Files
test/source/blender/blenkernel/intern/cloth.c
Janne Karhu bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00

1293 lines
33 KiB
C

/* cloth.c
*
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) Blender Foundation
* All rights reserved.
*
* Contributor(s): Daniel Genrich
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "MEM_guardedalloc.h"
#include "BKE_cloth.h"
#include "DNA_cloth_types.h"
#include "DNA_mesh_types.h"
#include "DNA_object_force.h"
#include "DNA_scene_types.h"
#include "DNA_particle_types.h"
#include "BKE_deform.h"
#include "BKE_DerivedMesh.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_object.h"
#include "BKE_modifier.h"
#include "BKE_utildefines.h"
#include "BKE_particle.h"
#include "BKE_pointcache.h"
#include "BLI_kdopbvh.h"
#ifdef _WIN32
void tstart ( void )
{}
void tend ( void )
{
}
double tval()
{
return 0;
}
#else
#include <sys/time.h>
static struct timeval _tstart, _tend;
static struct timezone tz;
void tstart ( void )
{
gettimeofday ( &_tstart, &tz );
}
void tend ( void )
{
gettimeofday ( &_tend,&tz );
}
double tval()
{
double t1, t2;
t1 = ( double ) _tstart.tv_sec + ( double ) _tstart.tv_usec/ ( 1000*1000 );
t2 = ( double ) _tend.tv_sec + ( double ) _tend.tv_usec/ ( 1000*1000 );
return t2-t1;
}
#endif
/* Our available solvers. */
// 255 is the magic reserved number, so NEVER try to put 255 solvers in here!
// 254 = MAX!
static CM_SOLVER_DEF solvers [] =
{
{ "Implicit", CM_IMPLICIT, implicit_init, implicit_solver, implicit_free },
// { "Implicit C++", CM_IMPLICITCPP, implicitcpp_init, implicitcpp_solver, implicitcpp_free },
};
/* ********** cloth engine ******* */
/* Prototypes for internal functions.
*/
static void cloth_to_object (Object *ob, ClothModifierData *clmd, DerivedMesh *dm);
static void cloth_from_mesh ( Object *ob, ClothModifierData *clmd, DerivedMesh *dm );
static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *dm, float framenr, int first);
static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm );
static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm );
/******************************************************************************
*
* External interface called by modifier.c clothModifier functions.
*
******************************************************************************/
/**
* cloth_init - creates a new cloth simulation.
*
* 1. create object
* 2. fill object with standard values or with the GUI settings if given
*/
void cloth_init ( ClothModifierData *clmd )
{
/* Initialize our new data structure to reasonable values. */
clmd->sim_parms->gravity [0] = 0.0;
clmd->sim_parms->gravity [1] = 0.0;
clmd->sim_parms->gravity [2] = -9.81;
clmd->sim_parms->structural = 15.0;
clmd->sim_parms->shear = 15.0;
clmd->sim_parms->bending = 0.5;
clmd->sim_parms->Cdis = 5.0;
clmd->sim_parms->Cvi = 1.0;
clmd->sim_parms->mass = 0.3f;
clmd->sim_parms->stepsPerFrame = 5;
clmd->sim_parms->flags = 0;
clmd->sim_parms->solver_type = 0;
clmd->sim_parms->preroll = 0;
clmd->sim_parms->maxspringlen = 10;
clmd->sim_parms->vgroup_mass = 0;
clmd->sim_parms->avg_spring_len = 0.0;
clmd->sim_parms->presets = 2; /* cotton as start setting */
clmd->sim_parms->timescale = 1.0f; /* speed factor, describes how fast cloth moves */
clmd->coll_parms->self_friction = 5.0;
clmd->coll_parms->friction = 5.0;
clmd->coll_parms->loop_count = 2;
clmd->coll_parms->epsilon = 0.015f;
clmd->coll_parms->flags = CLOTH_COLLSETTINGS_FLAG_ENABLED;
clmd->coll_parms->collision_list = NULL;
clmd->coll_parms->self_loop_count = 1.0;
clmd->coll_parms->selfepsilon = 0.75;
/* These defaults are copied from softbody.c's
* softbody_calc_forces() function.
