Files
test/source/blender/blenkernel/intern/softbody.c
Ton Roosendaal f8845d5d11 The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html

There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)

Here's a list of of most evident changes in the patch;

- Guides support recoded. It was implemented as a true 'force field',
  checking all Curve path points for each particle to find the closest. Was
  just far too slow, and didn't support looping or bends well.
  The new implementation is fast (real time) and treats the paths as actual
  trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
  exception. Now it's integrated and can be combined with other velocities
  or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
  giving too much cpu for a simple task. Instead of going over all faces
  many times, it now only does it once.
  Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
  cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
  VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
  the convention that particles were added with increasing time steps.
  Solved by creating a object Matrix Cache.
  Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
  actually calculate fewer particles for 3D viewing, but render all still.
  So now it can be used to keep editing realtime.

Removed;

The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.

And:

- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
  nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
  collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
  (location changes got the half force, speed the full...???)

So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00

1413 lines
38 KiB
C

/* softbody.c
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
/*
******
variables on the UI for now
float mediafrict; friction to env
float nodemass; softbody mass of *vertex*
float grav; softbody amount of gravitaion to apply
float goalspring; softbody goal springs
float goalfrict; softbody goal springs friction
float mingoal; quick limits for goal
float maxgoal;
float inspring; softbody inner springs
float infrict; softbody inner springs friction
*****
*/
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
/* types */
#include "DNA_curve_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h" /* here is the softbody struct */
#include "DNA_key_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_lattice_types.h"
#include "DNA_scene_types.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_key.h"
#include "BKE_object.h"
#include "BKE_softbody.h"
#include "BKE_utildefines.h"
#include "BKE_DerivedMesh.h"
#include "BIF_editdeform.h"
/* ********** soft body engine ******* */
typedef struct BodyPoint {
float origS[3], origE[3], origT[3], pos[3], vec[3], force[3];
float weight, goal;
float prevpos[3], prevvec[3], prevdx[3], prevdv[3]; /* used for Heun integration */
int nofsprings; int *springs;
float contactfrict;
} BodyPoint;
typedef struct BodySpring {
int v1, v2;
float len, strength;
} BodySpring;
#define SOFTGOALSNAP 0.999f
// if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
// removes *unnecessary* stiffnes from ODE system
#define HEUNWARNLIMIT 1 // 50 would be fine i think for detecting severe *stiff* stuff
float SoftHeunTol = 1.0f; // humm .. this should be calculated from sb parameters and sizes
/* local prototypes */
static void free_softbody_intern(SoftBody *sb);
/* aye this belongs to arith.c */
static void Vec3PlusStVec(float *v, float s, float *v1);
/*+++ frame based timing +++*/
//physical unit of force is [kg * m / sec^2]
static float sb_grav_force_scale(Object *ob)
// since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
// put it to a function here, so we can add user options later without touching simulation code
{
return (0.001f);
}
static float sb_fric_force_scale(Object *ob)
// rescaling unit of drag [1 / sec] to somehow reasonable
// put it to a function here, so we can add user options later without touching simulation code
{
return (0.01f);
}
static float sb_time_scale(Object *ob)
// defining the frames to *real* time relation
{
SoftBody *sb= ob->soft; // is supposed to be there
if (sb){
return(sb->physics_speed); //hrms .. this could be IPO as well :)
// estimated range [0.001 sluggish slug - 100.0 very fast (i hope ODE solver can handle that)]
// 1 approx = a unit 1 pendulum at g = 9.8 [earth conditions] has period 65 frames
// theory would give a 50 frames period .. so there must be something inaccurate .. looking for that (BM)
}
return (1.0f);
/*
this would be frames/sec independant timing assuming 25 fps is default
but does not work very well with NLA
return (25.0f/G.scene->r.frs_sec)
*/
}
/*--- frame based timing ---*/
