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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_curve.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;
float colball;
} BodyPoint;
typedef struct BodySpring {
int v1, v2;
float len, strength;
float ext_force[3];
/* ^^^^^^^^^ for collision now,
but could be used for forces depending on orientations
such as wind --> project the lenght on the (relative) wind
via inner product force -> sin(<v_wind-v_spring,v1-v2>)
*/
short order;
short flag;
} 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 */
#define BSF_INTERSECT 1 /* edge intersects collider face */
float SoftHeunTol = 1.0f; /* humm .. this should be calculated from sb parameters and sizes */
/* local prototypes */
static void free_softbody_intern(SoftBody *sb);
/* aye this belongs to arith.c */
static void Vec3PlusStVec(float *v, float s, float *v1);
/*+++ 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 ---*/
/*+++ collider caching and dicing +++*/
2006-02-01 09:46:34 +00:00
/********************
for each target object/face the ortho bounding box (OBB) is stored
faces paralell to global axes
so only simple "value" in [min,max] ckecks are used
float operations still
*/
/* just an ID here to reduce the prob for killing objects
** ob->sumohandle points to we should not kill :)
*/
const int CCD_SAVETY = 190561;
typedef struct ccdf_minmax{
float minx,miny,minz,maxx,maxy,maxz;
}ccdf_minmax;
typedef struct ccd_Mesh {
int totvert, totface;
MVert *mvert;
MFace *mface;
int savety;
ccdf_minmax *mima;
/* Axis Aligned Bounding Box AABB */
float bbmin[3];
float bbmax[3];
}ccd_Mesh;
2006-02-01 09:46:34 +00:00
#if (0)
/* build cache for self intersection */
/* waiting for being needed */
ccd_Mesh *ccd_mesh_make_self(Object *ob)
{
SoftBody *sb;
BodyPoint *bp;
ccd_Mesh *pccd_M = NULL;
ccdf_minmax *mima =NULL;
MFace *mface=NULL;
float v[3],hull;
int i;
Mesh *me= ob->data;
sb=ob->soft;
/* first some paranoia checks */
if (!me) return NULL;
if ((!me->totface) || (!me->totvert)) return NULL;
pccd_M = MEM_mallocN(sizeof(ccd_Mesh),"ccd_Mesh");
pccd_M->totvert = me->totvert;
pccd_M->totface = me->totface;
pccd_M->savety = CCD_SAVETY;
pccd_M->bbmin[0]=pccd_M->bbmin[1]=pccd_M->bbmin[2]=1e30f;
pccd_M->bbmax[0]=pccd_M->bbmax[1]=pccd_M->bbmax[2]=-1e30f;
/* blow it up with forcefield ranges */
hull = MAX2(ob->pd->pdef_sbift,ob->pd->pdef_sboft);
/* alloc and copy verts*/
pccd_M->mvert = MEM_mallocN(sizeof(MVert)*pccd_M->totvert,"ccd_Mesh_Vert");
/* ah yeah, put the verices to global coords once */
/* and determine the ortho BB on the fly */
bp=sb->bpoint;
for(i=0; i < pccd_M->totvert; i++,bp++){
VECCOPY(pccd_M->mvert[i].co,bp->pos);
//Mat4MulVecfl(ob->obmat, pccd_M->mvert[i].co);
/* evaluate limits */
VECCOPY(v,pccd_M->mvert[i].co);
pccd_M->bbmin[0] = MIN2(pccd_M->bbmin[0],v[0]-hull);
pccd_M->bbmin[1] = MIN2(pccd_M->bbmin[1],v[1]-hull);
pccd_M->bbmin[2] = MIN2(pccd_M->bbmin[2],v[2]-hull);
pccd_M->bbmax[0] = MAX2(pccd_M->bbmax[0],v[0]+hull);
pccd_M->bbmax[1] = MAX2(pccd_M->bbmax[1],v[1]+hull);
pccd_M->bbmax[2] = MAX2(pccd_M->bbmax[2],v[2]+hull);
}
/* alloc and copy faces*/
pccd_M->mface = MEM_mallocN(sizeof(MFace)*pccd_M->totface,"ccd_Mesh_Faces");
memcpy(pccd_M->mface,me->mface,sizeof(MFace)*pccd_M->totface);
/* OBBs for idea1 */
pccd_M->mima = MEM_mallocN(sizeof(ccdf_minmax)*pccd_M->totface,"ccd_Mesh_Faces_mima");
mima = pccd_M->mima;
mface = pccd_M->mface;
/* anyhoo we need to walk the list of faces and find OBB they live in */
for(i=0; i < pccd_M->totface; i++){
mima->minx=mima->miny=mima->minz=1e30f;
mima->maxx=mima->maxy=mima->maxz=-1e30f;
VECCOPY(v,pccd_M->mvert[mface->v1].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
VECCOPY(v,pccd_M->mvert[mface->v2].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
VECCOPY(v,pccd_M->mvert[mface->v3].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
if(mface->v4){
VECCOPY(v,pccd_M->mvert[mface->v4].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
}
mima++;
mface++;
}
return pccd_M;
}
2006-02-01 09:46:34 +00:00
#endif
ccd_Mesh *ccd_mesh_make(Object *ob, DispListMesh *dm)
{
ccd_Mesh *pccd_M = NULL;
ccdf_minmax *mima =NULL;
MFace *mface=NULL;
float v[3],hull;
int i;
/* first some paranoia checks */
if (!dm) return NULL;
if ((!dm->totface) || (!dm->totvert)) return NULL;
pccd_M = MEM_mallocN(sizeof(ccd_Mesh),"ccd_Mesh");
pccd_M->totvert = dm->totvert;
pccd_M->totface = dm->totface;
pccd_M->savety = CCD_SAVETY;
pccd_M->bbmin[0]=pccd_M->bbmin[1]=pccd_M->bbmin[2]=1e30f;
pccd_M->bbmax[0]=pccd_M->bbmax[1]=pccd_M->bbmax[2]=-1e30f;
/* blow it up with forcefield ranges */
hull = MAX2(ob->pd->pdef_sbift,ob->pd->pdef_sboft);
/* alloc and copy verts*/
pccd_M->mvert = MEM_mallocN(sizeof(MVert)*pccd_M->totvert,"ccd_Mesh_Vert");
