1094 lines
33 KiB
C++
1094 lines
33 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/physics/intern/BPH_mass_spring.cpp
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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_types.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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static float I3[3][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}};
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/* Number of off-diagonal non-zero matrix blocks.
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* Basically there is one of these for each vertex-vertex interaction.
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*/
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static int cloth_count_nondiag_blocks(Cloth *cloth)
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{
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LinkNode *link;
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int nondiag = 0;
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for (link = cloth->springs; link; link = link->next) {
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ClothSpring *spring = (ClothSpring *)link->link;
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switch (spring->type) {
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case CLOTH_SPRING_TYPE_BENDING_ANG:
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/* angular bending combines 3 vertices */
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nondiag += 3;
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break;
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default:
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/* all other springs depend on 2 vertices only */
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nondiag += 1;
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break;
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}
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}
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return nondiag;
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}
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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, nondiag;
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nondiag = cloth_count_nondiag_blocks(cloth);
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cloth->implicit = id = BPH_mass_spring_solver_create(cloth->mvert_num, nondiag);
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for (i = 0; i < cloth->mvert_num; i++) {
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BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass);
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}
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for (i = 0; i < cloth->mvert_num; 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 mvert_num = cloth->mvert_num, i;
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ClothHairData *cloth_hairdata = clmd->hairdata;
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Implicit_Data *id = cloth->implicit;
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for (i = 0; i < mvert_num; i++) {
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if (cloth_hairdata) {
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ClothHairData *root = &cloth_hairdata[i];
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BPH_mass_spring_set_rest_transform(id, i, root->rot);
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}
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else
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BPH_mass_spring_set_rest_transform(id, i, I3);
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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 dt, 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_get_epsilon(collmd->bvhtree);
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float margin_distance = (float)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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bounce = -v_nor_old * restitution;
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repulse = -margin_distance / dt; /* base repulsion velocity in normal direction */
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/* XXX this clamping factor is quite arbitrary ...
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* not sure if there is a more scientific approach, but seems to give good results
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*/
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CLAMP(repulse, 0.0f, 4.0f * bounce);
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if (margin_distance < -epsilon2) {
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mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce) - v_nor_new);
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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 - v_nor_new);
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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 mvert_num = cloth->mvert_num;
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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 < mvert_num; 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, dt, 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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}
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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->mvert_num, "cos cloth_calc_helper_forces");
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float *masses = (float *)MEM_callocN(sizeof(float) * cloth->mvert_num, "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->mvert_num; 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->mvert_num; 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)
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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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bool no_compress = parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
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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->restlen, k, parms->Cdis, no_compress, parms->max_sewing);
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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->restlen, k, parms->Cdis, no_compress, 0.0f);
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}
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#endif
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}
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else if (s->type & CLOTH_SPRING_TYPE_BENDING) { /* 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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kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
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// Fix for [#45084] for cloth stiffness must have cb proportional to kb
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cb = kb * parms->bending_damping;
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BPH_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb);
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#endif
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}
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else if (s->type & CLOTH_SPRING_TYPE_BENDING_ANG) {
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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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/* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor, unlike cloth springs!
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* this is crap, but needed due to cloth/hair mixing ...
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* max_bend factor is not even used for hair, so ...
