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

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2011-02-23 18:03:40 +00:00
/*
* ***** 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 *****
*/
2011-02-27 20:40:57 +00:00
/** \file blender/blenkernel/intern/implicit.c
* \ingroup bke
*/
#include "implicit.h"
#ifdef IMPLICIT_SOLVER_BLENDER
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#include "MEM_guardedalloc.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
#include "DNA_object_force.h"
#include "DNA_meshdata_types.h"
#include "DNA_texture_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 <windows.h>
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);
}
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double itval(void)
{
return ((double)_itend.QuadPart -
(double)_itstart.QuadPart)/((double)ifreq.QuadPart);
}
#else
#include <sys/time.h>
// intrinsics need better compile flag checking
// #include <xmmintrin.h>
// #include <pmmintrin.h>
// #include <pthread.h>
static struct timeval _itstart, _itend;
static struct timezone itz;
static void itstart(void)
{
gettimeofday(&_itstart, &itz);
}
static void itend(void)
{
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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 */
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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}};
/* ==== hash functions for debugging ==== */
static unsigned int hash_int_2d(unsigned int kx, unsigned int ky)
{
#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
unsigned int a, b, c;
a = b = c = 0xdeadbeef + (2 << 2) + 13;
a += kx;
b += ky;
c ^= b; c -= rot(b,14);
a ^= c; a -= rot(c,11);
b ^= a; b -= rot(a,25);
c ^= b; c -= rot(b,16);
a ^= c; a -= rot(c,4);
b ^= a; b -= rot(a,14);
c ^= b; c -= rot(b,24);
return c;
#undef rot
}
static int hash_vertex(int type, int vertex)
{
return hash_int_2d((unsigned int)type, (unsigned int)vertex);
}
static int hash_collpair(int type, CollPair *collpair)
{
return hash_int_2d((unsigned int)type, hash_int_2d((unsigned int)collpair->face1, (unsigned int)collpair->face2));
}
/* ================ */
/*
#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 */
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unsigned int c, r; /* column and row number */
/* int pinned; // is this vertex allowed to move? */
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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 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);
}
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#if 0
/* printf vector[3] on console: for debug output */
static void print_fvector(float m3[3])
{
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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]);
}
}
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#endif
/* create long vector */
DO_INLINE lfVector *create_lfvector(unsigned int verts)
{
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/* 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) {
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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])
{
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printf("%f\t%f\t%f\n", m3[0][0], m3[0][1], m3[0][2]);
printf("%f\t%f\t%f\n", m3[1][0], m3[1][1], m3[1][2]);
printf("%f\t%f\t%f\n\n", m3[2][0], m3[2][1], m3[2][2]);
}
static void print_sparse_matrix(fmatrix3x3 *m)
{
if (m) {
unsigned int i;
for (i = 0; i < m[0].vcount + m[0].scount; i++) {
printf("%d:\n", i);
print_fmatrix(m[i].m);
}
}
}
#endif
static void print_lvector(lfVector *v, int numverts)
{
int i;
for (i = 0; i < numverts; ++i) {
if (i > 0)
printf("\n");
printf("%f\n", v[i][0]);
printf("%f\n", v[i][1]);
printf("%f\n", v[i][2]);
}
}
static void print_bfmatrix(fmatrix3x3 *m)
{
int tot = m[0].vcount + m[0].scount;
int size = m[0].vcount * 3;
float *t = MEM_callocN(sizeof(float) * size*size, "bfmatrix");
int q, i, j;
for (q = 0; q < tot; ++q) {
int k = 3 * m[q].r;
int l = 3 * m[q].c;
for (j = 0; j < 3; ++j) {
for (i = 0; i < 3; ++i) {
// if (t[k + i + (l + j) * size] != 0.0f) {
// printf("warning: overwriting value at %d, %d\n", m[q].r, m[q].c);
// }
if (k == l) {
t[k + i + (k + j) * size] += m[q].m[i][j];
}
else {
t[k + i + (l + j) * size] += m[q].m[i][j];
t[l + j + (k + i) * size] += m[q].m[j][i];
}
}
}
}
for (j = 0; j < size; ++j) {
if (j > 0 && j % 3 == 0)
printf("\n");
for (i = 0; i < size; ++i) {
if (i > 0 && i % 3 == 0)
printf(" ");
implicit_print_matrix_elem(t[i + j * size]);
}
printf("\n");
}
MEM_freeN(t);
}
/* copy 3x3 matrix */
DO_INLINE void cp_fmatrix(float to[3][3], float from[3][3])
{
// memcpy(to, from, sizeof (float) * 9);
copy_v3_v3(to[0], from[0]);
copy_v3_v3(to[1], from[1]);
copy_v3_v3(to[2], from[2]);
}
/* copy 3x3 matrix */
DO_INLINE void initdiag_fmatrixS(float to[3][3], float aS)
{
cp_fmatrix(to, ZERO);
to[0][0] = aS;
to[1][1] = aS;
to[2][2] = aS;
}
#if 0
/* calculate determinant of 3x3 matrix */
DO_INLINE float det_fmatrix(float m[3][3])
{
return m[0][0]*m[1][1]*m[2][2] + m[1][0]*m[2][1]*m[0][2] + m[0][1]*m[1][2]*m[2][0]
-m[0][0]*m[1][2]*m[2][1] - m[0][1]*m[1][0]*m[2][2] - m[2][0]*m[1][1]*m[0][2];
}
DO_INLINE void inverse_fmatrix(float to[3][3], float from[3][3])
{
unsigned int i, j;
float d;
if ((d=det_fmatrix(from)) == 0) {
printf("can't build inverse");
exit(0);
}
for (i=0;i<3;i++) {
for (j=0;j<3;j++) {
int i1=(i+1)%3;
int i2=(i+2)%3;
int j1=(j+1)%3;
int j2=(j+2)%3;
// reverse 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;
*/
}
}
}
#endif
/* 3x3 matrix multiplied by a scalar */
/* STATUS: verified */
DO_INLINE void mul_fmatrix_S(float matrix[3][3], float scalar)
{
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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])
{
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to[0] = dot_v3v3(matrix[0], from);
