bdiego no 2.47 option for now

make soft bodies spawn threads on a mid level 
use G.rt == 16 to switch to 'old style'
i am going to remove that G.rt switch if everyone is fine /* i do not intend to keep 2 versions of code up because of "BAD STYLE" */
so .. give feed back ..
This commit is contained in:
Jens Ole Wund
2008-08-11 20:40:29 +00:00
parent 7f3a2a4abe
commit ea134f8411

View File

@@ -69,6 +69,8 @@ variables on the UI for now
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_ghash.h"
#include "BLI_threads.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_global.h"
@@ -118,6 +120,20 @@ typedef struct SBScratch {
float aabbmin[3],aabbmax[3];
}SBScratch;
typedef struct SB_thread_context{
Object *ob;
float forcetime;
float timenow;
int ifirst;
int ilast;
ListBase *do_effector;
int do_deflector;
float fieldfactor;
float windfactor;
int nr;
int tot;
}SB_thread_context;
#define NLF_BUILD 1
#define NLF_SOLVE 2
@@ -1514,17 +1530,15 @@ int sb_detect_edge_collisionCached(float edge_v1[3],float edge_v2[3],float *damp
void scan_for_ext_spring_forces(Object *ob,float timenow)
void _scan_for_ext_spring_forces(Object *ob,float timenow,int ifirst,int ilast, struct ListBase *do_effector)
{
SoftBody *sb = ob->soft;
ListBase *do_effector;
int a;
float damp;
float feedback[3];
do_effector= pdInitEffectors(ob,NULL);
if (sb && sb->totspring){
for(a=0; a<sb->totspring; a++) {
for(a=ifirst; a<ilast; a++) {
BodySpring *bs = &sb->bspring[a];
bs->ext_force[0]=bs->ext_force[1]=bs->ext_force[2]=0.0f;
feedback[0]=feedback[1]=feedback[2]=0.0f;
@@ -1584,9 +1598,88 @@ void scan_for_ext_spring_forces(Object *ob,float timenow)
}
}
}
if(do_effector)
pdEndEffectors(do_effector);
}
void scan_for_ext_spring_forces(Object *ob,float timenow)
{
SoftBody *sb = ob->soft;
ListBase *do_effector= NULL;
do_effector= pdInitEffectors(ob,NULL);
if (sb){
_scan_for_ext_spring_forces(ob,timenow,0,sb->totspring,do_effector);
}
if(do_effector)
pdEndEffectors(do_effector);
}
void *exec_scan_for_ext_spring_forces(void *data)
{
SB_thread_context *pctx = (SB_thread_context*)data;
_scan_for_ext_spring_forces(pctx->ob,pctx->timenow,pctx->ifirst,pctx->ilast,pctx->do_effector);
return 0;
}
void sb_sfesf_threads_run(struct Object *ob, float timenow,int totsprings,int *ptr_to_break_func())
{
ListBase *do_effector = NULL;
ListBase threads;
SB_thread_context *sb_threads;
int i, totthread,left,dec;
int lowsprings =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
do_effector= pdInitEffectors(ob,NULL);
/* figure the number of threads while preventing pretty pointless threading overhead */
if(totsprings < lowsprings) {totthread=1;}
else{
if(G.scene->r.mode & R_FIXED_THREADS)
totthread= G.scene->r.threads;
else
totthread= BLI_system_thread_count();
}
/*left to do--> what if we got zillions of CPUs running but 'totsprings' tasks to spread*/
sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBSpringsThread");
memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
left = totsprings;
dec = totsprings/totthread +1;
for(i=0; i<totthread; i++) {
sb_threads[i].ob = ob;
sb_threads[i].forcetime = 0.0; // not used here
sb_threads[i].timenow = timenow;
sb_threads[i].ilast = left;
left = left - dec;
if (left >0){
sb_threads[i].ifirst = left;
}
else
sb_threads[i].ifirst = 0;
sb_threads[i].do_effector = do_effector;
sb_threads[i].do_deflector = 0;// not used here
sb_threads[i].fieldfactor = 0.0f;// not used here
sb_threads[i].windfactor = 0.0f;// not used here
sb_threads[i].nr= i;
sb_threads[i].tot= totthread;
}
if(totthread > 1) {
