Blender  V2.59
implicit.c
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00001 /*
00002  * $Id: implicit.c 36423 2011-05-02 03:44:02Z campbellbarton $
00003  *
00004  * ***** BEGIN GPL LICENSE BLOCK *****
00005  *
00006  * This program is free software; you can redistribute it and/or
00007  * modify it under the terms of the GNU General Public License
00008  * as published by the Free Software Foundation; either version 2
00009  * of the License, or (at your option) any later version.
00010  *
00011  * This program is distributed in the hope that it will be useful,
00012  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00013  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014  * GNU General Public License for more details.
00015  *
00016  * You should have received a copy of the GNU General Public License
00017  * along with this program; if not, write to the Free Software Foundation,
00018  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00019  *
00020  * The Original Code is Copyright (C) Blender Foundation
00021  * All rights reserved.
00022  *
00023  * The Original Code is: all of this file.
00024  *
00025  * Contributor(s): none yet.
00026  *
00027  * ***** END GPL LICENSE BLOCK *****
00028  */
00029 
00035 #include "MEM_guardedalloc.h"
00036 
00037 #include "DNA_scene_types.h"
00038 #include "DNA_object_types.h"
00039 #include "DNA_object_force.h"
00040 #include "DNA_meshdata_types.h"
00041 
00042 #include "BLI_threads.h"
00043 #include "BLI_math.h"
00044 #include "BLI_linklist.h"
00045 #include "BLI_utildefines.h"
00046 
00047 #include "BKE_cloth.h"
00048 #include "BKE_collision.h"
00049 #include "BKE_effect.h"
00050 #include "BKE_global.h"
00051 
00052 
00053 #define CLOTH_OPENMP_LIMIT 512
00054 
00055 #ifdef _WIN32
00056 #include <windows.h>
00057 static LARGE_INTEGER _itstart, _itend;
00058 static LARGE_INTEGER ifreq;
00059 static void itstart(void)
00060 {
00061         static int first = 1;
00062         if(first) {
00063                 QueryPerformanceFrequency(&ifreq);
00064                 first = 0;
00065         }
00066         QueryPerformanceCounter(&_itstart);
00067 }
00068 static void itend(void)
00069 {
00070         QueryPerformanceCounter(&_itend);
00071 }
00072 double itval(void)
00073 {
00074         return ((double)_itend.QuadPart -
00075                         (double)_itstart.QuadPart)/((double)ifreq.QuadPart);
00076 }
00077 #else
00078 #include <sys/time.h>
00079 // intrinsics need better compile flag checking
00080 // #include <xmmintrin.h>
00081 // #include <pmmintrin.h>
00082 // #include <pthread.h>
00083 
00084                          static struct timeval _itstart, _itend;
00085          static struct timezone itz;
00086          void itstart(void)
00087 {
00088         gettimeofday(&_itstart, &itz);
00089 }
00090 static void itend(void)
00091 {
00092         gettimeofday(&_itend,&itz);
00093 }
00094 double itval(void)
00095 {
00096         double t1, t2;
00097         t1 =  (double)_itstart.tv_sec + (double)_itstart.tv_usec/(1000*1000);
00098         t2 =  (double)_itend.tv_sec + (double)_itend.tv_usec/(1000*1000);
00099         return t2-t1;
00100 }
00101 #endif
00102 
00103 static float I[3][3] = {{1,0,0},{0,1,0},{0,0,1}};
00104 static float ZERO[3][3] = {{0,0,0}, {0,0,0}, {0,0,0}};
00105 
00106 /*
00107 #define C99
00108 #ifdef C99
00109 #defineDO_INLINE inline 
00110 #else 
00111 #defineDO_INLINE static 
00112 #endif
00113 */
00114 struct Cloth;
00115 
00117 /* fast vector / matrix library, enhancements are welcome :) -dg */
00119 
00120 /* DEFINITIONS */
00121 typedef float lfVector[3];
00122 typedef struct fmatrix3x3 {
00123         float m[3][3]; /* 3x3 matrix */
00124         unsigned int c,r; /* column and row number */
00125         int pinned; /* is this vertex allowed to move? */
00126         float n1,n2,n3; /* three normal vectors for collision constrains */
00127         unsigned int vcount; /* vertex count */
00128         unsigned int scount; /* spring count */ 
00129 } fmatrix3x3;
00130 
00132 // float[3] vector
00134 /* simple vector code */
00135 /* STATUS: verified */
00136 DO_INLINE void mul_fvector_S(float to[3], float from[3], float scalar)
00137 {
00138         to[0] = from[0] * scalar;
00139         to[1] = from[1] * scalar;
