review of lyrics/epics to replace '//' comments by /*ones*/ + adaptive step size in a nutshell comment
1563 lines
43 KiB
C
1563 lines
43 KiB
C
/* softbody.c
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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/*
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******
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variables on the UI for now
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float mediafrict; friction to env
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float nodemass; softbody mass of *vertex*
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float grav; softbody amount of gravitaion to apply
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float goalspring; softbody goal springs
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float goalfrict; softbody goal springs friction
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float mingoal; quick limits for goal
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float maxgoal;
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float inspring; softbody inner springs
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float infrict; softbody inner springs friction
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*****
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*/
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#include <math.h>
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#include <stdlib.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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/* types */
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#include "DNA_curve_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h" /* here is the softbody struct */
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#include "DNA_key_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BKE_curve.h"
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#include "BKE_displist.h"
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#include "BKE_effect.h"
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#include "BKE_global.h"
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#include "BKE_key.h"
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#include "BKE_object.h"
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#include "BKE_softbody.h"
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#include "BKE_utildefines.h"
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#include "BKE_DerivedMesh.h"
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#include "BIF_editdeform.h"
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/* ********** soft body engine ******* */
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typedef struct BodyPoint {
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float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
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float weight, goal;
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float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
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int nofsprings; int *springs;
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float contactfrict;
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} BodyPoint;
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typedef struct BodySpring {
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int v1, v2;
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float len, strength;
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} BodySpring;
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#define SOFTGOALSNAP 0.999f
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/* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
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removes *unnecessary* stiffnes from ODE system
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*/
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#define HEUNWARNLIMIT 1 /* 50 would be fine i think for detecting severe *stiff* stuff */
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float SoftHeunTol = 1.0f; /* humm .. this should be calculated from sb parameters and sizes */
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/* local prototypes */
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static void free_softbody_intern(SoftBody *sb);
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/* aye this belongs to arith.c */
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static void Vec3PlusStVec(float *v, float s, float *v1);
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/*+++ frame based timing +++*/
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/*physical unit of force is [kg * m / sec^2]*/
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static float sb_grav_force_scale(Object *ob)
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/* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
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put it to a function here, so we can add user options later without touching simulation code
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*/
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{
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return (0.001f);
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}
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static float sb_fric_force_scale(Object *ob)
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/* rescaling unit of drag [1 / sec] to somehow reasonable
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put it to a function here, so we can add user options later without touching simulation code
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*/
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{
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return (0.01f);
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}
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static float sb_time_scale(Object *ob)
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/* defining the frames to *real* time relation */
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{
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SoftBody *sb= ob->soft; /* is supposed to be there */
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if (sb){
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return(sb->physics_speed);
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/*hrms .. this could be IPO as well :)
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estimated range [0.001 sluggish slug - 100.0 very fast (i hope ODE solver can handle that)]
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1 approx = a unit 1 pendulum at g = 9.8 [earth conditions] has period 65 frames
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theory would give a 50 frames period .. so there must be something inaccurate .. looking for that (BM)
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*/
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}
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return (1.0f);
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/*
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this would be frames/sec independant timing assuming 25 fps is default
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but does not work very well with NLA
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return (25.0f/G.scene->r.frs_sec)
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*/
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}
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/*--- frame based timing ---*/
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static int count_mesh_quads(Mesh *me)
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{
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int a,result = 0;
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MFace *mface= me->mface;
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if(mface) {
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for(a=me->totface; a>0; a--, mface++) {
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if(mface->v4) result++;
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}
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}
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return result;
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}
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static void add_mesh_quad_diag_springs(Object *ob)
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{
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Mesh *me= ob->data;
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MFace *mface= me->mface;
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BodyPoint *bp;
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BodySpring *bs, *bs_new;
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int a ;
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if (ob->soft){
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int nofquads;
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nofquads = count_mesh_quads(me);
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if (nofquads) {
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/* resize spring-array to hold additional quad springs */
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bs_new= MEM_callocN( (ob->soft->totspring + nofquads *2 )*sizeof(BodySpring), "bodyspring");
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memcpy(bs_new,ob->soft->bspring,(ob->soft->totspring )*sizeof(BodySpring));
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if(ob->soft->bspring)
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MEM_freeN(ob->soft->bspring); /* do this before reassigning the pointer or have a 1st class memory leak */
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ob->soft->bspring = bs_new;
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/* fill the tail */
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a = 0;
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bs = bs_new+ob->soft->totspring;
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bp= ob->soft->bpoint;
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if(mface ) {
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for(a=me->totface; a>0; a--, mface++) {
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if(mface->v4) {
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bs->v1= mface->v1;
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bs->v2= mface->v3;
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bs->strength= 1.0;
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bs++;
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bs->v1= mface->v2;
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bs->v2= mface->v4;
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bs->strength= 1.0;
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bs++;
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}
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}
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}
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/* now we can announce new springs */
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ob->soft->totspring += nofquads *2;
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}
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}
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}
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static void add_bp_springlist(BodyPoint *bp,int springID)
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{
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int *newlist;
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if (bp->springs == NULL) {
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bp->springs = MEM_callocN( sizeof(int), "bpsprings");
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bp->springs[0] = springID;
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bp->nofsprings = 1;
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}
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else {
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bp->nofsprings++;
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newlist = MEM_callocN(bp->nofsprings * sizeof(int), "bpsprings");
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memcpy(newlist,bp->springs,(bp->nofsprings-1)* sizeof(int));
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MEM_freeN(bp->springs);
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bp->springs = newlist;
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bp->springs[bp->nofsprings-1] = springID;
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}
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}
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/* do this once when sb is build
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it is O(N^2) so scanning for springs every iteration is too expensive
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*/
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static void build_bps_springlist(Object *ob)
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{
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SoftBody *sb= ob->soft; /* is supposed to be there */
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BodyPoint *bp;
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BodySpring *bs;
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int a,b;
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if (sb==NULL) return; /* paranoya check */
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for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
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/* scan for attached inner springs */
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for(b=sb->totspring, bs= sb->bspring; b>0; b--, bs++) {
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if (( (sb->totpoint-a) == bs->v1) ){
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add_bp_springlist(bp,sb->totspring -b);
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}
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if (( (sb->totpoint-a) == bs->v2) ){
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add_bp_springlist(bp,sb->totspring -b);
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}
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}/*for springs*/
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/* if (bp->nofsprings) printf(" node %d has %d spring links\n",a,bp->nofsprings);*/
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}/*for bp*/
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}
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/* creates new softbody if didn't exist yet, makes new points and springs arrays */
