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
564 lines
18 KiB
C++
564 lines
18 KiB
C++
/*
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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/BPH_mass_spring.c
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* \ingroup bph
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*/
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extern "C" {
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#include "MEM_guardedalloc.h"
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#include "DNA_cloth_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_object_force.h"
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#include "DNA_object_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_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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}
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#include "BPH_mass_spring.h"
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#include "implicit.h"
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int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
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{
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Cloth *cloth = clmd->clothObject;
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ClothVertex *verts = cloth->verts;
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const float ZERO[3] = {0.0f, 0.0f, 0.0f};
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Implicit_Data *id;
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unsigned int i;
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cloth->implicit = id = BPH_mass_spring_solver_create(cloth->numverts, cloth->numsprings);
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for (i = 0; i < cloth->numverts; i++) {
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BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
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}
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// init springs
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LinkNode *link = cloth->springs;
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for (i = 0; link; link = link->next, ++i) {
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ClothSpring *spring = (ClothSpring *)link->link;
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spring->matrix_index = BPH_mass_spring_init_spring(id, i, spring->ij, spring->kl);
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}
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for (i = 0; i < cloth->numverts; i++) {
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BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
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}
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return 1;
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}
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void BPH_cloth_solver_free(ClothModifierData *clmd)
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{
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Cloth *cloth = clmd->clothObject;
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if (cloth->implicit) {
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BPH_mass_spring_solver_free(cloth->implicit);
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cloth->implicit = NULL;
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}
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}
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void BKE_cloth_solver_set_positions(ClothModifierData *clmd)
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{
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Cloth *cloth = clmd->clothObject;
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ClothVertex *verts = cloth->verts;
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unsigned int numverts = cloth->numverts, i;
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ClothHairRoot *cloth_roots = clmd->roots;
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Implicit_Data *id = cloth->implicit;
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const float ZERO[3] = {0.0f, 0.0f, 0.0f};
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for (i = 0; i < numverts; i++) {
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ClothHairRoot *root = &cloth_roots[i];
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BPH_mass_spring_set_root_motion(id, i, root->loc, ZERO, root->rot, ZERO);
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BPH_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v);
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}
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}
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static bool collision_response(ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, float restitution, float r_impulse[3])
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{
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Cloth *cloth = clmd->clothObject;
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int index = collpair->ap1;
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bool result = false;
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float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3];
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float epsilon2 = BLI_bvhtree_getepsilon(collmd->bvhtree);
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float margin_distance = collpair->distance - epsilon2;
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float mag_v_rel;
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zero_v3(r_impulse);
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if (margin_distance > 0.0f)
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return false; /* XXX tested before already? */
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/* only handle static collisions here */
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if ( collpair->flag & COLLISION_IN_FUTURE )
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return false;
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/* velocity */
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copy_v3_v3(v1, cloth->verts[index].v);
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collision_get_collider_velocity(v2_old, v2_new, collmd, collpair);
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/* relative velocity = velocity of the cloth point relative to the collider */
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sub_v3_v3v3(v_rel_old, v1, v2_old);
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sub_v3_v3v3(v_rel_new, v1, v2_new);
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/* normal component of the relative velocity */
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mag_v_rel = dot_v3v3(v_rel_old, collpair->normal);
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/* only valid when moving toward the collider */
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if (mag_v_rel < -ALMOST_ZERO) {
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float v_nor_old, v_nor_new;
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float v_tan_old[3], v_tan_new[3];
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float bounce, repulse;
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/* Collision response based on
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* "Simulating Complex Hair with Robust Collision Handling" (Choe, Choi, Ko, ACM SIGGRAPH 2005)
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* http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf
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*/
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v_nor_old = mag_v_rel;
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v_nor_new = dot_v3v3(v_rel_new, collpair->normal);
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madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, -v_nor_old);
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madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, -v_nor_new);
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/* TODO repulsion forces can easily destabilize the system,
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* have to clamp them or construct a linear spring instead
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*/
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// repulse = -margin_distance / dt + dot_v3v3(v1, collpair->normal);
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repulse = 0.0f;
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if (margin_distance < -epsilon2) {
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bounce = -(v_nor_new + v_nor_old * restitution);
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mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce));
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}
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else {
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bounce = 0.0f;
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mul_v3_v3fl(r_impulse, collpair->normal, repulse);
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}
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result = true;
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}
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return result;
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}
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/* Init constraint matrix
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* This is part of the modified CG method suggested by Baraff/Witkin in
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* "Large Steps in Cloth Simulation" (Siggraph 1998)
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*/
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static void cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *contacts, int totcolliders, float dt)
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{
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Cloth *cloth = clmd->clothObject;
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Implicit_Data *data = cloth->implicit;
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ClothVertex *verts = cloth->verts;
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int numverts = cloth->numverts;
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int i, j, v;
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const float ZERO[3] = {0.0f, 0.0f, 0.0f};
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BPH_mass_spring_clear_constraints(data);
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for (v = 0; v < numverts; v++) {
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if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
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/* pinned vertex constraints */
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BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
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}
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verts[v].impulse_count = 0;
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}
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for (i = 0; i < totcolliders; ++i) {
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ColliderContacts *ct = &contacts[i];
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for (j = 0; j < ct->totcollisions; ++j) {
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CollPair *collpair = &ct->collisions[j];
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// float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp);
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float restitution = 0.0f;
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int v = collpair->face1;
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float impulse[3];
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/* pinned verts handled separately */
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if (verts[v].flags & CLOTH_VERT_FLAG_PINNED)
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continue;
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/* XXX cheap way of avoiding instability from multiple collisions in the same step
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* this should eventually be supported ...
