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blender-archive/source/blender/editors/sculpt_paint/sculpt_cloth.c
2021-03-12 22:29:37 +01:00

1706 lines
63 KiB
C

/*
* 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) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edsculpt
*/
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_dial_2d.h"
#include "BLI_edgehash.h"
#include "BLI_gsqueue.h"
#include "BLI_hash.h"
#include "BLI_math.h"
#include "BLI_task.h"
#include "BLI_utildefines.h"
#include "BLT_translation.h"
#include "DNA_brush_types.h"
#include "DNA_customdata_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_node_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BKE_brush.h"
#include "BKE_bvhutils.h"
#include "BKE_ccg.h"
#include "BKE_collision.h"
#include "BKE_colortools.h"
#include "BKE_context.h"
#include "BKE_image.h"
#include "BKE_kelvinlet.h"
#include "BKE_key.h"
#include "BKE_lib_id.h"
#include "BKE_main.h"
#include "BKE_mesh.h"
#include "BKE_mesh_mapping.h"
#include "BKE_mesh_mirror.h"
#include "BKE_modifier.h"
#include "BKE_multires.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_paint.h"
#include "BKE_particle.h"
#include "BKE_pbvh.h"
#include "BKE_pointcache.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_subdiv_ccg.h"
#include "BKE_subsurf.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "WM_api.h"
#include "WM_message.h"
#include "WM_toolsystem.h"
#include "WM_types.h"
#include "ED_object.h"
#include "ED_screen.h"
#include "ED_sculpt.h"
#include "ED_view3d.h"
#include "paint_intern.h"
#include "sculpt_intern.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "bmesh.h"
#include "bmesh_tools.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
static void cloth_brush_simulation_location_get(SculptSession *ss,
const Brush *brush,
float r_location[3])
{
if (!ss->cache || !brush) {
zero_v3(r_location);
return;
}
if (brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_LOCAL) {
copy_v3_v3(r_location, ss->cache->initial_location);
return;
}
copy_v3_v3(r_location, ss->cache->location);
}
PBVHNode **SCULPT_cloth_brush_affected_nodes_gather(SculptSession *ss,
Brush *brush,
int *r_totnode)
{
BLI_assert(ss->cache);
BLI_assert(brush->sculpt_tool == SCULPT_TOOL_CLOTH);
PBVHNode **nodes = NULL;
switch (brush->cloth_simulation_area_type) {
case BRUSH_CLOTH_SIMULATION_AREA_LOCAL: {
SculptSearchSphereData data = {
.ss = ss,
.radius_squared = square_f(ss->cache->initial_radius * (1.0 + brush->cloth_sim_limit)),
.original = false,
.ignore_fully_ineffective = false,
.center = ss->cache->initial_location,
};
BKE_pbvh_search_gather(ss->pbvh, SCULPT_search_sphere_cb, &data, &nodes, r_totnode);
} break;
case BRUSH_CLOTH_SIMULATION_AREA_GLOBAL:
BKE_pbvh_search_gather(ss->pbvh, NULL, NULL, &nodes, r_totnode);
break;
case BRUSH_CLOTH_SIMULATION_AREA_DYNAMIC: {
SculptSearchSphereData data = {
.ss = ss,
.radius_squared = square_f(ss->cache->radius * (1.0 + brush->cloth_sim_limit)),
.original = false,
.ignore_fully_ineffective = false,
.center = ss->cache->location,
};
BKE_pbvh_search_gather(ss->pbvh, SCULPT_search_sphere_cb, &data, &nodes, r_totnode);
} break;
}
return nodes;
}
static float cloth_brush_simulation_falloff_get(const Brush *brush,
const float radius,
const float location[3],
const float co[3])
{
if (brush->sculpt_tool != SCULPT_TOOL_CLOTH) {
/* All brushes that are not the cloth brush do not use simulation areas. */
return 1.0f;
}
/* Global simulation does not have any falloff as the entire mesh is being simulated. */
if (brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_GLOBAL) {
return 1.0f;
}
const float distance = len_v3v3(location, co);
const float limit = radius + (radius * brush->cloth_sim_limit);
const float falloff = radius + (radius * brush->cloth_sim_limit * brush->cloth_sim_falloff);
if (distance > limit) {
/* Outside the limits. */
return 0.0f;
}
if (distance < falloff) {
/* Before the falloff area. */
return 1.0f;
}
/* Do a smooth-step transition inside the falloff area. */
float p = 1.0f - ((distance - falloff) / (limit - falloff));
return 3.0f * p * p - 2.0f * p * p * p;
}
#define CLOTH_LENGTH_CONSTRAINTS_BLOCK 100000
#define CLOTH_SIMULATION_ITERATIONS 5
#define CLOTH_SOLVER_DISPLACEMENT_FACTOR 0.6f
#define CLOTH_MAX_CONSTRAINTS_PER_VERTEX 1024
#define CLOTH_SIMULATION_TIME_STEP 0.01f
#define CLOTH_DEFORMATION_SNAKEHOOK_STRENGTH 0.35f
#define CLOTH_DEFORMATION_TARGET_STRENGTH 0.01f
#define CLOTH_DEFORMATION_GRAB_STRENGTH 0.1f
static bool cloth_brush_sim_has_length_constraint(SculptClothSimulation *cloth_sim,
const int v1,
const int v2)
{
return BLI_edgeset_haskey(cloth_sim->created_length_constraints, v1, v2);
}
static void cloth_brush_reallocate_constraints(SculptClothSimulation *cloth_sim)
{
if (cloth_sim->tot_length_constraints >= cloth_sim->capacity_length_constraints) {
cloth_sim->capacity_length_constraints += CLOTH_LENGTH_CONSTRAINTS_BLOCK;
cloth_sim->length_constraints = MEM_reallocN_id(cloth_sim->length_constraints,
cloth_sim->capacity_length_constraints *
sizeof(SculptClothLengthConstraint),
"length constraints");
}
}
static void cloth_brush_add_length_constraint(SculptSession *ss,
SculptClothSimulation *cloth_sim,
const int node_index,
const int v1,
const int v2,
const bool use_persistent)
{
SculptClothLengthConstraint *length_constraint =
&cloth_sim->length_constraints[cloth_sim->tot_length_constraints];
length_constraint->elem_index_a = v1;
length_constraint->elem_index_b = v2;
length_constraint->node = node_index;
length_constraint->elem_position_a = cloth_sim->pos[v1];
length_constraint->elem_position_b = cloth_sim->pos[v2];
length_constraint->type = SCULPT_CLOTH_CONSTRAINT_STRUCTURAL;
if (use_persistent) {
length_constraint->length = len_v3v3(SCULPT_vertex_persistent_co_get(ss, v1),
SCULPT_vertex_persistent_co_get(ss, v2));
}
else {
length_constraint->length = len_v3v3(SCULPT_vertex_co_get(ss, v1),
SCULPT_vertex_co_get(ss, v2));
}
length_constraint->strength = 1.0f;
cloth_sim->tot_length_constraints++;
/* Reallocation if the array capacity is exceeded. */
cloth_brush_reallocate_constraints(cloth_sim);
/* Add the constraint to the #GSet to avoid creating it again. */
BLI_edgeset_add(cloth_sim->created_length_constraints, v1, v2);
}
static void cloth_brush_add_softbody_constraint(SculptClothSimulation *cloth_sim,
const int node_index,
const int v,
const float strength)
{
SculptClothLengthConstraint *length_constraint =
&cloth_sim->length_constraints[cloth_sim->tot_length_constraints];