BLI_init_threads(&threads, exec_scan_for_ext_spring_forces, totthread);
for(i=0; i<totthread; i++)
BLI_insert_thread(&threads, &sb_threads[i]);
BLI_end_threads(&threads);
}
else
exec_scan_for_ext_spring_forces(&sb_threads[0]);
/* clean up */
MEM_freeN(sb_threads);
if(do_effector)
pdEndEffectors(do_effector);
}
/* --- the spring external section*/
int choose_winner(float*w, float* pos,float*a,float*b,float*c,float*ca,float*cb,float*cc)
@@ -2023,31 +2116,277 @@ static void sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float fo
}
static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
/* since this is definitely the most CPU consuming task here .. try to spread it */
/* core function _softbody_calc_forces_slice_in_a_thread */
/* result is int to be able to flag user break */
int _softbody_calc_forces_slice_in_a_thread(Object *ob, float forcetime, float timenow,int ifirst,int ilast,int *ptr_to_break_func(),ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
{
float iks;
int bb,do_selfcollision,do_springcollision,do_aero;
int number_of_points_here = ilast - ifirst;
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;
/* intitialize */
if (sb) {
/* check conditions for various options */
/* +++ could be done on object level to squeeze out the last bits of it */
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
/* --- could be done on object level to squeeze out the last bits of it */
}
else {
printf("Error expected a SB here \n");
return (999);
}
/* debugerin */
if (sb->totpoint < ifirst) {
printf("Aye 998");
return (998);
}
/* debugerin */
bp = &sb->bpoint[ifirst];
for(bb=number_of_points_here; bb>0; bb--, bp++) {
/* clear forces accumulator */
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
/* naive ball self collision */
/* needs to be done if goal snaps or not */
if(do_selfcollision){
int attached;
BodyPoint *obp;
BodySpring *bs;
int c,b;
float velcenter[3],dvel[3],def[3];
float distance;
float compare;
float bstune = sb->ballstiff;
for(c=sb->totpoint, obp= sb->bpoint; c>=ifirst+bb; c--, obp++) {
compare = (obp->colball + bp->colball);
VecSubf(def, bp->pos, obp->pos);
/* rather check the AABBoxes before ever calulating the real distance */
/* mathematically it is completly nuts, but performace is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = Normalize(def);
if (distance < compare ){
/* exclude body points attached with a spring */
attached = 0;
for(b=obp->nofsprings;b>0;b--){
bs = sb->bspring + obp->springs[b-1];
if (( ilast-bb == bs->v2) || ( ilast-bb == bs->v1)){
attached=1;
continue;}
}
if (!attached){
float f = bstune/(distance) + bstune/(compare*compare)*distance - 2.0f*bstune/compare ;
VecMidf(velcenter, bp->vec, obp->vec);
VecSubf(dvel,velcenter,bp->vec);
VecMulf(dvel,sb->nodemass);
Vec3PlusStVec(bp->force,f*(1.0f-sb->balldamp),def);
Vec3PlusStVec(bp->force,sb->balldamp,dvel);
/* exploit force(a,b) == -force(b,a) part2/2 */
VecSubf(dvel,velcenter,obp->vec);
VecMulf(dvel,sb->nodemass);
Vec3PlusStVec(obp->force,sb->balldamp,dvel);
Vec3PlusStVec(obp->force,-f*(1.0f-sb->balldamp),def);
}
}
}
}
/* naive ball self collision done */
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
float auxvect[3];
float velgoal[3];
/* do goal stuff */
if(ob->softflag & OB_SB_GOAL) {
/* true elastic goal */
float ks,kd;
VecSubf(auxvect,bp->pos,bp->origT);
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
bp->force[0]+= -ks*(auxvect[0]);
bp->force[1]+= -ks*(auxvect[1]);
bp->force[2]+= -ks*(auxvect[2]);
/* calulate damping forces generated by goals*/
VecSubf(velgoal,bp->origS, bp->origE);
