forked from bartvdbraak/blender
cleaning up
- removed euler branch in favor for a 'better solver to come' - removed some debug vars from lattices - removed some garbage related to 'borrowing' collision from particles note SB collision is completly decoupled from particle stuff to allow : 1. SB collision targets can be 'anything evaluated by modifier stack' but won't be subsurfed (for performace reasons / possible though / see comment in code) : 2. SB <-> SB collisions : 3. ( 1. implies that SB collision targets may be animated, hooked, curve deformed , .. ! )
This commit is contained in:
parent
76b7d3b402
commit
0a3993ec0f
@ -108,6 +108,8 @@ float SoftHeunTol = 1.0f; // humm .. this should be calculated from sb parameter
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/* local prototypes */
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static void free_softbody_intern(SoftBody *sb);
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/* aye this belongs to arith.c */
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static void Vec3PlusStVec(float *v, float s, float *v1);
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/*+++ frame based timing +++*/
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@ -339,56 +341,35 @@ static void free_softbody_intern(SoftBody *sb)
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/* ************ dynamics ********** */
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int sb_detect_collision(float opco[3], float npco[3], float colco[3],
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float facenormal[3], float *damp, float force[3], int mode,
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float cur_time, unsigned int par_layer,struct Object *vertexowner)
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int sb_detect_collision(float opco[3], float facenormal[3], float *damp,
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float force[3], unsigned int par_layer,struct Object *vertexowner)
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{
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// static short recursion = 0;
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// static short didokee = 0;
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Base *base;
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Object *ob;
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float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3];
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float dv1[3], dv2[3], dv3[3];
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float facedist,n_mag,t,t2, min_t,force_mag_norm;
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int a, deflected=0, deflected_now=0;
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int d_object=0, d_face=0, ds_object=0, ds_face=0;
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// i'm going to rearrange it to declaration rules when WIP is finished (BM)
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float innerfacethickness = -0.5f;
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float outerfacethickness = 0.2f;
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float ee = 5.0f;
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float ff = 0.1f;
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float fa;
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/*
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if (recursion){
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if (!didokee)
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printf("SB collision detected recursion. We will CRASH now!");
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didokee =1;
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return 0;
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}
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recursion =1;
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*/
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min_t = 200000;
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int a, deflected=0;
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float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], dv1[3], dv2[3],
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facedist,n_mag,t,force_mag_norm,
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innerfacethickness = -0.5f, outerfacethickness = 0.2f,
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ee = 5.0f, ff = 0.1f, fa;
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base= G.scene->base.first;
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while (base) {
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/*Only proceed for mesh object in same layer */
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if(base->object->type==OB_MESH && (base->lay & par_layer)) {
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ob= base->object;
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if((vertexowner) && (ob == vertexowner)){
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/* if vertexowner is given
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* we don't want to check collision with owner object */
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/* if vertexowner is given we don't want to check collision with owner object */
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base = base->next;
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continue;
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continue;
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}
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/* only with deflecting set */
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if(ob->pd && ob->pd->deflect) {
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DerivedMesh *dm=NULL;
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int dmNeedsFree;
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Mesh *me= NULL;
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DispListMesh *disp_mesh = 0;
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MFace *mface;
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Object *copyob;
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Object *copyob;
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int dmNeedsFree;
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/* do object level stuff */
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/* need to have user control for that since it depends on model scale */
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@ -398,15 +379,11 @@ int sb_detect_collision(float opco[3], float npco[3], float colco[3],
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fa *= fa;
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fa = 1.0f/fa;
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copyob = ob;
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// if (ob->pd->flag & PDEFLE_DEFORM){// get colliding mesh from modifier stack
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// keep this option for debugging but IMHO this is not needed
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if (1){// get colliding mesh from modifier stack
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if(1) { // so maybe someone wants overkill to collide with subsurfed
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dm = mesh_get_derived_deform(copyob, &dmNeedsFree);
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} else {
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dm = mesh_get_derived_final(copyob, &dmNeedsFree);
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}
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if(1) { // so maybe someone wants overkill to collide with subsurfed