length_constraint->elem_index_a = v;
length_constraint->elem_index_b = v;
length_constraint->node = node_index;
length_constraint->elem_position_a = cloth_sim->pos[v];
length_constraint->elem_position_b = cloth_sim->softbody_pos[v];
length_constraint->type = SCULPT_CLOTH_CONSTRAINT_SOFTBODY;
length_constraint->length = 0.0f;
length_constraint->strength = strength;
cloth_sim->tot_length_constraints++;
/* Reallocation if the array capacity is exceeded. */
cloth_brush_reallocate_constraints(cloth_sim);
}
static void cloth_brush_add_pin_constraint(SculptClothSimulation *cloth_sim,
const int node_index,
const int v,
const float strength)
{
SculptClothLengthConstraint *length_constraint =
&cloth_sim->length_constraints[cloth_sim->tot_length_constraints];
length_constraint->elem_index_a = v;
length_constraint->elem_index_b = v;
length_constraint->node = node_index;
length_constraint->elem_position_a = cloth_sim->pos[v];
length_constraint->elem_position_b = cloth_sim->init_pos[v];
length_constraint->type = SCULPT_CLOTH_CONSTRAINT_PIN;
length_constraint->length = 0.0f;
length_constraint->strength = strength;
cloth_sim->tot_length_constraints++;
/* Reallocation if the array capacity is exceeded. */
cloth_brush_reallocate_constraints(cloth_sim);
}
static void cloth_brush_add_deformation_constraint(SculptClothSimulation *cloth_sim,
const int node_index,
const int v,
const float strength)
{
SculptClothLengthConstraint *length_constraint =
&cloth_sim->length_constraints[cloth_sim->tot_length_constraints];
length_constraint->elem_index_a = v;
length_constraint->elem_index_b = v;
length_constraint->node = node_index;
length_constraint->type = SCULPT_CLOTH_CONSTRAINT_DEFORMATION;
length_constraint->elem_position_a = cloth_sim->pos[v];
length_constraint->elem_position_b = cloth_sim->deformation_pos[v];
length_constraint->length = 0.0f;
length_constraint->strength = strength;
cloth_sim->tot_length_constraints++;
/* Reallocation if the array capacity is exceeded. */
cloth_brush_reallocate_constraints(cloth_sim);
}
static void do_cloth_brush_build_constraints_task_cb_ex(
void *__restrict userdata, const int n, const TaskParallelTLS *__restrict UNUSED(tls))
{
SculptThreadedTaskData *data = userdata;
SculptSession *ss = data->ob->sculpt;
const Brush *brush = data->brush;
PBVHNode *node = data->nodes[n];
const int node_index = POINTER_AS_INT(BLI_ghash_lookup(data->cloth_sim->node_state_index, node));
if (data->cloth_sim->node_state[node_index] != SCULPT_CLOTH_NODE_UNINITIALIZED) {
/* The simulation already contains constraints for this node. */
return;
}
PBVHVertexIter vd;
const bool pin_simulation_boundary = ss->cache != NULL && brush != NULL &&
brush->flag2 & BRUSH_CLOTH_PIN_SIMULATION_BOUNDARY &&
brush->cloth_simulation_area_type !=
BRUSH_CLOTH_SIMULATION_AREA_DYNAMIC;
const bool use_persistent = brush != NULL && brush->flag & BRUSH_PERSISTENT;
/* Brush can be NULL in tools that use the solver without relying of constraints with deformation
* positions. */
const bool cloth_is_deform_brush = ss->cache != NULL && brush != NULL &&
SCULPT_is_cloth_deform_brush(brush);
const bool use_falloff_plane = brush->cloth_force_falloff_type ==
BRUSH_CLOTH_FORCE_FALLOFF_PLANE;
float radius_squared = 0.0f;
if (cloth_is_deform_brush) {
radius_squared = ss->cache->initial_radius * ss->cache->initial_radius;
}
/* Only limit the constraint creation to a radius when the simulation is local. */
const float cloth_sim_radius_squared = brush->cloth_simulation_area_type ==
BRUSH_CLOTH_SIMULATION_AREA_LOCAL ?
data->cloth_sim_radius * data->cloth_sim_radius :
FLT_MAX;
BKE_pbvh_vertex_iter_begin (ss->pbvh, node, vd, PBVH_ITER_UNIQUE) {
const float len_squared = len_squared_v3v3(vd.co, data->cloth_sim_initial_location);
if (len_squared < cloth_sim_radius_squared) {
SculptVertexNeighborIter ni;
int build_indices[CLOTH_MAX_CONSTRAINTS_PER_VERTEX];
int tot_indices = 0;
build_indices[tot_indices] = vd.index;
tot_indices++;
SCULPT_VERTEX_NEIGHBORS_ITER_BEGIN (ss, vd.index, ni) {
build_indices[tot_indices] = ni.index;
tot_indices++;
}
SCULPT_VERTEX_NEIGHBORS_ITER_END(ni);
if (data->cloth_sim->softbody_strength > 0.0f) {
cloth_brush_add_softbody_constraint(data->cloth_sim, node_index, vd.index, 1.0f);
}
/* As we don't know the order of the neighbor vertices, we create all possible combinations
* between the neighbor and the original vertex as length constraints. */
/* This results on a pattern that contains structural, shear and bending constraints for all
* vertices, but constraints are repeated taking more memory than necessary. */
for (int c_i = 0; c_i < tot_indices; c_i++) {
for (int c_j = 0; c_j < tot_indices; c_j++) {
if (c_i != c_j && !cloth_brush_sim_has_length_constraint(
data->cloth_sim, build_indices[c_i], build_indices[c_j])) {
cloth_brush_add_length_constraint(ss,
data->cloth_sim,
node_index,
build_indices[c_i],
build_indices[c_j],
use_persistent);
}
}
}
}
if (brush && brush->sculpt_tool == SCULPT_TOOL_CLOTH) {
/* The cloth brush works by applying forces in most of its modes, but some of them require
* deformation coordinates to make the simulation stable. */
if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_GRAB) {
if (use_falloff_plane) {
/* With plane falloff the strength of the constraints is set when applying the
* deformation forces. */
cloth_brush_add_deformation_constraint(
data->cloth_sim, node_index, vd.index, CLOTH_DEFORMATION_GRAB_STRENGTH);
}
else if (len_squared < radius_squared) {
/* With radial falloff deformation constraints are created with different strengths and
* only inside the radius of the brush. */
const float fade = BKE_brush_curve_strength(
brush, sqrtf(len_squared), ss->cache->radius);
cloth_brush_add_deformation_constraint(
data->cloth_sim, node_index, vd.index, fade * CLOTH_DEFORMATION_GRAB_STRENGTH);
}
}
else if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_SNAKE_HOOK) {
/* Cloth Snake Hook creates deformation constraint with fixed strength because the strength
* is controlled per iteration using cloth_sim->deformation_strength. */
cloth_brush_add_deformation_constraint(
data->cloth_sim, node_index, vd.index, CLOTH_DEFORMATION_SNAKEHOOK_STRENGTH);
}
}
else if (data->cloth_sim->deformation_pos) {
/* Any other tool that target the cloth simulation handle the falloff in
* their own code when modifying the deformation coordinates of the simulation, so
* deformation constraints are created with a fixed strength for all vertices. */
cloth_brush_add_deformation_constraint(