00140         to[2] = from[2] * scalar;
00141 }
00142 /* simple cross product */
00143 /* STATUS: verified */
00144 DO_INLINE void cross_fvector(float to[3], float vectorA[3], float vectorB[3])
00145 {
00146         to[0] = vectorA[1] * vectorB[2] - vectorA[2] * vectorB[1];
00147         to[1] = vectorA[2] * vectorB[0] - vectorA[0] * vectorB[2];
00148         to[2] = vectorA[0] * vectorB[1] - vectorA[1] * vectorB[0];
00149 }
00150 /* simple v^T * v product ("outer product") */
00151 /* STATUS: HAS TO BE verified (*should* work) */
00152 DO_INLINE void mul_fvectorT_fvector(float to[3][3], float vectorA[3], float vectorB[3])
00153 {
00154         mul_fvector_S(to[0], vectorB, vectorA[0]);
00155         mul_fvector_S(to[1], vectorB, vectorA[1]);
00156         mul_fvector_S(to[2], vectorB, vectorA[2]);
00157 }
00158 /* simple v^T * v product with scalar ("outer product") */
00159 /* STATUS: HAS TO BE verified (*should* work) */
00160 DO_INLINE void mul_fvectorT_fvectorS(float to[3][3], float vectorA[3], float vectorB[3], float aS)
00161 {       
00162         mul_fvectorT_fvector(to, vectorA, vectorB);
00163         
00164         mul_fvector_S(to[0], to[0], aS);
00165         mul_fvector_S(to[1], to[1], aS);
00166         mul_fvector_S(to[2], to[2], aS);
00167 }
00168 
00169 
00170 /* printf vector[3] on console: for debug output */
00171 static void print_fvector(float m3[3])
00172 {
00173         printf("%f\n%f\n%f\n\n",m3[0],m3[1],m3[2]);
00174 }
00175 
00177 // long float vector float (*)[3]
00179 /* print long vector on console: for debug output */
00180 DO_INLINE void print_lfvector(float (*fLongVector)[3], unsigned int verts)
00181 {
00182         unsigned int i = 0;
00183         for(i = 0; i < verts; i++)
00184         {
00185                 print_fvector(fLongVector[i]);
00186         }
00187 }
00188 /* create long vector */
00189 DO_INLINE lfVector *create_lfvector(unsigned int verts)
00190 {
00191         // TODO: check if memory allocation was successfull */
00192         return  (lfVector *)MEM_callocN (verts * sizeof(lfVector), "cloth_implicit_alloc_vector");
00193         // return (lfVector *)cloth_aligned_malloc(&MEMORY_BASE, verts * sizeof(lfVector));
00194 }
00195 /* delete long vector */
00196 DO_INLINE void del_lfvector(float (*fLongVector)[3])
00197 {
00198         if (fLongVector != NULL)
00199         {
00200                 MEM_freeN (fLongVector);
00201                 // cloth_aligned_free(&MEMORY_BASE, fLongVector);
00202         }
00203 }
00204 /* copy long vector */
00205 DO_INLINE void cp_lfvector(float (*to)[3], float (*from)[3], unsigned int verts)
00206 {
00207         memcpy(to, from, verts * sizeof(lfVector));
00208 }
00209 /* init long vector with float[3] */
00210 DO_INLINE void init_lfvector(float (*fLongVector)[3], float vector[3], unsigned int verts)
00211 {
00212         unsigned int i = 0;
00213         for(i = 0; i < verts; i++)
00214         {
00215                 VECCOPY(fLongVector[i], vector);
00216         }
00217 }
00218 /* zero long vector with float[3] */
00219 DO_INLINE void zero_lfvector(float (*to)[3], unsigned int verts)
00220 {
00221         memset(to, 0.0f, verts * sizeof(lfVector));
00222 }
00223 /* multiply long vector with scalar*/
00224 DO_INLINE void mul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts)
00225 {
00226         unsigned int i = 0;
00227 
00228         for(i = 0; i < verts; i++)
00229         {
00230                 mul_fvector_S(to[i], fLongVector[i], scalar);
00231         }
00232 }
00233 /* multiply long vector with scalar*/
00234 /* A -= B * float */
00235 DO_INLINE void submul_lfvectorS(float (*to)[3], float (*fLongVector)[3], float scalar, unsigned int verts)
00236 {
00237         unsigned int i = 0;
00238         for(i = 0; i < verts; i++)
00239         {
00240                 VECSUBMUL(to[i], fLongVector[i], scalar);
00241         }
00242 }
00243 /* dot product for big vector */
00244 DO_INLINE float dot_lfvector(float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts)
00245 {
00246         long i = 0;
00247         float temp = 0.0;
00248 // XXX brecht, disabled this for now (first schedule line was already disabled),
00249 // due to non-commutative nature of floating point ops this makes the sim give
00250 // different results each time you run it!