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*/
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scaling = s->stiffness * parms->bending;
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kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
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// Fix for [#45084] for cloth stiffness must have cb proportional to kb
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cb = kb * parms->bending_damping;
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/* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
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BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->target, kb, cb);
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#if 0
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{
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float x_kl[3], x_mn[3], v[3], d[3];
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BPH_mass_spring_get_motion_state(data, s->kl, x_kl, v);
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BPH_mass_spring_get_motion_state(data, s->mn, x_mn, v);
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BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
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BKE_sim_debug_data_add_line(clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
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copy_v3_v3(d, s->target);
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BKE_sim_debug_data_add_vector(clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
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// copy_v3_v3(d, s->target_ij);
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// BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 1, 0.4, 0.4, "target", 7983, s->kl);
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}
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#endif
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#endif
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}
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}
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static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax[3])
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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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unsigned int mvert_num = cloth->mvert_num;
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int i;
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INIT_MINMAX(gmin, gmax);
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for (i = 0; i < mvert_num; i++) {
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float x[3];
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BPH_mass_spring_get_motion_state(data, i, x, NULL);
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DO_MINMAX(x, gmin, gmax);
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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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const MVertTri *tri = cloth->tri;
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unsigned int mvert_num = cloth->mvert_num;
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ClothVertex *vert;
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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 */
|
|
mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
|
|
}
|
|
|
|
vert = cloth->verts;
|
|
for (i = 0; i < cloth->mvert_num; i++, vert++) {
|
|
BPH_mass_spring_force_gravity(data, i, vert->mass, gravity);
|
|
|
|
/* Vertex goal springs */
|
|
if ((!(vert->flags & CLOTH_VERT_FLAG_PINNED)) && (vert->goal > FLT_EPSILON)) {
|
|
float goal_x[3], goal_v[3];
|
|
float k;
|
|
|
|
/* divide by time_scale to prevent goal vertices' delta locations from being multiplied */
|
|
interp_v3_v3v3(goal_x, vert->xold, vert->xconst, time / clmd->sim_parms->time_scale);
|
|
sub_v3_v3v3(goal_v, vert->xconst, vert->xold); /* distance covered over dt==1 */
|
|
|
|
k = vert->goal * clmd->sim_parms->goalspring / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
|
|
|
|
BPH_mass_spring_force_spring_goal(data, i, goal_x, goal_v, k, clmd->sim_parms->goalfrict * 0.01f);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* cloth_calc_volume_force(clmd); */
|
|
|
|
#ifdef CLOTH_FORCE_DRAG
|
|
BPH_mass_spring_force_drag(data, drag);
|
|
#endif
|
|
|
|
/* handle external forces like wind */
|
|
if (effectors) {
|
|
/* cache per-vertex forces to avoid redundant calculation */
|
|
float (*winvec)[3] = (float (*)[3])MEM_callocN(sizeof(float[3]) * mvert_num, "effector forces");
|
|
for (i = 0; i < cloth->mvert_num; i++) {
|
|
float x[3], v[3];
|
|
EffectedPoint epoint;
|
|
|
|
BPH_mass_spring_get_motion_state(data, i, x, v);
|
|
pd_point_from_loc(clmd->scene, x, v, i, &epoint);
|
|
pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
|
|
}
|
|
|
|
for (i = 0; i < cloth->tri_num; i++) {
|
|
const MVertTri *vt = &tri[i];
|
|
BPH_mass_spring_force_face_wind(data, vt->tri[0], vt->tri[1], vt->tri[2], winvec);
|
|
}
|
|
|
|
/* Hair has only edges */
|
|
if (cloth->tri_num == 0) {
|
|
#if 0
|
|
ClothHairData *hairdata = clmd->hairdata;
|
|
ClothHairData *hair_ij, *hair_kl;
|
|
|
|
for (LinkNode *link = cloth->springs; link; link = link->next) {
|
|
ClothSpring *spring = (ClothSpring *)link->link;
|
|
if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
|
|
if (hairdata) {
|
|
hair_ij = &hairdata[spring->ij];
|
|
hair_kl = &hairdata[spring->kl];
|
|
BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
|
|
}
|
|
else
|
|
BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, 1.0f, 1.0f, winvec);
|
|
}
|
|
}
|
|
#else
|
|
ClothHairData *hairdata = clmd->hairdata;
|
|
|
|
vert = cloth->verts;
|
|
for (i = 0; i < cloth->mvert_num; i++, vert++) {
|
|
if (hairdata) {
|
|
ClothHairData *hair = &hairdata[i];
|
|
BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
|
|
}
|
|
else
|
|
BPH_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
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);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* returns vertexes' motion state */
|
|
BLI_INLINE void cloth_get_grid_location(Implicit_Data *data, float cell_scale, const float cell_offset[3],
|
|
int index, float x[3], float v[3])
|
|
{
|
|
BPH_mass_spring_get_position(data, index, x);
|
|
BPH_mass_spring_get_new_velocity(data, index, v);
|
|
|
|
mul_v3_fl(x, cell_scale);
|
|
add_v3_v3(x, cell_offset);
|
|
}
|
|
|
|
/* returns next spring forming a continous hair sequence */
|
|
BLI_INLINE LinkNode *hair_spring_next(LinkNode *spring_link)
|
|
{
|
|
ClothSpring *spring = (ClothSpring *)spring_link->link;
|
|
LinkNode *next = spring_link->next;
|
|
if (next) {
|
|
ClothSpring *next_spring = (ClothSpring *)next->link;
|
|
if (next_spring->type == CLOTH_SPRING_TYPE_STRUCTURAL && next_spring->kl == spring->ij)
|
|
return next;
|
|
}
|
|
return NULL;
|
|
}
|
|
|
|
/* XXX this is nasty: cloth meshes do not explicitly store
|
|
* the order of hair segments!
