svn merge -r 15988:16077 https://svn.blender.org/svnroot/bf-blender/trunk/blender
To have the 50% faster nearest_surface point. Changed mesh_faces_nearest_point to return the face normal instead of collision normal
This commit is contained in:
@@ -48,9 +48,6 @@
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/* Math stuff for ray casting on mesh faces and for nearest surface */
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static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest);
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#define ISECT_EPSILON 1e-6
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static float ray_tri_intersection(const BVHTreeRay *ray, const float m_dist, const float *v0, const float *v1, const float *v2)
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{
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float dist;
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@@ -79,170 +76,324 @@ static float sphereray_tri_intersection(const BVHTreeRay *ray, float radius, con
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return FLT_MAX;
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}
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/*
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* This calculates the distance from point to the plane
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* Distance is negative if point is on the back side of plane
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* Function adapted from David Eberly's distance tools (LGPL)
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* http://www.geometrictools.com/LibFoundation/Distance/Distance.html
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*/
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static float point_plane_distance(const float *point, const float *plane_point, const float *plane_normal)
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static float nearest_point_in_tri_surface(const float *v0,const float *v1,const float *v2,const float *p, int *v, int *e, float *nearest )
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{
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float pp[3];
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VECSUB(pp, point, plane_point);
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return INPR(pp, plane_normal);
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}
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static float choose_nearest(const float v0[2], const float v1[2], const float point[2], float closest[2])
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{
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float d[2][2], sdist[2];
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VECSUB2D(d[0], v0, point);
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VECSUB2D(d[1], v1, point);
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float diff[3];
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float e0[3];
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float e1[3];
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float A00;
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float A01;
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float A11;
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float B0;
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float B1;
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float C;
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float Det;
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float S;
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float T;
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float sqrDist;
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int lv = -1, le = -1;
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VECSUB(diff, v0, p);
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VECSUB(e0, v1, v0);
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VECSUB(e1, v2, v0);
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A00 = INPR ( e0, e0 );
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A01 = INPR( e0, e1 );
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A11 = INPR ( e1, e1 );
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B0 = INPR( diff, e0 );
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B1 = INPR( diff, e1 );
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C = INPR( diff, diff );
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Det = fabs( A00 * A11 - A01 * A01 );
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S = A01 * B1 - A11 * B0;
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T = A01 * B0 - A00 * B1;
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sdist[0] = d[0][0]*d[0][0] + d[0][1]*d[0][1];
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sdist[1] = d[1][0]*d[1][0] + d[1][1]*d[1][1];
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if(sdist[0] < sdist[1])
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if ( S + T <= Det )
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{
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if(closest)
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VECCOPY2D(closest, v0);
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return sdist[0];
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if ( S < 0.0f )
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{
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if ( T < 0.0f ) // Region 4
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{
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if ( B0 < 0.0f )
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{
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T = 0.0f;
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if ( -B0 >= A00 )
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{
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S = (float)1.0;
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sqrDist = A00 + 2.0f * B0 + C;
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lv = 1;
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}
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else
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{
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if(fabs(A00) > FLT_EPSILON)
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S = -B0/A00;
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else
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S = 0.0f;
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sqrDist = B0 * S + C;
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le = 0;
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}
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}
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else
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{
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S = 0.0f;
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if ( B1 >= 0.0f )
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{
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T = 0.0f;
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sqrDist = C;
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lv = 0;
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}
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else if ( -B1 >= A11 )
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{
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T = 1.0f;
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sqrDist = A11 + 2.0f * B1 + C;
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lv = 2;
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}
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else
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{
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if(fabs(A11) > FLT_EPSILON)
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T = -B1 / A11;
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else
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T = 0.0f;
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sqrDist = B1 * T + C;
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le = 1;
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}
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}
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}
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else // Region 3
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{
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S = 0.0f;
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if ( B1 >= 0.0f )
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{
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T = 0.0f;
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sqrDist = C;
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lv = 0;
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}
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else if ( -B1 >= A11 )
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{
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T = 1.0f;
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sqrDist = A11 + 2.0f * B1 + C;
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lv = 2;
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}
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else
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{
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if(fabs(A11) > FLT_EPSILON)
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T = -B1 / A11;
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else
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T = 0.0;
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sqrDist = B1 * T + C;
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le = 1;
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}
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}
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}
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else if ( T < 0.0f ) // Region 5
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{
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T = 0.0f;
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if ( B0 >= 0.0f )
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{
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S = 0.0f;
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sqrDist = C;
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lv = 0;
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}
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else if ( -B0 >= A00 )
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{
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S = 1.0f;
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sqrDist = A00 + 2.0f * B0 + C;
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lv = 1;
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}
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else
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{
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if(fabs(A00) > FLT_EPSILON)
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S = -B0 / A00;
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else
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S = 0.0f;
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sqrDist = B0 * S + C;
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le = 0;
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}
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}
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else // Region 0
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{
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// Minimum at interior lv
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float invDet;
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if(fabs(Det) > FLT_EPSILON)
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invDet = 1.0f / Det;
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else
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invDet = 0.0f;
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S *= invDet;
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T *= invDet;
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sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0) +
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T * ( A01 * S + A11 * T + 2.0f * B1 ) + C;
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}
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}
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else
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{
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if(closest)
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VECCOPY2D(closest, v1);
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return sdist[1];
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}
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}
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/*
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* calculates the closest point between point-tri (2D)
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* returns that tri must be right-handed
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* Returns square distance
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*/
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static float closest_point_in_tri2D(const float point[2], /*const*/ float tri[3][2], float closest[2])
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{
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float edge_di[2];
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float v_point[2];
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float proj[2]; //point projected over edge-dir, edge-normal (witouth normalized edge)
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const float *v0 = tri[2], *v1;
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float edge_slen, d; //edge squared length
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int i;
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const float *nearest_vertex = NULL;
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float tmp0, tmp1, numer, denom;
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//for each edge
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for(i=0, v0=tri[2], v1=tri[0]; i < 3; v0=tri[i++], v1=tri[i])
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{
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VECSUB2D(edge_di, v1, v0);
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VECSUB2D(v_point, point, v0);
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proj[1] = v_point[0]*edge_di[1] - v_point[1]*edge_di[0]; //dot product with edge normal
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//point inside this edge
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if(proj[1] < 0)
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continue;
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proj[0] = v_point[0]*edge_di[0] + v_point[1]*edge_di[1];
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//closest to this edge is v0
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if(proj[0] < 0)
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if ( S < 0.0f ) // Region 2
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{
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if(nearest_vertex == NULL || nearest_vertex == v0)
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nearest_vertex = v0;
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tmp0 = A01 + B0;
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tmp1 = A11 + B1;
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if ( tmp1 > tmp0 )
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{
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numer = tmp1 - tmp0;
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denom = A00 - 2.0f * A01 + A11;
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if ( numer >= denom )
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{
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S = 1.0f;
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T = 0.0f;
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sqrDist = A00 + 2.0f * B0 + C;
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lv = 1;
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}
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else
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{
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if(fabs(denom) > FLT_EPSILON)
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S = numer / denom;
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else