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static void renew_softbody(Object *ob, int totpoint, int totspring)
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{
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SoftBody *sb;
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int i;
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if(ob->soft==NULL) ob->soft= sbNew();
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else free_softbody_intern(ob->soft);
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sb= ob->soft;
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if(totpoint) {
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sb->totpoint= totpoint;
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sb->totspring= totspring;
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sb->bpoint= MEM_mallocN( totpoint*sizeof(BodyPoint), "bodypoint");
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if(totspring)
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sb->bspring= MEM_mallocN( totspring*sizeof(BodySpring), "bodyspring");
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/* initialise BodyPoint array */
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for (i=0; i<totpoint; i++) {
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BodyPoint *bp = &sb->bpoint[i];
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bp->weight= 1.0;
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if(ob->softflag & OB_SB_GOAL) {
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bp->goal= ob->soft->defgoal;
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}
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else {
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bp->goal= 0.0f;
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/* so this will definily be below SOFTGOALSNAP */
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}
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bp->nofsprings= 0;
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bp->springs= NULL;
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bp->contactfrict = 0.0f;
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}
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}
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}
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static void free_softbody_baked(SoftBody *sb)
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{
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SBVertex *key;
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int k;
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for(k=0; k<sb->totkey; k++) {
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key= *(sb->keys + k);
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if(key) MEM_freeN(key);
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}
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if(sb->keys) MEM_freeN(sb->keys);
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sb->keys= NULL;
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sb->totkey= 0;
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}
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/* only frees internal data */
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static void free_softbody_intern(SoftBody *sb)
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{
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if(sb) {
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int a;
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BodyPoint *bp;
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if(sb->bpoint){
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for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
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/* free spring list */
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if (bp->springs != NULL) {
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MEM_freeN(bp->springs);
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}
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}
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MEM_freeN(sb->bpoint);
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}
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if(sb->bspring) MEM_freeN(sb->bspring);
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sb->totpoint= sb->totspring= 0;
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sb->bpoint= NULL;
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sb->bspring= NULL;
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free_softbody_baked(sb);
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}
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}
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/* ************ dynamics ********** */
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int sb_detect_collision(float opco[3], float facenormal[3], float *damp,
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float force[3], unsigned int par_layer,struct Object *vertexowner)
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{
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Base *base;
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Object *ob;
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float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], dv1[3], dv2[3],
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facedist,n_mag,t,force_mag_norm,
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innerfacethickness = -0.5f, outerfacethickness = 0.2f,
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ee = 5.0f, ff = 0.1f, fa;
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int a, deflected=0;
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base= G.scene->base.first;
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while (base) {
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/*Only proceed for mesh object in same layer */
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if(base->object->type==OB_MESH && (base->lay & par_layer)) {
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ob= base->object;
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if((vertexowner) && (ob == vertexowner)){
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/* if vertexowner is given we don't want to check collision with owner object */
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base = base->next;
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continue;
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}
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/* only with deflecting set */
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if(ob->pd && ob->pd->deflect) {
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DerivedMesh *dm= NULL;
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DispListMesh *disp_mesh= NULL;
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MFace *mface= NULL;
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Object *copyob;
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int dmNeedsFree;
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/* do object level stuff */
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/* need to have user control for that since it depends on model scale */
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innerfacethickness =-ob->pd->pdef_sbift;
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outerfacethickness =ob->pd->pdef_sboft;
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fa = (ff*outerfacethickness-outerfacethickness);
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fa *= fa;
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fa = 1.0f/fa;
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copyob = ob;
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if(1) { /* so maybe someone wants overkill to collide with subsurfed */
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dm = mesh_get_derived_deform(copyob, &dmNeedsFree);
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} else {
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dm = mesh_get_derived_final(copyob, &dmNeedsFree);
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}
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if (dm) {
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disp_mesh = dm->convertToDispListMesh(dm, 1);
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mface= disp_mesh->mface;
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a = disp_mesh->totface;
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}
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else {
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a = 0 ;
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}
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/* use mesh*/
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while (a--) {
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/* Calculate the global co-ordinates of the vertices*/
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if (dm){
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dm->getVertCo(dm,mface->v1,nv1);
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Mat4MulVecfl(ob->obmat, nv1);
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dm->getVertCo(dm,mface->v2,nv2);
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Mat4MulVecfl(ob->obmat, nv2);
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dm->getVertCo(dm,mface->v3,nv3);
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Mat4MulVecfl(ob->obmat, nv3);
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if (mface->v4){
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dm->getVertCo(dm,mface->v4,nv4);
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Mat4MulVecfl(ob->obmat, nv4);
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}
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}
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/* switch origin to be nv2*/
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VECSUB(edge1, nv1, nv2);
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VECSUB(edge2, nv3, nv2);
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VECSUB(dv1,opco,nv2); /* abuse dv1 to have vertex in question at *origin* of triangle */
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if ( LineIntersectsTriangle( opco, dv2, nv1, nv2, nv3, &t)){
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force_mag_norm =(float)exp(-ee*facedist);
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if (facedist > outerfacethickness*ff)
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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Vec3PlusStVec(force,force_mag_norm,d_nvect);
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*damp=ob->pd->pdef_sbdamp;
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deflected = 2;
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}
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}
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if (mface->v4){ /* quad */
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/* switch origin to be nv4 */
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VECSUB(edge1, nv3, nv4);
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VECSUB(edge2, nv1, nv4);
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VECSUB(dv1,opco,nv4); /* abuse dv1 to have vertex in question at *origin* of triangle */
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if (LineIntersectsTriangle( opco, dv2, nv1, nv3, nv4, &t)){
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force_mag_norm =(float)exp(-ee*facedist);
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if (facedist > outerfacethickness*ff)
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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Vec3PlusStVec(force,force_mag_norm,d_nvect);
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*damp=ob->pd->pdef_sbdamp;
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deflected = 2;
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}
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}
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}
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mface++;
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}/* while a */
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/* give it away */
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if (disp_mesh) {
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displistmesh_free(disp_mesh);
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}
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if (dm) {
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if (dmNeedsFree) dm->release(dm);
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}
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} /* if(ob->pd && ob->pd->deflect) */
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}/* if (base->object->type==OB_MESH && (base->lay & par_layer)) { */
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base = base->next;
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} /* while (base) */
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return deflected;
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}
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/* aye this belongs to arith.c */
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static void Vec3PlusStVec(float *v, float s, float *v1)
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{
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v[0] += s*v1[0];
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v[1] += s*v1[1];
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v[2] += s*v1[2];
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}
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static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf )
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{
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int deflected;
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float s_actpos[3], s_futurepos[3];
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VECCOPY(s_actpos,actpos);
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if(futurepos)
|
|
VECCOPY(s_futurepos,futurepos);
|
|
|
|
deflected= sb_detect_collision(s_actpos, facenormal, cf, force , ob->lay, ob);
|
|
return(deflected);
|
|
}
|
|
|
|
|
|
static int is_there_deflection(unsigned int layer)
|
|
{
|
|
Base *base;
|
|
|
|
for(base = G.scene->base.first; base; base= base->next) {
|
|
if( (base->lay & layer) && base->object->pd) {
|
|
if(base->object->pd->deflect)
|
|
return 1;
|
|
}
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
static void softbody_calc_forces(Object *ob, float forcetime)
|
|
{
|
|
/* rule we never alter free variables :bp->vec bp->pos in here !
