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blender-archive/source/blender/blenkernel/intern/softbody.c

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/* softbody.c
*
2005-08-03 21:38:02 +00:00
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK *****
*/
/*
******
variables on the UI for now
float mediafrict; friction to env
float nodemass; softbody mass of *vertex*
float grav; softbody amount of gravitaion to apply
float goalspring; softbody goal springs
float goalfrict; softbody goal springs friction
float mingoal; quick limits for goal
float maxgoal;
float inspring; softbody inner springs
float infrict; softbody inner springs friction
*****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
/* types */
#include "DNA_curve_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h" /* here is the softbody struct */
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_lattice_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_object.h"
#include "BKE_softbody.h"
#include "BKE_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BIF_editdeform.h"
/* ********** soft body engine ******* */
typedef struct BodyPoint {
float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
float weight, goal;
float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
int nofsprings; int *springs;
float contactfrict;
} BodyPoint;
typedef struct BodySpring {
int v1, v2;
float len, strength;
} BodySpring;
#define SOFTGOALSNAP 0.999f
// if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
// removes *unnecessary* stiffnes from ODE system
#define HEUNWARNLIMIT 1 // 50 would be fine i think for detecting severe *stiff* stuff
float SoftHeunTol = 1.0f; // humm .. this should be calculated from sb parameters and sizes
/* local prototypes */
static void free_softbody_intern(SoftBody *sb);
/*+++ frame based timing +++*/
//physical unit of force is [kg * m / sec^2]
static float sb_grav_force_scale(Object *ob)
// since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
// put it to a function here, so we can add user options later without touching simulation code
{
return (0.001f);
}
static float sb_fric_force_scale(Object *ob)
// rescaling unit of drag [1 / sec] to somehow reasonable
// put it to a function here, so we can add user options later without touching simulation code
{
return (0.01f);
}
static float sb_time_scale(Object *ob)
// defining the frames to *real* time relation
{
SoftBody *sb= ob->soft; // is supposed to be there
if (sb){
return(sb->physics_speed); //hrms .. this could be IPO as well :)
// estimated range [0.001 sluggish slug - 100.0 very fast (i hope ODE solver can handle that)]
// 1 approx = a unit 1 pendulum at g = 9.8 [earth conditions] has period 65 frames
// theory would give a 50 frames period .. so there must be something inaccurate .. looking for that (BM)
}
return (1.0f);
/*
this would be frames/sec independant timing assuming 25 fps is default
but does not work very well with NLA
return (25.0f/G.scene->r.frs_sec)
*/
}
/*--- frame based timing ---*/
static int count_mesh_quads(Mesh *me)
{
int a,result = 0;
MFace *mface= me->mface;
if(mface) {
for(a=me->totface; a>0; a--, mface++) {
if(mface->v4) result++;
}
}
return result;
}
static void add_mesh_quad_diag_springs(Object *ob)
{
Mesh *me= ob->data;
MFace *mface= me->mface;
BodyPoint *bp;
BodySpring *bs, *bs_new;
int a ;
if (ob->soft){
int nofquads;
nofquads = count_mesh_quads(me);
if (nofquads) {
/* resize spring-array to hold additional quad springs */
bs_new= MEM_callocN( (ob->soft->totspring + nofquads *2 )*sizeof(BodySpring), "bodyspring");
memcpy(bs_new,ob->soft->bspring,(ob->soft->totspring )*sizeof(BodySpring));
if(ob->soft->bspring)
MEM_freeN(ob->soft->bspring); /* do this before reassigning the pointer or have a 1st class memory leak */
ob->soft->bspring = bs_new;
/* fill the tail */
a = 0;
bs = bs_new+ob->soft->totspring;
bp= ob->soft->bpoint;
if(mface ) {
for(a=me->totface; a>0; a--, mface++) {
if(mface->v4) {
bs->v1= mface->v1;
bs->v2= mface->v3;
bs->strength= 1.0;
bs++;
bs->v1= mface->v2;
bs->v2= mface->v4;
bs->strength= 1.0;
bs++;
}
}
}
/* now we can announce new springs */
ob->soft->totspring += nofquads *2;
}
}
}
static void add_bp_springlist(BodyPoint *bp,int springID)
{
int *newlist;
if (bp->springs == NULL) {
bp->springs = MEM_callocN( sizeof(int), "bpsprings");
bp->springs[0] = springID;
bp->nofsprings = 1;
}
else {
bp->nofsprings++;
newlist = MEM_callocN(bp->nofsprings * sizeof(int), "bpsprings");
memcpy(newlist,bp->springs,(bp->nofsprings-1)* sizeof(int));
MEM_freeN(bp->springs);
bp->springs = newlist;
bp->springs[bp->nofsprings-1] = springID;
}
}
/* do this once when sb is build
it is O(N^2) so scanning for springs every iteration is too expensive
*/
static void build_bps_springlist(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
BodySpring *bs;
int a,b;
if (sb==NULL) return; // paranoya check
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* scan for attached inner springs */
for(b=sb->totspring, bs= sb->bspring; b>0; b--, bs++) {
if (( (sb->totpoint-a) == bs->v1) ){
add_bp_springlist(bp,sb->totspring -b);
}
if (( (sb->totpoint-a) == bs->v2) ){
add_bp_springlist(bp,sb->totspring -b);
}
}//for springs
// if (bp->nofsprings) printf(" node %d has %d spring links\n",a,bp->nofsprings);
}//for bp
}
/* creates new softbody if didn't exist yet, makes new points and springs arrays */
static void renew_softbody(Object *ob, int totpoint, int totspring,int *rcs)
{
SoftBody *sb;
int i;
if(ob->soft==NULL) ob->soft= sbNew();