*/
clmd->sim_parms->eff_force_scale = 1000.0;
clmd->sim_parms->eff_wind_scale = 250.0;
// also from softbodies
clmd->sim_parms->maxgoal = 1.0f;
clmd->sim_parms->mingoal = 0.0f;
clmd->sim_parms->defgoal = 0.0f;
clmd->sim_parms->goalspring = 1.0f;
clmd->sim_parms->goalfrict = 0.0f;
if(!clmd->sim_parms->effector_weights)
clmd->sim_parms->effector_weights = BKE_add_effector_weights(NULL);
}
static BVHTree *bvhselftree_build_from_cloth (ClothModifierData *clmd, float epsilon)
{
unsigned int i;
BVHTree *bvhtree;
Cloth *cloth;
ClothVertex *verts;
MFace *mfaces;
float co[12];
if(!clmd)
return NULL;
cloth = clmd->clothObject;
if(!cloth)
return NULL;
verts = cloth->verts;
mfaces = cloth->mfaces;
// in the moment, return zero if no faces there
if(!cloth->numverts)
return NULL;
// create quadtree with k=26
bvhtree = BLI_bvhtree_new(cloth->numverts, epsilon, 4, 6);
// fill tree
for(i = 0; i < cloth->numverts; i++, verts++)
{
VECCOPY(&co[0*3], verts->xold);
BLI_bvhtree_insert(bvhtree, i, co, 1);
}
// balance tree
BLI_bvhtree_balance(bvhtree);
return bvhtree;
}
static BVHTree *bvhtree_build_from_cloth (ClothModifierData *clmd, float epsilon)
{
unsigned int i;
BVHTree *bvhtree;
Cloth *cloth;
ClothVertex *verts;
MFace *mfaces;
float co[12];
if(!clmd)
return NULL;
cloth = clmd->clothObject;
if(!cloth)
return NULL;
verts = cloth->verts;
mfaces = cloth->mfaces;
// in the moment, return zero if no faces there
if(!cloth->numfaces)
return NULL;
// create quadtree with k=26
bvhtree = BLI_bvhtree_new(cloth->numfaces, epsilon, 4, 26);
// fill tree
for(i = 0; i < cloth->numfaces; i++, mfaces++)
{
VECCOPY(&co[0*3], verts[mfaces->v1].xold);
VECCOPY(&co[1*3], verts[mfaces->v2].xold);
VECCOPY(&co[2*3], verts[mfaces->v3].xold);
if(mfaces->v4)
VECCOPY(&co[3*3], verts[mfaces->v4].xold);
BLI_bvhtree_insert(bvhtree, i, co, (mfaces->v4 ? 4 : 3));
}
// balance tree
BLI_bvhtree_balance(bvhtree);
return bvhtree;
}
void bvhtree_update_from_cloth(ClothModifierData *clmd, int moving)
{
unsigned int i = 0;
Cloth *cloth = clmd->clothObject;
BVHTree *bvhtree = cloth->bvhtree;
ClothVertex *verts = cloth->verts;
MFace *mfaces;
float co[12], co_moving[12];
int ret = 0;
if(!bvhtree)
return;
mfaces = cloth->mfaces;
// update vertex position in bvh tree
if(verts && mfaces)
{
for(i = 0; i < cloth->numfaces; i++, mfaces++)
{
VECCOPY(&co[0*3], verts[mfaces->v1].txold);
VECCOPY(&co[1*3], verts[mfaces->v2].txold);
VECCOPY(&co[2*3], verts[mfaces->v3].txold);
if(mfaces->v4)
VECCOPY(&co[3*3], verts[mfaces->v4].txold);
// copy new locations into array
if(moving)
{
// update moving positions
VECCOPY(&co_moving[0*3], verts[mfaces->v1].tx);
VECCOPY(&co_moving[1*3], verts[mfaces->v2].tx);
VECCOPY(&co_moving[2*3], verts[mfaces->v3].tx);
if(mfaces->v4)
VECCOPY(&co_moving[3*3], verts[mfaces->v4].tx);
ret = BLI_bvhtree_update_node(bvhtree, i, co, co_moving, (mfaces->v4 ? 4 : 3));
}
else
{
ret = BLI_bvhtree_update_node(bvhtree, i, co, NULL, (mfaces->v4 ? 4 : 3));
}
// check if tree is already full
if(!ret)
break;
}
BLI_bvhtree_update_tree(bvhtree);
}
}
void bvhselftree_update_from_cloth(ClothModifierData *clmd, int moving)
{
unsigned int i = 0;
Cloth *cloth = clmd->clothObject;
BVHTree *bvhtree = cloth->bvhselftree;
ClothVertex *verts = cloth->verts;
MFace *mfaces;
float co[12], co_moving[12];
int ret = 0;
if(!bvhtree)
return;
mfaces = cloth->mfaces;
// update vertex position in bvh tree
if(verts && mfaces)
{
for(i = 0; i < cloth->numverts; i++, verts++)
{
VECCOPY(&co[0*3], verts->txold);
// copy new locations into array
if(moving)
{
// update moving positions
VECCOPY(&co_moving[0*3], verts->tx);
ret = BLI_bvhtree_update_node(bvhtree, i, co, co_moving, 1);
}
else
{
ret = BLI_bvhtree_update_node(bvhtree, i, co, NULL, 1);
}
// check if tree is already full
if(!ret)
break;
}
BLI_bvhtree_update_tree(bvhtree);
}
}
void cloth_clear_cache(Object *ob, ClothModifierData *clmd, float framenr)
{
PTCacheID pid;
BKE_ptcache_id_from_cloth(&pid, ob, clmd);
// don't do anything as long as we're in editmode!