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S = 0.0f;
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T = 1.0f - S;
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sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0 ) +
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T * ( A01 * S + A11 * T + 2.0f * B1 ) + C;
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le = 2;
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}
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}
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else
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{
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//choose nearest
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return choose_nearest(nearest_vertex, v0, point, closest);
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S = 0.0f;
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if ( tmp1 <= 0.0f )
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{
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T = 1.0f;
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sqrDist = A11 + 2.0f * B1 + C;
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lv = 2;
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}
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else if ( B1 >= 0.0f )
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{
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T = 0.0f;
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sqrDist = C;
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lv = 0;
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}
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else
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{
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if(fabs(A11) > FLT_EPSILON)
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T = -B1 / A11;
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else
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T = 0.0f;
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sqrDist = B1 * T + C;
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le = 1;
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}
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}
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i++; //We can skip next edge
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continue;
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}
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edge_slen = edge_di[0]*edge_di[0] + edge_di[1]*edge_di[1]; //squared edge len
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//closest to this edge is v1
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if(proj[0] > edge_slen)
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else if ( T < 0.0f ) // Region 6
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{
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if(nearest_vertex == NULL || nearest_vertex == v1)
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nearest_vertex = v1;
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tmp0 = A01 + B1;
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tmp1 = A00 + B0;
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if ( tmp1 > tmp0 )
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{
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numer = tmp1 - tmp0;
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denom = A00 - 2.0f * A01 + A11;
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if ( numer >= denom )
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{
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T = 1.0f;
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S = 0.0f;
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sqrDist = A11 + 2.0f * B1 + C;
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lv = 2;
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}
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else
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{
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if(fabs(denom) > FLT_EPSILON)
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T = numer / denom;
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else
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T = 0.0f;
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S = 1.0f - T;
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sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0 ) +
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T * ( A01 * S + A11 * T + 2.0f * B1 ) + C;
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le = 2;
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}
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}
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else
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{
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return choose_nearest(nearest_vertex, v1, point, closest);
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T = 0.0f;
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if ( tmp1 <= 0.0f )
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{
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S = 1.0f;
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sqrDist = A00 + 2.0f * B0 + C;
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lv = 1;
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}
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else if ( B0 >= 0.0f )
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{
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S = 0.0f;
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sqrDist = C;
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lv = 0;
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}
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else
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{
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if(fabs(A00) > FLT_EPSILON)
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S = -B0 / A00;
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else
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S = 0.0f;
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sqrDist = B0 * S + C;
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le = 0;
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}
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}
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}
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else // Region 1
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{
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numer = A11 + B1 - A01 - B0;
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if ( numer <= 0.0f )
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{
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S = 0.0f;
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T = 1.0f;
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sqrDist = A11 + 2.0f * B1 + C;
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lv = 2;
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}
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else
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{
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denom = A00 - 2.0f * A01 + A11;
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if ( numer >= denom )
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{
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S = 1.0f;
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T = 0.0f;
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sqrDist = A00 + 2.0f * B0 + C;
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lv = 1;
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}
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else
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{
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if(fabs(denom) > FLT_EPSILON)
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S = numer / denom;
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else
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S = 0.0f;
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T = 1.0f - S;
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sqrDist = S * ( A00 * S + A01 * T + 2.0f * B0 ) +
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T * ( A01 * S + A11 * T + 2.0f * B1 ) + C;
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le = 2;
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}
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}
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continue;
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}
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//nearest is on this edge
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d= proj[1] / edge_slen;
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closest[0] = point[0] - edge_di[1] * d;
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closest[1] = point[1] + edge_di[0] * d;
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return proj[1]*proj[1]/edge_slen;
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}
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if(nearest_vertex)
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// Account for numerical round-off error
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if ( sqrDist < FLT_EPSILON )
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sqrDist = 0.0f;
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{
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VECSUB2D(v_point, nearest_vertex, point);
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VECCOPY2D(closest, nearest_vertex);
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return v_point[0]*v_point[0] + v_point[1]*v_point[1];
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float w[3], x[3], y[3], z[3];
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VECCOPY(w, v0);
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VECCOPY(x, e0);
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VecMulf(x, S);
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VECCOPY(y, e1);
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VecMulf(y, T);
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VECADD(z, w, x);
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VECADD(z, z, y);
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//VECSUB(d, p, z);
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VECCOPY(nearest, z);
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// d = p - ( v0 + S * e0 + T * e1 );
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}
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else
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{
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VECCOPY(closest, point); //point is already inside
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return 0.0f;
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}
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}
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*v = lv;
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*e = le;
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/*
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* Returns the square of the minimum distance between the point and a triangle surface
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* If nearest is not NULL the nearest surface point is written on it
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*/
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static float nearest_point_in_tri_surface(const float *point, const float *v0, const float *v1, const float *v2, float *nearest)
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{
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//Lets solve the 2D problem (closest point-tri)
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float normal_dist, plane_sdist, plane_offset;
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float du[3], dv[3], dw[3]; //orthogonal axis (du=(v0->v1), dw=plane normal)
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float p_2d[2], tri_2d[3][2], nearest_2d[2];
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CalcNormFloat((float*)v0, (float*)v1, (float*)v2, dw);
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//point-plane distance and calculate axis
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normal_dist = point_plane_distance(point, v0, dw);
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// OPTIMIZATION
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// if we are only interested in nearest distance if its closer than some distance already found
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// we can:
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// if(normal_dist*normal_dist >= best_dist_so_far) return FLOAT_MAX;
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//
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VECSUB(du, v1, v0);
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Normalize(du);
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Crossf(dv, dw, du);
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plane_offset = INPR(v0, dw);
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//project stuff to 2d
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tri_2d[0][0] = INPR(du, v0);
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tri_2d[0][1] = INPR(dv, v0);
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tri_2d[1][0] = INPR(du, v1);
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tri_2d[1][1] = INPR(dv, v1);
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tri_2d[2][0] = INPR(du, v2);
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tri_2d[2][1] = INPR(dv, v2);
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p_2d[0] = INPR(du, point);
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p_2d[1] = INPR(dv, point);
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//we always have a right-handed tri
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//this should always happen because of the way normal is calculated
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plane_sdist = closest_point_in_tri2D(p_2d, tri_2d, nearest_2d);
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//project back to 3d
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if(nearest)
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{
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nearest[0] = du[0]*nearest_2d[0] + dv[0] * nearest_2d[1] + dw[0] * plane_offset;
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nearest[1] = du[1]*nearest_2d[0] + dv[1] * nearest_2d[1] + dw[1] * plane_offset;
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nearest[2] = du[2]*nearest_2d[0] + dv[2] * nearest_2d[1] + dw[2] * plane_offset;
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}
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return plane_sdist + normal_dist*normal_dist;
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return sqrDist;
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}
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@@ -268,22 +419,15 @@ static void mesh_faces_nearest_point(void *userdata, int index, const float *co,
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do
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{
|
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float nearest_tmp[3], dist;
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float vec[3][3];
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int vertex, edge;
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||||
// only insert valid triangles / quads with area > 0
|
||||
VECSUB(vec[0], t2, t1);
|
||||
VECSUB(vec[1], t0, t1);
|
||||
Crossf(vec[2], vec[0], vec[1]);
|
||||
if(INPR(vec[2], vec[2]) >= FLT_EPSILON)
|
||||
dist = nearest_point_in_tri_surface(t0, t1, t2, co, &vertex, &edge, nearest_tmp);
|
||||
if(dist < nearest->dist)
|
||||
{
|
||||
dist = nearest_point_in_tri_surface(co,t0, t1, t2, nearest_tmp);
|
||||
if(dist < nearest->dist)
|
||||
{
|
||||
nearest->index = index;
|
||||
nearest->dist = dist;
|
||||
VECCOPY(nearest->co, nearest_tmp);
|
||||
CalcNormFloat((float*)t0, (float*)t1, (float*)t2, nearest->no); //TODO.. (interpolate normals from the vertexs coordinates?
|
||||
}
|
||||
nearest->index = index;
|
||||
nearest->dist = dist;
|
||||
VECCOPY(nearest->co, nearest_tmp);
|
||||
CalcNormFloat(t0, t1, t2, nearest->no);
|
||||
}
|
||||
|
||||
t1 = t2;
|
||||
|
||||
@@ -405,7 +405,7 @@ void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc)
|
||||
|
||||
|
||||
//Now, everything is ready to project the vertexs!
