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test/source/blender/simulation/intern/SIM_mass_spring.cpp
Sergey Sharybin a12a8a71bb Remove "All Rights Reserved" from Blender Foundation copyright code
The goal is to solve confusion of the "All rights reserved" for licensing
code under an open-source license.

The phrase "All rights reserved" comes from a historical convention that
required this phrase for the copyright protection to apply. This convention
is no longer relevant.

However, even though the phrase has no meaning in establishing the copyright
it has not lost meaning in terms of licensing.

This change makes it so code under the Blender Foundation copyright does
not use "all rights reserved". This is also how the GPL license itself
states how to apply it to the source code:

    <one line to give the program's name and a brief idea of what it does.>
    Copyright (C) <year>  <name of author>

    This program is free software ...

This change does not change copyright notice in cases when the copyright
is dual (BF and an author), or just an author of the code. It also does
mot change copyright which is inherited from NaN Holding BV as it needs
some further investigation about what is the proper way to handle it.
2023-03-30 10:51:59 +02:00

1357 lines
43 KiB
C++

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright Blender Foundation */
/** \file
* \ingroup sim
*/
#include "MEM_guardedalloc.h"
#include "DNA_cloth_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_linklist.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_cloth.h"
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "SIM_mass_spring.h"
#include "implicit.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
static float I3[3][3] = {{1.0, 0.0, 0.0}, {0.0, 1.0, 0.0}, {0.0, 0.0, 1.0}};
/* Number of off-diagonal non-zero matrix blocks.
* Basically there is one of these for each vertex-vertex interaction.
*/
static int cloth_count_nondiag_blocks(Cloth *cloth)
{
LinkNode *link;
int nondiag = 0;
for (link = cloth->springs; link; link = link->next) {
ClothSpring *spring = (ClothSpring *)link->link;
switch (spring->type) {
case CLOTH_SPRING_TYPE_BENDING_HAIR:
/* angular bending combines 3 vertices */
nondiag += 3;
break;
default:
/* all other springs depend on 2 vertices only */
nondiag += 1;
break;
}
}
return nondiag;
}
static bool cloth_get_pressure_weights(ClothModifierData *clmd,
const MVertTri *vt,
float *r_weights)
{
/* We have custom vertex weights for pressure. */
if (clmd->sim_parms->vgroup_pressure > 0) {
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts;
for (uint j = 0; j < 3; j++) {
r_weights[j] = verts[vt->tri[j]].pressure_factor;
/* Skip the entire triangle if it has a zero weight. */
if (r_weights[j] == 0.0f) {
return false;
}
}
}
return true;
}
static void cloth_calc_pressure_gradient(ClothModifierData *clmd,
const float gradient_vector[3],
float *r_vertex_pressure)
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
uint mvert_num = cloth->mvert_num;
float pt[3];
for (uint i = 0; i < mvert_num; i++) {
SIM_mass_spring_get_position(data, i, pt);
r_vertex_pressure[i] = dot_v3v3(pt, gradient_vector);
}
}
static float cloth_calc_volume(ClothModifierData *clmd)
{
/* Calculate the (closed) cloth volume. */
Cloth *cloth = clmd->clothObject;
const MVertTri *tri = cloth->tri;
Implicit_Data *data = cloth->implicit;
float weights[3] = {1.0f, 1.0f, 1.0f};
float vol = 0;
/* Early exit for hair, as it never has volume. */
if (clmd->hairdata) {
return 0.0f;
}
for (uint i = 0; i < cloth->primitive_num; i++) {
const MVertTri *vt = &tri[i];
if (cloth_get_pressure_weights(clmd, vt, weights)) {
vol += SIM_tri_tetra_volume_signed_6x(data, vt->tri[0], vt->tri[1], vt->tri[2]);
}
}
/* We need to divide by 6 to get the actual volume. */
vol = vol / 6.0f;
return vol;
}
static float cloth_calc_rest_volume(ClothModifierData *clmd)
{
/* Calculate the (closed) cloth volume. */
Cloth *cloth = clmd->clothObject;
const MVertTri *tri = cloth->tri;
const ClothVertex *v = cloth->verts;
float weights[3] = {1.0f, 1.0f, 1.0f};
float vol = 0;
/* Early exit for hair, as it never has volume. */
if (clmd->hairdata) {
return 0.0f;
}
for (uint i = 0; i < cloth->primitive_num; i++) {
const MVertTri *vt = &tri[i];
if (cloth_get_pressure_weights(clmd, vt, weights)) {
vol += volume_tri_tetrahedron_signed_v3_6x(
v[vt->tri[0]].xrest, v[vt->tri[1]].xrest, v[vt->tri[2]].xrest);
}
}
/* We need to divide by 6 to get the actual volume. */
vol = vol / 6.0f;
return vol;
}
static float cloth_calc_average_pressure(ClothModifierData *clmd, const float *vertex_pressure)
{
Cloth *cloth = clmd->clothObject;