if(pid.cache->edit && ob->mode & OB_MODE_PARTICLE_EDIT)
return;
BKE_ptcache_id_clear(&pid, PTCACHE_CLEAR_AFTER, framenr);
}
static int do_init_cloth(Object *ob, ClothModifierData *clmd, DerivedMesh *result, int framenr)
{
PointCache *cache;
cache= clmd->point_cache;
/* initialize simulation data if it didn't exist already */
if(clmd->clothObject == NULL) {
if(!cloth_from_object(ob, clmd, result, framenr, 1)) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
return 0;
}
if(clmd->clothObject == NULL) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
return 0;
}
implicit_set_positions(clmd);
}
return 1;
}
static int do_step_cloth(Object *ob, ClothModifierData *clmd, DerivedMesh *result, int framenr)
{
ClothVertex *verts = NULL;
Cloth *cloth;
ListBase *effectors = NULL;
MVert *mvert;
int i, ret = 0;
/* simulate 1 frame forward */
cloth = clmd->clothObject;
verts = cloth->verts;
mvert = result->getVertArray(result);
/* force any pinned verts to their constrained location. */
for(i = 0; i < clmd->clothObject->numverts; i++, verts++) {
/* save the previous position. */
VECCOPY(verts->xold, verts->xconst);
VECCOPY(verts->txold, verts->x);
/* Get the current position. */
VECCOPY(verts->xconst, mvert[i].co);
Mat4MulVecfl(ob->obmat, verts->xconst);
}
effectors = pdInitEffectors(clmd->scene, ob, NULL, clmd->sim_parms->effector_weights);
tstart();
/* call the solver. */
if(solvers [clmd->sim_parms->solver_type].solver)
ret = solvers[clmd->sim_parms->solver_type].solver(ob, framenr, clmd, effectors);
tend();
pdEndEffectors(&effectors);
// printf ( "%f\n", ( float ) tval() );
return ret;
}
/************************************************
* clothModifier_do - main simulation function
************************************************/
DerivedMesh *clothModifier_do(ClothModifierData *clmd, Scene *scene, Object *ob, DerivedMesh *dm, int useRenderParams, int isFinalCalc)
{
DerivedMesh *result;
PointCache *cache;
PTCacheID pid;
float timescale;
int framedelta, framenr, startframe, endframe;
int cache_result;
clmd->scene= scene; /* nice to pass on later :) */
framenr= (int)scene->r.cfra;
cache= clmd->point_cache;
result = CDDM_copy(dm);
BKE_ptcache_id_from_cloth(&pid, ob, clmd);
BKE_ptcache_id_time(&pid, scene, framenr, &startframe, &endframe, &timescale);
clmd->sim_parms->timescale= timescale;
if(!result) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
cache->last_exact= 0;
return dm;
}
/* verify we still have the same number of vertices, if not do nothing.
