2014-09-05 12:48:49 +02:00
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/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): Lukas Toenne
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/blenkernel/intern/implicit_eigen.cpp
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* \ingroup bke
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*/
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#define IMPLICIT_SOLVER_EIGEN
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#ifdef IMPLICIT_SOLVER_EIGEN
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#include <Eigen/Sparse>
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "DNA_scene_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_texture_types.h"
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#include "BLI_math.h"
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#include "BLI_linklist.h"
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#include "BLI_utildefines.h"
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#include "BKE_cloth.h"
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#include "BKE_collision.h"
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#include "BKE_effect.h"
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#include "BKE_global.h"
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}
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/* ==== hash functions for debugging ==== */
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static unsigned int hash_int_2d(unsigned int kx, unsigned int ky)
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{
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#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
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unsigned int a, b, c;
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a = b = c = 0xdeadbeef + (2 << 2) + 13;
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a += kx;
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b += ky;
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c ^= b; c -= rot(b,14);
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a ^= c; a -= rot(c,11);
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b ^= a; b -= rot(a,25);
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c ^= b; c -= rot(b,16);
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a ^= c; a -= rot(c,4);
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b ^= a; b -= rot(a,14);
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c ^= b; c -= rot(b,24);
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return c;
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#undef rot
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}
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static int hash_vertex(int type, int vertex)
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{
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return hash_int_2d((unsigned int)type, (unsigned int)vertex);
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}
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static int hash_collpair(int type, CollPair *collpair)
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{
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return hash_int_2d((unsigned int)type, hash_int_2d((unsigned int)collpair->face1, (unsigned int)collpair->face2));
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}
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/* ================ */
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typedef float Scalar;
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typedef Eigen::SparseMatrix<Scalar> lMatrix;
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typedef Eigen::VectorXf lVector;
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typedef Eigen::Triplet<Scalar> Triplet;
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typedef std::vector<Triplet> TripletList;
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typedef Eigen::ConjugateGradient<lMatrix, Eigen::Lower, Eigen::DiagonalPreconditioner<Scalar> > ConjugateGradient;
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using Eigen::ComputationInfo;
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BLI_INLINE void reserve_diagonal(lMatrix &m, int num)
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{
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m.reserve(Eigen::VectorXi::Constant(m.cols(), num));
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}
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BLI_INLINE float *lVector_v3(lVector &v, int index)
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{
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return v.data() + 3 * index;
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}
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BLI_INLINE const float *lVector_v3(const lVector &v, int index)
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{
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return v.data() + 3 * index;
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}
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struct Implicit_Data {
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Implicit_Data(int numverts)
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{
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resize(numverts);
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}
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void resize(int numverts)
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{
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this->numverts = numverts;
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int tot = 3 * numverts;
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M.resize(tot, tot);
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dFdV.resize(tot, tot);
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dFdX.resize(tot, tot);
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X.resize(tot);
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Xnew.resize(tot);
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V.resize(tot);
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Vnew.resize(tot);
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F.resize(tot);
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B.resize(tot);
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A.resize(tot, tot);
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dV.resize(tot);
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z.resize(tot);
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S.resize(tot, tot);
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}
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int numverts;
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/* inputs */
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lMatrix M; /* masses */
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lMatrix dFdV, dFdX; /* force jacobians */
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/* motion state data */
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lVector X, Xnew; /* positions */
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lVector V, Vnew; /* velocities */
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lVector F; /* forces */
