[Bf-blender-cvs] [49bf56e] temp_merge_gooseberry_hair: Fix for invalid access to undefined hair data in edge-only cloth meshes.
Lukas Tönne
noreply at git.blender.org
Mon Jan 19 20:51:31 CET 2015
Commit: 49bf56e06f284e17c3bfec2ceec255ee4cc93528
Author: Lukas Tönne
Date: Mon Dec 22 11:54:24 2014 +0100
Branches: temp_merge_gooseberry_hair
https://developer.blender.org/rB49bf56e06f284e17c3bfec2ceec255ee4cc93528
Fix for invalid access to undefined hair data in edge-only cloth meshes.
Cloth data is used both for hair and actual cloth, which makes things
really difficult. The face number was used for distinguishing the two
types (no faces == hair mesh), but the extra hair data necessary for
hair sim is generated by particles and not available for edge-only cloth
meshes. This really needs to be sanitized ...
Conflicts:
source/blender/physics/intern/BPH_mass_spring.cpp
===================================================================
M source/blender/blenkernel/intern/cloth.c
M source/blender/physics/intern/BPH_mass_spring.cpp
===================================================================
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index 98da1cf..14f9473 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -1054,13 +1054,16 @@ static void cloth_free_errorsprings(Cloth *cloth, LinkNode **edgelist)
}
}
-static void cloth_update_bending_targets(ClothModifierData *clmd)
+static void cloth_hair_update_bending_targets(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
LinkNode *search = NULL;
float hair_frame[3][3], dir_old[3], dir_new[3];
int prev_mn; /* to find hair chains */
+ if (!clmd->hairdata)
+ return;
+
/* XXX Note: we need to propagate frames from the root up,
* but structural hair springs are stored in reverse order.
* The bending springs however are then inserted in the same
@@ -1126,13 +1129,16 @@ static void cloth_update_bending_targets(ClothModifierData *clmd)
}
}
-static void cloth_update_bending_rest_targets(ClothModifierData *clmd)
+static void cloth_hair_update_bending_rest_targets(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
LinkNode *search = NULL;
float hair_frame[3][3], dir_old[3], dir_new[3];
int prev_mn; /* to find hair roots */
+ if (!clmd->hairdata)
+ return;
+
/* XXX Note: we need to propagate frames from the root up,
* but structural hair springs are stored in reverse order.
* The bending springs however are then inserted in the same
@@ -1225,7 +1231,7 @@ static void cloth_update_springs( ClothModifierData *clmd )
search = search->next;
}
- cloth_update_bending_targets(clmd);
+ cloth_hair_update_bending_targets(clmd);
}
BLI_INLINE void cross_identity_v3(float r[3][3], const float v[3])
@@ -1504,7 +1510,7 @@ static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm )
}
}
- cloth_update_bending_rest_targets(clmd);
+ cloth_hair_update_bending_rest_targets(clmd);
}
/* note: the edges may already exist so run reinsert */
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 9e58a13..a77593d 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -51,6 +51,8 @@ extern "C" {
#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.
*/
@@ -118,10 +120,16 @@ void BKE_cloth_solver_set_positions(ClothModifierData *clmd)
Implicit_Data *id = cloth->implicit;
for (i = 0; i < numverts; i++) {
- ClothHairData *root = &cloth_hairdata[i];
-
BPH_mass_spring_set_rest_transform(id, i, root->rot);
BPH_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v);
+ 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);
}
}
@@ -504,19 +512,29 @@ static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), ListB
for (LinkNode *link = cloth->springs; link; link = link->next) {
ClothSpring *spring = (ClothSpring *)link->link;
if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL)
- hair_ij = &hairdata[spring->ij];
- hair_kl = &hairdata[spring->kl];
- BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
- }
+ if (hairdata) {
+ hair_ij = &hairdata[spring->ij];
+ hair_kl = &hairdata[spring->kl];
+ BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
+ }
+ else
+ BPH_mass_spring_force_edge_wind(data, spring->ij, spring->kl, 1.0f, 1.0f, winvec);
+ }
}
#else
ClothHairData *hairdata = clmd->hairdata;
vert = cloth->verts;
for (i = 0; i < cloth->numverts; i++, vert++) {
- ClothHairData *hair = &hairdata[i];
+ if (vert->solver_index < 0)
+ continue;
- BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
+ if (hairdata) {
+ ClothHairData *hair = &hairdata[i];
+ BPH_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
+ }
+ else
+ BPH_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
}
#endif
More information about the Bf-blender-cvs
mailing list