* note that this should only happen if the number of vertices changes
* during an animation due to a preceding modifier, this should not
* happen because of object changes! */
if(clmd->clothObject) {
if(result->getNumVerts(result) != clmd->clothObject->numverts) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
cache->last_exact= 0;
return result;
}
}
// unused in the moment, calculated seperately in implicit.c
clmd->sim_parms->dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
/* handle continuous simulation with the play button */
if(BKE_ptcache_get_continue_physics()) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
cache->last_exact= 0;
/* do simulation */
if(!do_init_cloth(ob, clmd, result, framenr))
return result;
do_step_cloth(ob, clmd, result, framenr);
cloth_to_object(ob, clmd, result);
return result;
}
/* simulation is only active during a specific period */
if(framenr < startframe) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
cache->last_exact= 0;
return result;
}
else if(framenr > endframe) {
framenr= endframe;
}
if(cache->flag & PTCACHE_SIMULATION_VALID)
framedelta= framenr - cache->simframe;
else
framedelta= -1;
/* initialize simulation data if it didn't exist already */
if(!do_init_cloth(ob, clmd, result, framenr))
return result;
if(framenr == startframe) {
BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED);
do_init_cloth(ob, clmd, result, framenr);
cache->simframe= framenr;
cache->flag |= PTCACHE_SIMULATION_VALID;
cache->flag &= ~PTCACHE_REDO_NEEDED;
return result;
}
/* try to read from cache */
cache_result = BKE_ptcache_read_cache(&pid, (float)framenr, scene->r.frs_sec);
if(cache_result == PTCACHE_READ_EXACT || cache_result == PTCACHE_READ_INTERPOLATED) {
implicit_set_positions(clmd);
cloth_to_object (ob, clmd, result);
cache->simframe= framenr;
cache->flag |= PTCACHE_SIMULATION_VALID;
if(cache_result == PTCACHE_READ_INTERPOLATED && cache->flag & PTCACHE_REDO_NEEDED)
BKE_ptcache_write_cache(&pid, framenr);
return result;
}
else if(cache_result==PTCACHE_READ_OLD) {
implicit_set_positions(clmd);
cache->flag |= PTCACHE_SIMULATION_VALID;
}
else if(ob->id.lib || (cache->flag & PTCACHE_BAKED)) {
/* if baked and nothing in cache, do nothing */
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
cache->last_exact= 0;
return result;
}
/* if on second frame, write cache for first frame */
if(cache->simframe == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact==0))
BKE_ptcache_write_cache(&pid, startframe);
clmd->sim_parms->timescale *= framenr - cache->simframe;
/* do simulation */
cache->flag |= PTCACHE_SIMULATION_VALID;
cache->simframe= framenr;
if(!do_step_cloth(ob, clmd, result, framenr)) {
cache->flag &= ~PTCACHE_SIMULATION_VALID;
cache->simframe= 0;
cache->last_exact= 0;
}
else
BKE_ptcache_write_cache(&pid, framenr);
cloth_to_object (ob, clmd, result);
return result;
}
/* frees all */
void cloth_free_modifier ( Object *ob, ClothModifierData *clmd )
{
Cloth *cloth = NULL;
if ( !clmd )
return;
cloth = clmd->clothObject;
if ( cloth )
{
// If our solver provides a free function, call it
if ( solvers [clmd->sim_parms->solver_type].free )
{
solvers [clmd->sim_parms->solver_type].free ( clmd );
}
// Free the verts.
if ( cloth->verts != NULL )
MEM_freeN ( cloth->verts );
cloth->verts = NULL;
cloth->numverts = 0;
// Free the springs.
if ( cloth->springs != NULL )
{
LinkNode *search = cloth->springs;
while(search)
{
ClothSpring *spring = search->link;
MEM_freeN ( spring );
search = search->next;
}
BLI_linklist_free(cloth->springs, NULL);
cloth->springs = NULL;
}
cloth->springs = NULL;
cloth->numsprings = 0;
// free BVH collision tree
if ( cloth->bvhtree )
BLI_bvhtree_free ( cloth->bvhtree );
if ( cloth->bvhselftree )
BLI_bvhtree_free ( cloth->bvhselftree );
// we save our faces for collision objects
if ( cloth->mfaces )
MEM_freeN ( cloth->mfaces );
if(cloth->edgehash)
BLI_edgehash_free ( cloth->edgehash, NULL );
/*
if(clmd->clothObject->facemarks)
MEM_freeN(clmd->clothObject->facemarks);
*/
MEM_freeN ( cloth );
clmd->clothObject = NULL;
}
}
/* frees all */
void cloth_free_modifier_extern ( ClothModifierData *clmd )
{
Cloth *cloth = NULL;
if(G.rt > 0)
printf("cloth_free_modifier_extern\n");
if ( !clmd )
return;
cloth = clmd->clothObject;
if ( cloth )
{
if(G.rt > 0)
printf("cloth_free_modifier_extern in\n");
// If our solver provides a free function, call it
if ( solvers [clmd->sim_parms->solver_type].free )
{
solvers [clmd->sim_parms->solver_type].free ( clmd );
}
// Free the verts.
if ( cloth->verts != NULL )
MEM_freeN ( cloth->verts );
cloth->verts = NULL;
cloth->numverts = 0;
// Free the springs.
if ( cloth->springs != NULL )
{
LinkNode *search = cloth->springs;
while(search)
{
ClothSpring *spring = search->link;
MEM_freeN ( spring );
search = search->next;
}
BLI_linklist_free(cloth->springs, NULL);
cloth->springs = NULL;
}
cloth->springs = NULL;
cloth->numsprings = 0;
// free BVH collision tree
if ( cloth->bvhtree )
BLI_bvhtree_free ( cloth->bvhtree );
if ( cloth->bvhselftree )
BLI_bvhtree_free ( cloth->bvhselftree );
// we save our faces for collision objects
if ( cloth->mfaces )
MEM_freeN ( cloth->mfaces );
if(cloth->edgehash)
BLI_edgehash_free ( cloth->edgehash, NULL );
/*
if(clmd->clothObject->facemarks)
MEM_freeN(clmd->clothObject->facemarks);
*/
MEM_freeN ( cloth );
clmd->clothObject = NULL;
}
}
/******************************************************************************
*
* Internal functions.
