Commit Graph

30 Commits

Author SHA1 Message Date
046510fcf9 Merge branch 'hair_immediate_fixes' into gooseberry
Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:07 +01:00
aea309779f Perform grid-based velocity smoothing for hair outside of the implicit
solver step.

Calculating forces and jacobians from linearly interpolated grid values
is problematic due to discontinuities at the grid boundaries. The new
approach of modifying velocities after the backward euler solver step
was suggested in a newer paper

"Detail Preserving Continuum Simulation of Straight Hair"
(McAdams, Selle 2009)

Conflicts:
	source/blender/physics/intern/BPH_mass_spring.cpp
2015-01-20 09:30:05 +01:00
4ff68d031d Fix for warnings/errors
Conflicts:
	source/blender/blenkernel/intern/key.c
	source/blender/blenkernel/intern/particle_system.c
	source/blender/makesrna/intern/rna_particle.c
2015-01-20 09:30:05 +01:00
2356264ca9 Ported the remaining implicit solver functions for Eigen.
Also added a couple of utility wrapper functions for Eigen types to make
interfacing with plain float arrays and blenlib math easier.
2015-01-20 09:30:04 +01:00
c1f4542f0f Removed block matrix indices storage from ClothSpring struct.
This is not necessary: the implicit solver data can keep track instead
of how many off-diagonal matrix blocks are in use (provided the
allocation limit is calculated correctly). Every time a spring is
created it then simply increments this counter and uses the block index
locally - no need to store this persistently.
2015-01-20 09:30:03 +01:00
a5f207de79 Removed unused force arguments for angular bending springs and avoid
redundant calculation for counterforces.
2015-01-20 09:30:03 +01:00
577150c635 Completed the implementation of bent rest shapes for hair.
Basically follows the Pixar approach from "Artistic Simulation of Curly
Hair".
2015-01-20 09:30:03 +01:00
6394189e68 Clear forces and constraints together at the start of the time step,
easier to verify.
2015-01-20 09:30:02 +01:00
c036c72284 Proper implementation of angular bending springs including jacobian
derivatives for stabilization.

The bending forces are based on a simplified torsion model where each
neighboring point of a vertex creates a force toward a local goal. This
can be extended later by defining the goals in a local curve frame, so
that natural hair shapes other than perfectly straight hair are
supported.

Calculating the jacobians for the bending forces analytically proved
quite difficult and doesn't work yet, so the fallback method for now
is a straightforward finite difference method. This works very well and
is not too costly. Even the original paper ("Artistic Simulation of
Curly Hair") suggests this approach.
2015-01-20 09:30:02 +01:00
491e7493c7 Basic solver result feedback from the mass-spring (cloth/hair) solver.
This returns a general status (success/no-convergence/other) along with
basic statistics (min/max/average) for the error value and the number
of iterations. It allows some general estimation of the simulation
quality and detection of critical settings that could become a problem.
Better visualization and extended feedback can follow later.
2015-01-20 09:30:02 +01:00
00bb836e17 Calculate bending targets based on the direction of previous segments.
This makes the bending a truely local effect. Eventually target
directions should be based in a local coordinate frame that gets
parallel transported along the curve. This will allow non-straight
rest shapes for hairs as well as supporting twist forces. However,
calculating locally transformed spring forces is more complicated.
2015-01-20 09:30:02 +01:00
e5ae13b809 Simple debug drawing support inside the implicit solver. 2015-01-20 09:30:02 +01:00
14bd99b0f3 Added a damping term for angular bending springs. 2015-01-20 09:30:02 +01:00
7a7778d003 Simple initial implementation of angular bending springs.
These are much better suited for creating stiff hair. The previous
bending springs are based on "push" type spring along the hypothenuse
of 3 hair vertices. This sort of spring requires a very large force
in the direction of the spring for any angular effect, and is still
unstable in the equilibrium.