|
||||
//#pragma omp parallel for private(i,hit) schedule(static)
|
||||
#pragma omp parallel for private(i,hit) schedule(static)
|
||||
for(i = 0; i<calc->numVerts; ++i)
|
||||
{
|
||||
float *co = calc->vertexCos[i];
|
||||
|
||||
@@ -69,6 +69,8 @@ variables on the UI for now
|
||||
#include "BLI_blenlib.h"
|
||||
#include "BLI_arithb.h"
|
||||
#include "BLI_ghash.h"
|
||||
#include "BLI_threads.h"
|
||||
|
||||
#include "BKE_curve.h"
|
||||
#include "BKE_effect.h"
|
||||
#include "BKE_global.h"
|
||||
@@ -118,6 +120,20 @@ typedef struct SBScratch {
|
||||
float aabbmin[3],aabbmax[3];
|
||||
}SBScratch;
|
||||
|
||||
typedef struct SB_thread_context{
|
||||
Object *ob;
|
||||
float forcetime;
|
||||
float timenow;
|
||||
int ifirst;
|
||||
int ilast;
|
||||
ListBase *do_effector;
|
||||
int do_deflector;
|
||||
float fieldfactor;
|
||||
float windfactor;
|
||||
int nr;
|
||||
int tot;
|
||||
}SB_thread_context;
|
||||
|
||||
#define NLF_BUILD 1
|
||||
#define NLF_SOLVE 2
|
||||
|
||||
@@ -1514,17 +1530,15 @@ int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp
|
||||
|
||||
|
||||
|
||||
void scan_for_ext_spring_forces(Object *ob,float timenow)
|
||||
void _scan_for_ext_spring_forces(Object *ob,float timenow,int ifirst,int ilast, struct ListBase *do_effector)
|
||||
{
|
||||
SoftBody *sb = ob->soft;
|
||||
ListBase *do_effector;
|
||||
int a;
|
||||
float damp;
|
||||
float feedback[3];
|
||||
do_effector= pdInitEffectors(ob,NULL);
|
||||
|
||||
if (sb && sb->totspring){
|
||||
for(a=0; a<sb->totspring; a++) {
|
||||
for(a=ifirst; a<ilast; a++) {
|
||||
BodySpring *bs = &sb->bspring[a];
|
||||
bs->ext_force[0]=bs->ext_force[1]=bs->ext_force[2]=0.0f;
|
||||
feedback[0]=feedback[1]=feedback[2]=0.0f;
|
||||
@@ -1584,9 +1598,88 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
|
||||
}
|
||||
}
|
||||
}
|
||||
if(do_effector)
|
||||
pdEndEffectors(do_effector);
|
||||
}
|
||||
|
||||
|
||||
void scan_for_ext_spring_forces(Object *ob,float timenow)
|
||||
{
|
||||
SoftBody *sb = ob->soft;
|
||||
ListBase *do_effector= NULL;
|
||||
do_effector= pdInitEffectors(ob,NULL);
|
||||
if (sb){
|
||||
_scan_for_ext_spring_forces(ob,timenow,0,sb->totspring,do_effector);
|
||||
}
|
||||
if(do_effector)
|
||||
pdEndEffectors(do_effector);
|
||||
}
|
||||
|
||||
void *exec_scan_for_ext_spring_forces(void *data)
|
||||
{
|
||||
SB_thread_context *pctx = (SB_thread_context*)data;
|
||||
_scan_for_ext_spring_forces(pctx->ob,pctx->timenow,pctx->ifirst,pctx->ilast,pctx->do_effector);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func())
|
||||
{
|
||||
ListBase *do_effector = NULL;
|
||||
ListBase threads;
|
||||
SB_thread_context *sb_threads;
|
||||
int i, totthread,left,dec;
|
||||
int lowsprings =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
|
||||
|
||||
do_effector= pdInitEffectors(ob,NULL);
|
||||
|
||||
/* figure the number of threads while preventing pretty pointless threading overhead */
|
||||
if(totsprings < lowsprings) {totthread=1;}
|
||||
else{
|
||||
if(G.scene->r.mode & R_FIXED_THREADS)
|
||||
totthread= G.scene->r.threads;
|
||||
else
|
||||
totthread= BLI_system_thread_count();
|
||||
}
|
||||
/*left to do--> what if we got zillions of CPUs running but 'totsprings' tasks to spread*/
|
||||
|
||||
sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBSpringsThread");
|
||||
memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
|
||||
left = totsprings;
|
||||
dec = totsprings/totthread +1;
|
||||
for(i=0; i<totthread; i++) {
|
||||
sb_threads[i].ob = ob;
|
||||
sb_threads[i].forcetime = 0.0; // not used here
|
||||
sb_threads[i].timenow = timenow;
|
||||
sb_threads[i].ilast = left;
|
||||
left = left - dec;
|
||||
if (left >0){
|
||||
sb_threads[i].ifirst = left;
|
||||
}
|
||||
else
|
||||
sb_threads[i].ifirst = 0;
|
||||
sb_threads[i].do_effector = do_effector;
|
||||
sb_threads[i].do_deflector = 0;// not used here
|
||||
sb_threads[i].fieldfactor = 0.0f;// not used here
|
||||
sb_threads[i].windfactor = 0.0f;// not used here
|
||||
sb_threads[i].nr= i;
|
||||
sb_threads[i].tot= totthread;
|
||||
}
|
||||
if(totthread > 1) {
|
||||
BLI_init_threads(&threads, exec_scan_for_ext_spring_forces, totthread);
|
||||
|
||||
for(i=0; i<totthread; i++)
|
||||
BLI_insert_thread(&threads, &sb_threads[i]);
|
||||
|
||||
BLI_end_threads(&threads);
|
||||
}
|
||||
else
|
||||
exec_scan_for_ext_spring_forces(&sb_threads[0]);
|
||||
/* clean up */
|
||||
MEM_freeN(sb_threads);
|
||||
|
||||
if(do_effector)
|
||||
pdEndEffectors(do_effector);
|
||||
}
|
||||
|
||||
|
||||
/* --- the spring external section*/
|
||||
|
||||
int choose_winner(float*w, float* pos,float*a,float*b,float*c,float*ca,float*cb,float*cc)
|
||||
@@ -2023,31 +2116,277 @@ static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float fo
|
||||
}
|
||||
|
||||
|
||||
static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
|
||||
/* since this is definitely the most CPU consuming task here .. try to spread it */
|
||||
/* core function _softbody_calc_forces_slice_in_a_thread */
|
||||
/* result is int to be able to flag user break */
|
||||
int _softbody_calc_forces_slice_in_a_thread(Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *ptr_to_break_func(),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
|
||||
{
|
||||
float iks;
|
||||
int bb,do_selfcollision,do_springcollision,do_aero;
|
||||
int number_of_points_here = ilast - ifirst;
|
||||
SoftBody *sb= ob->soft; /* is supposed to be there */
|
||||
BodyPoint *bp;
|
||||
/* intitialize */
|
||||
if (sb) {
|
||||
/* check conditions for various options */
|
||||
/* +++ could be done on object level to squeeze out the last bits of it */
|
||||
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
|
||||
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
|
||||
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
|
||||
/* --- could be done on object level to squeeze out the last bits of it */
|
||||
}
|
||||
else {
|
||||
printf("Error expected a SB here \n");
|
||||
return (999);
|
||||
}
|
||||
|
||||
/* debugerin */
|
||||
if (sb->totpoint < ifirst) {
|
||||
printf("Aye 998");
|
||||
return (998);
|
||||
}
|
||||
/* debugerin */
|
||||
|
||||
|
||||
bp = &sb->bpoint[ifirst];
|
||||
for(bb=number_of_points_here; bb>0; bb--, bp++) {
|
||||
/* clear forces accumulator */
|
||||
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
|
||||
/* naive ball self collision */
|
||||
/* needs to be done if goal snaps or not */
|
||||
if(do_selfcollision){
|
||||
int attached;
|
||||
BodyPoint *obp;
|
||||
BodySpring *bs;
|
||||
int c,b;
|
||||
float velcenter[3],dvel[3],def[3];
|
||||
float distance;
|
||||
float compare;
|
||||
float bstune = sb->ballstiff;
|
||||
|
||||
for(c=sb->totpoint, obp= sb->bpoint; c>=ifirst+bb; c--, obp++) {
|
||||
compare = (obp->colball + bp->colball);
|
||||
VecSubf(def, bp->pos, obp->pos);
|
||||
/* rather check the AABBoxes before ever calulating the real distance */
|
||||
/* mathematically it is completly nuts, but performace is pretty much (3) times faster */
|
||||
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
|
||||
distance = Normalize(def);
|
||||
if (distance < compare ){
