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blender-archive/source/blender/blenkernel/BKE_cloth.h
Luna Rood 4f4a484b9b Cloth refactor: Remove goal springs and some other cleanup
This removes the goal springs, in favor of simply calculating the goal forces on the vertices directly. The vertices already store all the necessary data for the goal forces, thus the springs were redundant, and just defined both ends as being the same vertex.

The main advantage of removing the goal springs, is an increase in flexibility, allowing us to much more nicely do some neat dynamic stuff with the goals/pins, such as animated vertex weights. But this also has the advantage of simpler code, and a slightly reduced memory footprint.

This also removes the `f`, `dfdx` and `dfdv` fields from the `ClothSpring` struct, as that data is only used by the solver, and is re-computed on each step, and thus does not need to be stored throughout the simulation.

Reviewers: sergey

Reviewed By: sergey

Tags: #physics

Differential Revision: https://developer.blender.org/D2514
2017-03-23 03:52:46 -03:00

246 lines
9.4 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Daniel Genrich
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_CLOTH_H__
#define __BKE_CLOTH_H__
/** \file BKE_cloth.h
* \ingroup bke
* \author Daniel Genrich
*/
#include <float.h>
#include "BLI_math_inline.h"
struct Object;
struct Scene;
struct MFace;
struct DerivedMesh;
struct ClothModifierData;
struct CollisionModifierData;
#define DO_INLINE MALWAYS_INLINE
/* goal defines */
#define SOFTGOALSNAP 0.999f
/* This is approximately the smallest number that can be
* represented by a float, given its precision. */
#define ALMOST_ZERO FLT_EPSILON
/* Bits to or into the ClothVertex.flags. */
typedef enum eClothVertexFlag {
CLOTH_VERT_FLAG_PINNED = 1,
CLOTH_VERT_FLAG_NOSELFCOLL = 2, /* vertex NOT used for self collisions */
} eClothVertexFlag;
typedef struct ClothHairData {
float loc[3];
float rot[3][3];
float rest_target[3]; /* rest target direction for each segment */
float radius;
float bending_stiffness;
} ClothHairData;
typedef struct ClothSolverResult {
int status;
int max_iterations, min_iterations;
float avg_iterations;
float max_error, min_error, avg_error;
} ClothSolverResult;
/**
* This structure describes a cloth object against which the
* simulation can run.
*
* The m and n members of this structure represent the assumed
* rectangular ordered grid for which the original paper is written.
* At some point they need to disappear and we need to determine out
* own connectivity of the mesh based on the actual edges in the mesh.
*
*/
typedef struct Cloth {
struct ClothVertex *verts; /* The vertices that represent this cloth. */
struct LinkNode *springs; /* The springs connecting the mesh. */
unsigned int numsprings; /* The count of springs. */
unsigned int mvert_num; /* The number of verts == m * n. */
unsigned int tri_num;
unsigned char old_solver_type; /* unused, only 1 solver here */
unsigned char pad2;
short pad3;
struct BVHTree *bvhtree; /* collision tree for this cloth object */
struct BVHTree *bvhselftree; /* collision tree for this cloth object */
struct MVertTri *tri;