to[1] = dot_v3v3(matrix[1], from);
to[2] = dot_v3v3(matrix[2], from);
}
/* 3x3 matrix addition with 3x3 matrix */
DO_INLINE void add_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
{
VECADD(to[0], matrixA[0], matrixB[0]);
VECADD(to[1], matrixA[1], matrixB[1]);
VECADD(to[2], matrixA[2], matrixB[2]);
}
/* A -= B*x + C*y (3x3 matrix sub-addition with 3x3 matrix) */
DO_INLINE void subadd_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS)
{
VECSUBADDSS(to[0], matrixA[0], aS, matrixB[0], bS);
VECSUBADDSS(to[1], matrixA[1], aS, matrixB[1], bS);
VECSUBADDSS(to[2], matrixA[2], aS, matrixB[2], bS);
}
/* A = B - C (3x3 matrix subtraction with 3x3 matrix) */
DO_INLINE void sub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
{
sub_v3_v3v3(to[0], matrixA[0], matrixB[0]);
sub_v3_v3v3(to[1], matrixA[1], matrixB[1]);
sub_v3_v3v3(to[2], matrixA[2], matrixB[2]);
}
/////////////////////////////////////////////////////////////////
// special functions
/////////////////////////////////////////////////////////////////
/* 3x3 matrix multiplied+added by a vector */
/* STATUS: verified */
DO_INLINE void muladd_fmatrix_fvector(float to[3], float matrix[3][3], float from[3])
{
to[0] += dot_v3v3(matrix[0], from);
to[1] += dot_v3v3(matrix[1], from);
to[2] += dot_v3v3(matrix[2], from);
}
/////////////////////////////////////////////////////////////////
///////////////////////////
// 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)
{
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// 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) {
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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])
{
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unsigned int i, j;
float tmatrix[3][3] = {{0, 0, 0}, {0, 0, 0}, {0, 0, 0}};
for (i = 0; i < matrix[0].vcount; i++) {
cp_fmatrix(matrix[i].m, m3);
}
for (j = matrix[0].vcount; j < matrix[0].vcount+matrix[0].scount; j++) {
cp_fmatrix(matrix[j].m, tmatrix);
}
}
/* SPARSE SYMMETRIC multiply big matrix with long vector*/
/* STATUS: verified */
DO_INLINE void mul_bfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector)
{
unsigned int 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 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
///////////////////////////////////////////////////////////////////
2012-06-06 22:38:39 +00:00
typedef struct Implicit_Data {
/* inputs */
fmatrix3x3 *bigI; /* identity (constant) */
fmatrix3x3 *M; /* masses */
fmatrix3x3 *dFdV, *dFdX; /* force jacobians */
/* motion state data */
lfVector *X, *Xnew; /* positions */
lfVector *V, *Vnew; /* velocities */
lfVector *F; /* forces */
/* internal solver data */
lfVector *B; /* B for A*dV = B */
fmatrix3x3 *A; /* A for A*dV = B */
lfVector *dV; /* velocity change (solution of A*dV = B) */
lfVector *z; /* target velocity in constrained directions */
fmatrix3x3 *S; /* filtering matrix for constraints */
fmatrix3x3 *P, *Pinv; /* pre-conditioning matrix */
} Implicit_Data;
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->F = create_lfvector(cloth->numverts);
id->B = create_lfvector(cloth->numverts);
id->dV = create_lfvector(cloth->numverts);
id->z = create_lfvector(cloth->numverts);
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->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;
float xx = x * x;
float xxx = xx * x;
float xxxx = xxx * x;
return (-11.541f * xxxx + 34.193f * xxx - 39.083f * xx + 23.116f * x - 9.713f);
}
DO_INLINE float fbderiv(float length, float L)
{
float x = length/L;
float xx = x * x;
float xxx = xx * x;
return (-46.164f * xxx + 102.579f * xx - 78.166f * x + 23.116f);
}
DO_INLINE float fbstar(float length, float L, float kb, float cb)
{
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float tempfb_fl = kb * fb(length, L);
float fbstar_fl = cb * (length - L);
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if (tempfb_fl < fbstar_fl)
return fbstar_fl;
else
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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)
{
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float tempfb_fl = kb * fb(length, L);
float fbstar_fl = cb * (length - L);
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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_m3_v3(S[i].m, V[S[i].r]);
}
}
#if 0 /* this version of the CG algorithm does not work very well with partial constraints (where S has non-zero elements) */
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);
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// 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);
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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) {
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// Mul(q, A, d); // q = A*d;
mul_bfmatrix_lfvector(q, lA, d);
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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);
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filter(d, S);
conjgrad_loopcount++;
}
/* conjgrad_lasterror = s; */ /* UNUSED */
del_lfvector(q);
del_lfvector(d);
del_lfvector(tmp);
del_lfvector(r);
// printf("W/O conjgrad_loopcount: %d\n", conjgrad_loopcount);
return conjgrad_loopcount<conjgrad_looplimit; // true means we reached desired accuracy in given time - ie stable
}
#endif
static int cg_filtered(lfVector *ldV, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S)
{
// Solves for unknown X in equation AX=B
unsigned int conjgrad_loopcount=0, conjgrad_looplimit=100;
float conjgrad_epsilon=0.01f;
unsigned int numverts = lA[0].vcount;
lfVector *fB = create_lfvector(numverts);
lfVector *AdV = create_lfvector(numverts);
lfVector *r = create_lfvector(numverts);
lfVector *c = create_lfvector(numverts);
lfVector *q = create_lfvector(numverts);
lfVector *s = create_lfvector(numverts);