const MVertTri *tri = cloth->tri;
Implicit_Data *data = cloth->implicit;
float weights[3] = {1.0f, 1.0f, 1.0f};
float total_force = 0;
float total_area = 0;
for (uint i = 0; i < cloth->primitive_num; i++) {
const MVertTri *vt = &tri[i];
if (cloth_get_pressure_weights(clmd, vt, weights)) {
float area = SIM_tri_area(data, vt->tri[0], vt->tri[1], vt->tri[2]);
total_force += (vertex_pressure[vt->tri[0]] + vertex_pressure[vt->tri[1]] +
vertex_pressure[vt->tri[2]]) *
area / 3.0f;
total_area += area;
}
}
return total_force / total_area;
}
int SIM_cloth_solver_init(Object * /*ob*/, ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts;
const float ZERO[3] = {0.0f, 0.0f, 0.0f};
Implicit_Data *id;
uint i, nondiag;
nondiag = cloth_count_nondiag_blocks(cloth);
cloth->implicit = id = SIM_mass_spring_solver_create(cloth->mvert_num, nondiag);
for (i = 0; i < cloth->mvert_num; i++) {
SIM_mass_spring_set_implicit_vertex_mass(id, i, verts[i].mass);
}
for (i = 0; i < cloth->mvert_num; i++) {
SIM_mass_spring_set_motion_state(id, i, verts[i].x, ZERO);
}
return 1;
}
void SIM_mass_spring_set_implicit_vertex_mass(Implicit_Data *data, int index, float mass)
{
SIM_mass_spring_set_vertex_mass(data, index, mass);
}
void SIM_cloth_solver_free(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
if (cloth->implicit) {
SIM_mass_spring_solver_free(cloth->implicit);
cloth->implicit = nullptr;
}
}
void SIM_cloth_solver_set_positions(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts;
uint mvert_num = cloth->mvert_num, i;
ClothHairData *cloth_hairdata = clmd->hairdata;
Implicit_Data *id = cloth->implicit;
for (i = 0; i < mvert_num; i++) {
if (cloth_hairdata) {
ClothHairData *root = &cloth_hairdata[i];
SIM_mass_spring_set_rest_transform(id, i, root->rot);
}
else {
SIM_mass_spring_set_rest_transform(id, i, I3);
}
SIM_mass_spring_set_motion_state(id, i, verts[i].x, verts[i].v);
}
}
void SIM_cloth_solver_set_volume(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
cloth->initial_mesh_volume = cloth_calc_rest_volume(clmd);
}
/* Init constraint matrix
* This is part of the modified CG method suggested by Baraff/Witkin in
* "Large Steps in Cloth Simulation" (Siggraph 1998)
*/
static void cloth_setup_constraints(ClothModifierData *clmd)
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
ClothVertex *verts = cloth->verts;
int mvert_num = cloth->mvert_num;
int v;
const float ZERO[3] = {0.0f, 0.0f, 0.0f};
SIM_mass_spring_clear_constraints(data);
for (v = 0; v < mvert_num; v++) {
if (verts[v].flags & CLOTH_VERT_FLAG_PINNED) {
/* pinned vertex constraints */
SIM_mass_spring_add_constraint_ndof0(data, v, ZERO); /* velocity is defined externally */
}
verts[v].impulse_count = 0;
}
}
/**
* Computes where the cloth would be if it were subject to perfectly stiff edges
* (edge distance constraints) in a lagrangian solver. Then add forces to help
* guide the implicit solver to that state. This function is called after collisions.
*/
static int UNUSED_FUNCTION(cloth_calc_helper_forces)(
Object * /*ob*/, ClothModifierData *clmd, float (*initial_cos)[3], float /*step*/, float dt)
{
Cloth *cloth = clmd->clothObject;
float(*cos)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * cloth->mvert_num,
"cos cloth_calc_helper_forces");
float *masses = (float *)MEM_callocN(sizeof(float) * cloth->mvert_num,
"cos cloth_calc_helper_forces");
LinkNode *node;
ClothSpring *spring;
ClothVertex *cv;
int i, steps;
cv = cloth->verts;
for (i = 0; i < cloth->mvert_num; i++, cv++) {
copy_v3_v3(cos[i], cv->tx);
if (cv->goal == 1.0f || len_squared_v3v3(initial_cos[i], cv->tx) != 0.0f) {
masses[i] = 1e+10;
}
else {
masses[i] = cv->mass;
}
}
steps = 55;
for (i = 0; i < steps; i++) {
for (node = cloth->springs; node; node = node->next) {
/* ClothVertex *cv1, *cv2; */ /* UNUSED */
int v1, v2;
float len, c, l, vec[3];
spring = (ClothSpring *)node->link;
if (!ELEM(spring->type, CLOTH_SPRING_TYPE_STRUCTURAL, CLOTH_SPRING_TYPE_SHEAR)) {
continue;
}
v1 = spring->ij;
v2 = spring->kl;
/* cv1 = cloth->verts + v1; */ /* UNUSED */
/* cv2 = cloth->verts + v2; */ /* UNUSED */
len = len_v3v3(cos[v1], cos[v2]);
sub_v3_v3v3(vec, cos[v1], cos[v2]);
normalize_v3(vec);
c = (len - spring->restlen);
if (c == 0.0f) {
continue;
}
l = c / ((1.0f / masses[v1]) + (1.0f / masses[v2]));
mul_v3_fl(vec, -(1.0f / masses[v1]) * l);
add_v3_v3(cos[v1], vec);
sub_v3_v3v3(vec, cos[v2], cos[v1]);
normalize_v3(vec);
mul_v3_fl(vec, -(1.0f / masses[v2]) * l);
add_v3_v3(cos[v2], vec);
}
}
cv = cloth->verts;
for (i = 0; i < cloth->mvert_num; i++, cv++) {
float vec[3];
/* Compute forces. */
sub_v3_v3v3(vec, cos[i], cv->tx);
mul_v3_fl(vec, cv->mass * dt * 20.0f);