The new bending spring model is based on "target" vectors defined in a
local hair frame, which generates a force perpendicular to the hair
segment. For further details see
"Artistic Simulation of Curly Hair" (Pixar technical memo #12-03a)
or
"A Mass Spring Model for Hair Simulation" (Selle, Lentine, Fedkiw 2008)

Currently the implementation uses a single root frame that is not yet
propagated along the hair, so the resulting rest shape is not very
natural. Also damping and derivatives are still missing.
2015-01-20 09:30:02 +01:00
86a4da1c54 Replace the dynamic root transform in the implicit solver data with a
single transform matrix.

Dynamic properties of the transformation are only needed during the
setup phase when they should be read from external data (hair system
roots) and generate fictitious forces on each point.
2015-01-20 09:30:02 +01:00
0ddea77b1a Fix for rB71271bb, was replacing the force vectors entirely instead of
adding.
2015-01-20 09:30:01 +01:00
59d76a406e Fix for effector force fields on hair, using the world-to-root
transformation.
2015-01-20 09:30:01 +01:00
8876429edd Added back the velocity smoothing implementation.
This is now also decoupled from the internal solver data. The grid is
created as an opaque structure, filled with vertex or collider data
(todo), and then forces can be calculated by interpolating the grid at
random locations. These forces and derivatives are then fed into the
solver.
2015-01-20 09:30:01 +01:00
58e33ab279 Removed unused code.
Conflicts:
	source/blender/physics/intern/implicit_blender.c
2015-01-20 09:30:01 +01:00
d0379f82d1 Added a calculation function for the fictitious forces introduced by
moving hair root reference frames.

This calculates Euler, Coriolis and Centrifugal forces which result
from describing hair in a moving reference frame.
http://en.wikipedia.org/wiki/Fictitious_force
2015-01-20 09:30:01 +01:00
a49b170b27 Fix for own misconception of fictitious forces in the moving hair root
frames.

These forces don't have to be calculated for each individual
contribution. Rather they can be split off and be calculated on top of
the basic force vector rotation (todo).
2015-01-20 09:30:01 +01:00
02c8bf99c9 Added back spring force definitions outside the implicit solver.
There are currently 3 types of springs: basic linear springs, goal
springs toward a fixed global target (not recommended, but works) and
bending springs.

These are agnostic to the specific spring definition in the cloth system
so hair systems can use the same API without converting everything to
cloth first.

Conflicts:
	source/blender/physics/intern/implicit_blender.c
2015-01-20 09:30:01 +01:00
dd0a7444d8 Main cloth force calculation function outside of implicit core code.
Still misses spring forces.
2015-01-20 09:30:00 +01:00
64de714a08 Hair volume calculation is now in its own file.
Code is currently disabled until the other main forces are in place.
2015-01-20 09:30:00 +01:00
b9b784f039 Moved the unused goal force calculation function to the main mass-spring
source file.
2015-01-20 09:30:00 +01:00
2901d6ab21 Moved most of the main cloth solver function out of implicit code core.
Force calculation is disabled, will follow shortly.
2015-01-20 09:30:00 +01:00
ac071de405 Moved init/free functions for solver data out of implicit core.
This also initializes spring matrix indices (off-diagonal 3x3 blocks),
which now uses a new API function.
2015-01-20 09:30:00 +01:00
d2e8a72d8a Moved "set_positions" for cloth out of core implicit solver.
API for the solver now has functions for setting of vertex motion state
and the associated root transform data.
2015-01-20 09:30:00 +01:00
0d60337a83 Renamed functions to make them explicitly refer to cloth, and split the
create/free functions for solver data off from the cloth solver.
2015-01-20 09:30:00 +01:00
5322def57c Moved the cloth solver code into a new subfolder/library inside Blender
code.

The implicit solver itself should remain agnostic to the specifics of
the Blender data (cloth vs. hair). This way we could avoid the bloated
data conversion chain from particles/hair to derived mesh to cloth
modifier to implicit solver data and back. Every step in this chain adds
overhead as well as rounding errors and a possibility for bugs, not to
speak of making the code horribly complicated.

The new subfolder is named "physics" since it should be the start of a
somewhat "unified" physics systems combining all the various solvers in
the same place and managing things like synchronized time steps.
2015-01-20 09:30:00 +01:00