|
|
* this will ruin adaptive stepsize AKA heun! (BM)
|
|
*/
|
|
SoftBody *sb= ob->soft; /* is supposed to be there */
|
|
BodyPoint *bp;
|
|
BodyPoint *bproot;
|
|
BodySpring *bs;
|
|
ListBase *do_effector;
|
|
float iks, ks, kd, gravity, actspringlen, forcefactor, sd[3];
|
|
float fieldfactor = 1000.0f, windfactor = 250.0f;
|
|
int a, b, do_deflector;
|
|
|
|
/* clear forces */
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
|
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
|
|
}
|
|
|
|
gravity = sb->grav * sb_grav_force_scale(ob);
|
|
|
|
/* check! */
|
|
do_deflector= is_there_deflection(ob->lay);
|
|
do_effector= pdInitEffectors(ob);
|
|
|
|
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
|
|
bproot= sb->bpoint; /* need this for proper spring addressing */
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
|
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when i snaps */
|
|
float auxvect[3];
|
|
float velgoal[3];
|
|
float absvel =0, projvel= 0;
|
|
|
|
/* do goal stuff */
|
|
if(ob->softflag & OB_SB_GOAL) {
|
|
/* true elastic goal */
|
|
VecSubf(auxvect,bp->origT,bp->pos);
|
|
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
|
|
bp->force[0]= ks*(auxvect[0]);
|
|
bp->force[1]= ks*(auxvect[1]);
|
|
bp->force[2]= ks*(auxvect[2]);
|
|
/* calulate damping forces generated by goals*/
|
|
VecSubf(velgoal,bp->origS, bp->origE);
|
|
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
|
|
|
|
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
|
|
bp->force[0]-= kd * (velgoal[0] + bp->vec[0]);
|
|
bp->force[1]-= kd * (velgoal[1] + bp->vec[1]);
|
|
bp->force[2]-= kd * (velgoal[2] + bp->vec[2]);
|
|
}
|
|
else {
|
|
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
|
|
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
|
|
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
|
|
}
|
|
}
|
|
/* done goal stuff */
|
|
|
|
|
|
/* gravitation */
|
|
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
|
|
|
|
/* particle field & vortex */
|
|
if(do_effector) {
|
|
float force[3]= {0.0f, 0.0f, 0.0f};
|
|
float speed[3]= {0.0f, 0.0f, 0.0f};
|
|
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
|
|
|
|
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
|
|
|
|
/* note: now we have wind as motion of media, so we can do anisotropic stuff here, */
|
|
/* if we had vertex normals here(BM) */
|
|
/* apply forcefield*/
|
|
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
|
|
VECADD(bp->force, bp->force, force);
|
|
|
|
/* friction in moving media */
|
|
kd= sb->mediafrict* eval_sb_fric_force_scale;
|
|
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
|
|
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
|
|
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
|
|
/* now we'll have nice centrifugal effect for vortex */
|
|
|
|
}
|
|
else {
|
|
/* friction in media (not) moving*/
|
|
kd= sb->mediafrict* sb_fric_force_scale(ob);
|
|
/* assume it to be proportional to actual velocity */
|
|
bp->force[0]-= bp->vec[0]*kd;
|
|
bp->force[1]-= bp->vec[1]*kd;
|
|
bp->force[2]-= bp->vec[2]*kd;
|
|
/* friction in media done */
|
|
}
|
|
|
|
/*other forces*/
|
|
/* this is the place where other forces can be added
|
|
yes, constraints and collision stuff should go here too (read baraff papers on that!)
|
|
*/
|
|
/* moving collision targets */
|
|
if(do_deflector) {
|
|
float defforce[3] = {0.0f,0.0f,0.0f}, collisionpos[3],facenormal[3], cf = 1.0f;
|
|
kd = 1.0f;
|
|
|
|
if (sb_deflect_face(ob,bp->pos, bp->pos, collisionpos, facenormal,defforce,&cf)){
|
|
Vec3PlusStVec(bp->force,kd,defforce);
|
|
bp->contactfrict = cf;
|
|
}
|
|
else{
|
|
bp->contactfrict = 0.0f;
|
|
}
|
|
|
|
}
|
|
|
|
/*other forces done*/
|
|
/* nice things could be done with anisotropic friction
|
|
like wind/air resistance in normal direction
|
|
--> having a piece of cloth sailing down
|
|
but this needs to have a *valid* vertex normal
|
|
*valid* means to be calulated on time axis
|
|
hrms .. may be a rough one could be used as well .. let's see
|
|
*/
|
|
|
|
if(ob->softflag & OB_SB_EDGES) {
|
|
if (sb->bspring){ /* spring list exists at all ? */
|
|
for(b=bp->nofsprings;b>0;b--){
|
|
bs = sb->bspring + bp->springs[b-1];
|
|
if (( (sb->totpoint-a) == bs->v1) ){
|
|
actspringlen= VecLenf( (bproot+bs->v2)->pos, bp->pos);
|
|
VecSubf(sd,(bproot+bs->v2)->pos, bp->pos);
|
|
Normalise(sd);
|
|
|
|
/* friction stuff V1 */
|
|
VecSubf(velgoal,bp->vec,(bproot+bs->v2)->vec);
|
|
kd = sb->infrict * sb_fric_force_scale(ob);
|
|
absvel = Normalise(velgoal);
|
|
projvel = ABS(Inpf(sd,velgoal));
|
|
kd *= absvel * projvel;
|
|
Vec3PlusStVec(bp->force,-kd,velgoal);
|
|
|
|
if(bs->len > 0.0) /* check for degenerated springs */
|
|
forcefactor = (bs->len - actspringlen)/bs->len * iks;
|
|
else
|
|
forcefactor = actspringlen * iks;
|
|
|
|
Vec3PlusStVec(bp->force,-forcefactor,sd);
|
|
|
|
}
|
|
|
|
if (( (sb->totpoint-a) == bs->v2) ){
|
|
actspringlen= VecLenf( (bproot+bs->v1)->pos, bp->pos);
|
|
VecSubf(sd,bp->pos,(bproot+bs->v1)->pos);
|
|
Normalise(sd);
|
|
|
|