else free_softbody_intern(ob->soft);
sb= ob->soft;
*rcs=1; /* we don't do spring calulations here */
if(totpoint) {
sb->totpoint= totpoint;
sb->totspring= totspring;
sb->bpoint= MEM_mallocN( totpoint*sizeof(BodyPoint), "bodypoint");
if(totspring)
sb->bspring= MEM_mallocN( totspring*sizeof(BodySpring), "bodyspring");
/* initialise BodyPoint array */
for (i=0; i<totpoint; i++) {
BodyPoint *bp = &sb->bpoint[i];
bp->weight= 1.0;
if(ob->softflag & OB_SB_GOAL) {
bp->goal= ob->soft->defgoal;
}
else {
bp->goal= 0.0f;
/* so this will definily be below SOFTGOALSNAP */
}
bp->nofsprings= 0;
bp->springs= NULL;
bp->contactfrict = 0.0f;
}
}
}
static void free_softbody_baked(SoftBody *sb)
{
SBVertex *key;
int k;
for(k=0; k<sb->totkey; k++) {
key= *(sb->keys + k);
if(key) MEM_freeN(key);
}
if(sb->keys) MEM_freeN(sb->keys);
sb->keys= NULL;
sb->totkey= 0;
}
/* only frees internal data */
static void free_softbody_intern(SoftBody *sb)
{
if(sb) {
int a;
BodyPoint *bp;
if(sb->bpoint){
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* free spring list */
if (bp->springs != NULL) {
MEM_freeN(bp->springs);
}
}
MEM_freeN(sb->bpoint);
}
if(sb->bspring) MEM_freeN(sb->bspring);
sb->totpoint= sb->totspring= 0;
sb->bpoint= NULL;
sb->bspring= NULL;
free_softbody_baked(sb);
}
}
/* ************ dynamics ********** */
int sb_detect_collision(float opco[3], float npco[3], float colco[3],
float facenormal[3], float *damp, float force[3], int mode,
float cur_time, unsigned int par_layer,struct Object *vertexowner)
{
// static short recursion = 0;
// static short didokee = 0;
Base *base;
Object *ob;
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3];
float dv1[3], dv2[3], dv3[3];
float facedist,n_mag,t,t2, min_t,force_mag_norm;
int a, deflected=0, deflected_now=0;
int d_object=0, d_face=0, ds_object=0, ds_face=0;
// i'm going to rearrange it to declaration rules when WIP is finished (BM)
float innerfacethickness = -0.5f;
float outerfacethickness = 0.2f;
float ee = 5.0f;
float ff = 0.1f;
float fa;
/*
if (recursion){
if (!didokee)
printf("SB collision detected recursion. We will CRASH now!");
didokee =1;
return 0;
}
recursion =1;
*/
min_t = 200000;
base= G.scene->base.first;
while (base) {
/*Only proceed for mesh object in same layer */
if(base->object->type==OB_MESH && (base->lay & par_layer)) {
ob= base->object;
if((vertexowner) && (ob == vertexowner)){
/* if vertexowner is given
* we don't want to check collision with owner object */
base = base->next;
continue;
}
/* only with deflecting set */
if(ob->pd && ob->pd->deflect) {
DerivedMesh *dm=NULL;
int dmNeedsFree;
Mesh *me= NULL;
DispListMesh *disp_mesh = 0;
MFace *mface;
Object *copyob;
/* do object level stuff */
/* need to have user control for that since it depends on model scale */
innerfacethickness =-ob->pd->pdef_sbift;
outerfacethickness =ob->pd->pdef_sboft;
fa = (ff*outerfacethickness-outerfacethickness);
fa *= fa;
fa = 1.0f/fa;
copyob = ob;
// if (ob->pd->flag & PDEFLE_DEFORM){// get colliding mesh from modifier stack
// keep this option for debugging but IMHO this is not needed
if (1){// get colliding mesh from modifier stack
if(1) { // so maybe someone wants overkill to collide with subsurfed
dm = mesh_get_derived_deform(copyob, &dmNeedsFree);
} else {
dm = mesh_get_derived_final(copyob, &dmNeedsFree);
}
}
if (dm) {
disp_mesh = dm->convertToDispListMesh(dm, 1);
mface= disp_mesh->mface;
a = disp_mesh->totface;
}
else {
me = ob->data;
mface= me->mface;
a = me->totface;
}
/* use mesh*/
while (a--) {
/* Calculate the global co-ordinates of the vertices*/
if (dm){
dm->getVertCo(dm,mface->v1,nv1);
Mat4MulVecfl(ob->obmat, nv1);
dm->getVertCo(dm,mface->v2,nv2);
Mat4MulVecfl(ob->obmat, nv2);
dm->getVertCo(dm,mface->v3,nv3);
Mat4MulVecfl(ob->obmat, nv3);
if (mface->v4){
dm->getVertCo(dm,mface->v4,nv4);
Mat4MulVecfl(ob->obmat, nv4);
}
}
else{
VECCOPY(nv1,(me->mvert+(mface->v1))->co);
Mat4MulVecfl(ob->obmat, nv1);
VECCOPY(nv2,(me->mvert+(mface->v2))->co);
Mat4MulVecfl(ob->obmat, nv2);
VECCOPY(nv3,(me->mvert+(mface->v3))->co);
Mat4MulVecfl(ob->obmat, nv3);
if (mface->v4){
VECCOPY(nv4,(me->mvert+(mface->v4))->co);
Mat4MulVecfl(ob->obmat, nv4);
}
}
deflected_now = 0;
if (mode == 1){ // face intrusion test
// switch origin to be nv2
VECSUB(edge1, nv1, nv2);
VECSUB(edge2, nv3, nv2);
VECSUB(dv1,opco,nv2); // abuse dv1 to have vertex in question at *origin* of triangle
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
if ( LineIntersectsTriangle( opco, dv2, nv1, nv2, nv3, &t)){
force_mag_norm =(float)exp(-ee*facedist);
if (facedist > outerfacethickness*ff)
force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
force[0] += force_mag_norm*d_nvect[0] ;
force[1] += force_mag_norm*d_nvect[1] ;
force[2] += force_mag_norm*d_nvect[2] ;
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
}
if (mface->v4){ // quad
// switch origin to be nv4
VECSUB(edge1, nv3, nv4);
VECSUB(edge2, nv1, nv4);
VECSUB(dv1,opco,nv4); // abuse dv1 to have vertex in question at *origin* of triangle
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
if (LineIntersectsTriangle( opco, dv2, nv1, nv3, nv4, &t)){
force_mag_norm =(float)exp(-ee*facedist);
if (facedist > outerfacethickness*ff)
force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
force[0] += force_mag_norm*d_nvect[0] ;
force[1] += force_mag_norm*d_nvect[1] ;
force[2] += force_mag_norm*d_nvect[2] ;
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
}
}
}
if (mode == 2){ // edge intrusion test
//t= 0.5; // this is labda of line, can use it optimize quad intersection