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*/
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if (verts[v].impulse_count > 0)
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continue;
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/* calculate collision response */
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if (!collision_response(clmd, ct->collmd, collpair, restitution, impulse))
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continue;
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BPH_mass_spring_add_constraint_ndof2(data, v, collpair->normal, impulse);
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++verts[v].impulse_count;
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BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pa, 0, 1, 0, "collision", hash_collpair(936, collpair));
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BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pb, 1, 0, 0, "collision", hash_collpair(937, collpair));
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BKE_sim_debug_data_add_line(clmd->debug_data, collpair->pa, collpair->pb, 0.7, 0.7, 0.7, "collision", hash_collpair(938, collpair));
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{ /* DEBUG */
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// float nor[3];
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// mul_v3_v3fl(nor, collpair->normal, collpair->distance);
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// BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, nor, 1, 1, 0, "collision", hash_collpair(939, collpair));
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BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, impulse, 1, 1, 0, "collision", hash_collpair(940, collpair));
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// BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pb, collpair->normal, 1, 1, 0, "collision", hash_collpair(941, collpair));
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}
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}
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}
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}
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/* computes where the cloth would be if it were subject to perfectly stiff edges
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* (edge distance constraints) in a lagrangian solver. then add forces to help
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* guide the implicit solver to that state. this function is called after
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* collisions*/
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static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothModifierData *clmd, float (*initial_cos)[3], float UNUSED(step), float dt)
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{
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Cloth *cloth= clmd->clothObject;
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float (*cos)[3] = (float (*)[3])MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces");
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float *masses = (float *)MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces");
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LinkNode *node;
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ClothSpring *spring;
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ClothVertex *cv;
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int i, steps;
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cv = cloth->verts;
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for (i=0; i<cloth->numverts; i++, cv++) {
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copy_v3_v3(cos[i], cv->tx);
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if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
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masses[i] = 1e+10;
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}
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else {
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masses[i] = cv->mass;
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}
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}
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steps = 55;
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for (i=0; i<steps; i++) {
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for (node=cloth->springs; node; node=node->next) {
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/* ClothVertex *cv1, *cv2; */ /* UNUSED */
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int v1, v2;
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float len, c, l, vec[3];
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spring = (ClothSpring *)node->link;
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if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR)
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continue;
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v1 = spring->ij; v2 = spring->kl;
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/* cv1 = cloth->verts + v1; */ /* UNUSED */
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/* cv2 = cloth->verts + v2; */ /* UNUSED */
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len = len_v3v3(cos[v1], cos[v2]);
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sub_v3_v3v3(vec, cos[v1], cos[v2]);
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normalize_v3(vec);
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c = (len - spring->restlen);
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if (c == 0.0f)
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continue;
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l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
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mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
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add_v3_v3(cos[v1], vec);
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sub_v3_v3v3(vec, cos[v2], cos[v1]);
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normalize_v3(vec);
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mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
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add_v3_v3(cos[v2], vec);