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/* internal solver data */
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lVector B; /* B for A*dV = B */
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lMatrix A; /* A for A*dV = B */
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lVector dV; /* velocity change (solution of A*dV = B) */
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lVector z; /* target velocity in constrained directions */
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lMatrix S; /* filtering matrix for constraints */
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};
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static bool simulate_implicit_euler(Implicit_Data *id, float dt)
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{
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ConjugateGradient cg;
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cg.setMaxIterations(100);
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cg.setTolerance(0.01f);
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id->A = id->M - dt * id->dFdV - dt*dt * id->dFdX;
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cg.compute(id->A);
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id->B = dt * id->F + dt*dt * id->dFdX * id->V;
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id->dV = cg.solve(id->B);
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id->Vnew = id->V + id->dV;
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return cg.info() != Eigen::Success;
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}
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static void cloth_calc_force(ClothModifierData *clmd, lVector &F, lMatrix &dFdX, lMatrix &dFdV, const lVector &X, const lVector &V, const lMatrix &M, ListBase *effectors, float time)
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{
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Cloth *cloth = clmd->clothObject;
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unsigned int numverts = cloth->numverts;
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2014-09-05 13:02:20 +02:00
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ClothVertex *verts = cloth->verts;
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2014-09-05 12:48:49 +02:00
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float spring_air = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
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float gravity[3] = {0,0,0};
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// lVector diagonal(3*numverts);
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// diagonal.setZero
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TripletList coeff_dFdX, coeff_dFdV;
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/* set dFdX jacobi matrix to zero */
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dFdX.setZero();
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/* set dFdV jacobi matrix diagonal entries to -spring_air */
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dFdV.setZero();
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// dFdV.setIdentity();
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// initdiag_bfmatrix(dFdV, tm2);
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/* global acceleration (gravitation) */
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if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
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/* scale gravity force
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2014-09-05 13:02:20 +02:00
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* XXX 0.001 factor looks totally arbitrary ... what is this? lukas_t
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2014-09-05 12:48:49 +02:00
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*/
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mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
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}
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2014-09-05 13:02:20 +02:00
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/* initialize force with gravity */
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2014-09-05 12:48:49 +02:00
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for (int i = 0; i < numverts; ++i) {
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2014-09-05 13:02:20 +02:00
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/* gravitational mass same as inertial mass */
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mul_v3_v3(lVector_v3(F, i), gravity, verts[i].mass);
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2014-09-05 12:48:49 +02:00
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}
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#if 0
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/* Collect forces and derivatives: F, dFdX, dFdV */
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Cloth *cloth = clmd->clothObject;
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unsigned int i = 0;
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float spring_air = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
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float gravity[3] = {0.0f, 0.0f, 0.0f};
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float tm2[3][3] = {{0}};
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MFace *mfaces = cloth->mfaces;
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unsigned int numverts = cloth->numverts;
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LinkNode *search;
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lfVector *winvec;
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EffectedPoint epoint;
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tm2[0][0] = tm2[1][1] = tm2[2][2] = -spring_air;
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/* global acceleration (gravitation) */
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if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
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copy_v3_v3(gravity, clmd->scene->physics_settings.gravity);
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mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */
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}
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/* set dFdX jacobi matrix to zero */
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init_bfmatrix(dFdX, ZERO);
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/* set dFdX jacobi matrix diagonal entries to -spring_air */
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initdiag_bfmatrix(dFdV, tm2);
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init_lfvector(lF, gravity, numverts);
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hair_volume_forces(clmd, lF, lX, lV, numverts);
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/* multiply lF with mass matrix
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* force = mass * acceleration (in this case: gravity)
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*/
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for (i = 0; i < numverts; i++) {
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float temp[3];
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copy_v3_v3(temp, lF[i]);
