[Bf-blender-cvs] [1b6f5ec] master: Fix for invalid access to undefined hair data in edge-only cloth meshes.

Lukas Tönne noreply at git.blender.org
Tue Jan 20 09:53:17 CET 2015


Commit: 1b6f5ecbf4aad9c6d4c58460b3e5596cd5f12399
Author: Lukas Tönne
Date:   Mon Dec 22 11:54:24 2014 +0100
Branches: master
https://developer.blender.org/rB1b6f5ecbf4aad9c6d4c58460b3e5596cd5f12399

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




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