*
******************************************************************************/
/**
* cloth_to_object - copies the deformed vertices to the object.
*
**/
static void cloth_to_object (Object *ob, ClothModifierData *clmd, DerivedMesh *dm)
{
unsigned int i = 0;
MVert *mvert = NULL;
unsigned int numverts;
Cloth *cloth = clmd->clothObject;
if (clmd->clothObject) {
/* inverse matrix is not uptodate... */
Mat4Invert (ob->imat, ob->obmat);
mvert = CDDM_get_verts(dm);
numverts = dm->getNumVerts(dm);
for (i = 0; i < numverts; i++)
{
VECCOPY (mvert[i].co, cloth->verts[i].x);
Mat4MulVecfl (ob->imat, mvert[i].co); /* cloth is in global coords */
}
}
}
/**
* cloth_apply_vgroup - applies a vertex group as specified by type
*
**/
/* can be optimized to do all groups in one loop */
static void cloth_apply_vgroup ( ClothModifierData *clmd, DerivedMesh *dm )
{
int i = 0;
int j = 0;
MDeformVert *dvert = NULL;
Cloth *clothObj = NULL;
int numverts;
float goalfac = 0;
ClothVertex *verts = NULL;
if (!clmd || !dm) return;
clothObj = clmd->clothObject;
numverts = dm->getNumVerts ( dm );
verts = clothObj->verts;
if (((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_SCALING ) ||
(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )) &&
((clmd->sim_parms->vgroup_mass>0) ||
(clmd->sim_parms->vgroup_struct>0)||
(clmd->sim_parms->vgroup_bend>0)))
{
for ( i = 0; i < numverts; i++, verts++ )
{
dvert = dm->getVertData ( dm, i, CD_MDEFORMVERT );
if ( dvert )
{
for ( j = 0; j < dvert->totweight; j++ )
{
if (( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_mass-1)) && (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL ))
{
verts->goal = dvert->dw [j].weight;
goalfac= 1.0f;
/*
// Kicking goal factor to simplify things...who uses that anyway?
// ABS ( clmd->sim_parms->maxgoal - clmd->sim_parms->mingoal );
*/
verts->goal = ( float ) pow ( verts->goal , 4.0f );
if ( verts->goal >=SOFTGOALSNAP )
{
verts->flags |= CLOTH_VERT_FLAG_PINNED;
}
}
if (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_SCALING )
{
if( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_struct-1))
{
verts->struct_stiff = dvert->dw [j].weight;
verts->shear_stiff = dvert->dw [j].weight;
}
if( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_bend-1))
{
verts->bend_stiff = dvert->dw [j].weight;
}
}
/*
// for later
if( dvert->dw[j].def_nr == (clmd->sim_parms->vgroup_weight-1))
{
verts->mass = dvert->dw [j].weight;
}
*/
}
}
}
}
}
static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *dm, float framenr, int first)
{
int i = 0;
MVert *mvert = NULL;
ClothVertex *verts = NULL;
float tnull[3] = {0,0,0};
Cloth *cloth = NULL;
float maxdist = 0;
// If we have a clothObject, free it.
if ( clmd->clothObject != NULL )
{
cloth_free_modifier ( ob, clmd );
if(G.rt > 0)
printf("cloth_free_modifier cloth_from_object\n");
}
// Allocate a new cloth object.