|
|
* We have to rely on the spring build function for now,
|
|
* which adds structural springs in reverse order:
|
|
* (3,4), (2,3), (1,2)
|
|
* This is currently the only way to figure out hair geometry inside this code ...
|
|
*/
|
|
static LinkNode *cloth_continuum_add_hair_segments(HairGrid *grid, const float cell_scale, const float cell_offset[3], Cloth *cloth, LinkNode *spring_link)
|
|
{
|
|
Implicit_Data *data = cloth->implicit;
|
|
LinkNode *next_spring_link = NULL; /* return value */
|
|
ClothSpring *spring1, *spring2, *spring3;
|
|
// ClothVertex *verts = cloth->verts;
|
|
// ClothVertex *vert3, *vert4;
|
|
float x1[3], v1[3], x2[3], v2[3], x3[3], v3[3], x4[3], v4[3];
|
|
float dir1[3], dir2[3], dir3[3];
|
|
|
|
spring1 = NULL;
|
|
spring2 = NULL;
|
|
spring3 = (ClothSpring *)spring_link->link;
|
|
|
|
zero_v3(x1); zero_v3(v1);
|
|
zero_v3(dir1);
|
|
zero_v3(x2); zero_v3(v2);
|
|
zero_v3(dir2);
|
|
|
|
// vert3 = &verts[spring3->kl];
|
|
cloth_get_grid_location(data, cell_scale, cell_offset, spring3->kl, x3, v3);
|
|
// vert4 = &verts[spring3->ij];
|
|
cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
|
|
sub_v3_v3v3(dir3, x4, x3);
|
|
normalize_v3(dir3);
|
|
|
|
while (spring_link) {
|
|
/* move on */
|
|
spring1 = spring2;
|
|
spring2 = spring3;
|
|
|
|
// vert3 = vert4;
|
|
|
|
copy_v3_v3(x1, x2); copy_v3_v3(v1, v2);
|
|
copy_v3_v3(x2, x3); copy_v3_v3(v2, v3);
|
|
copy_v3_v3(x3, x4); copy_v3_v3(v3, v4);
|
|
|
|
copy_v3_v3(dir1, dir2);
|
|
copy_v3_v3(dir2, dir3);
|
|
|
|
/* read next segment */
|
|
next_spring_link = spring_link->next;
|
|
spring_link = hair_spring_next(spring_link);
|
|
|
|
if (spring_link) {
|
|
spring3 = (ClothSpring *)spring_link->link;
|
|
// vert4 = &verts[spring3->ij];
|
|
cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
|
|
sub_v3_v3v3(dir3, x4, x3);
|
|
normalize_v3(dir3);
|
|
}
|
|
else {
|
|
spring3 = NULL;
|
|
// vert4 = NULL;
|
|
zero_v3(x4); zero_v3(v4);
|
|
zero_v3(dir3);
|
|
}
|
|
|
|
BPH_hair_volume_add_segment(grid, x1, v1, x2, v2, x3, v3, x4, v4,
|
|
spring1 ? dir1 : NULL,
|
|
dir2,
|
|
spring3 ? dir3 : NULL);
|
|
}
|
|
|
|
return next_spring_link;
|
|
}
|
|
|
|
static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
|
|
{
|
|
#if 0
|
|
Implicit_Data *data = cloth->implicit;
|
|
int mvert_num = cloth->mvert_num;
|
|
ClothVertex *vert;
|
|
int i;
|
|
|
|
for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
|
|
float x[3], v[3];
|
|
|
|
cloth_get_vertex_motion_state(data, vert, x, v);
|
|
BPH_hair_volume_add_vertex(grid, x, v);
|
|
}
|
|
#else
|
|
LinkNode *link;
|
|
float cellsize, gmin[3], cell_scale, cell_offset[3];
|
|
|
|
/* scale and offset for transforming vertex locations into grid space
|
|
* (cell size is 0..1, gmin becomes origin)
|
|
*/
|
|
BPH_hair_volume_grid_geometry(grid, &cellsize, NULL, gmin, NULL);
|
|
cell_scale = cellsize > 0.0f ? 1.0f / cellsize : 0.0f;
|
|
mul_v3_v3fl(cell_offset, gmin, cell_scale);
|
|
negate_v3(cell_offset);
|
|
|
|
link = cloth->springs;
|
|
while (link) {
|
|
ClothSpring *spring = (ClothSpring *)link->link;
|
|
if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
|
|
link = cloth_continuum_add_hair_segments(grid, cell_scale, cell_offset, cloth, link);
|
|
else
|
|
link = link->next;
|
|
}
|
|
#endif
|
|
BPH_hair_volume_normalize_vertex_grid(grid);
|
|
}
|
|
|
|