float delta_new, delta_old, delta_target, alpha;
cp_lfvector(ldV, z, numverts);
/* d0 = filter(B)^T * P * filter(B) */
cp_lfvector(fB, lB, numverts);
filter(fB, S);
delta_target = conjgrad_epsilon*conjgrad_epsilon * dot_lfvector(fB, fB, numverts);
/* r = filter(B - A * dV) */
mul_bfmatrix_lfvector(AdV, lA, ldV);
sub_lfvector_lfvector(r, lB, AdV, numverts);
filter(r, S);
/* c = filter(P^-1 * r) */
cp_lfvector(c, r, numverts);
filter(c, S);
/* delta = r^T * c */
delta_new = dot_lfvector(r, c, numverts);
#ifdef IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
printf("==== A ====\n");
print_bfmatrix(lA);
printf("==== z ====\n");
print_lvector(z, numverts);
printf("==== B ====\n");
print_lvector(lB, numverts);
printf("==== S ====\n");
print_bfmatrix(S);
#endif
while (delta_new > delta_target && conjgrad_loopcount < conjgrad_looplimit) {
mul_bfmatrix_lfvector(q, lA, c);
filter(q, S);
alpha = delta_new / dot_lfvector(c, q, numverts);
add_lfvector_lfvectorS(ldV, ldV, c, alpha, numverts);
add_lfvector_lfvectorS(r, r, q, -alpha, numverts);
/* s = P^-1 * r */
cp_lfvector(s, r, numverts);
delta_old = delta_new;
delta_new = dot_lfvector(r, s, numverts);
add_lfvector_lfvectorS(c, s, c, delta_new / delta_old, numverts);
filter(c, S);
conjgrad_loopcount++;
}
#ifdef IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
printf("==== dV ====\n");
print_lvector(ldV, numverts);
printf("========\n");
#endif
del_lfvector(fB);
del_lfvector(AdV);
del_lfvector(r);
del_lfvector(c);
del_lfvector(q);
del_lfvector(s);
// printf("W/O conjgrad_loopcount: %d\n", conjgrad_loopcount);
return conjgrad_loopcount < conjgrad_looplimit; // true means we reached desired accuracy in given time - ie stable
}
#if 0
// block diagonalizer
DO_INLINE void BuildPPinv(fmatrix3x3 *lA, fmatrix3x3 *P, fmatrix3x3 *Pinv)
{
unsigned int i = 0;
// Take only the diagonal blocks of A
// #pragma omp parallel for private(i) if (lA[0].vcount > CLOTH_OPENMP_LIMIT)
for (i = 0; i<lA[0].vcount; i++) {
// block diagonalizer
cp_fmatrix(P[i].m, lA[i].m);
inverse_fmatrix(Pinv[i].m, P[i].m);
}
}
/*
// version 1.3
static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv)
{
unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100;
float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0;
float conjgrad_epsilon=0.0001; // 0.2 is dt for steps=5
lfVector *r = create_lfvector(numverts);
lfVector *p = create_lfvector(numverts);
lfVector *s = create_lfvector(numverts);
lfVector *h = create_lfvector(numverts);
BuildPPinv(lA, P, Pinv);
filter(dv, S);
add_lfvector_lfvector(dv, dv, z, numverts);
mul_bfmatrix_lfvector(r, lA, dv);
sub_lfvector_lfvector(r, lB, r, numverts);
filter(r, S);
mul_prevfmatrix_lfvector(p, Pinv, r);
filter(p, S);
deltaNew = dot_lfvector(r, p, numverts);
delta0 = deltaNew * sqrt(conjgrad_epsilon);
// itstart();
while ((deltaNew > delta0) && (iterations < conjgrad_looplimit))
{
iterations++;
mul_bfmatrix_lfvector(s, lA, p);
filter(s, S);
alpha = deltaNew / dot_lfvector(p, s, numverts);
add_lfvector_lfvectorS(dv, dv, p, alpha, numverts);
add_lfvector_lfvectorS(r, r, s, -alpha, numverts);
mul_prevfmatrix_lfvector(h, Pinv, r);
filter(h, S);
deltaOld = deltaNew;
deltaNew = dot_lfvector(r, h, numverts);
add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts);
filter(p, S);
}
// 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<conjgrad_looplimit;
}
*/
// version 1.4
static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv, fmatrix3x3 *bigI)
{
unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100;
float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0, tol = 0;
lfVector *r = create_lfvector(numverts);
lfVector *p = create_lfvector(numverts);
lfVector *s = create_lfvector(numverts);
lfVector *h = create_lfvector(numverts);
lfVector *bhat = create_lfvector(numverts);
lfVector *btemp = create_lfvector(numverts);
BuildPPinv(lA, P, Pinv);
initdiag_bfmatrix(bigI, I);
sub_bfmatrix_Smatrix(bigI, bigI, S);
// x = Sx_0+(I-S)z
filter(dv, S);
add_lfvector_lfvector(dv, dv, z, numverts);
// b_hat = S(b-A(I-S)z)
mul_bfmatrix_lfvector(r, lA, z);
mul_bfmatrix_lfvector(bhat, bigI, r);
sub_lfvector_lfvector(bhat, lB, bhat, numverts);
// r = S(b-Ax)
mul_bfmatrix_lfvector(r, lA, dv);
sub_lfvector_lfvector(r, lB, r, numverts);
filter(r, S);
// p = SP^-1r
mul_prevfmatrix_lfvector(p, Pinv, r);
filter(p, S);
// delta0 = bhat^TP^-1bhat
mul_prevfmatrix_lfvector(btemp, Pinv, bhat);
delta0 = dot_lfvector(bhat, btemp, numverts);
// deltaNew = r^TP
deltaNew = dot_lfvector(r, p, numverts);
/*
filter(dv, S);
add_lfvector_lfvector(dv, dv, z, numverts);
mul_bfmatrix_lfvector(r, lA, dv);
sub_lfvector_lfvector(r, lB, r, numverts);
filter(r, S);
mul_prevfmatrix_lfvector(p, Pinv, r);
filter(p, S);
deltaNew = dot_lfvector(r, p, numverts);
delta0 = deltaNew * sqrt(conjgrad_epsilon);
*/
// itstart();
tol = (0.01*0.2);
while ((deltaNew > delta0*tol*tol) && (iterations < conjgrad_looplimit))
{
iterations++;
mul_bfmatrix_lfvector(s, lA, p);
filter(s, S);
alpha = deltaNew / dot_lfvector(p, s, numverts);
add_lfvector_lfvectorS(dv, dv, p, alpha, numverts);
add_lfvector_lfvectorS(r, r, s, -alpha, numverts);
mul_prevfmatrix_lfvector(h, Pinv, r);
filter(h, S);
deltaOld = deltaNew;
deltaNew = dot_lfvector(r, h, numverts);
add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts);
filter(p, S);
}
// 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 iterations<conjgrad_looplimit;
}
#endif
DO_INLINE void dfdx_spring_type2(float to[3][3], float dir[3], float length, float L, float k, float cb)
{
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// return outerprod(dir, dir)*fbstar_jacobi(length, L, k, cb);
mul_fvectorT_fvectorS(to, dir, dir, fbstar_jacobi(length, L, k, cb));
}
DO_INLINE void dfdv_damp(float to[3][3], float dir[3], float damping)
{
// derivative of force wrt velocity.
