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/*
* ***** 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) 2006 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Daniel (Genscher)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file DNA_cloth_types.h
* \ingroup DNA
*/
#ifndef __DNA_CLOTH_TYPES_H__
#define __DNA_CLOTH_TYPES_H__
/**
* This struct contains all the global data required to run a simulation.
* At the time of this writing, this structure contains data appropriate
* to run a simulation as described in Deformation Constraints in a
* Mass-Spring Model to Describe Rigid Cloth Behavior by Xavier Provot.
*
* I've tried to keep similar, if not exact names for the variables as
* are presented in the paper. Where I've changed the concept slightly,
* as in stepsPerFrame comapred to the time step in the paper, I've used
* variables with different names to minimize confusion.
*/
typedef struct ClothSimSettings {
struct LinkNode *cache; /* UNUSED atm */
float mingoal; /* see SB */
float Cdis; /* Mechanical damping of springs. */
float Cvi; /* Viscous/fluid damping. */
float gravity[3]; /* Gravity/external force vector. */
float dt; /* This is the duration of our time step, computed. */
float mass; /* The mass of the entire cloth. */
float structural; /* Structural spring stiffness. */
float shear; /* Shear spring stiffness. */
float bending; /* Flexion spring stiffness. */
float max_bend; /* max bending scaling value, min is "bending" */
float max_struct; /* max structural scaling value, min is "structural" */
float max_shear; /* max shear scaling value, UNUSED */
float avg_spring_len; /* used for normalized springs */
float timescale; /* parameter how fast cloth runs */
float maxgoal; /* see SB */
float eff_force_scale;/* Scaling of effector forces (see softbody_calc_forces).*/
float eff_wind_scale; /* Scaling of effector wind (see softbody_calc_forces). */
float sim_time_old;
float defgoal;
float goalspring;
float goalfrict;
float velocity_smooth; /* smoothing of velocities for hair */
float collider_friction; /* friction with colliders */
float vel_damping; /* damp the velocity to speed up getting to the resting position */
int stepsPerFrame; /* Number of time steps per frame. */
int flags; /* flags, see CSIMSETT_FLAGS enum above. */
int preroll; /* How many frames of simulation to do before we start. */
int maxspringlen; /* in percent!; if tearing enabled, a spring will get cut */
short solver_type; /* which solver should be used? txold */
short vgroup_bend; /* vertex group for scaling bending stiffness */
short vgroup_mass; /* optional vertexgroup name for assigning weight.*/
short vgroup_struct; /* vertex group for scaling structural stiffness */
short shapekey_rest; /* vertex group for scaling structural stiffness */
short presets; /* used for presets on GUI */
short reset;
short pad;
struct EffectorWeights *effector_weights;
} ClothSimSettings;
typedef struct ClothCollSettings {
struct LinkNode *collision_list; /* e.g. pointer to temp memory for collisions */
float epsilon; /* min distance for collisions. */
float self_friction; /* Fiction/damping with self contact. */
float friction; /* Friction/damping applied on contact with other object.*/
float selfepsilon; /* for selfcollision */
float repel_force, distance_repel;
int flags; /* collision flags defined in BKE_cloth.h */
short self_loop_count; /* How many iterations for the selfcollision loop */
short loop_count; /* How many iterations for the collision loop. */
struct Group *group; /* Only use colliders from this group of objects */
short vgroup_selfcol; /* vgroup to paint which vertices are used for self collisions */
short pad;
int pad2;
} ClothCollSettings;
#endif
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