Commit: 9faf2408fbab424ebae87f4e845f377dd5c9032c
Author: Lukas Tönne
Date:   Thu Sep 4 14:22:22 2014 +0200
Branches: hair_immediate_fixes
https://developer.blender.org/rB9faf2408fbab424ebae87f4e845f377dd5c9032c

Use the S matrix of the modifier CG algorithm for implementing collision
responses.

The S matrix together with the z Vector encodes the degrees of freedom
of a colliding hair point and the target velocity change. In a collision
the hair vertex is restricted in the normal direction (when moving
toward the collider) and the collision dynamics define target velocity.

===================================================================

M       source/blender/blenkernel/BKE_cloth.h
M       source/blender/blenkernel/intern/collision.c
M       source/blender/blenkernel/intern/implicit.c

===================================================================

diff --git a/source/blender/blenkernel/BKE_cloth.h 
b/source/blender/blenkernel/BKE_cloth.h
index 151a2b5..df11827 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -44,6 +44,7 @@ struct ClothModifierData;
 struct CollisionModifierData;
 struct CollisionTree;
 struct VoxelData;
+struct PartDeflect;
 
 #define DO_INLINE MALWAYS_INLINE
 
@@ -201,6 +202,9 @@ void cloth_find_point_contacts(struct Object *ob, struct 
ClothModifierData *clmd
                                ColliderContacts **r_collider_contacts, int 
*r_totcolliders);
 void cloth_free_contacts(ColliderContacts *collider_contacts, int 
totcolliders);
 
+bool cloth_points_collpair_response(struct ClothModifierData *clmd, struct 
CollisionModifierData *collmd, struct PartDeflect *pd,
+                                    struct CollPair *collpair, float dt, float 
r_impulse[3]);
+
 ////////////////////////////////////////////////
 
 
diff --git a/source/blender/blenkernel/intern/collision.c 
b/source/blender/blenkernel/intern/collision.c
index 96645c2..f1b0908 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -958,6 +958,82 @@ BLI_INLINE void max_v3_v3v3(float r[3], const float a[3], 
const float b[3])
        r[2] = max_ff(a[2], b[2]);
 }
 