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
VecAddf(auxvect,velgoal,bp->vec);
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
}
else {
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
}
}
/* done goal stuff */
/* gravitation */
if (sb){
float gravity = sb->grav * sb_grav_force_scale(ob);
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
}
/* particle field & vortex */
if(do_effector) {
float kd;
float force[3]= {0.0f, 0.0f, 0.0f};
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
VECADD(bp->force, bp->force, force);
/* BP friction in moving media */
kd= sb->mediafrict* eval_sb_fric_force_scale;
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
/* now we'll have nice centrifugal effect for vortex */
}
else {
/* BP friction in media (not) moving*/
float kd = sb->mediafrict* sb_fric_force_scale(ob);
/* assume it to be proportional to actual velocity */
bp->force[0]-= bp->vec[0]*kd;
bp->force[1]-= bp->vec[1]*kd;
bp->force[2]-= bp->vec[2]*kd;
/* friction in media done */
}
/* +++cached collision targets */
bp->choke = 0.0f;
bp->choke2 = 0.0f;
bp->flag &= ~SBF_DOFUZZY;
if(do_deflector) {
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
float kd = 1.0f;
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
VECSUB(cfforce,bp->vec,vel);
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
Vec3PlusStVec(bp->force,kd,defforce);
}
}
/* ---cached collision targets */
/* +++springs */
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
if(ob->softflag & OB_SB_EDGES) {
if (sb->bspring){ /* spring list exists at all ? */
int b;
BodySpring *bs;
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
if (do_springcollision || do_aero){
VecAddf(bp->force,bp->force,bs->ext_force);
if (bs->flag & BSF_INTERSECT)
bp->choke = bs->cf;
}
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
sb_spring_force(ob,ilast-bb,bs,iks,forcetime,0);
}/* loop springs */
}/* existing spring list */
}/*any edges*/
/* ---springs */
}/*omit on snap */
}/*loop all bp's*/
return 0; /*done fine*/
}
void *exec_softbody_calc_forces(void *data)
{
SB_thread_context *pctx = (SB_thread_context*)data;
_softbody_calc_forces_slice_in_a_thread(pctx->ob,pctx->forcetime,pctx->timenow,pctx->ifirst,pctx->ilast,NULL,pctx->do_effector,pctx->do_deflector,pctx->fieldfactor,pctx->windfactor);
return 0;
}
void sb_cf_threads_run(struct Object *ob, float forcetime, float timenow,int totpoint,int *ptr_to_break_func(),struct ListBase *do_effector,int do_deflector,float fieldfactor, float windfactor)
{
ListBase threads;
SB_thread_context *sb_threads;
int i, totthread,left,dec;
int lowpoints =10; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
/* figure the number of threads while preventing pretty pointless threading overhead */
if(totpoint < lowpoints) {totthread=1;}
else{
if(G.scene->r.mode & R_FIXED_THREADS)
totthread= G.scene->r.threads;
else
totthread= BLI_system_thread_count();
}
/*left to do--> what if we got zillions of CPUs running but 'totpoint' tasks to spread*/
sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBThread");
memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
left = totpoint;
dec = totpoint/totthread +1;
for(i=0; i<totthread; i++) {
sb_threads[i].ob = ob;
sb_threads[i].forcetime = forcetime;
sb_threads[i].timenow = timenow;
sb_threads[i].ilast = left;
left = left - dec;
if (left >0){
sb_threads[i].ifirst = left;
}
else
sb_threads[i].ifirst = 0;
sb_threads[i].do_effector = do_effector;
sb_threads[i].do_deflector = do_deflector;
sb_threads[i].fieldfactor = fieldfactor;
sb_threads[i].windfactor = windfactor;
