Blender V2.61 - r43446
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00001 /* 00002 * ***** BEGIN GPL LICENSE BLOCK ***** 00003 * 00004 * This program is free software; you can redistribute it and/or 00005 * modify it under the terms of the GNU General Public License 00006 * as published by the Free Software Foundation; either version 2 00007 * of the License, or (at your option) any later version. 00008 * 00009 * This program is distributed in the hope that it will be useful, 00010 * but WITHOUT ANY WARRANTY; without even the implied warranty of 00011 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 00012 * GNU General Public License for more details. 00013 * 00014 * You should have received a copy of the GNU General Public License 00015 * along with this program; if not, write to the Free Software Foundation, 00016 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. 00017 * 00018 * The Original Code is Copyright (C) Blender Foundation 00019 * All rights reserved. 00020 * 00021 * The Original Code is: all of this file. 00022 * 00023 * Contributor(s): none yet. 00024 * 00025 * ***** END GPL LICENSE BLOCK ***** 00026 */ 00027 00033 #include "MEM_guardedalloc.h" 00034 00035 #include "DNA_scene_types.h" 00036 #include "DNA_object_types.h" 00037 #include "DNA_object_force.h" 00038 #include "DNA_meshdata_types.h" 00039 00040 #include "BLI_threads.h" 00041 #include "BLI_math.h" 00042 #include "BLI_linklist.h" 00043 #include "BLI_utildefines.h" 00044 00045 #include "BKE_cloth.h" 00046 #include "BKE_collision.h" 00047 #include "BKE_effect.h" 00048 #include "BKE_global.h" 00049 00050 00051 #define CLOTH_OPENMP_LIMIT 512 00052 00053 #ifdef _WIN32 00054 #include <windows.h> 00055 static LARGE_INTEGER _itstart, _itend; 00056 static LARGE_INTEGER ifreq; 00057 static void itstart(void) 00058 { 00059 static int first = 1; 00060 if(first) { 00061 QueryPerformanceFrequency(&ifreq); 00062 first = 0; 00063 } 00064 QueryPerformanceCounter(&_itstart); 00065 } 00066 static void itend(void) 00067 { 00068 QueryPerformanceCounter(&_itend); 00069 } 00070 double itval(void) 00071 { 00072 return ((double)_itend.QuadPart - 00073 (double)_itstart.QuadPart)/((double)ifreq.QuadPart); 00074 } 00075 #else 00076 #include <sys/time.h> 00077 // intrinsics need better compile flag checking 00078 // #include <xmmintrin.h> 00079 // #include <pmmintrin.h> 00080 // #include <pthread.h> 00081 00082 static struct timeval _itstart, _itend; 00083 static struct timezone itz; 00084 void itstart(void) 00085 { 00086 gettimeofday(&_itstart, &itz); 00087 } 00088 static void itend(void) 00089 { 00090 gettimeofday(&_itend,&itz); 00091 } 00092 double itval(void) 00093 { 00094 double t1, t2; 00095 t1 = (double)_itstart.tv_sec + (double)_itstart.tv_usec/(1000*1000); 00096 t2 = (double)_itend.tv_sec + (double)_itend.tv_usec/(1000*1000); 00097 return t2-t1; 00098 } 00099 #endif 00100 00101 static float I[3][3] = {{1,0,0},{0,1,0},{0,0,1}}; 00102 static float ZERO[3][3] = {{0,0,0}, {0,0,0}, {0,0,0}}; 00103 00104 /* 00105 #define C99 00106 #ifdef C99 00107 #defineDO_INLINE inline 00108 #else 00109 #defineDO_INLINE static 00110 #endif 00111 */ 00112 struct Cloth; 00113 00115 /* fast vector / matrix library, enhancements are welcome :) -dg */ 00117 00118 /* DEFINITIONS */ 00119 typedef float lfVector[3]; 00120 typedef struct fmatrix3x3 { 00121 float m[3][3]; /* 3x3 matrix */ 00122 unsigned int c,r; /* column and row number */ 00123 int pinned; /* is this vertex allowed to move? */ 00124 float n1,n2,n3; /* three normal vectors for collision constrains */ 00125 unsigned int vcount; /* vertex count */ 00126 unsigned int scount; /* spring count */ 00127 } fmatrix3x3; 00128 00130 // float[3] vector 00132 /* simple vector code */ 00133 /* STATUS: verified */ 00134 DO_INLINE void mul_fvector_S(float to[3], float from[3], float scalar) 00135 { 00136 to[0] = from[0] * scalar; 00137 to[1] = from[1] * scalar; 00138 to[2] = from[2] * scalar; 00139 } 00140 /* simple cross product */ 00141 /* STATUS: verified */ 00142 DO_INLINE void cross_fvector(float to[3], float vectorA[3], float vectorB[3]) 00143 { 00144 to[0] = vectorA[1] * vectorB[2] - vectorA[2] * vectorB[1]; 00145 to[1] = vectorA[2] * vectorB[0] - vectorA[0] * vectorB[2]; 00146 to[2] = vectorA[0] * vectorB[1] - vectorA[1] * vectorB[0]; 00147 } 00148 /* simple v^T * v product ("outer product") */ 00149 /* STATUS: HAS TO BE verified (*should* work) */ 00150 DO_INLINE void mul_fvectorT_fvector(float to[3][3], float vectorA[3], float vectorB[3]) 00151 { 00152 mul_fvector_S(to[0], vectorB, vectorA[0]); 00153 mul_fvector_S(to[1], vectorB, vectorA[1]); 00154 mul_fvector_S(to[2], vectorB, vectorA[2]); 00155 } 00156 /* simple v^T * v product with scalar ("outer product") */ 00157 /* STATUS: HAS TO BE verified (*should* work) */ 00158 DO_INLINE void mul_fvectorT_fvectorS(float to[3][3], float vectorA[3], float vectorB[3], float aS) 00159 { 00160 mul_fvectorT_fvector(to, vectorA, vectorB); 00161 00162 mul_fvector_S(to[0], to[0], aS); 00163 mul_fvector_S(to[1], to[1], aS); 00164 mul_fvector_S(to[2], to[2], aS); 00165 } 00166 00167 00168 /* printf vector[3] on console: for debug output */ 00169 static void print_fvector(float m3[3]) 00170 { 00171 printf("%f\n%f\n%f\n\n",m3[0],m3[1],m3[2]); 00172 } 00173 00175 // long float vector float (*)[3] 00177 /* print long vector on console: for debug output */ 00178 DO_INLINE void print_lfvector(float (*fLongVector)[3], unsigned int verts) 00179 { 00180 unsigned int i = 0; 00181 for(i = 0; i < verts; i++) 00182 { 00183 print_fvector(fLongVector[i]); 00184 } 00185 } 00186 /* create long vector */ 00187 DO_INLINE lfVector *create_lfvector(unsigned int verts) 00188 { 00189 // TODO: check if memory allocation was successfull */ 00190 return (lfVector *)MEM_callocN (verts * sizeof(lfVector), "cloth_implicit_alloc_vector"); 00191 // return (lfVector *)cloth_aligned_malloc(&MEMORY_BASE, verts * sizeof(lfVector)); 00192 } 00193 /* delete long vector */ 00194 DO_INLINE void del_lfvector(float (*fLongVector)[3]) 00195 { 00196 if (fLongVector != NULL) 00197 { 00198 MEM_freeN (fLongVector); 00199 // cloth_aligned_free(&MEMORY_BASE, fLongVector); 00200 } 00201 } 00202 /* copy long vector */ 00203 DO_INLINE void cp_lfvector(float (*to)[3], float (*from)[3], unsigned int verts) 00204 { 00205 memcpy(to, from, verts * sizeof(lfVector)); 00206 } 00207 /* init long vector with float[3] */ 00208 DO_INLINE void init_lfvector(float (*fLongVector)[3], float vector[3], unsigned int verts) 00209 { 00210 unsigned int i = 0; 00211 for(i = 0; i < verts; i++) 00212 { 00213 VECCOPY(fLongVector[i], vector); 00214 } 00215 } 00216 /* zero long vector with float[3] */ 00217 DO_INLINE void zero_lfvector(float (*to)[3], unsigned int verts) 00218 { 00219 memset(to, 0.0f, verts * sizeof(lfVector)); 00220 } 00221 /* multiply long vector with scalar*/ 00222 DO_INLINE void mul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts) 00223 { 00224 unsigned int i = 0; 00225 00226 for(i = 0; i < verts; i++) 00227 { 00228 mul_fvector_S(to[i], fLongVector[i], scalar); 00229 } 00230 } 00231 /* multiply long vector with scalar*/ 00232 /* A -= B * float */ 00233 DO_INLINE void submul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts) 00234 { 00235 unsigned int i = 0; 00236 for(i = 0; i < verts; i++) 00237 { 00238 VECSUBMUL(to[i], fLongVector[i], scalar); 00239 } 00240 } 00241 /* dot product for big vector */ 00242 DO_INLINE float dot_lfvector(float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts) 00243 { 00244 long i = 0; 00245 float temp = 0.0; 00246 // XXX brecht, disabled this for now (first schedule line was already disabled), 00247 // due to non-commutative nature of floating point ops this makes the sim give 00248 // different results each time you run it! 00249 // schedule(guided, 2) 00250 //#pragma omp parallel for reduction(+: temp) if(verts > CLOTH_OPENMP_LIMIT) 00251 for(i = 0; i < (long)verts; i++) 00252 { 00253 temp += INPR(fLongVectorA[i], fLongVectorB[i]); 00254 } 00255 return temp; 00256 } 00257 /* A = B + C --> for big vector */ 00258 DO_INLINE void add_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts) 00259 { 00260 unsigned int i = 0; 00261 00262 for(i = 0; i < verts; i++) 00263 { 00264 VECADD(to[i], fLongVectorA[i], fLongVectorB[i]); 00265 } 00266 00267 } 00268 /* A = B + C * float --> for big vector */ 00269 DO_INLINE void add_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts) 00270 { 00271 unsigned int i = 0; 00272 00273 for(i = 0; i < verts; i++) 00274 { 00275 VECADDS(to[i], fLongVectorA[i], fLongVectorB[i], bS); 00276 00277 } 00278 } 00279 /* A = B * float + C * float --> for big vector */ 00280 DO_INLINE void add_lfvectorS_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float aS, float (*fLongVectorB)[3], float bS, unsigned int verts) 00281 { 00282 unsigned int i = 0; 00283 00284 for(i = 0; i < verts; i++) 00285 { 00286 VECADDSS(to[i], fLongVectorA[i], aS, fLongVectorB[i], bS); 00287 } 00288 } 00289 /* A = B - C * float --> for big vector */ 00290 DO_INLINE void sub_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts) 00291 { 00292 unsigned int i = 0; 00293 for(i = 0; i < verts; i++) 00294 { 00295 VECSUBS(to[i], fLongVectorA[i], fLongVectorB[i], bS); 00296 } 00297 00298 } 00299 /* A = B - C --> for big vector */ 00300 DO_INLINE void sub_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts) 00301 { 00302 unsigned int i = 0; 00303 00304 for(i = 0; i < verts; i++) 00305 { 00306 VECSUB(to[i], fLongVectorA[i], fLongVectorB[i]); 00307 } 00308 00309 } 00311 // 3x3 matrix 00313 #if 0 00314 /* printf 3x3 matrix on console: for debug output */ 00315 static void print_fmatrix(float m3[3][3]) 00316 { 00317 printf("%f\t%f\t%f\n",m3[0][0],m3[0][1],m3[0][2]); 00318 printf("%f\t%f\t%f\n",m3[1][0],m3[1][1],m3[1][2]); 00319 printf("%f\t%f\t%f\n\n",m3[2][0],m3[2][1],m3[2][2]); 00320 } 00321 #endif 00322 00323 /* copy 3x3 matrix */ 00324 DO_INLINE void cp_fmatrix(float to[3][3], float from[3][3]) 00325 { 00326 // memcpy(to, from, sizeof (float) * 9); 00327 VECCOPY(to[0], from[0]); 00328 VECCOPY(to[1], from[1]); 00329 VECCOPY(to[2], from[2]); 00330 } 00331 00332 /* copy 3x3 matrix */ 00333 DO_INLINE void initdiag_fmatrixS(float to[3][3], float aS) 00334 { 00335 cp_fmatrix(to, ZERO); 00336 00337 to[0][0] = aS; 00338 to[1][1] = aS; 00339 to[2][2] = aS; 00340 } 00341 00342 /* calculate determinant of 3x3 matrix */ 00343 DO_INLINE float det_fmatrix(float m[3][3]) 00344 { 00345 return m[0][0]*m[1][1]*m[2][2] + m[1][0]*m[2][1]*m[0][2] + m[0][1]*m[1][2]*m[2][0] 00346 -m[0][0]*m[1][2]*m[2][1] - m[0][1]*m[1][0]*m[2][2] - m[2][0]*m[1][1]*m[0][2]; 00347 } 00348 00349 DO_INLINE void inverse_fmatrix(float to[3][3], float from[3][3]) 00350 { 00351 unsigned int i, j; 00352 float d; 00353 00354 if((d=det_fmatrix(from))==0) 00355 { 00356 printf("can't build inverse"); 00357 exit(0); 00358 } 00359 for(i=0;i<3;i++) 00360 { 00361 for(j=0;j<3;j++) 00362 { 00363 int i1=(i+1)%3; 00364 int i2=(i+2)%3; 00365 int j1=(j+1)%3; 00366 int j2=(j+2)%3; 00367 // reverse indexs i&j to take transpose 00368 to[j][i] = (from[i1][j1]*from[i2][j2]-from[i1][j2]*from[i2][j1])/d; 00369 /* 00370 if(i==j) 00371 to[i][j] = 1.0f / from[i][j]; 00372 else 00373 to[i][j] = 0; 00374 */ 00375 } 00376 } 00377 00378 } 00379 00380 /* 3x3 matrix multiplied by a scalar */ 00381 /* STATUS: verified */ 00382 DO_INLINE void mul_fmatrix_S(float matrix[3][3], float scalar) 00383 { 00384 mul_fvector_S(matrix[0], matrix[0],scalar); 00385 mul_fvector_S(matrix[1], matrix[1],scalar); 00386 mul_fvector_S(matrix[2], matrix[2],scalar); 00387 } 00388 00389 /* a vector multiplied by a 3x3 matrix */ 00390 /* STATUS: verified */ 00391 DO_INLINE void mul_fvector_fmatrix(float *to, float *from, float matrix[3][3]) 00392 { 00393 to[0] = matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2]; 00394 to[1] = matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2]; 00395 to[2] = matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2]; 00396 } 00397 00398 /* 3x3 matrix multiplied by a vector */ 00399 /* STATUS: verified */ 00400 DO_INLINE void mul_fmatrix_fvector(float *to, float matrix[3][3], float *from) 00401 { 00402 to[0] = INPR(matrix[0],from); 00403 to[1] = INPR(matrix[1],from); 00404 to[2] = INPR(matrix[2],from); 00405 } 00406 /* 3x3 matrix multiplied by a 3x3 matrix */ 00407 /* STATUS: verified */ 00408 DO_INLINE void mul_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00409 { 00410 mul_fvector_fmatrix(to[0], matrixA[0],matrixB); 00411 mul_fvector_fmatrix(to[1], matrixA[1],matrixB); 00412 mul_fvector_fmatrix(to[2], matrixA[2],matrixB); 00413 } 00414 /* 3x3 matrix addition with 3x3 matrix */ 00415 DO_INLINE void add_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00416 { 00417 VECADD(to[0], matrixA[0], matrixB[0]); 00418 VECADD(to[1], matrixA[1], matrixB[1]); 00419 VECADD(to[2], matrixA[2], matrixB[2]); 00420 } 00421 /* 3x3 matrix add-addition with 3x3 matrix */ 00422 DO_INLINE void addadd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00423 { 00424 VECADDADD(to[0], matrixA[0], matrixB[0]); 00425 VECADDADD(to[1], matrixA[1], matrixB[1]); 00426 VECADDADD(to[2], matrixA[2], matrixB[2]); 00427 } 00428 /* 3x3 matrix sub-addition with 3x3 matrix */ 00429 DO_INLINE void addsub_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS) 00430 { 00431 VECADDSUBSS(to[0], matrixA[0], aS, matrixB[0], bS); 00432 VECADDSUBSS(to[1], matrixA[1], aS, matrixB[1], bS); 00433 VECADDSUBSS(to[2], matrixA[2], aS, matrixB[2], bS); 00434 } 00435 /* A -= B + C (3x3 matrix sub-addition with 3x3 matrix) */ 00436 DO_INLINE void subadd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00437 { 00438 VECSUBADD(to[0], matrixA[0], matrixB[0]); 00439 VECSUBADD(to[1], matrixA[1], matrixB[1]); 00440 VECSUBADD(to[2], matrixA[2], matrixB[2]); 00441 } 00442 /* A -= B*x + C*y (3x3 matrix sub-addition with 3x3 matrix) */ 00443 DO_INLINE void subadd_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS) 00444 { 00445 VECSUBADDSS(to[0], matrixA[0], aS, matrixB[0], bS); 00446 VECSUBADDSS(to[1], matrixA[1], aS, matrixB[1], bS); 00447 VECSUBADDSS(to[2], matrixA[2], aS, matrixB[2], bS); 00448 } 00449 /* A = B - C (3x3 matrix subtraction with 3x3 matrix) */ 00450 DO_INLINE void sub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00451 { 00452 VECSUB(to[0], matrixA[0], matrixB[0]); 00453 VECSUB(to[1], matrixA[1], matrixB[1]); 00454 VECSUB(to[2], matrixA[2], matrixB[2]); 00455 } 00456 /* A += B - C (3x3 matrix add-subtraction with 3x3 matrix) */ 00457 DO_INLINE void addsub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00458 { 00459 VECADDSUB(to[0], matrixA[0], matrixB[0]); 00460 VECADDSUB(to[1], matrixA[1], matrixB[1]); 00461 VECADDSUB(to[2], matrixA[2], matrixB[2]); 00462 } 00464 // special functions 00466 /* a vector multiplied and added to/by a 3x3 matrix */ 00467 DO_INLINE void muladd_fvector_fmatrix(float to[3], float from[3], float matrix[3][3]) 00468 { 00469 to[0] += matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2]; 00470 to[1] += matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2]; 00471 to[2] += matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2]; 00472 } 00473 /* 3x3 matrix multiplied and added to/by a 3x3 matrix and added to another 3x3 matrix */ 00474 DO_INLINE void muladd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00475 { 00476 muladd_fvector_fmatrix(to[0], matrixA[0],matrixB); 00477 muladd_fvector_fmatrix(to[1], matrixA[1],matrixB); 00478 muladd_fvector_fmatrix(to[2], matrixA[2],matrixB); 00479 } 00480 /* a vector multiplied and sub'd to/by a 3x3 matrix */ 00481 DO_INLINE void mulsub_fvector_fmatrix(float to[3], float from[3], float matrix[3][3]) 00482 { 00483 to[0] -= matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2]; 00484 to[1] -= matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2]; 00485 