|
||||
/* exclude body points attached with a spring */
|
||||
attached = 0;
|
||||
for(b=obp->nofsprings;b>0;b--){
|
||||
bs = sb->bspring + obp->springs[b-1];
|
||||
if (( ilast-bb == bs->v2) || ( ilast-bb == bs->v1)){
|
||||
attached=1;
|
||||
continue;}
|
||||
}
|
||||
if (!attached){
|
||||
float f = bstune/(distance) + bstune/(compare*compare)*distance - 2.0f*bstune/compare ;
|
||||
|
||||
VecMidf(velcenter, bp->vec, obp->vec);
|
||||
VecSubf(dvel,velcenter,bp->vec);
|
||||
VecMulf(dvel,sb->nodemass);
|
||||
|
||||
Vec3PlusStVec(bp->force,f*(1.0f-sb->balldamp),def);
|
||||
Vec3PlusStVec(bp->force,sb->balldamp,dvel);
|
||||
|
||||
/* exploit force(a,b) == -force(b,a) part2/2 */
|
||||
VecSubf(dvel,velcenter,obp->vec);
|
||||
VecMulf(dvel,sb->nodemass);
|
||||
|
||||
Vec3PlusStVec(obp->force,sb->balldamp,dvel);
|
||||
Vec3PlusStVec(obp->force,-f*(1.0f-sb->balldamp),def);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/* naive ball self collision done */
|
||||
|
||||
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
|
||||
float auxvect[3];
|
||||
float velgoal[3];
|
||||
|
||||
/* do goal stuff */
|
||||
if(ob->softflag & OB_SB_GOAL) {
|
||||
/* true elastic goal */
|
||||
float ks,kd;
|
||||
VecSubf(auxvect,bp->pos,bp->origT);
|
||||
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
|
||||
bp->force[0]+= -ks*(auxvect[0]);
|
||||
bp->force[1]+= -ks*(auxvect[1]);
|
||||
bp->force[2]+= -ks*(auxvect[2]);
|
||||
|
||||
/* calulate damping forces generated by goals*/
|
||||
VecSubf(velgoal,bp->origS, bp->origE);
|
||||
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
|
||||
VecAddf(auxvect,velgoal,bp->vec);
|
||||
|
||||
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
|
||||
bp->force[0]-= kd * (auxvect[0]);
|
||||
bp->force[1]-= kd * (auxvect[1]);
|
||||
bp->force[2]-= kd * (auxvect[2]);
|
||||
}
|
||||
else {
|
||||
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
|
||||
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
|
||||
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
|
||||
}
|
||||
}
|
||||
/* done goal stuff */
|
||||
|
||||
/* gravitation */
|
||||
if (sb){
|
||||
float gravity = sb->grav * sb_grav_force_scale(ob);
|
||||
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
|
||||
}
|
||||
|
||||
/* particle field & vortex */
|
||||
if(do_effector) {
|
||||
float kd;
|
||||
float force[3]= {0.0f, 0.0f, 0.0f};
|
||||
float speed[3]= {0.0f, 0.0f, 0.0f};
|
||||
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
|
||||
|
||||
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
|
||||
|
||||
/* apply forcefield*/
|
||||
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
|
||||
VECADD(bp->force, bp->force, force);
|
||||
|
||||
/* BP friction in moving media */
|
||||
kd= sb->mediafrict* eval_sb_fric_force_scale;
|
||||
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
|
||||
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
|
||||
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
|
||||
/* now we'll have nice centrifugal effect for vortex */
|
||||
|
||||
}
|
||||
else {
|
||||
/* BP friction in media (not) moving*/
|
||||
float kd = sb->mediafrict* sb_fric_force_scale(ob);
|
||||
/* assume it to be proportional to actual velocity */
|
||||
bp->force[0]-= bp->vec[0]*kd;
|
||||
bp->force[1]-= bp->vec[1]*kd;
|
||||
bp->force[2]-= bp->vec[2]*kd;
|
||||
/* friction in media done */
|
||||
}
|
||||
/* +++cached collision targets */
|
||||
bp->choke = 0.0f;
|
||||
bp->choke2 = 0.0f;
|
||||
bp->flag &= ~SBF_DOFUZZY;
|
||||
if(do_deflector) {
|
||||
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
|
||||
float kd = 1.0f;
|
||||
|
||||
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
|
||||
|
||||
VECSUB(cfforce,bp->vec,vel);
|
||||
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
|
||||
|
||||
Vec3PlusStVec(bp->force,kd,defforce);
|
||||
}
|
||||
|
||||
}
|
||||
/* ---cached collision targets */
|
||||
|
||||
/* +++springs */
|
||||
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
|
||||
if(ob->softflag & OB_SB_EDGES) {
|
||||
if (sb->bspring){ /* spring list exists at all ? */
|
||||
int b;
|
||||
BodySpring *bs;
|
||||
for(b=bp->nofsprings;b>0;b--){
|
||||
bs = sb->bspring + bp->springs[b-1];
|
||||
if (do_springcollision || do_aero){
|
||||
VecAddf(bp->force,bp->force,bs->ext_force);
|
||||
if (bs->flag & BSF_INTERSECT)
|
||||
bp->choke = bs->cf;
|
||||
|
||||
}
|
||||
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
|
||||
sb_spring_force(ob,ilast-bb,bs,iks,forcetime,0);
|
||||
}/* loop springs */
|
||||
}/* existing spring list */
|
||||
}/*any edges*/
|
||||
/* ---springs */
|
||||
}/*omit on snap */
|
||||
}/*loop all bp's*/
|
||||
return 0; /*done fine*/
|
||||
}
|
||||
|
||||
void *exec_softbody_calc_forces(void *data)
|
||||
{
|
||||
SB_thread_context *pctx = (SB_thread_context*)data;
|
||||
_softbody_calc_forces_slice_in_a_thread(pctx->ob,pctx->forcetime,pctx->timenow,pctx->ifirst,pctx->ilast,NULL,pctx->do_effector,pctx->do_deflector,pctx->fieldfactor,pctx->windfactor);
|
||||
return 0;
|
||||
}
|
||||
|
||||
void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,int totpoint,int *ptr_to_break_func(),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
|
||||
{
|
||||
ListBase threads;
|
||||
SB_thread_context *sb_threads;
|
||||
int i, totthread,left,dec;
|
||||
int lowpoints =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
|
||||
|
||||
/* figure the number of threads while preventing pretty pointless threading overhead */
|
||||
if(totpoint < lowpoints) {totthread=1;}
|
||||
else{
|
||||
if(G.scene->r.mode & R_FIXED_THREADS)
|
||||
totthread= G.scene->r.threads;
|
||||
else
|
||||
totthread= BLI_system_thread_count();
|
||||
}
|
||||
/*left to do--> what if we got zillions of CPUs running but 'totpoint' tasks to spread*/
|
||||
|
||||
sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBThread");
|
||||
memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
|
||||
left = totpoint;
|
||||
dec = totpoint/totthread +1;
|
||||
for(i=0; i<totthread; i++) {
|
||||
sb_threads[i].ob = ob;
|
||||
sb_threads[i].forcetime = forcetime;
|
||||
sb_threads[i].timenow = timenow;
|
||||
sb_threads[i].ilast = left;
|
||||
left = left - dec;
|
||||
if (left >0){
|
||||
sb_threads[i].ifirst = left;
|
||||
}
|
||||
else
|
||||
sb_threads[i].ifirst = 0;
|
||||
sb_threads[i].do_effector = do_effector;
|
||||
sb_threads[i].do_deflector = do_deflector;
|
||||
sb_threads[i].fieldfactor = fieldfactor;
|
||||
sb_threads[i].windfactor = windfactor;
|
||||
sb_threads[i].nr= i;
|
||||
sb_threads[i].tot= totthread;
|
||||
}
|
||||
|
||||
|
||||
if(totthread > 1) {
|
||||
BLI_init_threads(&threads, exec_softbody_calc_forces, totthread);
|
||||
|
||||
for(i=0; i<totthread; i++)
|
||||
BLI_insert_thread(&threads, &sb_threads[i]);
|
||||
|
||||
BLI_end_threads(&threads);
|
||||
}
|
||||
else
|
||||
exec_softbody_calc_forces(&sb_threads[0]);
|
||||
/* clean up */
|
||||
MEM_freeN(sb_threads);
|
||||
}
|
||||
|
||||
static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, int nl_flags)
|
||||
{
|
||||
/* rule we never alter free variables :bp->vec bp->pos in here !