static int count_mesh_quads(Mesh *me)
{
int a,result = 0;
MFace *mface= me->mface;
if(mface) {
for(a=me->totface; a>0; a--, mface++) {
if(mface->v4) result++;
}
}
return result;
}
static void add_mesh_quad_diag_springs(Object *ob)
{
Mesh *me= ob->data;
MFace *mface= me->mface;
BodyPoint *bp;
BodySpring *bs, *bs_new;
int a ;
if (ob->soft){
int nofquads;
nofquads = count_mesh_quads(me);
if (nofquads) {
/* resize spring-array to hold additional quad springs */
bs_new= MEM_callocN( (ob->soft->totspring + nofquads *2 )*sizeof(BodySpring), "bodyspring");
memcpy(bs_new,ob->soft->bspring,(ob->soft->totspring )*sizeof(BodySpring));
if(ob->soft->bspring)
MEM_freeN(ob->soft->bspring); /* do this before reassigning the pointer or have a 1st class memory leak */
ob->soft->bspring = bs_new;
/* fill the tail */
a = 0;
bs = bs_new+ob->soft->totspring;
bp= ob->soft->bpoint;
if(mface ) {
for(a=me->totface; a>0; a--, mface++) {
if(mface->v4) {
bs->v1= mface->v1;
bs->v2= mface->v3;
bs->strength= 1.0;
bs++;
bs->v1= mface->v2;
bs->v2= mface->v4;
bs->strength= 1.0;
bs++;
}
}
}
/* now we can announce new springs */
ob->soft->totspring += nofquads *2;
}
}
}
static void add_bp_springlist(BodyPoint *bp,int springID)
{
int *newlist;
if (bp->springs == NULL) {
bp->springs = MEM_callocN( sizeof(int), "bpsprings");
bp->springs[0] = springID;
bp->nofsprings = 1;
}
else {
bp->nofsprings++;
newlist = MEM_callocN(bp->nofsprings * sizeof(int), "bpsprings");
memcpy(newlist,bp->springs,(bp->nofsprings-1)* sizeof(int));
MEM_freeN(bp->springs);
bp->springs = newlist;
bp->springs[bp->nofsprings-1] = springID;
}
}
/* do this once when sb is build
it is O(N^2) so scanning for springs every iteration is too expensive
*/
static void build_bps_springlist(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
BodySpring *bs;
int a,b;
if (sb==NULL) return; // paranoya check
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* scan for attached inner springs */
for(b=sb->totspring, bs= sb->bspring; b>0; b--, bs++) {
if (( (sb->totpoint-a) == bs->v1) ){
add_bp_springlist(bp,sb->totspring -b);
}
if (( (sb->totpoint-a) == bs->v2) ){
add_bp_springlist(bp,sb->totspring -b);
}
}//for springs
// if (bp->nofsprings) printf(" node %d has %d spring links\n",a,bp->nofsprings);
}//for bp
}
/* creates new softbody if didn't exist yet, makes new points and springs arrays */
static void renew_softbody(Object *ob, int totpoint, int totspring,int *rcs)
{
SoftBody *sb;
int i;
if(ob->soft==NULL) ob->soft= sbNew();
else free_softbody_intern(ob->soft);
sb= ob->soft;
*rcs=1; /* we don't do spring calulations here */
if(totpoint) {
sb->totpoint= totpoint;
sb->totspring= totspring;
sb->bpoint= MEM_mallocN( totpoint*sizeof(BodyPoint), "bodypoint");
if(totspring)
sb->bspring= MEM_mallocN( totspring*sizeof(BodySpring), "bodyspring");
/* initialise BodyPoint array */
for (i=0; i<totpoint; i++) {
BodyPoint *bp = &sb->bpoint[i];
bp->weight= 1.0;
if(ob->softflag & OB_SB_GOAL) {
bp->goal= ob->soft->defgoal;
}
else {
bp->goal= 0.0f;
/* so this will definily be below SOFTGOALSNAP */
}
bp->nofsprings= 0;
bp->springs= NULL;
bp->contactfrict = 0.0f;
}
}
}
static void free_softbody_baked(SoftBody *sb)
{
SBVertex *key;
int k;
for(k=0; k<sb->totkey; k++) {
key= *(sb->keys + k);
if(key) MEM_freeN(key);
}
if(sb->keys) MEM_freeN(sb->keys);
sb->keys= NULL;
sb->totkey= 0;
}
/* only frees internal data */
static void free_softbody_intern(SoftBody *sb)
{
if(sb) {
int a;
BodyPoint *bp;
if(sb->bpoint){
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* free spring list */
if (bp->springs != NULL) {
MEM_freeN(bp->springs);
}
}
MEM_freeN(sb->bpoint);
}
if(sb->bspring) MEM_freeN(sb->bspring);
sb->totpoint= sb->totspring= 0;
sb->bpoint= NULL;
sb->bspring= NULL;
free_softbody_baked(sb);
}
}
/* ************ dynamics ********** */
int sb_detect_collision(float opco[3], float facenormal[3], float *damp,
float force[3], unsigned int par_layer,struct Object *vertexowner)
{
Base *base;
Object *ob;
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], dv1[3], dv2[3],
facedist,n_mag,t,force_mag_norm,
innerfacethickness = -0.5f, outerfacethickness = 0.2f,
ee = 5.0f, ff = 0.1f, fa;
int a, deflected=0;
base= G.scene->base.first;
while (base) {
/*Only proceed for mesh object in same layer */
if(base->object->type==OB_MESH && (base->lay & par_layer)) {
ob= base->object;
if((vertexowner) && (ob == vertexowner)){
/* if vertexowner is given we don't want to check collision with owner object */
base = base->next;
continue;
}
/* only with deflecting set */
if(ob->pd && ob->pd->deflect) {
DerivedMesh *dm= NULL;
DispListMesh *disp_mesh= NULL;
MFace *mface= NULL;
Object *copyob;
int dmNeedsFree;
/* do object level stuff */