// sorry but no .. see below (BM)
if(LineIntersectsTriangle(opco, npco, nv1, nv2, nv3, &t) ) {
if (t < min_t) {
deflected = 1;
deflected_now = 1;
}
}
if (mface->v4) {
if( LineIntersectsTriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
if (t2 < min_t) {
deflected = 1;
deflected_now = 2;
}
}
}
if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) {
min_t = t;
ds_object = d_object;
ds_face = d_face;
if (deflected_now==1) {
min_t = t;
VECCOPY(dv1, nv1);
VECCOPY(dv2, nv2);
VECCOPY(dv3, nv3);
}
else {
min_t = t2;
VECCOPY(dv1, nv1);
VECCOPY(dv2, nv3);
VECCOPY(dv3, nv4);
}
}
}
mface++;
}//while a
/* give it away */
if (disp_mesh) {
displistmesh_free(disp_mesh);
}
if (dm) {
if (dmNeedsFree) dm->release(dm);
}
} // if(ob->pd && ob->pd->deflect)
}//if (base->object->type==OB_MESH && (base->lay & par_layer)) {
base = base->next;
} // while (base)
if (mode == 1){ // face
// recursion = 0;
return deflected;
}
if (mode == 2){ // edge intrusion test
if (deflected) {
VECSUB(edge1, dv1, dv2);
VECSUB(edge2, dv3, dv2);
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
// return point of intersection
colco[0] = opco[0] + (min_t * (npco[0] - opco[0]));
colco[1] = opco[1] + (min_t * (npco[1] - opco[1]));
colco[2] = opco[2] + (min_t * (npco[2] - opco[2]));
VECCOPY(facenormal,d_nvect);
}
}
// recursion = 0;
return deflected;
}
/* aye this belongs to arith.c */
static void Vec3PlusStVec(float *v, float s, float *v1)
{
v[0] += s*v1[0];
v[1] += s*v1[1];
v[2] += s*v1[2];
}
static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf ,float *bounce)
{
int deflected;
float s_actpos[3], s_futurepos[3];
VECCOPY(s_actpos,actpos);
if(futurepos)
VECCOPY(s_futurepos,futurepos);
if (bounce) *bounce *= 1.5f;
deflected= sb_detect_collision(s_actpos, s_futurepos, collisionpos,
facenormal, cf, force , 1,
G.scene->r.cfra, ob->lay, ob);
return(deflected);
}
/* for future use (BM)
static int sb_deflect_edge_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *slip ,float *bounce)
{
int deflected;
float dummy[3],s_actpos[3], s_futurepos[3];
SoftBody *sb= ob->soft; // is supposed to be there
VECCOPY(s_actpos,actpos);
VECCOPY(s_futurepos,futurepos);
if (slip) *slip *= 0.98f;
if (bounce) *bounce *= 1.5f;
deflected= SoftBodyDetectCollision(s_actpos, s_futurepos, collisionpos,
facenormal, dummy, dummy , 2,
G.scene->r.cfra, ob->lay, ob);
return(deflected);
}
*/
// some functions removed here .. to help HOS on next merge (BM)
#define USES_FIELD 1
#define USES_DEFLECT 2
static int is_there_deflection(unsigned int layer)
{
Base *base;
int retval= 0;
for(base = G.scene->base.first; base; base= base->next) {
if( (base->lay & layer) && base->object->pd) {
if(base->object->pd->forcefield) retval |= USES_FIELD;
if(base->object->pd->deflect) retval |= USES_DEFLECT;
}
}
return retval;
}
static void softbody_calc_forces(Object *ob, float forcetime)
{
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
*/
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
BodyPoint *bproot;
BodySpring *bs;
float iks, ks, kd, gravity, actspringlen, forcefactor, sd[3],
fieldfactor = 1000.0f,
windfactor = 250.0f;
int a, b, do_effector;
/* clear forces */
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
}
gravity = sb->grav * sb_grav_force_scale(ob);
/* check! */
do_effector= is_there_deflection(ob->lay);
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
bproot= sb->bpoint; /* need this for proper spring addressing */
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
if(bp->goal < SOFTGOALSNAP){ // ommit this bp when i snaps
float auxvect[3]; // aux unit vector
float velgoal[3];
float absvel =0, projvel= 0;
/* do goal stuff */
if(ob->softflag & OB_SB_GOAL) {
/* true elastic goal */
VecSubf(auxvect,bp->origT,bp->pos);
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
bp->force[0]= ks*(auxvect[0]);
bp->force[1]= ks*(auxvect[1]);
bp->force[2]= ks*(auxvect[2]);
/* calulate damping forces generated by goals*/
VecSubf(velgoal,bp->origS, bp->origE);
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
if (forcetime > 0.0 ) { // make sure friction does not become rocket motor on time reversal
bp->force[0]-= kd * (velgoal[0] + bp->vec[0]);
bp->force[1]-= kd * (velgoal[1] + bp->vec[1]);
bp->force[2]-= kd * (velgoal[2] + bp->vec[2]);
}
else {
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
}
}
/* done goal stuff */
/* gravitation */
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
/* particle field & vortex */
if(do_effector & USES_FIELD) {
float force[3]= {0.0f, 0.0f, 0.0f};
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); // just for calling functio once
pdDoEffector(bp->pos, force, speed, (float)G.scene->r.cfra, ob->lay,PE_WIND_AS_SPEED);
// note: now we have wind as motion of media, so we can do anisotropic stuff here,
// if we had vertex normals here(BM)
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
VECADD(bp->force, bp->force, force);
2005-04-21 11:24:44 +00:00
/* friction in moving media */
kd= sb->mediafrict* eval_sb_fric_force_scale;
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
/* now we'll have nice centrifugal effect for vortex */
}
else {
/* friction in media (not) moving*/
kd= sb->mediafrict* sb_fric_force_scale(ob);
/* assume it to be proportional to actual velocity */
bp->force[0]-= bp->vec[0]*kd;
bp->force[1]-= bp->vec[1]*kd;
bp->force[2]-= bp->vec[2]*kd;
/* friction in media done */
}
/*other forces*/
/* this is the place where other forces can be added
yes, constraints and collision stuff should go here too (read baraff papers on that!)