data->cloth_sim, node_index, vd.index, CLOTH_DEFORMATION_TARGET_STRENGTH);
}
if (pin_simulation_boundary) {
const float sim_falloff = cloth_brush_simulation_falloff_get(
brush, ss->cache->initial_radius, ss->cache->location, vd.co);
/* Vertex is inside the area of the simulation without any falloff applied. */
if (sim_falloff < 1.0f) {
/* Create constraints with more strength the closer the vertex is to the simulation
* boundary. */
cloth_brush_add_pin_constraint(data->cloth_sim, node_index, vd.index, 1.0f - sim_falloff);
}
}
}
BKE_pbvh_vertex_iter_end;
}
static void cloth_brush_apply_force_to_vertex(SculptSession *UNUSED(ss),
SculptClothSimulation *cloth_sim,
const float force[3],
const int vertex_index)
{
madd_v3_v3fl(cloth_sim->acceleration[vertex_index], force, 1.0f / cloth_sim->mass);
}
static void do_cloth_brush_apply_forces_task_cb_ex(void *__restrict userdata,
const int n,
const TaskParallelTLS *__restrict tls)
{
SculptThreadedTaskData *data = userdata;
SculptSession *ss = data->ob->sculpt;
const Brush *brush = data->brush;
SculptClothSimulation *cloth_sim = ss->cache->cloth_sim;
const float *offset = data->offset;
const float *grab_delta = data->grab_delta;
float(*imat)[4] = data->mat;
const bool use_falloff_plane = brush->cloth_force_falloff_type ==
BRUSH_CLOTH_FORCE_FALLOFF_PLANE;
PBVHVertexIter vd;
const float bstrength = ss->cache->bstrength;
SculptBrushTest test;
SculptBrushTestFn sculpt_brush_test_sq_fn = SCULPT_brush_test_init_with_falloff_shape(
ss, &test, data->brush->falloff_shape);
const int thread_id = BLI_task_parallel_thread_id(tls);
/* For Pinch Perpendicular Deform Type. */
float x_object_space[3];
float z_object_space[3];
if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_PINCH_PERPENDICULAR) {
normalize_v3_v3(x_object_space, imat[0]);
normalize_v3_v3(z_object_space, imat[2]);
}
/* For Plane Force Falloff. */
float deform_plane[4];
float plane_normal[3];
if (use_falloff_plane) {
normalize_v3_v3(plane_normal, grab_delta);
plane_from_point_normal_v3(deform_plane, data->area_co, plane_normal);
}
/* Gravity */
float gravity[3] = {0.0f};
if (ss->cache->supports_gravity) {
madd_v3_v3fl(gravity, ss->cache->gravity_direction, -data->sd->gravity_factor);
}
BKE_pbvh_vertex_iter_begin (ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE) {
float force[3];
float sim_location[3];
cloth_brush_simulation_location_get(ss, brush, sim_location);
const float sim_factor = cloth_brush_simulation_falloff_get(
brush, ss->cache->radius, sim_location, cloth_sim->init_pos[vd.index]);
float current_vertex_location[3];
if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_GRAB) {
copy_v3_v3(current_vertex_location, ss->cache->cloth_sim->init_pos[vd.index]);
}
else {
copy_v3_v3(current_vertex_location, vd.co);
}
/* Apply gravity in the entire simulation area. */
float vertex_gravity[3];
mul_v3_v3fl(vertex_gravity, gravity, sim_factor);
cloth_brush_apply_force_to_vertex(ss, ss->cache->cloth_sim, vertex_gravity, vd.index);
/* When using the plane falloff mode the falloff is not constrained by the brush radius. */
if (!sculpt_brush_test_sq_fn(&test, current_vertex_location) && !use_falloff_plane) {
continue;
}
float dist = sqrtf(test.dist);
if (use_falloff_plane) {
dist = dist_to_plane_v3(current_vertex_location, deform_plane);
}
const float fade = sim_factor * bstrength *
SCULPT_brush_strength_factor(ss,
brush,
current_vertex_location,
dist,
vd.no,
vd.fno,
vd.mask ? *vd.mask : 0.0f,
vd.index,
thread_id);
float brush_disp[3];
float normal[3];
if (vd.no) {
normal_short_to_float_v3(normal, vd.no);
}
else {
copy_v3_v3(normal, vd.fno);
}
switch (brush->cloth_deform_type) {
case BRUSH_CLOTH_DEFORM_DRAG:
sub_v3_v3v3(brush_disp, ss->cache->location, ss->cache->last_location);
normalize_v3(brush_disp);
mul_v3_v3fl(force, brush_disp, fade);
break;
case BRUSH_CLOTH_DEFORM_PUSH:
/* Invert the fade to push inwards. */
mul_v3_v3fl(force, offset, -fade);
break;
case BRUSH_CLOTH_DEFORM_GRAB:
madd_v3_v3v3fl(cloth_sim->deformation_pos[vd.index],
cloth_sim->init_pos[vd.index],
ss->cache->grab_delta_symmetry,
fade);
if (use_falloff_plane) {
cloth_sim->deformation_strength[vd.index] = clamp_f(fade, 0.0f, 1.0f);
}
else {
cloth_sim->deformation_strength[vd.index] = 1.0f;
}
zero_v3(force);
break;
case BRUSH_CLOTH_DEFORM_SNAKE_HOOK:
copy_v3_v3(cloth_sim->deformation_pos[vd.index], cloth_sim->pos[vd.index]);
madd_v3_v3fl(cloth_sim->deformation_pos[vd.index], ss->cache->grab_delta_symmetry, fade);
cloth_sim->deformation_strength[vd.index] = fade;
zero_v3(force);
break;
case BRUSH_CLOTH_DEFORM_PINCH_POINT:
if (use_falloff_plane) {
float distance = dist_signed_to_plane_v3(vd.co, deform_plane);
copy_v3_v3(brush_disp, plane_normal);
mul_v3_fl(brush_disp, -distance);
}
else {
sub_v3_v3v3(brush_disp, ss->cache->location, vd.co);
}
normalize_v3(brush_disp);
mul_v3_v3fl(force, brush_disp, fade);
break;
case BRUSH_CLOTH_DEFORM_PINCH_PERPENDICULAR: {
float disp_center[3];
float x_disp[3];
float z_disp[3];
sub_v3_v3v3(disp_center, ss->cache->location, vd.co);
normalize_v3(disp_center);
mul_v3_v3fl(x_disp, x_object_space, dot_v3v3(disp_center, x_object_space));
mul_v3_v3fl(z_disp, z_object_space, dot_v3v3(disp_center, z_object_space));
add_v3_v3v3(disp_center, x_disp, z_disp);
mul_v3_v3fl(force, disp_center, fade);
} break;
case BRUSH_CLOTH_DEFORM_INFLATE:
mul_v3_v3fl(force, normal, fade);
break;
case BRUSH_CLOTH_DEFORM_EXPAND:
cloth_sim->length_constraint_tweak[vd.index] += fade * 0.1f;
zero_v3(force);
break;
}
cloth_brush_apply_force_to_vertex(ss, ss->cache->cloth_sim, force, vd.index);
}
BKE_pbvh_vertex_iter_end;
}
static ListBase *cloth_brush_collider_cache_create(Depsgraph *depsgraph)
{
ListBase *cache = NULL;
DEG_OBJECT_ITER_BEGIN (depsgraph,
ob,
DEG_ITER_OBJECT_FLAG_LINKED_DIRECTLY | DEG_ITER_OBJECT_FLAG_VISIBLE |
DEG_ITER_OBJECT_FLAG_DUPLI) {
CollisionModifierData *cmd = (CollisionModifierData *)BKE_modifiers_findby_type(
ob, eModifierType_Collision);
if (!cmd) {
continue;
}
if (!cmd->bvhtree) {
continue;
}
if (cache == NULL) {
cache = MEM_callocN(sizeof(ListBase), "ColliderCache array");
}
ColliderCache *col = MEM_callocN(sizeof(ColliderCache), "ColliderCache");
col->ob = ob;
col->collmd = cmd;
collision_move_object(cmd, 1.0, 0.0, true);
BLI_addtail(cache, col);
}
DEG_OBJECT_ITER_END;
return cache;
}
typedef struct ClothBrushCollision {
CollisionModifierData *col_data;
struct IsectRayPrecalc isect_precalc;
} ClothBrushCollision;
static void cloth_brush_collision_cb(void *userdata,
int index,
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