+bool cloth_points_collpair_response(ClothModifierData *clmd, 
CollisionModifierData *collmd, PartDeflect *pd, CollPair *collpair, float dt, 
float r_impulse[3])
+{
+       bool result = false;
+       float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - 
pd->pdef_sbdamp);
+       Cloth *cloth1 = clmd->clothObject;
+       
+       float u1, u2, u3;
+       float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3];
+       float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
+
+       float margin_distance = collpair->distance - epsilon2;
+       float mag_v_rel;
+       
+       zero_v3(r_impulse);
+       
+       if (margin_distance > 0.0f)
+               return false; /* XXX tested before already? */
+       
+       /* only handle static collisions here */
+       if ( collpair->flag & COLLISION_IN_FUTURE )
+               return false;
+       
+       /* compute barycentric coordinates */
+       collision_compute_barycentric(collpair->pb,
+                                     collmd->current_x[collpair->bp1].co,
+                                     collmd->current_x[collpair->bp2].co,
+                                     collmd->current_x[collpair->bp3].co,
+                                     &u1, &u2, &u3 );
+       
+       /* Calculate relative velocity */
+       copy_v3_v3(v1, cloth1->verts[collpair->ap1].tv);
+       
+       collision_interpolateOnTriangle(v2_new, 
collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, 
collmd->current_v[collpair->bp3].co, u1, u2, u3);
+       /* XXX assume constant velocity of the collider for now */
+       copy_v3_v3(v2_old, v2_new);
+       
+       /* relative velocity = velocity of the cloth point relative to the 
collider */
+       sub_v3_v3v3(v_rel_old, v1, v2_old);
+       sub_v3_v3v3(v_rel_new, v1, v2_new);
+       /* normal component of the relative velocity */
+       mag_v_rel = dot_v3v3(v_rel_old, collpair->normal);
+       
+       /* only valid when moving toward the collider */
+       if (mag_v_rel < -ALMOST_ZERO) {
+               float v_nor_old, v_nor_new;
+               float v_tan_old[3], v_tan_new[3];
+               float bounce, repulse;
+               
+               /* Collision response based on
+                * "Simulating Complex Hair with Robust Collision Handling" 
(Choe, Choi, Ko, ACM SIGGRAPH 2005)
+                * 
http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf
+                */
+               
+               v_nor_old = mag_v_rel;
+               v_nor_new = dot_v3v3(v_rel_new, collpair->normal);
+               
+               madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, 
-v_nor_old);
+               madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, 
-v_nor_new);
+               
+               repulse = -margin_distance / dt + dot_v3v3(v1, 
collpair->normal);
+               
+               if (margin_distance < -epsilon2) {
+                       bounce = -v_nor_new + v_nor_old * restitution;
+                       mul_v3_v3fl(r_impulse, collpair->normal, 
max_ff(repulse, bounce));
+               }
+               else {
+                       bounce = 0.0f;
+                       mul_v3_v3fl(r_impulse, collpair->normal, repulse);
+               }
+               
+               result = true;
+       }
+       
+       return result;
+}
+
 static bool cloth_points_collision_response_static(ClothModifierData *clmd, 
CollisionModifierData *collmd, PartDeflect *pd,
                                                   CollPair *collpair, CollPair 
*collision_end, float dt)
 {
diff --git a/source/blender/blenkernel/intern/implicit.c 
b/source/blender/blenkernel/intern/implicit.c
index b3b2166..47c5bc07 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -357,8 +357,10 @@ static void print_sparse_matrix(fmatrix3x3 *m)
 {
        if (m) {
                unsigned int i;
-               for (i = 0; i < m[0].vcount + m[0].scount; i++)
+               for (i = 0; i < m[0].vcount + m[0].scount; i++) {
+                       printf("%d:\n", i);
                        print_fmatrix(m[i].m);
+               }
        }
 }
 #endif
@@ -1950,23 +1952,30 @@ bool implicit_hair_volume_get_texture_data(Object 
*UNUSED(ob), ClothModifierData
 
 /* ================================ */
 
-/* Init constraint matrix */
-static void setup_constraint_matrix(ClothVertex *verts, int numverts, 
ColliderContacts *contacts, int totcolliders, fmatrix3x3 *S, SimDebugData 
*debug_data)
+/* Init constraint matrix
+ * This is part of the modified CG method suggested by Baraff/Witkin in
+ * "Large Steps in Cloth Simulation" (Siggraph 1998)
+ */
+static void setup_constraint_matrix(ClothModifierData *clmd, ColliderContacts 
*contacts, int totcolliders, lfVector *V, fmatrix3x3 *S, lfVector *z, float dt)
 {
-       int i, j;
+       ClothVertex *verts = clmd->clothObject->verts;
+       int numverts = clmd->clothObject->numverts;
+       int i, j, v;
 
        /* Clear matrix from old vertex constraints */
-       for (i = 0; i < S[0].vcount; i++)
-               S[i].c = S[i].r = 0;
+       for (v = 0; v < S[0].vcount; v++)
+               S[v].c = S[v].r = 0;
 
        /* pinned vertex constraints */
-       for (i = 0; i < numverts; i++) {
-               S[i].c = S[i].r = i;
-               if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
-                       zero_m3(S[i].m);
+       for (v = 0; v < numverts; v++) {
+               S[v].c = S[v].r = v;
+               if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
+                       negate_v3_v3(z[v], verts[v].v);
+                       zero_m3(S[v].m);
                }
                else {
-                       unit_m3(S[i].m);
+                       zero_v3(z[v]);
+                       unit_m3(S[v].m);
                }
        }
 
@@ -1976,21 +1985,34 @@ static void setup_constraint_matrix(ClothVertex *verts, 
int numverts, ColliderCo
                        CollPair *collpair = &ct->collisions[j];
                        int v = collpair->face1;
                        float cmat[3][3];
+                       float impulse[3];
                        