*/
/* try to match moving collision targets */
/* master switch to turn collision off (BM)*/
//if(0) {
if(do_effector & USES_DEFLECT) {
/*sorry for decl. here i'll move 'em up when WIP is done (BM) */
float defforce[3];
float collisionpos[3],facenormal[3];
float cf = 1.0f;
float bounce = 0.5f;
kd = 1.0f;
defforce[0] = 0.0f;
defforce[1] = 0.0f;
defforce[2] = 0.0f;
if (sb_deflect_face(ob,bp->pos, bp->pos, collisionpos, facenormal,defforce,&cf,&bounce)){
bp->force[0] += defforce[0]*kd;
bp->force[1] += defforce[1]*kd;
bp->force[2] += defforce[2]*kd;
bp->contactfrict = cf;
}
else{
bp->contactfrict = 0.0f;
}
}
/*other forces done*/
/* nice things could be done with anisotropic friction
like wind/air resistance in normal direction
--> having a piece of cloth sailing down
but this needs to have a *valid* vertex normal
*valid* means to be calulated on time axis
hrms .. may be a rough one could be used as well .. let's see
*/
if(ob->softflag & OB_SB_EDGES) {
if (sb->bspring){ // spring list exists at all ?
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
if (( (sb->totpoint-a) == bs->v1) ){
actspringlen= VecLenf( (bproot+bs->v2)->pos, bp->pos);
VecSubf(sd,(bproot+bs->v2)->pos, bp->pos);
Normalise(sd);
// friction stuff V1
VecSubf(velgoal,bp->vec,(bproot+bs->v2)->vec);
kd = sb->infrict * sb_fric_force_scale(ob);
absvel = Normalise(velgoal);
projvel = ABS(Inpf(sd,velgoal));
kd *= absvel * projvel;
Vec3PlusStVec(bp->force,-kd,velgoal);
if(bs->len > 0.0) /* check for degenerated springs */
forcefactor = (bs->len - actspringlen)/bs->len * iks;
else
forcefactor = actspringlen * iks;
Vec3PlusStVec(bp->force,-forcefactor,sd);
}
if (( (sb->totpoint-a) == bs->v2) ){
actspringlen= VecLenf( (bproot+bs->v1)->pos, bp->pos);
VecSubf(sd,bp->pos,(bproot+bs->v1)->pos);
Normalise(sd);
// friction stuff V2
VecSubf(velgoal,bp->vec,(bproot+bs->v1)->vec);
kd = sb->infrict * sb_fric_force_scale(ob);
absvel = Normalise(velgoal);
projvel = ABS(Inpf(sd,velgoal));
kd *= absvel * projvel;
Vec3PlusStVec(bp->force,-kd,velgoal);
if(bs->len > 0.0)
forcefactor = (bs->len - actspringlen)/bs->len * iks;
else
forcefactor = actspringlen * iks;
Vec3PlusStVec(bp->force,+forcefactor,sd);
}
}/* loop springs */
}/* existing spring list */
}/*any edges*/
}/*omit on snap */
}/*loop all bp's*/
}
static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err)
{
/* time evolution */
/* actually does an explicit euler step mode == 0 */
/* or heun ~ 2nd order runge-kutta steps, mode 1,2 */
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
float dx[3],dv[3];
float timeovermass;
float maxerr = 0.0;
int a, do_effector;
forcetime *= sb_time_scale(ob);
/* check! */
do_effector= is_there_deflection(ob->lay);
// claim a minimum mass for vertex
if (sb->nodemass > 0.09999f) timeovermass = forcetime/sb->nodemass;
else timeovermass = forcetime/0.09999f;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
if(bp->goal < SOFTGOALSNAP){
/* so here is (v)' = a(cceleration) = sum(F_springs)/m + gravitation + some friction forces + more forces*/
/* the ( ... )' operator denotes derivate respective time */
/* the euler step for velocity then becomes */
/* v(t + dt) = v(t) + a(t) * dt */
bp->force[0]*= timeovermass; /* individual mass of node here */
bp->force[1]*= timeovermass;
bp->force[2]*= timeovermass;
/* some nasty if's to have heun in here too */
VECCOPY(dv,bp->force);
if (mode == 1){
VECCOPY(bp->prevvec, bp->vec);
VECCOPY(bp->prevdv, dv);
}
if (mode ==2){
/* be optimistic and execute step */
bp->vec[0] = bp->prevvec[0] + 0.5f * (dv[0] + bp->prevdv[0]);
bp->vec[1] = bp->prevvec[1] + 0.5f * (dv[1] + bp->prevdv[1]);
bp->vec[2] = bp->prevvec[2] + 0.5f * (dv[2] + bp->prevdv[2]);
/* compare euler to heun to estimate error for step sizing */
maxerr = MAX2(maxerr,ABS(dv[0] - bp->prevdv[0]));
maxerr = MAX2(maxerr,ABS(dv[1] - bp->prevdv[1]));
maxerr = MAX2(maxerr,ABS(dv[2] - bp->prevdv[2]));
