[Bf-blender-cvs] [577150c] master: Completed the implementation of bent rest shapes for hair.
Lukas Tönne
noreply at git.blender.org
Tue Jan 20 09:51:25 CET 2015
Commit: 577150c635f4f9339819b1ca9d3587d6809e01e9
Author: Lukas Tönne
Date: Thu Sep 25 23:19:20 2014 +0200
Branches: master
https://developer.blender.org/rB577150c635f4f9339819b1ca9d3587d6809e01e9
Completed the implementation of bent rest shapes for hair.
Basically follows the Pixar approach from "Artistic Simulation of Curly
Hair".
===================================================================
M source/blender/blenkernel/BKE_cloth.h
M source/blender/blenkernel/intern/cloth.c
M source/blender/blenkernel/intern/particle_system.c
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/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index 8a2477a..2a1741d 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -149,9 +149,6 @@ typedef struct ClothSpring {
/* angular bending spring target and derivatives */
float target[3];
- float dtarget_dxij[3][3];
- float dtarget_dxkl[3][3];
- float dtarget_dxmn[3][3];
}
ClothSpring;
@@ -251,7 +248,7 @@ void cloth_clear_cache (struct Object *ob, struct ClothModifierData *clmd, float
// needed for cloth.c
int cloth_add_spring (struct ClothModifierData *clmd, unsigned int indexA, unsigned int indexB, float restlength, int spring_type);
-void cloth_parallel_transport_hair_frame(float mat[3][3], float dir_old[3], const float x_cur[3], const float x_new[3]);
+void cloth_parallel_transport_hair_frame(float mat[3][3], const float dir_old[3], const float dir_new[3]);
////////////////////////////////////////////////
diff --git a/source/blender/blenkernel/intern/cloth.c b/source/blender/blenkernel/intern/cloth.c
index a6df994..7768149 100644
--- a/source/blender/blenkernel/intern/cloth.c
+++ b/source/blender/blenkernel/intern/cloth.c
@@ -1106,7 +1106,7 @@ static void cloth_update_bending_targets(ClothModifierData *clmd)
Cloth *cloth = clmd->clothObject;
ClothSpring *spring;
LinkNode *search = NULL;
- float hair_frame[3][3], dir[3];
+ float hair_frame[3][3], dir_old[3], dir_new[3];
bool is_root;
/* XXX Note: we need to propagate frames from the root up,
@@ -1119,7 +1119,7 @@ static void cloth_update_bending_targets(ClothModifierData *clmd)
is_root = true;
for (search = cloth->springs; search; search = search->next) {
- ClothHairRoot *hair_info;
+ ClothHairRoot *hair_ij, *hair_kl;
spring = search->link;
if (spring->type != CLOTH_SPRING_TYPE_BENDING_ANG) {
@@ -1127,20 +1127,23 @@ static void cloth_update_bending_targets(ClothModifierData *clmd)
continue;
}
- hair_info = &clmd->roots[spring->kl];
+ hair_ij = &clmd->roots[spring->ij];
+ hair_kl = &clmd->roots[spring->kl];
if (is_root) {
/* initial hair frame from root orientation */
- copy_m3_m3(hair_frame, hair_info->rot);
+ copy_m3_m3(hair_frame, hair_ij->rot);
/* surface normal is the initial direction,
* parallel transport then keeps it aligned to the hair direction
*/
- copy_v3_v3(dir, hair_frame[2]);
+ copy_v3_v3(dir_new, hair_frame[2]);
}
- /* move frame to next hair segment */
- cloth_parallel_transport_hair_frame(hair_frame, dir, cloth->verts[spring->kl].x, cloth->verts[spring->mn].x);
+ copy_v3_v3(dir_old, dir_new);
+ sub_v3_v3v3(dir_new, cloth->verts[spring->mn].x, cloth->verts[spring->kl].x);
+ normalize_v3(dir_new);
- if (clmd->debug_data) {
+#if 1