sb_threads[i].nr= i;
sb_threads[i].tot= totthread;
}
if(totthread > 1) {
BLI_init_threads(&threads, exec_softbody_calc_forces, totthread);
for(i=0; i<totthread; i++)
BLI_insert_thread(&threads, &sb_threads[i]);
BLI_end_threads(&threads);
}
else
exec_softbody_calc_forces(&sb_threads[0]);
/* clean up */
MEM_freeN(sb_threads);
}
static void softbody_calc_forcesEx(Object *ob, float forcetime, float timenow, int nl_flags)
{
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
*/
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;
BodyPoint *bproot;
BodySpring *bs;
ListBase *do_effector;
float iks, ks, kd, gravity;
float iks, gravity;
float fieldfactor = 1000.0f, windfactor = 250.0f;
float tune = sb->ballstiff;
int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
/* jacobian
NLboolean success;
if(nl_flags){
nlBegin(NL_SYSTEM);
nlBegin(NL_MATRIX);
}
*/
int do_deflector,do_selfcollision,do_springcollision,do_aero;
gravity = sb->grav * sb_grav_force_scale(ob);
@@ -2060,7 +2399,9 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
bproot= sb->bpoint; /* need this for proper spring addressing */
if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
if (do_springcollision || do_aero)
sb_sfesf_threads_run(ob,timenow,sb->totspring,NULL);
/* after spring scan because it uses Effoctors too */
do_effector= pdInitEffectors(ob,NULL);
@@ -2069,34 +2410,102 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
}
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* clear forces accumulator */
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
//int op =3*sb->totpoint;
/* dF/dV = v */
/* jacobioan
nlMatrixAdd(op+ia,ia,-forcetime);
nlMatrixAdd(op+ia+1,ia+1,-forcetime);
nlMatrixAdd(op+ia+2,ia+2,-forcetime);
nlMatrixAdd(ia,ia,1);
nlMatrixAdd(ia+1,ia+1,1);
nlMatrixAdd(ia+2,ia+2,1);
sb_cf_threads_run(ob,forcetime,timenow,sb->totpoint,NULL,do_effector,do_deflector,fieldfactor,windfactor);
nlMatrixAdd(op+ia,op+ia,1);
nlMatrixAdd(op+ia+1,op+ia+1,1);
nlMatrixAdd(op+ia+2,op+ia+2,1);
*/
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
/* finish matrix and solve */
if(do_effector) pdEndEffectors(do_effector);
}
static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int nl_flags)
{
/* redirection to the new threaded Version */
if (G.rt !=16){
softbody_calc_forcesEx(ob, forcetime, timenow, nl_flags);
return;
}
else{
/* so the following will die */
/* |||||||||||||||||||||||||| */
/* VVVVVVVVVVVVVVVVVVVVVVVVVV */
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
*/
SoftBody *sb= ob->soft; /* is supposed to be there */
BodyPoint *bp;
BodyPoint *bproot;
BodySpring *bs;
ListBase *do_effector;
float iks, ks, kd, gravity;
float fieldfactor = 1000.0f, windfactor = 250.0f;
float tune = sb->ballstiff;
int a, b, do_deflector,do_selfcollision,do_springcollision,do_aero;
/* jacobian
NLboolean success;
if(nl_flags){
nlBegin(NL_SYSTEM);
nlBegin(NL_MATRIX);
}
*/
gravity = sb->grav * sb_grav_force_scale(ob);
/* check conditions for various options */
do_deflector= query_external_colliders(ob);
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
bproot= sb->bpoint; /* need this for proper spring addressing */
if (do_springcollision || do_aero) scan_for_ext_spring_forces(ob,timenow);
/* after spring scan because it uses Effoctors too */
do_effector= pdInitEffectors(ob,NULL);
if (do_deflector) {
float defforce[3];
do_deflector = sb_detect_aabb_collisionCached(defforce,ob->lay,ob,timenow);
}
/* naive ball self collision */
/* needs to be done if goal snaps or not */
if(do_selfcollision){