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mul_fmatrix_fvector(lF[i], M[i].m, temp);
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}
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submul_lfvectorS(lF, lV, spring_air, numverts);
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/* handle external forces like wind */
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if (effectors) {
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// 0 = force, 1 = normalized force
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winvec = create_lfvector(cloth->numverts);
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if (!winvec)
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printf("winvec: out of memory in implicit.c\n");
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// precalculate wind forces
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for (i = 0; i < cloth->numverts; i++) {
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pd_point_from_loc(clmd->scene, (float*)lX[i], (float*)lV[i], i, &epoint);
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pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
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}
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for (i = 0; i < cloth->numfaces; i++) {
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float trinormal[3] = {0, 0, 0}; // normalized triangle normal
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float triunnormal[3] = {0, 0, 0}; // not-normalized-triangle normal
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float tmp[3] = {0, 0, 0};
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float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0;
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factor *= 0.02f;
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// calculate face normal
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if (mfaces[i].v4)
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CalcFloat4(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], lX[mfaces[i].v4], triunnormal);
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else
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CalcFloat(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], triunnormal);
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normalize_v3_v3(trinormal, triunnormal);
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// add wind from v1
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copy_v3_v3(tmp, trinormal);
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mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal));
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VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor);
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// add wind from v2
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copy_v3_v3(tmp, trinormal);
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mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal));
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VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor);
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// add wind from v3
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copy_v3_v3(tmp, trinormal);
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mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal));
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VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor);
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// add wind from v4
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if (mfaces[i].v4) {
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copy_v3_v3(tmp, trinormal);
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mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal));
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VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor);
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}
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}
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/* Hair has only edges */
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if (cloth->numfaces == 0) {
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ClothSpring *spring;
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float edgevec[3] = {0, 0, 0}; //edge vector
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float edgeunnormal[3] = {0, 0, 0}; // not-normalized-edge normal
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float tmp[3] = {0, 0, 0};
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float factor = 0.01;
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search = cloth->springs;
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while (search) {
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spring = search->link;
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if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
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sub_v3_v3v3(edgevec, (float*)lX[spring->ij], (float*)lX[spring->kl]);
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project_v3_v3v3(tmp, winvec[spring->ij], edgevec);
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sub_v3_v3v3(edgeunnormal, winvec[spring->ij], tmp);
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/* hair doesn't stretch too much so we can use restlen pretty safely */
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VECADDS(lF[spring->ij], lF[spring->ij], edgeunnormal, spring->restlen * factor);
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project_v3_v3v3(tmp, winvec[spring->kl], edgevec);
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sub_v3_v3v3(edgeunnormal, winvec[spring->kl], tmp);
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VECADDS(lF[spring->kl], lF[spring->kl], edgeunnormal, spring->restlen * factor);
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}
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search = search->next;
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}
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}
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del_lfvector(winvec);
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}
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// calculate spring forces
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search = cloth->springs;
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while (search) {
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// only handle active springs
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ClothSpring *spring = search->link;
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if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
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|
|
cloth_calc_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX, time);
|
|
|
|
|
|
|
|
search = search->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
// apply spring forces
|
|
|
|
search = cloth->springs;
|
|
|
|
while (search) {
|
|
|
|
// only handle active springs
|
|
|
|
ClothSpring *spring = search->link;
|
|
|
|
if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
|
|
|
|
cloth_apply_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX);