|
||||
* this will ruin adaptive stepsize AKA heun! (BM)
|
||||
*/
|
||||
SoftBody *sb= ob->soft; /* is supposed to be there */
|
||||
BodyPoint *bp;
|
||||
BodyPoint *bproot;
|
||||
BodySpring *bs;
|
||||
ListBase *do_effector;
|
||||
float iks, ks, kd, gravity;
|
||||
float iks, gravity;
|
||||
float fieldfactor = 1000.0f, windfactor = 250.0f;
|
||||
float tune = sb->ballstiff;
|
||||
int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
|
||||
|
||||
|
||||
/* jacobian
|
||||
NLboolean success;
|
||||
|
||||
if(nl_flags){
|
||||
nlBegin(NL_SYSTEM);
|
||||
nlBegin(NL_MATRIX);
|
||||
}
|
||||
*/
|
||||
|
||||
int do_deflector,do_selfcollision,do_springcollision,do_aero;
|
||||
|
||||
gravity = sb->grav * sb_grav_force_scale(ob);
|
||||
|
||||
@@ -2060,7 +2399,9 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
|
||||
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
|
||||
bproot= sb->bpoint; /* need this for proper spring addressing */
|
||||
|
||||
if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
|
||||
if (do_springcollision || do_aero)
|
||||
sb_sfesf_threads_run(ob,timenow,sb->totspring,NULL);
|
||||
|
||||
/* after spring scan because it uses Effoctors too */
|
||||
do_effector= pdInitEffectors(ob,NULL);
|
||||
|
||||
@@ -2069,34 +2410,102 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
|
||||
do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
|
||||
}
|
||||
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
/* clear forces accumulator */
|
||||
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
//int op =3*sb->totpoint;
|
||||
/* dF/dV = v */
|
||||
/* jacobioan
|
||||
nlMatrixAdd(op+ia,ia,-forcetime);
|
||||
nlMatrixAdd(op+ia+1,ia+1,-forcetime);
|
||||
nlMatrixAdd(op+ia+2,ia+2,-forcetime);
|
||||
|
||||
nlMatrixAdd(ia,ia,1);
|
||||
nlMatrixAdd(ia+1,ia+1,1);
|
||||
nlMatrixAdd(ia+2,ia+2,1);
|
||||
sb_cf_threads_run(ob,forcetime,timenow,sb->totpoint,NULL,do_effector,do_deflector,fieldfactor,windfactor);
|
||||
|
||||
nlMatrixAdd(op+ia,op+ia,1);
|
||||
nlMatrixAdd(op+ia+1,op+ia+1,1);
|
||||
nlMatrixAdd(op+ia+2,op+ia+2,1);
|
||||
*/
|
||||
/* finally add forces caused by face collision */
|
||||
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
|
||||
|
||||
/* finish matrix and solve */
|
||||
if(do_effector) pdEndEffectors(do_effector);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
|
||||
{
|
||||
/* redirection to the new threaded Version */
|
||||
if (G.rt !=16){
|
||||
softbody_calc_forcesEx(ob, forcetime, timenow, nl_flags);
|
||||
return;
|
||||
}
|
||||
else{
|
||||
/* so the following will die */
|
||||
/* |||||||||||||||||||||||||| */
|
||||
/* VVVVVVVVVVVVVVVVVVVVVVVVVV */
|
||||
|
||||
/* rule we never alter free variables :bp->vec bp->pos in here !
|
||||
* this will ruin adaptive stepsize AKA heun! (BM)
|
||||
*/
|
||||
SoftBody *sb= ob->soft; /* is supposed to be there */
|
||||
BodyPoint *bp;
|
||||
BodyPoint *bproot;
|
||||
BodySpring *bs;
|
||||
ListBase *do_effector;
|
||||
float iks, ks, kd, gravity;
|
||||
float fieldfactor = 1000.0f, windfactor = 250.0f;
|
||||
float tune = sb->ballstiff;
|
||||
int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
|
||||
|
||||
|
||||
/* jacobian
|
||||
NLboolean success;
|
||||
|
||||
if(nl_flags){
|
||||
nlBegin(NL_SYSTEM);
|
||||
nlBegin(NL_MATRIX);
|
||||
}
|
||||
*/
|
||||
|
||||
|
||||
gravity = sb->grav * sb_grav_force_scale(ob);
|
||||
|
||||
/* check conditions for various options */
|
||||
do_deflector= query_external_colliders(ob);
|
||||
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
|
||||
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
|
||||
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
|
||||
|
||||
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
|
||||
bproot= sb->bpoint; /* need this for proper spring addressing */
|
||||
|
||||
if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
|
||||
/* after spring scan because it uses Effoctors too */
|
||||
do_effector= pdInitEffectors(ob,NULL);
|
||||
|
||||
if (do_deflector) {
|
||||
float defforce[3];
|
||||
do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
|
||||
}
|
||||
|
||||
/* naive ball self collision */
|
||||
/* needs to be done if goal snaps or not */
|
||||
if(do_selfcollision){
|
||||
int attached;
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
/* clear forces accumulator */
|
||||
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
//int op =3*sb->totpoint;
|
||||
/* dF/dV = v */
|
||||
/* jacobioan
|
||||
nlMatrixAdd(op+ia,ia,-forcetime);
|
||||
nlMatrixAdd(op+ia+1,ia+1,-forcetime);
|
||||
nlMatrixAdd(op+ia+2,ia+2,-forcetime);
|
||||
|
||||
nlMatrixAdd(ia,ia,1);
|
||||
nlMatrixAdd(ia+1,ia+1,1);
|
||||
nlMatrixAdd(ia+2,ia+2,1);
|
||||
|
||||
nlMatrixAdd(op+ia,op+ia,1);
|
||||
nlMatrixAdd(op+ia+1,op+ia+1,1);
|
||||
nlMatrixAdd(op+ia+2,op+ia+2,1);
|
||||
*/
|
||||
|
||||
|
||||
}
|
||||
|
||||
/* naive ball self collision */
|
||||
/* needs to be done if goal snaps or not */
|
||||
if(do_selfcollision){
|
||||
int attached;
|
||||
BodyPoint *obp;
|
||||
int c,b;
|
||||
float velcenter[3],dvel[3],def[3];
|
||||
@@ -2104,7 +2513,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
|
||||
float compare;
|
||||
|
||||
for(c=sb->totpoint, obp= sb->bpoint; c>=a; c--, obp++) {
|
||||
|
||||
|
||||
//if ((bp->octantflag & obp->octantflag) == 0) continue;
|
||||
|
||||
compare = (obp->colball + bp->colball);
|
||||
@@ -2114,7 +2523,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
|
||||
/* mathematically it is completly nuts, but performace is pretty much (3) times faster */
|
||||
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
|
||||
|
||||
distance = Normalize(def);
|
||||
distance = Normalize(def);
|
||||
if (distance < compare ){
|
||||
/* exclude body points attached with a spring */
|
||||
attached = 0;
|
||||
@@ -2146,8 +2555,8 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
|
||||
/* exploit force(a,b) == -force(b,a) part1/2 */
|
||||
//dfdx_goal(ic,ic,op,mpos);
|
||||
//dfdv_goal(ic,ic,mvel);
|
||||
|
||||
|
||||
|
||||
|
||||
/*TODO sit down an X-out the true jacobian entries*/
|
||||
/*well does not make to much sense because the eigenvalues
|
||||
of the jacobian go negative; and negative eigenvalues
|
||||
@@ -2169,236 +2578,239 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
/* naive ball self collision done */
|
||||
}
|
||||
/* naive ball self collision done */
|
||||
|
||||
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
|
||||
float auxvect[3];
|
||||
float velgoal[3];
|
||||
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
|
||||
float auxvect[3];
|
||||
float velgoal[3];
|
||||
|
||||
/* do goal stuff */
|
||||
if(ob->softflag & OB_SB_GOAL) {
|
||||
/* true elastic goal */
|
||||
VecSubf(auxvect,bp->pos,bp->origT);
|
||||
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
|
||||
bp->force[0]+= -ks*(auxvect[0]);
|
||||
bp->force[1]+= -ks*(auxvect[1]);
|
||||
bp->force[2]+= -ks*(auxvect[2]);
|
||||
/* do goal stuff */
|
||||
if(ob->softflag & OB_SB_GOAL) {
|
||||
/* true elastic goal */
|
||||
VecSubf(auxvect,bp->pos,bp->origT);
|
||||
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
|
||||
bp->force[0]+= -ks*(auxvect[0]);
|
||||
bp->force[1]+= -ks*(auxvect[1]);
|
||||
bp->force[2]+= -ks*(auxvect[2]);
|
||||
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
//int op =3*(sb->totpoint);
|
||||
/* depending on my pos */
|
||||
//dfdx_goal(ia,ia,op,ks*forcetime);