ClothBrushCollision *col = (ClothBrushCollision *)userdata;
CollisionModifierData *col_data = col->col_data;
MVertTri *verttri = &col_data->tri[index];
MVert *mverts = col_data->x;
float *tri[3], no[3], co[3];
tri[0] = mverts[verttri->tri[0]].co;
tri[1] = mverts[verttri->tri[1]].co;
tri[2] = mverts[verttri->tri[2]].co;
float dist = 0.0f;
bool tri_hit = isect_ray_tri_watertight_v3(
ray->origin, &col->isect_precalc, UNPACK3(tri), &dist, NULL);
normal_tri_v3(no, UNPACK3(tri));
madd_v3_v3v3fl(co, ray->origin, ray->direction, dist);
if (tri_hit && dist < hit->dist) {
hit->index = index;
hit->dist = dist;
copy_v3_v3(hit->co, co);
copy_v3_v3(hit->no, no);
}
}
static void cloth_brush_solve_collision(Object *object,
SculptClothSimulation *cloth_sim,
const int i)
{
const int raycast_flag = BVH_RAYCAST_DEFAULT & ~(BVH_RAYCAST_WATERTIGHT);
ColliderCache *collider_cache;
BVHTreeRayHit hit;
float obmat_inv[4][4];
invert_m4_m4(obmat_inv, object->obmat);
for (collider_cache = cloth_sim->collider_list->first; collider_cache;
collider_cache = collider_cache->next) {
float ray_start[3], ray_normal[3];
float pos_world_space[3], prev_pos_world_space[3];
mul_v3_m4v3(pos_world_space, object->obmat, cloth_sim->pos[i]);
mul_v3_m4v3(prev_pos_world_space, object->obmat, cloth_sim->last_iteration_pos[i]);
sub_v3_v3v3(ray_normal, pos_world_space, prev_pos_world_space);
copy_v3_v3(ray_start, prev_pos_world_space);
hit.index = -1;
hit.dist = len_v3(ray_normal);
normalize_v3(ray_normal);
ClothBrushCollision col;
CollisionModifierData *collmd = collider_cache->collmd;
col.col_data = collmd;
isect_ray_tri_watertight_v3_precalc(&col.isect_precalc, ray_normal);
BLI_bvhtree_ray_cast_ex(collmd->bvhtree,
ray_start,
ray_normal,
0.3f,
&hit,
cloth_brush_collision_cb,
&col,
raycast_flag);
if (hit.index == -1) {
continue;
}
float collision_disp[3];
float movement_disp[3];
mul_v3_v3fl(collision_disp, hit.no, 0.005f);
sub_v3_v3v3(movement_disp, pos_world_space, prev_pos_world_space);
float friction_plane[4];
float pos_on_friction_plane[3];
plane_from_point_normal_v3(friction_plane, hit.co, hit.no);
closest_to_plane_v3(pos_on_friction_plane, friction_plane, pos_world_space);
sub_v3_v3v3(movement_disp, pos_on_friction_plane, hit.co);
/* TODO(pablodp606): This can be exposed in a brush/filter property as friction. */
mul_v3_fl(movement_disp, 0.35f);
copy_v3_v3(cloth_sim->pos[i], hit.co);
add_v3_v3(cloth_sim->pos[i], movement_disp);
add_v3_v3(cloth_sim->pos[i], collision_disp);
mul_v3_m4v3(cloth_sim->pos[i], obmat_inv, cloth_sim->pos[i]);
}
}
static void do_cloth_brush_solve_simulation_task_cb_ex(
void *__restrict userdata, const int n, const TaskParallelTLS *__restrict UNUSED(tls))
{
SculptThreadedTaskData *data = userdata;
SculptSession *ss = data->ob->sculpt;
const Brush *brush = data->brush;
PBVHNode *node = data->nodes[n];
PBVHVertexIter vd;
SculptClothSimulation *cloth_sim = data->cloth_sim;
const float time_step = data->cloth_time_step;
const int node_index = POINTER_AS_INT(BLI_ghash_lookup(data->cloth_sim->node_state_index, node));
if (data->cloth_sim->node_state[node_index] != SCULPT_CLOTH_NODE_ACTIVE) {
return;
}
AutomaskingCache *automasking = SCULPT_automasking_active_cache_get(ss);
BKE_pbvh_vertex_iter_begin (ss->pbvh, data->nodes[n], vd, PBVH_ITER_UNIQUE) {
float sim_location[3];
cloth_brush_simulation_location_get(ss, brush, sim_location);
const float sim_factor =
ss->cache ? cloth_brush_simulation_falloff_get(
brush, ss->cache->radius, sim_location, cloth_sim->init_pos[vd.index]) :
1.0f;
if (sim_factor <= 0.0f) {
continue;
}
int i = vd.index;
float temp[3];
copy_v3_v3(temp, cloth_sim->pos[i]);
mul_v3_fl(cloth_sim->acceleration[i], time_step);
float pos_diff[3];
sub_v3_v3v3(pos_diff, cloth_sim->pos[i], cloth_sim->prev_pos[i]);
mul_v3_fl(pos_diff, (1.0f - cloth_sim->damping) * sim_factor);
const float mask_v = (1.0f - (vd.mask ? *vd.mask : 0.0f)) *
SCULPT_automasking_factor_get(automasking, ss, vd.index);
madd_v3_v3fl(cloth_sim->pos[i], pos_diff, mask_v);
madd_v3_v3fl(cloth_sim->pos[i], cloth_sim->acceleration[i], mask_v);
if (cloth_sim->collider_list != NULL) {
cloth_brush_solve_collision(data->ob, cloth_sim, i);
}
copy_v3_v3(cloth_sim->last_iteration_pos[i], cloth_sim->pos[i]);
copy_v3_v3(cloth_sim->prev_pos[i], temp);
copy_v3_v3(cloth_sim->last_iteration_pos[i], cloth_sim->pos[i]);
copy_v3_fl(cloth_sim->acceleration[i], 0.0f);
copy_v3_v3(vd.co, cloth_sim->pos[vd.index]);
if (vd.mvert) {
vd.mvert->flag |= ME_VERT_PBVH_UPDATE;
}
}
BKE_pbvh_vertex_iter_end;
/* Disable the simulation on this node, it needs to be enabled again to continue. */
cloth_sim->node_state[node_index] = SCULPT_CLOTH_NODE_INACTIVE;
}
static void cloth_brush_satisfy_constraints(SculptSession *ss,
Brush *brush,
SculptClothSimulation *cloth_sim)
{
AutomaskingCache *automasking = SCULPT_automasking_active_cache_get(ss);
for (int constraint_it = 0; constraint_it < CLOTH_SIMULATION_ITERATIONS; constraint_it++) {
for (int i = 0; i < cloth_sim->tot_length_constraints; i++) {
const SculptClothLengthConstraint *constraint = &cloth_sim->length_constraints[i];
if (cloth_sim->node_state[constraint->node] != SCULPT_CLOTH_NODE_ACTIVE) {
/* Skip all constraints that were created for inactive nodes. */
continue;
}
const int v1 = constraint->elem_index_a;
const int v2 = constraint->elem_index_b;
float v1_to_v2[3];
sub_v3_v3v3(v1_to_v2, constraint->elem_position_b, constraint->elem_position_a);
const float current_distance = len_v3(v1_to_v2);
float correction_vector[3];
float correction_vector_half[3];
const float constraint_distance = constraint->length +
(cloth_sim->length_constraint_tweak[v1] * 0.5f) +
(cloth_sim->length_constraint_tweak[v2] * 0.5f);
if (current_distance > 0.0f) {
mul_v3_v3fl(correction_vector,
v1_to_v2,
CLOTH_SOLVER_DISPLACEMENT_FACTOR *
(1.0f - (constraint_distance / current_distance)));
}
else {
mul_v3_v3fl(correction_vector, v1_to_v2, CLOTH_SOLVER_DISPLACEMENT_FACTOR);
}
mul_v3_v3fl(correction_vector_half, correction_vector, 0.5f);
const float mask_v1 = (1.0f - SCULPT_vertex_mask_get(ss, v1)) *
SCULPT_automasking_factor_get(automasking, ss, v1);
const float mask_v2 = (1.0f - SCULPT_vertex_mask_get(ss, v2)) *
SCULPT_automasking_factor_get(automasking, ss, v2);
float sim_location[3];
cloth_brush_simulation_location_get(ss, brush, sim_location);
const float sim_factor_v1 = ss->cache ?
cloth_brush_simulation_falloff_get(brush,
ss->cache->radius,
sim_location,
cloth_sim->init_pos[v1]) :
1.0f;
const float sim_factor_v2 = ss->cache ?