to[2] -= matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2]; 00486 } 00487 /* 3x3 matrix multiplied and sub'd to/by a 3x3 matrix and added to another 3x3 matrix */ 00488 DO_INLINE void mulsub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3]) 00489 { 00490 mulsub_fvector_fmatrix(to[0], matrixA[0],matrixB); 00491 mulsub_fvector_fmatrix(to[1], matrixA[1],matrixB); 00492 mulsub_fvector_fmatrix(to[2], matrixA[2],matrixB); 00493 } 00494 /* 3x3 matrix multiplied+added by a vector */ 00495 /* STATUS: verified */ 00496 DO_INLINE void muladd_fmatrix_fvector(float to[3], float matrix[3][3], float from[3]) 00497 { 00498 to[0] += INPR(matrix[0],from); 00499 to[1] += INPR(matrix[1],from); 00500 to[2] += INPR(matrix[2],from); 00501 } 00502 /* 3x3 matrix multiplied+sub'ed by a vector */ 00503 DO_INLINE void mulsub_fmatrix_fvector(float to[3], float matrix[3][3], float from[3]) 00504 { 00505 to[0] -= INPR(matrix[0],from); 00506 to[1] -= INPR(matrix[1],from); 00507 to[2] -= INPR(matrix[2],from); 00508 } 00510 00512 // SPARSE SYMMETRIC big matrix with 3x3 matrix entries 00514 /* printf a big matrix on console: for debug output */ 00515 #if 0 00516 static void print_bfmatrix(fmatrix3x3 *m3) 00517 { 00518 unsigned int i = 0; 00519 00520 for(i = 0; i < m3[0].vcount + m3[0].scount; i++) 00521 { 00522 print_fmatrix(m3[i].m); 00523 } 00524 } 00525 #endif 00526 00527 /* create big matrix */ 00528 DO_INLINE fmatrix3x3 *create_bfmatrix(unsigned int verts, unsigned int springs) 00529 { 00530 // TODO: check if memory allocation was successfull */ 00531 fmatrix3x3 *temp = (fmatrix3x3 *)MEM_callocN (sizeof (fmatrix3x3) * (verts + springs), "cloth_implicit_alloc_matrix"); 00532 temp[0].vcount = verts; 00533 temp[0].scount = springs; 00534 return temp; 00535 } 00536 /* delete big matrix */ 00537 DO_INLINE void del_bfmatrix(fmatrix3x3 *matrix) 00538 { 00539 if (matrix != NULL) 00540 { 00541 MEM_freeN (matrix); 00542 } 00543 } 00544 00545 /* copy big matrix */ 00546 DO_INLINE void cp_bfmatrix(fmatrix3x3 *to, fmatrix3x3 *from) 00547 { 00548 // TODO bounds checking 00549 memcpy(to, from, sizeof(fmatrix3x3) * (from[0].vcount+from[0].scount) ); 00550 } 00551 00552 /* init big matrix */ 00553 // slow in parallel 00554 DO_INLINE void init_bfmatrix(fmatrix3x3 *matrix, float m3[3][3]) 00555 { 00556 unsigned int i; 00557 00558 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00559 { 00560 cp_fmatrix(matrix[i].m, m3); 00561 } 00562 } 00563 00564 /* init the diagonal of big matrix */ 00565 // slow in parallel 00566 DO_INLINE void initdiag_bfmatrix(fmatrix3x3 *matrix, float m3[3][3]) 00567 { 00568 unsigned int i,j; 00569 float tmatrix[3][3] = {{0,0,0},{0,0,0},{0,0,0}}; 00570 00571 for(i = 0; i < matrix[0].vcount; i++) 00572 { 00573 cp_fmatrix(matrix[i].m, m3); 00574 } 00575 for(j = matrix[0].vcount; j < matrix[0].vcount+matrix[0].scount; j++) 00576 { 00577 cp_fmatrix(matrix[j].m, tmatrix); 00578 } 00579 } 00580 00581 /* multiply big matrix with scalar*/ 00582 DO_INLINE void mul_bfmatrix_S(fmatrix3x3 *matrix, float scalar) 00583 { 00584 unsigned int i = 0; 00585 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00586 { 00587 mul_fmatrix_S(matrix[i].m, scalar); 00588 } 00589 } 00590 00591 /* SPARSE SYMMETRIC multiply big matrix with long vector*/ 00592 /* STATUS: verified */ 00593 DO_INLINE void mul_bfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector) 00594 { 00595 unsigned int i = 0; 00596 unsigned int vcount = from[0].vcount; 00597 lfVector *temp = create_lfvector(vcount); 00598 00599 zero_lfvector(to, vcount); 00600 00601 #pragma omp parallel sections private(i) if(vcount > CLOTH_OPENMP_LIMIT) 00602 { 00603 #pragma omp section 00604 { 00605 for(i = from[0].vcount; i < from[0].vcount+from[0].scount; i++) 00606 { 00607 muladd_fmatrix_fvector(to[from[i].c], from[i].m, fLongVector[from[i].r]); 00608 } 00609 } 00610 #pragma omp section 00611 { 00612 for(i = 0; i < from[0].vcount+from[0].scount; i++) 00613 { 00614 muladd_fmatrix_fvector(temp[from[i].r], from[i].m, fLongVector[from[i].c]); 00615 } 00616 } 00617 } 00618 add_lfvector_lfvector(to, to, temp, from[0].vcount); 00619 00620 del_lfvector(temp); 00621 00622 00623 } 00624 00625 /* SPARSE SYMMETRIC multiply big matrix with long vector (for diagonal preconditioner) */ 00626 /* STATUS: verified */ 00627 DO_INLINE void mul_prevfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector) 00628 { 00629 unsigned int i = 0; 00630 00631 for(i = 0; i < from[0].vcount; i++) 00632 { 00633 mul_fmatrix_fvector(to[from[i].r], from[i].m, fLongVector[from[i].c]); 00634 } 00635 } 00636 00637 /* SPARSE SYMMETRIC add big matrix with big matrix: A = B + C*/ 00638 DO_INLINE void add_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) 00639 { 00640 unsigned int i = 0; 00641 00642 /* process diagonal elements */ 00643 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00644 { 00645 add_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); 00646 } 00647 00648 } 00649 /* SPARSE SYMMETRIC add big matrix with big matrix: A += B + C */ 00650 DO_INLINE void addadd_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) 00651 { 00652 unsigned int i = 0; 00653 00654 /* process diagonal elements */ 00655 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00656 { 00657 addadd_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); 00658 } 00659 00660 } 00661 /* SPARSE SYMMETRIC subadd big matrix with big matrix: A -= B + C */ 00662 DO_INLINE void subadd_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) 00663 { 00664 unsigned int i = 0; 00665 00666 /* process diagonal elements */ 00667 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00668 { 00669 subadd_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); 00670 } 00671 00672 } 00673 /* A = B - C (SPARSE SYMMETRIC sub big matrix with big matrix) */ 00674 DO_INLINE void sub_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) 00675 { 00676 unsigned int i = 0; 00677 00678 /* process diagonal elements */ 00679 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00680 { 00681 sub_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); 00682 } 00683 00684 } 00685 /* SPARSE SYMMETRIC sub big matrix with big matrix S (special constraint matrix with limited entries) */ 00686 DO_INLINE void sub_bfmatrix_Smatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) 00687 { 00688 unsigned int i = 0; 00689 00690 /* process diagonal elements */ 00691 for(i = 0; i < matrix[0].vcount; i++) 00692 { 00693 sub_fmatrix_fmatrix(to[matrix[i].c].m, from[matrix[i].c].m, matrix[i].m); 00694 } 00695 00696 } 00697 /* A += B - C (SPARSE SYMMETRIC addsub big matrix with big matrix) */ 00698 DO_INLINE void addsub_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from, fmatrix3x3 *matrix) 00699 { 00700 unsigned int i = 0; 00701 00702 /* process diagonal elements */ 00703 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00704 { 00705 addsub_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m); 00706 } 00707 00708 } 00709 /* SPARSE SYMMETRIC sub big matrix with big matrix*/ 00710 /* A -= B * float + C * float --> for big matrix */ 00711 /* VERIFIED */ 00712 DO_INLINE void subadd_bfmatrixS_bfmatrixS( fmatrix3x3 *to, fmatrix3x3 *from, float aS, fmatrix3x3 *matrix, float bS) 00713 { 00714 unsigned int i = 0; 00715 00716 /* process diagonal elements */ 00717 for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++) 00718 { 00719 subadd_fmatrixS_fmatrixS(to[i].m, from[i].m, aS, matrix[i].m, bS); 00720 } 00721 00722 } 00723 00725 // simulator start 00727 typedef struct Implicit_Data 00728 { 00729 lfVector *X, *V, *Xnew, *Vnew, *olddV, *F, *B, *dV, *z; 00730 fmatrix3x3 *A, *dFdV, *dFdX, *S, *P, *Pinv, *bigI, *M; 00731 } Implicit_Data; 00732 00733 int implicit_init (Object *UNUSED(ob), ClothModifierData *clmd) 00734 { 00735 unsigned int i = 0; 00736 unsigned int pinned = 0; 00737 Cloth *cloth = NULL; 00738 ClothVertex *verts = NULL; 00739 ClothSpring *spring = NULL; 00740 Implicit_Data *id = NULL; 00741 LinkNode *search = NULL; 00742 00743 if(G.rt > 0) 00744 printf("implicit_init\n"); 00745 00746 // init memory guard 00747 // MEMORY_BASE.first = MEMORY_BASE.last = NULL; 00748 00749 cloth = (Cloth *)clmd->clothObject; 00750 verts = cloth->verts; 00751 00752 // create implicit base 00753 id = (Implicit_Data *)MEM_callocN (sizeof(Implicit_Data), "implicit vecmat"); 00754 cloth->implicit = id; 00755 00756 /* process diagonal elements */ 00757 id->A = create_bfmatrix(cloth->numverts, cloth->numsprings); 00758 id->dFdV = create_bfmatrix(cloth->numverts, cloth->numsprings); 00759 id->dFdX = create_bfmatrix(cloth->numverts, cloth->numsprings); 00760 id->S = create_bfmatrix(cloth->numverts, 0); 00761 id->Pinv = create_bfmatrix(cloth->numverts, cloth->numsprings); 00762 id->P = create_bfmatrix(cloth->numverts, cloth->numsprings); 00763 id->bigI = create_bfmatrix(cloth->numverts, cloth->numsprings); // TODO 0 springs 00764 id->M = create_bfmatrix(cloth->numverts, cloth->numsprings); 00765 id->X = create_lfvector(cloth->numverts); 00766 id->Xnew = create_lfvector(cloth->numverts); 00767 id->V = create_lfvector(cloth->numverts); 00768 id->Vnew = create_lfvector(cloth->numverts); 00769 id->olddV = create_lfvector(cloth->numverts); 00770 zero_lfvector(id->olddV, cloth->numverts); 00771 id->F = create_lfvector(cloth->numverts); 00772 id->B = create_lfvector(cloth->numverts); 00773 id->dV = create_lfvector(cloth->numverts); 00774 id->z = create_lfvector(cloth->numverts); 00775 00776 for(i=0;i<cloth->numverts;i++) 00777 { 00778 id->A[i].r = id->A[i].c = id->dFdV[i].r = id->dFdV[i].c = id->dFdX[i].r = id->dFdX[i].c = id->P[i].c = id->P[i].r = id->Pinv[i].c = id->Pinv[i].r = id->bigI[i].c = id->bigI[i].r = id->M[i].r = id->M[i].c = i; 00779 00780 if(verts [i].flags & CLOTH_VERT_FLAG_PINNED) 00781 { 00782 id->S[pinned].pinned = 1; 00783 id->S[pinned].c = id->S[pinned].r = i; 00784 pinned++; 00785 } 00786 00787 initdiag_fmatrixS(id->M[i].m, verts[i].mass); 00788 } 00789 00790 // S is special and needs specific vcount and scount 00791 id->S[0].vcount = pinned; id->S[0].scount = 0; 00792 00793 // init springs 00794 search = cloth->springs; 00795 for(i=0;i<cloth->numsprings;i++) 00796 { 00797 spring = search->link; 00798 00799 // dFdV_start[i].r = big_I[i].r = big_zero[i].r = 00800 id->A[i+cloth->numverts].r = id->dFdV[i+cloth->numverts].r = id->dFdX[i+cloth->numverts].r = 00801 id->P[i+cloth->numverts].r = id->Pinv[i+cloth->numverts].r = id->bigI[i+cloth->numverts].r = id->M[i+cloth->numverts].r = spring->ij; 00802 00803 // dFdV_start[i].c = big_I[i].c = big_zero[i].c = 00804 id->A[i+cloth->numverts].c = id->dFdV[i+cloth->numverts].c = id->dFdX[i+cloth->numverts].c = 00805 id->P[i+cloth->numverts].c = id->Pinv[i+cloth->numverts].c = id->bigI[i+cloth->numverts].c = id->M[i+cloth->numverts].c = spring->kl; 00806 00807 spring->matrix_index = i + cloth->numverts; 00808 00809 search = search->next; 00810 } 00811 00812 initdiag_bfmatrix(id->bigI, I); 00813 00814 for(i = 0; i < cloth->numverts; i++) 00815 { 00816 VECCOPY(id->X[i], verts[i].x); 00817 } 00818 00819 return 1; 00820 } 00821 int implicit_free (ClothModifierData *clmd) 00822 { 00823 Implicit_Data *id; 00824 Cloth *cloth; 00825 cloth = (Cloth *)clmd->clothObject; 00826 00827 if(cloth) 00828 { 00829 id = cloth->implicit; 00830 00831 if(id) 00832 { 00833 del_bfmatrix(id->A); 00834 del_bfmatrix(id->dFdV); 00835 del_bfmatrix(id->dFdX); 00836 del_bfmatrix(id->S); 00837 del_bfmatrix(id->P); 00838 del_bfmatrix(id->Pinv); 00839 del_bfmatrix(id->bigI); 00840 del_bfmatrix(id->M); 00841 00842 del_lfvector(id->X); 00843 del_lfvector(id->Xnew); 00844 del_lfvector(id->V); 00845 del_lfvector(id->Vnew); 00846 del_lfvector(id->olddV); 00847 del_lfvector(id->F); 00848 del_lfvector(id->B); 00849 del_lfvector(id->dV); 00850 del_lfvector(id->z); 00851 00852 MEM_freeN(id); 00853 } 00854 } 00855 00856 return 1; 00857 } 00858 00859 DO_INLINE float fb(float length, float L) 00860 { 00861 float x = length/L; 00862 return (-11.541f*pow(x,4)+34.193f*pow(x,3)-39.083f*pow(x,2)+23.116f*x-9.713f); 00863 } 00864 00865 DO_INLINE float fbderiv(float length, float L) 00866 { 00867 float x = length/L; 00868 00869 return (-46.164f*pow(x,3)+102.579f*pow(x,2)-78.166f*x+23.116f); 00870 } 00871 00872 DO_INLINE float fbstar(float length, float L, float kb, float cb) 00873 { 00874 float tempfb = kb * fb(length, L); 00875 00876 float fbstar = cb * (length - L); 00877 00878 if(tempfb < fbstar) 00879 return fbstar; 00880 else 00881 return tempfb; 00882 } 00883 00884 // function to calculae bending spring force (taken from Choi & Co) 00885 DO_INLINE float fbstar_jacobi(float length, float L, float kb, float cb) 00886 { 00887 float tempfb = kb * fb(length, L); 00888 float fbstar = cb * (length - L); 00889 00890 if(tempfb < fbstar) 00891 { 00892 return cb; 00893 } 00894 else 00895 { 00896 return kb * fbderiv(length, L); 00897 } 00898 } 00899 00900 DO_INLINE void filter(lfVector *V, fmatrix3x3 *S) 00901 { 00902 unsigned int i=0; 00903 00904 for(i=0;i<S[0].vcount;i++) 00905 { 00906 mul_fvector_fmatrix(V[S[i].r], V[S[i].r], S[i].m); 00907 } 00908 } 00909 00910 static int cg_filtered(lfVector *ldV, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S) 00911 { 00912 // Solves for unknown X in equation AX=B 00913 unsigned int conjgrad_loopcount=0, conjgrad_looplimit=100; 00914 float conjgrad_epsilon=0.0001f /* , conjgrad_lasterror=0 */ /* UNUSED */; 00915 lfVector *q, *d, *tmp, *r; 00916 float s, starget, a, s_prev; 00917 unsigned int numverts = lA[0].vcount; 00918 q = create_lfvector(numverts); 00919 d = create_lfvector(numverts); 00920 tmp = create_lfvector(numverts); 00921 r = create_lfvector(numverts); 00922 00923 // zero_lfvector(ldV, CLOTHPARTICLES); 00924 filter(ldV, S); 00925 00926 add_lfvector_lfvector(ldV, ldV, z, numverts); 00927 00928 // r = B - Mul(tmp,A,X); // just use B if X known to be zero 00929 cp_lfvector(r, lB, numverts); 00930 mul_bfmatrix_lfvector(tmp, lA, ldV); 00931 sub_lfvector_lfvector(r, r, tmp, numverts); 00932 00933 filter(r,S); 00934 00935 cp_lfvector(d, r, numverts); 00936 00937 s = dot_lfvector(r, r, numverts); 00938 starget = s * sqrt(conjgrad_epsilon); 00939 00940 while(s>starget && conjgrad_loopcount < conjgrad_looplimit) 00941 { 00942 // Mul(q,A,d); // q = A*d; 00943 mul_bfmatrix_lfvector(q, lA, d); 00944 00945 filter(q,S); 00946 00947 a = s/dot_lfvector(d, q, numverts); 00948 00949 // X = X + d*a; 00950 add_lfvector_lfvectorS(ldV, ldV, d, a, numverts); 00951 00952 // r = r - q*a; 00953 sub_lfvector_lfvectorS(r, r, q, a, numverts); 00954 00955 s_prev = s; 00956 s = dot_lfvector(r, r, numverts); 00957 00958 //d = r+d*(s/s_prev); 00959 add_lfvector_lfvectorS(d, r, d, (s/s_prev), numverts); 00960 00961 filter(d,S); 00962 00963 conjgrad_loopcount++; 00964 } 00965 /* conjgrad_lasterror = s; */ /* UNUSED */ 00966 00967 del_lfvector(q); 00968 del_lfvector(d); 00969 del_lfvector(tmp); 00970 del_lfvector(r); 00971 // printf("W/O conjgrad_loopcount: %d\n", conjgrad_loopcount); 00972 00973 return conjgrad_loopcount<conjgrad_looplimit; // true means we reached desired accuracy in given time - ie stable 00974 } 00975 00976 // block diagonalizer 00977 DO_INLINE void BuildPPinv(fmatrix3x3 *lA, fmatrix3x3 *P, fmatrix3x3 *Pinv) 00978 { 00979 unsigned int i = 0; 00980 00981 // Take only the diagonal blocks of A 00982 // #pragma omp parallel for private(i) if(lA[0].vcount > CLOTH_OPENMP_LIMIT) 00983 for(i = 0; i<lA[0].vcount; i++) 00984 { 00985 // block diagonalizer 00986 cp_fmatrix(P[i].m, lA[i].m); 00987 inverse_fmatrix(Pinv[i].m, P[i].m); 00988 00989 } 00990 } 00991 #if 0 00992 /* 00993 // version 1.3 00994 static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv) 00995 { 00996 unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100; 00997 float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0; 00998 float conjgrad_epsilon=0.0001; // 0.2 is dt for steps=5 00999 lfVector *r = create_lfvector(numverts); 01000 lfVector *p = create_lfvector(numverts); 01001 lfVector *s = create_lfvector(numverts); 01002 lfVector *h = create_lfvector(numverts); 01003 01004 BuildPPinv(lA, P, Pinv); 01005 01006 filter(dv, S); 01007 add_lfvector_lfvector(dv, dv, z, numverts); 01008 01009 mul_bfmatrix_lfvector(r, lA, dv); 01010 sub_lfvector_lfvector(r, lB, r, numverts); 01011 filter(r, S); 01012 01013 mul_prevfmatrix_lfvector(p, Pinv, r); 01014 filter(p, S); 01015 01016 deltaNew = dot_lfvector(r, p, numverts); 01017 01018 delta0 = deltaNew * sqrt(conjgrad_epsilon); 01019 01020 // itstart(); 01021 01022 while ((deltaNew > delta0) && (iterations < conjgrad_looplimit)) 01023 { 01024 iterations++; 01025 01026 mul_bfmatrix_lfvector(s, lA, p); 01027 filter(s, S); 01028 01029 alpha = deltaNew / dot_lfvector(p, s, numverts); 01030 01031 add_lfvector_lfvectorS(dv, dv, p, alpha, numverts); 01032 01033 add_lfvector_lfvectorS(r, r, s, -alpha, numverts); 01034 01035 mul_prevfmatrix_lfvector(h, Pinv, r); 01036 filter(h, S); 01037 01038 deltaOld = deltaNew; 01039 01040 deltaNew = dot_lfvector(r, h, numverts); 01041 01042 add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts); 01043 01044 filter(p, S); 01045 01046 } 01047 01048 // itend(); 01049 // printf("cg_filtered_pre time: %f\n", (float)itval()); 01050 01051 del_lfvector(h); 01052 del_lfvector(s); 01053 del_lfvector(p); 01054 del_lfvector(r); 01055 01056 printf("iterations: %d\n", iterations); 01057 01058 return iterations<conjgrad_looplimit; 01059 } 01060 */ 01061 // version 1.4 01062 static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv, fmatrix3x3 *bigI) 01063 { 01064 unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100; 01065 float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0, tol = 0; 01066 lfVector *r = create_lfvector(numverts); 01067 lfVector *p = create_lfvector(numverts); 01068 lfVector *s = create_lfvector(numverts); 01069 lfVector *h = create_lfvector(numverts); 01070 lfVector *bhat = create_lfvector(numverts); 01071 lfVector *btemp = create_lfvector(numverts); 01072 01073 BuildPPinv(lA, P, Pinv); 01074 01075 initdiag_bfmatrix(bigI, I); 01076 sub_bfmatrix_Smatrix(bigI, bigI, S); 01077 01078 // x = Sx_0+(I-S)z 01079 filter(dv, S); 01080 add_lfvector_lfvector(dv, dv, z, numverts); 01081 01082 // b_hat = S(b-A(I-S)z) 01083 mul_bfmatrix_lfvector(r, lA, z); 01084 mul_bfmatrix_lfvector(bhat, bigI, r); 01085 sub_lfvector_lfvector(bhat, lB, bhat, numverts); 01086 01087 // r = S(b-Ax) 01088 mul_bfmatrix_lfvector(r, lA, dv); 01089 sub_lfvector_lfvector(r, lB, r, numverts); 01090 filter(r, S); 01091 01092 // p = SP^-1r 01093 mul_prevfmatrix_lfvector(p, Pinv, r); 01094 filter(p, S); 01095 01096 // delta0 = bhat^TP^-1bhat 01097 mul_prevfmatrix_lfvector(btemp, Pinv, bhat); 01098 delta0 = dot_lfvector(bhat, btemp, numverts); 01099 01100 // deltaNew = r^TP 01101 deltaNew = dot_lfvector(r, p, numverts); 01102 01103 /* 01104 filter(dv, S); 01105 add_lfvector_lfvector(dv, dv, z, numverts); 01106 01107 mul_bfmatrix_lfvector(r, lA, dv); 01108 sub_lfvector_lfvector(r, lB, r, numverts); 01109 filter(r, S); 01110 01111 mul_prevfmatrix_lfvector(p, Pinv, r); 01112 filter(p, S); 01113 01114 deltaNew = dot_lfvector(r, p, numverts); 01115 01116 delta0 = deltaNew * sqrt(conjgrad_epsilon); 01117 */ 01118 01119 // itstart(); 01120 01121 tol = (0.01*0.2); 01122 01123 while ((deltaNew > delta0*tol*tol) && (iterations < conjgrad_looplimit)) 01124 { 01125 iterations++; 01126 01127 mul_bfmatrix_lfvector(s, lA, p); 01128 filter(s, S); 01129 01130 alpha = deltaNew / dot_lfvector(p, s, numverts); 01131 01132 add_lfvector_lfvectorS(dv, dv, p, alpha, numverts); 01133 01134 add_lfvector_lfvectorS(r, r, s, -alpha, numverts); 01135 01136 mul_prevfmatrix_lfvector(h, Pinv, r); 01137 filter(h, S); 01138 01139 deltaOld = deltaNew; 01140 01141 deltaNew = dot_lfvector(r, h, numverts); 01142 01143 add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts); 01144 01145 filter(p, S); 01146 01147 } 01148 01149 // itend(); 01150 // printf("cg_filtered_pre time: %f\n", (float)itval()); 01151 01152 del_lfvector(btemp); 01153 del_lfvector(bhat); 01154 del_lfvector(h); 01155 del_lfvector(s); 01156 del_lfvector(p); 01157 del_lfvector(r); 01158 01159 // printf("iterations: %d\n", iterations); 01160 01161 return iterations<conjgrad_looplimit; 01162 } 01163 #endif 01164 01165 // outer product is NOT cross product!!! 01166 DO_INLINE void dfdx_spring_type1(float to[3][3], float extent[3], float length, float L, float dot, float k) 01167 { 01168 // dir is unit length direction, rest is spring's restlength, k is spring constant. 01169 // return (outerprod(dir,dir)*k + (I - outerprod(dir,dir))*(k - ((k*L)/length))); 01170 float temp[3][3]; 01171 float temp1 = k*(1.0 - (L/length)); 01172 01173 mul_fvectorT_fvectorS(temp, extent, extent, 1.0 / dot); 01174 sub_fmatrix_fmatrix(to, I, temp); 01175 mul_fmatrix_S(to, temp1); 01176 01177 mul_fvectorT_fvectorS(temp, extent, extent, k/ dot); 01178 add_fmatrix_fmatrix(to, to, temp); 01179 01180 /* 01181 mul_fvectorT_fvector(temp, dir, dir); 01182 sub_fmatrix_fmatrix(to, I, temp); 01183 mul_fmatrix_S(to, k* (1.0f-(L/length))); 01184 mul_fmatrix_S(temp, k); 01185 add_fmatrix_fmatrix(to, temp, to); 01186 */ 01187 } 01188 01189 DO_INLINE void dfdx_spring_type2(float to[3][3], float dir[3], float length, float L, float k, float cb) 01190 { 01191 // return outerprod(dir,dir)*fbstar_jacobi(length, L, k, cb); 01192 mul_fvectorT_fvectorS(to, dir, dir, fbstar_jacobi(length, L, k, cb)); 01193 } 01194 01195 DO_INLINE void dfdv_damp(float to[3][3], float dir[3], float damping) 01196 { 01197 // derivative of force wrt velocity. 01198 mul_fvectorT_fvectorS(to, dir, dir, damping); 01199 01200 } 01201 01202 DO_INLINE void dfdx_spring(float to[3][3], float dir[3],float length,float L,float k) 01203 { 01204 // dir is unit length direction, rest is spring's restlength, k is spring constant. 01205 //return ( (I-outerprod(dir,dir))*Min(1.0f,rest/length) - I) * -k; 01206 mul_fvectorT_fvector(to, dir, dir); 01207 sub_fmatrix_fmatrix(to, I, to); 01208 01209 mul_fmatrix_S(to, (L/length)); 01210 sub_fmatrix_fmatrix(to, to, I); 01211 mul_fmatrix_S(to, -k); 01212 } 01213 01214 // unused atm 01215 DO_INLINE void dfdx_damp(float to[3][3], float dir[3],float length,const float vel[3],float rest,float damping) 01216 { 01217 // inner spring damping vel is the relative velocity of the endpoints. 01218 // return (I-outerprod(dir,dir)) * (-damping * -(dot(dir,vel)/Max(length,rest))); 01219 mul_fvectorT_fvector(to, dir, dir); 01220 sub_fmatrix_fmatrix(to, I, to); 01221 mul_fmatrix_S(to, (-damping * -(INPR(dir,vel)/MAX2(length,rest)))); 01222 01223 } 01224 01225 DO_INLINE void cloth_calc_spring_force(ClothModifierData *clmd, ClothSpring *s, lfVector *UNUSED(lF), lfVector *X, lfVector *V, fmatrix3x3 *UNUSED(dFdV), fmatrix3x3 *UNUSED(dFdX), float time) 01226 { 01227 Cloth *cloth = clmd->clothObject; 01228 ClothVertex *verts = cloth->verts; 01229 float extent[3]; 01230 float length = 0, dot = 0; 01231 float dir[3] = {0,0,0}; 01232 float vel[3]; 01233 float k = 0.0f; 01234 float L = s->restlen; 01235 float cb; /* = clmd->sim_parms->structural; */ /*UNUSED*/ 01236 01237 float nullf[3] = {0,0,0}; 01238 float stretch_force[3] = {0,0,0}; 01239 float bending_force[3] = {0,0,0}; 01240 float damping_force[3] = {0,0,0}; 01241 float nulldfdx[3][3]={ {0,0,0}, {0,0,0}, {0,0,0}}; 01242 01243 float scaling = 0.0; 01244 01245 int no_compress = clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS; 01246 01247 VECCOPY(s->f, nullf); 01248 cp_fmatrix(s->dfdx, nulldfdx); 01249 cp_fmatrix(s->dfdv, nulldfdx); 01250 01251 // calculate elonglation 01252 VECSUB(extent, X[s->kl], X[s->ij]); 01253 VECSUB(vel, V[s->kl], V[s->ij]); 01254 dot = INPR(extent, extent); 01255 length = sqrt(dot); 01256 01257 s->flags &= ~CLOTH_SPRING_FLAG_NEEDED; 01258 01259 if(length > ALMOST_ZERO) 01260 { 01261 /* 01262 if(length>L) 01263 { 01264 if((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) 01265 && ((((length-L)*100.0f/L) > clmd->sim_parms->maxspringlen))) // cut spring! 