clmd->clothObject = MEM_callocN ( sizeof ( Cloth ), "cloth" );
if ( clmd->clothObject )
{
clmd->clothObject->old_solver_type = 255;
// clmd->clothObject->old_collision_type = 255;
cloth = clmd->clothObject;
clmd->clothObject->edgehash = NULL;
}
else if ( !clmd->clothObject )
{
modifier_setError ( & ( clmd->modifier ), "Out of memory on allocating clmd->clothObject." );
return 0;
}
// mesh input objects need DerivedMesh
if ( !dm )
return 0;
cloth_from_mesh ( ob, clmd, dm );
// create springs
clmd->clothObject->springs = NULL;
clmd->clothObject->numsprings = -1;
mvert = dm->getVertArray ( dm );
verts = clmd->clothObject->verts;
// set initial values
for ( i = 0; i < dm->getNumVerts(dm); i++, verts++ )
{
if(first)
{
VECCOPY ( verts->x, mvert[i].co );
Mat4MulVecfl ( ob->obmat, verts->x );
}
/* no GUI interface yet */
verts->mass = clmd->sim_parms->mass;
verts->impulse_count = 0;
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
verts->goal= clmd->sim_parms->defgoal;
else
verts->goal= 0.0f;
verts->flags = 0;
VECCOPY ( verts->xold, verts->x );
VECCOPY ( verts->xconst, verts->x );
VECCOPY ( verts->txold, verts->x );
VECCOPY ( verts->tx, verts->x );
VecMulf ( verts->v, 0.0f );
verts->impulse_count = 0;
VECCOPY ( verts->impulse, tnull );
}
// apply / set vertex groups
// has to be happen before springs are build!
cloth_apply_vgroup (clmd, dm);
if ( !cloth_build_springs ( clmd, dm ) )
{
cloth_free_modifier ( ob, clmd );
modifier_setError ( & ( clmd->modifier ), "Can't build springs." );
printf("cloth_free_modifier cloth_build_springs\n");
return 0;
}
for ( i = 0; i < dm->getNumVerts(dm); i++)
{
if((!(cloth->verts[i].flags & CLOTH_VERT_FLAG_PINNED)) && (cloth->verts[i].goal > ALMOST_ZERO))
{
cloth_add_spring (clmd, i, i, 0.0, CLOTH_SPRING_TYPE_GOAL);
}
}
// init our solver
if ( solvers [clmd->sim_parms->solver_type].init ) {
solvers [clmd->sim_parms->solver_type].init ( ob, clmd );
}
if(!first)
implicit_set_positions(clmd);
clmd->clothObject->bvhtree = bvhtree_build_from_cloth ( clmd, clmd->coll_parms->epsilon );
for(i = 0; i < dm->getNumVerts(dm); i++)
{
maxdist = MAX2(maxdist, clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len*2.0));
}
clmd->clothObject->bvhselftree = bvhselftree_build_from_cloth ( clmd, maxdist );
return 1;
}
static void cloth_from_mesh ( Object *ob, ClothModifierData *clmd, DerivedMesh *dm )
{
unsigned int numverts = dm->getNumVerts ( dm );
unsigned int numfaces = dm->getNumFaces ( dm );
MFace *mface = CDDM_get_faces(dm);
unsigned int i = 0;
/* Allocate our vertices. */
clmd->clothObject->numverts = numverts;
clmd->clothObject->verts = MEM_callocN ( sizeof ( ClothVertex ) * clmd->clothObject->numverts, "clothVertex" );
if ( clmd->clothObject->verts == NULL )
{
cloth_free_modifier ( ob, clmd );
modifier_setError ( & ( clmd->modifier ), "Out of memory on allocating clmd->clothObject->verts." );
printf("cloth_free_modifier clmd->clothObject->verts\n");
return;
}
// save face information
clmd->clothObject->numfaces = numfaces;
clmd->clothObject->mfaces = MEM_callocN ( sizeof ( MFace ) * clmd->clothObject->numfaces, "clothMFaces" );
if ( clmd->clothObject->mfaces == NULL )
{
cloth_free_modifier ( ob, clmd );
modifier_setError ( & ( clmd->modifier ), "Out of memory on allocating clmd->clothObject->mfaces." );
printf("cloth_free_modifier clmd->clothObject->mfaces\n");
return;
}
for ( i = 0; i < numfaces; i++ )
memcpy ( &clmd->clothObject->mfaces[i], &mface[i], sizeof ( MFace ) );
/* Free the springs since they can't be correct if the vertices
* changed.
*/
if ( clmd->clothObject->springs != NULL )
MEM_freeN ( clmd->clothObject->springs );
}
/***************************************************************************************
* SPRING NETWORK BUILDING IMPLEMENTATION BEGIN
***************************************************************************************/
// be carefull: implicit solver has to be resettet when using this one!