struct Implicit_Data *implicit; /* our implicit solver connects to this pointer */
struct EdgeSet *edgeset; /* used for selfcollisions */
int last_frame, pad4;
} Cloth;
/**
* The definition of a cloth vertex.
*/
typedef struct ClothVertex {
int flags; /* General flags per vertex. */
float v[3]; /* The velocity of the point. */
float xconst[3]; /* constrained position */
float x[3]; /* The current position of this vertex. */
float xold[3]; /* The previous position of this vertex.*/
float tx[3]; /* temporary position */
float txold[3]; /* temporary old position */
float tv[3]; /* temporary "velocity", mostly used as tv = tx-txold */
float mass; /* mass / weight of the vertex */
float goal; /* goal, from SB */
float impulse[3]; /* used in collision.c */
float xrest[3]; /* rest position of the vertex */
unsigned int impulse_count; /* same as above */
float avg_spring_len; /* average length of connected springs */
float struct_stiff;
float bend_stiff;
float shear_stiff;
int spring_count; /* how many springs attached? */
float shrink_factor; /* how much to shrink this cloth */
}
ClothVertex;
/**
* The definition of a spring.
*/
typedef struct ClothSpring {
int ij; /* Pij from the paper, one end of the spring. */
int kl; /* Pkl from the paper, one end of the spring. */
int mn;
float restlen; /* The original length of the spring. */
int type; /* types defined in BKE_cloth.h ("springType") */
int flags; /* defined in BKE_cloth.h, e.g. deactivated due to tearing */
float stiffness; /* stiffness factor from the vertex groups */
float editrestlen;
/* angular bending spring target and derivatives */
float target[3];
}
ClothSpring;
// some macro enhancements for vector treatment
#define VECADDADD(v1,v2,v3) {*(v1)+= *(v2) + *(v3); *(v1+1)+= *(v2+1) + *(v3+1); *(v1+2)+= *(v2+2) + *(v3+2);}
#define VECSUBADD(v1,v2,v3) {*(v1)-= *(v2) + *(v3); *(v1+1)-= *(v2+1) + *(v3+1); *(v1+2)-= *(v2+2) + *(v3+2);}
#define VECADDSUB(v1,v2,v3) {*(v1)+= *(v2) - *(v3); *(v1+1)+= *(v2+1) - *(v3+1); *(v1+2)+= *(v2+2) - *(v3+2);}
#define VECSUBADDSS(v1,v2,aS,v3,bS) {*(v1)-= *(v2)*aS + *(v3)*bS; *(v1+1)-= *(v2+1)*aS + *(v3+1)*bS; *(v1+2)-= *(v2+2)*aS + *(v3+2)*bS;}
#define VECADDSUBSS(v1,v2,aS,v3,bS) {*(v1)+= *(v2)*aS - *(v3)*bS; *(v1+1)+= *(v2+1)*aS - *(v3+1)*bS; *(v1+2)+= *(v2+2)*aS - *(v3+2)*bS;}
#define VECADDSS(v1,v2,aS,v3,bS) {*(v1)= *(v2)*aS + *(v3)*bS; *(v1+1)= *(v2+1)*aS + *(v3+1)*bS; *(v1+2)= *(v2+2)*aS + *(v3+2)*bS;}
#define VECADDS(v1,v2,v3,bS) {*(v1)= *(v2) + *(v3)*bS; *(v1+1)= *(v2+1) + *(v3+1)*bS; *(v1+2)= *(v2+2) + *(v3+2)*bS;}
#define VECSUBMUL(v1,v2,aS) {*(v1)-= *(v2) * aS; *(v1+1)-= *(v2+1) * aS; *(v1+2)-= *(v2+2) * aS;}
#define VECSUBS(v1,v2,v3,bS) {*(v1)= *(v2) - *(v3)*bS; *(v1+1)= *(v2+1) - *(v3+1)*bS; *(v1+2)= *(v2+2) - *(v3+2)*bS;}
#define VECSUBSB(v1,v2, v3,bS) {*(v1)= (*(v2)- *(v3))*bS; *(v1+1)= (*(v2+1) - *(v3+1))*bS; *(v1+2)= (*(v2+2) - *(v3+2))*bS;}
#define VECMULS(v1,aS) {*(v1)*= aS; *(v1+1)*= aS; *(v1+2)*= *aS;}
#define VECADDMUL(v1,v2,aS) {*(v1)+= *(v2) * aS; *(v1+1)+= *(v2+1) * aS; *(v1+2)+= *(v2+2) * aS;}
/* SIMULATION FLAGS: goal flags,.. */
/* These are the bits used in SimSettings.flags. */
typedef enum {