00251 // schedule(guided, 2)
00252 //#pragma omp parallel for reduction(+: temp) if(verts > CLOTH_OPENMP_LIMIT)
00253         for(i = 0; i < (long)verts; i++)
00254         {
00255                 temp += INPR(fLongVectorA[i], fLongVectorB[i]);
00256         }
00257         return temp;
00258 }
00259 /* A = B + C  --> for big vector */
00260 DO_INLINE void add_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts)
00261 {
00262         unsigned int i = 0;
00263 
00264         for(i = 0; i < verts; i++)
00265         {
00266                 VECADD(to[i], fLongVectorA[i], fLongVectorB[i]);
00267         }
00268 
00269 }
00270 /* A = B + C * float --> for big vector */
00271 DO_INLINE void add_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts)
00272 {
00273         unsigned int i = 0;
00274 
00275         for(i = 0; i < verts; i++)
00276         {
00277                 VECADDS(to[i], fLongVectorA[i], fLongVectorB[i], bS);
00278 
00279         }
00280 }
00281 /* A = B * float + C * float --> for big vector */
00282 DO_INLINE void add_lfvectorS_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float aS, float (*fLongVectorB)[3], float bS, unsigned int verts)
00283 {
00284         unsigned int i = 0;
00285 
00286         for(i = 0; i < verts; i++)
00287         {
00288                 VECADDSS(to[i], fLongVectorA[i], aS, fLongVectorB[i], bS);
00289         }
00290 }
00291 /* A = B - C * float --> for big vector */
00292 DO_INLINE void sub_lfvector_lfvectorS(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], float bS, unsigned int verts)
00293 {
00294         unsigned int i = 0;
00295         for(i = 0; i < verts; i++)
00296         {
00297                 VECSUBS(to[i], fLongVectorA[i], fLongVectorB[i], bS);
00298         }
00299 
00300 }
00301 /* A = B - C --> for big vector */
00302 DO_INLINE void sub_lfvector_lfvector(float (*to)[3], float (*fLongVectorA)[3], float (*fLongVectorB)[3], unsigned int verts)
00303 {
00304         unsigned int i = 0;
00305 
00306         for(i = 0; i < verts; i++)
00307         {
00308                 VECSUB(to[i], fLongVectorA[i], fLongVectorB[i]);
00309         }
00310 
00311 }
00313 // 3x3 matrix
00315 #if 0
00316 /* printf 3x3 matrix on console: for debug output */
00317 static void print_fmatrix(float m3[3][3])
00318 {
00319         printf("%f\t%f\t%f\n",m3[0][0],m3[0][1],m3[0][2]);
00320         printf("%f\t%f\t%f\n",m3[1][0],m3[1][1],m3[1][2]);
00321         printf("%f\t%f\t%f\n\n",m3[2][0],m3[2][1],m3[2][2]);
00322 }
00323 #endif
00324 
00325 /* copy 3x3 matrix */
00326 DO_INLINE void cp_fmatrix(float to[3][3], float from[3][3])
00327 {
00328         // memcpy(to, from, sizeof (float) * 9);
00329         VECCOPY(to[0], from[0]);
00330         VECCOPY(to[1], from[1]);
00331         VECCOPY(to[2], from[2]);
00332 }
00333 
00334 /* copy 3x3 matrix */
00335 DO_INLINE void initdiag_fmatrixS(float to[3][3], float aS)
00336 {
00337         cp_fmatrix(to, ZERO);
00338         
00339         to[0][0] = aS;
00340         to[1][1] = aS;
00341         to[2][2] = aS;
00342 }
00343 
00344 /* calculate determinant of 3x3 matrix */
00345 DO_INLINE float det_fmatrix(float m[3][3])
00346 {
00347         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] 
00348                         -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];
00349 }
00350 
00351 DO_INLINE void inverse_fmatrix(float to[3][3], float from[3][3])
00352 {
00353         unsigned int i, j;
00354         float d;
00355 
00356         if((d=det_fmatrix(from))==0)
00357         {
00358                 printf("can't build inverse");
00359                 exit(0);
00360         }
00361         for(i=0;i<3;i++) 