// --> only for implicit handling of this spring!
int cloth_add_spring ( ClothModifierData *clmd, unsigned int indexA, unsigned int indexB, float restlength, int spring_type)
{
Cloth *cloth = clmd->clothObject;
ClothSpring *spring = NULL;
if(cloth)
{
// TODO: look if this spring is already there
spring = ( ClothSpring * ) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if(!spring)
return 0;
spring->ij = indexA;
spring->kl = indexB;
spring->restlen = restlength;
spring->type = spring_type;
spring->flags = 0;
spring->stiffness = 0;
cloth->numsprings++;
BLI_linklist_prepend ( &cloth->springs, spring );
return 1;
}
return 0;
}
static void cloth_free_errorsprings(Cloth *cloth, EdgeHash *edgehash, LinkNode **edgelist)
{
unsigned int i = 0;
if ( cloth->springs != NULL )
{
LinkNode *search = cloth->springs;
while(search)
{
ClothSpring *spring = search->link;
MEM_freeN ( spring );
search = search->next;
}
BLI_linklist_free(cloth->springs, NULL);
cloth->springs = NULL;
}
if(edgelist)
{
for ( i = 0; i < cloth->numverts; i++ )
{
BLI_linklist_free ( edgelist[i],NULL );
}
MEM_freeN ( edgelist );
}
if(cloth->edgehash)
BLI_edgehash_free ( cloth->edgehash, NULL );
}
static int cloth_build_springs ( ClothModifierData *clmd, DerivedMesh *dm )
{
Cloth *cloth = clmd->clothObject;
ClothSpring *spring = NULL, *tspring = NULL, *tspring2 = NULL;
unsigned int struct_springs = 0, shear_springs=0, bend_springs = 0;
int i = 0;
int numverts = dm->getNumVerts ( dm );
int numedges = dm->getNumEdges ( dm );
int numfaces = dm->getNumFaces ( dm );
MEdge *medge = CDDM_get_edges ( dm );
MFace *mface = CDDM_get_faces ( dm );
int index2 = 0; // our second vertex index
LinkNode **edgelist = NULL;
EdgeHash *edgehash = NULL;
LinkNode *search = NULL, *search2 = NULL;
float temp[3];
// error handling
if ( numedges==0 )
return 0;
cloth->springs = NULL;
edgelist = MEM_callocN ( sizeof ( LinkNode * ) * numverts, "cloth_edgelist_alloc" );
if(!edgelist)
return 0;
for ( i = 0; i < numverts; i++ )
{
edgelist[i] = NULL;
}
if ( cloth->springs )
MEM_freeN ( cloth->springs );
// create spring network hash
edgehash = BLI_edgehash_new();
// structural springs
for ( i = 0; i < numedges; i++ )
{
spring = ( ClothSpring * ) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if ( spring )
{
spring->ij = MIN2(medge[i].v1, medge[i].v2);
spring->kl = MAX2(medge[i].v2, medge[i].v1);
VECSUB ( temp, cloth->verts[spring->kl].x, cloth->verts[spring->ij].x );
spring->restlen = sqrt ( INPR ( temp, temp ) );
clmd->sim_parms->avg_spring_len += spring->restlen;
cloth->verts[spring->ij].avg_spring_len += spring->restlen;
cloth->verts[spring->kl].avg_spring_len += spring->restlen;
cloth->verts[spring->ij].spring_count++;
cloth->verts[spring->kl].spring_count++;
spring->type = CLOTH_SPRING_TYPE_STRUCTURAL;
spring->flags = 0;
spring->stiffness = (cloth->verts[spring->kl].struct_stiff + cloth->verts[spring->ij].struct_stiff) / 2.0;
struct_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
else
{
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
}
if(struct_springs > 0)
clmd->sim_parms->avg_spring_len /= struct_springs;
for(i = 0; i < numverts; i++)
{
cloth->verts[i].avg_spring_len = cloth->verts[i].avg_spring_len * 0.49 / ((float)cloth->verts[i].spring_count);
}
// shear springs
for ( i = 0; i < numfaces; i++ )
{
// triangle faces already have shear springs due to structural geometry
if ( !mface[i].v4 )
continue;
spring = ( ClothSpring *) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if(!spring)
{
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = MIN2(mface[i].v1, mface[i].v3);
spring->kl = MAX2(mface[i].v3, mface[i].v1);
VECSUB ( temp, cloth->verts[spring->kl].x, cloth->verts[spring->ij].x );
spring->restlen = sqrt ( INPR ( temp, temp ) );
spring->type = CLOTH_SPRING_TYPE_SHEAR;
spring->stiffness = (cloth->verts[spring->kl].shear_stiff + cloth->verts[spring->ij].shear_stiff) / 2.0;
BLI_linklist_append ( &edgelist[spring->ij], spring );
BLI_linklist_append ( &edgelist[spring->kl], spring );
shear_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
// if ( mface[i].v4 ) --> Quad face
spring = ( ClothSpring * ) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if(!spring)