add_v3_v3(cv->tv, vec);
// copy_v3_v3(cv->tx, cos[i]);
}
MEM_freeN(cos);
MEM_freeN(masses);
return 1;
}
BLI_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s)
{
Cloth *cloth = clmd->clothObject;
ClothSimSettings *parms = clmd->sim_parms;
Implicit_Data *data = cloth->implicit;
bool using_angular = parms->bending_model == CLOTH_BENDING_ANGULAR;
bool resist_compress = (parms->flags & CLOTH_SIMSETTINGS_FLAG_RESIST_SPRING_COMPRESS) &&
!using_angular;
s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
/* Calculate force of bending springs. */
if ((s->type & CLOTH_SPRING_TYPE_BENDING) && using_angular) {
#ifdef CLOTH_FORCE_SPRING_BEND
float k, scaling;
s->flags |= CLOTH_SPRING_FLAG_NEEDED;
scaling = parms->bending + s->ang_stiffness * fabsf(parms->max_bend - parms->bending);
k = scaling * s->restlen *
0.1f; /* Multiplying by 0.1, just to scale the forces to more reasonable values. */
SIM_mass_spring_force_spring_angular(
data, s->ij, s->kl, s->pa, s->pb, s->la, s->lb, s->restang, k, parms->bending_damping);
#endif
}
/* Calculate force of structural + shear springs. */
if (s->type &
(CLOTH_SPRING_TYPE_STRUCTURAL | CLOTH_SPRING_TYPE_SEWING | CLOTH_SPRING_TYPE_INTERNAL)) {
#ifdef CLOTH_FORCE_SPRING_STRUCTURAL
float k_tension, scaling_tension;
s->flags |= CLOTH_SPRING_FLAG_NEEDED;
scaling_tension = parms->tension +
s->lin_stiffness * fabsf(parms->max_tension - parms->tension);
k_tension = scaling_tension / (parms->avg_spring_len + FLT_EPSILON);
if (s->type & CLOTH_SPRING_TYPE_SEWING) {
/* TODO: verify, half verified (couldn't see error)
* sewing springs usually have a large distance at first so clamp the force so we don't get
* tunneling through collision objects. */
SIM_mass_spring_force_spring_linear(data,
s->ij,
s->kl,
s->restlen,
k_tension,
parms->tension_damp,
0.0f,
0.0f,
false,
false,
parms->max_sewing);
}
else if (s->type & CLOTH_SPRING_TYPE_STRUCTURAL) {
float k_compression, scaling_compression;
scaling_compression = parms->compression +
s->lin_stiffness * fabsf(parms->max_compression - parms->compression);
k_compression = scaling_compression / (parms->avg_spring_len + FLT_EPSILON);
SIM_mass_spring_force_spring_linear(data,
s->ij,
s->kl,
s->restlen,
k_tension,
parms->tension_damp,
k_compression,
parms->compression_damp,
resist_compress,
using_angular,
0.0f);
}
else {
/* CLOTH_SPRING_TYPE_INTERNAL */
BLI_assert(s->type & CLOTH_SPRING_TYPE_INTERNAL);
scaling_tension = parms->internal_tension +
s->lin_stiffness *
fabsf(parms->max_internal_tension - parms->internal_tension);
k_tension = scaling_tension / (parms->avg_spring_len + FLT_EPSILON);
float scaling_compression = parms->internal_compression +
s->lin_stiffness * fabsf(parms->max_internal_compression -
parms->internal_compression);
float k_compression = scaling_compression / (parms->avg_spring_len + FLT_EPSILON);
float k_tension_damp = parms->tension_damp;
float k_compression_damp = parms->compression_damp;
if (k_tension == 0.0f) {
/* No damping so it behaves as if no tension spring was there at all. */
k_tension_damp = 0.0f;
}
if (k_compression == 0.0f) {
/* No damping so it behaves as if no compression spring was there at all. */
k_compression_damp = 0.0f;
}
SIM_mass_spring_force_spring_linear(data,
s->ij,
s->kl,
s->restlen,
k_tension,
k_tension_damp,
k_compression,
k_compression_damp,
resist_compress,
using_angular,
0.0f);
}
#endif
}
else if (s->type & CLOTH_SPRING_TYPE_SHEAR) {
#ifdef CLOTH_FORCE_SPRING_SHEAR
float k, scaling;
s->flags |= CLOTH_SPRING_FLAG_NEEDED;
scaling = parms->shear + s->lin_stiffness * fabsf(parms->max_shear - parms->shear);
k = scaling / (parms->avg_spring_len + FLT_EPSILON);
SIM_mass_spring_force_spring_linear(data,
s->ij,
s->kl,
s->restlen,
k,
parms->shear_damp,
0.0f,
0.0f,
resist_compress,
false,
0.0f);
#endif
}
else if (s->type & CLOTH_SPRING_TYPE_BENDING) { /* calculate force of bending springs */
#ifdef CLOTH_FORCE_SPRING_BEND
float kb, cb, scaling;
s->flags |= CLOTH_SPRING_FLAG_NEEDED;
scaling = parms->bending + s->lin_stiffness * fabsf(parms->max_bend - parms->bending);
kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
/* Fix for #45084 for cloth stiffness must have cb proportional to kb */
cb = kb * parms->bending_damping;
SIM_mass_spring_force_spring_bending(data, s->ij, s->kl, s->restlen, kb, cb);
#endif
}
else if (s->type & CLOTH_SPRING_TYPE_BENDING_HAIR) {
#ifdef CLOTH_FORCE_SPRING_BEND
float kb, cb, scaling;
s->flags |= CLOTH_SPRING_FLAG_NEEDED;
/* XXX WARNING: angular bending springs for hair apply stiffness factor as an overall factor,
* unlike cloth springs! this is crap, but needed due to cloth/hair mixing ... max_bend factor
* is not even used for hair, so ...