/* need to have user control for that since it depends on model scale */
innerfacethickness =-ob->pd->pdef_sbift;
outerfacethickness =ob->pd->pdef_sboft;
fa = (ff*outerfacethickness-outerfacethickness);
fa *= fa;
fa = 1.0f/fa;
copyob = ob;
if(1) { // so maybe someone wants overkill to collide with subsurfed
dm = mesh_get_derived_deform(copyob, &dmNeedsFree);
} else {
dm = mesh_get_derived_final(copyob, &dmNeedsFree);
}
if (dm) {
disp_mesh = dm->convertToDispListMesh(dm, 1);
mface= disp_mesh->mface;
a = disp_mesh->totface;
}
else {
a = 0 ;
}
/* use mesh*/
while (a--) {
/* Calculate the global co-ordinates of the vertices*/
if (dm){
dm->getVertCo(dm,mface->v1,nv1);
Mat4MulVecfl(ob->obmat, nv1);
dm->getVertCo(dm,mface->v2,nv2);
Mat4MulVecfl(ob->obmat, nv2);
dm->getVertCo(dm,mface->v3,nv3);
Mat4MulVecfl(ob->obmat, nv3);
if (mface->v4){
dm->getVertCo(dm,mface->v4,nv4);
Mat4MulVecfl(ob->obmat, nv4);
}
}
// switch origin to be nv2
VECSUB(edge1, nv1, nv2);
VECSUB(edge2, nv3, nv2);
VECSUB(dv1,opco,nv2); // abuse dv1 to have vertex in question at *origin* of triangle
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
if ( LineIntersectsTriangle( opco, dv2, nv1, nv2, nv3, &t)){
force_mag_norm =(float)exp(-ee*facedist);
if (facedist > outerfacethickness*ff)
force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
Vec3PlusStVec(force,force_mag_norm,d_nvect);
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
}
if (mface->v4){ // quad
// switch origin to be nv4
VECSUB(edge1, nv3, nv4);
VECSUB(edge2, nv1, nv4);
VECSUB(dv1,opco,nv4); // abuse dv1 to have vertex in question at *origin* of triangle
Crossf(d_nvect, edge2, edge1);
n_mag = Normalise(d_nvect);
facedist = Inpf(dv1,d_nvect);
if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
if (LineIntersectsTriangle( opco, dv2, nv1, nv3, nv4, &t)){
force_mag_norm =(float)exp(-ee*facedist);
if (facedist > outerfacethickness*ff)
force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
Vec3PlusStVec(force,force_mag_norm,d_nvect);
*damp=ob->pd->pdef_sbdamp;
deflected = 2;
}
}
}
mface++;
}//while a
/* give it away */
if (disp_mesh) {
displistmesh_free(disp_mesh);
}
if (dm) {
if (dmNeedsFree) dm->release(dm);
}
} // if(ob->pd && ob->pd->deflect)
}//if (base->object->type==OB_MESH && (base->lay & par_layer)) {
base = base->next;
} // while (base)
return deflected;
}
/* aye this belongs to arith.c */
static void Vec3PlusStVec(float *v, float s, float *v1)
{
v[0] += s*v1[0];
v[1] += s*v1[1];
v[2] += s*v1[2];
}
static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf )
{
int deflected;
float s_actpos[3], s_futurepos[3];
VECCOPY(s_actpos,actpos);
if(futurepos)
VECCOPY(s_futurepos,futurepos);
deflected= sb_detect_collision(s_actpos, facenormal, cf, force , ob->lay, ob);
return(deflected);
}
static int is_there_deflection(unsigned int layer)
{
Base *base;
for(base = G.scene->base.first; base; base= base->next) {
if( (base->lay & layer) && base->object->pd) {
if(base->object->pd->deflect)
return 1;
}
}
return 0;
}
static void softbody_calc_forces(Object *ob, float forcetime)
{
/* 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, actspringlen, forcefactor, sd[3];
float fieldfactor = 1000.0f, windfactor = 250.0f;
int a, b, do_deflector;
/* clear forces */
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
}
gravity = sb->grav * sb_grav_force_scale(ob);
/* check! */
do_deflector= is_there_deflection(ob->lay);
do_effector= pdInitEffectors(ob->lay);
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
bproot= sb->bpoint; /* need this for proper spring addressing */
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
if(bp->goal < SOFTGOALSNAP){ // ommit this bp when i snaps
float auxvect[3]; // aux unit vector
float velgoal[3];
float absvel =0, projvel= 0;
/* do goal stuff */
if(ob->softflag & OB_SB_GOAL) {
/* true elastic goal */
VecSubf(auxvect,bp->origT,bp->pos);
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) ;
if (forcetime > 0.0 ) { // make sure friction does not become rocket motor on time reversal
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]);
}
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 */
/* 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 functio once
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
/* note: now we have wind as motion of media, so we can do anisotropic stuff here, */
/* if we had vertex normals here(BM) */
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
VECADD(bp->force, bp->force, force);
/* 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 {
/* 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 */
}
/*other forces*/
/* this is the place where other forces can be added
yes, constraints and collision stuff should go here too (read baraff papers on that!)
