Commit: bfb8788b6412b6bcfa6cfd424aeb0cbefe949bd7 Author: Lukas Tönne Date: Sun Apr 12 14:41:34 2015 +0200 Branches: gooseberry https://developer.blender.org/rBbfb8788b6412b6bcfa6cfd424aeb0cbefe949bd7
Merge branch 'alembic' into gooseberry Conflicts: source/blender/physics/intern/BPH_mass_spring.cpp =================================================================== =================================================================== diff --cc source/blender/physics/intern/BPH_mass_spring.cpp index 7d84c2b,4c13b1a..0eadd43 --- a/source/blender/physics/intern/BPH_mass_spring.cpp +++ b/source/blender/physics/intern/BPH_mass_spring.cpp @@@ -1,1554 -1,1588 +1,1557 @@@ -/* - * ***** BEGIN GPL LICENSE BLOCK ***** - * - * This program is free software; you can redistribute it and/or - * modify it under the terms of the GNU General Public License - * as published by the Free Software Foundation; either version 2 - * of the License, or (at your option) any later version. - * - * This program is distributed in the hope that it will be useful, - * but WITHOUT ANY WARRANTY; without even the implied warranty of - * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the - * GNU General Public License for more details. - * - * You should have received a copy of the GNU General Public License - * along with this program; if not, write to the Free Software Foundation, - * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. - * - * The Original Code is Copyright (C) Blender Foundation - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): Lukas Toenne - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/physics/intern/BPH_mass_spring.cpp - * \ingroup bph - */ - -extern "C" { -#include "MEM_guardedalloc.h" - -#include "DNA_cache_library_types.h" -#include "DNA_cloth_types.h" -#include "DNA_scene_types.h" -#include "DNA_object_force.h" -#include "DNA_object_types.h" -#include "DNA_meshdata_types.h" -#include "DNA_modifier_types.h" - -#include "BLI_math.h" -#include "BLI_linklist.h" -#include "BLI_utildefines.h" - -#include "BKE_cloth.h" -#include "BKE_collision.h" -#include "BKE_colortools.h" -#include "BKE_effect.h" -#include "BKE_strands.h" -} - -#include "BPH_mass_spring.h" -#include "implicit.h" - -static float I3[3][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}}; - -/* Number of off-diagonal non-zero matrix blocks. - * Basically there is one of these for each vertex-vertex interaction. - */ -static int cloth_count_nondiag_blocks(Cloth *cloth) -{ - LinkNode *link; - int nondiag = 0; - - for (link = cloth->springs; link; link = link->next) { - ClothSpring *spring = (ClothSpring *)link->link; - switch (spring->type) { - case CLOTH_SPRING_TYPE_BENDING_ANG: - /* angular bending combines 3 vertices */ - nondiag += 3; - break; - - default: - /* all other springs depend on 2 vertices only */ - nondiag += 1; - break; - } - } - - return nondiag; -} - -int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd) -{ - Cloth *cloth = clmd->clothObject; - ClothVertex *verts = cloth->verts; - const float ZERO[3] = {0.0f, 0.0f, 0.0f}; - Implicit_Data *id; - unsigned int i, nondiag; - - nondiag = cloth_count_nondiag_blocks(cloth); - cloth->implicit = id = BPH_mass_spring_solver_create(cloth->numverts, nondiag); - - for (i = 0; i < cloth->numverts; i++) { - BPH_mass_spring_set_vertex_mass(id, i, verts[i].mass); - } - - for (i = 0; i < cloth->numverts; i++) { - BPH_mass_spring_set_motion_state(id, i, verts[i].x, ZERO); - } - - return 1; -} - -void BPH_cloth_solver_free(ClothModifierData *clmd) -{ - Cloth *cloth = clmd->clothObject; - - if (cloth->implicit) { - BPH_mass_spring_solver_free(cloth->implicit); - cloth->implicit = NULL; - } -} - -void BKE_cloth_solver_set_positions(ClothModifierData *clmd) -{ - Cloth *cloth = clmd->clothObject; - ClothVertex *verts = cloth->verts; - unsigned int numverts = cloth->numverts, i; - ClothHairData *cloth_hairdata = clmd->hairdata; - Implicit_Data *id = cloth->implicit; - - for (i = 0; i < numverts; i++) { - if (cloth_hairdata) { - ClothHairData *root = &cloth_hairdata[i]; - BPH_mass_spring_set_rest_transform(id, i, root->rot); - } - else - BPH_mass_spring_set_rest_transform(id, i, I3); - - BPH_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v); - } -} - -static bool collision_response(ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, float dt, float restitution, float r_impulse[3]) -{ - Cloth *cloth = clmd->clothObject; - int index = collpair->ap1; - bool result = false; - - 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; - - /* velocity */ - copy_v3_v3(v1, cloth->verts[index].v); - collision_get_collider_velocity(v2_old, v2_new, collmd, collpair); - /* 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); - - bounce = -v_nor_old * restitution; - - repulse = -margin_distance / dt; /* base repulsion velocity in normal direction */ - /* XXX this clamping factor is quite arbitrary ... - * not sure if there is a more scientific approach, but seems to give good results - */ - CLAMP(repulse, 0.0f, 4.0f * bounce); - - if (margin_distance < -epsilon2) { - mul_v3_v3fl(r_impulse, collpair->normal, max_ff(repulse, bounce) - v_nor_new); - } - else { - bounce = 0.0f; - mul_v3_v3fl(r_impulse, collpair->normal, repulse - v_nor_new); - } - - result = true; - } - - return result; -} - -/* 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 cloth_setup_constraints(ClothModifierData *clmd, ColliderContacts *contacts, int totcolliders, float dt) -{ - Cloth *cloth = clmd->clothObject; - Implicit_Data *data = cloth->implicit; - ClothVertex *verts = cloth->verts; - int numverts = cloth->numverts; - int i, j, v; - - const float ZERO[3] = {0.0f, 0.0f, 0.0f}; - - BPH_mass_spring_clear_constraints(data); - - for (v = 0; v < numverts; v++) { - if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) { - /* pinned vertex constraints */ - BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */ - } - - verts[v].impulse_count = 0; - } - - for (i = 0; i < totcolliders; ++i) { - ColliderContacts *ct = &contacts[i]; - for (j = 0; j < ct->totcollisions; ++j) { - CollPair *collpair = &ct->collisions[j]; -// float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp); - float restitution = 0.0f; - int v = collpair->face1; - float impulse[3]; - - /* pinned verts handled separately */ - if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) - continue; - - /* XXX cheap way of avoiding instability from multiple collisions in the same step - * this should eventually be supported ... - */ - if (verts[v].impulse_count > 0) - continue; - - /* calculate collision response */ - if (!collision_response(clmd, ct->collmd, collpair, dt, restitution, impulse)) - continue; - - BPH_mass_spring_add_constraint_ndof2(data, v, collpair->normal, impulse); - ++verts[v].impulse_count; - } - } -} - -/* computes where the cloth would be if it were subject to perfectly stiff edges - * (edge distance constraints) in a lagrangian solver. then add forces to help - * guide the implicit solver to that state. this function is called after - * collisions*/ -static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothModifierData *clmd, float (*initial_cos)[3], float UNUSED(step), float dt) -{ - Cloth *cloth= clmd->clothObject; - float (*cos)[3] = (float (*)[3])MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces"); - float *masses = (float *)MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces"); - LinkNode *node; - ClothSpring *spring; - ClothVertex *cv; - int i, steps; - - cv = cloth->verts; - for (i=0; i<cloth->numverts; i++, cv++) { - copy_v3_v3(cos[i], cv->tx); - - if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) { - masses[i] = 1e+10; - } - else { - masses[i] = cv->mass; - } - } - - steps = 55; - for (i=0; i<steps; i++) { - for (node=cloth->springs; node; node=node->next) { - /* ClothVertex *cv1, *cv2; */ /* UNUSED */ - int v1, v2; - float len, c, l, vec[3]; - - spring = (ClothSpring *)node->link; - if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR) - continue; - - v1 = spring->ij; v2 = spring->kl; - /* cv1 = cloth->verts + v1; */ /* UNUSED */ - /* cv2 = cloth->verts + v2; */ /* UNUSED */ - len = len_v3v3(cos[v1], cos[v2]); - - sub_v3_v3v3(vec, cos[v1], cos[v2]); - normalize_v3(vec); - - c = (len - spring->restlen); - if (c == 0.0f) - continue; - - l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2])); - - mul_v3_fl(vec, -(1.0f / masses[v1]) * l); - add_v3_v3(cos[v1], vec); - - sub_v3_v3v3(vec, cos[v2], cos[v1]); - normalize_v3(vec); - - mul_v3_fl(vec, -(1.0f / masses[v2]) * l); - add_v3_v3(cos[ @@ Diff output truncated at 10240 characters. @@ _______________________________________________ Bf-blender-cvs mailing list Bf-blender-cvs@blender.org http://lists.blender.org/mailman/listinfo/bf-blender-cvs