179 lines
8.1 KiB
C++
179 lines
8.1 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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#ifndef __IMPLICIT_H__
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#define __IMPLICIT_H__
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/** \file implicit.h
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* \ingroup bph
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*/
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#include "stdio.h"
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#include "BLI_utildefines.h"
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#include "BKE_collision.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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//#define IMPLICIT_SOLVER_EIGEN
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#define IMPLICIT_SOLVER_BLENDER
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#define CLOTH_ROOT_FRAME /* enable use of root frame coordinate transform */
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#define CLOTH_FORCE_GRAVITY
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#define CLOTH_FORCE_DRAG
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#define CLOTH_FORCE_SPRING_STRUCTURAL
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#define CLOTH_FORCE_SPRING_BEND
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#define CLOTH_FORCE_SPRING_GOAL
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#define CLOTH_FORCE_EFFECTORS
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//#define IMPLICIT_PRINT_SOLVER_INPUT_OUTPUT
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//#define IMPLICIT_ENABLE_EIGEN_DEBUG
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struct Implicit_Data;
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typedef struct ImplicitSolverResult {
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int status;
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int iterations;
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float error;
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} ImplicitSolverResult;
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BLI_INLINE void implicit_print_matrix_elem(float v)
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{
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printf("%-8.3f", v);
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}
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void BPH_mass_spring_set_vertex_mass(struct Implicit_Data *data, int index, float mass);
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void BPH_mass_spring_set_rest_transform(struct Implicit_Data *data, int index, float rot[3][3]);
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void BPH_mass_spring_set_motion_state(struct Implicit_Data *data, int index, const float x[3], const float v[3]);
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void BPH_mass_spring_set_position(struct Implicit_Data *data, int index, const float x[3]);
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void BPH_mass_spring_set_velocity(struct Implicit_Data *data, int index, const float v[3]);
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void BPH_mass_spring_get_motion_state(struct Implicit_Data *data, int index, float x[3], float v[3]);
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void BPH_mass_spring_get_position(struct Implicit_Data *data, int index, float x[3]);
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/* access to modified motion state during solver step */
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void BPH_mass_spring_get_new_position(struct Implicit_Data *data, int index, float x[3]);
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void BPH_mass_spring_set_new_position(struct Implicit_Data *data, int index, const float x[3]);
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void BPH_mass_spring_get_new_velocity(struct Implicit_Data *data, int index, float v[3]);
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void BPH_mass_spring_set_new_velocity(struct Implicit_Data *data, int index, const float v[3]);
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void BPH_mass_spring_clear_constraints(struct Implicit_Data *data);
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void BPH_mass_spring_add_constraint_ndof0(struct Implicit_Data *data, int index, const float dV[3]);
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void BPH_mass_spring_add_constraint_ndof1(struct Implicit_Data *data, int index, const float c1[3], const float c2[3], const float dV[3]);
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void BPH_mass_spring_add_constraint_ndof2(struct Implicit_Data *data, int index, const float c1[3], const float dV[3]);
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bool BPH_mass_spring_solve_velocities(struct Implicit_Data *data, float dt, struct ImplicitSolverResult *result);
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bool BPH_mass_spring_solve_positions(struct Implicit_Data *data, float dt);
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void BPH_mass_spring_apply_result(struct Implicit_Data *data);
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/* Clear the force vector at the beginning of the time step */
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void BPH_mass_spring_clear_forces(struct Implicit_Data *data);
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/* Fictitious forces introduced by moving coordinate systems */
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void BPH_mass_spring_force_reference_frame(struct Implicit_Data *data, int index, const float acceleration[3], const float omega[3], const float domega_dt[3], float mass);
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/* Simple uniform gravity force */
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void BPH_mass_spring_force_gravity(struct Implicit_Data *data, int index, float mass, const float g[3]);
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/* Global drag force (velocity damping) */
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void BPH_mass_spring_force_drag(struct Implicit_Data *data, float drag);
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/* Custom external force */
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void BPH_mass_spring_force_extern(struct Implicit_Data *data, int i, const float f[3], float dfdx[3][3], float dfdv[3][3]);