*/
/* moving collision targets */
if(do_deflector) {
float defforce[3] = {0.0f,0.0f,0.0f}, collisionpos[3],facenormal[3], cf = 1.0f;
kd = 1.0f;
if (sb_deflect_face(ob,bp->pos, bp->pos, collisionpos, facenormal,defforce,&cf)){
Vec3PlusStVec(bp->force,kd,defforce);
bp->contactfrict = cf;
}
else{
bp->contactfrict = 0.0f;
}
}
/*other forces done*/
/* nice things could be done with anisotropic friction
like wind/air resistance in normal direction
--> having a piece of cloth sailing down
but this needs to have a *valid* vertex normal
*valid* means to be calulated on time axis
hrms .. may be a rough one could be used as well .. let's see
*/
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 (( (sb->totpoint-a) == bs->v1) ){
actspringlen= VecLenf( (bproot+bs->v2)->pos, bp->pos);
VecSubf(sd,(bproot+bs->v2)->pos, bp->pos);
Normalise(sd);
// friction stuff V1
VecSubf(velgoal,bp->vec,(bproot+bs->v2)->vec);
kd = sb->infrict * sb_fric_force_scale(ob);
absvel = Normalise(velgoal);
projvel = ABS(Inpf(sd,velgoal));
kd *= absvel * projvel;
Vec3PlusStVec(bp->force,-kd,velgoal);
if(bs->len > 0.0) /* check for degenerated springs */
forcefactor = (bs->len - actspringlen)/bs->len * iks;
else
forcefactor = actspringlen * iks;
Vec3PlusStVec(bp->force,-forcefactor,sd);
}
if (( (sb->totpoint-a) == bs->v2) ){
actspringlen= VecLenf( (bproot+bs->v1)->pos, bp->pos);
VecSubf(sd,bp->pos,(bproot+bs->v1)->pos);
Normalise(sd);
// friction stuff V2
VecSubf(velgoal,bp->vec,(bproot+bs->v1)->vec);
kd = sb->infrict * sb_fric_force_scale(ob);
absvel = Normalise(velgoal);
projvel = ABS(Inpf(sd,velgoal));
kd *= absvel * projvel;
Vec3PlusStVec(bp->force,-kd,velgoal);
if(bs->len > 0.0)
forcefactor = (bs->len - actspringlen)/bs->len * iks;
else
forcefactor = actspringlen * iks;
Vec3PlusStVec(bp->force,+forcefactor,sd);
}
}/* loop springs */
}/* existing spring list */
}/*any edges*/
}/*omit on snap */
}/*loop all bp's*/
/* cleanup */
if(do_effector)
pdEndEffectors(do_effector);
}
static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err)
{
/* time evolution */
/* actually does an explicit euler step mode == 0 */
/* or heun ~ 2nd order runge-kutta steps, mode 1,2 */
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
float dx[3],dv[3];
float timeovermass;
float maxerr = 0.0;
int a;
forcetime *= sb_time_scale(ob);
// claim a minimum mass for vertex
if (sb->nodemass > 0.09999f) timeovermass = forcetime/sb->nodemass;
else timeovermass = forcetime/0.09999f;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
if(bp->goal < SOFTGOALSNAP){
/* so here is (v)' = a(cceleration) = sum(F_springs)/m + gravitation + some friction forces + more forces*/
/* the ( ... )' operator denotes derivate respective time */
/* the euler step for velocity then becomes */
/* v(t + dt) = v(t) + a(t) * dt */
bp->force[0]*= timeovermass; /* individual mass of node here */
bp->force[1]*= timeovermass;
bp->force[2]*= timeovermass;
/* some nasty if's to have heun in here too */
VECCOPY(dv,bp->force);
if (mode == 1){
VECCOPY(bp->prevvec, bp->vec);
VECCOPY(bp->prevdv, dv);
}
if (mode ==2){
/* be optimistic and execute step */
bp->vec[0] = bp->prevvec[0] + 0.5f * (dv[0] + bp->prevdv[0]);
bp->vec[1] = bp->prevvec[1] + 0.5f * (dv[1] + bp->prevdv[1]);
bp->vec[2] = bp->prevvec[2] + 0.5f * (dv[2] + bp->prevdv[2]);
/* compare euler to heun to estimate error for step sizing */
maxerr = MAX2(maxerr,ABS(dv[0] - bp->prevdv[0]));
maxerr = MAX2(maxerr,ABS(dv[1] - bp->prevdv[1]));
maxerr = MAX2(maxerr,ABS(dv[2] - bp->prevdv[2]));
}
else {VECADD(bp->vec, bp->vec, bp->force);}
/* so here is (x)'= v(elocity) */
/* the euler step for location then becomes */
/* x(t + dt) = x(t) + v(t) * dt */
VECCOPY(dx,bp->vec);
dx[0]*=forcetime ;
dx[1]*=forcetime ;
dx[2]*=forcetime ;
/* again some nasty if's to have heun in here too */
if (mode ==1){
VECCOPY(bp->prevpos,bp->pos);
VECCOPY(bp->prevdx ,dx);
}
if (mode ==2){
bp->pos[0] = bp->prevpos[0] + 0.5f * ( dx[0] + bp->prevdx[0]);