CLOTH_SIMSETTINGS_FLAG_COLLOBJ = ( 1 << 2 ),// object is only collision object, no cloth simulation is done
CLOTH_SIMSETTINGS_FLAG_GOAL = ( 1 << 3 ), // we have goals enabled
CLOTH_SIMSETTINGS_FLAG_TEARING = ( 1 << 4 ),// true if tearing is enabled
CLOTH_SIMSETTINGS_FLAG_SCALING = ( 1 << 8 ), /* is advanced scaling active? */
CLOTH_SIMSETTINGS_FLAG_CCACHE_EDIT = (1 << 12), /* edit cache in editmode */
CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS = (1 << 13), /* don't allow spring compression */
CLOTH_SIMSETTINGS_FLAG_SEW = (1 << 14), /* pull ends of loose edges together */
CLOTH_SIMSETTINGS_FLAG_DYNAMIC_BASEMESH = (1 << 15), /* make simulation respect deformations in the base object */
} CLOTH_SIMSETTINGS_FLAGS;
/* COLLISION FLAGS */
typedef enum {
CLOTH_COLLSETTINGS_FLAG_ENABLED = ( 1 << 1 ), /* enables cloth - object collisions */
CLOTH_COLLSETTINGS_FLAG_SELF = ( 1 << 2 ), /* enables selfcollisions */
} CLOTH_COLLISIONSETTINGS_FLAGS;
/* Spring types as defined in the paper.*/
typedef enum {
CLOTH_SPRING_TYPE_STRUCTURAL = (1 << 1),
CLOTH_SPRING_TYPE_SHEAR = (1 << 2),
CLOTH_SPRING_TYPE_BENDING = (1 << 3),
CLOTH_SPRING_TYPE_GOAL = (1 << 4),
CLOTH_SPRING_TYPE_SEWING = (1 << 5),
CLOTH_SPRING_TYPE_BENDING_ANG = (1 << 6),
} CLOTH_SPRING_TYPES;
/* SPRING FLAGS */
typedef enum {
CLOTH_SPRING_FLAG_DEACTIVATE = ( 1 << 1 ),
CLOTH_SPRING_FLAG_NEEDED = ( 1 << 2 ), // springs has values to be applied
} CLOTH_SPRINGS_FLAGS;
/////////////////////////////////////////////////
// collision.c
////////////////////////////////////////////////
struct CollPair;
typedef struct ColliderContacts {
struct Object *ob;
struct CollisionModifierData *collmd;
struct CollPair *collisions;
int totcollisions;
} ColliderContacts;
// needed for implicit.c
int cloth_bvh_objcollision (struct Object *ob, struct ClothModifierData *clmd, float step, float dt );
int cloth_points_objcollision(struct Object *ob, struct ClothModifierData *clmd, float step, float dt);
void cloth_find_point_contacts(struct Object *ob, struct ClothModifierData *clmd, float step, float dt,
ColliderContacts **r_collider_contacts, int *r_totcolliders);
void cloth_free_contacts(ColliderContacts *collider_contacts, int totcolliders);
////////////////////////////////////////////////
/////////////////////////////////////////////////
// cloth.c
////////////////////////////////////////////////
// needed for modifier.c
void cloth_free_modifier_extern (struct ClothModifierData *clmd );
void cloth_free_modifier (struct ClothModifierData *clmd );
void cloth_init (struct ClothModifierData *clmd );
void clothModifier_do (struct ClothModifierData *clmd, struct Scene *scene, struct Object *ob, struct DerivedMesh *dm, float (*vertexCos)[3]);
int cloth_uses_vgroup(struct ClothModifierData *clmd);
// needed for collision.c
void bvhtree_update_from_cloth(struct ClothModifierData *clmd, bool moving);
void bvhselftree_update_from_cloth(struct ClothModifierData *clmd, bool moving);
// needed for button_object.c
void cloth_clear_cache (struct Object *ob, struct ClothModifierData *clmd, float framenr );
void cloth_parallel_transport_hair_frame(float mat[3][3], const float dir_old[3], const float dir_new[3]);
////////////////////////////////////////////////
#endif