}
else {VECADD(bp->vec, bp->vec, bp->force);}
/* so here is (x)'= v(elocity) */
/* the euler step for location then becomes */
/* x(t + dt) = x(t) + v(t) * dt */
VECCOPY(dx,bp->vec);
dx[0]*=forcetime ;
dx[1]*=forcetime ;
dx[2]*=forcetime ;
/* again some nasty if's to have heun in here too */
if (mode ==1){
VECCOPY(bp->prevpos,bp->pos);
VECCOPY(bp->prevdx ,dx);
}
if (mode ==2){
bp->pos[0] = bp->prevpos[0] + 0.5f * ( dx[0] + bp->prevdx[0]);
bp->pos[1] = bp->prevpos[1] + 0.5f * ( dx[1] + bp->prevdx[1]);
bp->pos[2] = bp->prevpos[2] + 0.5f* ( dx[2] + bp->prevdx[2]);
maxerr = MAX2(maxerr,ABS(dx[0] - bp->prevdx[0]));
maxerr = MAX2(maxerr,ABS(dx[1] - bp->prevdx[1]));
maxerr = MAX2(maxerr,ABS(dx[2] - bp->prevdx[2]));
/* kind of hack .. while inside collision target .. make movement more *viscous* */
if (bp->contactfrict > 0.0f){
bp->vec[0] *= (1.0 - bp->contactfrict);
bp->vec[1] *= (1.0 - bp->contactfrict);
bp->vec[2] *= (1.0 - bp->contactfrict);
}
}
else { VECADD(bp->pos, bp->pos, dx);}
// experimental particle collision suff was here .. just to help HOS on next merge (BM)
}//snap
} //for
if (err){ /* so step size will be controlled by biggest difference in slope */
*err = maxerr;
}
}
/* used by heun when it overshoots */
static void softbody_restore_prev_step(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
int a;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
VECCOPY(bp->vec, bp->prevvec);
VECCOPY(bp->pos, bp->prevpos);
}
}
static void softbody_apply_goalsnap(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
int a;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
if (bp->goal >= SOFTGOALSNAP){
VECCOPY(bp->prevpos,bp->pos);
VECCOPY(bp->pos,bp->origT);
}
}
}
/* unused */
#if 0
static void softbody_force_goal(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
int a;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
VECCOPY(bp->pos,bp->origT);
bp->vec[0] = bp->origE[0] - bp->origS[0];
bp->vec[1] = bp->origE[1] - bp->origS[1];
bp->vec[2] = bp->origE[2] - bp->origS[2];
}
}
#endif
/* expects full initialized softbody */
static void interpolate_exciter(Object *ob, int timescale, int time)
{
SoftBody *sb= ob->soft;
BodyPoint *bp;
float f;
int a;
// note: i removed Mesh usage here, softbody should remain generic! (ton)
f = (float)time/(float)timescale;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
bp->origT[0] = bp->origS[0] + f*(bp->origE[0] - bp->origS[0]);
bp->origT[1] = bp->origS[1] + f*(bp->origE[1] - bp->origS[1]);
bp->origT[2] = bp->origS[2] + f*(bp->origE[2] - bp->origS[2]);
if (bp->goal >= SOFTGOALSNAP){
bp->vec[0] = bp->origE[0] - bp->origS[0];
bp->vec[1] = bp->origE[1] - bp->origS[1];
bp->vec[2] = bp->origE[2] - bp->origS[2];
}
}
if(ob->softflag & OB_SB_EDGES) {
/* hrms .. do springs alter their lenght ?
bs= ob->soft->bspring;
bp= ob->soft->bpoint;
for(a=0; (a<me->totedge && a < ob->soft->totspring ); a++, bs++) {
bs->len= VecLenf( (bp+bs->v1)->origT, (bp+bs->v2)->origT);
}
*/
}
}
/* ************ convertors ********** */
/* for each object type we need;
- xxxx_to_softbody(Object *ob) : a full (new) copy, creates SB geometry
*/
static void get_scalar_from_vertexgroup(Object *ob, int vertID, short groupindex, float *target)
/* result 0 on success, else indicates error number
-- kind of *inverse* result defintion,
-- but this way we can signal error condition to caller
-- and yes this function must not be here but in a *vertex group module*
*/
{
MDeformVert *dv;
int i;
/* spot the vert in deform vert list at mesh */
if(ob->type==OB_MESH) {
if (((Mesh *)ob->data)->dvert) {
dv = ((Mesh*)ob->data)->dvert + vertID;
/* Lets see if this vert is in the weight group */
for (i=0; i<dv->totweight; i++){
if (dv->dw[i].def_nr == groupindex){
*target= dv->dw[i].weight; /* got it ! */
break;
}
}
}
}
}
/*Resetting a Mesh SB object's springs */
/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack.