mul_fvectorT_fvectorS(to, dir, dir, damping);
}
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DO_INLINE void dfdx_spring(float to[3][3], float dir[3], float length, float L, float k)
{
// dir is unit length direction, rest is spring's restlength, k is spring constant.
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//return ( (I-outerprod(dir, dir))*Min(1.0f, rest/length) - I) * -k;
mul_fvectorT_fvector(to, dir, dir);
sub_fmatrix_fmatrix(to, I, to);
mul_fmatrix_S(to, (L/length));
sub_fmatrix_fmatrix(to, to, I);
mul_fmatrix_S(to, -k);
}
DO_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, lfVector *UNUSED(lF), lfVector *X, lfVector *V, fmatrix3x3 *UNUSED(dFdV), fmatrix3x3 *UNUSED(dFdX), float time)
{
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts;
float extent[3];
float length = 0, dot = 0;
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float dir[3] = {0, 0, 0};
float vel[3];
float k = 0.0f;
float L = s->restlen;
float cb; /* = clmd->sim_parms->structural; */ /*UNUSED*/
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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};
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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) ) {
#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
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)
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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);
}
#endif
}
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else if (s->type & CLOTH_SPRING_TYPE_GOAL) {
#ifdef CLOTH_FORCE_SPRING_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)));
#endif
}
else { /* calculate force of bending springs */
#ifdef CLOTH_FORCE_SPRING_BEND
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);
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dfdx_spring_type2(s->dfdx, dir, length, L, k, cb);
}
#endif
}
}
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)
{
2012-04-29 15:47:02 +00:00
float n1[3], n2[3];
2012-10-22 08:15:51 +00:00
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! */
2012-04-29 15:47:02 +00:00
float n1[3], n2[3];
2012-10-22 08:15:51 +00:00
n1[0] = v1[0]-v3[0];
n1[1] = v1[1]-v3[1];
n1[2] = v1[2]-v3[2];
2012-10-22 08:15:51 +00:00
n2[0] = v2[0]-v4[0];
n2[1] = v2[1]-v4[1];
n2[2] = v2[2]-v4[2];
2012-10-22 08:15:51 +00:00
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];
}
2014-04-27 07:50:08 +10:00
static float calculateVertexWindForce(const float wind[3], const float vertexnormal[3])
{
return dot_v3v3(wind, vertexnormal);
}
/* ================ Volumetric Hair Interaction ================
* adapted from
2012-04-22 11:54:53 +00:00
* Volumetric Methods for Simulation and Rendering of Hair
* by Lena Petrovic, Mark Henne and John Anderson
* Pixar Technical Memo #06-08, Pixar Animation Studios
*/
/* Note about array indexing:
* Generally the arrays here are one-dimensional.