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}
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}
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cv = cloth->verts;
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for (i=0; i<cloth->numverts; i++, cv++) {
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float vec[3];
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/*compute forces*/
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sub_v3_v3v3(vec, cos[i], cv->tx);
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mul_v3_fl(vec, cv->mass*dt*20.0f);
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add_v3_v3(cv->tv, vec);
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//copy_v3_v3(cv->tx, cos[i]);
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}
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MEM_freeN(cos);
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MEM_freeN(masses);
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return 1;
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}
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BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, float time)
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{
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Cloth *cloth = clmd->clothObject;
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ClothSimSettings *parms = clmd->sim_parms;
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Implicit_Data *data = cloth->implicit;
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ClothVertex *verts = cloth->verts;
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bool no_compress = parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
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zero_v3(s->f);
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zero_m3(s->dfdx);
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zero_m3(s->dfdv);
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s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
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// calculate force of structural + shear springs
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if ((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR) || (s->type & CLOTH_SPRING_TYPE_SEWING) ) {
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#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
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float k, scaling;
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s->flags |= CLOTH_SPRING_FLAG_NEEDED;
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scaling = parms->structural + s->stiffness * fabsf(parms->max_struct - parms->structural);
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k = scaling / (parms->avg_spring_len + FLT_EPSILON);
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if (s->type & CLOTH_SPRING_TYPE_SEWING) {
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// TODO: verify, half verified (couldn't see error)
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// sewing springs usually have a large distance at first so clamp the force so we don't get tunnelling through colission objects
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BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->matrix_index, s->restlen, k, parms->Cdis, no_compress, parms->max_sewing, s->f, s->dfdx, s->dfdv);
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}
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else {
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BPH_mass_spring_force_spring_linear(data, s->ij, s->kl, s->matrix_index, s->restlen, k, parms->Cdis, no_compress, 0.0f, s->f, s->dfdx, s->dfdv);
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}
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#endif
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}
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else if (s->type & CLOTH_SPRING_TYPE_GOAL) {
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#ifdef CLOTH_FORCE_SPRING_GOAL
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float goal_x[3], goal_v[3];
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float k, scaling;
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s->flags |= CLOTH_SPRING_FLAG_NEEDED;
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// current_position = xold + t * (newposition - xold)
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interp_v3_v3v3(goal_x, verts[s->ij].xold, verts[s->ij].xconst, time);
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sub_v3_v3v3(goal_v, verts[s->ij].xconst, verts[s->ij].xold); // distance covered over dt==1
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scaling = parms->goalspring + s->stiffness * fabsf(parms->max_struct - parms->goalspring);
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k = verts[s->ij].goal * scaling / (parms->avg_spring_len + FLT_EPSILON);
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BPH_mass_spring_force_spring_goal(data, s->ij, s->matrix_index, goal_x, goal_v, k, parms->goalfrict * 0.01f, s->f, s->dfdx, s->dfdv);
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#endif
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}
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else { /* calculate force of bending springs */
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#ifdef CLOTH_FORCE_SPRING_BEND
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float kb, cb, scaling;
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s->flags |= CLOTH_SPRING_FLAG_NEEDED;
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scaling = parms->bending + s->stiffness * fabsf(parms->max_bend - parms->bending);
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cb = kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
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BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->matrix_index, s->restlen, kb, cb, s->f, s->dfdx, s->dfdv);
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#endif
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}
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}
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static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time)
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{