static void cloth_continuum_step(ClothModifierData *clmd, float dt)
|
|
{
|
|
ClothSimSettings *parms = clmd->sim_parms;
|
|
Cloth *cloth = clmd->clothObject;
|
|
Implicit_Data *data = cloth->implicit;
|
|
int mvert_num = cloth->mvert_num;
|
|
ClothVertex *vert;
|
|
|
|
const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
|
|
float smoothfac = parms->velocity_smooth;
|
|
/* XXX FIXME arbitrary factor!!! this should be based on some intuitive value instead,
|
|
* like number of hairs per cell and time decay instead of "strength"
|
|
*/
|
|
float density_target = parms->density_target;
|
|
float density_strength = parms->density_strength;
|
|
float gmin[3], gmax[3];
|
|
int i;
|
|
|
|
/* clear grid info */
|
|
zero_v3_int(clmd->hair_grid_res);
|
|
zero_v3(clmd->hair_grid_min);
|
|
zero_v3(clmd->hair_grid_max);
|
|
clmd->hair_grid_cellsize = 0.0f;
|
|
|
|
hair_get_boundbox(clmd, gmin, gmax);
|
|
|
|
/* gather velocities & density */
|
|
if (smoothfac > 0.0f || density_strength > 0.0f) {
|
|
HairGrid *grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_cell_size, gmin, gmax);
|
|
|
|
cloth_continuum_fill_grid(grid, cloth);
|
|
|
|
/* main hair continuum solver */
|
|
BPH_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
|
|
|
|
for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
|
|
float x[3], v[3], nv[3];
|
|
|
|
/* calculate volumetric velocity influence */
|
|
BPH_mass_spring_get_position(data, i, x);
|
|
BPH_mass_spring_get_new_velocity(data, i, v);
|
|
|
|
BPH_hair_volume_grid_velocity(grid, x, v, fluid_factor, nv);
|
|
|
|
interp_v3_v3v3(nv, v, nv, smoothfac);
|
|
|
|
/* apply on hair data */
|
|
BPH_mass_spring_set_new_velocity(data, i, nv);
|
|
}
|
|
|
|
/* store basic grid info in the modifier data */
|
|
BPH_hair_volume_grid_geometry(grid, &clmd->hair_grid_cellsize, clmd->hair_grid_res, clmd->hair_grid_min, clmd->hair_grid_max);
|
|
|
|
#if 0 /* DEBUG hair velocity vector field */
|
|
{
|
|
const int size = 64;
|
|
int i, j;
|
|
float offset[3], a[3], b[3];
|
|
const int axis = 0;
|
|
const float shift = 0.0f;
|
|
|
|
copy_v3_v3(offset, clmd->hair_grid_min);
|
|
zero_v3(a);
|
|
zero_v3(b);
|
|
|
|
offset[axis] = shift * clmd->hair_grid_cellsize;
|
|
a[(axis+1) % 3] = clmd->hair_grid_max[(axis+1) % 3] - clmd->hair_grid_min[(axis+1) % 3];
|
|
b[(axis+2) % 3] = clmd->hair_grid_max[(axis+2) % 3] - clmd->hair_grid_min[(axis+2) % 3];
|
|
|
|
BKE_sim_debug_data_clear_category(clmd->debug_data, "grid velocity");
|
|
for (j = 0; j < size; ++j) {
|
|
for (i = 0; i < size; ++i) {
|
|
float x[3], v[3], gvel[3], gvel_smooth[3], gdensity;
|
|
|
|
madd_v3_v3v3fl(x, offset, a, (float)i / (float)(size-1));
|
|
madd_v3_v3fl(x, b, (float)j / (float)(size-1));
|
|
zero_v3(v);
|
|
|
|
BPH_hair_volume_grid_interpolate(grid, x, &gdensity, gvel, gvel_smooth, NULL, NULL);
|
|
|
|
// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity, 0.7, 0.3, 1, "grid density", i, j, 3111);
|
|
if (!is_zero_v3(gvel) || !is_zero_v3(gvel_smooth)) {
|
|
float dvel[3];
|
|
sub_v3_v3v3(dvel, gvel_smooth, gvel);
|
|
// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel, 0.4, 0, 1, "grid velocity", i, j, 3112);
|
|
// BKE_sim_debug_data_add_vector(clmd->debug_data, x, gvel_smooth, 0.6, 1, 1, "grid velocity", i, j, 3113);
|
|
BKE_sim_debug_data_add_vector(clmd->debug_data, x, dvel, 0.4, 1, 0.7, "grid velocity", i, j, 3114);
|