bp->pos[1] = bp->prevpos[1] + 0.5f * ( dx[1] + bp->prevdx[1]);
bp->pos[2] = bp->prevpos[2] + 0.5f* ( dx[2] + bp->prevdx[2]);
maxerr = MAX2(maxerr,ABS(dx[0] - bp->prevdx[0]));
maxerr = MAX2(maxerr,ABS(dx[1] - bp->prevdx[1]));
maxerr = MAX2(maxerr,ABS(dx[2] - bp->prevdx[2]));
/* kind of hack .. while inside collision target .. make movement more *viscous* */
if (bp->contactfrict > 0.0f){
bp->vec[0] *= (1.0f - bp->contactfrict);
bp->vec[1] *= (1.0f - bp->contactfrict);
bp->vec[2] *= (1.0f - bp->contactfrict);
}
}
else { VECADD(bp->pos, bp->pos, dx);}
}//snap
} //for
if (err){ /* so step size will be controlled by biggest difference in slope */
*err = maxerr;
}
}
/* used by heun when it overshoots */
static void softbody_restore_prev_step(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
int a;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
VECCOPY(bp->vec, bp->prevvec);
VECCOPY(bp->pos, bp->prevpos);
}
}
static void softbody_apply_goalsnap(Object *ob)
{
SoftBody *sb= ob->soft; // is supposed to be there
BodyPoint *bp;
int a;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
if (bp->goal >= SOFTGOALSNAP){
VECCOPY(bp->prevpos,bp->pos);
VECCOPY(bp->pos,bp->origT);
}
}
}
/* expects full initialized softbody */
static void interpolate_exciter(Object *ob, int timescale, int time)
{
SoftBody *sb= ob->soft;
BodyPoint *bp;
float f;
int a;
f = (float)time/(float)timescale;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
bp->origT[0] = bp->origS[0] + f*(bp->origE[0] - bp->origS[0]);
bp->origT[1] = bp->origS[1] + f*(bp->origE[1] - bp->origS[1]);
bp->origT[2] = bp->origS[2] + f*(bp->origE[2] - bp->origS[2]);
if (bp->goal >= SOFTGOALSNAP){
bp->vec[0] = bp->origE[0] - bp->origS[0];
bp->vec[1] = bp->origE[1] - bp->origS[1];
bp->vec[2] = bp->origE[2] - bp->origS[2];
}
}
}
/* ************ convertors ********** */
/* for each object type we need;
- xxxx_to_softbody(Object *ob) : a full (new) copy, creates SB geometry
*/
static void get_scalar_from_vertexgroup(Object *ob, int vertID, short groupindex, float *target)
/* result 0 on success, else indicates error number
-- kind of *inverse* result defintion,
-- but this way we can signal error condition to caller
-- and yes this function must not be here but in a *vertex group module*
*/
{
MDeformVert *dv;
int i;
/* spot the vert in deform vert list at mesh */
if(ob->type==OB_MESH) {
if (((Mesh *)ob->data)->dvert) {
dv = ((Mesh*)ob->data)->dvert + vertID;
/* Lets see if this vert is in the weight group */
for (i=0; i<dv->totweight; i++){
if (dv->dw[i].def_nr == groupindex){
*target= dv->dw[i].weight; /* got it ! */
break;
}
}
}
}
}
/* Resetting a Mesh SB object's springs */
/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
static void springs_from_mesh(Object *ob)
{
SoftBody *sb;
Mesh *me= ob->data;
BodyPoint *bp;
int a;
sb= ob->soft;
if (me && sb)
{
/* using bp->origS as a container for spring calcualtions here
** will be overwritten sbObjectStep() to receive
** actual modifier stack positions
*/
if(me->totvert) {
bp= ob->soft->bpoint;
for(a=0; a<me->totvert; a++, bp++) {
VECCOPY(bp->origS, me->mvert[a].co);
Mat4MulVecfl(ob->obmat, bp->origS);
}
}
/* recalculate spring length for meshes here */
for(a=0; a<sb->totspring; a++) {
BodySpring *bs = &sb->bspring[a];
bs->len= VecLenf(sb->bpoint[bs->v1].origS, sb->bpoint[bs->v2].origS);
}
}
}
/* makes totally fresh start situation */
static void mesh_to_softbody(Object *ob,int *rcs)
{
SoftBody *sb;
Mesh *me= ob->data;
MEdge *medge= me->medge;
BodyPoint *bp;
BodySpring *bs;
float goalfac;
int a, totedge;
if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
else totedge= 0;
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
renew_softbody(ob, me->totvert, totedge,rcs);
/* we always make body points */
sb= ob->soft;
bp= sb->bpoint;
goalfac= ABS(sb->maxgoal - sb->mingoal);
for(a=0; a<me->totvert; a++, bp++) {
/* get scalar values needed *per vertex* from vertex group functions,
so we can *paint* them nicly ..