|
|
|
|
search = search->next;
|
|
|
|
}
|
|
|
|
// printf("\n");
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
int implicit_solver(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
|
|
|
|
{
|
|
|
|
float step=0.0f, tf=clmd->sim_parms->timescale;
|
|
|
|
Cloth *cloth = clmd->clothObject;
|
|
|
|
ClothVertex *verts = cloth->verts/*, *cv*/;
|
|
|
|
unsigned int numverts = cloth->numverts;
|
|
|
|
float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
|
|
|
|
float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
|
|
|
|
Implicit_Data *id = cloth->implicit;
|
|
|
|
ColliderContacts *contacts = NULL;
|
|
|
|
int totcolliders = 0;
|
|
|
|
|
|
|
|
BKE_sim_debug_data_clear_category(clmd->debug_data, "collision");
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
|
|
|
|
for (i = 0; i < numverts; i++) {
|
|
|
|
// update velocities with constrained velocities from pinned verts
|
|
|
|
if (verts [i].flags & CLOTH_VERT_FLAG_PINNED) {
|
|
|
|
sub_v3_v3v3(id->V[i], verts[i].xconst, verts[i].xold);
|
|
|
|
// mul_v3_fl(id->V[i], clmd->sim_parms->stepsPerFrame);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
if (clmd->debug_data) {
|
|
|
|
for (int i = 0; i < numverts; i++) {
|
|
|
|
BKE_sim_debug_data_add_dot(clmd->debug_data, verts[i].x, 1.0f, 0.1f, 1.0f, "points", hash_vertex(583, i));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
while (step < tf) {
|
|
|
|
|
|
|
|
/* copy velocities for collision */
|
|
|
|
for (int i = 0; i < numverts; i++) {
|
|
|
|
copy_v3_v3(verts[i].tv, lVector_v3(id->V, i));
|
|
|
|
copy_v3_v3(verts[i].v, verts[i].tv);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* determine contact points */
|
|
|
|
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
|
|
|
|
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_POINTS) {
|
|
|
|
cloth_find_point_contacts(ob, clmd, 0.0f, tf, &contacts, &totcolliders);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* setup vertex constraints for pinned vertices and contacts */
|
|
|
|
// setup_constraint_matrix(clmd, contacts, totcolliders, id->V, id->S, id->z, dt);
|
|
|
|
|
|
|
|
// damping velocity for artistic reasons
|
|
|
|
// mul_lfvectorS(id->V, id->V, clmd->sim_parms->vel_damping, numverts);
|
|
|
|
|
|
|
|
// calculate forces
|
|
|
|
cloth_calc_force(clmd, id->F, id->dFdX, id->dFdV, id->X, id->V, id->M, effectors, step);
|
|
|
|
|
|
|
|
// calculate new velocity
|
|
|
|
simulate_implicit_euler(id, dt);
|
|
|
|
|
|
|
|
// advance positions
|
|
|
|
id->Xnew = id->X + id->Vnew * dt;
|
|
|
|
|
|
|
|
for (int i = 0; i < numverts; i++) {
|
|
|
|
/* move pinned verts to correct position */
|
|
|
|
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
|
|
|
|
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED)
|
|
|
|
interp_v3_v3v3(lVector_v3(id->Xnew, i), verts[i].xold, verts[i].xconst, step + dt);
|
|
|
|
}
|
|
|
|
|
|
|
|
copy_v3_v3(verts[i].txold, lVector_v3(id->X, i));
|
|
|
|
|
|
|
|
// if (!(verts[i].flags & CLOTH_VERT_FLAG_PINNED) && i > 0) {
|
|
|
|
// BKE_sim_debug_data_add_line(clmd->debug_data, id->X[i], id->X[i-1], 0.6, 0.3, 0.3, "hair", hash_vertex(4892, i));
|
|
|
|
// BKE_sim_debug_data_add_line(clmd->debug_data, id->Xnew[i], id->Xnew[i-1], 1, 0.5, 0.5, "hair", hash_vertex(4893, i));
|
|
|
|
// }
|
|
|
|
// BKE_sim_debug_data_add_vector(clmd->debug_data, id->X[i], id->V[i], 0, 0, 1, "velocity", hash_vertex(3158, i));
|
|
|
|
}
|
|
|
|
|
|
|
|
/* free contact points */
|
|
|
|
if (contacts) {
|
|
|
|
cloth_free_contacts(contacts, totcolliders);
|
|
|
|
}
|
|
|
|
|
|
|
|
id->X = id->Xnew;
|
|
|
|
id->V = id->Vnew;
|
|
|
|
|
|
|
|
step += dt;
|
|
|
|
}
|
|
|
|
|
|
|
|
for (int i = 0; i < numverts; i++) {
|
|
|
|
if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) {
|
|
|
|
copy_v3_v3(verts[i].x, verts[i].xconst);
|
|
|
|
copy_v3_v3(verts[i].txold, verts[i].x);
|
|
|
|
|
|
|
|
copy_v3_v3(verts[i].v, lVector_v3(id->V, i));
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
copy_v3_v3(verts[i].x, lVector_v3(id->X, i));
|
|
|
|
copy_v3_v3(verts[i].txold, verts[i].x);
|
|
|
|
|
|
|
|
copy_v3_v3(verts[i].v, lVector_v3(id->V, i));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
void implicit_set_positions(ClothModifierData *clmd)
|
|
|
|
{
|
|
|
|
Cloth *cloth = clmd->clothObject;
|
|
|
|
ClothVertex *verts = cloth->verts;
|
|
|
|
unsigned int numverts = cloth->numverts, i;
|
|
|
|
|
|
|
|
lVector &X = cloth->implicit->X;
|
|
|
|
lVector &V = cloth->implicit->V;
|
|
|
|
|
|
|
|
for (i = 0; i < numverts; i++) {
|
|
|
|
copy_v3_v3(lVector_v3(X, i), verts[i].x);
|
|
|
|
copy_v3_v3(lVector_v3(V, i), verts[i].v);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void implicit_set_mass(ClothModifierData *clmd)
|
|
|
|
{
|
|
|
|
Cloth *cloth = clmd->clothObject;
|
|
|
|
ClothVertex *verts = cloth->verts;
|
|
|
|
unsigned int numverts = cloth->numverts;
|
|
|
|
|
|
|
|
lMatrix &M = cloth->implicit->M;
|
|
|
|
|
|
|
|
reserve_diagonal(M, 1);
|
|
|
|
for (int i = 0; i < numverts; ++i) {
|
|
|
|
M.insert(3*i+0, 3*i+0) = verts[i].mass;
|
|
|
|
M.insert(3*i+1, 3*i+1) = verts[i].mass;
|
|
|
|
M.insert(3*i+2, 3*i+2) = verts[i].mass;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
int implicit_init(Object *UNUSED(ob), ClothModifierData *clmd)
|
|
|
|
{
|
|
|
|
Cloth *cloth = clmd->clothObject;
|
|
|
|
|
|
|
|
cloth->implicit = new Implicit_Data(cloth->numverts);
|
|
|
|
|
|
|
|
implicit_set_mass(clmd);
|
|
|
|
implicit_set_positions(clmd);
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
// init springs
|
|
|
|
search = cloth->springs;
|
|
|
|
for (i = 0; i < cloth->numsprings; i++) {
|
|
|
|
spring = search->link;
|
|
|
|
|
|
|
|
// dFdV_start[i].r = big_I[i].r = big_zero[i].r =
|
|
|
|
id->A[i+cloth->numverts].r = id->dFdV[i+cloth->numverts].r = id->dFdX[i+cloth->numverts].r =
|
|
|
|
id->P[i+cloth->numverts].r = id->Pinv[i+cloth->numverts].r = id->bigI[i+cloth->numverts].r = id->M[i+cloth->numverts].r = spring->ij;
|
|
|
|
|
|
|
|
// dFdV_start[i].c = big_I[i].c = big_zero[i].c =
|
|
|
|
id->A[i+cloth->numverts].c = id->dFdV[i+cloth->numverts].c = id->dFdX[i+cloth->numverts].c =
|
|
|
|
id->P[i+cloth->numverts].c = id->Pinv[i+cloth->numverts].c = id->bigI[i+cloth->numverts].c = id->M[i+cloth->numverts].c = spring->kl;
|
|
|
|
|
|
|
|
spring->matrix_index = i + cloth->numverts;
|
|
|
|
|
|
|
|
search = search->next;
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
int implicit_free(ClothModifierData *clmd)
|
|
|
|
{
|
|
|
|
Cloth *cloth = clmd->clothObject;
|
|
|
|
|
|
|
|
if (cloth && cloth->implicit) {
|
|
|
|
delete cloth->implicit;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ================ Volumetric Hair Interaction ================
|
|
|
|
* adapted from
|
|
|
|
* Volumetric Methods for Simulation and Rendering of Hair
|
|
|
|
* by Lena Petrovic, Mark Henne and John Anderson
|
|
|
|
* Pixar Technical Memo #06-08, Pixar Animation Studios
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* Note about array indexing:
|
|
|
|
* Generally the arrays here are one-dimensional.
|
|
|
|
* The relation between 3D indices and the array offset is
|
|
|
|
* offset = x + res_x * y + res_y * z
|
|
|
|
*/
|
|
|
|
|
|
|
|
/* TODO: This is an initial implementation and should be made much better in due time.
|
|
|
|
* What should at least be implemented is a grid size parameter and a smoothing kernel
|
|
|
|
* for bigger grids.