int attached;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* clear forces accumulator */
bp->force[0]= bp->force[1]= bp->force[2]= 0.0;
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
//int op =3*sb->totpoint;
/* dF/dV = v */
/* jacobioan
nlMatrixAdd(op+ia,ia,-forcetime);
nlMatrixAdd(op+ia+1,ia+1,-forcetime);
nlMatrixAdd(op+ia+2,ia+2,-forcetime);
nlMatrixAdd(ia,ia,1);
nlMatrixAdd(ia+1,ia+1,1);
nlMatrixAdd(ia+2,ia+2,1);
nlMatrixAdd(op+ia,op+ia,1);
nlMatrixAdd(op+ia+1,op+ia+1,1);
nlMatrixAdd(op+ia+2,op+ia+2,1);
*/
}
/* naive ball self collision */
/* needs to be done if goal snaps or not */
if(do_selfcollision){
int attached;
BodyPoint *obp;
int c,b;
float velcenter[3],dvel[3],def[3];
@@ -2104,7 +2513,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
float compare;
for(c=sb->totpoint, obp= sb->bpoint; c>=a; c--, obp++) {
//if ((bp->octantflag & obp->octantflag) == 0) continue;
compare = (obp->colball + bp->colball);
@@ -2114,7 +2523,7 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
/* mathematically it is completly nuts, but performace is pretty much (3) times faster */
if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
distance = Normalize(def);
distance = Normalize(def);
if (distance < compare ){
/* exclude body points attached with a spring */
attached = 0;
@@ -2146,8 +2555,8 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
/* exploit force(a,b) == -force(b,a) part1/2 */
//dfdx_goal(ic,ic,op,mpos);
//dfdv_goal(ic,ic,mvel);
/*TODO sit down an X-out the true jacobian entries*/
/*well does not make to much sense because the eigenvalues
of the jacobian go negative; and negative eigenvalues
@@ -2169,236 +2578,239 @@ static void softbody_calc_forces(Object *ob, float forcetime, float timenow, int
}
}
}
}
/* naive ball self collision done */
}
/* naive ball self collision done */
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
float auxvect[3];
float velgoal[3];
if(bp->goal < SOFTGOALSNAP){ /* ommit this bp when it snaps */
float auxvect[3];
float velgoal[3];
/* do goal stuff */
if(ob->softflag & OB_SB_GOAL) {
/* true elastic goal */
VecSubf(auxvect,bp->pos,bp->origT);
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
bp->force[0]+= -ks*(auxvect[0]);
bp->force[1]+= -ks*(auxvect[1]);
bp->force[2]+= -ks*(auxvect[2]);
/* do goal stuff */
if(ob->softflag & OB_SB_GOAL) {
/* true elastic goal */
VecSubf(auxvect,bp->pos,bp->origT);
ks = 1.0f/(1.0f- bp->goal*sb->goalspring)-1.0f ;
bp->force[0]+= -ks*(auxvect[0]);
bp->force[1]+= -ks*(auxvect[1]);
bp->force[2]+= -ks*(auxvect[2]);
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
//int op =3*(sb->totpoint);
/* depending on my pos */
//dfdx_goal(ia,ia,op,ks*forcetime);
}
/* calulate damping forces generated by goals*/
VecSubf(velgoal,bp->origS, bp->origE);
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
VecAddf(auxvect,velgoal,bp->vec);
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
Normalize(auxvect);
/* depending on my vel */
//dfdv_goal(ia,ia,kd*forcetime);
//int op =3*(sb->totpoint);
/* depending on my pos */
//dfdx_goal(ia,ia,op,ks*forcetime);
}
/* calulate damping forces generated by goals*/
VecSubf(velgoal,bp->origS, bp->origE);
kd = sb->goalfrict * sb_fric_force_scale(ob) ;
VecAddf(auxvect,velgoal,bp->vec);
if (forcetime > 0.0 ) { /* make sure friction does not become rocket motor on time reversal */
bp->force[0]-= kd * (auxvect[0]);
bp->force[1]-= kd * (auxvect[1]);
bp->force[2]-= kd * (auxvect[2]);
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
Normalize(auxvect);
/* depending on my vel */