/* friction stuff V2 */
|
|
VecSubf(velgoal,bp->vec,(bproot+bs->v1)->vec);
|
|
kd = sb->infrict * sb_fric_force_scale(ob);
|
|
absvel = Normalise(velgoal);
|
|
projvel = ABS(Inpf(sd,velgoal));
|
|
kd *= absvel * projvel;
|
|
Vec3PlusStVec(bp->force,-kd,velgoal);
|
|
|
|
if(bs->len > 0.0)
|
|
forcefactor = (bs->len - actspringlen)/bs->len * iks;
|
|
else
|
|
forcefactor = actspringlen * iks;
|
|
Vec3PlusStVec(bp->force,+forcefactor,sd);
|
|
}
|
|
}/* loop springs */
|
|
}/* existing spring list */
|
|
}/*any edges*/
|
|
}/*omit on snap */
|
|
}/*loop all bp's*/
|
|
|
|
/* cleanup */
|
|
if(do_effector)
|
|
pdEndEffectors(do_effector);
|
|
|
|
}
|
|
|
|
static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err)
|
|
{
|
|
/* time evolution */
|
|
/* actually does an explicit euler step mode == 0 */
|
|
/* or heun ~ 2nd order runge-kutta steps, mode 1,2 */
|
|
SoftBody *sb= ob->soft; /* is supposed to be there */
|
|
BodyPoint *bp;
|
|
float dx[3],dv[3];
|
|
float timeovermass;
|
|
float maxerr = 0.0;
|
|
int a;
|
|
|
|
forcetime *= sb_time_scale(ob);
|
|
|
|
/* claim a minimum mass for vertex */
|
|
if (sb->nodemass > 0.09999f) timeovermass = forcetime/sb->nodemass;
|
|
else timeovermass = forcetime/0.09999f;
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
|
if(bp->goal < SOFTGOALSNAP){
|
|
|
|
/* so here is (v)' = a(cceleration) = sum(F_springs)/m + gravitation + some friction forces + more forces*/
|
|
/* the ( ... )' operator denotes derivate respective time */
|
|
/* the euler step for velocity then becomes */
|
|
/* v(t + dt) = v(t) + a(t) * dt */
|
|
bp->force[0]*= timeovermass; /* individual mass of node here */
|
|
bp->force[1]*= timeovermass;
|
|
bp->force[2]*= timeovermass;
|
|
/* some nasty if's to have heun in here too */
|
|
VECCOPY(dv,bp->force);
|
|
if (mode == 1){
|
|
VECCOPY(bp->prevvec, bp->vec);
|
|
VECCOPY(bp->prevdv, dv);
|
|
}
|
|
if (mode ==2){
|
|
/* be optimistic and execute step */
|
|
bp->vec[0] = bp->prevvec[0] + 0.5f * (dv[0] + bp->prevdv[0]);
|
|
bp->vec[1] = bp->prevvec[1] + 0.5f * (dv[1] + bp->prevdv[1]);
|
|
bp->vec[2] = bp->prevvec[2] + 0.5f * (dv[2] + bp->prevdv[2]);
|
|
/* compare euler to heun to estimate error for step sizing */
|
|
maxerr = MAX2(maxerr,ABS(dv[0] - bp->prevdv[0]));
|
|
maxerr = MAX2(maxerr,ABS(dv[1] - bp->prevdv[1]));
|
|
maxerr = MAX2(maxerr,ABS(dv[2] - bp->prevdv[2]));
|
|
}
|
|
else {VECADD(bp->vec, bp->vec, bp->force);}
|
|
|
|
/* so here is (x)'= v(elocity) */
|
|
/* the euler step for location then becomes */
|
|
/* x(t + dt) = x(t) + v(t) * dt */
|
|
|
|
VECCOPY(dx,bp->vec);
|
|
dx[0]*=forcetime ;
|
|
dx[1]*=forcetime ;
|
|
dx[2]*=forcetime ;
|
|
|
|
/* again some nasty if's to have heun in here too */
|
|
if (mode ==1){
|
|
VECCOPY(bp->prevpos,bp->pos);
|
|
VECCOPY(bp->prevdx ,dx);
|
|
}
|
|
|
|
if (mode ==2){
|
|
bp->pos[0] = bp->prevpos[0] + 0.5f * ( dx[0] + bp->prevdx[0]);
|
|
bp->pos[1] = bp->prevpos[1] + 0.5f * ( dx[1] + bp->prevdx[1]);
|
|
bp->pos[2] = bp->prevpos[2] + 0.5f* ( dx[2] + bp->prevdx[2]);
|
|
maxerr = MAX2(maxerr,ABS(dx[0] - bp->prevdx[0]));
|
|
maxerr = MAX2(maxerr,ABS(dx[1] - bp->prevdx[1]));
|
|
maxerr = MAX2(maxerr,ABS(dx[2] - bp->prevdx[2]));
|
|
/* kind of hack .. while inside collision target .. make movement more *viscous* */
|
|
if (bp->contactfrict > 0.0f){
|
|
bp->vec[0] *= (1.0f - bp->contactfrict);
|
|
bp->vec[1] *= (1.0f - bp->contactfrict);
|
|
bp->vec[2] *= (1.0f - bp->contactfrict);
|
|
}
|
|
}
|
|
else { VECADD(bp->pos, bp->pos, dx);}
|
|
}/*snap*/
|
|
} /*for*/
|
|
|
|
if (err){ /* so step size will be controlled by biggest difference in slope */
|
|
*err = maxerr;
|
|
}
|
|
}
|
|
|
|
/* used by heun when it overshoots */
|
|
static void softbody_restore_prev_step(Object *ob)
|
|
{
|
|
SoftBody *sb= ob->soft; /* is supposed to be there*/
|
|
BodyPoint *bp;
|
|
int a;
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
|
VECCOPY(bp->vec, bp->prevvec);
|
|
VECCOPY(bp->pos, bp->prevpos);
|
|
}
|
|
}
|
|
|
|
|
|
static void softbody_apply_goalsnap(Object *ob)
|
|
{
|
|
SoftBody *sb= ob->soft; /* is supposed to be there */
|
|
BodyPoint *bp;
|
|
int a;
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
|
if (bp->goal >= SOFTGOALSNAP){
|
|
VECCOPY(bp->prevpos,bp->pos);
|
|
VECCOPY(bp->pos,bp->origT);
|
|
}
|
|
}
|
|
}
|
|
|
|
/* expects full initialized softbody */
|
|
static void interpolate_exciter(Object *ob, int timescale, int time)
|
|
{
|
|
SoftBody *sb= ob->soft;
|
|
BodyPoint *bp;
|
|
float f;
|
|
int a;
|
|
|
|
f = (float)time/(float)timescale;
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
|
bp->origT[0] = bp->origS[0] + f*(bp->origE[0] - bp->origS[0]);
|
|
bp->origT[1] = bp->origS[1] + f*(bp->origE[1] - bp->origS[1]);
|
|
bp->origT[2] = bp->origS[2] + f*(bp->origE[2] - bp->origS[2]);
|
|
if (bp->goal >= SOFTGOALSNAP){
|
|
bp->vec[0] = bp->origE[0] - bp->origS[0];
|
|
bp->vec[1] = bp->origE[1] - bp->origS[1];
|
|
bp->vec[2] = bp->origE[2] - bp->origS[2];
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/* ************ convertors ********** */