YAH, mr zuster*/
static void springs_from_mesh(Object *ob)
{
SoftBody *sb;
Mesh *me= ob->data;
BodyPoint *bp;
int a;
sb= ob->soft;
if (me && sb)
{
/* using bp->origS as a container for spring calcualtions here
** will be overwritten sbObjectStep() to receive
** actual modifier stack positions
*/
if(me->totvert) {
bp= ob->soft->bpoint;
for(a=0; a<me->totvert; a++, bp++) {
VECCOPY(bp->origS, me->mvert[a].co);
Mat4MulVecfl(ob->obmat, bp->origS);
}
}
/* recalculate spring length for meshes here */
for(a=0; a<sb->totspring; a++) {
BodySpring *bs = &sb->bspring[a];
bs->len= VecLenf(sb->bpoint[bs->v1].origS, sb->bpoint[bs->v2].origS);
}
}
}
/* makes totally fresh start situation */
static void mesh_to_softbody(Object *ob,int *rcs)
{
SoftBody *sb;
Mesh *me= ob->data;
MEdge *medge= me->medge;
BodyPoint *bp;
BodySpring *bs;
float goalfac;
int a, totedge;
if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
else totedge= 0;
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
renew_softbody(ob, me->totvert, totedge,rcs);
/* we always make body points */
sb= ob->soft;
bp= sb->bpoint;
goalfac= ABS(sb->maxgoal - sb->mingoal);
for(a=0; a<me->totvert; a++, bp++) {
/* get scalar values needed *per vertex* from vertex group functions,
so we can *paint* them nicly ..
they are normalized [0.0..1.0] so may be we need amplitude for scale
which can be done by caller but still .. i'd like it to go this way
*/
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
get_scalar_from_vertexgroup(ob, a, sb->vertgroup-1, &bp->goal);
// do this always, regardless successfull read from vertex group
bp->goal= sb->mingoal + bp->goal*goalfac;
}
/* a little ad hoc changing the goal control to be less *sharp* */
bp->goal = (float)pow(bp->goal, 4.0f);
/* to proove the concept
this would enable per vertex *mass painting*
strcpy(name,"SOFTMASS");
error = get_scalar_from_named_vertexgroup(ob,name, a,&temp);
if (!error) bp->mass = temp * ob->rangeofmass;
*/
}
/* but we only optionally add body edge springs */
if (ob->softflag & OB_SB_EDGES) {
if(medge) {
bs= sb->bspring;
for(a=me->totedge; a>0; a--, medge++, bs++) {
bs->v1= medge->v1;
bs->v2= medge->v2;
bs->strength= 1.0;
}
/* insert *diagonal* springs in quads if desired */
if (ob->softflag & OB_SB_QUADS) {
add_mesh_quad_diag_springs(ob);
}
build_bps_springlist(ob); /* scan for springs attached to bodypoints ONCE */
springs_from_mesh(ob); /* write the 'rest'-lenght of the springs */
*rcs=0; /* we did spring calulations */
}
}
}
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static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff)
{
int u, v, w, dv, dw, bpc, bpuc;
int debugspringcounter = 0;
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bpc =0;
dv= lt->pntsu;
dw= dv*lt->pntsv;
for(w=0; w<lt->pntsw; w++) {
for(v=0; v<lt->pntsv; v++) {
for(u=0, bpuc=0; u<lt->pntsu; u++, bpc++) {
2005-08-03 21:38:02 +00:00
if(w) {
bs->v1 = bpc;
bs->v2 = bpc-dw;
bs->strength= 1.0;
bs++;
debugspringcounter++;
}
if(v) {
bs->v1 = bpc;
bs->v2 = bpc-dv;
bs->strength= 1.0;
bs++;
debugspringcounter++;
}
if(u) {
bs->v1 = bpuc;
bs->v2 = bpc;
bs->strength= 1.0;
bs++;
debugspringcounter++;
}
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if (dostiff) {
if(w){
if( v && u ) {
bs->v1 = bpc;
2005-08-03 21:38:02 +00:00
bs->v2 = bpc-dw-dv-1;
bs->strength= 1.0;
bs++;
debugspringcounter++;
}
if( (v < lt->pntsv-1) && (u) ) {
bs->v1 = bpc;
bs->v2 = bpc-dw+dv-1;
bs->strength= 1.0;
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bs++;
debugspringcounter++;
}
}
if(w < lt->pntsw -1){
if( v && u ) {
bs->v1 = bpc;
bs->v2 = bpc+dw-dv-1;
bs->strength= 1.0;
bs++;
debugspringcounter++;
}
if( (v < lt->pntsv-1) && (u) ) {
bs->v1 = bpc;
bs->v2 = bpc+dw+dv-1;
bs->strength= 1.0;
bs++;
debugspringcounter++;
}
}
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}
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bpuc = bpc;
}
}
}
}
/* makes totally fresh start situation */
static void lattice_to_softbody(Object *ob,int *rcs)
{
Lattice *lt= ob->data;
int totvert, totspring = 0;
totvert= lt->pntsu*lt->pntsv*lt->pntsw;
if (ob->softflag & OB_SB_EDGES){
totspring = ((lt->pntsu -1) * lt->pntsv
2005-08-03 21:38:02 +00:00
+ (lt->pntsv -1) * lt->pntsu) * lt->pntsw
+lt->pntsu*lt->pntsv*(lt->pntsw -1);
if (ob->softflag & OB_SB_QUADS){
totspring += 4*(lt->pntsu -1) * (lt->pntsv -1) * (lt->pntsw-1);
}
}
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
renew_softbody(ob, totvert, totspring,rcs);
/* create some helper edges to enable SB lattice to be usefull at all */
2005-08-03 21:38:02 +00:00
if (ob->softflag & OB_SB_EDGES){
makelatticesprings(lt,ob->soft->bspring,ob->softflag & OB_SB_QUADS);
2005-08-03 21:38:02 +00:00
build_bps_springlist(ob); /* link bps to springs */
}
}
/* copies softbody result back in object */
static void softbody_to_object(Object *ob, float (*vertexCos)[3], int numVerts)
{
BodyPoint *bp= ob->soft->bpoint;
int a;
/* inverse matrix is not uptodate... */
Mat4Invert(ob->imat, ob->obmat);
for(a=0; a<numVerts; a++, bp++) {
VECCOPY(vertexCos[a], bp->pos);
Mat4MulVecfl(ob->imat, vertexCos[a]); // softbody is in global coords
}
}
/* return 1 if succesfully baked and applied step */
static int softbody_baked_step(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
{
SoftBody *sb= ob->soft;
SBVertex *key0, *key1, *key2, *key3;
BodyPoint *bp;
float data[4], sfra, efra, cfra, dfra, fac; // start, end, current, delta
int ofs1, a;
/* precondition check */
if(sb==NULL || sb->keys==NULL || sb->totkey==0) return 0;
/* so we got keys, but no bodypoints... even without simul we need it for the bake */
if(sb->bpoint==NULL) sb->bpoint= MEM_callocN( sb->totpoint*sizeof(BodyPoint), "bodypoint");
/* convert cfra time to system time */
sfra= (float)sb->sfra;
cfra= bsystem_time(ob, NULL, framenr, 0.0);
efra= (float)sb->efra;
dfra= (float)sb->interval;
/* offset in keys array */
ofs1= floor( (cfra-sfra)/dfra );
if(ofs1 < 0) {
key0=key1=key2=key3= *sb->keys;
}
else if(ofs1 >= sb->totkey-1) {
key0=key1=key2=key3= *(sb->keys+sb->totkey-1);
}
else {
key1= *(sb->keys+ofs1);
key2= *(sb->keys+ofs1+1);
if(ofs1>0) key0= *(sb->keys+ofs1-1);
else key0= key1;
if(ofs1<sb->totkey-2) key3= *(sb->keys+ofs1+2);
else key3= key2;
}
sb->ctime= cfra; // needed?