memcpy(pccd_M->mvert,dm->mvert,sizeof(MVert)*pccd_M->totvert);
/* ah yeah, put the verices to global coords once */
/* and determine the ortho BB on the fly */
for(i=0; i < pccd_M->totvert; i++){
Mat4MulVecfl(ob->obmat, pccd_M->mvert[i].co);
/* evaluate limits */
VECCOPY(v,pccd_M->mvert[i].co);
pccd_M->bbmin[0] = MIN2(pccd_M->bbmin[0],v[0]-hull);
pccd_M->bbmin[1] = MIN2(pccd_M->bbmin[1],v[1]-hull);
pccd_M->bbmin[2] = MIN2(pccd_M->bbmin[2],v[2]-hull);
pccd_M->bbmax[0] = MAX2(pccd_M->bbmax[0],v[0]+hull);
pccd_M->bbmax[1] = MAX2(pccd_M->bbmax[1],v[1]+hull);
pccd_M->bbmax[2] = MAX2(pccd_M->bbmax[2],v[2]+hull);
}
/* alloc and copy faces*/
pccd_M->mface = MEM_mallocN(sizeof(MFace)*pccd_M->totface,"ccd_Mesh_Faces");
memcpy(pccd_M->mface,dm->mface,sizeof(MFace)*pccd_M->totface);
/* OBBs for idea1 */
pccd_M->mima = MEM_mallocN(sizeof(ccdf_minmax)*pccd_M->totface,"ccd_Mesh_Faces_mima");
mima = pccd_M->mima;
mface = pccd_M->mface;
/* anyhoo we need to walk the list of faces and find OBB they live in */
for(i=0; i < pccd_M->totface; i++){
mima->minx=mima->miny=mima->minz=1e30f;
mima->maxx=mima->maxy=mima->maxz=-1e30f;
VECCOPY(v,pccd_M->mvert[mface->v1].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
VECCOPY(v,pccd_M->mvert[mface->v2].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
VECCOPY(v,pccd_M->mvert[mface->v3].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
if(mface->v4){
VECCOPY(v,pccd_M->mvert[mface->v4].co);
mima->minx = MIN2(mima->minx,v[0]-hull);
mima->miny = MIN2(mima->miny,v[1]-hull);
mima->minz = MIN2(mima->minz,v[2]-hull);
mima->maxx = MAX2(mima->maxx,v[0]+hull);
mima->maxy = MAX2(mima->maxy,v[1]+hull);
mima->maxz = MAX2(mima->maxz,v[2]+hull);
}
mima++;
mface++;
}
return pccd_M;
}
void ccd_mesh_free(ccd_Mesh *ccdm)
{
if(ccdm && (ccdm->savety == CCD_SAVETY )){ /*make sure we're not nuking objects we don't know*/
MEM_freeN(ccdm->mface);
MEM_freeN(ccdm->mvert);
MEM_freeN(ccdm->mima);
MEM_freeN(ccdm);
ccdm = NULL;
}
}
void free_sumo_handles()
{
Base *base;
for(base= G.scene->base.first; base; base= base->next) {
if(base->object->sumohandle) {
ccd_mesh_free(base->object->sumohandle);
base->object->sumohandle= NULL;
}
}
}
void ccd_build_deflector_cache(Object *vertexowner)
{
Base *base;
Object *ob;
base= G.scene->base.first;
base= G.scene->base.first;
while (base) {
/*Only proceed for mesh object in same layer */
if(base->object->type==OB_MESH && (base->lay & vertexowner->lay)) {
ob= base->object;
if((vertexowner) && (ob == vertexowner)){
/* duuh thats myself! */
/* anyhow to do some clever caching with o frozen version */
2006-02-01 09:46:34 +00:00
/*
if(ob->pd && ob->pd->deflect) {
ob->sumohandle=ccd_mesh_make_self(ob);
2006-02-01 09:46:34 +00:00
} no self intersection test yet*/
/* 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;
if(1) { /* so maybe someone wants overkill to collide with subsurfed */
dm = mesh_get_derived_deform(ob, &dmNeedsFree);
} else {
dm = mesh_get_derived_final(ob, &dmNeedsFree);
}
if(dm){
DispListMesh *disp_mesh= NULL;
disp_mesh = dm->convertToDispListMesh(dm, 0);
ob->sumohandle=ccd_mesh_make(ob,disp_mesh);
/* we did copy & modify all we need so give 'em away again */
if (disp_mesh) {
displistmesh_free(disp_mesh);
}
if (dm) {
if (dmNeedsFree) dm->release(dm);
}
}
}/*--- only with deflecting set */
}/* mesh && layer*/
base = base->next;
} /* while (base) */
}
/*--- collider caching and dicing ---*/
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->order =2;
bs++;
bs->v1= mface->v2;
bs->v2= mface->v4;
bs->strength= 1.0;
bs->order =2;
bs++;
}
}
}
/* now we can announce new springs */
ob->soft->totspring += nofquads *2;
}
}
}
static void add_2nd_order_roller(Object *ob,float stiffness,int *counter, int addsprings)
{
/*assume we have a softbody*/
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp,*bpo;
BodySpring *bs,*bs2,*bs3;
int a,b,c,notthis,v0;
if (!sb->bspring){return;} /* we are 2nd order here so 1rst should have been build :) */
/* first run counting second run adding */
/*run all body points*/
*counter = 0;
if (addsprings) bs3 = ob->soft->bspring+ob->soft->totspring;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/*scan for neighborhood*/
bpo = NULL;
v0 = (sb->totpoint-a);
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
/*nasty thing here that springs have two ends
so here we have to make sure we examine the other */
if (( v0 == bs->v1) ){
bpo =sb->bpoint+bs->v2;
notthis = bs->v2;
}
else {
if (( v0 == bs->v2) ){
bpo =sb->bpoint+bs->v1;
notthis = bs->v1;
}
else {printf("oops we should not get here - add_2nd_order_springs");}
}
if (bpo){/* so now we have a 2nd order humpdidump */
for(c=bpo->nofsprings;c>0;c--){
bs2 = sb->bspring + bpo->springs[c-1];