they are normalized [0.0..1.0] so may be we need amplitude for scale
which can be done by caller but still .. i'd like it to go this way
*/
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
// do this always, regardless successfull read from vertex group
bp->goal= sb->mingoal + bp->goal*goalfac;
}
/* a little ad hoc changing the goal control to be less *sharp* */
bp->goal = (float)pow(bp->goal, 4.0f);
/* to proove the concept
this would enable per vertex *mass painting*
strcpy(name,"SOFTMASS");
error = get_scalar_from_named_vertexgroup(ob,name, a,&temp);
if (!error) bp->mass = temp * ob->rangeofmass;
*/
}
/* but we only optionally add body edge springs */
if (ob->softflag & OB_SB_EDGES) {
if(medge) {
bs= sb->bspring;
for(a=me->totedge; a>0; a--, medge++, bs++) {
bs->v1= medge->v1;
bs->v2= medge->v2;
bs->strength= 1.0;
}
/* insert *diagonal* springs in quads if desired */
if (ob->softflag & OB_SB_QUADS) {
add_mesh_quad_diag_springs(ob);
}
build_bps_springlist(ob); /* scan for springs attached to bodypoints ONCE */
springs_from_mesh(ob); /* write the 'rest'-lenght of the springs */
*rcs=0; /* we did spring calulations */
}
}
}
static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff)
{
int u, v, w, dv, dw, bpc=0, bpuc;
dv= lt->pntsu;
dw= dv*lt->pntsv;
for(w=0; w<lt->pntsw; w++) {
for(v=0; v<lt->pntsv; v++) {
for(u=0, bpuc=0; u<lt->pntsu; u++, bpc++) {
if(w) {
bs->v1 = bpc;
bs->v2 = bpc-dw;
bs->strength= 1.0;
bs++;
}
if(v) {
bs->v1 = bpc;
bs->v2 = bpc-dv;
bs->strength= 1.0;
bs++;
}
if(u) {
bs->v1 = bpuc;
bs->v2 = bpc;
bs->strength= 1.0;
bs++;
}
if (dostiff) {
if(w){
if( v && u ) {
bs->v1 = bpc;
bs->v2 = bpc-dw-dv-1;
bs->strength= 1.0;
bs++;
}
if( (v < lt->pntsv-1) && (u) ) {
bs->v1 = bpc;
bs->v2 = bpc-dw+dv-1;
bs->strength= 1.0;
bs++;
}
}
if(w < lt->pntsw -1){
if( v && u ) {
bs->v1 = bpc;
bs->v2 = bpc+dw-dv-1;
bs->strength= 1.0;
bs++;
}
if( (v < lt->pntsv-1) && (u) ) {
bs->v1 = bpc;
bs->v2 = bpc+dw+dv-1;
bs->strength= 1.0;
bs++;
}
}
}
bpuc = bpc;
}
}
}
}
/* makes totally fresh start situation */
static void lattice_to_softbody(Object *ob,int *rcs)
{
Lattice *lt= ob->data;
int totvert, totspring = 0;
totvert= lt->pntsu*lt->pntsv*lt->pntsw;
if (ob->softflag & OB_SB_EDGES){
totspring = ((lt->pntsu -1) * lt->pntsv
+ (lt->pntsv -1) * lt->pntsu) * lt->pntsw
+lt->pntsu*lt->pntsv*(lt->pntsw -1);
if (ob->softflag & OB_SB_QUADS){
totspring += 4*(lt->pntsu -1) * (lt->pntsv -1) * (lt->pntsw-1);
}
}
/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
renew_softbody(ob, totvert, totspring,rcs);
/* create some helper edges to enable SB lattice to be usefull at all */
if (ob->softflag & OB_SB_EDGES){
makelatticesprings(lt,ob->soft->bspring,ob->softflag & OB_SB_QUADS);
build_bps_springlist(ob); /* link bps to springs */
}
}
/* copies softbody result back in object */
static void softbody_to_object(Object *ob, float (*vertexCos)[3], int numVerts)
{
BodyPoint *bp= ob->soft->bpoint;
int a;
/* inverse matrix is not uptodate... */
Mat4Invert(ob->imat, ob->obmat);
for(a=0; a<numVerts; a++, bp++) {
VECCOPY(vertexCos[a], bp->pos);
Mat4MulVecfl(ob->imat, vertexCos[a]); // softbody is in global coords
}
}
/* return 1 if succesfully baked and applied step */
static int softbody_baked_step(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
{
SoftBody *sb= ob->soft;
SBVertex *key0, *key1, *key2, *key3;
BodyPoint *bp;
float data[4], sfra, efra, cfra, dfra, fac; // start, end, current, delta
int ofs1, a;
/* precondition check */
if(sb==NULL || sb->keys==NULL || sb->totkey==0) return 0;
/* so we got keys, but no bodypoints... even without simul we need it for the bake */
if(sb->bpoint==NULL) sb->bpoint= MEM_callocN( sb->totpoint*sizeof(BodyPoint), "bodypoint");
/* convert cfra time to system time */
sfra= (float)sb->sfra;
cfra= bsystem_time(ob, NULL, framenr, 0.0);
efra= (float)sb->efra;
dfra= (float)sb->interval;
/* offset in keys array */
ofs1= (int)floor( (cfra-sfra)/dfra );
if(ofs1 < 0) {
key0=key1=key2=key3= *sb->keys;
}
else if(ofs1 >= sb->totkey-1) {
key0=key1=key2=key3= *(sb->keys+sb->totkey-1);
}
else {
key1= *(sb->keys+ofs1);
key2= *(sb->keys+ofs1+1);
if(ofs1>0) key0= *(sb->keys+ofs1-1);
else key0= key1;
if(ofs1<sb->totkey-2) key3= *(sb->keys+ofs1+2);
else key3= key2;
}
sb->ctime= cfra; // needed?