* The relation between 3D indices and the array offset is
* offset = x + res_x * y + res_y * z
*/
/* 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 */
static const int hair_grid_res = 10;
static int hair_grid_size(int res)
{
return res * res * res;
}
BLI_INLINE void hair_grid_get_scale(int res, const float gmin[3], const float gmax[3], float scale[3])
{
sub_v3_v3v3(scale, gmax, gmin);
mul_v3_fl(scale, 1.0f / (res-1));
}
typedef struct HairGridVert {
float velocity[3];
float density;
} HairGridVert;
#define HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, axis) ( min_ii( max_ii( (int)((vec[axis] - gmin[axis]) / scale[axis]), 0), res-2 ) )
BLI_INLINE int hair_grid_offset(const float vec[3], int res, const float gmin[3], const float scale[3])
{
int i, j, k;
i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
return i + (j + k*res)*res;
}
BLI_INLINE int hair_grid_interp_weights(int res, const float gmin[3], const float scale[3], const float vec[3], float uvw[3])
{
int i, j, k, offset;
i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
offset = i + (j + k*res)*res;
uvw[0] = (vec[0] - gmin[0]) / scale[0] - (float)i;
uvw[1] = (vec[1] - gmin[1]) / scale[1] - (float)j;
uvw[2] = (vec[2] - gmin[2]) / scale[2] - (float)k;
return offset;
}
BLI_INLINE void hair_grid_interpolate(const HairGridVert *grid, int res, const float gmin[3], const float scale[3], const float vec[3],
float *density, float velocity[3], float density_gradient[3])
{
HairGridVert data[8];
float uvw[3], muvw[3];
int res2 = res * res;
int offset;
offset = hair_grid_interp_weights(res, gmin, scale, vec, uvw);
muvw[0] = 1.0f - uvw[0];
muvw[1] = 1.0f - uvw[1];
muvw[2] = 1.0f - uvw[2];
data[0] = grid[offset ];
data[1] = grid[offset +1];
data[2] = grid[offset +res ];
data[3] = grid[offset +res+1];
data[4] = grid[offset+res2 ];
data[5] = grid[offset+res2 +1];
data[6] = grid[offset+res2+res ];
data[7] = grid[offset+res2+res+1];
if (density) {
*density = muvw[2]*( muvw[1]*( muvw[0]*data[0].density + uvw[0]*data[1].density ) +
uvw[1]*( muvw[0]*data[2].density + uvw[0]*data[3].density ) ) +
uvw[2]*( muvw[1]*( muvw[0]*data[4].density + uvw[0]*data[5].density ) +
uvw[1]*( muvw[0]*data[6].density + uvw[0]*data[7].density ) );
}
if (velocity) {
int k;
for (k = 0; k < 3; ++k) {
velocity[k] = muvw[2]*( muvw[1]*( muvw[0]*data[0].velocity[k] + uvw[0]*data[1].velocity[k] ) +
uvw[1]*( muvw[0]*data[2].velocity[k] + uvw[0]*data[3].velocity[k] ) ) +
uvw[2]*( muvw[1]*( muvw[0]*data[4].velocity[k] + uvw[0]*data[5].velocity[k] ) +
uvw[1]*( muvw[0]*data[6].velocity[k] + uvw[0]*data[7].velocity[k] ) );
}
}
if (density_gradient) {
density_gradient[0] = muvw[1] * muvw[2] * ( data[0].density - data[1].density ) +
uvw[1] * muvw[2] * ( data[2].density - data[3].density ) +
muvw[1] * uvw[2] * ( data[4].density - data[5].density ) +
uvw[1] * uvw[2] * ( data[6].density - data[7].density );
density_gradient[1] = muvw[2] * muvw[0] * ( data[0].density - data[2].density ) +
uvw[2] * muvw[0] * ( data[4].density - data[6].density ) +
muvw[2] * uvw[0] * ( data[1].density - data[3].density ) +
uvw[2] * uvw[0] * ( data[5].density - data[7].density );
density_gradient[2] = muvw[2] * muvw[0] * ( data[0].density - data[4].density ) +
uvw[2] * muvw[0] * ( data[1].density - data[5].density ) +
muvw[2] * uvw[0] * ( data[2].density - data[6].density ) +
uvw[2] * uvw[0] * ( data[3].density - data[7].density );
}
}
static void hair_velocity_smoothing(const HairGridVert *hairgrid, const float gmin[3], const float scale[3], float smoothfac,
lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
int v;
/* calculate forces */
for (v = 0; v < numverts; v++) {
float density, velocity[3];
hair_grid_interpolate(hairgrid, hair_grid_res, gmin, scale, lX[v], &density, velocity, NULL);
sub_v3_v3(velocity, lV[v]);
madd_v3_v3fl(lF[v], velocity, smoothfac);
}
}
static void hair_velocity_collision(const HairGridVert *collgrid, const float gmin[3], const float scale[3], float collfac,
lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
int v;
/* calculate forces */
for (v = 0; v < numverts; v++) {
int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, scale);
if (collgrid[offset].density > 0.0f) {
lF[v][0] += collfac * (collgrid[offset].velocity[0] - lV[v][0]);
lF[v][1] += collfac * (collgrid[offset].velocity[1] - lV[v][1]);
lF[v][2] += collfac * (collgrid[offset].velocity[2] - lV[v][2]);
}
}
}
static void hair_pressure_force(const HairGridVert *hairgrid, const float gmin[3], const float scale[3], float pressurefac, float minpressure,
lfVector *lF, lfVector *lX, unsigned int numverts)
{
int v;
/* calculate forces */
for (v = 0; v < numverts; v++) {
float density, gradient[3], gradlen;
hair_grid_interpolate(hairgrid, hair_grid_res, gmin, scale, lX[v], &density, NULL, gradient);
gradlen = normalize_v3(gradient) - minpressure;
if (gradlen < 0.0f)
continue;
mul_v3_fl(gradient, gradlen);
madd_v3_v3fl(lF[v], gradient, pressurefac);
}
}
static void hair_volume_get_boundbox(lfVector *lX, unsigned int numverts, float gmin[3], float gmax[3])
{
int i;
INIT_MINMAX(gmin, gmax);
for (i = 0; i < numverts; i++)
DO_MINMAX(lX[i], gmin, gmax);
}
BLI_INLINE bool hair_grid_point_valid(const float vec[3], float gmin[3], float gmax[3])
{