01266 { 01267 s->flags |= CSPRING_FLAG_DEACTIVATE; 01268 return; 01269 } 01270 } 01271 */ 01272 mul_fvector_S(dir, extent, 1.0f/length); 01273 } 01274 else 01275 { 01276 mul_fvector_S(dir, extent, 0.0f); 01277 } 01278 01279 // calculate force of structural + shear springs 01280 if((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR)) 01281 { 01282 if(length > L || no_compress) 01283 { 01284 s->flags |= CLOTH_SPRING_FLAG_NEEDED; 01285 01286 k = clmd->sim_parms->structural; 01287 01288 scaling = k + s->stiffness * ABS(clmd->sim_parms->max_struct-k); 01289 01290 k = scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON); 01291 01292 // TODO: verify, half verified (couldn't see error) 01293 mul_fvector_S(stretch_force, dir, k*(length-L)); 01294 01295 VECADD(s->f, s->f, stretch_force); 01296 01297 // Ascher & Boxman, p.21: Damping only during elonglation 01298 // something wrong with it... 01299 mul_fvector_S(damping_force, dir, clmd->sim_parms->Cdis * INPR(vel,dir)); 01300 VECADD(s->f, s->f, damping_force); 01301 01302 /* VERIFIED */ 01303 dfdx_spring(s->dfdx, dir, length, L, k); 01304 01305 /* VERIFIED */ 01306 dfdv_damp(s->dfdv, dir, clmd->sim_parms->Cdis); 01307 01308 } 01309 } 01310 else if(s->type & CLOTH_SPRING_TYPE_GOAL) 01311 { 01312 float tvect[3]; 01313 01314 s->flags |= CLOTH_SPRING_FLAG_NEEDED; 01315 01316 // current_position = xold + t * (newposition - xold) 01317 VECSUB(tvect, verts[s->ij].xconst, verts[s->ij].xold); 01318 mul_fvector_S(tvect, tvect, time); 01319 VECADD(tvect, tvect, verts[s->ij].xold); 01320 01321 VECSUB(extent, X[s->ij], tvect); 01322 01323 // SEE MSG BELOW (these are UNUSED) 01324 // dot = INPR(extent, extent); 01325 // length = sqrt(dot); 01326 01327 k = clmd->sim_parms->goalspring; 01328 01329 scaling = k + s->stiffness * ABS(clmd->sim_parms->max_struct-k); 01330 01331 k = verts [s->ij].goal * scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON); 01332 01333 VECADDS(s->f, s->f, extent, -k); 01334 01335 mul_fvector_S(damping_force, dir, clmd->sim_parms->goalfrict * 0.01 * INPR(vel,dir)); 01336 VECADD(s->f, s->f, damping_force); 01337 01338 // HERE IS THE PROBLEM!!!! 01339 // dfdx_spring(s->dfdx, dir, length, 0.0, k); 01340 // dfdv_damp(s->dfdv, dir, MIN2(1.0, (clmd->sim_parms->goalfrict/100.0))); 01341 } 01342 else // calculate force of bending springs 01343 { 01344 if(length < L) 01345 { 01346 s->flags |= CLOTH_SPRING_FLAG_NEEDED; 01347 01348 k = clmd->sim_parms->bending; 01349 01350 scaling = k + s->stiffness * ABS(clmd->sim_parms->max_bend-k); 01351 cb = k = scaling / (20.0*(clmd->sim_parms->avg_spring_len + FLT_EPSILON)); 01352 01353 mul_fvector_S(bending_force, dir, fbstar(length, L, k, cb)); 01354 VECADD(s->f, s->f, bending_force); 01355 01356 dfdx_spring_type2(s->dfdx, dir, length,L, k, cb); 01357 } 01358 } 01359 } 01360 01361 DO_INLINE void cloth_apply_spring_force(ClothModifierData *UNUSED(clmd), ClothSpring *s, lfVector *lF, lfVector *UNUSED(X), lfVector *UNUSED(V), fmatrix3x3 *dFdV, fmatrix3x3 *dFdX) 01362 { 01363 if(s->flags & CLOTH_SPRING_FLAG_NEEDED) 01364 { 01365 if(!(s->type & CLOTH_SPRING_TYPE_BENDING)) 01366 { 01367 sub_fmatrix_fmatrix(dFdV[s->ij].m, dFdV[s->ij].m, s->dfdv); 01368 sub_fmatrix_fmatrix(dFdV[s->kl].m, dFdV[s->kl].m, s->dfdv); 01369 add_fmatrix_fmatrix(dFdV[s->matrix_index].m, dFdV[s->matrix_index].m, s->dfdv); 01370 } 01371 01372 VECADD(lF[s->ij], lF[s->ij], s->f); 01373 01374 if(!(s->type & CLOTH_SPRING_TYPE_GOAL)) 01375 VECSUB(lF[s->kl], lF[s->kl], s->f); 01376 01377 sub_fmatrix_fmatrix(dFdX[s->kl].m, dFdX[s->kl].m, s->dfdx); 01378 sub_fmatrix_fmatrix(dFdX[s->ij].m, dFdX[s->ij].m, s->dfdx); 01379 add_fmatrix_fmatrix(dFdX[s->matrix_index].m, dFdX[s->matrix_index].m, s->dfdx); 01380 } 01381 } 01382 01383 01384 static void CalcFloat( float *v1, float *v2, float *v3, float *n) 01385 { 01386 float n1[3],n2[3]; 01387 01388 n1[0]= v1[0]-v2[0]; 01389 n2[0]= v2[0]-v3[0]; 01390 n1[1]= v1[1]-v2[1]; 01391 n2[1]= v2[1]-v3[1]; 01392 n1[2]= v1[2]-v2[2]; 01393 n2[2]= v2[2]-v3[2]; 01394 n[0]= n1[1]*n2[2]-n1[2]*n2[1]; 01395 n[1]= n1[2]*n2[0]-n1[0]*n2[2]; 01396 n[2]= n1[0]*n2[1]-n1[1]*n2[0]; 01397 } 01398 01399 static void CalcFloat4( float *v1, float *v2, float *v3, float *v4, float *n) 01400 { 01401 /* real cross! */ 01402 float n1[3],n2[3]; 01403 01404 n1[0]= v1[0]-v3[0]; 01405 n1[1]= v1[1]-v3[1]; 01406 n1[2]= v1[2]-v3[2]; 01407 01408 n2[0]= v2[0]-v4[0]; 01409 n2[1]= v2[1]-v4[1]; 01410 n2[2]= v2[2]-v4[2]; 01411 01412 n[0]= n1[1]*n2[2]-n1[2]*n2[1]; 01413 n[1]= n1[2]*n2[0]-n1[0]*n2[2]; 01414 n[2]= n1[0]*n2[1]-n1[1]*n2[0]; 01415 } 01416 01417 static float calculateVertexWindForce(float wind[3], float vertexnormal[3]) 01418 { 01419 return (INPR(wind, vertexnormal)); 01420 } 01421 01422 typedef struct HairGridVert { 01423 float velocity[3]; 01424 float density; 01425 } HairGridVert; 01426 #define HAIR_GRID_INDEX(vec, min, max, axis) (int)( (vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f ); 01427 /* Smoothing of hair velocities: 01428 * adapted from 01429 Volumetric Methods for Simulation and Rendering of Hair 01430 by Lena Petrovic, Mark Henne and John Anderson 01431 * Pixar Technical Memo #06-08, Pixar Animation Studios 01432 */ 01433 static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts) 01434 { 01435 /* TODO: This is an initial implementation and should be made much better in due time. 01436 * What should at least be implemented is a grid size parameter and a smoothing kernel 01437 * for bigger grids. 01438 */ 01439 01440 /* 10x10x10 grid gives nice initial results */ 01441 HairGridVert grid[10][10][10]; 01442 HairGridVert colg[10][10][10]; 01443 ListBase *colliders = get_collider_cache(clmd->scene, NULL, NULL); 01444 ColliderCache *col = NULL; 01445 float gmin[3], gmax[3], density; 01446 /* 2.0f is an experimental value that seems to give good results */ 01447 float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth; 01448 float collfac = 2.0f * clmd->sim_parms->collider_friction; 01449 unsigned int v = 0; 01450 unsigned int i = 0; 01451 int j = 0; 01452 int k = 0; 01453 01454 INIT_MINMAX(gmin, gmax); 01455 01456 for(i = 0; i < numverts; i++) 01457 DO_MINMAX(lX[i], gmin, gmax); 01458 01459 /* initialize grid */ 01460 for(i = 0; i < 10; i++) { 01461 for(j = 0; j < 10; j++) { 01462 for(k = 0; k < 10; k++) { 01463 grid[i][j][k].velocity[0] = 0.0f; 01464 grid[i][j][k].velocity[1] = 0.0f; 01465 grid[i][j][k].velocity[2] = 0.0f; 01466 grid[i][j][k].density = 0.0f; 01467 01468 colg[i][j][k].velocity[0] = 0.0f; 01469 colg[i][j][k].velocity[1] = 0.0f; 01470 colg[i][j][k].velocity[2] = 0.0f; 01471 colg[i][j][k].density = 0.0f; 01472 } 01473 } 01474 } 01475 01476 /* gather velocities & density */ 01477 if(smoothfac > 0.0f) for(v = 0; v < numverts; v++) { 01478 i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0); 01479 j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1); 01480 k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2); 01481 if (i < 0 || j < 0 || k < 0 || i > 10 || j >= 10 || k >= 10) 01482 continue; 01483 01484 grid[i][j][k].velocity[0] += lV[v][0]; 01485 grid[i][j][k].velocity[1] += lV[v][1]; 01486 grid[i][j][k].velocity[2] += lV[v][2]; 01487 grid[i][j][k].density += 1.0f; 01488 } 01489 01490 /* gather colliders */ 01491 if(colliders && collfac > 0.0f) for(col = colliders->first; col; col = col->next) 01492 { 01493 MVert *loc0 = col->collmd->x; 01494 MVert *loc1 = col->collmd->xnew; 01495 float vel[3]; 01496 01497 for(v=0; v<col->collmd->numverts; v++, loc0++, loc1++) { 01498 i = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 0); 01499 01500 if(i>=0 && i<10) { 01501 j = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 1); 01502 01503 if(j>=0 && j<10) { 01504 k = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 2); 01505 01506 if(k>=0 && k<10) { 