cloth_brush_simulation_falloff_get(brush,
ss->cache->radius,
sim_location,
cloth_sim->init_pos[v2]) :
1.0f;
float deformation_strength = 1.0f;
if (constraint->type == SCULPT_CLOTH_CONSTRAINT_DEFORMATION) {
deformation_strength = (cloth_sim->deformation_strength[v1] +
cloth_sim->deformation_strength[v2]) *
0.5f;
}
if (constraint->type == SCULPT_CLOTH_CONSTRAINT_SOFTBODY) {
const float softbody_plasticity = brush ? brush->cloth_constraint_softbody_strength : 0.0f;
madd_v3_v3fl(cloth_sim->pos[v1],
correction_vector_half,
1.0f * mask_v1 * sim_factor_v1 * constraint->strength * softbody_plasticity);
madd_v3_v3fl(cloth_sim->softbody_pos[v1],
correction_vector_half,
-1.0f * mask_v1 * sim_factor_v1 * constraint->strength *
(1.0f - softbody_plasticity));
}
else {
madd_v3_v3fl(cloth_sim->pos[v1],
correction_vector_half,
1.0f * mask_v1 * sim_factor_v1 * constraint->strength * deformation_strength);
if (v1 != v2) {
madd_v3_v3fl(cloth_sim->pos[v2],
correction_vector_half,
-1.0f * mask_v2 * sim_factor_v2 * constraint->strength *
deformation_strength);
}
}
}
}
}
void SCULPT_cloth_brush_do_simulation_step(
Sculpt *sd, Object *ob, SculptClothSimulation *cloth_sim, PBVHNode **nodes, int totnode)
{
SculptSession *ss = ob->sculpt;
Brush *brush = BKE_paint_brush(&sd->paint);
/* Update the constraints. */
cloth_brush_satisfy_constraints(ss, brush, cloth_sim);
/* Solve the simulation and write the final step to the mesh. */
SculptThreadedTaskData solve_simulation_data = {
.sd = sd,
.ob = ob,
.brush = brush,
.nodes = nodes,
.cloth_time_step = CLOTH_SIMULATION_TIME_STEP,
.cloth_sim = cloth_sim,
};
TaskParallelSettings settings;
BKE_pbvh_parallel_range_settings(&settings, true, totnode);
BLI_task_parallel_range(
0, totnode, &solve_simulation_data, do_cloth_brush_solve_simulation_task_cb_ex, &settings);
}
static void cloth_brush_apply_brush_foces(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
{
SculptSession *ss = ob->sculpt;
Brush *brush = BKE_paint_brush(&sd->paint);
float grab_delta[3];
float mat[4][4];
float area_no[3];
float area_co[3];
float imat[4][4];
float offset[3];
SculptThreadedTaskData apply_forces_data = {
.sd = sd,
.ob = ob,
.brush = brush,
.nodes = nodes,
.area_no = area_no,
.area_co = area_co,
.mat = imat,
};
BKE_curvemapping_init(brush->curve);
/* Initialize the grab delta. */
copy_v3_v3(grab_delta, ss->cache->grab_delta_symmetry);
normalize_v3(grab_delta);
apply_forces_data.grab_delta = grab_delta;
if (is_zero_v3(ss->cache->grab_delta_symmetry)) {
return;
}
/* Calculate push offset. */
if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_PUSH) {
mul_v3_v3fl(offset, ss->cache->sculpt_normal_symm, ss->cache->radius);
mul_v3_v3(offset, ss->cache->scale);
mul_v3_fl(offset, 2.0f);
apply_forces_data.offset = offset;
}
if (brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_PINCH_PERPENDICULAR ||
brush->cloth_force_falloff_type == BRUSH_CLOTH_FORCE_FALLOFF_PLANE) {
SCULPT_calc_brush_plane(sd, ob, nodes, totnode, area_no, area_co);
/* Initialize stroke local space matrix. */
cross_v3_v3v3(mat[0], area_no, ss->cache->grab_delta_symmetry);
mat[0][3] = 0.0f;
cross_v3_v3v3(mat[1], area_no, mat[0]);
mat[1][3] = 0.0f;
copy_v3_v3(mat[2], area_no);
mat[2][3] = 0.0f;
copy_v3_v3(mat[3], ss->cache->location);
mat[3][3] = 1.0f;
normalize_m4(mat);
apply_forces_data.area_co = area_co;
apply_forces_data.area_no = area_no;
apply_forces_data.mat = mat;
/* Update matrix for the cursor preview. */
if (ss->cache->mirror_symmetry_pass == 0) {
copy_m4_m4(ss->cache->stroke_local_mat, mat);
}
}
if (ELEM(brush->cloth_deform_type, BRUSH_CLOTH_DEFORM_SNAKE_HOOK, BRUSH_CLOTH_DEFORM_GRAB)) {
/* Set the deformation strength to 0. Brushes will initialize the strength in the required
* area. */
const int totverts = SCULPT_vertex_count_get(ss);
for (int i = 0; i < totverts; i++) {
ss->cache->cloth_sim->deformation_strength[i] = 0.0f;
}
}
TaskParallelSettings settings;
BKE_pbvh_parallel_range_settings(&settings, true, totnode);
BLI_task_parallel_range(
0, totnode, &apply_forces_data, do_cloth_brush_apply_forces_task_cb_ex, &settings);
}
/* Allocates nodes state and initializes them to Uninitialized, so constraints can be created for
* them. */
static void cloth_sim_initialize_default_node_state(SculptSession *ss,
SculptClothSimulation *cloth_sim)
{
PBVHNode **nodes;
int totnode;
BKE_pbvh_search_gather(ss->pbvh, NULL, NULL, &nodes, &totnode);
cloth_sim->node_state = MEM_malloc_arrayN(
totnode, sizeof(eSculptClothNodeSimState), "node sim state");
cloth_sim->node_state_index = BLI_ghash_ptr_new("node sim state indices");
for (int i = 0; i < totnode; i++) {
cloth_sim->node_state[i] = SCULPT_CLOTH_NODE_UNINITIALIZED;
BLI_ghash_insert(cloth_sim->node_state_index, nodes[i], POINTER_FROM_INT(i));
}
MEM_SAFE_FREE(nodes);
}
/* Public functions. */
SculptClothSimulation *SCULPT_cloth_brush_simulation_create(SculptSession *ss,
const float cloth_mass,
const float cloth_damping,
const float cloth_softbody_strength,
const bool use_collisions,
const bool needs_deform_coords)
{
const int totverts = SCULPT_vertex_count_get(ss);
SculptClothSimulation *cloth_sim;
cloth_sim = MEM_callocN(sizeof(SculptClothSimulation), "cloth constraints");
cloth_sim->length_constraints = MEM_callocN(sizeof(SculptClothLengthConstraint) *
CLOTH_LENGTH_CONSTRAINTS_BLOCK,
"cloth length constraints");
cloth_sim->capacity_length_constraints = CLOTH_LENGTH_CONSTRAINTS_BLOCK;
cloth_sim->acceleration = MEM_calloc_arrayN(
totverts, sizeof(float[3]), "cloth sim acceleration");
cloth_sim->pos = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim pos");
cloth_sim->prev_pos = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim prev pos");
cloth_sim->last_iteration_pos = MEM_calloc_arrayN(
totverts, sizeof(float[3]), "cloth sim last iteration pos");
cloth_sim->init_pos = MEM_calloc_arrayN(totverts, sizeof(float[3]), "cloth sim init pos");
cloth_sim->length_constraint_tweak = MEM_calloc_arrayN(
totverts, sizeof(float), "cloth sim length tweak");
if (needs_deform_coords) {
cloth_sim->deformation_pos = MEM_calloc_arrayN(
totverts, sizeof(float[3]), "cloth sim deformation positions");
cloth_sim->deformation_strength = MEM_calloc_arrayN(
totverts, sizeof(float), "cloth sim deformation strength");
}
if (cloth_softbody_strength > 0.0f) {
cloth_sim->softbody_pos = MEM_calloc_arrayN(
totverts, sizeof(float[3]), "cloth sim softbody pos");
}
cloth_sim->mass = cloth_mass;
cloth_sim->damping = cloth_damping;
cloth_sim->softbody_strength = cloth_softbody_strength;
if (use_collisions) {
cloth_sim->collider_list = cloth_brush_collider_cache_create(ss->depsgraph);
}
cloth_sim_initialize_default_node_state(ss, cloth_sim);
return cloth_sim;
}
void SCULPT_cloth_brush_ensure_nodes_constraints(
Sculpt *sd,
Object *ob,
PBVHNode **nodes,
int totnode,
SculptClothSimulation *cloth_sim,
/* Cannot be `const`, because it is assigned to a `non-const` variable.