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dm = mesh_get_derived_deform(copyob, &dmNeedsFree);
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} else {
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dm = mesh_get_derived_final(copyob, &dmNeedsFree);
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}
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if (dm) {
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@ -415,14 +392,11 @@ int sb_detect_collision(float opco[3], float npco[3], float colco[3],
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a = disp_mesh->totface;
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}
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else {
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me = ob->data;
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mface= me->mface;
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a = me->totface;
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a = 0 ;
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}
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/* use mesh*/
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while (a--) {
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/* Calculate the global co-ordinates of the vertices*/
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if (dm){
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dm->getVertCo(dm,mface->v1,nv1);
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@ -440,117 +414,54 @@ int sb_detect_collision(float opco[3], float npco[3], float colco[3],
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Mat4MulVecfl(ob->obmat, nv4);
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}
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}
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else{
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VECCOPY(nv1,(me->mvert+(mface->v1))->co);
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Mat4MulVecfl(ob->obmat, nv1);
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VECCOPY(nv2,(me->mvert+(mface->v2))->co);
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Mat4MulVecfl(ob->obmat, nv2);
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VECCOPY(nv3,(me->mvert+(mface->v3))->co);
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Mat4MulVecfl(ob->obmat, nv3);
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if (mface->v4){
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VECCOPY(nv4,(me->mvert+(mface->v4))->co);
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Mat4MulVecfl(ob->obmat, nv4);
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}
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}
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deflected_now = 0;
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if (mode == 1){ // face intrusion test
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// switch origin to be nv2
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VECSUB(edge1, nv1, nv2);
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VECSUB(edge2, nv3, nv2);
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VECSUB(dv1,opco,nv2); // abuse dv1 to have vertex in question at *origin* of triangle
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// switch origin to be nv2
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VECSUB(edge1, nv1, nv2);
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VECSUB(edge2, nv3, nv2);
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VECSUB(dv1,opco,nv2); // abuse dv1 to have vertex in question at *origin* of triangle
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if ( LineIntersectsTriangle( opco, dv2, nv1, nv2, nv3, &t)){
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force_mag_norm =(float)exp(-ee*facedist);
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if (facedist > outerfacethickness*ff)
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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Vec3PlusStVec(force,force_mag_norm,d_nvect);
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*damp=ob->pd->pdef_sbdamp;
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deflected = 2;
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}
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}
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if (mface->v4){ // quad
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// switch origin to be nv4
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VECSUB(edge1, nv3, nv4);
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VECSUB(edge2, nv1, nv4);
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VECSUB(dv1,opco,nv4); // abuse dv1 to have vertex in question at *origin* of triangle
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if ( LineIntersectsTriangle( opco, dv2, nv1, nv2, nv3, &t)){
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if (LineIntersectsTriangle( opco, dv2, nv1, nv3, nv4, &t)){
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force_mag_norm =(float)exp(-ee*facedist);
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if (facedist > outerfacethickness*ff)
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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force[0] += force_mag_norm*d_nvect[0] ;
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force[1] += force_mag_norm*d_nvect[1] ;
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force[2] += force_mag_norm*d_nvect[2] ;
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Vec3PlusStVec(force,force_mag_norm,d_nvect);
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*damp=ob->pd->pdef_sbdamp;
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deflected = 2;
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}
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}
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if (mface->v4){ // quad
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// switch origin to be nv4
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VECSUB(edge1, nv3, nv4);
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VECSUB(edge2, nv1, nv4);
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VECSUB(dv1,opco,nv4); // abuse dv1 to have vertex in question at *origin* of triangle
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if (LineIntersectsTriangle( opco, dv2, nv1, nv3, nv4, &t)){
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force_mag_norm =(float)exp(-ee*facedist);
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if (facedist > outerfacethickness*ff)
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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force[0] += force_mag_norm*d_nvect[0] ;
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force[1] += force_mag_norm*d_nvect[1] ;
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force[2] += force_mag_norm*d_nvect[2] ;
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*damp=ob->pd->pdef_sbdamp;
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deflected = 2;
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}
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}
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}
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}
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if (mode == 2){ // edge intrusion test
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//t= 0.5; // this is labda of line, can use it optimize quad intersection
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// sorry but no .. see below (BM)
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if(LineIntersectsTriangle(opco, npco, nv1, nv2, nv3, &t) ) {
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if (t < min_t) {
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deflected = 1;