|
#if 0
|
|
if (gdensity > 0.0f) {
|
|
float col0[3] = {0.0, 0.0, 0.0};
|
|
float col1[3] = {0.0, 1.0, 0.0};
|
|
float col[3];
|
|
|
|
interp_v3_v3v3(col, col0, col1, CLAMPIS(gdensity * clmd->sim_parms->density_strength, 0.0, 1.0));
|
|
// BKE_sim_debug_data_add_circle(clmd->debug_data, x, gdensity * clmd->sim_parms->density_strength, 0, 1, 0.4, "grid velocity", i, j, 3115);
|
|
// BKE_sim_debug_data_add_dot(clmd->debug_data, x, col[0], col[1], col[2], "grid velocity", i, j, 3115);
|
|
BKE_sim_debug_data_add_circle(clmd->debug_data, x, 0.01f, col[0], col[1], col[2], "grid velocity", i, j, 3115);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
BPH_hair_volume_free_vertex_grid(grid);
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
static void cloth_calc_volume_force(ClothModifierData *clmd)
|
|
{
|
|
ClothSimSettings *parms = clmd->sim_parms;
|
|
Cloth *cloth = clmd->clothObject;
|
|
Implicit_Data *data = cloth->implicit;
|
|
int mvert_num = cloth->mvert_num;
|
|
ClothVertex *vert;
|
|
|
|
/* 2.0f is an experimental value that seems to give good results */
|
|
float smoothfac = 2.0f * parms->velocity_smooth;
|
|
float collfac = 2.0f * parms->collider_friction;
|
|
float pressfac = parms->pressure;
|
|
float minpress = parms->pressure_threshold;
|
|
float gmin[3], gmax[3];
|
|
int i;
|
|
|
|
hair_get_boundbox(clmd, gmin, gmax);
|
|
|
|
/* gather velocities & density */
|
|
if (smoothfac > 0.0f || pressfac > 0.0f) {
|
|
HairVertexGrid *vertex_grid = BPH_hair_volume_create_vertex_grid(clmd->sim_parms->voxel_res, gmin, gmax);
|
|
|
|
vert = cloth->verts;
|
|
for (i = 0; i < mvert_num; i++, vert++) {
|
|
float x[3], v[3];
|
|
|
|
if (vert->solver_index < 0) {
|
|
copy_v3_v3(x, vert->x);
|
|
copy_v3_v3(v, vert->v);
|
|
}
|
|
else {
|
|
BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
|
|
}
|
|
BPH_hair_volume_add_vertex(vertex_grid, x, v);
|
|
}
|
|
BPH_hair_volume_normalize_vertex_grid(vertex_grid);
|
|
|
|
vert = cloth->verts;
|
|
for (i = 0; i < mvert_num; i++, vert++) {
|
|
float x[3], v[3], f[3], dfdx[3][3], dfdv[3][3];
|
|
|
|
if (vert->solver_index < 0)
|
|
continue;
|
|
|
|
/* calculate volumetric forces */
|
|
BPH_mass_spring_get_motion_state(data, vert->solver_index, x, v);
|
|
BPH_hair_volume_vertex_grid_forces(vertex_grid, x, v, smoothfac, pressfac, minpress, f, dfdx, dfdv);
|
|
/* apply on hair data */
|
|
BPH_mass_spring_force_extern(data, vert->solver_index, f, dfdx, dfdv);
|
|
}
|
|
|
|
BPH_hair_volume_free_vertex_grid(vertex_grid);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/* old collision stuff for cloth, use for continuity
|
|
* until a good replacement is ready
|
|
*/
|
|
static void cloth_collision_solve_extra(Object *ob, ClothModifierData *clmd, ListBase *effectors, float frame, float step, float dt)
|
|
{
|
|
Cloth *cloth = clmd->clothObject;
|
|
Implicit_Data *id = cloth->implicit;
|
|
ClothVertex *verts = cloth->verts;
|
|
int mvert_num = cloth->mvert_num;
|
|
const float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
|
|
|
|
bool do_extra_solve;
|
|
int i;
|
|
|
|
if (!(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED))
|
|
return;
|
|
if (!clmd->clothObject->bvhtree)
|
|
return;
|
|
|
|
// update verts to current positions
|
|
for (i = 0; i < mvert_num; i++) {
|
|
BPH_mass_spring_get_new_position(id, i, verts[i].tx);
|
|
|
|
sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
|
|
copy_v3_v3(verts[i].v, verts[i].tv);
|
|
}
|
|
|
|
#if 0 /* unused */
|
|
for (i=0, cv=cloth->verts; i<cloth->mvert_num; i++, cv++) {
|
|
copy_v3_v3(initial_cos[i], cv->tx);
|
|
}
|
|
#endif
|
|
|
|
// call collision function
|
|
// TODO: check if "step" or "step+dt" is correct - dg
|
|
do_extra_solve = cloth_bvh_objcollision(ob, clmd, step / clmd->sim_parms->timescale, dt / clmd->sim_parms->timescale);
|
|
|
|
// copy corrected positions back to simulation
|
|
for (i = 0; i < mvert_num; i++) {
|
|
float curx[3];
|
|
BPH_mass_spring_get_position(id, i, curx);
|
|
// correct velocity again, just to be sure we had to change it due to adaptive collisions
|
|
sub_v3_v3v3(verts[i].tv, verts[i].tx, curx);
|
|
}
|
|
|
|
if (do_extra_solve) {
|
|
// cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
|
|
|
|
for (i = 0; i < mvert_num; i++) {
|
|
|
|
float newv[3];
|
|
|
|
if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED))
|
|
continue;
|
|
|
|
BPH_mass_spring_set_new_position(id, i, verts[i].tx);
|
|
mul_v3_v3fl(newv, verts[i].tv, spf);
|
|
BPH_mass_spring_set_new_velocity(id, i, newv);
|
|
}
|
|
}
|
|
|
|
// X = Xnew;
|
|
BPH_mass_spring_apply_result(id);
|
|
|
|
if (do_extra_solve) {
|
|
ImplicitSolverResult result;
|
|
|
|
/* initialize forces to zero */
|
|
BPH_mass_spring_clear_forces(id);
|
|
|
|
// calculate forces
|
|
cloth_calc_force(clmd, frame, effectors, step);
|
|
|
|
// calculate new velocity and position
|
|
BPH_mass_spring_solve_velocities(id, dt, &result);
|
|
// cloth_record_result(clmd, &result, clmd->sim_parms->stepsPerFrame);
|
|
|
|
/* note: positions are advanced only once in the main solver step! */
|
|
|
|
BPH_mass_spring_apply_result(id);
|
|
}
|
|
}
|
|
|
|
static void cloth_clear_result(ClothModifierData *clmd)
|
|
{
|
|
ClothSolverResult *sres = clmd->solver_result;
|
|
|
|
sres->status = 0;
|
|
sres->max_error = sres->min_error = sres->avg_error = 0.0f;
|
|
sres->max_iterations = sres->min_iterations = 0;
|
|
sres->avg_iterations = 0.0f;
|
|
}
|
|
|
|
static void cloth_record_result(ClothModifierData *clmd, ImplicitSolverResult *result, int steps)
|
|
{
|
|
ClothSolverResult *sres = clmd->solver_result;
|
|
|
|
if (sres->status) { /* already initialized ? */
|
|
/* error only makes sense for successful iterations */
|
|
if (result->status == BPH_SOLVER_SUCCESS) {
|
|
sres->min_error = min_ff(sres->min_error, result->error);
|
|
sres->max_error = max_ff(sres->max_error, result->error);
|
|
sres->avg_error += result->error / (float)steps;
|
|
}
|
|
|
|
sres->min_iterations = min_ii(sres->min_iterations, result->iterations);
|
|
sres->max_iterations = max_ii(sres->max_iterations, result->iterations);
|
|
sres->avg_iterations += (float)result->iterations / (float)steps;
|
|
}
|
|
else {
|
|
/* error only makes sense for successful iterations */
|
|
if (result->status == BPH_SOLVER_SUCCESS) {
|
|
sres->min_error = sres->max_error = result->error;
|
|
sres->avg_error += result->error / (float)steps;
|
|
}
|
|
|
|
sres->min_iterations = sres->max_iterations = result->iterations;
|
|
sres->avg_iterations += (float)result->iterations / (float)steps;
|
|
}
|
|
|
|
sres->status |= result->status;
|
|
}
|
|
|
|
int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
|
|
{
|
|
/* Hair currently is a cloth sim in disguise ...