* NOLINTNEXTLINE: readability-non-const-parameter. */
float initial_location[3],
const float radius)
{
Brush *brush = BKE_paint_brush(&sd->paint);
/* TODO: Multi-threaded needs to be disabled for this task until implementing the optimization of
* storing the constraints per node. */
/* Currently all constrains are added to the same global array which can't be accessed from
* different threads. */
TaskParallelSettings settings;
BKE_pbvh_parallel_range_settings(&settings, false, totnode);
cloth_sim->created_length_constraints = BLI_edgeset_new("created length constraints");
SculptThreadedTaskData build_constraints_data = {
.sd = sd,
.ob = ob,
.brush = brush,
.nodes = nodes,
.cloth_sim = cloth_sim,
.cloth_sim_initial_location = initial_location,
.cloth_sim_radius = radius,
};
BLI_task_parallel_range(
0, totnode, &build_constraints_data, do_cloth_brush_build_constraints_task_cb_ex, &settings);
BLI_edgeset_free(cloth_sim->created_length_constraints);
}
void SCULPT_cloth_brush_simulation_init(SculptSession *ss, SculptClothSimulation *cloth_sim)
{
const int totverts = SCULPT_vertex_count_get(ss);
const bool has_deformation_pos = cloth_sim->deformation_pos != NULL;
const bool has_softbody_pos = cloth_sim->softbody_pos != NULL;
for (int i = 0; i < totverts; i++) {
copy_v3_v3(cloth_sim->last_iteration_pos[i], SCULPT_vertex_co_get(ss, i));
copy_v3_v3(cloth_sim->init_pos[i], SCULPT_vertex_co_get(ss, i));
copy_v3_v3(cloth_sim->prev_pos[i], SCULPT_vertex_co_get(ss, i));
if (has_deformation_pos) {
copy_v3_v3(cloth_sim->deformation_pos[i], SCULPT_vertex_co_get(ss, i));
cloth_sim->deformation_strength[i] = 1.0f;
}
if (has_softbody_pos) {
copy_v3_v3(cloth_sim->softbody_pos[i], SCULPT_vertex_co_get(ss, i));
}
}
}
void SCULPT_cloth_brush_store_simulation_state(SculptSession *ss, SculptClothSimulation *cloth_sim)
{
const int totverts = SCULPT_vertex_count_get(ss);
for (int i = 0; i < totverts; i++) {
copy_v3_v3(cloth_sim->pos[i], SCULPT_vertex_co_get(ss, i));
}
}
void SCULPT_cloth_sim_activate_nodes(SculptClothSimulation *cloth_sim,
PBVHNode **nodes,
int totnode)
{
/* Activate the nodes inside the simulation area. */
for (int n = 0; n < totnode; n++) {
const int node_index = POINTER_AS_INT(BLI_ghash_lookup(cloth_sim->node_state_index, nodes[n]));
cloth_sim->node_state[node_index] = SCULPT_CLOTH_NODE_ACTIVE;
}
}
static void sculpt_cloth_ensure_constraints_in_simulation_area(Sculpt *sd,
Object *ob,
PBVHNode **nodes,
int totnode)
{
SculptSession *ss = ob->sculpt;
Brush *brush = BKE_paint_brush(&sd->paint);
const float radius = ss->cache->initial_radius;
const float limit = radius + (radius * brush->cloth_sim_limit);
float sim_location[3];
cloth_brush_simulation_location_get(ss, brush, sim_location);
SCULPT_cloth_brush_ensure_nodes_constraints(
sd, ob, nodes, totnode, ss->cache->cloth_sim, sim_location, limit);
}
/* Main Brush Function. */
void SCULPT_do_cloth_brush(Sculpt *sd, Object *ob, PBVHNode **nodes, int totnode)
{
SculptSession *ss = ob->sculpt;
Brush *brush = BKE_paint_brush(&sd->paint);
/* Brushes that use anchored strokes and restore the mesh can't rely on symmetry passes and steps
* count as it is always the first step, so the simulation needs to be created when it does not
* exist for this stroke. */
if (SCULPT_stroke_is_first_brush_step_of_symmetry_pass(ss->cache) || !ss->cache->cloth_sim) {
/* The simulation structure only needs to be created on the first symmetry pass. */
if (SCULPT_stroke_is_first_brush_step(ss->cache) || !ss->cache->cloth_sim) {
ss->cache->cloth_sim = SCULPT_cloth_brush_simulation_create(
ss,
brush->cloth_mass,
brush->cloth_damping,
brush->cloth_constraint_softbody_strength,
(brush->flag2 & BRUSH_CLOTH_USE_COLLISION),
SCULPT_is_cloth_deform_brush(brush));
SCULPT_cloth_brush_simulation_init(ss, ss->cache->cloth_sim);
}
if (brush->cloth_simulation_area_type == BRUSH_CLOTH_SIMULATION_AREA_LOCAL) {
/* When using simulation a fixed local simulation area, constraints are created only using
* the initial stroke position and initial radius (per symmetry pass) instead of per node.
* This allows to skip unnecessary constraints that will never be simulated, making the
* solver faster. When the simulation starts for a node, the node gets activated and all its
* constraints are considered final. As the same node can be included inside the brush radius
* from multiple symmetry passes, the cloth brush can't activate the node for simulation yet
* as this will cause the ensure constraints function to skip the node in the next symmetry
* passes. It needs to build the constraints here and skip simulating the first step, so all
* passes can add their constraints to all affected nodes. */
sculpt_cloth_ensure_constraints_in_simulation_area(sd, ob, nodes, totnode);
}
/* The first step of a symmetry pass is never simulated as deformation modes need valid delta
* for brush tip alignment. */
return;
}
/* Ensure the constraints for the nodes. */
sculpt_cloth_ensure_constraints_in_simulation_area(sd, ob, nodes, totnode);
/* Store the initial state in the simulation. */
SCULPT_cloth_brush_store_simulation_state(ss, ss->cache->cloth_sim);
/* Enable the nodes that should be simulated. */
SCULPT_cloth_sim_activate_nodes(ss->cache->cloth_sim, nodes, totnode);
/* Apply forces to the vertices. */
cloth_brush_apply_brush_foces(sd, ob, nodes, totnode);
/* Update and write the simulation to the nodes. */
SCULPT_cloth_brush_do_simulation_step(sd, ob, ss->cache->cloth_sim, nodes, totnode);
}
void SCULPT_cloth_simulation_free(struct SculptClothSimulation *cloth_sim)
{
MEM_SAFE_FREE(cloth_sim->pos);
MEM_SAFE_FREE(cloth_sim->last_iteration_pos);
MEM_SAFE_FREE(cloth_sim->prev_pos);
MEM_SAFE_FREE(cloth_sim->acceleration);
MEM_SAFE_FREE(cloth_sim->length_constraints);
MEM_SAFE_FREE(cloth_sim->length_constraint_tweak);
MEM_SAFE_FREE(cloth_sim->deformation_pos);
MEM_SAFE_FREE(cloth_sim->softbody_pos);
MEM_SAFE_FREE(cloth_sim->init_pos);
MEM_SAFE_FREE(cloth_sim->deformation_strength);
MEM_SAFE_FREE(cloth_sim->node_state);
BLI_ghash_free(cloth_sim->node_state_index, NULL, NULL);
if (cloth_sim->collider_list) {
BKE_collider_cache_free(&cloth_sim->collider_list);
}
MEM_SAFE_FREE(cloth_sim);
}
/* Cursor drawing function. */
void SCULPT_cloth_simulation_limits_draw(const uint gpuattr,
const Brush *brush,
const float location[3],
const float normal[3],
const float rds,
const float line_width,