/* timing */
fac= ((cfra-sfra)/dfra) - (float)ofs1;
CLAMP(fac, 0.0, 1.0);
set_four_ipo(fac, data, KEY_BSPLINE);
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++, key0++, key1++, key2++, key3++) {
bp->pos[0]= data[0]*key0->vec[0] + data[1]*key1->vec[0] + data[2]*key2->vec[0] + data[3]*key3->vec[0];
bp->pos[1]= data[0]*key0->vec[1] + data[1]*key1->vec[1] + data[2]*key2->vec[1] + data[3]*key3->vec[1];
bp->pos[2]= data[0]*key0->vec[2] + data[1]*key1->vec[2] + data[2]*key2->vec[2] + data[3]*key3->vec[2];
}
softbody_to_object(ob, vertexCos, numVerts);
return 1;
}
/* only gets called after succesfully doing softbody_step */
/* already checked for OB_SB_BAKE flag */
static void softbody_baked_add(Object *ob, float framenr)
{
SoftBody *sb= ob->soft;
SBVertex *key;
BodyPoint *bp;
float sfra, efra, cfra, dfra, fac1; // start, end, current, delta
int ofs1, a;
/* convert cfra time to system time */
sfra= (float)sb->sfra;
cfra= bsystem_time(ob, NULL, framenr, 0.0);
efra= (float)sb->efra;
dfra= (float)sb->interval;
if(sb->totkey==0) {
if(sb->sfra >= sb->efra) return; // safety, UI or py setting allows
if(sb->interval<1) sb->interval= 1; // just be sure
sb->totkey= 1 + (int)(ceil( (efra-sfra)/dfra ) );
sb->keys= MEM_callocN( sizeof(void *)*sb->totkey, "sb keys");
}
/* now find out if we have to store a key */
/* offset in keys array */
if(cfra==efra) {
ofs1= sb->totkey-1;
fac1= 0.0;
}
else {
ofs1= (int)floor( (cfra-sfra)/dfra );
fac1= ((cfra-sfra)/dfra) - (float)ofs1;
}
if( fac1 < 1.0/dfra ) {
key= *(sb->keys+ofs1);
if(key == NULL) {
*(sb->keys+ofs1)= key= MEM_mallocN(sb->totpoint*sizeof(SBVertex), "softbody key");
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++, key++) {
VECCOPY(key->vec, bp->pos);
}
}
}
}
/* ************ Object level, exported functions *************** */
/* allocates and initializes general main data */
SoftBody *sbNew(void)
{
SoftBody *sb;
sb= MEM_callocN(sizeof(SoftBody), "softbody");
sb->mediafrict= 0.5;
sb->nodemass= 1.0;
sb->grav= 0.0;
sb->physics_speed= 1.0;
sb->rklimit= 0.1f;
sb->goalspring= 0.5;
sb->goalfrict= 0.0;
sb->mingoal= 0.0;
sb->maxgoal= 1.0;
sb->defgoal= 0.7f;
sb->inspring= 0.5;
sb->infrict= 0.5;
sb->interval= 10;
sb->sfra= G.scene->r.sfra;
sb->efra= G.scene->r.efra;
return sb;
}
/* frees all */
void sbFree(SoftBody *sb)
{
free_softbody_intern(sb);
MEM_freeN(sb);
}
/* makes totally fresh start situation */
void sbObjectToSoftbody(Object *ob)
{
ob->softflag |= OB_SB_REDO;
free_softbody_intern(ob->soft);
}
static int object_has_edges(Object *ob)
{
if(ob->type==OB_MESH) {
return ((Mesh*) ob->data)->totedge;
}
else if(ob->type==OB_LATTICE) {
return 1;
}
else {
return 0;
}
}
/* simulates one step. framenr is in frames */
void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
{
SoftBody *sb;
BodyPoint *bp;
int a,rcs;
float dtime,ctime,forcetime,err;
/* baking works with global time */
if(!(ob->softflag & OB_SB_BAKEDO) )
if(softbody_baked_step(ob, framenr, vertexCos, numVerts) ) return;
/* remake softbody if: */
if( (ob->softflag & OB_SB_REDO) || // signal after weightpainting
(ob->soft==NULL) || // just to be nice we allow full init
(ob->soft->bpoint==NULL) || // after reading new file, or acceptable as signal to refresh
(numVerts!=ob->soft->totpoint) || // should never happen, just to be safe
((ob->softflag & OB_SB_EDGES) && !ob->soft->bspring && object_has_edges(ob))) // happens when in UI edges was set
{
switch(ob->type) {
case OB_MESH:
mesh_to_softbody(ob,&rcs);
break;
case OB_LATTICE:
lattice_to_softbody(ob,&rcs);
break;
default:
renew_softbody(ob, numVerts, 0,&rcs);
break;