00362         {
00363                 for(j=0;j<3;j++) 
00364                 {
00365                         int i1=(i+1)%3;
00366                         int i2=(i+2)%3;
00367                         int j1=(j+1)%3;
00368                         int j2=(j+2)%3;
00369                         // reverse indexs i&j to take transpose
00370                         to[j][i] = (from[i1][j1]*from[i2][j2]-from[i1][j2]*from[i2][j1])/d;
00371                         /*
00372                         if(i==j)
00373                         to[i][j] = 1.0f / from[i][j];
00374                         else
00375                         to[i][j] = 0;
00376                         */
00377                 }
00378         }
00379 
00380 }
00381 
00382 /* 3x3 matrix multiplied by a scalar */
00383 /* STATUS: verified */
00384 DO_INLINE void mul_fmatrix_S(float matrix[3][3], float scalar)
00385 {
00386         mul_fvector_S(matrix[0], matrix[0],scalar);
00387         mul_fvector_S(matrix[1], matrix[1],scalar);
00388         mul_fvector_S(matrix[2], matrix[2],scalar);
00389 }
00390 
00391 /* a vector multiplied by a 3x3 matrix */
00392 /* STATUS: verified */
00393 DO_INLINE void mul_fvector_fmatrix(float *to, float *from, float matrix[3][3])
00394 {
00395         to[0] = matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2];
00396         to[1] = matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2];
00397         to[2] = matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2];
00398 }
00399 
00400 /* 3x3 matrix multiplied by a vector */
00401 /* STATUS: verified */
00402 DO_INLINE void mul_fmatrix_fvector(float *to, float matrix[3][3], float *from)
00403 {
00404         to[0] = INPR(matrix[0],from);
00405         to[1] = INPR(matrix[1],from);
00406         to[2] = INPR(matrix[2],from);
00407 }
00408 /* 3x3 matrix multiplied by a 3x3 matrix */
00409 /* STATUS: verified */
00410 DO_INLINE void mul_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00411 {
00412         mul_fvector_fmatrix(to[0], matrixA[0],matrixB);
00413         mul_fvector_fmatrix(to[1], matrixA[1],matrixB);
00414         mul_fvector_fmatrix(to[2], matrixA[2],matrixB);
00415 }
00416 /* 3x3 matrix addition with 3x3 matrix */
00417 DO_INLINE void add_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00418 {
00419         VECADD(to[0], matrixA[0], matrixB[0]);
00420         VECADD(to[1], matrixA[1], matrixB[1]);
00421         VECADD(to[2], matrixA[2], matrixB[2]);
00422 }
00423 /* 3x3 matrix add-addition with 3x3 matrix */
00424 DO_INLINE void addadd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00425 {
00426         VECADDADD(to[0], matrixA[0], matrixB[0]);
00427         VECADDADD(to[1], matrixA[1], matrixB[1]);
00428         VECADDADD(to[2], matrixA[2], matrixB[2]);
00429 }
00430 /* 3x3 matrix sub-addition with 3x3 matrix */
00431 DO_INLINE void addsub_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS)
00432 {
00433         VECADDSUBSS(to[0], matrixA[0], aS, matrixB[0], bS);
00434         VECADDSUBSS(to[1], matrixA[1], aS, matrixB[1], bS);
00435         VECADDSUBSS(to[2], matrixA[2], aS, matrixB[2], bS);
00436 }
00437 /* A -= B + C (3x3 matrix sub-addition with 3x3 matrix) */
00438 DO_INLINE void subadd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00439 {
00440         VECSUBADD(to[0], matrixA[0], matrixB[0]);
00441         VECSUBADD(to[1], matrixA[1], matrixB[1]);
00442         VECSUBADD(to[2], matrixA[2], matrixB[2]);
00443 }
00444 /* A -= B*x + C*y (3x3 matrix sub-addition with 3x3 matrix) */
00445 DO_INLINE void subadd_fmatrixS_fmatrixS(float to[3][3], float matrixA[3][3], float aS, float matrixB[3][3], float bS)