if ((bs2->v1 != notthis) && (bs2->v1 > v0)){
(*counter)++;/*hit */
if (addsprings){
bs3->v1= v0;
bs3->v2= bs2->v1;
bs3->strength= stiffness;
bs3->order=2;
bs3++;
}
}
if ((bs2->v2 !=notthis)&&(bs2->v2 > v0)){
(*counter)++;/*hit */
if (addsprings){
bs3->v1= v0;
bs3->v2= bs2->v2;
bs3->strength= stiffness;
bs3->order=2;
bs3++;
}
}
}
}
}
/*scan for neighborhood done*/
}
}
static void add_2nd_order_springs(Object *ob,float stiffness)
{
int counter = 0;
BodySpring *bs_new;
add_2nd_order_roller(ob,stiffness,&counter,0);
if (counter) {
/* printf("Added %d springs \n", counter); */
/* resize spring-array to hold additional springs */
bs_new= MEM_callocN( (ob->soft->totspring + counter )*sizeof(BodySpring), "bodyspring");
memcpy(bs_new,ob->soft->bspring,(ob->soft->totspring )*sizeof(BodySpring));
if(ob->soft->bspring)
MEM_freeN(ob->soft->bspring);
ob->soft->bspring = bs_new;
add_2nd_order_roller(ob,stiffness,&counter,1);
ob->soft->totspring +=counter ;
}
}
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++) {
/* throw away old list */
if (bp->springs) {
MEM_freeN(bp->springs);
bp->springs=NULL;
}
/* 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*/
}
static void calculate_collision_balls(Object *ob)
{
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;
BodySpring *bs;
int a,b,akku_count;
float min,max,akku;
if (sb==NULL) return; /* paranoya check */
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
bp->colball=0;
akku =0.0f;
akku_count=0;
min = 1e22f;
max = -1e22f;
/* first estimation based on attached */
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
if (bs->order == 1){
akku += bs->len;
akku_count++,
min = MIN2(bs->len,min);
max = MAX2(bs->len,max);
}
}
if (akku_count > 0) {
if (sb->sbc_mode == 0){
bp->colball=sb->colball;
}
if (sb->sbc_mode == 1){
bp->colball = akku/(float)akku_count*sb->colball;
}
if (sb->colball == 2){
bp->colball=min*sb->colball;
}
if (sb->colball == 3){
bp->colball=max*sb->colball;
}
if (sb->colball == 4){
bp->colball = (min + max)/2.0f*sb->colball;
}
}
else bp->colball=0;
/* printf("CB %f \n",bp->colball); */
}/*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)
{
SoftBody *sb;
int i;
if(ob->soft==NULL) ob->soft= sbNew();
else free_softbody_intern(ob->soft);
sb= ob->soft;
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 ********** */
/* the most general (micro physics correct) way to do collision
** (only needs the current particle position)
**
** it actually checks if the particle intrudes a short range force field generated
** by the faces of the target object and returns a force to drive the particel out
** the strenght of the field grows exponetially if the particle is on the 'wrong' side of the face
** 'wrong' side : projection to the face normal is negative (all referred to a vertex in the face)
**
** flaw of this: 'fast' particles as well as 'fast' colliding faces
** give a 'tunnel' effect such that the particle passes through the force field
** without ever 'seeing' it
** this is fully compliant to heisenberg: h >= fuzzy(location) * fuzzy(time)
** besides our h is way larger than in QM because forces propagate way slower here
** we have to deal with fuzzy(time) in the range of 1/25 seconds (typical frame rate)
** yup collision targets are not known here any better
** and 1/25 second is looong compared to real collision events
** Q: why not use 'simple' collision here like bouncing back a particle
** --> reverting is velocity on the face normal
** A: because our particles are not alone here
** and need to tell their neighbours exactly what happens via spring forces
** unless sbObjectStep( .. ) is called on sub frame timing level
** BTW that also questions the use of a 'implicit' solvers on softbodies
** since that would only valid for 'slow' moving collision targets and dito particles
*/
/* 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];
}
/* BEGIN the spring external section*/
//#if (0)
int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp,
float force[3], unsigned int par_layer,struct Object *vertexowner)
{
Base *base;
Object *ob;
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3], d_nvect[3], aabbmin[3],aabbmax[3];
float t,el;
int a, deflected=0;
aabbmin[0] = MIN2(edge_v1[0],edge_v2[0]);
aabbmin[1] = MIN2(edge_v1[1],edge_v2[1]);
aabbmin[2] = MIN2(edge_v1[2],edge_v2[2]);
aabbmax[0] = MAX2(edge_v1[0],edge_v2[0]);
aabbmax[1] = MAX2(edge_v1[1],edge_v2[1]);
aabbmax[2] = MAX2(edge_v1[2],edge_v2[2]);
el = VecLenf(edge_v1,edge_v2);
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) {
MFace *mface= NULL;
MVert *mvert= NULL;
ccdf_minmax *mima= NULL;
if(ob->sumohandle){
ccd_Mesh *ccdm=ob->sumohandle;
mface= ccdm->mface;
mvert= ccdm->mvert;
mima= ccdm->mima;
a = ccdm->totface;