|
|
|
|
/* for each object type we need;
|
|
- xxxx_to_softbody(Object *ob) : a full (new) copy, creates SB geometry
|
|
*/
|
|
|
|
static void get_scalar_from_vertexgroup(Object *ob, int vertID, short groupindex, float *target)
|
|
/* result 0 on success, else indicates error number
|
|
-- kind of *inverse* result defintion,
|
|
-- but this way we can signal error condition to caller
|
|
-- and yes this function must not be here but in a *vertex group module*
|
|
*/
|
|
{
|
|
MDeformVert *dv;
|
|
int i;
|
|
|
|
/* spot the vert in deform vert list at mesh */
|
|
if(ob->type==OB_MESH) {
|
|
if (((Mesh *)ob->data)->dvert) {
|
|
dv = ((Mesh*)ob->data)->dvert + vertID;
|
|
/* Lets see if this vert is in the weight group */
|
|
for (i=0; i<dv->totweight; i++){
|
|
if (dv->dw[i].def_nr == groupindex){
|
|
*target= dv->dw[i].weight; /* got it ! */
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* Resetting a Mesh SB object's springs */
|
|
/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
|
|
static void springs_from_mesh(Object *ob)
|
|
{
|
|
SoftBody *sb;
|
|
Mesh *me= ob->data;
|
|
BodyPoint *bp;
|
|
int a;
|
|
|
|
sb= ob->soft;
|
|
if (me && sb)
|
|
{
|
|
/* using bp->origS as a container for spring calcualtions here
|
|
** will be overwritten sbObjectStep() to receive
|
|
** actual modifier stack positions
|
|
*/
|
|
if(me->totvert) {
|
|
bp= ob->soft->bpoint;
|
|
for(a=0; a<me->totvert; a++, bp++) {
|
|
VECCOPY(bp->origS, me->mvert[a].co);
|
|
Mat4MulVecfl(ob->obmat, bp->origS);
|
|
}
|
|
|
|
}
|
|
/* recalculate spring length for meshes here */
|
|
for(a=0; a<sb->totspring; a++) {
|
|
BodySpring *bs = &sb->bspring[a];
|
|
bs->len= VecLenf(sb->bpoint[bs->v1].origS, sb->bpoint[bs->v2].origS);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* makes totally fresh start situation */
|
|
static void mesh_to_softbody(Object *ob)
|
|
{
|
|
SoftBody *sb;
|
|
Mesh *me= ob->data;
|
|
MEdge *medge= me->medge;
|
|
BodyPoint *bp;
|
|
BodySpring *bs;
|
|
float goalfac;
|
|
int a, totedge;
|
|
if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
|
|
else totedge= 0;
|
|
|
|
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
|
|
renew_softbody(ob, me->totvert, totedge);
|
|
|
|
/* we always make body points */
|
|
sb= ob->soft;
|
|
bp= sb->bpoint;
|
|
goalfac= ABS(sb->maxgoal - sb->mingoal);
|
|
|
|
for(a=0; a<me->totvert; a++, bp++) {
|
|
/* get scalar values needed *per vertex* from vertex group functions,
|
|
so we can *paint* them nicly ..
|
|
they are normalized [0.0..1.0] so may be we need amplitude for scale
|
|
which can be done by caller but still .. i'd like it to go this way
|
|
*/
|
|
|
|
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
|
|
get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
|
|
/* do this always, regardless successfull read from vertex group */
|
|
bp->goal= sb->mingoal + bp->goal*goalfac;
|
|
}
|
|
/* a little ad hoc changing the goal control to be less *sharp* */
|
|
bp->goal = (float)pow(bp->goal, 4.0f);
|
|
|
|
/* to proove the concept
|
|
this would enable per vertex *mass painting*
|
|
strcpy(name,"SOFTMASS");
|
|
error = get_scalar_from_named_vertexgroup(ob,name, a,&temp);
|
|
if (!error) bp->mass = temp * ob->rangeofmass;
|
|
*/
|
|
}
|
|
|
|
/* but we only optionally add body edge springs */
|
|
if (ob->softflag & OB_SB_EDGES) {
|
|
if(medge) {
|
|
bs= sb->bspring;
|
|
for(a=me->totedge; a>0; a--, medge++, bs++) {
|
|
bs->v1= medge->v1;
|
|
bs->v2= medge->v2;
|
|
bs->strength= 1.0;
|
|
}
|
|
|
|
|
|
/* insert *diagonal* springs in quads if desired */
|
|
if (ob->softflag & OB_SB_QUADS) {
|
|
add_mesh_quad_diag_springs(ob);
|
|
}
|
|
|
|
build_bps_springlist(ob); /* scan for springs attached to bodypoints ONCE */
|
|
springs_from_mesh(ob); /* write the 'rest'-lenght of the springs */
|
|
}
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
helper function to get proper spring length
|
|
when object is rescaled
|
|
*/
|
|
float globallen(float *v1,float *v2,Object *ob)
|
|
{
|
|
float p1[3],p2[3];
|
|
VECCOPY(p1,v1);
|
|
Mat4MulVecfl(ob->obmat, p1);
|
|
VECCOPY(p2,v2);
|
|
Mat4MulVecfl(ob->obmat, p2);
|
|
return VecLenf(p1,p2);
|
|
}
|
|
|
|
static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff,Object *ob)
|
|
{
|
|
BPoint *bp=lt->def, *bpu;
|
|
int u, v, w, dv, dw, bpc=0, bpuc;
|
|
|
|
dv= lt->pntsu;
|
|
dw= dv*lt->pntsv;
|
|
|
|
for(w=0; w<lt->pntsw; w++) {
|
|
|
|
for(v=0; v<lt->pntsv; v++) {
|
|
|
|
for(u=0, bpuc=0, bpu=NULL; u<lt->pntsu; u++, bp++, bpc++) {
|
|
|
|
if(w) {
|
|
bs->v1 = bpc;
|
|
bs->v2 = bpc-dw;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bp-dw)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
if(v) {
|
|
bs->v1 = bpc;
|
|
bs->v2 = bpc-dv;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bp-dv)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
if(u) {
|
|
bs->v1 = bpuc;
|
|
bs->v2 = bpc;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bpu)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
|
|
if (dostiff) {
|
|
|
|
if(w){
|
|
if( v && u ) {
|
|