00446 {
00447         VECSUBADDSS(to[0], matrixA[0], aS, matrixB[0], bS);
00448         VECSUBADDSS(to[1], matrixA[1], aS, matrixB[1], bS);
00449         VECSUBADDSS(to[2], matrixA[2], aS, matrixB[2], bS);
00450 }
00451 /* A = B - C (3x3 matrix subtraction with 3x3 matrix) */
00452 DO_INLINE void sub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00453 {
00454         VECSUB(to[0], matrixA[0], matrixB[0]);
00455         VECSUB(to[1], matrixA[1], matrixB[1]);
00456         VECSUB(to[2], matrixA[2], matrixB[2]);
00457 }
00458 /* A += B - C (3x3 matrix add-subtraction with 3x3 matrix) */
00459 DO_INLINE void addsub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00460 {
00461         VECADDSUB(to[0], matrixA[0], matrixB[0]);
00462         VECADDSUB(to[1], matrixA[1], matrixB[1]);
00463         VECADDSUB(to[2], matrixA[2], matrixB[2]);
00464 }
00466 // special functions
00468 /* a vector multiplied and added to/by a 3x3 matrix */
00469 DO_INLINE void muladd_fvector_fmatrix(float to[3], float from[3], float matrix[3][3])
00470 {
00471         to[0] += matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2];
00472         to[1] += matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2];
00473         to[2] += matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2];
00474 }
00475 /* 3x3 matrix multiplied and added  to/by a 3x3 matrix  and added to another 3x3 matrix */
00476 DO_INLINE void muladd_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00477 {
00478         muladd_fvector_fmatrix(to[0], matrixA[0],matrixB);
00479         muladd_fvector_fmatrix(to[1], matrixA[1],matrixB);
00480         muladd_fvector_fmatrix(to[2], matrixA[2],matrixB);
00481 }
00482 /* a vector multiplied and sub'd to/by a 3x3 matrix */
00483 DO_INLINE void mulsub_fvector_fmatrix(float to[3], float from[3], float matrix[3][3])
00484 {
00485         to[0] -= matrix[0][0]*from[0] + matrix[1][0]*from[1] + matrix[2][0]*from[2];
00486         to[1] -= matrix[0][1]*from[0] + matrix[1][1]*from[1] + matrix[2][1]*from[2];
00487         to[2] -= matrix[0][2]*from[0] + matrix[1][2]*from[1] + matrix[2][2]*from[2];
00488 }
00489 /* 3x3 matrix multiplied and sub'd  to/by a 3x3 matrix  and added to another 3x3 matrix */
00490 DO_INLINE void mulsub_fmatrix_fmatrix(float to[3][3], float matrixA[3][3], float matrixB[3][3])
00491 {
00492         mulsub_fvector_fmatrix(to[0], matrixA[0],matrixB);
00493         mulsub_fvector_fmatrix(to[1], matrixA[1],matrixB);
00494         mulsub_fvector_fmatrix(to[2], matrixA[2],matrixB);
00495 }
00496 /* 3x3 matrix multiplied+added by a vector */
00497 /* STATUS: verified */
00498 DO_INLINE void muladd_fmatrix_fvector(float to[3], float matrix[3][3], float from[3])
00499 {
00500         to[0] += INPR(matrix[0],from);
00501         to[1] += INPR(matrix[1],from);
00502         to[2] += INPR(matrix[2],from);  
00503 }
00504 /* 3x3 matrix multiplied+sub'ed by a vector */
00505 DO_INLINE void mulsub_fmatrix_fvector(float to[3], float matrix[3][3], float from[3])
00506 {
00507         to[0] -= INPR(matrix[0],from);
00508         to[1] -= INPR(matrix[1],from);
00509         to[2] -= INPR(matrix[2],from);
00510 }
00512 
00514 // SPARSE SYMMETRIC big matrix with 3x3 matrix entries
00516 /* printf a big matrix on console: for debug output */
00517 #if 0
00518 static void print_bfmatrix(fmatrix3x3 *m3)
00519 {
00520         unsigned int i = 0;
00521 
00522         for(i = 0; i < m3[0].vcount + m3[0].scount; i++)
00523         {
00524                 print_fmatrix(m3[i].m);
00525         }
00526 }
00527 #endif
00528 
00529 /* create big matrix */
00530 DO_INLINE fmatrix3x3 *create_bfmatrix(unsigned int verts, unsigned int springs)