if ((aabbmax[0] < ccdm->bbmin[0]) ||
(aabbmax[1] < ccdm->bbmin[1]) ||
(aabbmax[2] < ccdm->bbmin[2]) ||
(aabbmin[0] > ccdm->bbmax[0]) ||
(aabbmin[1] > ccdm->bbmax[1]) ||
(aabbmin[2] > ccdm->bbmax[2]) ) {
/* boxes dont intersect */
base = base->next;
continue;
}
}
else{
/*aye that should be cached*/
printf("missing cache error \n");
base = base->next;
continue;
}
/* use mesh*/
while (a--) {
if (
(aabbmax[0] < mima->minx) ||
(aabbmin[0] > mima->maxx) ||
(aabbmax[1] < mima->miny) ||
(aabbmin[1] > mima->maxy) ||
(aabbmax[2] < mima->minz) ||
(aabbmin[2] > mima->maxz)
) {
mface++;
mima++;
continue;
}
if (mvert){
VECCOPY(nv1,mvert[mface->v1].co);
VECCOPY(nv2,mvert[mface->v2].co);
VECCOPY(nv3,mvert[mface->v3].co);
if (mface->v4){
VECCOPY(nv4,mvert[mface->v4].co);
}
}
/* switch origin to be nv2*/
VECSUB(edge1, nv1, nv2);
VECSUB(edge2, nv3, nv2);
Crossf(d_nvect, edge2, edge1);
Normalise(d_nvect);
if ( LineIntersectsTriangle(edge_v1, edge_v2, nv1, nv2, nv3, &t)){
float v1[3],v2[3];
float intrusiondepth,i1,i2;
VECSUB(v1, edge_v1, nv2);
VECSUB(v2, edge_v2, nv2);
i1 = Inpf(v1,d_nvect);
i2 = Inpf(v2,d_nvect);
intrusiondepth = -MIN2(i1,i2)/el;
Vec3PlusStVec(force,intrusiondepth,d_nvect);
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
if (mface->v4){ /* quad */
/* switch origin to be nv4 */
VECSUB(edge1, nv3, nv4);
VECSUB(edge2, nv1, nv4);
Crossf(d_nvect, edge2, edge1);
Normalise(d_nvect);
if (LineIntersectsTriangle( edge_v1, edge_v2,nv1, nv3, nv4, &t)){
float v1[3],v2[3];
float intrusiondepth,i1,i2;
VECSUB(v1, edge_v1, nv4);
VECSUB(v2, edge_v2, nv4);
i1 = Inpf(v1,d_nvect);
i2 = Inpf(v2,d_nvect);
intrusiondepth = -MIN2(i1,i2)/el;
Vec3PlusStVec(force,intrusiondepth,d_nvect);
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
}
mface++;
mima++;
}/* while a */
} /* if(ob->pd && ob->pd->deflect) */
}/* if (base->object->type==OB_MESH && (base->lay & par_layer)) { */
base = base->next;
} /* while (base) */
return deflected;
}
//#endif
void scan_for_ext_spring_forces(Object *ob)
{
SoftBody *sb = ob->soft;
ListBase *do_effector;
int a;
float damp; /* note, damp is mute here, but might be weight painted in future */
float feedback[3];
do_effector= pdInitEffectors(ob,NULL);
if (sb && sb->totspring){
for(a=0; a<sb->totspring; a++) {
BodySpring *bs = &sb->bspring[a];
bs->ext_force[0]=bs->ext_force[1]=bs->ext_force[2]=0.0f;
feedback[0]=feedback[1]=feedback[2]=0.0f;
bs->flag &= ~BSF_INTERSECT;
/* +++ springs colliding */
if (bs->order ==1){
if ( sb_detect_edge_collisionCached (sb->bpoint[bs->v1].pos , sb->bpoint[bs->v2].pos,
&damp,feedback,ob->lay,ob)){
VecAddf(bs->ext_force,bs->ext_force,feedback);
bs->flag |= BSF_INTERSECT;
}
/* ---- springs colliding */
/* +++ springs seeing wind ... n stuff depending on their orientation*/
if(sb->aeroedge){
float vel[3],sp[3],pr[3],force[3];
float f,windfactor = 1.0f;
/*see if we have wind*/
if(do_effector) {
float speed[3],pos[3];
VecMidf(pos, sb->bpoint[bs->v1].pos , sb->bpoint[bs->v2].pos);
VecMidf(vel, sb->bpoint[bs->v1].vec , sb->bpoint[bs->v2].vec);
pdDoEffectors(do_effector, pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
VecMulf(speed,windfactor); /*oh_ole*/
VecAddf(vel,vel,speed);
}
/* media in rest */
else{
VECADD(vel, sb->bpoint[bs->v1].vec , sb->bpoint[bs->v2].vec);
}
f = Normalise(vel);
f = -0.0001f*f*f*sb->aeroedge;
VECSUB(sp, sb->bpoint[bs->v1].pos , sb->bpoint[bs->v2].pos);
Projf(pr,vel,sp);
VECSUB(vel,vel,pr);
Normalise(vel);
Vec3PlusStVec(bs->ext_force,f,vel);
}
/* --- springs seeing wind */
}
}
}
if(do_effector)
pdEndEffectors(do_effector);
}
/* END the spring external section*/
int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3], float *damp,
float force[3], unsigned int par_layer,struct Object *vertexowner)
{
Base *base;
Object *ob;
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], dv1[3],
facedist,n_mag,force_mag_norm,minx,miny,minz,maxx,maxy,maxz,
innerfacethickness = -0.5f, outerfacethickness = 0.2f,
ee = 5.0f, ff = 0.1f, fa;
int a, deflected=0;
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) {
MFace *mface= NULL;
MVert *mvert= NULL;
ccdf_minmax *mima= NULL;
if(ob->sumohandle){
ccd_Mesh *ccdm=ob->sumohandle;
mface= ccdm->mface;
mvert= ccdm->mvert;
mima= ccdm->mima;
a = ccdm->totface;
minx =ccdm->bbmin[0];
miny =ccdm->bbmin[1];
minz =ccdm->bbmin[2];
maxx =ccdm->bbmax[0];
maxy =ccdm->bbmax[1];
maxz =ccdm->bbmax[2];
if ((opco[0] < minx) ||
(opco[1] < miny) ||
(opco[2] < minz) ||
(opco[0] > maxx) ||
(opco[1] > maxy) ||
(opco[2] > maxz) ) {
/* outside the padded boundbox --> collision object is too far away */
base = base->next;
continue;
}
}
else{
/*aye that should be cached*/
printf("missing cache error \n");
base = base->next;
continue;
}
/* 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;
