[Bf-blender-cvs] [ddbf05f] temp_merge_gooseberry_hair: Main cloth force calculation function outside of implicit core code.
Lukas Tönne
noreply at git.blender.org
Mon Jan 19 20:49:05 CET 2015
Commit: ddbf05fac5953028e452b5b511c0c5b3c9606807
Author: Lukas Tönne
Date: Sun Sep 14 19:36:33 2014 +0200
Branches: temp_merge_gooseberry_hair
https://developer.blender.org/rBddbf05fac5953028e452b5b511c0c5b3c9606807
Main cloth force calculation function outside of implicit core code.
Still misses spring forces.
===================================================================
M source/blender/physics/intern/BPH_mass_spring.cpp
M source/blender/physics/intern/implicit.h
M source/blender/physics/intern/implicit_blender.c
===================================================================
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 5c5fffb..abff8f9 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -34,6 +34,7 @@ extern "C" {
#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"
@@ -319,6 +320,93 @@ static int UNUSED_FUNCTION(cloth_calc_helper_forces)(Object *UNUSED(ob), ClothMo
return 1;
}
+static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListBase *effectors, float time)
+{
+ /* Collect forces and derivatives: F, dFdX, dFdV */
+ Cloth *cloth = clmd->clothObject;
+ Implicit_Data *data = cloth->implicit;
+ unsigned int i = 0;
+ float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
+ float gravity[3] = {0.0f, 0.0f, 0.0f};
+ MFace *mfaces = cloth->mfaces;
+ unsigned int numverts = cloth->numverts;
+
+ /* initialize forces to zero */
+ BPH_mass_spring_force_clear(data);
+
+#ifdef CLOTH_FORCE_GRAVITY
+ /* global acceleration (gravitation) */
+ if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
+ /* scale gravity force */
+ mul_v3_v3fl(gravity, clmd->scene->physics_settings.gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity);
+ }
+ BPH_mass_spring_force_gravity(data, gravity);
+#else
+ zero_lfvector(lF, numverts);
+#endif
+
+ // XXX TODO
+// hair_volume_forces(clmd, lF, lX, lV, numverts);
+
+#ifdef CLOTH_FORCE_DRAG
+ BPH_mass_spring_force_drag(data, drag);
+#endif
+
+ /* handle external forces like wind */
+ if (effectors) {
+ /* cache per-vertex forces to avoid redundant calculation */
+ float (*winvec)[3] = (float (*)[3])MEM_callocN(sizeof(float) * 3 * numverts, "effector forces");
+ for (i = 0; i < cloth->numverts; i++) {
+ float x[3], v[3];
+ EffectedPoint epoint;
+
+ BPH_mass_spring_get_motion_state(data, i, x, v);
+ pd_point_from_loc(clmd->scene, x, v, i, &epoint);
+ pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
+ }
+
+ for (i = 0; i < cloth->numfaces; i++) {
+ MFace *mf = &mfaces[i];
+ BPH_mass_spring_force_face_wind(data, mf->v1, mf->v2, mf->v3, mf->v4, winvec);
+ }
+
+ /* Hair has only edges */
+ if (cloth->numfaces == 0) {
+ for (LinkNode *link = cloth->springs; link; link = link->next) {
+ ClothSpring *spring = (ClothSpring *)link->link;
+ if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
+ BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, winvec);
+ }
+ }
+
+ MEM_freeN(winvec);
+ }
+
+#if 0
+ // calculate spring forces
+ link = cloth->springs;
+ while (link) {
+ // only handle active springs
+ ClothSpring *spring = link->link;
+ if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
+ cloth_calc_spring_force(clmd, link->link, lF, lX, lV, dFdV, dFdX, time);
+