//dfdv_goal(ia,ia,kd*forcetime);
}
}
else {
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
}
}
/* done goal stuff */
/* gravitation */
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
//bp->force[1]-= gravity*sb->nodemass; /* individual mass of node here */
/* particle field & vortex */
if(do_effector) {
float force[3]= {0.0f, 0.0f, 0.0f};
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
VECADD(bp->force, bp->force, force);
/* BP friction in moving media */
kd= sb->mediafrict* eval_sb_fric_force_scale;
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
/* now we'll have nice centrifugal effect for vortex */
}
else {
bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
}
}
/* done goal stuff */
/* gravitation */
bp->force[2]-= gravity*sb->nodemass; /* individual mass of node here */
//bp->force[1]-= gravity*sb->nodemass; /* individual mass of node here */
/* BP friction in media (not) moving*/
kd= sb->mediafrict* sb_fric_force_scale(ob);
/* assume it to be proportional to actual velocity */
bp->force[0]-= bp->vec[0]*kd;
bp->force[1]-= bp->vec[1]*kd;
bp->force[2]-= bp->vec[2]*kd;
/* friction in media done */
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
/* da/dv = */
/* particle field & vortex */
if(do_effector) {
float force[3]= {0.0f, 0.0f, 0.0f};
float speed[3]= {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
pdDoEffectors(do_effector, bp->pos, force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
/* apply forcefield*/
VecMulf(force,fieldfactor* eval_sb_fric_force_scale);
VECADD(bp->force, bp->force, force);
/* BP friction in moving media */
kd= sb->mediafrict* eval_sb_fric_force_scale;
bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
/* now we'll have nice centrifugal effect for vortex */
}
else {
/* BP friction in media (not) moving*/
kd= sb->mediafrict* sb_fric_force_scale(ob);
/* assume it to be proportional to actual velocity */
bp->force[0]-= bp->vec[0]*kd;
bp->force[1]-= bp->vec[1]*kd;
bp->force[2]-= bp->vec[2]*kd;
/* friction in media done */
if(nl_flags & NLF_BUILD){
//int ia =3*(sb->totpoint-a);
/* da/dv = */
// nlMatrixAdd(ia,ia,forcetime*kd);
// nlMatrixAdd(ia+1,ia+1,forcetime*kd);
// nlMatrixAdd(ia+2,ia+2,forcetime*kd);
}
}
/* +++cached collision targets */
bp->choke = 0.0f;
bp->choke2 = 0.0f;
bp->flag &= ~SBF_DOFUZZY;
if(do_deflector) {
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
kd = 1.0f;
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
if ((!nl_flags)&&(intrusion < 0.0f)){
/*bjornmose: uugh.. what an evil hack
violation of the 'don't touch bp->pos in here' rule
but works nice, like this-->
we predict the solution beeing out of the collider
in heun step No1 and leave the heun step No2 adapt to it
so we kind of introduced a implicit solver for this case
*/
Vec3PlusStVec(bp->pos,-intrusion,facenormal);
sb->scratch->flag |= SBF_DOFUZZY;
bp->flag |= SBF_DOFUZZY;
bp->choke = sb->choke*0.01f;
// nlMatrixAdd(ia,ia,forcetime*kd);
// nlMatrixAdd(ia+1,ia+1,forcetime*kd);
// nlMatrixAdd(ia+2,ia+2,forcetime*kd);
}
else{
}
/* +++cached collision targets */
bp->choke = 0.0f;
bp->choke2 = 0.0f;
bp->flag &= ~SBF_DOFUZZY;
if(do_deflector) {
float cfforce[3],defforce[3] ={0.0f,0.0f,0.0f}, vel[3] = {0.0f,0.0f,0.0f}, facenormal[3], cf = 1.0f,intrusion;
kd = 1.0f;
if (sb_deflect_face(ob,bp->pos,facenormal,defforce,&cf,timenow,vel,&intrusion)){
if ((!nl_flags)&&(intrusion < 0.0f)){
/*bjornmose: uugh.. what an evil hack
violation of the 'don't touch bp->pos in here' rule
but works nice, like this-->
we predict the solution beeing out of the collider