+ if (clmd->debug_data && (spring->ij == 0 || spring->ij == 1)) {
float a[3], b[3];
copy_v3_v3(a, cloth->verts[spring->kl].x);
@@ -1155,13 +1158,69 @@ static void cloth_update_bending_targets(ClothModifierData *clmd)
mul_v3_v3fl(b, hair_frame[2], clmd->sim_parms->avg_spring_len);
BKE_sim_debug_data_add_vector(clmd->debug_data, a, b, 0, 0, 1, "frames", hash_vertex(8249, hash_int_2d(spring->kl, spring->mn)));
}
+#endif
+
+ /* get local targets for kl/mn vertices by putting rest targets into the current frame,
+ * then multiply with the rest length to get the actual goals
+ */
+
+ mul_v3_m3v3(spring->target, hair_frame, hair_kl->rest_target);
+ mul_v3_fl(spring->target, spring->restlen);
+
+ /* move frame to next hair segment */
+ cloth_parallel_transport_hair_frame(hair_frame, dir_old, dir_new);
+
+ is_root = false; /* next bending spring not connected to root */
+ }
+}
+
+static void cloth_update_bending_rest_targets(ClothModifierData *clmd)
+{
+ Cloth *cloth = clmd->clothObject;
+ ClothSpring *spring;
+ LinkNode *search = NULL;
+ float hair_frame[3][3], dir_old[3], dir_new[3];
+ bool is_root;
+
+ /* 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
+ * order as vertices again ...
+ * This messy situation can be resolved when solver data is
+ * generated directly from a dedicated hair system.
+ */
+
+ is_root = true;
+ for (search = cloth->springs; search; search = search->next) {
+ ClothHairRoot *hair_ij, *hair_kl;
+
+ spring = search->link;
+ if (spring->type != CLOTH_SPRING_TYPE_BENDING_ANG) {
+ is_root = true; /* next bending spring connects to root */
+ continue;
+ }
- /* get target direction by putting rest target into the current frame */
- mul_v3_m3v3(spring->target, hair_frame, hair_info->rest_target);
- /* XXX TODO */
- zero_m3(spring->dtarget_dxij);
- zero_m3(spring->dtarget_dxkl);
- zero_m3(spring->dtarget_dxmn);
+ hair_ij = &clmd->roots[spring->ij];
+ hair_kl = &clmd->roots[spring->kl];
+ if (is_root) {
+ /* initial hair frame from root orientation */
+ copy_m3_m3(hair_frame, hair_ij->rot);
+ /* surface normal is the initial direction,
+ * parallel transport then keeps it aligned to the hair direction
+ */
+ copy_v3_v3(dir_new, hair_frame[2]);
+ }
+
+ copy_v3_v3(dir_old, dir_new);
+ sub_v3_v3v3(dir_new, cloth->verts[spring->mn].xrest, cloth->verts[spring->kl].xrest);
+ normalize_v3(dir_new);
+
+ /* dir expressed in the hair frame defines the rest target direction */
+ copy_v3_v3(hair_kl->rest_target, dir_new);
+ mul_transposed_m3_v3(hair_frame, hair_kl->rest_target);
+
+ /* move frame to next hair segment */
+ cloth_parallel_transport_hair_frame(hair_frame, dir_old, dir_new);
is_root = false; /* next bending spring not connected to root */
}
@@ -1232,23 +1291,15 @@ BLI_INLINE void madd_m3_m3fl(float r[3][3], float m[3][3], float f)
r[2][2] += m[2][2] * f;
}
-void cloth_parallel_transport_hair_frame(float mat[3][3], float dir_old[3], const float x_cur[3], const float x_new[3])
+void cloth_parallel_transport_hair_frame(float mat[3][3], const float dir_old[3], const float dir_new[3])
{
- float dir_new[3];
float rot[3][3];
- /* next segment direction */
- sub_v3_v3v3(dir_new, x_new, x_cur);
- normalize_v3(dir_new);
-
/* rotation between segments */
rotation_between_vecs_to_mat3(rot, dir_old, dir_new);
/* rotate the frame */
mul_m3_m3m3(mat, rot, mat);
-
- /* advance old variables */
- copy_v3_v3(dir_old, dir_new);
}