+ link = link->next;
+ }
+
+ // apply spring forces
+ link = cloth->springs;
+ while (link) {
+ // only handle active springs
+ ClothSpring *spring = link->link;
+ if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE))
+ cloth_apply_spring_force(clmd, link->link, lF, lX, lV, dFdV, dFdX);
+ link = link->next;
+ }
+ // printf("\n");
+#endif
+}
+
int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
{
unsigned int i=0;
@@ -381,7 +469,7 @@ int BPH_cloth_solve(Object *ob, float frame, ClothModifierData *clmd, ListBase *
}
// calculate forces
-// cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step, id->M);
+ cloth_calc_force(clmd, frame, effectors, step);
// calculate new velocity and position
BPH_mass_spring_solve(id, dt);
diff --git a/source/blender/physics/intern/implicit.h b/source/blender/physics/intern/implicit.h
index d203671..c9e8fb2 100644
--- a/source/blender/physics/intern/implicit.h
+++ b/source/blender/physics/intern/implicit.h
@@ -118,6 +118,12 @@ void BPH_mass_spring_add_constraint_ndof2(struct Implicit_Data *data, int index,
bool BPH_mass_spring_solve(struct Implicit_Data *data, float dt);
void BPH_mass_spring_apply_result(struct Implicit_Data *data);
+void BPH_mass_spring_force_clear(struct Implicit_Data *data);
+void BPH_mass_spring_force_gravity(struct Implicit_Data *data, const float g[3]);
+void BPH_mass_spring_force_drag(struct Implicit_Data *data, float drag);
+void BPH_mass_spring_force_face_wind(struct Implicit_Data *data, int v1, int v2, int v3, int v4, const float (*winvec)[3]);
+void BPH_mass_spring_force_edge_wind(struct Implicit_Data *data, int v1, int v2, const float (*winvec)[3]);
+
#ifdef __cplusplus
}
#endif
diff --git a/source/blender/physics/intern/implicit_blender.c b/source/blender/physics/intern/implicit_blender.c
index 90d7eee..fb90b3a 100644
--- a/source/blender/physics/intern/implicit_blender.c
+++ b/source/blender/physics/intern/implicit_blender.c
@@ -1528,227 +1528,6 @@ DO_INLINE void cloth_apply_spring_force(ClothModifierData *UNUSED(clmd), ClothSp
}
}
-
-static void CalcFloat( float *v1, float *v2, float *v3, float *n)
-{
- float n1[3], n2[3];
-
- n1[0] = v1[0]-v2[0];
- n2[0] = v2[0]-v3[0];
- n1[1] = v1[1]-v2[1];
- n2[1] = v2[1]-v3[1];
- n1[2] = v1[2]-v2[2];
- n2[2] = v2[2]-v3[2];
- n[0] = n1[1]*n2[2]-n1[2]*n2[1];
- n[1] = n1[2]*n2[0]-n1[0]*n2[2];
- n[2] = n1[0]*n2[1]-n1[1]*n2[0];
-}
-
-static void CalcFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
-{
- /* real cross! */
- float n1[3], n2[3];
-
- n1[0] = v1[0]-v3[0];
- n1[1] = v1[1]-v3[1];
- n1[2] = v1[2]-v3[2];
-
- n2[0] = v2[0]-v4[0];
- n2[1] = v2[1]-v4[1];
- n2[2] = v2[2]-v4[2];
-
- n[0] = n1[1]*n2[2]-n1[2]*n2[1];
- n[1] = n1[2]*n2[0]-n1[0]*n2[2];
- n[2] = n1[0]*n2[1]-n1[1]*n2[0];
-}
-
-static float calculateVertexWindForce(const float wind[3], const float vertexnormal[3])
-{
- return dot_v3v3(wind, vertexnormal);
-}
-
-static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M)
-{
- /* Collect forces and derivatives: F, dFdX, dFdV */
- Cloth *cloth = clmd->clothObject;
- ClothVertex *verts = cloth->verts;
- RootTransform *roots = cloth->implicit->root;
- unsigned int i = 0;
- float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
- float gravity[3] = {0.0f, 0.0f, 0.0f};
- MFace *mfaces = cloth->mfaces;
- unsigned int numverts = cloth->numverts;
- LinkNode *search;
- lfVector *winvec;
- EffectedPoint epoint;
