #endif } else if (s->type & CLOTH_SPRING_TYPE_GOAL) { #ifdef CLOTH_FORCE_SPRING_GOAL float goal_x[3], goal_v[3]; float k, scaling; s->flags |= CLOTH_SPRING_FLAG_NEEDED; // current_position = xold + t * (newposition - xold) interp_v3_v3v3(goal_x, verts[s->ij].xold, verts[s->ij].xconst, time); sub_v3_v3v3(goal_v, verts[s->ij].xconst, verts[s->ij].xold); // distance covered over dt==1 scaling = parms->goalspring + s->stiffness * fabsf(parms->max_struct - parms->goalspring); k = verts[s->ij].goal * scaling / (parms->avg_spring_len + FLT_EPSILON); BPH_mass_spring_force_spring_goal(data, s->ij, goal_x, goal_v, k, parms->goalfrict * 0.01f, s->f, s->dfdx, s->dfdv); #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->stiffness * fabsf(parms->max_bend - parms->bending); kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON)); scaling = parms->bending_damping; cb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON)); BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb, s->f, s->dfdx, s->dfdv); #endif } else if (s->type & CLOTH_SPRING_TYPE_BENDING_ANG) { #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->stiffness * parms->bending; kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON)); scaling = parms->bending_damping; cb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON)); /* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */ BPH_mass_spring_force_spring_bending_angular(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 numverts = cloth->numverts; int i; INIT_MINMAX(gmin, gmax); for (i = 0; i < numverts; i++) { float x[3]; BPH_mass_spring_get_motion_state(data, i, x, NULL); DO_MINMAX(x, gmin, gmax); } } static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time) { /* Collect forces and derivatives: F, dFdX, dFdV */ Cloth *cloth = clmd->clothObject; 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}; MFace *mfaces = cloth->mfaces; unsigned int numverts = cloth->numverts; ClothVertex *vert; #ifdef CLOTH_FORCE_GRAVITY /* global acceleration (gravitation) */ if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) { /* scale gravity force */ mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); } vert = cloth->verts; for (i = 0; i < cloth->numverts; i++, vert++) { BPH_mass_spring_force_gravity(data, i, vert->mass, gravity); } #endif /* cloth_calc_volume_force(clmd); */ #ifdef CLOTH_FORCE_DRAG BPH_mass_spring_force_drag(data, drag); #endif /* handle external forces like wind */ if (effectors) { /* cache per-vertex forces to avoid redundant calculation */ float (*winvec)[3] = (float (*)[3])MEM_callocN(sizeof(float) * 3 * numverts, "effector forces"); for (i = 0; i < cloth->numverts; i++) { float x[3], v[3]; EffectedPoint epoint; BPH_mass_spring_get_motion_state(data, i, x, v); pd_point_from_loc(clmd->scene, x, v, i, &epoint); pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL); } for (i = 0; i < cloth->numfaces; i++) { MFace *mf = &mfaces[i]; BPH_mass_spring_force_face_wind(data, mf->v1, mf->v2, mf->v3, mf->v4, winvec); } /* Hair has only edges */ if (cloth->numfaces == 0) { #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->numverts; 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, time); } } /* 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 continous 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 numverts = cloth->numverts; ClothVertex *vert; int i; for (i = 0, vert = cloth->verts; i < numverts; 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 numverts = cloth->numverts; 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 < numverts; 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 numverts = cloth->numverts; 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 < numverts; 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 < numverts; 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 /* old collision stuff for cloth, use for continuity * until a good replacement is ready */ static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, ListBase *effectors, float frame, float step, float dt) { Cloth *cloth = clmd->clothObject; Implicit_Data *id = cloth->implicit; ClothVertex *verts = cloth->verts; int numverts = cloth->numverts; const float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;; bool do_extra_solve; int i; if (!