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blender-archive/source/blender/blenkernel/BKE_cloth.h
Brecht Van Lommel 052cb2afd2 Rest shape key for cloth option, this makes it possible
to specify different spring lengths.

Implementation is quite ugly because the shape key has to be pulled
through the modifier stack somehow, need a more flexible data mask
system to solve this properly.

(commits 27773,27775,27778 by Brecht from render25 branch)
2010-03-30 11:49:07 +00:00

282 lines
9.7 KiB
C++

/**
* BKE_cloth.h
*
* $Id$
*
* ***** 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
#include <float.h>
#include "BLI_linklist.h"
#include "BKE_customdata.h"
#include "BKE_DerivedMesh.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_edgehash.h"
#include "DNA_cloth_types.h"
#include "DNA_customdata_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_collision.h"
struct Object;
struct Scene;
struct MFace;
struct DerivedMesh;
struct ClothModifierData;
struct CollisionTree;
// this is needed for inlining behaviour
#if defined _WIN32
# define DO_INLINE __inline
#elif defined (__sgi)
# define DO_INLINE
#elif defined (__sun) || defined (__sun__)
# define DO_INLINE
#else
# define DO_INLINE static inline
#endif
#define CLOTH_MAX_THREAD 2
/* 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. */
#define CLOTH_VERT_FLAG_PINNED 1
#define CLOTH_VERT_FLAG_COLLISION 2
#define CLOTH_VERT_FLAG_PINNED_EM 3
/**
* 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 numverts; /* The number of verts == m * n. */
unsigned int numsprings; /* The count of springs. */
unsigned int numfaces;
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 MFace *mfaces;
struct Implicit_Data *implicit; /* our implicit solver connects to this pointer */
struct Implicit_Data *implicitEM; /* our implicit solver connects to this pointer */
struct EdgeHash *edgehash; /* used for selfcollisions */
} 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; /* temporary valid for building springs */
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? */
}
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. */
float restlen; /* The original length of the spring. */
int matrix_index; /* needed for implicit solver (fast lookup) */
int type; /* types defined in BKE_cloth.h ("springType") */
int flags; /* defined in BKE_cloth.h, e.g. deactivated due to tearing */
float dfdx[3][3];
float dfdv[3][3];
float f[3];
float stiffness; /* stiffness factor from the vertex groups */
float editrestlen;
}
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_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_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
////////////////////////////////////////////////
// needed for implicit.c
int cloth_bvh_objcollision (Object *ob, ClothModifierData * clmd, float step, float dt );
////////////////////////////////////////////////
////////////////////////////////////////////////
// implicit.c
////////////////////////////////////////////////
// needed for cloth.c
int implicit_init ( Object *ob, ClothModifierData *clmd );
int implicit_free ( ClothModifierData *clmd );
int implicit_solver ( Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors );
void implicit_set_positions ( ClothModifierData *clmd );
// globally needed
void clmdSetInterruptCallBack ( int ( *f ) ( void ) );
////////////////////////////////////////////////
/////////////////////////////////////////////////
// cloth.c
////////////////////////////////////////////////
// needed for modifier.c
void cloth_free_modifier_extern ( ClothModifierData *clmd );
void cloth_free_modifier ( Object *ob, ClothModifierData *clmd );
void cloth_init ( ClothModifierData *clmd );
DerivedMesh *clothModifier_do ( ClothModifierData *clmd, struct Scene *scene, Object *ob, DerivedMesh *dm, int useRenderParams, int isFinalCalc );
void cloth_update_normals ( ClothVertex *verts, int nVerts, MFace *face, int totface );
int cloth_uses_vgroup(ClothModifierData *clmd);
// needed for collision.c
void bvhtree_update_from_cloth ( ClothModifierData *clmd, int moving );
void bvhselftree_update_from_cloth ( ClothModifierData *clmd, int moving );
// needed for button_object.c
void cloth_clear_cache ( Object *ob, ClothModifierData *clmd, float framenr );
// needed for cloth.c
int cloth_add_spring ( ClothModifierData *clmd, unsigned int indexA, unsigned int indexB, float restlength, int spring_type);
////////////////////////////////////////////////
/* This enum provides the IDs for our solvers. */
// only one available in the moment
typedef enum
{
CM_IMPLICIT = 0,
} CM_SOLVER_ID;
/* This structure defines how to call the solver.
*/
typedef struct
{
char *name;
CM_SOLVER_ID id;
int ( *init ) ( Object *ob, ClothModifierData *clmd );
int ( *solver ) ( Object *ob, float framenr, ClothModifierData *clmd, ListBase *effectors );
int ( *free ) ( ClothModifierData *clmd );
}
CM_SOLVER_DEF;
#endif