00531 {
00532         // TODO: check if memory allocation was successfull */
00533         fmatrix3x3 *temp = (fmatrix3x3 *)MEM_callocN (sizeof (fmatrix3x3) * (verts + springs), "cloth_implicit_alloc_matrix");
00534         temp[0].vcount = verts;
00535         temp[0].scount = springs;
00536         return temp;
00537 }
00538 /* delete big matrix */
00539 DO_INLINE void del_bfmatrix(fmatrix3x3 *matrix)
00540 {
00541         if (matrix != NULL)
00542         {
00543                 MEM_freeN (matrix);
00544         }
00545 }
00546 
00547 /* copy big matrix */
00548 DO_INLINE void cp_bfmatrix(fmatrix3x3 *to, fmatrix3x3 *from)
00549 {       
00550         // TODO bounds checking 
00551         memcpy(to, from, sizeof(fmatrix3x3) * (from[0].vcount+from[0].scount) );
00552 }
00553 
00554 /* init big matrix */
00555 // slow in parallel
00556 DO_INLINE void init_bfmatrix(fmatrix3x3 *matrix, float m3[3][3])
00557 {
00558         unsigned int i;
00559 
00560         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00561         {               
00562                 cp_fmatrix(matrix[i].m, m3); 
00563         }
00564 }
00565 
00566 /* init the diagonal of big matrix */
00567 // slow in parallel
00568 DO_INLINE void initdiag_bfmatrix(fmatrix3x3 *matrix, float m3[3][3])
00569 {
00570         unsigned int i,j;
00571         float tmatrix[3][3] = {{0,0,0},{0,0,0},{0,0,0}};
00572 
00573         for(i = 0; i < matrix[0].vcount; i++)
00574         {               
00575                 cp_fmatrix(matrix[i].m, m3); 
00576         }
00577         for(j = matrix[0].vcount; j < matrix[0].vcount+matrix[0].scount; j++)
00578         {
00579                 cp_fmatrix(matrix[j].m, tmatrix); 
00580         }
00581 }
00582 
00583 /* multiply big matrix with scalar*/
00584 DO_INLINE void mul_bfmatrix_S(fmatrix3x3 *matrix, float scalar)
00585 {
00586         unsigned int i = 0;
00587         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00588         {
00589                 mul_fmatrix_S(matrix[i].m, scalar);
00590         }
00591 }
00592 
00593 /* SPARSE SYMMETRIC multiply big matrix with long vector*/
00594 /* STATUS: verified */
00595 DO_INLINE void mul_bfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector)
00596 {
00597         unsigned int i = 0;
00598         unsigned int vcount = from[0].vcount;
00599         lfVector *temp = create_lfvector(vcount);
00600         
00601         zero_lfvector(to, vcount);
00602 
00603 #pragma omp parallel sections private(i) if(vcount > CLOTH_OPENMP_LIMIT)
00604         {
00605 #pragma omp section
00606                 {
00607                         for(i = from[0].vcount; i < from[0].vcount+from[0].scount; i++)
00608                         {
00609                                 muladd_fmatrix_fvector(to[from[i].c], from[i].m, fLongVector[from[i].r]);
00610                         }
00611                 }       
00612 #pragma omp section
00613                 {
00614                         for(i = 0; i < from[0].vcount+from[0].scount; i++)
00615                         {
00616                                 muladd_fmatrix_fvector(temp[from[i].r], from[i].m, fLongVector[from[i].c]);
00617                         }
00618                 }
00619         }
00620         add_lfvector_lfvector(to, to, temp, from[0].vcount);
00621         
00622         del_lfvector(temp);
00623         
00624         
00625 }
00626 
00627 /* SPARSE SYMMETRIC multiply big matrix with long vector (for diagonal preconditioner) */
00628 /* STATUS: verified */
00629 DO_INLINE void mul_prevfmatrix_lfvector( float (*to)[3], fmatrix3x3 *from, lfVector *fLongVector)
00630 {