|
|
|
|
*/
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
/* 10x10x10 grid gives nice initial results */
|
|
|
|
static const int hair_grid_res = 10;
|
|
|
|
|
|
|
|
static int hair_grid_size(int res)
|
|
|
|
{
|
|
|
|
return res * res * res;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_INLINE void hair_grid_get_scale(int res, const float gmin[3], const float gmax[3], float scale[3])
|
|
|
|
{
|
|
|
|
sub_v3_v3v3(scale, gmax, gmin);
|
|
|
|
mul_v3_fl(scale, 1.0f / (res-1));
|
|
|
|
}
|
|
|
|
|
|
|
|
typedef struct HairGridVert {
|
|
|
|
float velocity[3];
|
|
|
|
float density;
|
|
|
|
} HairGridVert;
|
|
|
|
|
|
|
|
#define HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, axis) ( min_ii( max_ii( (int)((vec[axis] - gmin[axis]) / scale[axis]), 0), res-2 ) )
|
|
|
|
|
|
|
|
BLI_INLINE int hair_grid_offset(const float vec[3], int res, const float gmin[3], const float scale[3])
|
|
|
|
{
|
|
|
|
int i, j, k;
|
|
|
|
i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
|
|
|
|
j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
|
|
|
|
k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
|
|
|
|
return i + (j + k*res)*res;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_INLINE int hair_grid_interp_weights(int res, const float gmin[3], const float scale[3], const float vec[3], float uvw[3])
|
|
|
|
{
|
|
|
|
int i, j, k, offset;
|
|
|
|
|
|
|
|
i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
|
|
|
|
j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
|
|
|
|
k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
|
|
|
|
offset = i + (j + k*res)*res;
|
|
|
|
|
|
|
|
uvw[0] = (vec[0] - gmin[0]) / scale[0] - (float)i;
|
|
|
|
uvw[1] = (vec[1] - gmin[1]) / scale[1] - (float)j;
|
|
|
|
uvw[2] = (vec[2] - gmin[2]) / scale[2] - (float)k;
|
|
|
|
|
|
|
|
return offset;
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_INLINE void hair_grid_interpolate(const HairGridVert *grid, int res, const float gmin[3], const float scale[3], const float vec[3],
|
|
|
|
float *density, float velocity[3], float density_gradient[3])
|
|
|
|
{
|
|
|
|
HairGridVert data[8];
|
|
|
|
float uvw[3], muvw[3];
|
|
|
|
int res2 = res * res;
|
|
|
|
int offset;
|
|
|
|
|
|
|
|
offset = hair_grid_interp_weights(res, gmin, scale, vec, uvw);
|
|
|
|
muvw[0] = 1.0f - uvw[0];
|
|
|
|
muvw[1] = 1.0f - uvw[1];
|
|
|
|
muvw[2] = 1.0f - uvw[2];
|
|
|
|
|
|
|
|
data[0] = grid[offset ];
|
|
|
|
data[1] = grid[offset +1];
|
|
|
|
data[2] = grid[offset +res ];
|
|
|
|
data[3] = grid[offset +res+1];
|
|
|
|
data[4] = grid[offset+res2 ];
|
|
|
|
data[5] = grid[offset+res2 +1];
|
|
|
|
data[6] = grid[offset+res2+res ];
|
|
|
|
data[7] = grid[offset+res2+res+1];
|
|
|
|
|
|
|
|
if (density) {
|
|
|
|
*density = muvw[2]*( muvw[1]*( muvw[0]*data[0].density + uvw[0]*data[1].density ) +
|
|
|
|
uvw[1]*( muvw[0]*data[2].density + uvw[0]*data[3].density ) ) +
|
|
|
|
uvw[2]*( muvw[1]*( muvw[0]*data[4].density + uvw[0]*data[5].density ) +
|
|
|
|
uvw[1]*( muvw[0]*data[6].density + uvw[0]*data[7].density ) );
|
|
|
|
}
|
|
|
|
if (velocity) {
|
|
|
|
int k;
|
|
|
|
for (k = 0; k < 3; ++k) {
|
|
|
|
velocity[k] = muvw[2]*( muvw[1]*( muvw[0]*data[0].velocity[k] + uvw[0]*data[1].velocity[k] ) +
|
|
|
|
uvw[1]*( muvw[0]*data[2].velocity[k] + uvw[0]*data[3].velocity[k] ) ) +
|
|
|
|
uvw[2]*( muvw[1]*( muvw[0]*data[4].velocity[k] + uvw[0]*data[5].velocity[k] ) +
|
|
|
|
uvw[1]*( muvw[0]*data[6].velocity[k] + uvw[0]*data[7].velocity[k] ) );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (density_gradient) {
|
|
|
|
density_gradient[0] = muvw[1] * muvw[2] * ( data[0].density - data[1].density ) +
|
|
|
|
uvw[1] * muvw[2] * ( data[2].density - data[3].density ) +
|
|
|
|
muvw[1] * uvw[2] * ( data[4].density - data[5].density ) +
|
|
|
|
uvw[1] * uvw[2] * ( data[6].density - data[7].density );
|
|
|
|
|
|
|
|
density_gradient[1] = muvw[2] * muvw[0] * ( data[0].density - data[2].density ) +
|
|
|
|
uvw[2] * muvw[0] * ( data[4].density - data[6].density ) +
|
|
|
|
muvw[2] * uvw[0] * ( data[1].density - data[3].density ) +
|
|
|
|
uvw[2] * uvw[0] * ( data[5].density - data[7].density );
