Previous experiment (in 2000) didn't satisfy, it had even some primitive NLA option in groups... so, cleaned up the old code (removed most) and integrated it back in a more useful way. Usage: - CTRL+G gives menu to add group, add to existing group, or remove from groups. - In Object buttons, a new (should become first) Panel was added, showing not only Object "ID button" and Parent, but also the Groups the Object Belongs to. These buttons also allow rename, assigning or removing. - To indicate Objects are grouped, they're drawn in a (not theme yet, so temporal?) green wire color. - Use ALT+SHIFT mouse-select to (de)select an entire group But, the real power of groups is in the following features: -> Particle Force field and Guide control In the "Particle Motion" Panel, you can indicate a Group name, this then limits force fields or guides to members of that Group. (Note that layers still work on top of that... not sure about that). -> Light Groups In the Material "Shaders" Panel, you can indicate a Group name to limit lighting for the Material to lamps in this group. The Lights in a Group do need to be 'visible' for the Scene to be rendered (as usual). -> Group Duplicator In the Object "Anim" Panel, you can set any Object (use Empty!) to duplicate an entire Group. It will make copies of all Objects in that Group. Also works for animated Objects, but it will copy the current positions or deforms. Control over 'local timing' (so we can do Massive anims!) will be added later. (Note; this commit won't render Group duplicators yet, a fix in bf-blender will enable that, next commit will sync) -> Library Appending In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed. By appending or linking the Group itself, and use the Group Duplicator, you now can animate and position linked Objects. The nice thing is that the local saved file itself will only store the Group name that was linked, so on a next file read, the Group Objects will be re-read as stored (changed) in the Library file. (Note; current implementation also "gives a base" to linked Group Objects, to show them as Objects in the current Scene. Need that now for testing purposes, but probably will be removed later). -> Outliner Outliner now shows Groups as optio too, nice to organize your data a bit too! In General, Groups have a very good potential... for example, it could become default for MetaBall Objects too (jiri, I can help you later on how this works). All current 'layer relationships' in Blender should be dropped in time, I guess...
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;
|
|
deflected = 2;
|
|
}
|
|
|
|
}
|
|
}
|
|
mface++;
|
|
|
|
}/* while a */
|
|
/* give it away */
|
|
if (disp_mesh) {
|
|
displistmesh_free(disp_mesh);
|
|
}
|
|
if (dm) {
|
|
if (dmNeedsFree) dm->release(dm);
|
|
}
|
|
} /* if(ob->pd && ob->pd->deflect) */
|
|
}/* if (base->object->type==OB_MESH && (base->lay & par_layer)) { */
|
|
base = base->next;
|
|
} /* while (base) */
|
|
|
|
return deflected;
|
|
|
|
}
|
|
|
|
/* aye this belongs to arith.c */
|
|
static void Vec3PlusStVec(float *v, float s, float *v1)
|
|
{
|
|
v[0] += s*v1[0];
|
|
v[1] += s*v1[1];
|
|
v[2] += s*v1[2];
|
|
}
|
|
|
|
static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf )
|
|
{
|
|
int deflected;
|
|
float s_actpos[3], s_futurepos[3];
|
|
|
|
VECCOPY(s_actpos,actpos);
|
|
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, NULL);
|
|
|
|
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);
|
|
}
|
|
|