00631         unsigned int i = 0;
00632         
00633         for(i = 0; i < from[0].vcount; i++)
00634         {
00635                 mul_fmatrix_fvector(to[from[i].r], from[i].m, fLongVector[from[i].c]);
00636         }
00637 }
00638 
00639 /* SPARSE SYMMETRIC add big matrix with big matrix: A = B + C*/
00640 DO_INLINE void add_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from,  fmatrix3x3 *matrix)
00641 {
00642         unsigned int i = 0;
00643 
00644         /* process diagonal elements */
00645         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00646         {
00647                 add_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m);   
00648         }
00649 
00650 }
00651 /* SPARSE SYMMETRIC add big matrix with big matrix: A += B + C */
00652 DO_INLINE void addadd_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from,  fmatrix3x3 *matrix)
00653 {
00654         unsigned int i = 0;
00655 
00656         /* process diagonal elements */
00657         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00658         {
00659                 addadd_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m);        
00660         }
00661 
00662 }
00663 /* SPARSE SYMMETRIC subadd big matrix with big matrix: A -= B + C */
00664 DO_INLINE void subadd_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from,  fmatrix3x3 *matrix)
00665 {
00666         unsigned int i = 0;
00667 
00668         /* process diagonal elements */
00669         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00670         {
00671                 subadd_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m);        
00672         }
00673 
00674 }
00675 /*  A = B - C (SPARSE SYMMETRIC sub big matrix with big matrix) */
00676 DO_INLINE void sub_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from,  fmatrix3x3 *matrix)
00677 {
00678         unsigned int i = 0;
00679 
00680         /* process diagonal elements */
00681         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00682         {
00683                 sub_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m);   
00684         }
00685 
00686 }
00687 /* SPARSE SYMMETRIC sub big matrix with big matrix S (special constraint matrix with limited entries) */
00688 DO_INLINE void sub_bfmatrix_Smatrix( fmatrix3x3 *to, fmatrix3x3 *from,  fmatrix3x3 *matrix)
00689 {
00690         unsigned int i = 0;
00691 
00692         /* process diagonal elements */
00693         for(i = 0; i < matrix[0].vcount; i++)
00694         {
00695                 sub_fmatrix_fmatrix(to[matrix[i].c].m, from[matrix[i].c].m, matrix[i].m);       
00696         }
00697 
00698 }
00699 /* A += B - C (SPARSE SYMMETRIC addsub big matrix with big matrix) */
00700 DO_INLINE void addsub_bfmatrix_bfmatrix( fmatrix3x3 *to, fmatrix3x3 *from,  fmatrix3x3 *matrix)
00701 {
00702         unsigned int i = 0;
00703 
00704         /* process diagonal elements */
00705         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00706         {
00707                 addsub_fmatrix_fmatrix(to[i].m, from[i].m, matrix[i].m);        
00708         }
00709 
00710 }
00711 /* SPARSE SYMMETRIC sub big matrix with big matrix*/
00712 /* A -= B * float + C * float --> for big matrix */
00713 /* VERIFIED */
00714 DO_INLINE void subadd_bfmatrixS_bfmatrixS( fmatrix3x3 *to, fmatrix3x3 *from, float aS,  fmatrix3x3 *matrix, float bS)
00715 {
00716         unsigned int i = 0;
00717 
00718         /* process diagonal elements */
00719         for(i = 0; i < matrix[0].vcount+matrix[0].scount; i++)
00720         {
00721                 subadd_fmatrixS_fmatrixS(to[i].m, from[i].m, aS, matrix[i].m, bS);      
