2023-08-16 00:20:26 +10:00
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/* SPDX-FileCopyrightText: 2015 Blender Authors
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2023-05-31 16:19:06 +02:00
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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2015-07-13 17:48:13 +02:00
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2019-02-18 08:08:12 +11:00
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/** \file
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* \ingroup bli
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2015-07-13 17:48:13 +02:00
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*/
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Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
2023-08-09 11:39:20 +03:00
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#include "BLI_math_base.h"
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#include "BLI_math_matrix.h"
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#include "BLI_math_solvers.h"
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#include "BLI_math_vector.h"
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2015-07-13 17:48:13 +02:00
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#include "MEM_guardedalloc.h"
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#include "BLI_utildefines.h"
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#include "BLI_strict_flags.h"
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2015-12-10 01:18:01 +01:00
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#include "eigen_capi.h"
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2015-07-13 17:48:13 +02:00
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Cleanup: reduce amount of math-related includes
Using ClangBuildAnalyzer on the whole Blender build, it was pointing
out that BLI_math.h is the heaviest "header hub" (i.e. non tiny file
that is included a lot).
However, there's very little (actually zero) source files in Blender
that need "all the math" (base, colors, vectors, matrices,
quaternions, intersection, interpolation, statistics, solvers and
time). A common use case is source files needing just vectors, or
just vectors & matrices, or just colors etc. Actually, 181 files
were including the whole math thing without needing it at all.
This change removes BLI_math.h completely, and instead in all the
places that need it, includes BLI_math_vector.h or BLI_math_color.h
and so on.
Change from that:
- BLI_math_color.h was included 1399 times -> now 408 (took 114.0sec
to parse -> now 36.3sec)
- BLI_simd.h 1403 -> 418 (109.7sec -> 34.9sec).
Full rebuild of Blender (Apple M1, Xcode, RelWithDebInfo) is not
affected much (342sec -> 334sec). Most of benefit would be when
someone's changing BLI_simd.h or BLI_math_color.h or similar files,
that now there's 3x fewer files result in a recompile.
Pull Request #110944
2023-08-09 11:39:20 +03:00
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#include <string.h>
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2015-07-13 17:48:13 +02:00
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/********************************** Eigen Solvers *********************************/
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bool BLI_eigen_solve_selfadjoint_m3(const float m3[3][3],
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float r_eigen_values[3],
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float r_eigen_vectors[3][3])
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{
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#ifndef NDEBUG
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/* We must assert given matrix is self-adjoint (i.e. symmetric) */
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if ((m3[0][1] != m3[1][0]) || (m3[0][2] != m3[2][0]) || (m3[1][2] != m3[2][1])) {
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BLI_assert(0);
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}
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#endif
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2015-11-24 20:42:10 +01:00
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return EIG_self_adjoint_eigen_solve(
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3, (const float *)m3, r_eigen_values, (float *)r_eigen_vectors);
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2015-07-13 17:48:13 +02:00
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}
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2015-10-09 20:55:15 +02:00
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void BLI_svd_m3(const float m3[3][3], float r_U[3][3], float r_S[3], float r_V[3][3])
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{
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2015-11-24 20:42:10 +01:00
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EIG_svd_square_matrix(3, (const float *)m3, (float *)r_U, (float *)r_S, (float *)r_V);
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2015-10-09 20:55:15 +02:00
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}
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2017-11-01 21:34:30 +03:00
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/***************************** Simple Solvers ************************************/
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bool BLI_tridiagonal_solve(
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const float *a, const float *b, const float *c, const float *d, float *r_x, const int count)
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{
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2019-03-27 13:16:10 +11:00
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if (count < 1) {
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2017-11-01 21:34:30 +03:00
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return false;
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2019-03-27 13:16:10 +11:00
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}
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2017-11-01 21:34:30 +03:00
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2022-09-26 10:04:44 +10:00
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size_t bytes = sizeof(double) * (uint)count;
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2017-11-02 15:09:11 +11:00
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double *c1 = (double *)MEM_mallocN(bytes * 2, "tridiagonal_c1d1");
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2017-11-01 21:34:30 +03:00
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double *d1 = c1 + count;
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2019-03-27 13:16:10 +11:00
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if (!c1) {
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2017-11-01 21:34:30 +03:00
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return false;
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2019-03-27 13:16:10 +11:00
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}
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2017-11-01 21:34:30 +03:00
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int i;
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double c_prev, d_prev, x_prev;
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/* forward pass */
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c1[0] = c_prev = ((double)c[0]) / b[0];