*/
scaling = s->lin_stiffness * parms->bending;
kb = scaling / (20.0f * (parms->avg_spring_len + FLT_EPSILON));
/* Fix for #45084 for cloth stiffness must have cb proportional to kb */
cb = kb * parms->bending_damping;
/* XXX assuming same restlen for ij and jk segments here,
* this can be done correctly for hair later. */
SIM_mass_spring_force_spring_bending_hair(data, s->ij, s->kl, s->mn, s->target, kb, cb);
# if 0
{
float x_kl[3], x_mn[3], v[3], d[3];
SIM_mass_spring_get_motion_state(data, s->kl, x_kl, v);
SIM_mass_spring_get_motion_state(data, s->mn, x_mn, v);
BKE_sim_debug_data_add_dot(clmd->debug_data, x_kl, 0.9, 0.9, 0.9, "target", 7980, s->kl);
BKE_sim_debug_data_add_line(
clmd->debug_data, x_kl, x_mn, 0.8, 0.8, 0.8, "target", 7981, s->kl);
copy_v3_v3(d, s->target);
BKE_sim_debug_data_add_vector(
clmd->debug_data, x_kl, d, 0.8, 0.8, 0.2, "target", 7982, s->kl);
// copy_v3_v3(d, s->target_ij);
// BKE_sim_debug_data_add_vector(clmd->debug_data, x, d, 1, 0.4, 0.4, "target", 7983, s->kl);
}
# endif
#endif
}
}
static void hair_get_boundbox(ClothModifierData *clmd, float gmin[3], float gmax[3])
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
uint mvert_num = cloth->mvert_num;
int i;
INIT_MINMAX(gmin, gmax);
for (i = 0; i < mvert_num; i++) {
float x[3];
SIM_mass_spring_get_motion_state(data, i, x, nullptr);
DO_MINMAX(x, gmin, gmax);
}
}
static void cloth_calc_force(
Scene *scene, ClothModifierData *clmd, float /*frame*/, ListBase *effectors, float time)
{
/* Collect forces and derivatives: F, dFdX, dFdV */
Cloth *cloth = clmd->clothObject;
ClothSimSettings *parms = clmd->sim_parms;
Implicit_Data *data = cloth->implicit;
uint i = 0;
float drag = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
float gravity[3] = {0.0f, 0.0f, 0.0f};
const MVertTri *tri = cloth->tri;
uint mvert_num = cloth->mvert_num;
ClothVertex *vert;
#ifdef CLOTH_FORCE_GRAVITY
/* global acceleration (gravitation) */
if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
/* scale gravity force */
mul_v3_v3fl(gravity,
scene->physics_settings.gravity,
0.001f * clmd->sim_parms->effector_weights->global_gravity);
}
vert = cloth->verts;
for (i = 0; i < cloth->mvert_num; i++, vert++) {
SIM_mass_spring_force_gravity(data, i, vert->mass, gravity);
/* Vertex goal springs */
if (!(vert->flags & CLOTH_VERT_FLAG_PINNED) && (vert->goal > FLT_EPSILON)) {
float goal_x[3], goal_v[3];
float k;
/* divide by time_scale to prevent goal vertices' delta locations from being multiplied */
interp_v3_v3v3(goal_x, vert->xold, vert->xconst, time / clmd->sim_parms->time_scale);
sub_v3_v3v3(goal_v, vert->xconst, vert->xold); /* distance covered over dt==1 */
k = vert->goal * clmd->sim_parms->goalspring /
(clmd->sim_parms->avg_spring_len + FLT_EPSILON);
SIM_mass_spring_force_spring_goal(
data, i, goal_x, goal_v, k, clmd->sim_parms->goalfrict * 0.01f);
}
}
#endif
// cloth_calc_volume_force(clmd);
#ifdef CLOTH_FORCE_DRAG
SIM_mass_spring_force_drag(data, drag);
#endif
/* handle pressure forces (making sure that this never gets computed for hair). */
if ((parms->flags & CLOTH_SIMSETTINGS_FLAG_PRESSURE) && (clmd->hairdata == nullptr)) {
/* The difference in pressure between the inside and outside of the mesh. */
float pressure_difference = 0.0f;
float volume_factor = 1.0f;
float init_vol;
if (parms->flags & CLOTH_SIMSETTINGS_FLAG_PRESSURE_VOL) {
init_vol = clmd->sim_parms->target_volume;
}
else {
init_vol = cloth->initial_mesh_volume;
}
/* Check if we need to calculate the volume of the mesh. */
if (init_vol > 1E-6f) {
float f;
float vol = cloth_calc_volume(clmd);
/* If the volume is the same don't apply any pressure. */
volume_factor = init_vol / vol;
pressure_difference = volume_factor - 1;
/* Calculate an artificial maximum value for cloth pressure. */
f = fabs(clmd->sim_parms->uniform_pressure_force) + 200.0f;
/* Clamp the cloth pressure to the calculated maximum value. */
CLAMP_MAX(pressure_difference, f);
}
pressure_difference += clmd->sim_parms->uniform_pressure_force;
pressure_difference *= clmd->sim_parms->pressure_factor;
/* Compute the hydrostatic pressure gradient if enabled. */
float fluid_density = clmd->sim_parms->fluid_density * 1000; /* kg/l -> kg/m3 */
float *hydrostatic_pressure = nullptr;
if (fabs(fluid_density) > 1e-6f) {
float hydrostatic_vector[3];
copy_v3_v3(hydrostatic_vector, gravity);
/* When the fluid is inside the object, factor in the acceleration of
* the object into the pressure field, as gravity is indistinguishable