|
|
|
|
|
|
|
|
density_gradient[2] = muvw[2] * muvw[0] * ( data[0].density - data[4].density ) +
|
|
|
|
uvw[2] * muvw[0] * ( data[1].density - data[5].density ) +
|
|
|
|
muvw[2] * uvw[0] * ( data[2].density - data[6].density ) +
|
|
|
|
uvw[2] * uvw[0] * ( data[3].density - data[7].density );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void hair_velocity_smoothing(const HairGridVert *hairgrid, const float gmin[3], const float scale[3], float smoothfac,
|
|
|
|
lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
/* calculate forces */
|
|
|
|
for (v = 0; v < numverts; v++) {
|
|
|
|
float density, velocity[3];
|
|
|
|
|
|
|
|
hair_grid_interpolate(hairgrid, hair_grid_res, gmin, scale, lX[v], &density, velocity, NULL);
|
|
|
|
|
|
|
|
sub_v3_v3(velocity, lV[v]);
|
|
|
|
madd_v3_v3fl(lF[v], velocity, smoothfac);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void hair_velocity_collision(const HairGridVert *collgrid, const float gmin[3], const float scale[3], float collfac,
|
|
|
|
lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
/* calculate forces */
|
|
|
|
for (v = 0; v < numverts; v++) {
|
|
|
|
int offset = hair_grid_offset(lX[v], hair_grid_res, gmin, scale);
|
|
|
|
|
|
|
|
if (collgrid[offset].density > 0.0f) {
|
|
|
|
lF[v][0] += collfac * (collgrid[offset].velocity[0] - lV[v][0]);
|
|
|
|
lF[v][1] += collfac * (collgrid[offset].velocity[1] - lV[v][1]);
|
|
|
|
lF[v][2] += collfac * (collgrid[offset].velocity[2] - lV[v][2]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void hair_pressure_force(const HairGridVert *hairgrid, const float gmin[3], const float scale[3], float pressurefac, float minpressure,
|
|
|
|
lfVector *lF, lfVector *lX, unsigned int numverts)
|
|
|
|
{
|
|
|
|
int v;
|
|
|
|
|
|
|
|
/* calculate forces */
|
|
|
|
for (v = 0; v < numverts; v++) {
|
|
|
|
float density, gradient[3], gradlen;
|
|
|
|
|
|
|
|
hair_grid_interpolate(hairgrid, hair_grid_res, gmin, scale, lX[v], &density, NULL, gradient);
|
|
|
|
|
|
|
|
gradlen = normalize_v3(gradient) - minpressure;
|
|
|
|
if (gradlen < 0.0f)
|
|
|
|
continue;
|
|
|
|
mul_v3_fl(gradient, gradlen);
|
|
|
|
|
|
|
|
madd_v3_v3fl(lF[v], gradient, pressurefac);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
static void hair_volume_get_boundbox(lfVector *lX, unsigned int numverts, float gmin[3], float gmax[3])
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
|
|
|
INIT_MINMAX(gmin, gmax);
|
|
|
|
for (i = 0; i < numverts; i++)
|
|
|
|
DO_MINMAX(lX[i], gmin, gmax);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_INLINE bool hair_grid_point_valid(const float vec[3], float gmin[3], float gmax[3])
|
|
|
|
{
|
|
|
|
return !(vec[0] < gmin[0] || vec[1] < gmin[1] || vec[2] < gmin[2] ||
|
|
|
|
vec[0] > gmax[0] || vec[1] > gmax[1] || vec[2] > gmax[2]);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_INLINE float dist_tent_v3f3(const float a[3], float x, float y, float z)
|
|
|
|
{
|
|
|
|
float w = (1.0f - fabsf(a[0] - x)) * (1.0f - fabsf(a[1] - y)) * (1.0f - fabsf(a[2] - z));
|
|
|
|
return w;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* returns the grid array offset as well to avoid redundant calculation */
|
|
|
|
static int hair_grid_weights(int res, const float gmin[3], const float scale[3], const float vec[3], float weights[8])
|
|
|
|
{
|
|
|
|
int i, j, k, offset;
|
|
|
|
float uvw[3];
|
|
|
|
|
|
|
|
i = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 0);
|
|
|
|
j = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 1);
|
|
|
|
k = HAIR_GRID_INDEX_AXIS(vec, res, gmin, scale, 2);
|
|
|
|
offset = i + (j + k*res)*res;
|
|
|
|
|
|
|
|
uvw[0] = (vec[0] - gmin[0]) / scale[0];
|
|
|
|
uvw[1] = (vec[1] - gmin[1]) / scale[1];
|
|
|
|
uvw[2] = (vec[2] - gmin[2]) / scale[2];
|
|
|
|
|
|
|
|
weights[0] = dist_tent_v3f3(uvw, (float)i , (float)j , (float)k );
|
|
|
|
weights[1] = dist_tent_v3f3(uvw, (float)(i+1), (float)j , (float)k );
|
|
|
|
weights[2] = dist_tent_v3f3(uvw, (float)i , (float)(j+1), (float)k );
|
|
|
|
weights[3] = dist_tent_v3f3(uvw, (float)(i+1), (float)(j+1), (float)k );
|
|
|
|