/* use mesh*/
while (a--) {
if (
(opco[0] < mima->minx) ||
(opco[0] > mima->maxx) ||
(opco[1] < mima->miny) ||
(opco[1] > mima->maxy) ||
(opco[2] < mima->minz) ||
(opco[2] > mima->maxz)
) {
mface++;
mima++;
continue;
}
if (mvert){
VECCOPY(nv1,mvert[mface->v1].co);
VECCOPY(nv2,mvert[mface->v2].co);
VECCOPY(nv3,mvert[mface->v3].co);
if (mface->v4){
VECCOPY(nv4,mvert[mface->v4].co);
}
}
/* 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)){
if (point_in_tri_prism(opco, nv1, nv2, nv3) ){
force_mag_norm =(float)exp(-ee*facedist);
if (facedist > outerfacethickness*ff)
force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
Vec3PlusStVec(force,force_mag_norm,d_nvect);
*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)){
if (point_in_tri_prism(opco, nv1, nv3, nv4) ){
force_mag_norm =(float)exp(-ee*facedist);
if (facedist > outerfacethickness*ff)
force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
Vec3PlusStVec(force,force_mag_norm,d_nvect);
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
}
}
mface++;
mima++;
}/* while a */
/* give it away */
} /* if(ob->pd && ob->pd->deflect) */
}/* if (base->object->type==OB_MESH && (base->lay & par_layer)) { */
base = base->next;
} /* while (base) */
2006-02-01 09:46:34 +00:00
return deflected;
}
static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf)
{
float s_actpos[3];
2006-02-01 09:46:34 +00:00
int deflected;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
VECCOPY(s_actpos,actpos);
deflected= sb_detect_vertex_collisionCached(s_actpos, facenormal, cf, force , ob->lay, ob);
return(deflected);
}
static int is_there_deflection(unsigned int layer)
{
Base *base;
for(base = G.scene->base.first; base; base= base->next) {
if( (base->lay & layer) && base->object->pd) {
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
if(base->object->pd->deflect)
return 1;
}
}
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
return 0;
}
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;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
ListBase *do_effector;
float iks, ks, kd, gravity, actspringlen, forcefactor, sd[3];
float fieldfactor = 1000.0f, windfactor = 250.0f;
int a, b, do_deflector,do_selfcollision,do_springcollision;
/* 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);
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
/* check! */
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
do_deflector= is_there_deflection(ob->lay);
do_effector= pdInitEffectors(ob,NULL);
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
bproot= sb->bpoint; /* need this for proper spring addressing */
if (do_springcollision) scan_for_ext_spring_forces(ob);
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* naive ball self collision */
/* needs to be done if goal snaps or not */
if(do_selfcollision){
int attached;
BodyPoint *obp;
int c,b;
float velcenter[3],dvel[3],def[3];
float tune = sb->ballstiff;
float distance;
float compare;
for(c=sb->totpoint, obp= sb->bpoint; c>0; c--, obp++) {
if (c < a ) continue; /* exploit force(a,b) == force(b,a) part1/2 */
compare = (obp->colball + bp->colball);
VecSubf(def, bp->pos, obp->pos);
distance = Normalise(def);
if (distance < compare ){
/* exclude body points attached with a spring */
attached = 0;
for(b=obp->nofsprings;b>0;b--){
bs = sb->bspring + obp->springs[b-1];
if (( sb->totpoint-a == bs->v2) || ( sb->totpoint-a == bs->v1)){
attached=1;
continue;}
}
if (!attached){
/* would need another UI parameter defining fricton on self contact */
float ccfriction = sb->balldamp;
float f = tune/(distance) + tune/(compare*compare)*distance - 2.0f*tune/compare ;
VecMidf(velcenter, bp->vec, obp->vec);
VecSubf(dvel,velcenter,bp->vec);
VecMulf(dvel,sb->nodemass);
Vec3PlusStVec(bp->force,ccfriction,dvel);
Vec3PlusStVec(bp->force,f*(1.0f-ccfriction),def);
/* exploit force(a,b) == force(b,a) part2/2 */
VecSubf(dvel,velcenter,obp->vec);
VecMulf(dvel,sb->nodemass);
Vec3PlusStVec(obp->force,ccfriction,dvel);
Vec3PlusStVec(obp->force,-f*(1.0f-ccfriction),def);
//Vec3PlusStVec(bp->force,f,def);
//if (bp->contactfrict == 0.0f) bp->contactfrict = ccfriction*compare/distance;
/* exploit force(a,b) == force(b,a) part2/2 */
//Vec3PlusStVec(obp->force,-f,def);
//if (obp->contactfrict == 0.0f) obp->contactfrict = ccfriction*compare/distance;
}
}
}
}
/* naive ball self collision done */
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
float auxvect[3];
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 */
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
if(do_effector) {
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 function once */
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, 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!)