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deflected_now = 1;
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}
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}
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if (mface->v4) {
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if( LineIntersectsTriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
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if (t2 < min_t) {
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deflected = 1;
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deflected_now = 2;
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}
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}
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}
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if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) {
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min_t = t;
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ds_object = d_object;
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ds_face = d_face;
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if (deflected_now==1) {
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min_t = t;
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VECCOPY(dv1, nv1);
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VECCOPY(dv2, nv2);
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VECCOPY(dv3, nv3);
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}
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else {
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min_t = t2;
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VECCOPY(dv1, nv1);
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VECCOPY(dv2, nv3);
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VECCOPY(dv3, nv4);
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}
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}
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}
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mface++;
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@ -565,30 +476,11 @@ int sb_detect_collision(float opco[3], float npco[3], float colco[3],
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}
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} // if(ob->pd && ob->pd->deflect)
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}//if (base->object->type==OB_MESH && (base->lay & par_layer)) {
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base = base->next;
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base = base->next;
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} // while (base)
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if (mode == 1){ // face
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// recursion = 0;
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return deflected;
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}
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if (mode == 2){ // edge intrusion test
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if (deflected) {
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VECSUB(edge1, dv1, dv2);
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VECSUB(edge2, dv3, dv2);
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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// return point of intersection
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colco[0] = opco[0] + (min_t * (npco[0] - opco[0]));
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colco[1] = opco[1] + (min_t * (npco[1] - opco[1]));
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colco[2] = opco[2] + (min_t * (npco[2] - opco[2]));
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VECCOPY(facenormal,d_nvect);
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}
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}
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// recursion = 0;
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return deflected;
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}
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/* aye this belongs to arith.c */
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@ -599,43 +491,18 @@ static void Vec3PlusStVec(float *v, float s, float *v1)
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v[2] += s*v1[2];
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}
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static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf ,float *bounce)
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static int sb_deflect_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *force,float *cf )
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{
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int deflected;
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float s_actpos[3], s_futurepos[3];
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VECCOPY(s_actpos,actpos);
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if(futurepos)
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VECCOPY(s_futurepos,futurepos);
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if (bounce) *bounce *= 1.5f;
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deflected= sb_detect_collision(s_actpos, s_futurepos, collisionpos,
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facenormal, cf, force , 1,
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G.scene->r.cfra, ob->lay, ob);
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deflected= sb_detect_collision(s_actpos, facenormal, cf, force , ob->lay, ob);
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return(deflected);
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}
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/* for future use (BM)
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static int sb_deflect_edge_face(Object *ob,float *actpos, float *futurepos,float *collisionpos, float *facenormal,float *slip ,float *bounce)
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{
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int deflected;
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float dummy[3],s_actpos[3], s_futurepos[3];
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SoftBody *sb= ob->soft; // is supposed to be there
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VECCOPY(s_actpos,actpos);
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VECCOPY(s_futurepos,futurepos);
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if (slip) *slip *= 0.98f;
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if (bounce) *bounce *= 1.5f;
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deflected= SoftBodyDetectCollision(s_actpos, s_futurepos, collisionpos,
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facenormal, dummy, dummy , 2,
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G.scene->r.cfra, ob->lay, ob);
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return(deflected);
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}
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*/
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// some functions removed here .. to help HOS on next merge (BM)
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#define USES_FIELD 1
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#define USES_DEFLECT 2
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@ -748,24 +615,13 @@ static void softbody_calc_forces(Object *ob, float forcetime)
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/* this is the place where other forces can be added
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yes, constraints and collision stuff should go here too (read baraff papers on that!)