01507 VECSUB(vel, loc1->co, loc0->co); 01508 01509 colg[i][j][k].velocity[0] += vel[0]; 01510 colg[i][j][k].velocity[1] += vel[1]; 01511 colg[i][j][k].velocity[2] += vel[2]; 01512 colg[i][j][k].density += 1.0; 01513 } 01514 } 01515 } 01516 } 01517 } 01518 01519 01520 /* divide velocity with density */ 01521 for(i = 0; i < 10; i++) { 01522 for(j = 0; j < 10; j++) { 01523 for(k = 0; k < 10; k++) { 01524 density = grid[i][j][k].density; 01525 if(density > 0.0f) { 01526 grid[i][j][k].velocity[0] /= density; 01527 grid[i][j][k].velocity[1] /= density; 01528 grid[i][j][k].velocity[2] /= density; 01529 } 01530 01531 density = colg[i][j][k].density; 01532 if(density > 0.0f) { 01533 colg[i][j][k].velocity[0] /= density; 01534 colg[i][j][k].velocity[1] /= density; 01535 colg[i][j][k].velocity[2] /= density; 01536 } 01537 } 01538 } 01539 } 01540 01541 /* calculate forces */ 01542 for(v = 0; v < numverts; v++) { 01543 i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0); 01544 j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1); 01545 k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2); 01546 if (i < 0 || j < 0 || k < 0 || i > 10 || j >= 10 || k >= 10) 01547 continue; 01548 01549 lF[v][0] += smoothfac * (grid[i][j][k].velocity[0] - lV[v][0]); 01550 lF[v][1] += smoothfac * (grid[i][j][k].velocity[1] - lV[v][1]); 01551 lF[v][2] += smoothfac * (grid[i][j][k].velocity[2] - lV[v][2]); 01552 01553 if(colg[i][j][k].density > 0.0f) { 01554 lF[v][0] += collfac * (colg[i][j][k].velocity[0] - lV[v][0]); 01555 lF[v][1] += collfac * (colg[i][j][k].velocity[1] - lV[v][1]); 01556 lF[v][2] += collfac * (colg[i][j][k].velocity[2] - lV[v][2]); 01557 } 01558 } 01559 01560 free_collider_cache(&colliders); 01561 } 01562 01563 static void cloth_calc_force(ClothModifierData *clmd, float UNUSED(frame), lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M) 01564 { 01565 /* Collect forces and derivatives: F,dFdX,dFdV */ 01566 Cloth *cloth = clmd->clothObject; 01567 unsigned int i = 0; 01568 float spring_air = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */ 01569 float gravity[3] = {0.0f, 0.0f, 0.0f}; 01570 float tm2[3][3] = {{0}}; 01571 MFace *mfaces = cloth->mfaces; 01572 unsigned int numverts = cloth->numverts; 01573 LinkNode *search; 01574 lfVector *winvec; 01575 EffectedPoint epoint; 01576 01577 tm2[0][0]= tm2[1][1]= tm2[2][2]= -spring_air; 01578 01579 /* global acceleration (gravitation) */ 01580 if(clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) { 01581 VECCOPY(gravity, clmd->scene->physics_settings.gravity); 01582 mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */ 01583 } 01584 01585 /* set dFdX jacobi matrix to zero */ 01586 init_bfmatrix(dFdX, ZERO); 01587 /* set dFdX jacobi matrix diagonal entries to -spring_air */ 01588 initdiag_bfmatrix(dFdV, tm2); 01589 01590 init_lfvector(lF, gravity, numverts); 01591 01592 if(clmd->sim_parms->velocity_smooth > 0.0f || clmd->sim_parms->collider_friction > 0.0f) 01593 hair_velocity_smoothing(clmd, lF, lX, lV, numverts); 01594 01595 /* multiply lF with mass matrix 01596 // force = mass * acceleration (in this case: gravity) 01597 */ 01598 for(i = 0; i < numverts; i++) 01599 { 01600 float temp[3]; 01601 VECCOPY(temp, lF[i]); 01602 mul_fmatrix_fvector(lF[i], M[i].m, temp); 01603 } 01604 01605 submul_lfvectorS(lF, lV, spring_air, numverts); 01606 01607 /* handle external forces like wind */ 01608 if(effectors) 01609 { 01610 // 0 = force, 1 = normalized force 01611 winvec = create_lfvector(cloth->numverts); 01612 01613 if(!winvec) 01614 printf("winvec: out of memory in implicit.c\n"); 01615 01616 // precalculate wind forces 01617 for(i = 0; i < cloth->numverts; i++) 01618 { 01619 pd_point_from_loc(clmd->scene, (float*)lX[i], (float*)lV[i], i, &epoint); 01620 pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL); 01621 } 01622 01623 for(i = 0; i < cloth->numfaces; i++) 01624 { 01625 float trinormal[3]={0,0,0}; // normalized triangle normal 01626 float triunnormal[3]={0,0,0}; // not-normalized-triangle normal 01627 float tmp[3]={0,0,0}; 01628 float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0; 01629 factor *= 0.02; 01630 01631 // calculate face normal 01632 if(mfaces[i].v4) 01633 CalcFloat4(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],lX[mfaces[i].v4],triunnormal); 01634 else 01635 CalcFloat(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],triunnormal); 01636 01637 normalize_v3_v3(trinormal, triunnormal); 01638 01639 // add wind from v1 01640 VECCOPY(tmp, trinormal); 01641 mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal)); 01642 VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor); 01643 01644 // add wind from v2 01645 VECCOPY(tmp, trinormal); 01646 mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal)); 01647 VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor); 01648 01649 // add wind from v3 01650 VECCOPY(tmp, trinormal); 01651 mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal)); 01652 VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor); 01653 01654 // add wind from v4 01655 if(mfaces[i].v4) 01656 { 01657 VECCOPY(tmp, trinormal); 01658 mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal)); 01659 VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor); 01660 } 01661 } 01662 01663 /* Hair has only edges */ 01664 if(cloth->numfaces == 0) { 01665 ClothSpring *spring; 01666 float edgevec[3]={0,0,0}; //edge vector 01667 float edgeunnormal[3]={0,0,0}; // not-normalized-edge normal 01668 float tmp[3]={0,0,0}; 01669 float factor = 0.01; 01670 01671 search = cloth->springs; 01672 while(search) { 01673 spring = search->link; 01674 01675 if(spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) { 01676 VECSUB(edgevec, (float*)lX[spring->ij], (float*)lX[spring->kl]); 01677 01678 project_v3_v3v3(tmp, winvec[spring->ij], edgevec); 01679 VECSUB(edgeunnormal, winvec[spring->ij], tmp); 01680 /* hair doesn't stretch too much so we can use restlen pretty safely */ 01681 VECADDS(lF[spring->ij], lF[spring->ij], edgeunnormal, spring->restlen * factor); 01682 01683 project_v3_v3v3(tmp, winvec[spring->kl], edgevec); 01684 VECSUB(edgeunnormal, winvec[spring->kl], tmp); 01685 VECADDS(lF[spring->kl], lF[spring->kl], edgeunnormal, spring->restlen * factor); 01686 } 01687 01688 search = search->next; 01689 } 01690 } 01691 01692 del_lfvector(winvec); 01693 } 01694 01695 // calculate spring forces 01696 search = cloth->springs; 01697 while(search) 01698 { 01699 // only handle active springs 01700 // if(((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) && !(springs[i].flags & CSPRING_FLAG_DEACTIVATE))|| !(clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED)){} 01701 cloth_calc_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX, time); 01702 01703 search = search->next; 01704 } 01705 01706 // apply spring forces 01707 search = cloth->springs; 01708 while(search) 01709 { 01710 // only handle active springs 01711 // if(((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) && !(springs[i].flags & CSPRING_FLAG_DEACTIVATE))|| !(clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED)) 01712 cloth_apply_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX); 01713 search = search->next; 01714 } 01715 // printf("\n"); 01716 } 01717 01718 static void simulate_implicit_euler(lfVector *Vnew, lfVector *UNUSED(lX), lfVector *lV, lfVector *lF, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, float dt, fmatrix3x3 *A, lfVector *B, lfVector *dV, fmatrix3x3 *S, lfVector *z, lfVector *olddV, fmatrix3x3 *UNUSED(P), fmatrix3x3 *UNUSED(Pinv), fmatrix3x3 *M, fmatrix3x3 *UNUSED(bigI)) 01719 { 01720 unsigned int numverts = dFdV[0].vcount; 01721 01722 lfVector *dFdXmV = create_lfvector(numverts); 01723 zero_lfvector(dV, numverts); 01724 01725 cp_bfmatrix(A, M); 01726 01727 subadd_bfmatrixS_bfmatrixS(A, dFdV, dt, dFdX, (dt*dt)); 01728 01729 mul_bfmatrix_lfvector(dFdXmV, dFdX, lV); 01730 01731 add_lfvectorS_lfvectorS(B, lF, dt, dFdXmV, (dt*dt), numverts); 01732 01733 itstart(); 01734 01735 cg_filtered(dV, A, B, z, S); /* conjugate gradient algorithm to solve Ax=b */ 01736 // cg_filtered_pre(dV, A, B, z, S, P, Pinv, bigI); 01737 01738 itend(); 01739 // printf("cg_filtered calc time: %f\n", (float)itval()); 01740 01741 cp_lfvector(olddV, dV, numverts); 01742 01743 // advance velocities 01744 add_lfvector_lfvector(Vnew, lV, dV, numverts); 01745 01746 01747 del_lfvector(dFdXmV); 01748 } 01749 01750 /*computes where the cloth would be if it were subject to perfectly stiff edges 01751 (edge distance constraints) in a lagrangian solver. then add forces to help 01752 guide the implicit solver to that state. this function is called after 01753 collisions*/ 01754 int cloth_calc_helper_forces(Object *UNUSED(ob), ClothModifierData * clmd, float (*initial_cos)[3], float UNUSED(step), float dt) 01755 { 01756 Cloth *cloth= clmd->clothObject; 01757 float (*cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces"); 01758 float *masses = MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces"); 01759 LinkNode *node; 01760 ClothSpring *spring; 01761 ClothVertex *cv; 01762 int i, steps; 01763 01764 cv = cloth->verts; 01765 for (i=0; i<cloth->numverts; i++, cv++) { 01766 copy_v3_v3(cos[i], cv->tx); 01767 01768 if (cv->goal == 1.0f || len_v3v3(initial_cos[i], cv->tx) != 0.0) { 01769 masses[i] = 1e+10; 01770 } else { 01771 masses[i] = cv->mass; 01772 } 01773 } 01774 01775 steps = 55; 01776 for (i=0; i<steps; i++) { 01777 for (node=cloth->springs; node; node=node->next) { 01778 /* ClothVertex *cv1, *cv2; */ /* UNUSED */ 01779 int v1, v2; 01780 float len, c, l, vec[3]; 01781 01782 spring = node->link; 01783 if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR) 01784 continue; 01785 01786 v1 = spring->ij; v2 = spring->kl; 01787 /* cv1 = cloth->verts + v1; */ /* UNUSED */ 01788 /* cv2 = cloth->verts + v2; */ /* UNUSED */ 01789 len = len_v3v3(cos[v1], cos[v2]); 01790 01791 sub_v3_v3v3(vec, cos[v1], cos[v2]); 01792 normalize_v3(vec); 01793 01794 c = (len - spring->restlen); 01795 if (c == 0.0) 01796 continue; 01797 01798 l = c / ((1.0/masses[v1]) + (1.0/masses[v2])); 01799 01800 mul_v3_fl(vec, -(1.0/masses[v1])*l); 01801 add_v3_v3(cos[v1], vec); 01802 01803 sub_v3_v3v3(vec, cos[v2], cos[v1]); 01804 normalize_v3(vec); 01805 01806 mul_v3_fl(vec, -(1.0/masses[v2])*l); 01807 add_v3_v3(cos[v2], vec); 01808 } 01809 } 01810 01811 cv = cloth->verts; 01812 for (i=0; i<cloth->numverts; i++, cv++) { 01813 float vec[3]; 01814 01815 /*compute forces*/ 01816 sub_v3_v3v3(vec, cos[i], cv->tx); 01817 mul_v3_fl(vec, cv->mass*dt*20.0f); 01818 add_v3_v3(cv->tv, vec); 01819 //copy_v3_v3(cv->tx, cos[i]); 01820 } 01821 01822 MEM_freeN(cos); 01823 MEM_freeN(masses); 01824 01825 return 1; 01826 } 01827 int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors) 01828 { 01829 unsigned int i=0; 01830 float step=0.0f, tf=clmd->sim_parms->timescale; 01831 Cloth *cloth = clmd->clothObject; 01832 ClothVertex *verts = cloth->verts, *cv; 01833 unsigned int numverts = cloth->numverts; 01834 float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame; 01835 float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale; 01836 float (*initial_cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "initial_cos implicit.c"); 01837 Implicit_Data *id = cloth->implicit; 01838 int do_extra_solve; 01839 01840 if(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) /* do goal stuff */ 01841 { 01842 for(i = 0; i < numverts; i++) 01843 { 01844 // update velocities with constrained velocities from pinned verts 01845 if(verts [i].flags & CLOTH_VERT_FLAG_PINNED) 01846 { 01847 VECSUB(id->V[i], verts[i].xconst, verts[i].xold); 01848 // mul_v3_fl(id->V[i], clmd->sim_parms->stepsPerFrame); 01849 } 01850 } 01851 } 01852 01853 while(step < tf) 01854 { 01855 // calculate forces 01856 cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step, id->M); 01857 01858 // calculate new velocity 01859 simulate_implicit_euler(id->Vnew, id->X, id->V, id->F, id->dFdV, id->dFdX, dt, id->A, id->B, id->dV, id->S, id->z, id->olddV, id->P, id->Pinv, id->M, id->bigI); 01860 01861 // advance positions 01862 add_lfvector_lfvectorS(id->Xnew, id->X, id->Vnew, dt, numverts); 01863 01864 /* move pinned verts to correct position */ 01865 for(i = 0; i < numverts; i++) 01866 { 01867 if(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) 01868 { 01869 if(verts [i].flags & CLOTH_VERT_FLAG_PINNED) 01870 { 01871 float tvect[3] = {.0,.0,.0}; 01872 VECSUB(tvect, verts[i].xconst, verts[i].xold); 01873 mul_fvector_S(tvect, tvect, step+dt); 01874 VECADD(tvect, tvect, verts[i].xold); 01875 VECCOPY(id->Xnew[i], tvect); 01876 } 01877 } 01878 01879 VECCOPY(verts[i].txold, id->X[i]); 01880 } 01881 01882 if(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED && clmd->clothObject->bvhtree) 01883 { 01884 // collisions 01885 // itstart(); 01886 01887 // update verts to current positions 01888 for(i = 0; i < numverts; i++) 01889 { 01890 VECCOPY(verts[i].tx, id->Xnew[i]); 01891 01892 VECSUB(verts[i].tv, verts[i].tx, verts[i].txold); 01893 VECCOPY(verts[i].v, verts[i].tv); 01894 } 01895 01896 for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) { 01897 copy_v3_v3(initial_cos[i], cv->tx); 01898 } 01899 01900 // call collision function 01901 // TODO: check if "step" or "step+dt" is correct - dg 01902 do_extra_solve = cloth_bvh_objcollision(ob, clmd, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale); 01903 01904 // copy corrected positions back to simulation 01905 for(i = 0; i < numverts; i++) 01906 { 01907 // correct velocity again, just to be sure we had to change it due to adaptive collisions 01908 VECSUB(verts[i].tv, verts[i].tx, id->X[i]); 01909 } 01910 01911 //if (do_extra_solve) 01912 // cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale); 01913 01914 for(i = 0; i < numverts; i++) 01915 { 01916 01917 if(do_extra_solve) 01918 { 01919 01920 if((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) 01921 continue; 01922 01923 VECCOPY(id->Xnew[i], verts[i].tx); 01924 VECCOPY(id->Vnew[i], verts[i].tv); 01925 mul_v3_fl(id->Vnew[i], spf); 01926 } 01927 } 01928 01929 // X = Xnew; 01930 cp_lfvector(id->X, id->Xnew, numverts); 01931 01932 // if there were collisions, advance the velocity from v_n+1/2 to v_n+1 01933 01934 if(do_extra_solve) 01935 { 01936 // V = Vnew; 01937 cp_lfvector(id->V, id->Vnew, numverts); 01938 01939 // calculate 01940 cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step+dt, id->M); 01941 01942 simulate_implicit_euler(id->Vnew, id->X, id->V, id->F, id->dFdV, id->dFdX, dt / 2.0f, id->A, id->B, id->dV, id->S, id->z, id->olddV, id->P, id->Pinv, id->M, id->bigI); 01943 } 01944 } 01945 else 01946 { 01947 // X = Xnew; 01948 cp_lfvector(id->X, id->Xnew, numverts); 01949 } 01950 01951 // itend(); 01952 // printf("collision time: %f\n", (float)itval()); 01953 01954 // V = Vnew; 01955 cp_lfvector(id->V, id->Vnew, numverts); 01956 01957 step += dt; 01958 } 01959 01960 for(i = 0; i < numverts; i++) 01961 { 01962 if((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED)) 01963 { 01964 VECCOPY(verts[i].txold, verts[i].xconst); // TODO: test --> should be .x 01965 VECCOPY(verts[i].x, verts[i].xconst); 01966 VECCOPY(verts[i].v, id->V[i]); 01967 } 01968 else 01969 { 01970 VECCOPY(verts[i].txold, id->X[i]); 01971 VECCOPY(verts[i].x, id->X[i]); 01972 VECCOPY(verts[i].v, id->V[i]); 01973 } 01974 } 01975 01976 MEM_freeN(initial_cos); 01977 01978 return 1; 01979 } 01980 01981 void implicit_set_positions (ClothModifierData *clmd) 01982 { 01983 Cloth *cloth = clmd->clothObject; 01984 ClothVertex *verts = cloth->verts; 01985 unsigned int numverts = cloth->numverts, i; 01986 Implicit_Data *id = cloth->implicit; 01987 01988 for(i = 0; i < numverts; i++) 01989 { 01990 VECCOPY(id->X[i], verts[i].x); 01991 VECCOPY(id->V[i], verts[i].v); 01992 } 01993 if(G.rt > 0) 01994 printf("implicit_set_positions\n"); 01995 } 01996