* from acceleration from the inside. */
if (fluid_density > 0) {
sub_v3_v3(hydrostatic_vector, cloth->average_acceleration);
/* Preserve the total mass by scaling density to match the change in volume. */
fluid_density *= volume_factor;
}
mul_v3_fl(hydrostatic_vector, fluid_density);
/* Compute an array of per-vertex hydrostatic pressure, and subtract the average. */
hydrostatic_pressure = (float *)MEM_mallocN(sizeof(float) * mvert_num,
"hydrostatic pressure gradient");
cloth_calc_pressure_gradient(clmd, hydrostatic_vector, hydrostatic_pressure);
pressure_difference -= cloth_calc_average_pressure(clmd, hydrostatic_pressure);
}
/* Apply pressure. */
if (hydrostatic_pressure || fabs(pressure_difference) > 1E-6f) {
float weights[3] = {1.0f, 1.0f, 1.0f};
for (i = 0; i < cloth->primitive_num; i++) {
const MVertTri *vt = &tri[i];
if (cloth_get_pressure_weights(clmd, vt, weights)) {
SIM_mass_spring_force_pressure(data,
vt->tri[0],
vt->tri[1],
vt->tri[2],
pressure_difference,
hydrostatic_pressure,
weights);
}
}
}
if (hydrostatic_pressure) {
MEM_freeN(hydrostatic_pressure);
}
}
/* handle external forces like wind */
if (effectors) {
bool is_not_hair = (clmd->hairdata == nullptr) && (cloth->primitive_num > 0);
bool has_wind = false, has_force = false;
/* cache per-vertex forces to avoid redundant calculation */
float(*winvec)[3] = (float(*)[3])MEM_callocN(sizeof(float[3]) * mvert_num * 2,
"effector forces");
float(*forcevec)[3] = is_not_hair ? winvec + mvert_num : winvec;
for (i = 0; i < cloth->mvert_num; i++) {
float x[3], v[3];
EffectedPoint epoint;
SIM_mass_spring_get_motion_state(data, i, x, v);
pd_point_from_loc(scene, x, v, i, &epoint);
BKE_effectors_apply(effectors,
nullptr,
clmd->sim_parms->effector_weights,
&epoint,
forcevec[i],
winvec[i],
nullptr);
has_wind = has_wind || !is_zero_v3(winvec[i]);
has_force = has_force || !is_zero_v3(forcevec[i]);
}
/* Hair has only edges. */
if (is_not_hair) {
for (i = 0; i < cloth->primitive_num; i++) {
const MVertTri *vt = &tri[i];
if (has_wind) {
SIM_mass_spring_force_face_wind(data, vt->tri[0], vt->tri[1], vt->tri[2], winvec);
}
if (has_force) {
SIM_mass_spring_force_face_extern(data, vt->tri[0], vt->tri[1], vt->tri[2], forcevec);
}
}
}
else {
#if 0
ClothHairData *hairdata = clmd->hairdata;
ClothHairData *hair_ij, *hair_kl;
for (LinkNode *link = cloth->springs; link; link = link->next) {
ClothSpring *spring = (ClothSpring *)link->link;
if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
if (hairdata) {
hair_ij = &hairdata[spring->ij];
hair_kl = &hairdata[spring->kl];
SIM_mass_spring_force_edge_wind(
data, spring->ij, spring->kl, hair_ij->radius, hair_kl->radius, winvec);
}
else {
SIM_mass_spring_force_edge_wind(data, spring->ij, spring->kl, 1.0f, 1.0f, winvec);
}
}
}
#else
ClothHairData *hairdata = clmd->hairdata;
vert = cloth->verts;
for (i = 0; i < cloth->mvert_num; i++, vert++) {
if (hairdata) {
ClothHairData *hair = &hairdata[i];
SIM_mass_spring_force_vertex_wind(data, i, hair->radius, winvec);
}
else {
SIM_mass_spring_force_vertex_wind(data, i, 1.0f, winvec);
}
}
#endif
}
MEM_freeN(winvec);
}
/* calculate spring forces */
for (LinkNode *link = cloth->springs; link; link = link->next) {
ClothSpring *spring = (ClothSpring *)link->link;
/* only handle active springs */
if (!(spring->flags & CLOTH_SPRING_FLAG_DEACTIVATE)) {
cloth_calc_spring_force(clmd, spring);
}
}
}
/* returns vertices' motion state */
BLI_INLINE void cloth_get_grid_location(Implicit_Data *data,
float cell_scale,
const float cell_offset[3],
int index,
float x[3],
float v[3])
{
SIM_mass_spring_get_position(data, index, x);
SIM_mass_spring_get_new_velocity(data, index, v);
mul_v3_fl(x, cell_scale);
add_v3_v3(x, cell_offset);
}
/* returns next spring forming a continuous hair sequence */
BLI_INLINE LinkNode *hair_spring_next(LinkNode *spring_link)
{
ClothSpring *spring = (ClothSpring *)spring_link->link;
LinkNode *next = spring_link->next;
if (next) {
ClothSpring *next_spring = (ClothSpring *)next->link;
if (next_spring->type == CLOTH_SPRING_TYPE_STRUCTURAL && next_spring->kl == spring->ij) {
return next;
}
}
return nullptr;
}
/* XXX this is nasty: cloth meshes do not explicitly store
* the order of hair segments!
* We have to rely on the spring build function for now,
* which adds structural springs in reverse order:
* (3,4), (2,3), (1,2)
* This is currently the only way to figure out hair geometry inside this code ...