{
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = MIN2(mface[i].v2, mface[i].v4);
spring->kl = MAX2(mface[i].v4, mface[i].v2);
VECSUB ( temp, cloth->verts[spring->kl].x, cloth->verts[spring->ij].x );
spring->restlen = sqrt ( INPR ( temp, temp ) );
spring->type = CLOTH_SPRING_TYPE_SHEAR;
spring->stiffness = (cloth->verts[spring->kl].shear_stiff + cloth->verts[spring->ij].shear_stiff) / 2.0;
BLI_linklist_append ( &edgelist[spring->ij], spring );
BLI_linklist_append ( &edgelist[spring->kl], spring );
shear_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
if(numfaces) {
// bending springs
search2 = cloth->springs;
for ( i = struct_springs; i < struct_springs+shear_springs; i++ )
{
if ( !search2 )
break;
tspring2 = search2->link;
search = edgelist[tspring2->kl];
while ( search )
{
tspring = search->link;
index2 = ( ( tspring->ij==tspring2->kl ) ? ( tspring->kl ) : ( tspring->ij ) );
// check for existing spring
// check also if startpoint is equal to endpoint
if ( !BLI_edgehash_haskey ( edgehash, MIN2(tspring2->ij, index2), MAX2(tspring2->ij, index2) )
&& ( index2!=tspring2->ij ) )
{
spring = ( ClothSpring * ) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if(!spring)
{
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = MIN2(tspring2->ij, index2);
spring->kl = MAX2(tspring2->ij, index2);
VECSUB ( temp, cloth->verts[spring->kl].x, cloth->verts[spring->ij].x );
spring->restlen = sqrt ( INPR ( temp, temp ) );
spring->type = CLOTH_SPRING_TYPE_BENDING;
spring->stiffness = (cloth->verts[spring->kl].bend_stiff + cloth->verts[spring->ij].bend_stiff) / 2.0;
BLI_edgehash_insert ( edgehash, spring->ij, spring->kl, NULL );
bend_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
search = search->next;
}
search2 = search2->next;
}
}
else if(struct_springs > 2) {
/* bending springs for hair strands */
/* The current algorightm only goes through the edges in order of the mesh edges list */
/* and makes springs between the outer vert of edges sharing a vertice. This works just */
/* fine for hair, but not for user generated string meshes. This could/should be later */
/* extended to work with non-ordered edges so that it can be used for general "rope */
/* dynamics" without the need for the vertices or edges to be ordered through the length*/
/* of the strands. -jahka */
search = cloth->springs;
search2 = search->next;
while(search && search2)
{
tspring = search->link;
tspring2 = search2->link;
if(tspring->ij == tspring2->kl) {
spring = ( ClothSpring * ) MEM_callocN ( sizeof ( ClothSpring ), "cloth spring" );
if(!spring)
{
cloth_free_errorsprings(cloth, edgehash, edgelist);
return 0;
}
spring->ij = tspring2->ij;
spring->kl = tspring->kl;
VECSUB ( temp, cloth->verts[spring->kl].x, cloth->verts[spring->ij].x );
spring->restlen = sqrt ( INPR ( temp, temp ) );
spring->type = CLOTH_SPRING_TYPE_BENDING;
spring->stiffness = (cloth->verts[spring->kl].bend_stiff + cloth->verts[spring->ij].bend_stiff) / 2.0;
bend_springs++;
BLI_linklist_prepend ( &cloth->springs, spring );
}
search = search->next;
search2 = search2->next;
}
}
/* insert other near springs in edgehash AFTER bending springs are calculated (for selfcolls) */
for ( i = 0; i < numedges; i++ ) // struct springs
BLI_edgehash_insert ( edgehash, MIN2(medge[i].v1, medge[i].v2), MAX2(medge[i].v2, medge[i].v1), NULL );
for ( i = 0; i < numfaces; i++ ) // edge springs
{
if(mface[i].v4)
{
BLI_edgehash_insert ( edgehash, MIN2(mface[i].v1, mface[i].v3), MAX2(mface[i].v3, mface[i].v1), NULL );
BLI_edgehash_insert ( edgehash, MIN2(mface[i].v2, mface[i].v4), MAX2(mface[i].v2, mface[i].v4), NULL );
}
}
cloth->numsprings = struct_springs + shear_springs + bend_springs;
if ( edgelist )
{
for ( i = 0; i < numverts; i++ )
{
BLI_linklist_free ( edgelist[i],NULL );
}
MEM_freeN ( edgelist );
}
cloth->edgehash = edgehash;
if(G.rt>0)
printf("avg_len: %f\n",clmd->sim_parms->avg_spring_len);
return 1;
} /* cloth_build_springs */
/***************************************************************************************
* SPRING NETWORK BUILDING IMPLEMENTATION END
***************************************************************************************/