|
|
* Collision detection and volumetrics work differently then.
|
|
* Bad design, TODO
|
|
*/
|
|
const bool is_hair = (clmd->hairdata != NULL);
|
|
|
|
unsigned int i=0;
|
|
float step=0.0f, tf=clmd->sim_parms->timescale;
|
|
Cloth *cloth = clmd->clothObject;
|
|
ClothVertex *verts = cloth->verts/*, *cv*/;
|
|
unsigned int mvert_num = cloth->mvert_num;
|
|
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("collision");
|
|
|
|
if (!clmd->solver_result)
|
|
clmd->solver_result = (ClothSolverResult *)MEM_callocN(sizeof(ClothSolverResult), "cloth solver result");
|
|
cloth_clear_result(clmd);
|
|
|
|
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) { /* do goal stuff */
|
|
for (i = 0; i < mvert_num; 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);
|
|
/* divide by time_scale to prevent constrained velocities from being multiplied */
|
|
mul_v3_fl(v, 1.0f / clmd->sim_parms->time_scale);
|
|
BPH_mass_spring_set_velocity(id, i, v);
|
|
}
|
|
}
|
|
}
|
|
|
|
while (step < tf) {
|
|
ImplicitSolverResult result;
|
|
|
|
/* copy velocities for collision */
|
|
for (i = 0; i < mvert_num; i++) {
|
|
BPH_mass_spring_get_motion_state(id, i, NULL, verts[i].tv);
|
|
copy_v3_v3(verts[i].v, verts[i].tv);
|
|
}
|
|
|
|
if (is_hair) {
|
|
/* determine contact points */
|
|
if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
|
|
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);
|
|
}
|
|
else {
|
|
/* setup vertex constraints for pinned vertices */
|
|
cloth_setup_constraints(clmd, NULL, 0, dt);
|
|
}
|
|
|
|
/* initialize forces to zero */
|
|
BPH_mass_spring_clear_forces(id);
|
|
|
|
// 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 < mvert_num; 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_velocities(id, dt, &result);
|
|
cloth_record_result(clmd, &result, clmd->sim_parms->stepsPerFrame);
|
|
|
|
if (is_hair) {
|
|
cloth_continuum_step(clmd, dt);
|
|
}
|
|
|
|
BPH_mass_spring_solve_positions(id, dt);
|
|
|
|
if (!is_hair) {
|
|
cloth_collision_solve_extra(ob, clmd, effectors, frame, step, dt);
|
|
}
|
|
|
|
BPH_mass_spring_apply_result(id);
|
|
|
|
/* move pinned verts to correct position */
|
|
for (i = 0; i < mvert_num; i++) {
|
|
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) {
|
|
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
|
|
float x[3];
|
|
/* divide by time_scale to prevent pinned vertices' delta locations from being multiplied */
|
|
interp_v3_v3v3(x, verts[i].xold, verts[i].xconst, (step + dt) / clmd->sim_parms->time_scale);
|
|
BPH_mass_spring_set_position(id, i, x);
|
|
}
|
|
}
|
|
|
|
BPH_mass_spring_get_motion_state(id, i, verts[i].txold, NULL);
|
|
}
|
|
|
|
/* free contact points */
|
|
if (contacts) {
|
|
cloth_free_contacts(contacts, totcolliders);
|
|
}
|
|
|
|
step += dt;
|
|
}
|
|
|
|
/* copy results back to cloth data */
|
|
for (i = 0; i < mvert_num; 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;
|
|
}
|