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d1[0] = d_prev = ((double)d[0]) / b[0];
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for (i = 1; i < count; i++) {
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2017-11-02 15:09:11 +11:00
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double denum = b[i] - a[i] * c_prev;
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2017-11-01 21:34:30 +03:00
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c1[i] = c_prev = c[i] / denum;
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2017-11-02 15:09:11 +11:00
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d1[i] = d_prev = (d[i] - a[i] * d_prev) / denum;
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2017-11-01 21:34:30 +03:00
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}
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/* back pass */
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x_prev = d_prev;
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r_x[--i] = ((float)x_prev);
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while (--i >= 0) {
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x_prev = d1[i] - c1[i] * x_prev;
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r_x[i] = ((float)x_prev);
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}
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MEM_freeN(c1);
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return isfinite(x_prev);
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}
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bool BLI_tridiagonal_solve_cyclic(
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const float *a, const float *b, const float *c, const float *d, float *r_x, const int count)
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{
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2019-03-27 13:16:10 +11:00
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if (count < 1) {
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2017-11-01 21:34:30 +03:00
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return false;
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2019-03-27 13:16:10 +11:00
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}
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2017-11-01 21:34:30 +03:00
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2020-11-28 14:44:10 +03:00
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/* Degenerate case not handled correctly by the generic formula. */
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if (count == 1) {
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r_x[0] = d[0] / (a[0] + b[0] + c[0]);
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return isfinite(r_x[0]);
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}
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/* Degenerate case that works but can be simplified. */
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if (count == 2) {
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2022-06-09 21:26:48 +10:00
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const float a2[2] = {0, a[1] + c[1]};
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const float c2[2] = {a[0] + c[0], 0};
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2020-11-28 14:44:10 +03:00
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return BLI_tridiagonal_solve(a2, b, c2, d, r_x, count);
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}
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/* If not really cyclic, fall back to the simple solver. */
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2017-11-02 15:09:11 +11:00
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float a0 = a[0], cN = c[count - 1];
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2017-11-01 21:34:30 +03:00
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if (a0 == 0.0f && cN == 0.0f) {
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return BLI_tridiagonal_solve(a, b, c, d, r_x, count);
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}
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2022-09-26 10:04:44 +10:00
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size_t bytes = sizeof(float) * (uint)count;
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2017-11-02 15:09:11 +11:00
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float *tmp = (float *)MEM_mallocN(bytes * 2, "tridiagonal_ex");
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2017-11-01 21:34:30 +03:00
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float *b2 = tmp + count;
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2019-03-27 13:16:10 +11:00
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if (!tmp) {
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2017-11-01 21:34:30 +03:00
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return false;
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2019-03-27 13:16:10 +11:00
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}
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2017-11-01 21:34:30 +03:00
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2021-03-18 09:35:12 +11:00
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/* Prepare the non-cyclic system; relies on tridiagonal_solve ignoring values. */
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2017-11-01 21:34:30 +03:00
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memcpy(b2, b, bytes);
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b2[0] -= a0;
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2017-11-02 15:09:11 +11:00
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b2[count - 1] -= cN;
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2017-11-01 21:34:30 +03:00
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memset(tmp, 0, bytes);
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tmp[0] = a0;
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2017-11-02 15:09:11 +11:00
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tmp[count - 1] = cN;
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2017-11-01 21:34:30 +03:00
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/* solve for partial solution and adjustment vector */
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bool success = BLI_tridiagonal_solve(a, b2, c, tmp, tmp, count) &&
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BLI_tridiagonal_solve(a, b2, c, d, r_x, count);
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/* apply adjustment */
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if (success) {
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2017-11-02 15:09:11 +11:00
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float coeff = (r_x[0] + r_x[count - 1]) / (1.0f + tmp[0] + tmp[count - 1]);
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2017-11-01 21:34:30 +03:00
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for (int i = 0; i < count; i++) {
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r_x[i] -= coeff * tmp[i];
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}
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}
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MEM_freeN(tmp);
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return success;
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}
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Shrinkwrap: new mode that projects along the target normal.