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*/
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/* try to match moving collision targets */
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/* master switch to turn collision off (BM)*/
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//if(0) {
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/* moving collision targets */
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if(do_effector & USES_DEFLECT) {
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/*sorry for decl. here i'll move 'em up when WIP is done (BM) */
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float defforce[3];
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float collisionpos[3],facenormal[3];
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float cf = 1.0f;
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float bounce = 0.5f;
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float defforce[3] = {0.0f,0.0f,0.0f}, collisionpos[3],facenormal[3], cf = 1.0f;
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kd = 1.0f;
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defforce[0] = 0.0f;
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defforce[1] = 0.0f;
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defforce[2] = 0.0f;
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if (sb_deflect_face(ob,bp->pos, bp->pos, collisionpos, facenormal,defforce,&cf,&bounce)){
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bp->force[0] += defforce[0]*kd;
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bp->force[1] += defforce[1]*kd;
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bp->force[2] += defforce[2]*kd;
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if (sb_deflect_face(ob,bp->pos, bp->pos, collisionpos, facenormal,defforce,&cf)){
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Vec3PlusStVec(bp->force,kd,defforce);
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bp->contactfrict = cf;
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}
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else{
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@ -907,13 +763,12 @@ static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *
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maxerr = MAX2(maxerr,ABS(dx[2] - bp->prevdx[2]));
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/* kind of hack .. while inside collision target .. make movement more *viscous* */
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if (bp->contactfrict > 0.0f){
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bp->vec[0] *= (1.0 - bp->contactfrict);
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bp->vec[1] *= (1.0 - bp->contactfrict);
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bp->vec[2] *= (1.0 - bp->contactfrict);
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bp->vec[0] *= (1.0f - bp->contactfrict);
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bp->vec[1] *= (1.0f - bp->contactfrict);
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bp->vec[2] *= (1.0f - bp->contactfrict);
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}
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}
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else { VECADD(bp->pos, bp->pos, dx);}
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// experimental particle collision suff was here .. just to help HOS on next merge (BM)
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}//snap
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} //for
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if (err){ /* so step size will be controlled by biggest difference in slope */
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@ -949,23 +804,6 @@ static void softbody_apply_goalsnap(Object *ob)
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}
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}
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/* unused */
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#if 0
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static void softbody_force_goal(Object *ob)
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{
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SoftBody *sb= ob->soft; // is supposed to be there
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BodyPoint *bp;
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int a;
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for(a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
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VECCOPY(bp->pos,bp->origT);
|
||||
bp->vec[0] = bp->origE[0] - bp->origS[0];
|
||||
bp->vec[1] = bp->origE[1] - bp->origS[1];
|
||||
bp->vec[2] = bp->origE[2] - bp->origS[2];
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
/* expects full initialized softbody */
|
||||
static void interpolate_exciter(Object *ob, int timescale, int time)
|
||||
{
|
||||
@ -973,8 +811,6 @@ static void interpolate_exciter(Object *ob, int timescale, int time)
|
||||
BodyPoint *bp;
|
||||
float f;
|
||||
int a;
|
||||
|
||||
// note: i removed Mesh usage here, softbody should remain generic! (ton)
|
||||
|
||||
f = (float)time/(float)timescale;
|
||||
|
||||
@ -989,15 +825,6 @@ static void interpolate_exciter(Object *ob, int timescale, int time)
|
||||
}
|
||||
}
|
||||
|
||||
if(ob->softflag & OB_SB_EDGES) {
|
||||
/* hrms .. do springs alter their lenght ?
|
||||
bs= ob->soft->bspring;
|
||||
bp= ob->soft->bpoint;
|
||||
for(a=0; (a<me->totedge && a < ob->soft->totspring ); a++, bs++) {
|
||||
bs->len= VecLenf( (bp+bs->v1)->origT, (bp+bs->v2)->origT);
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@ -1032,9 +859,8 @@ static void get_scalar_from_vertexgroup(Object *ob, int vertID, short groupindex
|
||||
}
|
||||
}
|
||||
|
||||
/*Resetting a Mesh SB object's springs */
|
||||
/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack.