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/* Collect forces and derivatives: F, dFdX, dFdV */
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Cloth *cloth = clmd->clothObject;
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Implicit_Data *data = cloth->implicit;
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unsigned int i = 0;
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float drag = 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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MFace *mfaces = cloth->mfaces;
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unsigned int numverts = cloth->numverts;
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/* initialize forces to zero */
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BPH_mass_spring_force_clear(data);
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#ifdef CLOTH_FORCE_GRAVITY
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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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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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BPH_mass_spring_force_gravity(data, gravity);
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#else
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zero_lfvector(lF, numverts);
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#endif
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// XXX TODO
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// hair_volume_forces(clmd, lF, lX, lV, numverts);
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#ifdef CLOTH_FORCE_DRAG
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BPH_mass_spring_force_drag(data, drag);
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#endif
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/* handle external forces like wind */
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if (effectors) {
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/* cache per-vertex forces to avoid redundant calculation */
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float (*winvec)[3] = (float (*)[3])MEM_callocN(sizeof(float) * 3 * numverts, "effector forces");
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for (i = 0; i < cloth->numverts; i++) {
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float x[3], v[3];
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EffectedPoint epoint;
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BPH_mass_spring_get_motion_state(data, i, x, v);
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pd_point_from_loc(clmd->scene, x, v, i, &epoint);
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pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
|
|
}
|
|
|
|
for (i = 0; i < cloth->numfaces; i++) {
|
|
MFace *mf = &mfaces[i];
|
|
BPH_mass_spring_force_face_wind(data, mf->v1, mf->v2, mf->v3, mf->v4, winvec);
|
|
}
|
|
|
|
/* Hair has only edges */
|
|
if (cloth->numfaces == 0) {
|
|
for (LinkNode *link = cloth->springs; link; link = link->next) {
|
|
ClothSpring *spring = (ClothSpring *)link->link;
|
|
if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
|
|
BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, winvec);
|
|
}
|
|
}
|
|
|
|
MEM_freeN(winvec);
|
|
}
|
|
|
|
// calculate spring forces
|
|
for (LinkNode *link = cloth->springs; link; link = link->next) {
|
|
ClothSpring *spring = (ClothSpring *)link->link;
|
|
// only handle active springs
|
|
if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
|
|
cloth_calc_spring_force(clmd, spring, time);
|
|
}
|
|
}
|
|
|
|
int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
|
|
{
|
|
unsigned int i=0;
|
|
float step=0.0f, tf=clmd->sim_parms->timescale;
|
|
Cloth *cloth = clmd->clothObject;
|
|
ClothVertex *verts = cloth->verts/*, *cv*/;
|
|
unsigned int numverts = cloth->numverts;
|
|
float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
|
|
Implicit_Data *id = cloth->implicit;
|
|
ColliderContacts *contacts = NULL;
|
|
int totcolliders = 0;
|
|
|
|
BKE_sim_debug_data_clear_category(clmd->debug_data, "collision");
|
|
|
|
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
|
|
for (i = 0; i < numverts; i++) {
|
|
// update velocities with constrained velocities from pinned verts
|
|
if (verts [i].flags & CLOTH_VERT_FLAG_PINNED) {
|
|
float v[3];
|
|
sub_v3_v3v3(v, verts[i].xconst, verts[i].xold);
|
|
// mul_v3_fl(v, clmd->sim_parms->stepsPerFrame);
|
|
BPH_mass_spring_set_velocity(id, i, v);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (clmd->debug_data) {
|
|
for (i = 0; i < numverts; i++) {
|
|
BKE_sim_debug_data_add_dot(clmd->debug_data, verts[i].x, 1.0f, 0.1f, 1.0f, "points", hash_vertex(583, i));
|
|
}
|
|
}
|
|
|
|
while (step < tf) {
|
|
|
|
/* copy velocities for collision */
|
|
for (i = 0; i < numverts; i++) {
|
|
BPH_mass_spring_get_motion_state(id, i, NULL, verts[i].tv);
|
|
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 */
|
|
cloth_setup_constraints(clmd, contacts, totcolliders, dt);
|
|
|
|
// damping velocity for artistic reasons
|
|
// this is a bad way to do it, should be removed imo - lukas_t
|
|
if (clmd->sim_parms->vel_damping != 1.0f) {
|
|
for (i = 0; i < numverts; i++) {
|
|
float v[3];
|
|
BPH_mass_spring_get_motion_state(id, i, NULL, v);
|
|
mul_v3_fl(v, clmd->sim_parms->vel_damping);
|
|
BPH_mass_spring_set_velocity(id, i, v);
|
|
}
|
|
}
|
|
|
|
// calculate forces
|
|
cloth_calc_force(clmd, frame, effectors, step);
|
|
|
|
// calculate new velocity and position
|
|
BPH_mass_spring_solve(id, dt);
|
|
|
|
BPH_mass_spring_apply_result(id);
|
|
|
|
/* move pinned verts to correct position */
|
|
for (i = 0; i < numverts; i++) {
|
|
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
|
|
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
|
|
float x[3];
|
|
interp_v3_v3v3(x, verts[i].xold, verts[i].xconst, step + dt);
|
|
BPH_mass_spring_set_position(id, i, x);
|
|
}
|
|
}
|
|
|
|
BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL);
|
|
|
|
// 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);
|
|
}
|
|
|
|
step += dt;
|
|
}
|
|
|
|
/* copy results back to cloth data */
|
|
for (i = 0; i < numverts; i++) {
|
|
BPH_mass_spring_get_motion_state(id, i, verts[i].x, verts[i].v);
|
|
copy_v3_v3(verts[i].txold, verts[i].x);
|
|
}
|
|
|
|
return 1;
|
|
}
|