weights[4] = dist_tent_v3f3(uvw, (float)i , (float)j , (float)(k+1));
|
|
|
|
weights[5] = dist_tent_v3f3(uvw, (float)(i+1), (float)j , (float)(k+1));
|
|
|
|
weights[6] = dist_tent_v3f3(uvw, (float)i , (float)(j+1), (float)(k+1));
|
|
|
|
weights[7] = dist_tent_v3f3(uvw, (float)(i+1), (float)(j+1), (float)(k+1));
|
|
|
|
|
|
|
|
return offset;
|
|
|
|
}
|
|
|
|
|
|
|
|
static HairGridVert *hair_volume_create_hair_grid(ClothModifierData *clmd, lfVector *lX, lfVector *lV, unsigned int numverts)
|
|
|
|
{
|
|
|
|
int res = hair_grid_res;
|
|
|
|
int size = hair_grid_size(res);
|
|
|
|
HairGridVert *hairgrid;
|
|
|
|
float gmin[3], gmax[3], scale[3];
|
|
|
|
/* 2.0f is an experimental value that seems to give good results */
|
|
|
|
float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth;
|
|
|
|
unsigned int v = 0;
|
|
|
|
int i = 0;
|
|
|
|
|
|
|
|
hair_volume_get_boundbox(lX, numverts, gmin, gmax);
|
|
|
|
hair_grid_get_scale(res, gmin, gmax, scale);
|
|
|
|
|
|
|
|
hairgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair voxel data");
|
|
|
|
|
|
|
|
/* initialize grid */
|
|
|
|
for (i = 0; i < size; ++i) {
|
|
|
|
zero_v3(hairgrid[i].velocity);
|
|
|
|
hairgrid[i].density = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* gather velocities & density */
|
|
|
|
if (smoothfac > 0.0f) {
|
|
|
|
for (v = 0; v < numverts; v++) {
|
|
|
|
float *V = lV[v];
|
|
|
|
float weights[8];
|
|
|
|
int di, dj, dk;
|
|
|
|
int offset;
|
|
|
|
|
|
|
|
if (!hair_grid_point_valid(lX[v], gmin, gmax))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
offset = hair_grid_weights(res, gmin, scale, lX[v], weights);
|
|
|
|
|
|
|
|
for (di = 0; di < 2; ++di) {
|
|
|
|
for (dj = 0; dj < 2; ++dj) {
|
|
|
|
for (dk = 0; dk < 2; ++dk) {
|
|
|
|
int voffset = offset + di + (dj + dk*res)*res;
|
|
|
|
int iw = di + dj*2 + dk*4;
|
|
|
|
|
|
|
|
hairgrid[voffset].density += weights[iw];
|
|
|
|
madd_v3_v3fl(hairgrid[voffset].velocity, V, weights[iw]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* divide velocity with density */
|
|
|
|
for (i = 0; i < size; i++) {
|
|
|
|
float density = hairgrid[i].density;
|
|
|
|
if (density > 0.0f)
|
|
|
|
mul_v3_fl(hairgrid[i].velocity, 1.0f/density);
|
|
|
|
}
|
|
|
|
|
|
|
|
return hairgrid;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
static HairGridVert *hair_volume_create_collision_grid(ClothModifierData *clmd, lfVector *lX, unsigned int numverts)
|
|
|
|
{
|
|
|
|
int res = hair_grid_res;
|
|
|
|
int size = hair_grid_size(res);
|
|
|
|
HairGridVert *collgrid;
|
|
|
|
ListBase *colliders;
|
|
|
|
ColliderCache *col = NULL;
|
|
|
|
float gmin[3], gmax[3], scale[3];
|
|
|
|
/* 2.0f is an experimental value that seems to give good results */
|
|
|
|
float collfac = 2.0f * clmd->sim_parms->collider_friction;
|
|
|
|
unsigned int v = 0;
|
|
|
|
int i = 0;
|
|
|
|
|
|
|
|
hair_volume_get_boundbox(lX, numverts, gmin, gmax);
|
|
|
|
hair_grid_get_scale(res, gmin, gmax, scale);
|
|
|
|
|
|
|
|
collgrid = MEM_mallocN(sizeof(HairGridVert) * size, "hair collider voxel data");
|
|
|
|
|
|
|
|
/* initialize grid */
|
|
|
|
for (i = 0; i < size; ++i) {
|
|
|
|
zero_v3(collgrid[i].velocity);
|
|
|
|
collgrid[i].density = 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* gather colliders */
|
|
|
|
colliders = get_collider_cache(clmd->scene, NULL, NULL);
|
|
|
|
if (colliders && collfac > 0.0f) {
|
|
|
|
for (col = colliders->first; col; col = col->next) {
|
|
|
|
MVert *loc0 = col->collmd->x;
|
|
|
|
MVert *loc1 = col->collmd->xnew;
|
|
|
|
float vel[3];
|
|
|
|
float weights[8];
|
|
|
|
int di, dj, dk;
|
|
|
|
|
|
|
|
for (v=0; v < col->collmd->numverts; v++, loc0++, loc1++) {
|
|
|
|
int offset;
|
|
|
|
|
|
|
|
if (!hair_grid_point_valid(loc1->co, gmin, gmax))
|
|
|
|
continue;
|
|
|
|
|
|
|
|
offset = hair_grid_weights(res, gmin, scale, lX[v], weights);
|
|
|
|
|
|
|
|
sub_v3_v3v3(vel, loc1->co, loc0->co);
|
|
|
|
|
|
|
|
for (di = 0; di < 2; ++di) {
|
|
|
|
for (dj = 0; dj < 2; ++dj) {
|
|
|
|
for (dk = 0; dk < 2; ++dk) {
|
|
|
|
int voffset = offset + di + (dj + dk*res)*res;
|
|
|
|
int iw = di + dj*2 + dk*4;
|
|
|
|
|
|
|