|
||||
YAH, mr zuster*/
|
||||
/* Resetting a Mesh SB object's springs */
|
||||
/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
|
||||
static void springs_from_mesh(Object *ob)
|
||||
{
|
||||
SoftBody *sb;
|
||||
@ -1095,7 +921,7 @@ static void mesh_to_softbody(Object *ob,int *rcs)
|
||||
*/
|
||||
|
||||
if((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
|
||||
get_scalar_from_vertexgroup(ob, a, sb->vertgroup-1, &bp->goal);
|
||||
get_scalar_from_vertexgroup(ob, a,(short) (sb->vertgroup-1), &bp->goal);
|
||||
// do this always, regardless successfull read from vertex group
|
||||
bp->goal= sb->mingoal + bp->goal*goalfac;
|
||||
}
|
||||
@ -1137,10 +963,7 @@ static void mesh_to_softbody(Object *ob,int *rcs)
|
||||
|
||||
static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff)
|
||||
{
|
||||
int u, v, w, dv, dw, bpc, bpuc;
|
||||
int debugspringcounter = 0;
|
||||
|
||||
bpc =0;
|
||||
int u, v, w, dv, dw, bpc=0, bpuc;
|
||||
|
||||
dv= lt->pntsu;
|
||||
dw= dv*lt->pntsv;
|
||||
@ -1156,23 +979,18 @@ static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff)
|
||||
bs->v2 = bpc-dw;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
|
||||
}
|
||||
if(v) {
|
||||
bs->v1 = bpc;
|
||||
bs->v2 = bpc-dv;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
|
||||
}
|
||||
if(u) {
|
||||
bs->v1 = bpuc;
|
||||
bs->v2 = bpc;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
}
|
||||
|
||||
if (dostiff) {
|
||||
@ -1183,14 +1001,12 @@ static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff)
|
||||
bs->v2 = bpc-dw-dv-1;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
}
|
||||
if( (v < lt->pntsv-1) && (u) ) {
|
||||
bs->v1 = bpc;
|
||||
bs->v2 = bpc-dw+dv-1;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
}
|
||||
}
|
||||
|
||||
@ -1200,14 +1016,12 @@ static void makelatticesprings(Lattice *lt, BodySpring *bs, int dostiff)
|
||||
bs->v2 = bpc+dw-dv-1;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
}
|
||||
if( (v < lt->pntsv-1) && (u) ) {
|
||||
bs->v1 = bpc;
|
||||
bs->v2 = bpc+dw+dv-1;
|
||||
bs->strength= 1.0;
|
||||
bs++;
|
||||
debugspringcounter++;
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -1284,7 +1098,7 @@ static int softbody_baked_step(Object *ob, float framenr, float (*vertexCos)[3],
|
||||
dfra= (float)sb->interval;
|
||||
|
||||
/* offset in keys array */
|
||||
ofs1= floor( (cfra-sfra)/dfra );
|
||||
ofs1= (int)floor( (cfra-sfra)/dfra );
|
||||
|
||||
if(ofs1 < 0) {
|
||||
key0=key1=key2=key3= *sb->keys;
|
||||
@ -1353,7 +1167,7 @@ static void softbody_baked_add(Object *ob, float framenr)
|
||||
fac1= 0.0;
|
||||
}
|
||||
else {
|
||||
ofs1= floor( (cfra-sfra)/dfra );
|
||||
ofs1= (int)floor( (cfra-sfra)/dfra );
|
||||
fac1= ((cfra-sfra)/dfra) - (float)ofs1;
|
||||
}
|
||||
if( fac1 < 1.0/dfra ) {
|
||||
@ -1382,13 +1196,13 @@ SoftBody *sbNew(void)
|
||||
sb->nodemass= 1.0;
|
||||
sb->grav= 0.0;
|
||||
sb->physics_speed= 1.0;
|
||||
sb->rklimit= 0.1;
|
||||
sb->rklimit= 0.1f;
|
||||
|
||||
sb->goalspring= 0.5;
|
||||
sb->goalfrict= 0.0;
|
||||
sb->mingoal= 0.0;