|
||||
}
|
||||
|
||||
|
||||
/* calulate damping forces generated by goals*/
|
||||
VecSubf(velgoal,bp->origS, bp->origE);
|
||||
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
|
||||
VecAddf(auxvect,velgoal,bp->vec);
|
||||
|
||||
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
|
||||
bp->force[0]-= kd * (auxvect[0]);
|
||||
bp->force[1]-= kd * (auxvect[1]);
|
||||
bp->force[2]-= kd * (auxvect[2]);
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
Normalize(auxvect);
|
||||
/* depending on my vel */
|
||||
//dfdv_goal(ia,ia,kd*forcetime);
|
||||
//int op =3*(sb->totpoint);
|
||||
/* depending on my pos */
|
||||
//dfdx_goal(ia,ia,op,ks*forcetime);
|
||||
}
|
||||
|
||||
|
||||
/* calulate damping forces generated by goals*/
|
||||
VecSubf(velgoal,bp->origS, bp->origE);
|
||||
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
|
||||
VecAddf(auxvect,velgoal,bp->vec);
|
||||
|
||||
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
|
||||
bp->force[0]-= kd * (auxvect[0]);
|
||||
bp->force[1]-= kd * (auxvect[1]);
|
||||
bp->force[2]-= kd * (auxvect[2]);
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
Normalize(auxvect);
|
||||
/* depending on my vel */
|
||||
//dfdv_goal(ia,ia,kd*forcetime);
|
||||
}
|
||||
|
||||
}
|
||||
else {
|
||||
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
|
||||
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
|
||||
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
|
||||
}
|
||||
}
|
||||
/* done goal stuff */
|
||||
|
||||
|
||||
/* gravitation */
|
||||
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
|
||||
//bp->force[1]-= gravity*sb->nodemass; /* individual mass of node here */
|
||||
|
||||
|
||||
/* particle field & vortex */
|
||||
if(do_effector) {
|
||||
float force[3]= {0.0f, 0.0f, 0.0f};
|
||||
float speed[3]= {0.0f, 0.0f, 0.0f};
|
||||
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
|
||||
|
||||
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
|
||||
|
||||
/* apply forcefield*/
|
||||
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
|
||||
VECADD(bp->force, bp->force, force);
|
||||
|
||||
/* BP friction in moving media */
|
||||
kd= sb->mediafrict* eval_sb_fric_force_scale;
|
||||
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
|
||||
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
|
||||
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
|
||||
/* now we'll have nice centrifugal effect for vortex */
|
||||
|
||||
}
|
||||
else {
|
||||
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
|
||||
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
|
||||
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
|
||||
}
|
||||
}
|
||||
/* done goal stuff */
|
||||
|
||||
|
||||
/* gravitation */
|
||||
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
|
||||
//bp->force[1]-= gravity*sb->nodemass; /* individual mass of node here */
|
||||
/* BP friction in media (not) moving*/
|
||||
kd= sb->mediafrict* sb_fric_force_scale(ob);
|
||||
/* assume it to be proportional to actual velocity */
|
||||
bp->force[0]-= bp->vec[0]*kd;
|
||||
bp->force[1]-= bp->vec[1]*kd;
|
||||
bp->force[2]-= bp->vec[2]*kd;
|
||||
/* friction in media done */
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
/* da/dv = */
|
||||
|
||||
|
||||
/* particle field & vortex */
|
||||
if(do_effector) {
|
||||
float force[3]= {0.0f, 0.0f, 0.0f};
|
||||
float speed[3]= {0.0f, 0.0f, 0.0f};
|
||||
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
|
||||
|
||||
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
|
||||
|
||||
/* apply forcefield*/
|
||||
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
|
||||
VECADD(bp->force, bp->force, force);
|
||||
|
||||
/* BP friction in moving media */
|
||||
kd= sb->mediafrict* eval_sb_fric_force_scale;
|
||||
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
|
||||
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
|
||||
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
|
||||
/* now we'll have nice centrifugal effect for vortex */
|
||||
|
||||
}
|
||||
else {
|
||||
/* BP friction in media (not) moving*/
|
||||
kd= sb->mediafrict* sb_fric_force_scale(ob);
|
||||
/* assume it to be proportional to actual velocity */
|
||||
bp->force[0]-= bp->vec[0]*kd;
|
||||
bp->force[1]-= bp->vec[1]*kd;
|
||||
bp->force[2]-= bp->vec[2]*kd;
|
||||
/* friction in media done */
|
||||
if(nl_flags & NLF_BUILD){
|
||||
//int ia =3*(sb->totpoint-a);
|
||||
/* da/dv = */
|
||||
|
||||
// nlMatrixAdd(ia,ia,forcetime*kd);
|
||||
// nlMatrixAdd(ia+1,ia+1,forcetime*kd);
|
||||
// nlMatrixAdd(ia+2,ia+2,forcetime*kd);
|
||||
}
|
||||
|
||||
}
|
||||
/* +++cached collision targets */
|
||||
bp->choke = 0.0f;
|
||||
bp->choke2 = 0.0f;
|
||||
bp->flag &= ~SBF_DOFUZZY;
|
||||
if(do_deflector) {
|
||||
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
|
||||
kd = 1.0f;
|
||||
|
||||
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
|
||||
if ((!nl_flags)&&(intrusion < 0.0f)){
|
||||
/*bjornmose: uugh.. what an evil hack
|
||||
violation of the 'don't touch bp->pos in here' rule
|
||||
but works nice, like this-->
|
||||
we predict the solution beeing out of the collider
|
||||
in heun step No1 and leave the heun step No2 adapt to it
|
||||
so we kind of introduced a implicit solver for this case
|
||||
*/
|
||||
Vec3PlusStVec(bp->pos,-intrusion,facenormal);
|
||||
|
||||
sb->scratch->flag |= SBF_DOFUZZY;
|
||||
bp->flag |= SBF_DOFUZZY;
|
||||
bp->choke = sb->choke*0.01f;
|
||||
// nlMatrixAdd(ia,ia,forcetime*kd);
|
||||
// nlMatrixAdd(ia+1,ia+1,forcetime*kd);
|
||||
// nlMatrixAdd(ia+2,ia+2,forcetime*kd);
|
||||
}
|
||||
else{
|
||||
|
||||
}
|
||||
/* +++cached collision targets */
|
||||
bp->choke = 0.0f;
|
||||
bp->choke2 = 0.0f;
|
||||
bp->flag &= ~SBF_DOFUZZY;
|
||||
if(do_deflector) {
|
||||
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
|
||||
kd = 1.0f;
|
||||
|
||||
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
|
||||
if ((!nl_flags)&&(intrusion < 0.0f)){
|
||||
/*bjornmose: uugh.. what an evil hack
|
||||
violation of the 'don't touch bp->pos in here' rule
|
||||
but works nice, like this-->
|
||||
we predict the solution beeing out of the collider
|
||||
in heun step No1 and leave the heun step No2 adapt to it
|
||||
so we kind of introduced a implicit solver for this case
|
||||
*/
|
||||
Vec3PlusStVec(bp->pos,-intrusion,facenormal);
|
||||
|
||||
sb->scratch->flag |= SBF_DOFUZZY;
|
||||
bp->flag |= SBF_DOFUZZY;
|
||||
bp->choke = sb->choke*0.01f;
|
||||
}
|
||||
else{
|
||||
VECSUB(cfforce,bp->vec,vel);
|
||||
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
|
||||
}
|
||||
Vec3PlusStVec(bp->force,kd,defforce);
|
||||
if (nl_flags & NLF_BUILD){
|
||||
// int ia =3*(sb->totpoint-a);
|
||||
// int op =3*sb->totpoint;
|
||||
//dfdx_goal(ia,ia,op,mpos); // don't do unless you know
|
||||
//dfdv_goal(ia,ia,-cf);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/* ---cached collision targets */
|
||||
|
||||
/* +++springs */
|
||||
if(ob->softflag & OB_SB_EDGES) {
|
||||
if (sb->bspring){ /* spring list exists at all ? */
|
||||
for(b=bp->nofsprings;b>0;b--){
|
||||
bs = sb->bspring + bp->springs[b-1];
|
||||
if (do_springcollision || do_aero){
|
||||
VecAddf(bp->force,bp->force,bs->ext_force);
|
||||
if (bs->flag & BSF_INTERSECT)
|
||||
bp->choke = bs->cf;
|
||||
}
|
||||
Vec3PlusStVec(bp->force,kd,defforce);
|
||||
if (nl_flags & NLF_BUILD){
|
||||
// int ia =3*(sb->totpoint-a);