                        /* pinned verts handled separately */
                        if (verts[v].flags & CLOTH_VERT_FLAG_PINNED)
                                continue;
                        
+                       /* calculate collision response */
+//                     if (!cloth_points_collpair_response(clmd, ct->collmd, 
ct->ob->pd, collpair, dt, impulse))
+//                             continue;
+                       cloth_points_collpair_response(clmd, ct->collmd, 
ct->ob->pd, collpair, dt, impulse);
+                       
+//                     add_v3_v3(z[v], impulse);
+                       negate_v3_v3(z[v], V[v]);
+//                     sub_v3_v3(z[v], verts[v].v);
+                       
+                       /* modify S to enforce velocity constraint in normal 
direction */
                        mul_fvectorT_fvector(cmat, collpair->normal, 
collpair->normal);
                        sub_m3_m3m3(S[v].m, I, cmat);
                        
-                       BKE_sim_debug_data_add_dot(debug_data, collpair->pa, 0, 
1, 0, "collision", hash_collpair(936, collpair));
-                       BKE_sim_debug_data_add_dot(debug_data, collpair->pb, 1, 
0, 0, "collision", hash_collpair(937, collpair));
-                       BKE_sim_debug_data_add_line(debug_data, collpair->pa, 
collpair->pb, 0.7, 0.7, 0.7, "collision", hash_collpair(938, collpair));
+                       BKE_sim_debug_data_add_dot(clmd->debug_data, 
collpair->pa, 0, 1, 0, "collision", hash_collpair(936, collpair));
+                       BKE_sim_debug_data_add_dot(clmd->debug_data, 
collpair->pb, 1, 0, 0, "collision", hash_collpair(937, collpair));
+                       BKE_sim_debug_data_add_line(clmd->debug_data, 
collpair->pa, collpair->pb, 0.7, 0.7, 0.7, "collision", hash_collpair(938, 
collpair));
                        {
-                               float nor[3];
-                               mul_v3_v3fl(nor, collpair->normal, 
collpair->distance);
-                               BKE_sim_debug_data_add_vector(debug_data, 
collpair->pb, nor, 1, 1, 0, "collision", hash_collpair(939, collpair));
+//                             float nor[3];
+//                             mul_v3_v3fl(nor, collpair->normal, 
collpair->distance);
+//                             BKE_sim_debug_data_add_vector(clmd->debug_data, 
collpair->pb, nor, 1, 1, 0, "collision", hash_collpair(939, collpair));
+                               BKE_sim_debug_data_add_vector(clmd->debug_data, 
collpair->pb, impulse, 1, 1, 0, "collision", hash_collpair(940, collpair));
+//                             BKE_sim_debug_data_add_vector(clmd->debug_data, 
collpair->pb, collpair->normal, 1, 1, 0, "collision", hash_collpair(941, 
collpair));
                        }
                }
        }
@@ -2290,6 +2312,12 @@ int implicit_solver(Object *ob, float frame, 
ClothModifierData *clmd, ListBase *
        
        while (step < tf) {
                
+               /* copy velocities for collision */
+               for (i = 0; i < numverts; i++) {
+                       copy_v3_v3(verts[i].tv, id->V[i]);
+                       copy_v3_v3(verts[i].v, verts[i].tv);
+               }
+               
                /* determine contact points */
                if (clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) {
                        if (clmd->coll_parms->flags & 
CLOTH_COLLSETTINGS_FLAG_POINTS) {
@@ -2298,7 +2326,7 @@ int implicit_solver(Object *ob, float frame, 
ClothModifierData *clmd, ListBase *
                }
                
                /* setup vertex constraints for pinned vertices and contacts */
-               setup_constraint_matrix(verts, cloth->numverts, contacts, 
totcolliders, id->S, clmd->debug_data);
+               setup_constraint_matrix(clmd, contacts, totcolliders, id->V, 
id->S, id->z, dt);
                
                // damping velocity for artistic reasons
                mul_lfvectorS(id->V, id->V, clmd->sim_parms->vel_damping, 
numverts);

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