return !(vec[0] < gmin[0] || vec[1] < gmin[1] || vec[2] < gmin[2] ||
vec[0] > gmax[0] || vec[1] > gmax[1] || vec[2] > gmax[2]);
}
BLI_INLINE float dist_tent_v3f3(const float a[3], float x, float y, float z)
{
float w = (1.0f - fabsf(a[0] - x)) * (1.0f - fabsf(a[1] - y)) * (1.0f - fabsf(a[2] - z));
return w;
}
/* returns the grid array offset as well to avoid redundant calculation */
static int hair_grid_weights(int res, const float gmin[3], const float scale[3], const float vec[3], float weights[8])
{
int i, j, k, offset;
float uvw[3];
i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
offset = i + (j + k*res)*res;
uvw[0] = (vec[0] - gmin[0]) / scale[0];
uvw[1] = (vec[1] - gmin[1]) / scale[1];
uvw[2] = (vec[2] - gmin[2]) / scale[2];
weights[0] = dist_tent_v3f3(uvw, (float)i , (float)j , (float)k );
weights[1] = dist_tent_v3f3(uvw, (float)(i+1), (float)j , (float)k );
weights[2] = dist_tent_v3f3(uvw, (float)i , (float)(j+1), (float)k );
weights[3] = dist_tent_v3f3(uvw, (float)(i+1), (float)(j+1), (float)k );
weights[4] = dist_tent_v3f3(uvw, (float)i , (float)j , (float)(k+1));
weights[5] = dist_tent_v3f3(uvw, (float)(i+1), (float)j , (float)(k+1));
weights[6] = dist_tent_v3f3(uvw, (float)i , (float)(j+1), (float)(k+1));
weights[7] = dist_tent_v3f3(uvw, (float)(i+1), (float)(j+1), (float)(k+1));
return offset;
}
static HairGridVert *hair_volume_create_hair_grid(ClothModifierData *clmd, lfVector *lX, lfVector *lV, unsigned int numverts)
{
int res = hair_grid_res;
int size = hair_grid_size(res);
HairGridVert *hairgrid;
float gmin[3], gmax[3], scale[3];
/* 2.0f is an experimental value that seems to give good results */
float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth;
unsigned int v = 0;
int i = 0;
hair_volume_get_boundbox(lX, numverts, gmin, gmax);
hair_grid_get_scale(res, gmin, gmax, scale);
hairgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair voxel data");
/* initialize grid */
for (i = 0; i < size; ++i) {
zero_v3(hairgrid[i].velocity);
hairgrid[i].density = 0.0f;
}
/* gather velocities & density */
if (smoothfac > 0.0f) {
for (v = 0; v < numverts; v++) {
float *V = lV[v];
float weights[8];
int di, dj, dk;
int offset;
if (!hair_grid_point_valid(lX[v], gmin, gmax))
continue;
offset = hair_grid_weights(res, gmin, scale, lX[v], weights);
for (di = 0; di < 2; ++di) {
for (dj = 0; dj < 2; ++dj) {
for (dk = 0; dk < 2; ++dk) {
int voffset = offset + di + (dj + dk*res)*res;
int iw = di + dj*2 + dk*4;
hairgrid[voffset].density += weights[iw];
madd_v3_v3fl(hairgrid[voffset].velocity, V, weights[iw]);
}
}
}
}
}
/* divide velocity with density */
for (i = 0; i < size; i++) {
float density = hairgrid[i].density;
if (density > 0.0f)
mul_v3_fl(hairgrid[i].velocity, 1.0f/density);
}
return hairgrid;
}
static HairGridVert *hair_volume_create_collision_grid(ClothModifierData *clmd, lfVector *lX, unsigned int numverts)
{
int res = hair_grid_res;
int size = hair_grid_size(res);
HairGridVert *collgrid;
ListBase *colliders;
ColliderCache *col = NULL;
float gmin[3], gmax[3], scale[3];
/* 2.0f is an experimental value that seems to give good results */
float collfac = 2.0f * clmd->sim_parms->collider_friction;
unsigned int v = 0;
int i = 0;
hair_volume_get_boundbox(lX, numverts, gmin, gmax);
hair_grid_get_scale(res, gmin, gmax, scale);
collgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair collider voxel data");
/* initialize grid */
for (i = 0; i < size; ++i) {
zero_v3(collgrid[i].velocity);
collgrid[i].density = 0.0f;
}
/* gather colliders */
colliders = get_collider_cache(clmd->scene, NULL, NULL);
if (colliders && collfac > 0.0f) {
for (col = colliders->first; col; col = col->next) {
MVert *loc0 = col->collmd->x;
MVert *loc1 = col->collmd->xnew;
float vel[3];
float weights[8];
int di, dj, dk;
for (v=0; v < col->collmd->numverts; v++, loc0++, loc1++) {
int offset;
if (!hair_grid_point_valid(loc1->co, gmin, gmax))
continue;
offset = hair_grid_weights(res, gmin, scale, lX[v], weights);
sub_v3_v3v3(vel, loc1->co, loc0->co);
for (di = 0; di < 2; ++di) {
for (dj = 0; dj < 2; ++dj) {
for (dk = 0; dk < 2; ++dk) {
int voffset = offset + di + (dj + dk*res)*res;
int iw = di + dj*2 + dk*4;
collgrid[voffset].density += weights[iw];
madd_v3_v3fl(collgrid[voffset].velocity, vel, weights[iw]);
}
}
}
}
}
}
free_collider_cache(&colliders);
/* divide velocity with density */
for (i = 0; i < size; i++) {
float density = collgrid[i].density;
if (density > 0.0f)
mul_v3_fl(collgrid[i].velocity, 1.0f/density);
}
return collgrid;
}
static void hair_volume_forces(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
{
HairGridVert *hairgrid, *collgrid;
float gmin[3], gmax[3], scale[3];
/* 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;
float pressfac = clmd->sim_parms->pressure;
float minpress = clmd->sim_parms->pressure_threshold;
if (smoothfac <= 0.0f && collfac <= 0.0f && pressfac <= 0.0f)
return;
hair_volume_get_boundbox(lX, numverts, gmin, gmax);
hair_grid_get_scale(hair_grid_res, gmin, gmax, scale);
hairgrid = hair_volume_create_hair_grid(clmd, lX, lV, numverts);
collgrid = hair_volume_create_collision_grid(clmd, lX, numverts);
hair_velocity_smoothing(hairgrid, gmin, scale, smoothfac, lF, lX, lV, numverts);
hair_velocity_collision(collgrid, gmin, scale, collfac, lF, lX, lV, numverts);