-
- /* initialize forces to zero */
- zero_lfvector(lF, numverts);
- init_bfmatrix(dFdX, ZERO);
- init_bfmatrix(dFdV, ZERO);
-
-#ifdef CLOTH_FORCE_GRAVITY
- /* global acceleration (gravitation) */
- if (clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
- copy_v3_v3(gravity, clmd->scene->physics_settings.gravity);
- mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */
- }
- /* multiply lF with mass matrix
- * force = mass * acceleration (in this case: gravity)
- */
- for (i = 0; i < numverts; i++) {
- float g[3];
- acc_world_to_root(g, lX[i], lV[i], gravity, &roots[i]);
- mul_m3_v3(M[i].m, g);
- add_v3_v3(lF[i], g);
- }
-#else
- zero_lfvector(lF, numverts);
-#endif
-
- // XXX TODO
-// hair_volume_forces(clmd, lF, lX, lV, numverts);
-
-#ifdef CLOTH_FORCE_DRAG
- /* set dFdX jacobi matrix diagonal entries to -spring_air */
- for (i = 0; i < numverts; i++) {
- dFdV[i].m[0][0] -= drag;
- dFdV[i].m[1][1] -= drag;
- dFdV[i].m[2][2] -= drag;
- }
- submul_lfvectorS(lF, lV, drag, numverts);
- for (i = 0; i < numverts; i++) {
-#if 1
- float tmp[3][3];
-
- /* NB: uses root space velocity, no need to transform */
- madd_v3_v3fl(lF[i], lV[i], -drag);
-
- copy_m3_m3(tmp, I);
- mul_m3_fl(tmp, -drag);
- add_m3_m3m3(dFdV[i].m, dFdV[i].m, tmp);
-#else
- float f[3], tmp[3][3], drag_dfdv[3][3], t[3];
-
- mul_v3_v3fl(f, lV[i], -drag);
- force_world_to_root(t, lX[i], lV[i], f, verts[i].mass, &roots[i]);
- add_v3_v3(lF[i], t);
-
- copy_m3_m3(drag_dfdv, I);
- mul_m3_fl(drag_dfdv, -drag);
- dfdv_world_to_root(tmp, drag_dfdv, verts[i].mass, &roots[i]);
- add_m3_m3m3(dFdV[i].m, dFdV[i].m, tmp);
-#endif
- }
-#endif
-
- /* handle external forces like wind */
- if (effectors) {
- // 0 = force, 1 = normalized force
- winvec = create_lfvector(cloth->numverts);
-
- if (!winvec)
- printf("winvec: out of memory in implicit.c\n");
-
- // precalculate wind forces
- for (i = 0; i < cloth->numverts; i++) {
- pd_point_from_loc(clmd->scene, (float*)lX[i], (float*)lV[i], i, &epoint);
- pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
- }
-
- for (i = 0; i < cloth->numfaces; i++) {
- float trinormal[3] = {0, 0, 0}; // normalized triangle normal
- float triunnormal[3] = {0, 0, 0}; // not-normalized-triangle normal
- float tmp[3] = {0, 0, 0};
- float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0;
- factor *= 0.02f;
-
- // calculate face normal
- if (mfaces[i].v4)
- CalcFloat4(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], lX[mfaces[i].v4], triunnormal);
- else
- CalcFloat(lX[mfaces[i].v1], lX[mfaces[i].v2], lX[mfaces[i].v3], triunnormal);
-
- normalize_v3_v3(trinormal, triunnormal);
-
- // add wind from v1
- copy_v3_v3(tmp, trinormal);
- mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal));
- VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor);
-
- // add wind from v2
- copy_v3_v3(tmp, trinormal);
- mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal));
- VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor);
-
- // add wind from v3
- copy_v3_v3(tmp, trinormal);
- mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal));
- VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor);
-
- // add wind from v4
- if (mfaces[i].v4) {
- copy_v3_v3(tmp, trinormal);
- mul_v3_fl(tmp, calculateVertexWindForce(winvec[mface
@@ Diff output truncated at 10240 characters. @@
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