|
||||
sb->maxgoal= 1.0;
|
||||
sb->defgoal= 0.7;
|
||||
sb->defgoal= 0.7f;
|
||||
|
||||
sb->inspring= 0.5;
|
||||
sb->infrict= 0.5;
|
||||
@ -1433,9 +1247,8 @@ static int object_has_edges(Object *ob)
|
||||
void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts)
|
||||
{
|
||||
SoftBody *sb;
|
||||
Base *base;
|
||||
BodyPoint *bp;
|
||||
int a,timescale,t,rcs;
|
||||
int a,rcs;
|
||||
float dtime,ctime,forcetime,err;
|
||||
|
||||
/* baking works with global time */
|
||||
@ -1473,9 +1286,7 @@ void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts
|
||||
if(sb->totpoint==0) return;
|
||||
|
||||
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
|
||||
for(base= G.scene->base.first; base; base= base->next) {
|
||||
base->object->sumohandle= NULL;
|
||||
}
|
||||
/* we don't use that any more (BM) */
|
||||
|
||||
/* checking time: */
|
||||
|
||||
@ -1579,42 +1390,8 @@ void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts
|
||||
}
|
||||
else{
|
||||
/* do brute force explicit euler */
|
||||
/* inner intagration loop */
|
||||
/* */
|
||||
// loop n times so that n*h = duration of one frame := 1
|
||||
// x(t+h) = x(t) + h*v(t);
|
||||
// v(t+h) = v(t) + h*f(x(t),t);
|
||||
timescale = (int)(sb->rklimit * ABS(dtime));
|
||||
for(t=1 ; t <= timescale; t++) {
|
||||
if (ABS(dtime) > 15 ) break;
|
||||
|
||||
/* the *goal* mesh must use the n*h timing too !
|
||||
use *cheap* linear intepolation for that */
|
||||
interpolate_exciter(ob,timescale,t);
|
||||
if (timescale > 0 ) {
|
||||
forcetime = dtime/timescale;
|
||||
|
||||
/* does not fit the concept sloving ODEs :) */
|
||||
/* softbody_apply_goal(ob,forcetime ); */
|
||||
|
||||
/* explicit Euler integration */
|
||||
/* we are not controling a nuclear power plant!
|
||||
so rought *almost* physical behaviour is acceptable.
|
||||
in cases of *mild* stiffnes cranking up timscale -> decreasing stepsize *h*
|
||||
avoids instability */
|
||||
softbody_calc_forces(ob,forcetime);
|
||||
softbody_apply_forces(ob,forcetime,0, NULL);
|
||||
softbody_apply_goalsnap(ob);
|
||||
|
||||
// if (0){
|
||||
/* ok here comes the überhammer
|
||||
use a semi implicit euler integration to tackle *all* stiff conditions
|
||||
but i doubt the cost/benifit holds for most of the cases
|
||||
-- to be coded*/
|
||||
// }
|
||||
|
||||
}
|
||||
}
|
||||
/* removed but left this branch for better integrators / solvers (BM) */
|
||||
/* yah! Nicholas Guttenberg (NichG) here is the place to plug in */
|
||||
}
|
||||
}
|
||||
|
||||
@ -1622,12 +1399,7 @@ void sbObjectStep(Object *ob, float framenr, float (*vertexCos)[3], int numVerts
|
||||
sb->ctime= ctime;
|
||||
|
||||
/* reset deflector cache */
|
||||
for(base= G.scene->base.first; base; base= base->next) {
|
||||
if(base->object->sumohandle) {
|
||||
MEM_freeN(base->object->sumohandle);
|
||||
base->object->sumohandle= NULL;
|
||||
}
|
||||
}
|
||||
/* we don't use that any more (BM) */
|
||||
|
||||
if(ob->softflag & OB_SB_BAKEDO) softbody_baked_add(ob, framenr);
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user