hair_pressure_force(hairgrid, gmin, scale, pressfac, minpress, lF, lX, numverts);
MEM_freeN(hairgrid);
MEM_freeN(collgrid);
}
bool implicit_hair_volume_get_texture_data(Object *UNUSED(ob), ClothModifierData *clmd, ListBase *UNUSED(effectors), VoxelData *vd)
{
lfVector *lX, *lV;
HairGridVert *hairgrid/*, *collgrid*/;
int numverts;
int totres, i;
int depth;
if (!clmd->clothObject || !clmd->clothObject->implicit)
return false;
lX = clmd->clothObject->implicit->X;
lV = clmd->clothObject->implicit->V;
numverts = clmd->clothObject->numverts;
hairgrid = hair_volume_create_hair_grid(clmd, lX, lV, numverts);
// collgrid = hair_volume_create_collision_grid(clmd, lX, numverts);
vd->resol[0] = hair_grid_res;
vd->resol[1] = hair_grid_res;
vd->resol[2] = hair_grid_res;
totres = hair_grid_size(hair_grid_res);
if (vd->hair_type == TEX_VD_HAIRVELOCITY) {
depth = 4;
vd->data_type = TEX_VD_RGBA_PREMUL;
}
else {
depth = 1;
vd->data_type = TEX_VD_INTENSITY;
}
if (totres > 0) {
vd->dataset = (float *)MEM_mapallocN(sizeof(float) * depth * (totres), "hair volume texture data");
for (i = 0; i < totres; ++i) {
switch (vd->hair_type) {
case TEX_VD_HAIRDENSITY:
vd->dataset[i] = hairgrid[i].density;
break;
case TEX_VD_HAIRRESTDENSITY:
vd->dataset[i] = 0.0f; // TODO
break;
case TEX_VD_HAIRVELOCITY:
vd->dataset[i + 0*totres] = hairgrid[i].velocity[0];
vd->dataset[i + 1*totres] = hairgrid[i].velocity[1];
vd->dataset[i + 2*totres] = hairgrid[i].velocity[2];
vd->dataset[i + 3*totres] = len_v3(hairgrid[i].velocity);
break;
case TEX_VD_HAIRENERGY:
vd->dataset[i] = 0.0f; // TODO
break;
}
}
}
else {
vd->dataset = NULL;
}
MEM_freeN(hairgrid);
// MEM_freeN(collgrid);
return true;
}
/* ================================ */
/* 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 setup_constraint_matrix(ClothModifierData *clmd, ColliderContacts *contacts, int totcolliders, lfVector *V, fmatrix3x3 *S, lfVector *z, float dt)
{
ClothVertex *verts = clmd->clothObject->verts;
int numverts = clmd->clothObject->numverts;
int i, j, v;
for (v = 0; v < numverts; v++) {
S[v].c = S[v].r = v;
if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
/* pinned vertex constraints */
zero_v3(z[v]); /* velocity is defined externally */
zero_m3(S[v].m);
}
else {
/* free vertex */
zero_v3(z[v]);
unit_m3(S[v].m);
}
}
for (i = 0; i < totcolliders; ++i) {
ColliderContacts *ct = &contacts[i];
for (j = 0; j < ct->totcollisions; ++j) {
CollPair *collpair = &ct->collisions[j];
int v = collpair->face1;
float cmat[3][3];
float impulse[3];
/* pinned verts handled separately */
if (verts[v].flags & CLOTH_VERT_FLAG_PINNED)
continue;
/* calculate collision response */
if (!cloth_points_collpair_response(clmd, ct->collmd, ct->ob->pd, collpair, dt, impulse))
continue;
add_v3_v3(z[v], impulse);
/* modify S to enforce velocity constraint in normal direction */
mul_fvectorT_fvector(cmat, collpair->normal, collpair->normal);
sub_m3_m3m3(S[v].m, I, cmat);
BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pa, 0, 1, 0, "collision", hash_collpair(936, collpair));
BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pb, 1, 0, 0, "collision", hash_collpair(937, collpair));
BKE_sim_debug_data_add_line(clmd->debug_data, collpair->pa, collpair->pb, 0.7, 0.7, 0.7, "collision", hash_collpair(938, collpair));
{ /* DEBUG */
// float nor[3];
// mul_v3_v3fl(nor, collpair->normal, collpair->distance);
// BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, nor, 1, 1, 0, "collision", hash_collpair(939, collpair));
BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, impulse, 1, 1, 0, "collision", hash_collpair(940, collpair));
// BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, collpair->normal, 1, 1, 0, "collision", hash_collpair(941, collpair));
}
}
}
}
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)
{
2012-04-29 15:47:02 +00:00
/* 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 */
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
float gravity[3] = {0.0f, 0.0f, 0.0f};
MFace *mfaces = cloth->mfaces;
unsigned int numverts = cloth->numverts;
LinkNode *search;
lfVector *winvec;
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
EffectedPoint epoint;
/* set dFdX jacobi matrix to zero */
init_bfmatrix(dFdX, ZERO);
init_bfmatrix(dFdV, ZERO);
#ifdef CLOTH_FORCE_GRAVITY
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
/* global acceleration (gravitation) */
if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
copy_v3_v3(gravity, clmd->scene->physics_settings.gravity);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */
}
init_lfvector(lF, gravity, numverts);
/* multiply lF with mass matrix
2012-04-22 11:54:53 +00:00
* 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);
}
#else
zero_lfvector(lF, numverts);
#endif
hair_volume_forces(clmd, lF, lX, lV, numverts);
#ifdef CLOTH_FORCE_DRAG
/* set dFdX jacobi matrix diagonal entries to -spring_air */
for (i = 0; i < numverts; i++) {
dFdV[i].m[0][0] -= spring_air;
dFdV[i].m[1][1] -= spring_air;
dFdV[i].m[2][2] -= spring_air;
}
submul_lfvectorS(lF, lV, spring_air, numverts);
#endif
/* 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++) {
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
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++) {