in heun step No1 and leave the heun step No2 adapt to it
so we kind of introduced a implicit solver for this case
*/
Vec3PlusStVec(bp->pos,-intrusion,facenormal);
sb->scratch->flag |= SBF_DOFUZZY;
bp->flag |= SBF_DOFUZZY;
bp->choke = sb->choke*0.01f;
}
else{
VECSUB(cfforce,bp->vec,vel);
Vec3PlusStVec(bp->force,-cf*50.0f,cfforce);
}
Vec3PlusStVec(bp->force,kd,defforce);
if (nl_flags & NLF_BUILD){
// int ia =3*(sb->totpoint-a);
// int op =3*sb->totpoint;
//dfdx_goal(ia,ia,op,mpos); // don't do unless you know
//dfdv_goal(ia,ia,-cf);
}
}
}
/* ---cached collision targets */
/* +++springs */
if(ob->softflag & OB_SB_EDGES) {
if (sb->bspring){ /* spring list exists at all ? */
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
if (do_springcollision || do_aero){
VecAddf(bp->force,bp->force,bs->ext_force);
if (bs->flag & BSF_INTERSECT)
bp->choke = bs->cf;
}
Vec3PlusStVec(bp->force,kd,defforce);
if (nl_flags & NLF_BUILD){
// int ia =3*(sb->totpoint-a);
// int op =3*sb->totpoint;
//dfdx_goal(ia,ia,op,mpos); // don't do unless you know
//dfdv_goal(ia,ia,-cf);
}
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
sb_spring_force(ob,sb->totpoint-a,bs,iks,forcetime,nl_flags);
}/* loop springs */
}/* existing spring list */
}/*any edges*/
/* ---springs */
}/*omit on snap */
}/*loop all bp's*/
}
}
/* ---cached collision targets */
/* +++springs */
if(ob->softflag & OB_SB_EDGES) {
if (sb->bspring){ /* spring list exists at all ? */
for(b=bp->nofsprings;b>0;b--){
bs = sb->bspring + bp->springs[b-1];
if (do_springcollision || do_aero){
VecAddf(bp->force,bp->force,bs->ext_force);
if (bs->flag & BSF_INTERSECT)
bp->choke = bs->cf;
}
// sb_spring_force(Object *ob,int bpi,BodySpring *bs,float iks,float forcetime,int nl_flags)
// rather remove nl_falgs from code .. will make things a lot cleaner
sb_spring_force(ob,sb->totpoint-a,bs,iks,forcetime,0);
}/* loop springs */
}/* existing spring list */
}/*any edges*/
/* ---springs */
}/*omit on snap */
}/*loop all bp's*/
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
/* finish matrix and solve */
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow);
/* finish matrix and solve */
#if (0) // remove onl linking for now .. still i am not sure .. the jacobian can be usefull .. so keep that BM
if(nl_flags & NLF_SOLVE){
//double sct,sst=PIL_check_seconds_timer();
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
int iv =3*(sb->totpoint-a);
int ip =3*(2*sb->totpoint-a);
int n;
for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
}
nlEnd(NL_MATRIX);
nlEnd(NL_SYSTEM);
if ((G.rt >0) && (nl_flags & NLF_BUILD))
{
printf("####MEE#####\n");
nlPrintMatrix();
}
success= nlSolveAdvanced(NULL, 1);
// nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
if(success){
float f;
int index =0;
/* for debug purpose .. anyhow cropping B vector looks like working */
if (G.rt >0)
for(a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
printf("(%f ",f);index++;
f=nlGetVariable(0,index);
printf("%f ",f);index++;
f=nlGetVariable(0,index);
printf("%f)",f);index++;
}
index =0;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
bp->impdv[0] = f; index++;
f=nlGetVariable(0,index);
bp->impdv[1] = f; index++;
f=nlGetVariable(0,index);
bp->impdv[2] = f; index++;
}
/*
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
bp->impdx[0] = f; index++;
f=nlGetVariable(0,index);
bp->impdx[1] = f; index++;
f=nlGetVariable(0,index);
bp->impdx[2] = f; index++;
}
*/
}
else{
printf("Matrix inversion failed \n");
if(nl_flags & NLF_SOLVE){
//double sct,sst=PIL_check_seconds_timer();