const float outline_col[3],
const float alpha)
{
float cursor_trans[4][4], cursor_rot[4][4];
const float z_axis[4] = {0.0f, 0.0f, 1.0f, 0.0f};
float quat[4];
unit_m4(cursor_trans);
translate_m4(cursor_trans, location[0], location[1], location[2]);
rotation_between_vecs_to_quat(quat, z_axis, normal);
quat_to_mat4(cursor_rot, quat);
GPU_matrix_push();
GPU_matrix_mul(cursor_trans);
GPU_matrix_mul(cursor_rot);
GPU_line_width(line_width);
immUniformColor3fvAlpha(outline_col, alpha * 0.5f);
imm_draw_circle_dashed_3d(
gpuattr, 0, 0, rds + (rds * brush->cloth_sim_limit * brush->cloth_sim_falloff), 320);
immUniformColor3fvAlpha(outline_col, alpha * 0.7f);
imm_draw_circle_wire_3d(gpuattr, 0, 0, rds + rds * brush->cloth_sim_limit, 80);
GPU_matrix_pop();
}
void SCULPT_cloth_plane_falloff_preview_draw(const uint gpuattr,
SculptSession *ss,
const float outline_col[3],
float outline_alpha)
{
float local_mat[4][4];
copy_m4_m4(local_mat, ss->cache->stroke_local_mat);
if (ss->cache->brush->cloth_deform_type == BRUSH_CLOTH_DEFORM_GRAB) {
add_v3_v3v3(local_mat[3], ss->cache->true_location, ss->cache->grab_delta);
}
GPU_matrix_mul(local_mat);
const float dist = ss->cache->radius;
const float arrow_x = ss->cache->radius * 0.2f;
const float arrow_y = ss->cache->radius * 0.1f;
immUniformColor3fvAlpha(outline_col, outline_alpha);
GPU_line_width(2.0f);
immBegin(GPU_PRIM_LINES, 2);
immVertex3f(gpuattr, dist, 0.0f, 0.0f);
immVertex3f(gpuattr, -dist, 0.0f, 0.0f);
immEnd();
immBegin(GPU_PRIM_TRIS, 6);
immVertex3f(gpuattr, dist, 0.0f, 0.0f);
immVertex3f(gpuattr, dist - arrow_x, arrow_y, 0.0f);
immVertex3f(gpuattr, dist - arrow_x, -arrow_y, 0.0f);
immVertex3f(gpuattr, -dist, 0.0f, 0.0f);
immVertex3f(gpuattr, -dist + arrow_x, arrow_y, 0.0f);
immVertex3f(gpuattr, -dist + arrow_x, -arrow_y, 0.0f);
immEnd();
}
/* Cloth Filter. */
typedef enum eSculpClothFilterType {
CLOTH_FILTER_GRAVITY,
CLOTH_FILTER_INFLATE,
CLOTH_FILTER_EXPAND,
CLOTH_FILTER_PINCH,
CLOTH_FILTER_SCALE,
} eSculptClothFilterType;
static EnumPropertyItem prop_cloth_filter_type[] = {
{CLOTH_FILTER_GRAVITY, "GRAVITY", 0, "Gravity", "Applies gravity to the simulation"},
{CLOTH_FILTER_INFLATE, "INFLATE", 0, "Inflate", "Inflates the cloth"},
{CLOTH_FILTER_EXPAND, "EXPAND", 0, "Expand", "Expands the cloth's dimensions"},
{CLOTH_FILTER_PINCH, "PINCH", 0, "Pinch", "Pulls the cloth to the cursor's start position"},
{CLOTH_FILTER_SCALE,
"SCALE",
0,
"Scale",
"Scales the mesh as a soft body using the origin of the object as scale"},
{0, NULL, 0, NULL, NULL},
};
static EnumPropertyItem prop_cloth_filter_orientation_items[] = {
{SCULPT_FILTER_ORIENTATION_LOCAL,
"LOCAL",
0,
"Local",
"Use the local axis to limit the force and set the gravity direction"},
{SCULPT_FILTER_ORIENTATION_WORLD,
"WORLD",
0,
"World",
"Use the global axis to limit the force and set the gravity direction"},
{SCULPT_FILTER_ORIENTATION_VIEW,
"VIEW",
0,
"View",
"Use the view axis to limit the force and set the gravity direction"},
{0, NULL, 0, NULL, NULL},
};
typedef enum eClothFilterForceAxis {
CLOTH_FILTER_FORCE_X = 1 << 0,
CLOTH_FILTER_FORCE_Y = 1 << 1,
CLOTH_FILTER_FORCE_Z = 1 << 2,
} eClothFilterForceAxis;
static EnumPropertyItem prop_cloth_filter_force_axis_items[] = {
{CLOTH_FILTER_FORCE_X, "X", 0, "X", "Apply force in the X axis"},
{CLOTH_FILTER_FORCE_Y, "Y", 0, "Y", "Apply force in the Y axis"},
{CLOTH_FILTER_FORCE_Z, "Z", 0, "Z", "Apply force in the Z axis"},
{0, NULL, 0, NULL, NULL},
};
static bool cloth_filter_is_deformation_filter(eSculptClothFilterType filter_type)
{
return ELEM(filter_type, CLOTH_FILTER_SCALE);
}
static void cloth_filter_apply_displacement_to_deform_co(const int v_index,
const float disp[3],
FilterCache *filter_cache)
{
float final_disp[3];
copy_v3_v3(final_disp, disp);
SCULPT_filter_zero_disabled_axis_components(final_disp, filter_cache);
add_v3_v3v3(filter_cache->cloth_sim->deformation_pos[v_index],
filter_cache->cloth_sim->init_pos[v_index],
final_disp);
}
static void cloth_filter_apply_forces_to_vertices(const int v_index,
const float force[3],
const float gravity[3],
FilterCache *filter_cache)
{
float final_force[3];
copy_v3_v3(final_force, force);
SCULPT_filter_zero_disabled_axis_components(final_force, filter_cache);
add_v3_v3(final_force, gravity);
cloth_brush_apply_force_to_vertex(NULL, filter_cache->cloth_sim, final_force, v_index);
}
static void cloth_filter_apply_forces_task_cb(void *__restrict userdata,
const int i,
const TaskParallelTLS *__restrict UNUSED(tls))
{
SculptThreadedTaskData *data = userdata;
Sculpt *sd = data->sd;
SculptSession *ss = data->ob->sculpt;
PBVHNode *node = data->nodes[i];
SculptClothSimulation *cloth_sim = ss->filter_cache->cloth_sim;
const eSculptClothFilterType filter_type = data->filter_type;
const bool is_deformation_filter = cloth_filter_is_deformation_filter(filter_type);
float sculpt_gravity[3] = {0.0f};
if (sd->gravity_object) {
copy_v3_v3(sculpt_gravity, sd->gravity_object->obmat[2]);
}
else {
sculpt_gravity[2] = -1.0f;
}
mul_v3_fl(sculpt_gravity, sd->gravity_factor * data->filter_strength);
PBVHVertexIter vd;
BKE_pbvh_vertex_iter_begin (ss->pbvh, node, vd, PBVH_ITER_UNIQUE) {
float fade = vd.mask ? *vd.mask : 0.0f;
fade *= SCULPT_automasking_factor_get(ss->filter_cache->automasking, ss, vd.index);
fade = 1.0f - fade;
float force[3] = {0.0f, 0.0f, 0.0f};
float disp[3], temp[3], transform[3][3];
if (ss->filter_cache->active_face_set != SCULPT_FACE_SET_NONE) {
if (!SCULPT_vertex_has_face_set(ss, vd.index, ss->filter_cache->active_face_set)) {
continue;
}
}
switch (filter_type) {
case CLOTH_FILTER_GRAVITY:
if (ss->filter_cache->orientation == SCULPT_FILTER_ORIENTATION_VIEW) {
/* When using the view orientation apply gravity in the -Y axis, this way objects will
* fall down instead of backwards. */
force[1] = -data->filter_strength * fade;
}
else {
force[2] = -data->filter_strength * fade;
}
SCULPT_filter_to_object_space(force, ss->filter_cache);
break;
case CLOTH_FILTER_INFLATE: {
float normal[3];
SCULPT_vertex_normal_get(ss, vd.index, normal);
mul_v3_v3fl(force, normal, fade * data->filter_strength);
} break;
case CLOTH_FILTER_EXPAND:
cloth_sim->length_constraint_tweak[vd.index] += fade * data->filter_strength * 0.01f;
zero_v3(force);
break;
case CLOTH_FILTER_PINCH:
sub_v3_v3v3(force, ss->filter_cache->cloth_sim_pinch_point, vd.co);
normalize_v3(force);
mul_v3_fl(force, fade * data->filter_strength);