*/
static LinkNode *cloth_continuum_add_hair_segments(HairGrid *grid,
const float cell_scale,
const float cell_offset[3],
Cloth *cloth,
LinkNode *spring_link)
{
Implicit_Data *data = cloth->implicit;
LinkNode *next_spring_link = nullptr; /* return value */
ClothSpring *spring1, *spring2, *spring3;
// ClothVertex *verts = cloth->verts;
// ClothVertex *vert3, *vert4;
float x1[3], v1[3], x2[3], v2[3], x3[3], v3[3], x4[3], v4[3];
float dir1[3], dir2[3], dir3[3];
spring1 = nullptr;
spring2 = nullptr;
spring3 = (ClothSpring *)spring_link->link;
zero_v3(x1);
zero_v3(v1);
zero_v3(dir1);
zero_v3(x2);
zero_v3(v2);
zero_v3(dir2);
// vert3 = &verts[spring3->kl];
cloth_get_grid_location(data, cell_scale, cell_offset, spring3->kl, x3, v3);
// vert4 = &verts[spring3->ij];
cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
sub_v3_v3v3(dir3, x4, x3);
normalize_v3(dir3);
while (spring_link) {
/* move on */
spring1 = spring2;
spring2 = spring3;
// vert3 = vert4;
copy_v3_v3(x1, x2);
copy_v3_v3(v1, v2);
copy_v3_v3(x2, x3);
copy_v3_v3(v2, v3);
copy_v3_v3(x3, x4);
copy_v3_v3(v3, v4);
copy_v3_v3(dir1, dir2);
copy_v3_v3(dir2, dir3);
/* read next segment */
next_spring_link = spring_link->next;
spring_link = hair_spring_next(spring_link);
if (spring_link) {
spring3 = (ClothSpring *)spring_link->link;
// vert4 = &verts[spring3->ij];
cloth_get_grid_location(data, cell_scale, cell_offset, spring3->ij, x4, v4);
sub_v3_v3v3(dir3, x4, x3);
normalize_v3(dir3);
}
else {
spring3 = nullptr;
// vert4 = NULL;
zero_v3(x4);
zero_v3(v4);
zero_v3(dir3);
}
SIM_hair_volume_add_segment(grid,
x1,
v1,
x2,
v2,
x3,
v3,
x4,
v4,
spring1 ? dir1 : nullptr,
dir2,
spring3 ? dir3 : nullptr);
}
return next_spring_link;
}
static void cloth_continuum_fill_grid(HairGrid *grid, Cloth *cloth)
{
#if 0
Implicit_Data *data = cloth->implicit;
int mvert_num = cloth->mvert_num;
ClothVertex *vert;
int i;
for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
float x[3], v[3];
cloth_get_vertex_motion_state(data, vert, x, v);
SIM_hair_volume_add_vertex(grid, x, v);
}
#else
LinkNode *link;
float cellsize, gmin[3], cell_scale, cell_offset[3];
/* scale and offset for transforming vertex locations into grid space
* (cell size is 0..1, gmin becomes origin)
*/
SIM_hair_volume_grid_geometry(grid, &cellsize, nullptr, gmin, nullptr);
cell_scale = cellsize > 0.0f ? 1.0f / cellsize : 0.0f;
mul_v3_v3fl(cell_offset, gmin, cell_scale);
negate_v3(cell_offset);
link = cloth->springs;
while (link) {
ClothSpring *spring = (ClothSpring *)link->link;
if (spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
link = cloth_continuum_add_hair_segments(grid, cell_scale, cell_offset, cloth, link);
}
else {
link = link->next;
}
}
#endif
SIM_hair_volume_normalize_vertex_grid(grid);
}
static void cloth_continuum_step(ClothModifierData *clmd, float dt)
{
ClothSimSettings *parms = clmd->sim_parms;
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
int mvert_num = cloth->mvert_num;
ClothVertex *vert;
const float fluid_factor = 0.95f; /* blend between PIC and FLIP methods */
float smoothfac = parms->velocity_smooth;
/* XXX FIXME arbitrary factor!!! this should be based on some intuitive value instead,
* like number of hairs per cell and time decay instead of "strength"
*/
float density_target = parms->density_target;
float density_strength = parms->density_strength;
float gmin[3], gmax[3];
int i;
/* clear grid info */
zero_v3_int(clmd->hair_grid_res);
zero_v3(clmd->hair_grid_min);
zero_v3(clmd->hair_grid_max);
clmd->hair_grid_cellsize = 0.0f;
hair_get_boundbox(clmd, gmin, gmax);
/* gather velocities & density */
if (smoothfac > 0.0f || density_strength > 0.0f) {
HairGrid *grid = SIM_hair_volume_create_vertex_grid(
clmd->sim_parms->voxel_cell_size, gmin, gmax);
cloth_continuum_fill_grid(grid, cloth);
/* main hair continuum solver */
SIM_hair_volume_solve_divergence(grid, dt, density_target, density_strength);
for (i = 0, vert = cloth->verts; i < mvert_num; i++, vert++) {
float x[3], v[3], nv[3];
/* calculate volumetric velocity influence */
SIM_mass_spring_get_position(data, i, x);
SIM_mass_spring_get_new_velocity(data, i, v);
SIM_hair_volume_grid_velocity(grid, x, v, fluid_factor, nv);
interp_v3_v3v3(nv, v, nv, smoothfac);
/* apply on hair data */
SIM_mass_spring_set_new_velocity(data, i, nv);
}
