[Bf-blender-cvs] [bfb8788] gooseberry: Merge branch 'alembic' into gooseberry

Lukas Tönne noreply at git.blender.org
Sun Apr 12 14:41:44 CEST 2015


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. @@




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