break;
case CLOTH_FILTER_SCALE:
unit_m3(transform);
scale_m3_fl(transform, 1.0f + (fade * data->filter_strength));
copy_v3_v3(temp, cloth_sim->init_pos[vd.index]);
mul_m3_v3(transform, temp);
sub_v3_v3v3(disp, temp, cloth_sim->init_pos[vd.index]);
zero_v3(force);
break;
}
if (is_deformation_filter) {
cloth_filter_apply_displacement_to_deform_co(vd.index, disp, ss->filter_cache);
}
else {
cloth_filter_apply_forces_to_vertices(vd.index, force, sculpt_gravity, ss->filter_cache);
}
}
BKE_pbvh_vertex_iter_end;
BKE_pbvh_node_mark_update(node);
}
static int sculpt_cloth_filter_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
Object *ob = CTX_data_active_object(C);
Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
SculptSession *ss = ob->sculpt;
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
int filter_type = RNA_enum_get(op->ptr, "type");
float filter_strength = RNA_float_get(op->ptr, "strength");
if (event->type == LEFTMOUSE && event->val == KM_RELEASE) {
SCULPT_filter_cache_free(ss);
SCULPT_undo_push_end();
SCULPT_flush_update_done(C, ob, SCULPT_UPDATE_COORDS);
return OPERATOR_FINISHED;
}
if (event->type != MOUSEMOVE) {
return OPERATOR_RUNNING_MODAL;
}
const float len = event->prevclickx - event->x;
filter_strength = filter_strength * -len * 0.001f * UI_DPI_FAC;
SCULPT_vertex_random_access_ensure(ss);
BKE_sculpt_update_object_for_edit(depsgraph, ob, true, true, false);
const int totverts = SCULPT_vertex_count_get(ss);
for (int i = 0; i < totverts; i++) {
copy_v3_v3(ss->filter_cache->cloth_sim->pos[i], SCULPT_vertex_co_get(ss, i));
}
SculptThreadedTaskData data = {
.sd = sd,
.ob = ob,
.nodes = ss->filter_cache->nodes,
.filter_type = filter_type,
.filter_strength = filter_strength,
};
TaskParallelSettings settings;
BKE_pbvh_parallel_range_settings(&settings, true, ss->filter_cache->totnode);
BLI_task_parallel_range(
0, ss->filter_cache->totnode, &data, cloth_filter_apply_forces_task_cb, &settings);
/* Activate all nodes. */
SCULPT_cloth_sim_activate_nodes(
ss->filter_cache->cloth_sim, ss->filter_cache->nodes, ss->filter_cache->totnode);
/* Update and write the simulation to the nodes. */
SCULPT_cloth_brush_do_simulation_step(
sd, ob, ss->filter_cache->cloth_sim, ss->filter_cache->nodes, ss->filter_cache->totnode);
if (ss->deform_modifiers_active || ss->shapekey_active) {
SCULPT_flush_stroke_deform(sd, ob, true);
}
SCULPT_flush_update_step(C, SCULPT_UPDATE_COORDS);
return OPERATOR_RUNNING_MODAL;
}
static int sculpt_cloth_filter_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
Object *ob = CTX_data_active_object(C);
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Sculpt *sd = CTX_data_tool_settings(C)->sculpt;
SculptSession *ss = ob->sculpt;
const eSculptClothFilterType filter_type = RNA_enum_get(op->ptr, "type");
/* Update the active vertex */
float mouse[2];
SculptCursorGeometryInfo sgi;
mouse[0] = event->mval[0];
mouse[1] = event->mval[1];
SCULPT_cursor_geometry_info_update(C, &sgi, mouse, false);
SCULPT_vertex_random_access_ensure(ss);
/* Needs mask data to be available as it is used when solving the constraints. */
BKE_sculpt_update_object_for_edit(depsgraph, ob, true, true, false);
SCULPT_undo_push_begin(ob, "Cloth filter");
SCULPT_filter_cache_init(C, ob, sd, SCULPT_UNDO_COORDS);
ss->filter_cache->automasking = SCULPT_automasking_cache_init(sd, NULL, ob);
const float cloth_mass = RNA_float_get(op->ptr, "cloth_mass");
const float cloth_damping = RNA_float_get(op->ptr, "cloth_damping");
const bool use_collisions = RNA_boolean_get(op->ptr, "use_collisions");
ss->filter_cache->cloth_sim = SCULPT_cloth_brush_simulation_create(
ss,
cloth_mass,
cloth_damping,
0.0f,
use_collisions,
cloth_filter_is_deformation_filter(filter_type));
copy_v3_v3(ss->filter_cache->cloth_sim_pinch_point, SCULPT_active_vertex_co_get(ss));
SCULPT_cloth_brush_simulation_init(ss, ss->filter_cache->cloth_sim);
float origin[3] = {0.0f, 0.0f, 0.0f};
SCULPT_cloth_brush_ensure_nodes_constraints(sd,
ob,
ss->filter_cache->nodes,
ss->filter_cache->totnode,
ss->filter_cache->cloth_sim,
origin,
FLT_MAX);
const bool use_face_sets = RNA_boolean_get(op->ptr, "use_face_sets");
if (use_face_sets) {
ss->filter_cache->active_face_set = SCULPT_active_face_set_get(ss);
}
else {
ss->filter_cache->active_face_set = SCULPT_FACE_SET_NONE;
}
const int force_axis = RNA_enum_get(op->ptr, "force_axis");
ss->filter_cache->enabled_force_axis[0] = force_axis & CLOTH_FILTER_FORCE_X;
ss->filter_cache->enabled_force_axis[1] = force_axis & CLOTH_FILTER_FORCE_Y;
ss->filter_cache->enabled_force_axis[2] = force_axis & CLOTH_FILTER_FORCE_Z;
SculptFilterOrientation orientation = RNA_enum_get(op->ptr, "orientation");
ss->filter_cache->orientation = orientation;
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
void SCULPT_OT_cloth_filter(struct wmOperatorType *ot)
{
/* Identifiers. */
ot->name = "Filter Cloth";
ot->idname = "SCULPT_OT_cloth_filter";
ot->description = "Applies a cloth simulation deformation to the entire mesh";
/* API callbacks. */
ot->invoke = sculpt_cloth_filter_invoke;
ot->modal = sculpt_cloth_filter_modal;
ot->poll = SCULPT_mode_poll;
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
/* RNA. */
RNA_def_enum(ot->srna,
"type",
prop_cloth_filter_type,
CLOTH_FILTER_GRAVITY,
"Filter Type",
"Operation that is going to be applied to the mesh");
RNA_def_float(
ot->srna, "strength", 1.0f, -10.0f, 10.0f, "Strength", "Filter strength", -10.0f, 10.0f);
RNA_def_enum_flag(ot->srna,
"force_axis",
prop_cloth_filter_force_axis_items,
CLOTH_FILTER_FORCE_X | CLOTH_FILTER_FORCE_Y | CLOTH_FILTER_FORCE_Z,
"Force Axis",
"Apply the force in the selected axis");
RNA_def_enum(ot->srna,
"orientation",
prop_cloth_filter_orientation_items,
SCULPT_FILTER_ORIENTATION_LOCAL,
"Orientation",
"Orientation of the axis to limit the filter force");
RNA_def_float(ot->srna,
"cloth_mass",
1.0f,
0.0f,
2.0f,
"Cloth Mass",
"Mass of each simulation particle",
0.0f,
1.0f);
RNA_def_float(ot->srna,
"cloth_damping",
0.0f,
0.0f,
1.0f,
"Cloth Damping",
"How much the applied forces are propagated through the cloth",
0.0f,
1.0f);
ot->prop = RNA_def_boolean(ot->srna,
"use_face_sets",
false,
"Use Face Sets",
"Apply the filter only to the Face Set under the cursor");
ot->prop = RNA_def_boolean(ot->srna,
"use_collisions",
false,
"Use Collisions",
"Collide with other collider objects in the scene");
}