bs->v1 = bpc;
|
|
bs->v2 = bpc-dw-dv-1;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bp-dw-dv-1)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
if( (v < lt->pntsv-1) && (u) ) {
|
|
bs->v1 = bpc;
|
|
bs->v2 = bpc-dw+dv-1;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bp-dw+dv-1)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
}
|
|
|
|
if(w < lt->pntsw -1){
|
|
if( v && u ) {
|
|
bs->v1 = bpc;
|
|
bs->v2 = bpc+dw-dv-1;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bp+dw-dv-1)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
if( (v < lt->pntsv-1) && (u) ) {
|
|
bs->v1 = bpc;
|
|
bs->v2 = bpc+dw+dv-1;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen((bp+dw+dv-1)->vec, bp->vec,ob);
|
|
bs++;
|
|
}
|
|
}
|
|
}
|
|
bpu = bp;
|
|
bpuc = bpc;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/* makes totally fresh start situation */
|
|
static void lattice_to_softbody(Object *ob)
|
|
{
|
|
Lattice *lt= ob->data;
|
|
SoftBody *sb;
|
|
int totvert, totspring = 0;
|
|
|
|
totvert= lt->pntsu*lt->pntsv*lt->pntsw;
|
|
|
|
if (ob->softflag & OB_SB_EDGES){
|
|
totspring = ((lt->pntsu -1) * lt->pntsv
|
|
+ (lt->pntsv -1) * lt->pntsu) * lt->pntsw
|
|
+lt->pntsu*lt->pntsv*(lt->pntsw -1);
|
|
if (ob->softflag & OB_SB_QUADS){
|
|
totspring += 4*(lt->pntsu -1) * (lt->pntsv -1) * (lt->pntsw-1);
|
|
}
|
|
}
|
|
|
|
|
|
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
|
|
renew_softbody(ob, totvert, totspring);
|
|
sb= ob->soft; /* can be created in renew_softbody() */
|
|
|
|
/* weights from bpoints, same code used as for mesh vertices */
|
|
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
|
|
BodyPoint *bp= sb->bpoint;
|
|
BPoint *bpnt= lt->def;
|
|
float goalfac= ABS(sb->maxgoal - sb->mingoal);
|
|
int a;
|
|
|
|
for(a=0; a<totvert; a++, bp++, bpnt++) {
|
|
bp->goal= sb->mingoal + bpnt->weight*goalfac;
|
|
/* a little ad hoc changing the goal control to be less *sharp* */
|
|
bp->goal = (float)pow(bp->goal, 4.0f);
|
|
}
|
|
}
|
|
|
|
/* create some helper edges to enable SB lattice to be usefull at all */
|
|
if (ob->softflag & OB_SB_EDGES){
|
|
makelatticesprings(lt,ob->soft->bspring,ob->softflag & OB_SB_QUADS,ob);
|
|
build_bps_springlist(ob); /* link bps to springs */
|
|
}
|
|
}
|
|
|
|
/* makes totally fresh start situation */
|
|
static void curve_surf_to_softbody(Object *ob)
|
|
{
|
|
Curve *cu= ob->data;
|
|
SoftBody *sb;
|
|
BodyPoint *bp;
|
|
BodySpring *bs;
|
|
Nurb *nu;
|
|
BezTriple *bezt;
|
|
BPoint *bpnt;
|
|
float goalfac;
|
|
int a, curindex=0;
|
|
int totvert, totspring = 0, setgoal=0;
|
|
|
|
totvert= count_curveverts(&cu->nurb);
|
|
|
|
if (ob->softflag & OB_SB_EDGES){
|
|
if(ob->type==OB_CURVE) {
|
|
totspring= totvert - BLI_countlist(&cu->nurb);
|
|
}
|
|
}
|
|
|
|
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
|
|
renew_softbody(ob, totvert, totspring);
|
|
sb= ob->soft; /* can be created in renew_softbody() */
|
|
|
|
/* set vars now */
|
|
goalfac= ABS(sb->maxgoal - sb->mingoal);
|
|
bp= sb->bpoint;
|
|
bs= sb->bspring;
|
|
|
|
/* weights from bpoints, same code used as for mesh vertices */
|
|
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup)
|
|
setgoal= 1;
|
|
|
|
for(nu= cu->nurb.first; nu; nu= nu->next) {
|
|
if(nu->bezt) {
|
|
for(bezt=nu->bezt, a=0; a<nu->pntsu; a++, bezt++, bp+=3, curindex+=3) {
|
|
if(setgoal) {
|
|
bp->goal= sb->mingoal + bezt->weight*goalfac;
|
|
/* a little ad hoc changing the goal control to be less *sharp* */
|
|
bp->goal = (float)pow(bp->goal, 4.0f);
|
|
|
|
/* all three triples */
|
|
(bp+1)->goal= bp->goal;
|
|
(bp+2)->goal= bp->goal;
|
|
}
|
|
|
|
if(totspring) {
|
|
if(a>0) {
|
|
bs->v1= curindex-1;
|
|
bs->v2= curindex;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen( (bezt-1)->vec[2], bezt->vec[0], ob );
|
|
bs++;
|
|
}
|
|
bs->v1= curindex;
|
|
bs->v2= curindex+1;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen( bezt->vec[0], bezt->vec[1], ob );
|
|
bs++;
|
|
|
|
bs->v1= curindex+1;
|
|
bs->v2= curindex+2;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen( bezt->vec[1], bezt->vec[2], ob );
|
|
bs++;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
for(bpnt=nu->bp, a=0; a<nu->pntsu*nu->pntsv; a++, bpnt++, bp++, curindex++) {
|
|
if(setgoal) {
|
|
bp->goal= sb->mingoal + bpnt->weight*goalfac;
|
|
/* a little ad hoc changing the goal control to be less *sharp* */
|
|
bp->goal = (float)pow(bp->goal, 4.0f);
|
|
}
|
|
if(totspring && a>0) {
|
|
bs->v1= curindex-1;
|
|
bs->v2= curindex;
|
|
bs->strength= 1.0;
|
|
bs->len= globallen( (bpnt-1)->vec, bpnt->vec , ob );
|
|
bs++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if(totspring)
|
|
build_bps_springlist(ob); /* link bps to springs */
|
|
}
|
|
|
|
|
|
/* copies softbody result back in object */
|
|
static void softbody_to_object(Object *ob, float (*vertexCos)[3], int numVerts)
|
|
{
|
|
BodyPoint *bp= ob->soft->bpoint;
|
|
int a;
|
|
|
|
/* inverse matrix is not uptodate... */
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
|
|
for(a=0; a<numVerts; a++, bp++) {
|
|