|
collgrid[voffset].density += weights[iw];
|
|
|
|
madd_v3_v3fl(collgrid[voffset].velocity, vel, weights[iw]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
free_collider_cache(&colliders);
|
|
|
|
|
|
|
|
/* divide velocity with density */
|
|
|
|
for (i = 0; i < size; i++) {
|
|
|
|
float density = collgrid[i].density;
|
|
|
|
if (density > 0.0f)
|
|
|
|
mul_v3_fl(collgrid[i].velocity, 1.0f/density);
|
|
|
|
}
|
|
|
|
|
|
|
|
return collgrid;
|
|
|
|
}
|
|
|
|
|
|
|
|
static void hair_volume_forces(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
|
|
|
|
{
|
|
|
|
HairGridVert *hairgrid, *collgrid;
|
|
|
|
float gmin[3], gmax[3], scale[3];
|
|
|
|
/* 2.0f is an experimental value that seems to give good results */
|
|
|
|
float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth;
|
|
|
|
float collfac = 2.0f * clmd->sim_parms->collider_friction;
|
|
|
|
float pressfac = clmd->sim_parms->pressure;
|
|
|
|
float minpress = clmd->sim_parms->pressure_threshold;
|
|
|
|
|
|
|
|
if (smoothfac <= 0.0f && collfac <= 0.0f && pressfac <= 0.0f)
|
|
|
|
return;
|
|
|
|
|
|
|
|
hair_volume_get_boundbox(lX, numverts, gmin, gmax);
|
|
|
|
hair_grid_get_scale(hair_grid_res, gmin, gmax, scale);
|
|
|
|
|
|
|
|
hairgrid = hair_volume_create_hair_grid(clmd, lX, lV, numverts);
|
|
|
|
collgrid = hair_volume_create_collision_grid(clmd, lX, numverts);
|
|
|
|
|
|
|
|
hair_velocity_smoothing(hairgrid, gmin, scale, smoothfac, lF, lX, lV, numverts);
|
|
|
|
hair_velocity_collision(collgrid, gmin, scale, collfac, lF, lX, lV, numverts);
|
|
|
|
hair_pressure_force(hairgrid, gmin, scale, pressfac, minpress, lF, lX, numverts);
|
|
|
|
|
|
|
|
MEM_freeN(hairgrid);
|
|
|
|
MEM_freeN(collgrid);
|
|
|
|
}
|
|
|
|
#endif
|
|
|
|
|
|
|
|
bool implicit_hair_volume_get_texture_data(Object *UNUSED(ob), ClothModifierData *clmd, ListBase *UNUSED(effectors), VoxelData *vd)
|
|
|
|
{
|
|
|
|
#if 0
|
|
|
|
lfVector *lX, *lV;
|
|
|
|
HairGridVert *hairgrid/*, *collgrid*/;
|
|
|
|
int numverts;
|
|
|
|
int totres, i;
|
|
|
|
int depth;
|
|
|
|
|
|
|
|
if (!clmd->clothObject || !clmd->clothObject->implicit)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
lX = clmd->clothObject->implicit->X;
|
|
|
|
lV = clmd->clothObject->implicit->V;
|
|
|
|
numverts = clmd->clothObject->numverts;
|
|
|
|
|
|
|
|
hairgrid = hair_volume_create_hair_grid(clmd, lX, lV, numverts);
|
|
|
|
// collgrid = hair_volume_create_collision_grid(clmd, lX, numverts);
|
|
|
|
|
|
|
|
vd->resol[0] = hair_grid_res;
|
|
|
|
vd->resol[1] = hair_grid_res;
|
|
|
|
vd->resol[2] = hair_grid_res;
|
|
|
|
|
|
|
|
totres = hair_grid_size(hair_grid_res);
|
|
|
|
|
|
|
|
if (vd->hair_type == TEX_VD_HAIRVELOCITY) {
|
|
|
|
depth = 4;
|
|
|
|
vd->data_type = TEX_VD_RGBA_PREMUL;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
depth = 1;
|
|
|
|
vd->data_type = TEX_VD_INTENSITY;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (totres > 0) {
|
|
|
|
vd->dataset = (float *)MEM_mapallocN(sizeof(float) * depth * (totres), "hair volume texture data");
|
|
|
|
|
|
|
|
for (i = 0; i < totres; ++i) {
|
|
|
|
switch (vd->hair_type) {
|
|
|
|
case TEX_VD_HAIRDENSITY:
|
|
|
|
vd->dataset[i] = hairgrid[i].density;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TEX_VD_HAIRRESTDENSITY:
|
|
|
|
vd->dataset[i] = 0.0f; // TODO
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TEX_VD_HAIRVELOCITY:
|
|
|
|
vd->dataset[i + 0*totres] = hairgrid[i].velocity[0];
|
|
|
|
vd->dataset[i + 1*totres] = hairgrid[i].velocity[1];
|
|
|
|
vd->dataset[i + 2*totres] = hairgrid[i].velocity[2];
|
|
|
|
vd->dataset[i + 3*totres] = len_v3(hairgrid[i].velocity);
|
|
|
|
break;
|
|
|
|
|
|
|
|
case TEX_VD_HAIRENERGY:
|
|
|
|
vd->dataset[i] = 0.0f; // TODO
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
vd->dataset = NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
MEM_freeN(hairgrid);
|
|
|
|
// MEM_freeN(collgrid);
|
|
|
|
|
|
|
|
return true;
|
|
|
|
#else
|
|
|
|
return false; // XXX TODO
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ================================ */
|
|
|
|
|
|
|
|
#endif /* IMPLICIT_SOLVER_EIGEN */
|