/* timing */
fac= ((cfra-sfra)/dfra) - (float)ofs1;
CLAMP(fac, 0.0, 1.0);
set_four_ipo(fac, data, KEY_BSPLINE);
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++, key0++, key1++, key2++, key3++) {
bp->pos[0]= data[0]*key0->vec[0] + data[1]*key1->vec[0] + data[2]*key2->vec[0] + data[3]*key3->vec[0];
bp->pos[1]= data[0]*key0->vec[1] + data[1]*key1->vec[1] + data[2]*key2->vec[1] + data[3]*key3->vec[1];
bp->pos[2]= data[0]*key0->vec[2] + data[1]*key1->vec[2] + data[2]*key2->vec[2] + data[3]*key3->vec[2];
}
softbody_to_object(ob, vertexCos, numVerts);
return 1;
}
/* only gets called after succesfully doing softbody_step */
/* already checked for OB_SB_BAKE flag */
static void softbody_baked_add(Object *ob, float framenr)
{
SoftBody *sb= ob->soft;
SBVertex *key;
BodyPoint *bp;
float sfra, efra, cfra, dfra, fac1; // start, end, current, delta
int ofs1, a;
/* convert cfra time to system time */
sfra= (float)sb->sfra;
cfra= bsystem_time(ob, NULL, framenr, 0.0);
efra= (float)sb->efra;
dfra= (float)sb->interval;
if(sb->totkey==0) {
if(sb->sfra >= sb->efra) return; // safety, UI or py setting allows
if(sb->interval<1) sb->interval= 1; // just be sure
sb->totkey= 1 + (int)(ceil( (efra-sfra)/dfra ) );
sb->keys= MEM_callocN( sizeof(void *)*sb->totkey, "sb keys");
}
/* now find out if we have to store a key */
/* offset in keys array */
if(cfra==efra) {
ofs1= sb->totkey-1;
fac1= 0.0;
}
else {
ofs1= floor( (cfra-sfra)/dfra );
fac1= ((cfra-sfra)/dfra) - (float)ofs1;
}
if( fac1 < 1.0/dfra ) {
key= *(sb->keys+ofs1);
if(key == NULL) {
*(sb->keys+ofs1)= key= MEM_mallocN(sb->totpoint*sizeof(SBVertex), "softbody key");
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++, key++) {
VECCOPY(key->vec, bp->pos);
}
}
}
}
/* ************ Object level, exported functions *************** */
/* allocates and initializes general main data */
SoftBody *sbNew(void)
{
SoftBody *sb;
sb= MEM_callocN(sizeof(SoftBody), "softbody");
sb->mediafrict= 0.5;
sb->nodemass= 1.0;
sb->grav= 0.0;
sb->physics_speed= 1.0;
sb->rklimit= 0.1;
sb->goalspring= 0.5;
sb->goalfrict= 0.0;
sb->mingoal= 0.0;
sb->maxgoal= 1.0;
sb->defgoal= 0.7;
sb->inspring= 0.5;
sb->infrict= 0.5;
sb->interval= 10;
sb->sfra= G.scene->r.sfra;
sb->efra= G.scene->r.efra;
return sb;
}
/* frees all */
void sbFree(SoftBody *sb)
{
free_softbody_intern(sb);
MEM_freeN(sb);
}
/* makes totally fresh start situation */
void sbObjectToSoftbody(Object *ob)
{
ob->softflag |= OB_SB_REDO;
free_softbody_intern(ob->soft);
}
static int object_has_edges(Object *ob)
{
if(ob->type==OB_MESH) {
return ((Mesh*) ob->data)->totedge;
}
else if(ob->type==OB_LATTICE) {
return 1;
}
else {
return 0;
}
}
/* simulates one step. framenr is in frames */
void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
{
SoftBody *sb;
Base *base;
BodyPoint *bp;
int a,timescale,t,rcs;
float dtime,ctime,forcetime,err;
/* baking works with global time */
if(!(ob->softflag & OB_SB_BAKEDO) )
if(softbody_baked_step(ob, framenr, vertexCos, numVerts) ) return;
/* remake softbody if: */
if( (ob->softflag & OB_SB_REDO) || // signal after weightpainting
(ob->soft==NULL) || // just to be nice we allow full init
(ob->soft->bpoint==NULL) || // after reading new file, or acceptable as signal to refresh
(numVerts!=ob->soft->totpoint) || // should never happen, just to be safe
((ob->softflag & OB_SB_EDGES) && !ob->soft->bspring && object_has_edges(ob))) // happens when in UI edges was set
{
switch(ob->type) {
case OB_MESH:
mesh_to_softbody(ob,&rcs);
break;
case OB_LATTICE:
lattice_to_softbody(ob,&rcs);
break;
default:
renew_softbody(ob, numVerts, 0,&rcs);
break;
}
/* still need to update to correct vertex locations, happens on next step */
ob->softflag |= OB_SB_RESET;
ob->softflag &= ~OB_SB_REDO;
}
sb= ob->soft;
/* still no points? go away */
if(sb->totpoint==0) return;
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
for(base= G.scene->base.first; base; base= base->next) {
base->object->sumohandle= NULL;
}
/* checking time: */
ctime= bsystem_time(ob, NULL, framenr, 0.0);
if (ob->softflag&OB_SB_RESET) {
dtime = 0.0;
} else {
dtime= ctime - sb->ctime;
}
/* the simulator */
/* update the vertex locations */
if (dtime!=0.0) {