VECCOPY(vertexCos[a], bp->pos);
|
|
Mat4MulVecfl(ob->imat, vertexCos[a]); /* softbody is in global coords */
|
|
}
|
|
}
|
|
|
|
/* return 1 if succesfully baked and applied step */
|
|
static int softbody_baked_step(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
|
|
{
|
|
SoftBody *sb= ob->soft;
|
|
SBVertex *key0, *key1, *key2, *key3;
|
|
BodyPoint *bp;
|
|
float data[4], sfra, efra, cfra, dfra, fac; /* start, end, current, delta */
|
|
int ofs1, a;
|
|
|
|
/* precondition check */
|
|
if(sb==NULL || sb->keys==NULL || sb->totkey==0) return 0;
|
|
/* so we got keys, but no bodypoints... even without simul we need it for the bake */
|
|
if(sb->bpoint==NULL) sb->bpoint= MEM_callocN( sb->totpoint*sizeof(BodyPoint), "bodypoint");
|
|
|
|
/* convert cfra time to system time */
|
|
sfra= (float)sb->sfra;
|
|
cfra= bsystem_time(ob, NULL, framenr, 0.0);
|
|
efra= (float)sb->efra;
|
|
dfra= (float)sb->interval;
|
|
|
|
/* offset in keys array */
|
|
ofs1= (int)floor( (cfra-sfra)/dfra );
|
|
|
|
if(ofs1 < 0) {
|
|
key0=key1=key2=key3= *sb->keys;
|
|
}
|
|
else if(ofs1 >= sb->totkey-1) {
|
|
key0=key1=key2=key3= *(sb->keys+sb->totkey-1);
|
|
}
|
|
else {
|
|
key1= *(sb->keys+ofs1);
|
|
key2= *(sb->keys+ofs1+1);
|
|
|
|
if(ofs1>0) key0= *(sb->keys+ofs1-1);
|
|
else key0= key1;
|
|
|
|
if(ofs1<sb->totkey-2) key3= *(sb->keys+ofs1+2);
|
|
else key3= key2;
|
|
}
|
|
|
|
sb->ctime= cfra; /* needed? */
|
|
|
|
/* timing */
|
|
fac= ((cfra-sfra)/dfra) - (float)ofs1;
|
|
CLAMP(fac, 0.0, 1.0);
|
|
set_four_ipo(fac, data, KEY_BSPLINE);
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++, key0++, key1++, key2++, key3++) {
|
|
bp->pos[0]= data[0]*key0->vec[0] + data[1]*key1->vec[0] + data[2]*key2->vec[0] + data[3]*key3->vec[0];
|
|
bp->pos[1]= data[0]*key0->vec[1] + data[1]*key1->vec[1] + data[2]*key2->vec[1] + data[3]*key3->vec[1];
|
|
bp->pos[2]= data[0]*key0->vec[2] + data[1]*key1->vec[2] + data[2]*key2->vec[2] + data[3]*key3->vec[2];
|
|
}
|
|
|
|
softbody_to_object(ob, vertexCos, numVerts);
|
|
|
|
return 1;
|
|
}
|
|
|
|
/* only gets called after succesfully doing softbody_step */
|
|
/* already checked for OB_SB_BAKE flag */
|
|
static void softbody_baked_add(Object *ob, float framenr)
|
|
{
|
|
SoftBody *sb= ob->soft;
|
|
SBVertex *key;
|
|
BodyPoint *bp;
|
|
float sfra, efra, cfra, dfra, fac1; /* start, end, current, delta */
|
|
int ofs1, a;
|
|
|
|
/* convert cfra time to system time */
|
|
sfra= (float)sb->sfra;
|
|
cfra= bsystem_time(ob, NULL, framenr, 0.0);
|
|
efra= (float)sb->efra;
|
|
dfra= (float)sb->interval;
|
|
|
|
if(sb->totkey==0) {
|
|
if(sb->sfra >= sb->efra) return; /* safety, UI or py setting allows *
|
|
if(sb->interval<1) sb->interval= 1; /* just be sure */
|
|
|
|
sb->totkey= 1 + (int)(ceil( (efra-sfra)/dfra ) );
|
|
sb->keys= MEM_callocN( sizeof(void *)*sb->totkey, "sb keys");
|
|
}
|
|
|
|
/* now find out if we have to store a key */
|
|
|
|
/* offset in keys array */
|
|
if(cfra==efra) {
|
|
ofs1= sb->totkey-1;
|
|
fac1= 0.0;
|
|
}
|
|
else {
|
|
ofs1= (int)floor( (cfra-sfra)/dfra );
|
|
fac1= ((cfra-sfra)/dfra) - (float)ofs1;
|
|
}
|
|
if( fac1 < 1.0/dfra ) {
|
|
|
|
key= *(sb->keys+ofs1);
|
|
if(key == NULL) {
|
|
*(sb->keys+ofs1)= key= MEM_mallocN(sb->totpoint*sizeof(SBVertex), "softbody key");
|
|
|
|
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++, key++) {
|
|
VECCOPY(key->vec, bp->pos);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* ************ Object level, exported functions *************** */
|
|
|
|
/* allocates and initializes general main data */
|
|
SoftBody *sbNew(void)
|
|
{
|
|
SoftBody *sb;
|
|
|
|
sb= MEM_callocN(sizeof(SoftBody), "softbody");
|
|
|
|
sb->mediafrict= 0.5;
|
|
sb->nodemass= 1.0;
|
|
sb->grav= 0.0;
|
|
sb->physics_speed= 1.0;
|
|
sb->rklimit= 0.1f;
|
|
|
|
sb->goalspring= 0.5;
|
|
sb->goalfrict= 0.0;
|
|
sb->mingoal= 0.0;
|
|
sb->maxgoal= 1.0;
|
|
sb->defgoal= 0.7f;
|
|
|
|
sb->inspring= 0.5;
|
|
sb->infrict= 0.5;
|
|
|
|
sb->interval= 10;
|
|
sb->sfra= G.scene->r.sfra;
|
|
sb->efra= G.scene->r.efra;
|
|
|
|
return sb;
|
|
}
|
|
|
|
/* frees all */
|
|
void sbFree(SoftBody *sb)
|
|
{
|
|
free_softbody_intern(sb);
|
|
MEM_freeN(sb);
|
|
}
|
|
|
|
|
|
/* makes totally fresh start situation */
|
|
void sbObjectToSoftbody(Object *ob)
|
|
{
|
|
ob->softflag |= OB_SB_REDO;
|
|
|
|
free_softbody_intern(ob->soft);
|
|
}
|
|
|
|
static int object_has_edges(Object *ob)
|
|
{
|
|
if(ob->type==OB_MESH) {
|
|
return ((Mesh*) ob->data)->totedge;
|
|
}
|
|
else if(ob->type==OB_LATTICE) {
|
|
return 1;
|
|
}
|
|
else {
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
/* simulates one step. framenr is in frames */
|
|
void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
|
|
{
|
|
SoftBody *sb;
|
|
BodyPoint *bp;
|
|
int a;
|
|
float dtime,ctime,forcetime,err;
|
|
|
|
/* baking works with global time */
|
|
if(!(ob->softflag & OB_SB_BAKEDO) )
|
|
if(softbody_baked_step(ob, framenr, vertexCos, numVerts) ) return;
|
|
|
|
|
|
/* This part only sets goals and springs, based on original mesh/curve/lattice data.