*/
/* moving collision targets */
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
if(do_deflector) {
float defforce[3] = {0.0f,0.0f,0.0f}, collisionpos[3],facenormal[3], cf = 1.0f;
kd = 1.0f;
if (sb_deflect_face(ob,bp->pos, bp->pos, collisionpos, facenormal,defforce,&cf)){
Vec3PlusStVec(bp->force,kd,defforce);
bp->contactfrict = cf;
}
else{
bp->contactfrict = 0.0f;
}
}
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 (do_springcollision){
VecAddf(bp->force,bp->force,bs->ext_force);
if (bs->flag & BSF_INTERSECT)
bp->contactfrict = 0.9f; /* another ad hoc magic */
}
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;
forcefactor *= bs->strength;
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;
forcefactor *= bs->strength;
Vec3PlusStVec(bp->force,+forcefactor,sd);
}
}/* loop springs */
}/* existing spring list */
}/*any edges*/
}/*omit on snap */
}/*loop all bp's*/
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
/* cleanup */
if(do_effector)
pdEndEffectors(do_effector);
}
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;
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
int a;
forcetime *= sb_time_scale(ob);
/* 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] *= (1.0f - bp->contactfrict);
bp->vec[1] *= (1.0f - bp->contactfrict);
bp->vec[2] *= (1.0f - bp->contactfrict);
}
}
else { VECADD(bp->pos, bp->pos, dx);}
}/*snap*/
} /*for*/
The long awaited Particle patch from Janne Karhu http://www.blender3d.org/cms/New_Particle_options_a.721.0.html There's no doubt this patch had a lot of good ideas for features, and I want to compliment Janne again for getting it all to work even! A more careful review of the features and code did show however quite some flaws and bugs... partially because the current particle code was very much polluted already, but also because of the implementation lacked quality. However, the patch was too good to reject, so I've fixed and recoded the parts that needed it most. :) Here's a list of of most evident changes in the patch; - Guides support recoded. It was implemented as a true 'force field', checking all Curve path points for each particle to find the closest. Was just far too slow, and didn't support looping or bends well. The new implementation is fast (real time) and treats the paths as actual trajectory for the particle. - Guides didn't integrate in the physics/speed system either, was added as exception. Now it's integrated and can be combined with other velocities or forces - Use of Fields was slow code in general, made it use a Cache instead. - The "even" distribution didn't work for Jittered sample patterns. - The "even" or "vertexgroup" code in the main loops were badly constructed, giving too much cpu for a simple task. Instead of going over all faces many times, it now only does it once. Same part of the code used a lot of temporal unneeded mallocs. - Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all cases - Support for vertex groups was slow, evaluating vertexgroups too often - When a vertexgroup failed to read, it was wrongly handled (set to zero). VertexGroup support now is with a name. - Split up the too huge build_particle() call in some parts (moving new code) - The "texture re-timing" option failed for moving Objects. The old code used the convention that particles were added with increasing time steps. Solved by creating a object Matrix Cache. Also: the texture coordinates had to be corrected to become "OrCo". - The "Disp" option only was used to draw less particles. Changed it to actually calculate fewer particles for 3D viewing, but render all still. So now it can be used to keep editing realtime. Removed; The "speed threshold" and "Tight" features were not copied over. This resembled too much to feature overkill. Needs re-evaluation. Also the "Deform" option was not added, I prefer to first check if the current particle system really works for the Modifier system. And: - Added integration for particle force fields in the dependency graph - Added TAB completion for vertexgroup names! - Made the 'wait cursor' only appear when particles take more than 0.5 sec - The particle jitter table order now is randomized too, giving much nicer emitting of particles in large faces. - Vortex field didn't correctly use speed/forces, so it didn't work for collisions. - Triangle distribution was wrong - Removed ancient bug that applied in a *very* weird way speed and forces. (location changes got the half force, speed the full...???) So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
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);
}
}
/* care for bodypoints taken out of the 'ordinary' solver step
** because they are screwed to goal by bolts
** they just need to move along with the goal in time
** we need to adjust them on sub frame timing in solver
** so now when frame is done .. put 'em to the position at the end of frame
*/
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);
}
}
}
/* expects full initialized softbody */
static void interpolate_exciter(Object *ob, int timescale, int time)
{
SoftBody *sb= ob->soft;
BodyPoint *bp;
float f;
int a;
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];