|
||||
// int op =3*sb->totpoint;
|
||||
//dfdx_goal(ia,ia,op,mpos); // don't do unless you know
|
||||
//dfdv_goal(ia,ia,-cf);
|
||||
|
||||
}
|
||||
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
|
||||
sb_spring_force(ob,sb->totpoint-a,bs,iks,forcetime,nl_flags);
|
||||
}/* loop springs */
|
||||
}/* existing spring list */
|
||||
}/*any edges*/
|
||||
/* ---springs */
|
||||
}/*omit on snap */
|
||||
}/*loop all bp's*/
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
/* ---cached collision targets */
|
||||
|
||||
/* +++springs */
|
||||
if(ob->softflag & OB_SB_EDGES) {
|
||||
if (sb->bspring){ /* spring list exists at all ? */
|
||||
for(b=bp->nofsprings;b>0;b--){
|
||||
bs = sb->bspring + bp->springs[b-1];
|
||||
if (do_springcollision || do_aero){
|
||||
VecAddf(bp->force,bp->force,bs->ext_force);
|
||||
if (bs->flag & BSF_INTERSECT)
|
||||
bp->choke = bs->cf;
|
||||
|
||||
}
|
||||
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
|
||||
// rather remove nl_falgs from code .. will make things a lot cleaner
|
||||
sb_spring_force(ob,sb->totpoint-a,bs,iks,forcetime,0);
|
||||
}/* loop springs */
|
||||
}/* existing spring list */
|
||||
}/*any edges*/
|
||||
/* ---springs */
|
||||
}/*omit on snap */
|
||||
}/*loop all bp's*/
|
||||
|
||||
|
||||
/* finally add forces caused by face collision */
|
||||
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
|
||||
|
||||
/* finish matrix and solve */
|
||||
/* finally add forces caused by face collision */
|
||||
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
|
||||
|
||||
/* finish matrix and solve */
|
||||
#if (0) // remove onl linking for now .. still i am not sure .. the jacobian can be usefull .. so keep that BM
|
||||
if(nl_flags & NLF_SOLVE){
|
||||
//double sct,sst=PIL_check_seconds_timer();
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
int iv =3*(sb->totpoint-a);
|
||||
int ip =3*(2*sb->totpoint-a);
|
||||
int n;
|
||||
for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
|
||||
for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
|
||||
}
|
||||
nlEnd(NL_MATRIX);
|
||||
nlEnd(NL_SYSTEM);
|
||||
|
||||
if ((G.rt >0) && (nl_flags & NLF_BUILD))
|
||||
{
|
||||
printf("####MEE#####\n");
|
||||
nlPrintMatrix();
|
||||
}
|
||||
|
||||
success= nlSolveAdvanced(NULL, 1);
|
||||
|
||||
// nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
|
||||
if(success){
|
||||
float f;
|
||||
int index =0;
|
||||
/* for debug purpose .. anyhow cropping B vector looks like working */
|
||||
if (G.rt >0)
|
||||
for(a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
f=nlGetVariable(0,index);
|
||||
printf("(%f ",f);index++;
|
||||
f=nlGetVariable(0,index);
|
||||
printf("%f ",f);index++;
|
||||
f=nlGetVariable(0,index);
|
||||
printf("%f)",f);index++;
|
||||
}
|
||||
|
||||
index =0;
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdv[0] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdv[1] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdv[2] = f; index++;
|
||||
}
|
||||
/*
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdx[0] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdx[1] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdx[2] = f; index++;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else{
|
||||
printf("Matrix inversion failed \n");
|
||||
if(nl_flags & NLF_SOLVE){
|
||||
//double sct,sst=PIL_check_seconds_timer();
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
VECCOPY(bp->impdv,bp->force);
|
||||
int iv =3*(sb->totpoint-a);
|
||||
int ip =3*(2*sb->totpoint-a);
|
||||
int n;
|
||||
for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
|
||||
for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
|
||||
}
|
||||
nlEnd(NL_MATRIX);
|
||||
nlEnd(NL_SYSTEM);
|
||||
|
||||
if ((G.rt == 32) && (nl_flags & NLF_BUILD))
|
||||
{
|
||||
printf("####MEE#####\n");
|
||||
nlPrintMatrix();
|
||||
}
|
||||
|
||||
}
|
||||
success= nlSolveAdvanced(NULL, 1);
|
||||
|
||||
//sct=PIL_check_seconds_timer();
|
||||
//if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r",sct-sst,ob->id.name);
|
||||
}
|
||||
/* cleanup */
|
||||
// nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
|
||||
if(success){
|
||||
float f;
|
||||
int index =0;
|
||||
/* for debug purpose .. anyhow cropping B vector looks like working */
|
||||
if (G.rt ==32)
|
||||
for(a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
f=nlGetVariable(0,index);
|
||||
printf("(%f ",f);index++;
|
||||
f=nlGetVariable(0,index);
|
||||
printf("%f ",f);index++;
|
||||
f=nlGetVariable(0,index);
|
||||
printf("%f)",f);index++;
|
||||
}
|
||||
|
||||
index =0;
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdv[0] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdv[1] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdv[2] = f; index++;
|
||||
}
|
||||
/*
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdx[0] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdx[1] = f; index++;
|
||||
f=nlGetVariable(0,index);
|
||||
bp->impdx[2] = f; index++;
|
||||
}
|
||||
*/
|
||||
}
|
||||
else{
|
||||
printf("Matrix inversion failed \n");
|
||||
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
|
||||
VECCOPY(bp->impdv,bp->force);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//sct=PIL_check_seconds_timer();
|
||||
//if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r",sct-sst,ob->id.name);
|
||||
}
|
||||
/* cleanup */
|
||||
#endif
|
||||
if(do_effector) pdEndEffectors(do_effector);
|
||||
if(do_effector) pdEndEffectors(do_effector);
|
||||
}
|
||||
}
|
||||
|
||||
static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err, int mid_flags)
|
||||
{
|
||||
/* time evolution */
|
||||
@@ -2458,7 +2870,7 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
|
||||
/* x(t + dt) = x(t) + v(t~) * dt */
|
||||
VecMulf(dx,forcetime);
|
||||
|
||||
/* the freezer */
|
||||
/* the freezer coming sooner or later */
|
||||
/*
|
||||
if ((Inpf(dx,dx)<freezeloc )&&(Inpf(bp->force,bp->force)<freezeforce )){
|
||||
bp->frozen /=2;
|
||||
@@ -3529,6 +3941,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
|
||||
* we don't want to lock up the system if physics fail
|
||||
*/
|
||||
int loops =0 ;
|
||||
|
||||
SoftHeunTol = sb->rklimit; /* humm .. this should be calculated from sb parameters and sizes */
|
||||
if (sb->minloops > 0) forcetimemax = 1.0f / sb->minloops;
|
||||
|
||||
@@ -3546,13 +3959,13 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
|
||||
sb->scratch->flag &= ~SBF_DOFUZZY;
|
||||
/* do predictive euler step */
|
||||
softbody_calc_forces(ob, forcetime,timedone/dtime,0);
|
||||
softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
|
||||
|
||||
softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
|
||||
|
||||
/* crop new slope values to do averaged slope step */
|
||||
softbody_calc_forces(ob, forcetime,timedone/dtime,0);
|
||||
softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
|
||||
|
||||
softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
|
||||
softbody_apply_goalsnap(ob);
|
||||
|
||||
if (err > SoftHeunTol) { /* error needs to be scaled to some quantity */
|
||||
@@ -3603,7 +4016,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
|
||||
// if(G.f & G_DEBUG){
|
||||
if(sb->solverflags & SBSO_MONITOR ){
|
||||
if (loops > HEUNWARNLIMIT) /* monitor high loop counts */
|
||||
printf("\r needed %d steps/frame ",loops);
|
||||
printf("\r needed %d steps/frame",loops);
|
||||
}
|
||||
|
||||
}