2012-10-22 08:15:51 +00:00
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)
2012-04-29 15:47:02 +00:00
CalcFloat4(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], lX[mfaces[i].v4], triunnormal);
else
2012-04-29 15:47:02 +00:00
CalcFloat(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], triunnormal);
2010-08-15 15:14:08 +00:00
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;
2012-10-22 08:15:51 +00:00
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 bool simulate_implicit_euler(Implicit_Data *id, float dt)
{
unsigned int numverts = id->dFdV[0].vcount;
bool ok;
lfVector *dFdXmV = create_lfvector(numverts);
zero_lfvector(id->dV, numverts);
cp_bfmatrix(id->A, id->M);
subadd_bfmatrixS_bfmatrixS(id->A, id->dFdV, dt, id->dFdX, (dt*dt));
mul_bfmatrix_lfvector(dFdXmV, id->dFdX, id->V);
add_lfvectorS_lfvectorS(id->B, id->F, dt, dFdXmV, (dt*dt), numverts);
// itstart();
ok = cg_filtered(id->dV, id->A, id->B, id->z, id->S); /* conjugate gradient algorithm to solve Ax=b */
// cg_filtered_pre(id->dV, id->A, id->B, id->z, id->S, id->P, id->Pinv, id->bigI);
// itend();
// printf("cg_filtered calc time: %f\n", (float)itval());
// advance velocities
add_lfvector_lfvector(id->Vnew, id->V, id->dV, numverts);
del_lfvector(dFdXmV);
return ok;
}
2012-04-22 11:54:53 +00:00
/* 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*/
2013-03-08 04:00:06 +00:00
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; i<cloth->numverts; i++, cv++) {
copy_v3_v3(cos[i], cv->tx);
if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
masses[i] = 1e+10;
}
else {
masses[i] = cv->mass;
}
}
steps = 55;
for (i=0; i<steps; i++) {
for (node=cloth->springs; node; node=node->next) {
/* ClothVertex *cv1, *cv2; */ /* UNUSED */
int v1, v2;
float len, c, l, vec[3];
spring = node->link;
if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR)
continue;
v1 = spring->ij; v2 = spring->kl;
/* cv1 = cloth->verts + v1; */ /* UNUSED */
/* cv2 = cloth->verts + v2; */ /* UNUSED */
len = len_v3v3(cos[v1], cos[v2]);
sub_v3_v3v3(vec, cos[v1], cos[v2]);
normalize_v3(vec);
c = (len - spring->restlen);
if (c == 0.0f)
continue;
l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
add_v3_v3(cos[v1], vec);
sub_v3_v3v3(vec, cos[v2], cos[v1]);
normalize_v3(vec);
mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
add_v3_v3(cos[v2], vec);
}
}
cv = cloth->verts;
for (i=0; i<cloth->numverts; 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)
2011-09-25 12:31:21 +00:00
{
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");*/ /* UNUSED */
Implicit_Data *id = cloth->implicit;
ColliderContacts *contacts = NULL;
int totcolliders = 0;
BKE_sim_debug_data_clear_category(clmd->debug_data, "collision");
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) {
sub_v3_v3v3(id->V[i], verts[i].xconst, verts[i].xold);
// mul_v3_fl(id->V[i], clmd->sim_parms->stepsPerFrame);
}
}
}
if (clmd->debug_data) {
for (i = 0; i < numverts; i++) {
BKE_sim_debug_data_add_dot(clmd->debug_data, verts[i].x, 1.0f, 0.1f, 1.0f, "points", hash_vertex(583, i));
}
}
while (step < tf) {
/* copy velocities for collision */
for (i = 0; i < numverts; i++) {
copy_v3_v3(verts[i].tv, id->V[i]);
copy_v3_v3(verts[i].v, verts[i].tv);
}
/* determine contact points */
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_POINTS) {
cloth_find_point_contacts(ob, clmd, 0.0f, tf, &contacts, &totcolliders);
}
}
/* setup vertex constraints for pinned vertices and contacts */
setup_constraint_matrix(clmd, contacts, totcolliders, id->V, id->S, id->z, dt);
// 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, dt);
// 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 (!(verts[i].flags & CLOTH_VERT_FLAG_PINNED) && i > 0) {
BKE_sim_debug_data_add_line(clmd->debug_data, id->X[i], id->X[i-1], 0.6, 0.3, 0.3, "hair", hash_vertex(4892, i));
BKE_sim_debug_data_add_line(clmd->debug_data, id->Xnew[i], id->Xnew[i-1], 1, 0.5, 0.5, "hair", hash_vertex(4893, i));
}
BKE_sim_debug_data_add_vector(clmd->debug_data, id->X[i], id->V[i], 0, 0, 1, "velocity", hash_vertex(3158, i));
}
/* free contact points */
if (contacts) {
cloth_free_contacts(contacts, totcolliders);
}
#if 0
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
bool do_extra_solve = false;
// 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);
}
/* unused */
/*for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) {
copy_v3_v3(initial_cos[i], cv->tx);
}*/
if (clmd->clothObject->bvhtree) {
// 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);
}
else if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_POINTS) {
do_extra_solve = cloth_points_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]);
}
/* unused */
/*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, dt / 2.0f);
}
}
else {
// X = Xnew;
cp_lfvector(id->X, id->Xnew, numverts);
}
// itend();
// printf("collision time: %f\n", (float)itval());
#else
// X = Xnew;
cp_lfvector(id->X, id->Xnew, numverts);
#endif
// 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]);
}
}
/* unused */
/*MEM_freeN(initial_cos);*/
return 1;
}
void implicit_set_positions(ClothModifierData *clmd)
2011-09-25 12:31:21 +00:00
{
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");
}
#endif /* IMPLICIT_SOLVER_BLENDER */