(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED)) return; if (!clmd->clothObject->bvhtree) return; // update verts to current positions for (i = 0; i < numverts; i++) { BPH_mass_spring_get_new_position(id, i, verts[i].tx); sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold); copy_v3_v3(verts[i].v, verts[i].tv); } #if 0 /* unused */ for (i=0, cv=cloth->verts; inumverts; i++, cv++) { copy_v3_v3(initial_cos[i], cv->tx); } #endif // 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++) { float curx[3]; BPH_mass_spring_get_position(id, i, curx); // correct velocity again, just to be sure we had to change it due to adaptive collisions sub_v3_v3v3(verts[i].tv, verts[i].tx, curx); } if (do_extra_solve) { // cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale); for (i = 0; i < numverts; i++) { float newv[3]; if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) continue; BPH_mass_spring_set_new_position(id, i, verts[i].tx); mul_v3_v3fl(newv, verts[i].tv, spf); BPH_mass_spring_set_new_velocity(id, i, newv); } } // X = Xnew; BPH_mass_spring_apply_result(id); if (do_extra_solve) { ImplicitSolverResult result; /* initialize forces to zero */ BPH_mass_spring_clear_forces(id); // calculate forces cloth_calc_force(clmd, frame, effectors, step); // calculate new velocity and position BPH_mass_spring_solve_velocities(id, dt, &result); // cloth_record_result(clmd, &result, clmd->sim_parms->stepsPerFrame); /* note: positions are advanced only once in the main solver step! */ BPH_mass_spring_apply_result(id); } } 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, int steps) { 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 / (float)steps; } 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 / (float)steps; } 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 / (float)steps; } sres->min_iterations = sres->max_iterations = result->iterations; sres->avg_iterations += (float)result->iterations / (float)steps; } sres->status |= result->status; } int BPH_cloth_solve(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 */ 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 numverts = cloth->numverts; float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame; Implicit_Data *id = cloth->implicit; ColliderContacts *contacts = NULL; int totcolliders = 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->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */ for (i = 0; i < numverts; 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); BPH_mass_spring_set_velocity(id, i, v); } } } while (step < tf) { ImplicitSolverResult result; /* copy velocities for collision */ for (i = 0; i < numverts; i++) { BPH_mass_spring_get_motion_state(id, i, NULL, verts[i].tv); copy_v3_v3(verts[i].v, verts[i].tv); } if (is_hair) { /* determine contact points */ if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) { cloth_find_point_contacts(ob, clmd, 0.0f, tf, &contacts, &totcolliders); } /* setup vertex constraints for pinned vertices and contacts */ cloth_setup_constraints(clmd, contacts, totcolliders, dt); } else { /* setup vertex constraints for pinned vertices */ cloth_setup_constraints(clmd, NULL, 0, dt); } /* initialize forces to zero */ BPH_mass_spring_clear_forces(id); // damping velocity for artistic reasons // this is a bad way to do it, should be removed imo - lukas_t if (clmd->sim_parms->vel_damping != 1.0f) { for (i = 0; i < numverts; i++) { float v[3]; BPH_mass_spring_get_motion_state(id, i, NULL, v); mul_v3_fl(v, clmd->sim_parms->vel_damping); BPH_mass_spring_set_velocity(id, i, v); } } // calculate forces cloth_calc_force(clmd, frame, effectors, step); // calculate new velocity and position BPH_mass_spring_solve_velocities(id, dt, &result); cloth_record_result(clmd, &result, clmd->sim_parms->stepsPerFrame); if (is_hair) { cloth_continuum_step(clmd, dt); } BPH_mass_spring_solve_positions(id, dt); if (!is_hair) { cloth_collision_solve_extra(ob, clmd, effectors, frame, step, dt); } BPH_mass_spring_apply_result(id); /* 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 x[3]; interp_v3_v3v3(x, verts[i].xold, verts[i].xconst, step + dt); BPH_mass_spring_set_position(id, i, x); } } BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL); } /* free contact points */ if (contacts) { cloth_free_contacts(contacts, totcolliders); } step += dt; } /* copy results back to cloth data */ for (i = 0; i < numverts; 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; } bool BPH_cloth_solver_get_texture_data(Object *UNUSED(ob), ClothModifierData *clmd, VoxelData *vd) { Cloth *cloth = clmd->clothObject; HairGrid *grid; float gmin[3], gmax[3]; if (!clmd->clothObject || !clmd->clothObject->implicit) return false; hair_get_boundbox(clmd, gmin, gmax); grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_cell_size, gmin, gmax); cloth_continuum_fill_grid(grid, cloth); BPH_hair_volume_get_texture_data(grid, vd); BPH_hair_volume_free_vertex_grid(grid); return true; }