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/* Wind force, acting on a face */
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void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2, int v3, const float (*winvec)[3]);
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/* Wind force, acting on an edge */
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void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, float radius1, float radius2, const float (*winvec)[3]);
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/* Wind force, acting on a vertex */
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void BPH_mass_spring_force_vertex_wind(struct Implicit_Data *data, int v, float radius, const float (*winvec)[3]);
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/* Linear spring force between two points */
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bool BPH_mass_spring_force_spring_linear(struct Implicit_Data *data, int i, int j, float restlen,
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float stiffness, float damping, bool no_compress, float clamp_force);
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/* Bending force, forming a triangle at the base of two structural springs */
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bool BPH_mass_spring_force_spring_bending(struct Implicit_Data *data, int i, int j, float restlen, float kb, float cb);
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/* Angular bending force based on local target vectors */
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bool BPH_mass_spring_force_spring_bending_angular(struct Implicit_Data *data, int i, int j, int k,
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const float target[3], float stiffness, float damping);
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/* Global goal spring */
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bool BPH_mass_spring_force_spring_goal(struct Implicit_Data *data, int i, const float goal_x[3], const float goal_v[3],
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float stiffness, float damping);
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/* ======== Hair Volumetric Forces ======== */
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struct HairGrid;
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struct VoxelData;
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#define MAX_HAIR_GRID_RES 256
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struct HairGrid *BPH_hair_volume_create_vertex_grid(float cellsize, const float gmin[3], const float gmax[3]);
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void BPH_hair_volume_free_vertex_grid(struct HairGrid *grid);
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void BPH_hair_volume_grid_geometry(struct HairGrid *grid, float *cellsize, int res[3], float gmin[3], float gmax[3]);
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void BPH_hair_volume_grid_clear(struct HairGrid *grid);
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void BPH_hair_volume_add_vertex(struct HairGrid *grid, const float x[3], const float v[3]);
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void BPH_hair_volume_add_segment(struct HairGrid *grid,
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const float x1[3], const float v1[3], const float x2[3], const float v2[3],
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const float x3[3], const float v3[3], const float x4[3], const float v4[3],
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const float dir1[3], const float dir2[3], const float dir3[3]);
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void BPH_hair_volume_normalize_vertex_grid(struct HairGrid *grid);
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bool BPH_hair_volume_solve_divergence(struct HairGrid *grid, float dt, float target_density, float target_strength);
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#if 0 /* XXX weighting is incorrect, disabled for now */
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void BPH_hair_volume_vertex_grid_filter_box(struct HairVertexGrid *grid, int kernel_size);
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#endif
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void BPH_hair_volume_grid_interpolate(struct HairGrid *grid, const float x[3],
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float *density, float velocity[3], float velocity_smooth[3],
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float density_gradient[3], float velocity_gradient[3][3]);
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/* Effect of fluid simulation grid on velocities.
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* fluid_factor controls blending between PIC (Particle-in-Cell)
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* and FLIP (Fluid-Implicit-Particle) methods (0 = only PIC, 1 = only FLIP)
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*/
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void BPH_hair_volume_grid_velocity(struct HairGrid *grid, const float x[3], const float v[3],
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float fluid_factor,
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float r_v[3]);
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/* XXX Warning: expressing grid effects on velocity as a force is not very stable,
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* due to discontinuities in interpolated values!
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* Better use hybrid approaches such as described in
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* "Detail Preserving Continuum Simulation of Straight Hair"
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* (McAdams, Selle 2009)
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*/
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void BPH_hair_volume_vertex_grid_forces(struct HairGrid *grid, const float x[3], const float v[3],
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float smoothfac, float pressurefac, float minpressure,
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float f[3], float dfdx[3][3], float dfdv[3][3]);
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#ifdef __cplusplus
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}
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#endif
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#endif
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