|
||||
@@ -3627,7 +4040,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
|
||||
|
||||
if(sb->solverflags & SBSO_MONITOR ){
|
||||
sct=PIL_check_seconds_timer();
|
||||
if (sct-sst > 0.5f) printf(" solver time %f %s \r",sct-sst,ob->id.name);
|
||||
if (sct-sst > 0.5f) printf(" solver time %f sec %s \n",sct-sst,ob->id.name);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -105,6 +105,10 @@
|
||||
#define EXPP_TEX_LACUNARITY_MAX 6.0f
|
||||
#define EXPP_TEX_OCTS_MIN 0.0f
|
||||
#define EXPP_TEX_OCTS_MAX 8.0f
|
||||
#define EXPP_TEX_OFST_MIN 0.0f
|
||||
#define EXPP_TEX_OFST_MAX 6.0f
|
||||
#define EXPP_TEX_GAIN_MIN 0.0f
|
||||
#define EXPP_TEX_GAIN_MAX 6.0f
|
||||
#define EXPP_TEX_ISCALE_MIN 0.0f
|
||||
#define EXPP_TEX_ISCALE_MAX 10.0f
|
||||
#define EXPP_TEX_EXP_MIN 0.010f
|
||||
@@ -430,6 +434,8 @@ GETFUNC( getNoiseDepth );
|
||||
GETFUNC( getNoiseSize );
|
||||
GETFUNC( getNoiseType );
|
||||
GETFUNC( getOcts );
|
||||
GETFUNC( getOffset );
|
||||
GETFUNC( getGain );
|
||||
GETFUNC( getRepeat );
|
||||
GETFUNC( getRGBCol );
|
||||
GETFUNC( getSType );
|
||||
@@ -478,6 +484,8 @@ SETFUNC( setNoiseDepth );
|
||||
SETFUNC( setNoiseSize );
|
||||
SETFUNC( setNoiseType );
|
||||
SETFUNC( setOcts );
|
||||
SETFUNC( setOffset );
|
||||
SETFUNC( setGain );
|
||||
SETFUNC( setRepeat );
|
||||
SETFUNC( setRGBCol );
|
||||
SETFUNC( setSType );
|
||||
@@ -646,6 +654,14 @@ static PyGetSetDef BPy_Texture_getseters[] = {
|
||||
(getter)Texture_getLacunarity, (setter)Texture_setLacunarity,
|
||||
"Gap between succesive frequencies (for Musgrave textures)",
|
||||
NULL},
|
||||
{"offset",
|
||||
(getter)Texture_getOffset, (setter)Texture_setOffset,
|
||||
"Fractal offset (for Musgrave textures)",
|
||||
NULL},
|
||||
{"gain",
|
||||
(getter)Texture_getGain, (setter)Texture_setGain,
|
||||
"Gain multiplier (for Musgrave textures)",
|
||||
NULL},
|
||||
{"noiseBasis",
|
||||
(getter)Texture_getNoiseBasis, (setter)Texture_setNoiseBasis,
|
||||
"Noise basis type (wood, stucci, marble, clouds, Musgrave, distorted noise)",
|
||||
@@ -1837,6 +1853,20 @@ static int Texture_setLacunarity( BPy_Texture * self, PyObject * value )
|
||||
EXPP_TEX_LACUNARITY_MAX );
|
||||
}
|
||||
|
||||
static int Texture_setOffset( BPy_Texture * self, PyObject * value )
|
||||
{
|
||||
return EXPP_setFloatClamped ( value, &self->texture->mg_offset,
|
||||
EXPP_TEX_OFST_MIN,
|
||||
EXPP_TEX_OFST_MAX );
|
||||
}
|
||||
|
||||
static int Texture_setGain( BPy_Texture * self, PyObject * value )
|
||||
{
|
||||
return EXPP_setFloatClamped ( value, &self->texture->mg_gain,
|
||||
EXPP_TEX_GAIN_MIN,
|
||||
EXPP_TEX_GAIN_MAX );
|
||||
}
|
||||
|
||||
static int Texture_setOcts( BPy_Texture * self, PyObject * value )
|
||||
{
|
||||
return EXPP_setFloatClamped ( value, &self->texture->mg_octaves,
|
||||
@@ -2168,6 +2198,16 @@ static PyObject *Texture_getOcts( BPy_Texture *self )
|
||||
return PyFloat_FromDouble( self->texture->mg_octaves );
|
||||
}
|
||||
|
||||
static PyObject *Texture_getOffset( BPy_Texture *self )
|
||||
{
|
||||
return PyFloat_FromDouble( self->texture->mg_offset );
|
||||
}
|
||||
|
||||
static PyObject *Texture_getGain( BPy_Texture *self )
|
||||
{
|
||||
return PyFloat_FromDouble( self->texture->mg_gain );
|
||||
}
|
||||
|
||||
static PyObject *Texture_getRepeat( BPy_Texture *self )
|
||||
{
|
||||
return Py_BuildValue( "(i,i)", self->texture->xrepeat,
|
||||
|
||||
@@ -344,6 +344,12 @@ class Texture:
|
||||
@ivar octs: Number of frequencies (for Musgrave textures).
|
||||
Value is clamped to the range [0.0,8.0].
|
||||
@type octs: float
|
||||
@ivar offset: Fractal offset (for hetero terrain and multifractal Musgrave textures).
|
||||
Value is clamped to the range [0.0,6.0].
|
||||
@type offset: float
|
||||
@ivar gain: Gain multiplier (for multifractal Musgrave textures).
|
||||
Value is clamped to the range [0.0,6.0].
|
||||
@type gain: float
|
||||
@ivar repeat: Repetition multiplier (for image textures).
|
||||
@type repeat: tuple of 2 ints
|
||||
@ivar rgbCol: RGB color tuple.
|
||||
|
||||
@@ -6720,3 +6720,4 @@ void editing_panels()
|
||||
}
|
||||
uiClearButLock();
|
||||
}
|
||||
|
||||
|
||||
@@ -700,9 +700,7 @@ CValue* CValue::ConvertPythonToValue(PyObject* pyobj)
|
||||
|
||||
CValue* vallie = NULL;
|
||||
|
||||
PyTypeObject* type = pyobj->ob_type;
|
||||
|
||||
if (type == &PyList_Type)
|
||||
if (PyList_Check(pyobj))
|
||||
{
|
||||
CListValue* listval = new CListValue();
|
||||
bool error = false;
|
||||
@@ -732,26 +730,25 @@ CValue* CValue::ConvertPythonToValue(PyObject* pyobj)
|
||||
}
|
||||
|
||||
} else
|
||||
if (type == &PyFloat_Type)
|
||||
if (PyFloat_Check(pyobj))
|
||||
{
|
||||
float fl;
|
||||
PyArg_Parse(pyobj,"f",&fl);
|
||||
vallie = new CFloatValue(fl);
|
||||
vallie = new CFloatValue( (float)PyFloat_AsDouble(pyobj) );
|
||||
} else
|
||||
if (type==&PyInt_Type)
|
||||
if (PyInt_Check(pyobj))
|
||||
{
|
||||
int innie;
|
||||
PyArg_Parse(pyobj,"i",&innie);
|
||||
vallie = new CIntValue(innie);
|
||||
vallie = new CIntValue( (int)PyInt_AS_LONG(pyobj) );
|
||||
} else
|
||||
|
||||
if (type==&PyString_Type)
|
||||
if (PyString_Check(pyobj))
|
||||
{
|
||||
vallie = new CStringValue(PyString_AsString(pyobj),"");
|
||||
} else
|
||||
if (type==&CValue::Type || type==&CListValue::Type)
|
||||
if (pyobj->ob_type==&CValue::Type || pyobj->ob_type==&CListValue::Type)
|
||||
{
|
||||
vallie = ((CValue*) pyobj)->AddRef();
|
||||
} else
|
||||
{
|
||||
/* return an error value from the caller */
|
||||
PyErr_SetString(PyExc_TypeError, "This python value could not be assigned to a game engine property");
|
||||
}
|
||||
return vallie;
|
||||
|
||||
@@ -778,6 +775,9 @@ int CValue::_setattr(const STR_String& attr,PyObject* pyobj)
|
||||
SetProperty(attr,vallie);
|
||||
}
|
||||
vallie->Release();
|
||||
} else
|
||||
{
|
||||
return 1; /* ConvertPythonToValue sets the error message */
|
||||
}
|
||||
|
||||
//PyObjectPlus::_setattr(attr,value);
|
||||
|
||||
@@ -273,36 +273,16 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
|
||||
* break it by hand, then DECREF (which in this case
|
||||
* should always ensure excdict is cleared).
|
||||
*/
|
||||
/* PyObject *excdict= myPyDict_Copy(m_pythondictionary);
|
||||
struct _object* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
|
||||
excdict,
|
||||
excdict
|
||||
);
|
||||
PyDict_Clear(excdict);
|
||||
Py_DECREF(excdict);*/
|
||||
|
||||
|
||||
#if 1
|
||||
PyObject *excdict= PyDict_Copy(m_pythondictionary);
|
||||
PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
|
||||
excdict,
|
||||
excdict
|
||||
);
|
||||
PyDict_Clear(excdict);
|
||||
Py_DECREF(excdict);
|
||||
#else
|
||||
|
||||
PyObject* resultobj = PyEval_EvalCode((PyCodeObject*)m_bytecode,
|
||||
m_pythondictionary,
|
||||
m_pythondictionary
|
||||
);
|
||||
|
||||
#endif
|
||||
excdict, excdict);
|
||||
|
||||
if (resultobj)
|
||||
{
|
||||
Py_DECREF(resultobj);
|
||||
} else
|
||||
}
|
||||
else
|
||||
{
|
||||
// something is wrong, tell the user what went wrong
|
||||
printf("PYTHON SCRIPT ERROR:\n");
|
||||
@@ -310,6 +290,11 @@ void SCA_PythonController::Trigger(SCA_LogicManager* logicmgr)
|
||||
//PyRun_SimpleString(m_scriptText.Ptr());
|
||||
}
|
||||
|
||||
// clear after PyErrPrint - seems it can be using
|
||||
// something in this dictionary and crash?
|
||||
PyDict_Clear(excdict);
|
||||
Py_DECREF(excdict);
|
||||
|
||||
m_sCurrentController = NULL;
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user