The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
2018-11-06 21:04:53 +03:00
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bool BLI_newton3d_solve(Newton3D_DeltaFunc func_delta,
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Newton3D_JacobianFunc func_jacobian,
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Newton3D_CorrectionFunc func_correction,
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void *userdata,
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float epsilon,
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int max_iterations,
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bool trace,
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const float x_init[3],
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float result[3])
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{
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float fdelta[3], fdeltav, next_fdeltav;
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float jacobian[3][3], step[3], x[3], x_next[3];
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epsilon *= epsilon;
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copy_v3_v3(x, x_init);
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func_delta(userdata, x, fdelta);
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fdeltav = len_squared_v3(fdelta);
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if (trace) {
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2019-10-20 00:15:10 +03:00
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printf("START (%g, %g, %g) %g %g\n", x[0], x[1], x[2], fdeltav, epsilon);
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Shrinkwrap: new mode that projects along the target normal.
The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
2018-11-06 21:04:53 +03:00
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}
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2019-10-20 00:15:10 +03:00
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for (int i = 0; i == 0 || (i < max_iterations && fdeltav > epsilon); i++) {
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Shrinkwrap: new mode that projects along the target normal.
The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
2018-11-06 21:04:53 +03:00
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/* Newton's method step. */
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func_jacobian(userdata, x, jacobian);
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if (!invert_m3(jacobian)) {
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return false;
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}
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mul_v3_m3v3(step, jacobian, fdelta);
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sub_v3_v3v3(x_next, x, step);
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/* Custom out-of-bounds value correction. */
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if (func_correction) {
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if (trace) {
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printf("%3d * (%g, %g, %g)\n", i, x_next[0], x_next[1], x_next[2]);
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}
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if (!func_correction(userdata, x, step, x_next)) {
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return false;
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}
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}
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func_delta(userdata, x_next, fdelta);
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next_fdeltav = len_squared_v3(fdelta);
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if (trace) {
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printf("%3d ? (%g, %g, %g) %g\n", i, x_next[0], x_next[1], x_next[2], next_fdeltav);
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}
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/* Line search correction. */
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2019-10-20 00:15:10 +03:00
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while (next_fdeltav > fdeltav && next_fdeltav > epsilon) {
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Shrinkwrap: new mode that projects along the target normal.
The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.
This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.
Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.
Reviewers: mont29
Differential Revision: https://developer.blender.org/D3836
2018-11-06 21:04:53 +03:00
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float g0 = sqrtf(fdeltav), g1 = sqrtf(next_fdeltav);
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float g01 = -g0 / len_v3(step);
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float det = 2.0f * (g1 - g0 - g01);
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float l = (det == 0.0f) ? 0.1f : -g01 / det;
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CLAMP_MIN(l, 0.1f);
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mul_v3_fl(step, l);
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sub_v3_v3v3(x_next, x, step);
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func_delta(userdata, x_next, fdelta);
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next_fdeltav = len_squared_v3(fdelta);
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if (trace) {
|
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|
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|
printf("%3d . (%g, %g, %g) %g\n", i, x_next[0], x_next[1], x_next[2], next_fdeltav);
|
|
|
|
|
}
|
|
|
|
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}
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|
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|
|
|
|
copy_v3_v3(x, x_next);
|
|
|
|
|
fdeltav = next_fdeltav;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bool success = (fdeltav <= epsilon);
|
|
|
|
|
|
|
|
|
|
if (trace) {
|
|
|
|
|
printf("%s (%g, %g, %g) %g\n", success ? "OK " : "FAIL", x[0], x[1], x[2], fdeltav);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
copy_v3_v3(result, x);
|
|
|
|
|
return success;
|
|
|
|
|
}
|