|
|
Copying coordinates happens in next chunk by setting softbody flag OB_SB_RESET */
|
|
/* remake softbody if: */
|
|
if( (ob->softflag & OB_SB_REDO) || /* signal after weightpainting */
|
|
(ob->soft==NULL) || /* just to be nice we allow full init */
|
|
(ob->soft->bpoint==NULL) || /* after reading new file, or acceptable as signal to refresh */
|
|
(numVerts!=ob->soft->totpoint) || /* should never happen, just to be safe */
|
|
((ob->softflag & OB_SB_EDGES) && !ob->soft->bspring && object_has_edges(ob))) /* happens when in UI edges was set */
|
|
{
|
|
switch(ob->type) {
|
|
case OB_MESH:
|
|
mesh_to_softbody(ob);
|
|
break;
|
|
case OB_LATTICE:
|
|
lattice_to_softbody(ob);
|
|
break;
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
curve_surf_to_softbody(ob);
|
|
break;
|
|
default:
|
|
renew_softbody(ob, numVerts, 0);
|
|
break;
|
|
}
|
|
|
|
/* still need to update to correct vertex locations, happens on next step */
|
|
ob->softflag |= OB_SB_RESET;
|
|
ob->softflag &= ~OB_SB_REDO;
|
|
}
|
|
|
|
sb= ob->soft;
|
|
|
|
/* still no points? go away */
|
|
if(sb->totpoint==0) return;
|
|
|
|
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
|
|
/* we don't use that any more (BM) */
|
|
|
|
/* checking time: */
|
|
|
|
ctime= bsystem_time(ob, NULL, framenr, 0.0);
|
|
|
|
if (ob->softflag&OB_SB_RESET) {
|
|
dtime = 0.0;
|
|
} else {
|
|
dtime= ctime - sb->ctime;
|
|
}
|
|
|
|
/* the simulator */
|
|
|
|
/* update the vertex locations */
|
|
if (dtime!=0.0) {
|
|
for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) {
|
|
/* store where goals are now */
|
|
VECCOPY(bp->origS, bp->origE);
|
|
/* copy the position of the goals at desired end time */
|
|
VECCOPY(bp->origE, vertexCos[a]);
|
|
/* vertexCos came from local world, go global */
|
|
Mat4MulVecfl(ob->obmat, bp->origE);
|
|
/* just to be save give bp->origT a defined value
|
|
will be calulated in interpolate_exciter()*/
|
|
VECCOPY(bp->origT, bp->origE);
|
|
}
|
|
}
|
|
/* see if we need to interrupt integration stream */
|
|
if((ob->softflag&OB_SB_RESET) || /* got a reset signal */
|
|
dtime<0.0 || /* back in time */
|
|
dtime>=9.9*G.scene->r.framelen) /* too far forward in time --> goals won't be accurate enough */
|
|
{
|
|
for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) {
|
|
VECCOPY(bp->pos, vertexCos[a]);
|
|
Mat4MulVecfl(ob->obmat, bp->pos); /* yep, sofbody is global coords*/
|
|
VECCOPY(bp->origS, bp->pos);
|
|
VECCOPY(bp->origE, bp->pos);
|
|
VECCOPY(bp->origT, bp->pos);
|
|
bp->vec[0]= bp->vec[1]= bp->vec[2]= 0.0f;
|
|
|
|
/* the bp->prev*'s are for rolling back from a canceled try to propagate in time
|
|
adaptive step size algo in a nutshell:
|
|
1. set sheduled time step to new dtime
|
|
2. try to advance the sheduled time step, beeing optimistic execute it
|
|
3. check for success
|
|
3.a we 're fine continue, may be we can increase sheduled time again ?? if so, do so!
|
|
3.b we did exceed error limit --> roll back, shorten the sheduled time and try again at 2.
|
|
4. check if we did reach dtime
|
|
4.a nope we need to do some more at 2.
|
|
4.b yup we're done
|
|
*/
|
|
|
|
VECCOPY(bp->prevpos, bp->pos);
|
|
VECCOPY(bp->prevvec, bp->vec);
|
|
VECCOPY(bp->prevdx, bp->vec);
|
|
VECCOPY(bp->prevdv, bp->vec);
|
|
}
|
|
|
|
ob->softflag &= ~OB_SB_RESET;
|
|
}
|
|
else if(dtime>0.0) {
|
|
if (TRUE) { /* */
|
|
/* special case of 2nd order Runge-Kutta type AKA Heun */
|
|
float timedone =0.0; /* how far did we get without violating error condition */
|
|
/* loops = counter for emergency brake
|
|
* we don't want to lock up the system if physics fail
|
|
*/
|
|
int loops =0 ;
|
|
SoftHeunTol = sb->rklimit; /* humm .. this should be calculated from sb parameters and sizes */
|
|
|
|
forcetime = dtime; /* hope for integrating in one step */
|
|
while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) )
|
|
{
|
|
/* set goals in time */
|
|
interpolate_exciter(ob,200,(int)(200.0*(timedone/dtime)));
|
|
/* do predictive euler step */
|
|
softbody_calc_forces(ob, forcetime);
|
|
softbody_apply_forces(ob, forcetime, 1, NULL);
|
|
/* crop new slope values to do averaged slope step */
|
|
softbody_calc_forces(ob, forcetime);
|
|
softbody_apply_forces(ob, forcetime, 2, &err);
|
|
softbody_apply_goalsnap(ob);
|
|
|
|
if (err > SoftHeunTol){ /* error needs to be scaled to some quantity */
|
|
softbody_restore_prev_step(ob);
|
|
forcetime /= 2.0;
|
|
}
|
|
else {
|
|
float newtime = forcetime * 1.1f; /* hope for 1.1 times better conditions in next step */
|
|
|
|
if (err > SoftHeunTol/2.0){ /* stay with this stepsize unless err really small */
|
|
newtime = forcetime;
|
|
}
|
|
timedone += forcetime;
|
|
if (forcetime > 0.0)
|
|
forcetime = MIN2(dtime - timedone,newtime);
|
|
else
|
|
forcetime = MAX2(dtime - timedone,newtime);
|
|
}
|
|
loops++;
|
|
}
|
|
/* move snapped to final position */
|
|
interpolate_exciter(ob, 2, 2);
|
|
softbody_apply_goalsnap(ob);
|
|
|
|
if(G.f & G_DEBUG) {
|
|
if (loops > HEUNWARNLIMIT) /* monitor high loop counts say 1000 after testing */
|
|
printf("%d heun integration loops/frame \n",loops);
|
|
}
|
|
}
|
|
else{
|
|
/* do brute force explicit euler */
|
|
/* removed but left this branch for better integrators / solvers (BM) */
|
|
/* yah! Nicholas Guttenberg (NichG) here is the place to plug in */
|
|
}
|
|
}
|
|
|
|
softbody_to_object(ob, vertexCos, numVerts);
|
|
sb->ctime= ctime;
|
|
|
|
/* reset deflector cache */
|
|
/* we don't use that any more (BM) */
|
|
|
|
if(ob->softflag & OB_SB_BAKEDO) softbody_baked_add(ob, framenr);
|
|
}
|
|
|