}
}
}
/* ************ 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= NULL;
int i;
/* spot the vert in deform vert list at mesh */
if(ob->type==OB_MESH) {
Mesh *me= ob->data;
if (me->dvert)
dv = me->dvert + vertID;
}
else if(ob->type==OB_LATTICE) { /* not yet supported in softbody btw */
Lattice *lt= ob->data;
if (lt->dvert)
dv = lt->dvert + vertID;
}
if(dv) {
/* 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. */
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)
{
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);
/* 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,(short) (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;
bs->order=1;
}
/* 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 */
/* insert *other second order* springs if desired */
if (sb->secondspring > 0.0000001f) {
add_2nd_order_springs(ob,sb->secondspring); /* exploits the the first run of build_bps_springlist(ob);*/
build_bps_springlist(ob); /* yes we need to do it again*/
}
springs_from_mesh(ob); /* write the 'rest'-lenght of the springs */
if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
}
}
}
/*
helper function to get proper spring length
when object is rescaled
*/
float globallen(float *v1,float *v2,Object *ob)
{
float p1[3],p2[3];
VECCOPY(p1,v1);
Mat4MulVecfl(ob->obmat, p1);
VECCOPY(p2,v2);
Mat4MulVecfl(ob->obmat, p2);
return VecLenf(p1,p2);
}
static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff,Object *ob)
2005-08-03 21:38:02 +00:00
{
BPoint *bp=lt->def, *bpu;
int u, v, w, dv, dw, bpc=0, bpuc;
2005-08-03 21:38:02 +00:00
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, bpu=NULL; u<lt->pntsu; u++, bp++, bpc++) {
2005-08-03 21:38:02 +00:00
if(w) {
bs->v1 = bpc;
bs->v2 = bpc-dw;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen((bp-dw)->vec, bp->vec,ob);
2005-08-03 21:38:02 +00:00
bs++;
}
if(v) {
bs->v1 = bpc;
bs->v2 = bpc-dv;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen((bp-dv)->vec, bp->vec,ob);
2005-08-03 21:38:02 +00:00
bs++;
}
if(u) {
bs->v1 = bpuc;
bs->v2 = bpc;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen((bpu)->vec, bp->vec,ob);
2005-08-03 21:38:02 +00:00
bs++;
}
2005-08-03 21:38:02 +00:00
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->order=2;
bs->len= globallen((bp-dw-dv-1)->vec, bp->vec,ob);
bs++;
}
if( (v < lt->pntsv-1) && (u) ) {
bs->v1 = bpc;
bs->v2 = bpc-dw+dv-1;
bs->strength= 1.0;
bs->order=2;
bs->len= globallen((bp-dw+dv-1)->vec, bp->vec,ob);
2005-08-03 21:38:02 +00:00
bs++;
}
}
if(w < lt->pntsw -1){
if( v && u ) {
bs->v1 = bpc;
bs->v2 = bpc+dw-dv-1;
bs->strength= 1.0;
bs->order=2;
bs->len= globallen((bp+dw-dv-1)->vec, bp->vec,ob);
bs++;
}
if( (v < lt->pntsv-1) && (u) ) {
bs->v1 = bpc;
bs->v2 = bpc+dw+dv-1;
bs->strength= 1.0;
bs->order=2;
bs->len= globallen((bp+dw+dv-1)->vec, bp->vec,ob);
bs++;
}
}
2005-08-03 21:38:02 +00:00
}
bpu = bp;
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bpuc = bpc;
}
}
}
}
/* makes totally fresh start situation */
static void lattice_to_softbody(Object *ob)
{
Lattice *lt= ob->data;
SoftBody *sb;
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);
sb= ob->soft; /* can be created in renew_softbody() */
/* weights from bpoints, same code used as for mesh vertices */
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
BodyPoint *bp= sb->bpoint;
BPoint *bpnt= lt->def;
float goalfac= ABS(sb->maxgoal - sb->mingoal);
int a;
for(a=0; a<totvert; a++, bp++, bpnt++) {
bp->goal= sb->mingoal + bpnt->weight*goalfac;
/* a little ad hoc changing the goal control to be less *sharp* */
bp->goal = (float)pow(bp->goal, 4.0f);
}
}
/* create some helper edges to enable SB lattice to be usefull at all */
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if (ob->softflag & OB_SB_EDGES){
makelatticesprings(lt,ob->soft->bspring,ob->softflag & OB_SB_QUADS,ob);
2005-08-03 21:38:02 +00:00
build_bps_springlist(ob); /* link bps to springs */
}
}
/* makes totally fresh start situation */
static void curve_surf_to_softbody(Object *ob)
{
Curve *cu= ob->data;
SoftBody *sb;
BodyPoint *bp;
BodySpring *bs;
Nurb *nu;
BezTriple *bezt;
BPoint *bpnt;
float goalfac;
int a, curindex=0;
int totvert, totspring = 0, setgoal=0;
totvert= count_curveverts(&cu->nurb);
if (ob->softflag & OB_SB_EDGES){
if(ob->type==OB_CURVE) {
totspring= totvert - BLI_countlist(&cu->nurb);
}
}
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
renew_softbody(ob, totvert, totspring);
sb= ob->soft; /* can be created in renew_softbody() */
/* set vars now */
goalfac= ABS(sb->maxgoal - sb->mingoal);
bp= sb->bpoint;
bs= sb->bspring;
/* weights from bpoints, same code used as for mesh vertices */
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup)
setgoal= 1;
for(nu= cu->nurb.first; nu; nu= nu->next) {
if(nu->bezt) {
for(bezt=nu->bezt, a=0; a<nu->pntsu; a++, bezt++, bp+=3, curindex+=3) {
if(setgoal) {
bp->goal= sb->mingoal + bezt->weight*goalfac;
/* a little ad hoc changing the goal control to be less *sharp* */
bp->goal = (float)pow(bp->goal, 4.0f);
/* all three triples */
(bp+1)->goal= bp->goal;
(bp+2)->goal= bp->goal;
}
if(totspring) {
if(a>0) {
bs->v1= curindex-1;