/* store basic grid info in the modifier data */
SIM_hair_volume_grid_geometry(grid,
&clmd->hair_grid_cellsize,
clmd->hair_grid_res,
clmd->hair_grid_min,
clmd->hair_grid_max);
#if 0 /* DEBUG hair velocity vector field */
{
const int size = 64;
int i, j;
float offset[3], a[3], b[3];
const int axis = 0;
const float shift = 0.0f;
copy_v3_v3(offset, clmd->hair_grid_min);
zero_v3(a);
zero_v3(b);
offset[axis] = shift * clmd->hair_grid_cellsize;
a[(axis + 1) % 3] = clmd->hair_grid_max[(axis + 1) % 3] -
clmd->hair_grid_min[(axis + 1) % 3];
b[(axis + 2) % 3] = clmd->hair_grid_max[(axis + 2) % 3] -
clmd->hair_grid_min[(axis + 2) % 3];
BKE_sim_debug_data_clear_category(clmd->debug_data, "grid velocity");
for (j = 0; j < size; j++) {
for (i = 0; i < size; i++) {
float x[3], v[3], gvel[3], gvel_smooth[3], gdensity;
madd_v3_v3v3fl(x, offset, a, float(i) / float(size - 1));
madd_v3_v3fl(x, b, float(j) / float(size - 1));
zero_v3(v);
SIM_hair_volume_grid_interpolate(grid, x, &gdensity, gvel, gvel_smooth, NULL, NULL);
# if 0
BKE_sim_debug_data_add_circle(
clmd->debug_data, x, gdensity, 0.7, 0.3, 1,
"grid density", i, j, 3111);
# endif
if (!is_zero_v3(gvel) || !is_zero_v3(gvel_smooth)) {
float dvel[3];
sub_v3_v3v3(dvel, gvel_smooth, gvel);
# if 0
BKE_sim_debug_data_add_vector(
clmd->debug_data, x, gvel, 0.4, 0, 1,
"grid velocity", i, j, 3112);
BKE_sim_debug_data_add_vector(
clmd->debug_data, x, gvel_smooth, 0.6, 1, 1,
"grid velocity", i, j, 3113);
# endif
BKE_sim_debug_data_add_vector(
clmd->debug_data, x, dvel, 0.4, 1, 0.7, "grid velocity", i, j, 3114);
# if 0
if (gdensity > 0.0f) {
float col0[3] = {0.0, 0.0, 0.0};
float col1[3] = {0.0, 1.0, 0.0};
float col[3];
interp_v3_v3v3(col, col0, col1,
CLAMPIS(gdensity * clmd->sim_parms->density_strength, 0.0, 1.0));
# if 0
BKE_sim_debug_data_add_circle(
clmd->debug_data, x, gdensity * clmd->sim_parms->density_strength, 0, 1, 0.4,
"grid velocity", i, j, 3115);
BKE_sim_debug_data_add_dot(
clmd->debug_data, x, col[0], col[1], col[2],
"grid velocity", i, j, 3115);
# endif
BKE_sim_debug_data_add_circle(
clmd->debug_data, x, 0.01f, col[0], col[1], col[2], "grid velocity", i, j, 3115);
}
# endif
}
}
}
}
#endif
SIM_hair_volume_free_vertex_grid(grid);
}
}
#if 0
static void cloth_calc_volume_force(ClothModifierData *clmd)
{
ClothSimSettings *parms = clmd->sim_parms;
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
int mvert_num = cloth->mvert_num;
ClothVertex *vert;
/* 2.0f is an experimental value that seems to give good results */
float smoothfac = 2.0f * parms->velocity_smooth;
float collfac = 2.0f * parms->collider_friction;
float pressfac = parms->pressure;
float minpress = parms->pressure_threshold;
float gmin[3], gmax[3];
int i;
hair_get_boundbox(clmd, gmin, gmax);
/* gather velocities & density */
if (smoothfac > 0.0f || pressfac > 0.0f) {
HairVertexGrid *vertex_grid = SIM_hair_volume_create_vertex_grid(
clmd->sim_parms->voxel_res, gmin, gmax);
vert = cloth->verts;
for (i = 0; i < mvert_num; i++, vert++) {
float x[3], v[3];
if (vert->solver_index < 0) {
copy_v3_v3(x, vert->x);
copy_v3_v3(v, vert->v);
}
else {
SIM_mass_spring_get_motion_state(data, vert->solver_index, x, v);
}
SIM_hair_volume_add_vertex(vertex_grid, x, v);
}
SIM_hair_volume_normalize_vertex_grid(vertex_grid);
vert = cloth->verts;
for (i = 0; i < mvert_num; i++, vert++) {
float x[3], v[3], f[3], dfdx[3][3], dfdv[3][3];
if (vert->solver_index < 0) {
continue;
}
/* calculate volumetric forces */
SIM_mass_spring_get_motion_state(data, vert->solver_index, x, v);
SIM_hair_volume_vertex_grid_forces(
vertex_grid, x, v, smoothfac, pressfac, minpress, f, dfdx, dfdv);
/* apply on hair data */
SIM_mass_spring_force_extern(data, vert->solver_index, f, dfdx, dfdv);
}
SIM_hair_volume_free_vertex_grid(vertex_grid);
}
}
#endif
static void cloth_calc_average_acceleration(ClothModifierData *clmd, float dt)
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *data = cloth->implicit;
int i, mvert_num = cloth->mvert_num;
float total[3] = {0.0f, 0.0f, 0.0f};
for (i = 0; i < mvert_num; i++) {
float v[3], nv[3];
SIM_mass_spring_get_velocity(data, i, v);
SIM_mass_spring_get_new_velocity(data, i, nv);
sub_v3_v3(nv, v);
add_v3_v3(total, nv);
}
mul_v3_fl(total, 1.0f / dt / mvert_num);
/* Smooth the data using a running average to prevent instability.