static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm )
@@ -1491,6 +1542,8 @@ static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm )
search2 = search2->next;
}
}
+
+ cloth_update_bending_rest_targets(clmd);
}
/* note: the edges may already exist so run reinsert */
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 661e0c5..a840b74 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -4083,7 +4083,7 @@ static void do_hair_dynamics(ParticleSimulationData *sim)
/* make vgroup for pin roots etc.. */
psys->particles->hair_index = 1;
LOOP_PARTICLES {
- float root_mat[4][4], hair_frame[3][3], dir[3];
+ float root_mat[4][4];
bool use_hair = psys_hair_use_simulation(pa, max_length);
if (p)
@@ -4093,13 +4093,6 @@ static void do_hair_dynamics(ParticleSimulationData *sim)
mul_m4_m4m4(root_mat, sim->ob->obmat, hairmat);
normalize_m4(root_mat);
- /* initial hair frame from root orientation */
- copy_m3_m4(hair_frame, root_mat);
- /* surface normal is the initial direction,
- * parallel transport then keeps it aligned to the hair direction
- */
- copy_v3_v3(dir, hair_frame[2]);
-
for (k=0, key=pa->hair; k<pa->totkey; k++,key++) {
ClothHairRoot *root;
@@ -4111,10 +4104,6 @@ static void do_hair_dynamics(ParticleSimulationData *sim)
copy_v3_v3(root->loc, root_mat[3]);
copy_m3_m4(root->rot, root_mat);
- /* dir expressed in the hair frame defines the rest target direction */
- copy_v3_v3(root->rest_target, dir);
- mul_transposed_m3_v3(hair_frame, root->rest_target);
-
sub_v3_v3v3(temp, key->co, (key+1)->co);
copy_v3_v3(mvert->co, key->co);
add_v3_v3v3(mvert->co, mvert->co, temp);
@@ -4133,14 +4122,6 @@ static void do_hair_dynamics(ParticleSimulationData *sim)
copy_v3_v3(root->loc, root_mat[3]);
copy_m3_m4(root->rot, root_mat);
- if (k < pa->totkey-1)
- /* move frame to next hair segment */
- cloth_parallel_transport_hair_frame(hair_frame, dir, key->co, (key+1)->co);
-
- /* dir expressed in the hair frame defines the rest target direction */
- copy_v3_v3(root->rest_target, dir);
- mul_transposed_m3_v3(hair_frame, root->rest_target);
-
copy_v3_v3(mvert->co, key->co);
mul_m4_v3(hairmat, mvert->co);
mvert++;
diff --git a/source/blender/physics/intern/BPH_mass_spring.cpp b/source/blender/physics/intern/BPH_mass_spring.cpp
index 458a8f2..89e9447 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -425,13 +425,18 @@ BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s,
cb = kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
/* XXX assuming same restlen for ij and jk segments here, this can be done correctly for hair later */
- BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->matrix_ij_kl, s->matrix_kl_mn, s->matrix_ij_mn, s->restlen, s->restlen, kb, cb);
+ BPH_mass_spring_force_spring_bending_angular(data, s->ij, s->kl, s->mn, s->matrix_ij_kl, s->matrix_kl_mn, s->matrix_ij_mn, s->target, kb, cb);
{
float x[3], v[3], d[3];
+
BPH_mass_spring_get_motion_state(data, s->kl, x, v);
- mul_v3_v3fl(d, s->target, clmd->sim_parms->avg_spring_len);
- BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 0.4, 0.4, 1, "target", hash_vertex(7982, s->kl));
+
+ copy_v3_v3(d, s->target);
+ BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 0.8, 0.8, 0.2, "target", hash_vertex(7982, s->kl));
+
+// copy_v3_v3(d, s->target_ij);
+// BKE_sim_debug_data_add_vec
@@ Diff output truncated at 10240 characters. @@
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