bs->v2= curindex;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen( (bezt-1)->vec[2], bezt->vec[0], ob );
bs++;
}
bs->v1= curindex;
bs->v2= curindex+1;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen( bezt->vec[0], bezt->vec[1], ob );
bs++;
bs->v1= curindex+1;
bs->v2= curindex+2;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen( bezt->vec[1], bezt->vec[2], ob );
bs++;
}
}
}
else {
for(bpnt=nu->bp, a=0; a<nu->pntsu*nu->pntsv; a++, bpnt++, bp++, curindex++) {
if(setgoal) {
bp->goal= sb->mingoal + bpnt->weight*goalfac;
/* a little ad hoc changing the goal control to be less *sharp* */
bp->goal = (float)pow(bp->goal, 4.0f);
}
if(totspring && a>0) {
bs->v1= curindex-1;
bs->v2= curindex;
bs->strength= 1.0;
bs->order=1;
bs->len= globallen( (bpnt-1)->vec, bpnt->vec , ob );
bs++;
}
}
}
}
if(totspring)
{
build_bps_springlist(ob); /* link bps to springs */
if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
}
}
/* copies softbody result back in object */
static void softbody_to_object(Object *ob, float (*vertexCos)[3], int numVerts, int local)
{
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);
if(local==0)
Mat4MulVecfl(ob->imat, vertexCos[a]); /* softbody is in global coords, baked optionally not */
}
}
/* 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= (int)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, sb->local);
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;
fac1= ob->sf; ob->sf= 0.0f; /* disable startframe */
cfra= bsystem_time(ob, NULL, framenr, 0.0);
ob->sf= fac1;
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");
}
/* inverse matrix might not be uptodate... */
Mat4Invert(ob->imat, ob->obmat);
/* 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= (int)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);
if(sb->local)
Mat4MulVecfl(ob->imat, key->vec);
}
}
}
}
/* ************ Object level, exported functions *************** */
/* allocates and initializes general main data */
SoftBody *sbNew(void)
{
SoftBody *sb;
sb= MEM_callocN(sizeof(SoftBody), "softbody");
sb->mediafrict= 0.5f;
sb->nodemass= 1.0f;
sb->grav= 0.0f;
sb->physics_speed= 1.0f;
sb->rklimit= 0.5f;
sb->goalspring= 0.5f;
sb->goalfrict= 0.0f;
sb->mingoal= 0.0f;
sb->maxgoal= 1.0f;
sb->defgoal= 0.7f;
sb->inspring= 0.5f;
sb->infrict= 0.5f;
sb->interval= 10;
sb->sfra= G.scene->r.sfra;
sb->efra= G.scene->r.efra;
sb->colball = 1.0f;
sb->balldamp = 0.05f;
sb->ballstiff= 1.0f;
sb->sbc_mode = 1;
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;
BodyPoint *bp;
int a;
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;
/* This part only sets goals and springs, based on original mesh/curve/lattice data.
Copying coordinates happens in next chunk by setting softbody flag OB_SB_RESET */
/* 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);
break;
case OB_LATTICE:
lattice_to_softbody(ob);
break;
case OB_CURVE:
case OB_SURF:
curve_surf_to_softbody(ob);
break;
default:
renew_softbody(ob, numVerts, 0);
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;
/* 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++) {
/* store where goals are now */
VECCOPY(bp->origS, bp->origE);
/* copy the position of the goals at desired end time */
VECCOPY(bp->origE, vertexCos[a]);
/* vertexCos came from local world, go global */
Mat4MulVecfl(ob->obmat, bp->origE);
/* just to be save give bp->origT a defined value
will be calulated in interpolate_exciter()*/
VECCOPY(bp->origT, bp->origE);
}
}
/* see if we need to interrupt integration stream */
if((ob->softflag&OB_SB_RESET) || /* got a reset signal */
dtime<0.0 || /* back in time */
dtime>=9.9*G.scene->r.framelen) /* too far forward in time --> goals won't be accurate enough */
{
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;
/* the bp->prev*'s are for rolling back from a canceled try to propagate in time
adaptive step size algo in a nutshell:
1. set sheduled time step to new dtime
2. try to advance the sheduled time step, beeing optimistic execute it
3. check for success
3.a we 're fine continue, may be we can increase sheduled time again ?? if so, do so!
3.b we did exceed error limit --> roll back, shorten the sheduled time and try again at 2.
4. check if we did reach dtime
4.a nope we need to do some more at 2.
4.b yup we're done
*/
VECCOPY(bp->prevpos, bp->pos);
VECCOPY(bp->prevvec, bp->vec);
VECCOPY(bp->prevdx, bp->vec);
VECCOPY(bp->prevdv, bp->vec);
}
ob->softflag &= ~OB_SB_RESET;
}
else if(dtime>0.0) {
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
free_sumo_handles();
ccd_build_deflector_cache(ob);
if (TRUE) { /* */
/* 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) )
{
/* 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 */
2006-02-01 09:46:34 +00:00
printf("%d heun integration loops/frame \n",loops);
}
}
else{
/* do brute force explicit euler */
/* removed but left this branch for better integrators / solvers (BM) */
/* yah! Nicholas Guttenberg (NichG) here is the place to plug in */
}
/* reset deflector cache */
2006-02-01 09:46:34 +00:00
free_sumo_handles();
}
softbody_to_object(ob, vertexCos, numVerts, 0);
sb->ctime= ctime;
if(ob->softflag & OB_SB_BAKEDO) softbody_baked_add(ob, framenr);
}