* This is effectively an abstraction of the wave propagation speed in fluid. */
interp_v3_v3v3(cloth->average_acceleration, total, cloth->average_acceleration, powf(0.25f, dt));
}
static void cloth_solve_collisions(
Depsgraph *depsgraph, Object *ob, ClothModifierData *clmd, float step, float dt)
{
Cloth *cloth = clmd->clothObject;
Implicit_Data *id = cloth->implicit;
ClothVertex *verts = cloth->verts;
int mvert_num = cloth->mvert_num;
const float time_multiplier = 1.0f / (clmd->sim_parms->dt * clmd->sim_parms->timescale);
int i;
if (!(clmd->coll_parms->flags &
(CLOTH_COLLSETTINGS_FLAG_ENABLED | CLOTH_COLLSETTINGS_FLAG_SELF))) {
return;
}
if (!clmd->clothObject->bvhtree) {
return;
}
SIM_mass_spring_solve_positions(id, dt);
/* Update verts to current positions. */
for (i = 0; i < mvert_num; i++) {
SIM_mass_spring_get_new_position(id, i, verts[i].tx);
sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
zero_v3(verts[i].dcvel);
}
if (cloth_bvh_collision(depsgraph,
ob,
clmd,
step / clmd->sim_parms->timescale,
dt / clmd->sim_parms->timescale)) {
for (i = 0; i < mvert_num; i++) {
if ((clmd->sim_parms->vgroup_mass > 0) && (verts[i].flags & CLOTH_VERT_FLAG_PINNED)) {
continue;
}
SIM_mass_spring_get_new_velocity(id, i, verts[i].tv);
madd_v3_v3fl(verts[i].tv, verts[i].dcvel, time_multiplier);
SIM_mass_spring_set_new_velocity(id, i, verts[i].tv);
}
}
}
static void cloth_clear_result(ClothModifierData *clmd)
{
ClothSolverResult *sres = clmd->solver_result;
sres->status = 0;
sres->max_error = sres->min_error = sres->avg_error = 0.0f;
sres->max_iterations = sres->min_iterations = 0;
sres->avg_iterations = 0.0f;
}
static void cloth_record_result(ClothModifierData *clmd, ImplicitSolverResult *result, float dt)
{
ClothSolverResult *sres = clmd->solver_result;
if (sres->status) { /* already initialized ? */
/* error only makes sense for successful iterations */
if (result->status == SIM_SOLVER_SUCCESS) {
sres->min_error = min_ff(sres->min_error, result->error);
sres->max_error = max_ff(sres->max_error, result->error);
sres->avg_error += result->error * dt;
}
sres->min_iterations = min_ii(sres->min_iterations, result->iterations);
sres->max_iterations = max_ii(sres->max_iterations, result->iterations);
sres->avg_iterations += float(result->iterations) * dt;
}
else {
/* error only makes sense for successful iterations */
if (result->status == SIM_SOLVER_SUCCESS) {
sres->min_error = sres->max_error = result->error;
sres->avg_error += result->error * dt;
}
sres->min_iterations = sres->max_iterations = result->iterations;
sres->avg_iterations += float(result->iterations) * dt;
}
sres->status |= result->status;
}
int SIM_cloth_solve(
Depsgraph *depsgraph, Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
{
/* Hair currently is a cloth sim in disguise ...
* Collision detection and volumetrics work differently then.
* Bad design, TODO
*/
Scene *scene = DEG_get_evaluated_scene(depsgraph);
const bool is_hair = (clmd->hairdata != nullptr);
uint i = 0;
float step = 0.0f, tf = clmd->sim_parms->timescale;
Cloth *cloth = clmd->clothObject;
ClothVertex *verts = cloth->verts /*, *cv*/;
uint mvert_num = cloth->mvert_num;
float dt = clmd->sim_parms->dt * clmd->sim_parms->timescale;
Implicit_Data *id = cloth->implicit;
/* Hydrostatic pressure gradient of the fluid inside the object is affected by acceleration. */
bool use_acceleration = (clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_PRESSURE) &&
(clmd->sim_parms->fluid_density > 0);
BKE_sim_debug_data_clear_category("collision");
if (!clmd->solver_result) {
clmd->solver_result = MEM_cnew<ClothSolverResult>("cloth solver result");
}
cloth_clear_result(clmd);
if (clmd->sim_parms->vgroup_mass > 0) { /* Do goal stuff. */
for (i = 0; i < mvert_num; i++) {
/* update velocities with constrained velocities from pinned verts */
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
float v[3];
sub_v3_v3v3(v, verts[i].xconst, verts[i].xold);
// mul_v3_fl(v, clmd->sim_parms->stepsPerFrame);
/* divide by time_scale to prevent constrained velocities from being multiplied */
mul_v3_fl(v, 1.0f / clmd->sim_parms->time_scale);
SIM_mass_spring_set_velocity(id, i, v);
}
}
}
if (!use_acceleration) {
zero_v3(cloth->average_acceleration);
}
while (step < tf) {
ImplicitSolverResult result;
/* setup vertex constraints for pinned vertices */
cloth_setup_constraints(clmd);
/* initialize forces to zero */
SIM_mass_spring_clear_forces(id);
/* calculate forces */
cloth_calc_force(scene, clmd, frame, effectors, step);
/* calculate new velocity and position */
SIM_mass_spring_solve_velocities(id, dt, &result);
cloth_record_result(clmd, &result, dt);
/* Calculate collision impulses. */
cloth_solve_collisions(depsgraph, ob, clmd, step, dt);
if (is_hair) {
cloth_continuum_step(clmd, dt);
}
if (use_acceleration) {
cloth_calc_average_acceleration(clmd, dt);
}
SIM_mass_spring_solve_positions(id, dt);
SIM_mass_spring_apply_result(id);
/* move pinned verts to correct position */
for (i = 0; i < mvert_num; i++) {
if (clmd->sim_parms->vgroup_mass > 0) {
if (verts[i].flags & CLOTH_VERT_FLAG_PINNED) {
float x[3];
/* divide by time_scale to prevent pinned vertices'
* delta locations from being multiplied */
interp_v3_v3v3(
x, verts[i].xold, verts[i].xconst, (step + dt) / clmd->sim_parms->time_scale);
SIM_mass_spring_set_position(id, i, x);
}
}
SIM_mass_spring_get_motion_state(id, i, verts[i].txold, nullptr);
}
step += dt;
}
/* copy results back to cloth data */
for (i = 0; i < mvert_num; i++) {
SIM_mass_spring_get_motion_state(id, i, verts[i].x, verts[i].v);
copy_v3_v3(verts[i].txold, verts[i].x);
}
return 1;
}