for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) {
VECCOPY(bp->origS, bp->origE);
VECCOPY(bp->origE, vertexCos[a]);
Mat4MulVecfl(ob->obmat, bp->origE);
VECCOPY(bp->origT, bp->origE);
}
}
// G.scene->r.framelen corrects for frame-mapping, so this is actually 10 frames for UI
if((ob->softflag&OB_SB_RESET) || dtime<0.0 || dtime>=9.9*G.scene->r.framelen) {
for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) {
VECCOPY(bp->pos, vertexCos[a]);
Mat4MulVecfl(ob->obmat, bp->pos); // yep, sofbody is global coords
VECCOPY(bp->origS, bp->pos);
VECCOPY(bp->origE, bp->pos);
VECCOPY(bp->origT, bp->pos);
bp->vec[0]= bp->vec[1]= bp->vec[2]= 0.0f;
// no idea about the Heun stuff! (ton)
VECCOPY(bp->prevpos, bp->pos);
VECCOPY(bp->prevvec, bp->vec);
VECCOPY(bp->prevdx, bp->vec);
VECCOPY(bp->prevdv, bp->vec);
}
if ((ob->softflag&OB_SB_RESET) && (rcs)){
for(a=0; a<sb->totspring; a++) {
BodySpring *bs = &sb->bspring[a];
bs->len= VecLenf(sb->bpoint[bs->v1].origS, sb->bpoint[bs->v2].origS);
}
}
ob->softflag &= ~OB_SB_RESET;
}
else if(dtime>0.0) {
if (TRUE) { // RSOL1 always true now (ton)
/* special case of 2nd order Runge-Kutta type AKA Heun */
float timedone =0.0; // how far did we get without violating error condition
/* loops = counter for emergency brake
* we don't want to lock up the system if physics fail
*/
int loops =0 ;
SoftHeunTol = sb->rklimit; // humm .. this should be calculated from sb parameters and sizes
forcetime = dtime; /* hope for integrating in one step */
while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) )
{
if (ABS(dtime) > 9.0 ){
if(G.f & G_DEBUG) printf("SB_STEPSIZE \n");
break; // sorry but i must assume goal movement can't be interpolated any more
}
//set goals in time
interpolate_exciter(ob,200,(int)(200.0*(timedone/dtime)));
// do predictive euler step
softbody_calc_forces(ob, forcetime);
softbody_apply_forces(ob, forcetime, 1, NULL);
// crop new slope values to do averaged slope step
softbody_calc_forces(ob, forcetime);
softbody_apply_forces(ob, forcetime, 2, &err);
softbody_apply_goalsnap(ob);
if (err > SoftHeunTol){ // error needs to be scaled to some quantity
softbody_restore_prev_step(ob);
forcetime /= 2.0;
}
else {
float newtime = forcetime * 1.1f; // hope for 1.1 times better conditions in next step
if (err > SoftHeunTol/2.0){ // stay with this stepsize unless err really small
newtime = forcetime;
}
timedone += forcetime;
if (forcetime > 0.0)
forcetime = MIN2(dtime - timedone,newtime);
else
forcetime = MAX2(dtime - timedone,newtime);
}
loops++;
}
// move snapped to final position
interpolate_exciter(ob, 2, 2);
softbody_apply_goalsnap(ob);
if(G.f & G_DEBUG) {
if (loops > HEUNWARNLIMIT) /* monitor high loop counts say 1000 after testing */
printf("%d heun integration loops/frame \n",loops);
}
}
else{
/* do brute force explicit euler */
/* inner intagration loop */
/* */
// loop n times so that n*h = duration of one frame := 1
// x(t+h) = x(t) + h*v(t);
// v(t+h) = v(t) + h*f(x(t),t);
timescale = (int)(sb->rklimit * ABS(dtime));
for(t=1 ; t <= timescale; t++) {
if (ABS(dtime) > 15 ) break;
/* the *goal* mesh must use the n*h timing too !
use *cheap* linear intepolation for that */
interpolate_exciter(ob,timescale,t);
if (timescale > 0 ) {
forcetime = dtime/timescale;
/* does not fit the concept sloving ODEs :) */
/* softbody_apply_goal(ob,forcetime ); */
/* explicit Euler integration */
/* we are not controling a nuclear power plant!
so rought *almost* physical behaviour is acceptable.
in cases of *mild* stiffnes cranking up timscale -> decreasing stepsize *h*
avoids instability */
softbody_calc_forces(ob,forcetime);
softbody_apply_forces(ob,forcetime,0, NULL);
softbody_apply_goalsnap(ob);
// if (0){
/* ok here comes the <20>berhammer
use a semi implicit euler integration to tackle *all* stiff conditions
but i doubt the cost/benifit holds for most of the cases
-- to be coded*/
// }
}
}
}
}
softbody_to_object(ob, vertexCos, numVerts);
sb->ctime= ctime;
/* reset deflector cache */
for(base= G.scene->base.first; base; base= base->next) {
if(base->object->sumohandle) {
MEM_freeN(base->object->sumohandle);
base->object->sumohandle= NULL;
}
}
if(ob->softflag & OB_SB_BAKEDO) softbody_baked_add(ob, framenr);
}