[Bf-blender-cvs] [cea3892] master: Revert "Reshuffle applying of solver results a bit to ensure it works exactly"
Lukas Tönne
noreply at git.blender.org
Mon Mar 2 12:20:41 CET 2015
Commit: cea3892813e996352f0b550e7bd9647264be5331
Author: Lukas Tönne
Date: Mon Mar 2 12:18:57 2015 +0100
Branches: master
https://developer.blender.org/rBcea3892813e996352f0b550e7bd9647264be5331
Revert "Reshuffle applying of solver results a bit to ensure it works exactly"
This reverts commit 4c723eb80e299eb6ca11ad72b5fcbe8746c4a854.
===================================================================
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 830f346..1387f63 100644
--- a/source/blender/physics/intern/BPH_mass_spring.cpp
+++ b/source/blender/physics/intern/BPH_mass_spring.cpp
@@ -1,4 +1,3 @@
-<<<<<<< master
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
@@ -1116,1095 +1115,3 @@ bool BPH_cloth_solver_get_texture_data(Object *UNUSED(ob), ClothModifierData *cl
return true;
}
-=======
-/*
- * ***** 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_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_effect.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;
-}
-
-static struct Implicit_Data *cloth_solver_init_data(Cloth *cloth)
-{
- int totvert = cloth->numverts;
-
- if (cloth->implicit && totvert != BPH_mass_spring_solver_numvert(cloth->implicit)) {
- BPH_mass_spring_solver_free(cloth->implicit);
- cloth->implicit = NULL;
- }
-
- if (!cloth->implicit) {
- int nondiag = cloth_count_nondiag_blocks(cloth);
- cloth->implicit = BPH_mass_spring_solver_create(totvert, nondiag);
- }
-
- return cloth->implicit;
-}
-
-int BPH_cloth_solver_init(Object *UNUSED(ob), ClothModifierData *clmd)
-{
- Cloth *cloth = clmd->clothObject;
- ClothVertex *vert;
- const float ZERO[3] = {0.0f, 0.0f, 0.0f};
- Implicit_Data *id = cloth_solver_init_data(cloth);
- unsigned int i;
-
- vert = cloth->verts;
- for (i = 0; i < cloth->numverts; ++i, ++vert) {
- BPH_mass_spring_set_vertex_mass(id, i, vert->mass);
- BPH_mass_spring_set_motion_state(id, i, vert->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 BPH_cloth_solver_set_positions(ClothModifierData *clmd)
-{
- Cloth *cloth = clmd->clothObject;
- ClothVertex *vert;
- unsigned int numverts = cloth->numverts, i;
- ClothHairData *cloth_hairdata = clmd->hairdata;
- Implicit_Data *id = cloth_solver_init_data(cloth);
-
- vert = cloth->verts;
- for (i = 0; i < numverts; ++i, ++vert) {
- 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, vert->x, vert->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 *vert;
- int numverts = cloth->numverts;
- int i, j, v;
-
- const float ZERO[3] = {0.0f, 0.0f, 0.0f};
-
- BPH_mass_spring_clear_constraints(data);
-
- vert = cloth->verts;
- for (v = 0; v < numverts; ++v, ++vert) {
- if (vert->flags & CLOTH_VERT_FLAG_PINNED) {
- /* pinned vertex constraints */
- BPH_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
- }
-
- vert->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];
- int v = collpair->face1;
- float impulse[3];
-
-// float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - ct->ob->pd->pdef_sbdamp);
- float restitution = 0.0f;
-
- vert = &cloth->verts[v];
- /* pinned verts handled separately */
- if (vert->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 (vert->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, i, collpair->normal, impulse);
- ++vert->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 *vert;
- int i, steps;
-
- vert = cloth->verts;
- for (i=0; i<cloth->numverts; i++, vert++) {
- copy_v3_v3(cos[i], vert->tx);
-
- if (vert->goal == 1.0f || len_squared_v3v3(initial_cos[i], vert->tx) != 0.0f) {
- masses[i] = 1e+10;
- }
- else {
- masses[i] = vert->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]));
@@ Diff output truncated at 10240 characters. @@
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