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
VECCOPY(bp->impdv,bp->force);
int iv =3*(sb->totpoint-a);
int ip =3*(2*sb->totpoint-a);
int n;
for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
}
nlEnd(NL_MATRIX);
nlEnd(NL_SYSTEM);
if ((G.rt == 32) && (nl_flags & NLF_BUILD))
{
printf("####MEE#####\n");
nlPrintMatrix();
}
}
success= nlSolveAdvanced(NULL, 1);
//sct=PIL_check_seconds_timer();
//if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r",sct-sst,ob->id.name);
}
/* cleanup */
// nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
if(success){
float f;
int index =0;
/* for debug purpose .. anyhow cropping B vector looks like working */
if (G.rt ==32)
for(a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
printf("(%f ",f);index++;
f=nlGetVariable(0,index);
printf("%f ",f);index++;
f=nlGetVariable(0,index);
printf("%f)",f);index++;
}
index =0;
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
bp->impdv[0] = f; index++;
f=nlGetVariable(0,index);
bp->impdv[1] = f; index++;
f=nlGetVariable(0,index);
bp->impdv[2] = f; index++;
}
/*
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
f=nlGetVariable(0,index);
bp->impdx[0] = f; index++;
f=nlGetVariable(0,index);
bp->impdx[1] = f; index++;
f=nlGetVariable(0,index);
bp->impdx[2] = f; index++;
}
*/
}
else{
printf("Matrix inversion failed \n");
for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
VECCOPY(bp->impdv,bp->force);
}
}
//sct=PIL_check_seconds_timer();
//if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r",sct-sst,ob->id.name);
}
/* cleanup */
#endif
if(do_effector) pdEndEffectors(do_effector);
if(do_effector) pdEndEffectors(do_effector);
}
}
static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err, int mid_flags)
{
/* time evolution */
@@ -2458,7 +2870,7 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
/* x(t + dt) = x(t) + v(t~) * dt */
VecMulf(dx,forcetime);
/* the freezer */
/* the freezer coming sooner or later */
/*
if ((Inpf(dx,dx)<freezeloc )&&(Inpf(bp->force,bp->force)<freezeforce )){
bp->frozen /=2;
@@ -3529,6 +3941,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
* we don't want to lock up the system if physics fail
*/
int loops =0 ;
SoftHeunTol = sb->rklimit; /* humm .. this should be calculated from sb parameters and sizes */
if (sb->minloops > 0) forcetimemax = 1.0f / sb->minloops;
@@ -3546,13 +3959,13 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
sb->scratch->flag &= ~SBF_DOFUZZY;
/* do predictive euler step */
softbody_calc_forces(ob, forcetime,timedone/dtime,0);
softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
softbody_apply_forces(ob, forcetime, 1, NULL,mid_flags);
/* crop new slope values to do averaged slope step */
softbody_calc_forces(ob, forcetime,timedone/dtime,0);
softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
softbody_apply_forces(ob, forcetime, 2, &err,mid_flags);
softbody_apply_goalsnap(ob);
if (err > SoftHeunTol) { /* error needs to be scaled to some quantity */
@@ -3603,7 +4016,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
// if(G.f & G_DEBUG){
if(sb->solverflags & SBSO_MONITOR ){
if (loops > HEUNWARNLIMIT) /* monitor high loop counts */
printf("\r needed %d steps/frame ",loops);
printf("\r needed %d steps/frame",loops);
}
}
@@ -3627,7 +4040,7 @@ static void softbody_step(Object *ob, SoftBody *sb, float dtime)
if(sb->solverflags & SBSO_MONITOR ){
sct=PIL_check_seconds_timer();
if (sct-sst > 0.5f) printf(" solver time %f %s \r",sct-sst,ob->id.name);
if (sct-sst > 0.5f) printf(" solver time %f sec %s \n",sct-sst,ob->id.name);
}
}