}
/* still need to update to correct vertex locations, happens on next step */
ob->softflag |= OB_SB_RESET;
ob->softflag &= ~OB_SB_REDO;
}
sb= ob->soft;
/* still no points? go away */
if(sb->totpoint==0) return;
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
/* we don't use that any more (BM) */
/* checking time: */
ctime= bsystem_time(ob, NULL, framenr, 0.0);
if (ob->softflag&OB_SB_RESET) {
dtime = 0.0;
} else {
dtime= ctime - sb->ctime;
}
/* the simulator */
/* update the vertex locations */
if (dtime!=0.0) {
for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) {
VECCOPY(bp->origS, bp->origE);
VECCOPY(bp->origE, vertexCos[a]);
Mat4MulVecfl(ob->obmat, bp->origE);
VECCOPY(bp->origT, bp->origE);
}
}
// G.scene->r.framelen corrects for frame-mapping, so this is actually 10 frames for UI
if((ob->softflag&OB_SB_RESET) || dtime<0.0 || dtime>=9.9*G.scene->r.framelen) {
for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) {
VECCOPY(bp->pos, vertexCos[a]);
Mat4MulVecfl(ob->obmat, bp->pos); // yep, sofbody is global coords
VECCOPY(bp->origS, bp->pos);
VECCOPY(bp->origE, bp->pos);
VECCOPY(bp->origT, bp->pos);
bp->vec[0]= bp->vec[1]= bp->vec[2]= 0.0f;
// no idea about the Heun stuff! (ton)
VECCOPY(bp->prevpos, bp->pos);
VECCOPY(bp->prevvec, bp->vec);
VECCOPY(bp->prevdx, bp->vec);
VECCOPY(bp->prevdv, bp->vec);
}
if ((ob->softflag&OB_SB_RESET) && (rcs)){
for(a=0; a<sb->totspring; a++) {
BodySpring *bs = &sb->bspring[a];
bs->len= VecLenf(sb->bpoint[bs->v1].origS, sb->bpoint[bs->v2].origS);
}
}
ob->softflag &= ~OB_SB_RESET;
}
else if(dtime>0.0) {
if (TRUE) { // RSOL1 always true now (ton)
/* special case of 2nd order Runge-Kutta type AKA Heun */
float timedone =0.0; // how far did we get without violating error condition
/* loops = counter for emergency brake
* 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
forcetime = dtime; /* hope for integrating in one step */
while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) )
{
if (ABS(dtime) > 9.0 ){
if(G.f & G_DEBUG) printf("SB_STEPSIZE \n");
break; // sorry but i must assume goal movement can't be interpolated any more
}
//set goals in time
interpolate_exciter(ob,200,(int)(200.0*(timedone/dtime)));
// do predictive euler step
softbody_calc_forces(ob, forcetime);
softbody_apply_forces(ob, forcetime, 1, NULL);
// crop new slope values to do averaged slope step
softbody_calc_forces(ob, forcetime);
softbody_apply_forces(ob, forcetime, 2, &err);
softbody_apply_goalsnap(ob);
if (err > SoftHeunTol){ // error needs to be scaled to some quantity
softbody_restore_prev_step(ob);
forcetime /= 2.0;
}
else {
float newtime = forcetime * 1.1f; // hope for 1.1 times better conditions in next step
if (err > SoftHeunTol/2.0){ // stay with this stepsize unless err really small
newtime = forcetime;
}
timedone += forcetime;
if (forcetime > 0.0)
forcetime = MIN2(dtime - timedone,newtime);
else
forcetime = MAX2(dtime - timedone,newtime);
}
loops++;
}
// move snapped to final position
interpolate_exciter(ob, 2, 2);
softbody_apply_goalsnap(ob);
if(G.f & G_DEBUG) {
if (loops > HEUNWARNLIMIT) /* monitor high loop counts say 1000 after testing */
printf("%d heun integration loops/frame \n",loops);
}
}
else{
/* do brute force explicit euler */
/* removed but left this branch for better integrators / solvers (BM) */
/* yah! Nicholas Guttenberg (NichG) here is the place to plug in */
}
}
softbody_to_object(ob, vertexCos, numVerts);
sb->ctime= ctime;
/* reset deflector cache */
/* we don't use that any more (BM) */
if(ob->softflag & OB_SB_BAKEDO) softbody_baked_add(ob, framenr);
}