00722         }
00723 
00724 }
00725 
00727 // simulator start
00729 typedef struct Implicit_Data 
00730 {
00731         lfVector *X, *V, *Xnew, *Vnew, *olddV, *F, *B, *dV, *z;
00732         fmatrix3x3 *A, *dFdV, *dFdX, *S, *P, *Pinv, *bigI, *M; 
00733 } Implicit_Data;
00734 
00735 int implicit_init (Object *UNUSED(ob), ClothModifierData *clmd)
00736 {
00737         unsigned int i = 0;
00738         unsigned int pinned = 0;
00739         Cloth *cloth = NULL;
00740         ClothVertex *verts = NULL;
00741         ClothSpring *spring = NULL;
00742         Implicit_Data *id = NULL;
00743         LinkNode *search = NULL;
00744         
00745         if(G.rt > 0)
00746                 printf("implicit_init\n");
00747 
00748         // init memory guard
00749         // MEMORY_BASE.first = MEMORY_BASE.last = NULL;
00750 
00751         cloth = (Cloth *)clmd->clothObject;
00752         verts = cloth->verts;
00753 
00754         // create implicit base
00755         id = (Implicit_Data *)MEM_callocN (sizeof(Implicit_Data), "implicit vecmat");
00756         cloth->implicit = id;
00757 
00758         /* process diagonal elements */         
00759         id->A = create_bfmatrix(cloth->numverts, cloth->numsprings);
00760         id->dFdV = create_bfmatrix(cloth->numverts, cloth->numsprings);
00761         id->dFdX = create_bfmatrix(cloth->numverts, cloth->numsprings);
00762         id->S = create_bfmatrix(cloth->numverts, 0);
00763         id->Pinv = create_bfmatrix(cloth->numverts, cloth->numsprings);
00764         id->P = create_bfmatrix(cloth->numverts, cloth->numsprings);
00765         id->bigI = create_bfmatrix(cloth->numverts, cloth->numsprings); // TODO 0 springs
00766         id->M = create_bfmatrix(cloth->numverts, cloth->numsprings);
00767         id->X = create_lfvector(cloth->numverts);
00768         id->Xnew = create_lfvector(cloth->numverts);
00769         id->V = create_lfvector(cloth->numverts);
00770         id->Vnew = create_lfvector(cloth->numverts);
00771         id->olddV = create_lfvector(cloth->numverts);
00772         zero_lfvector(id->olddV, cloth->numverts);
00773         id->F = create_lfvector(cloth->numverts);
00774         id->B = create_lfvector(cloth->numverts);
00775         id->dV = create_lfvector(cloth->numverts);
00776         id->z = create_lfvector(cloth->numverts);
00777         
00778         for(i=0;i<cloth->numverts;i++) 
00779         {
00780                 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;
00781 
00782                 if(verts [i].flags & CLOTH_VERT_FLAG_PINNED)
00783                 {
00784                         id->S[pinned].pinned = 1;
00785                         id->S[pinned].c = id->S[pinned].r = i;
00786                         pinned++;
00787                 }
00788                 
00789                 initdiag_fmatrixS(id->M[i].m, verts[i].mass);
00790         }
00791 
00792         // S is special and needs specific vcount and scount
00793         id->S[0].vcount = pinned; id->S[0].scount = 0;
00794 
00795         // init springs 
00796         search = cloth->springs;
00797         for(i=0;i<cloth->numsprings;i++) 
00798         {
00799                 spring = search->link;
00800                 
00801                 // dFdV_start[i].r = big_I[i].r = big_zero[i].r = 
00802                 id->A[i+cloth->numverts].r = id->dFdV[i+cloth->numverts].r = id->dFdX[i+cloth->numverts].r = 
00803                                 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;
00804 
00805                 // dFdV_start[i].c = big_I[i].c = big_zero[i].c = 
00806                 id->A[i+cloth->numverts].c = id->dFdV[i+cloth->numverts].c = id->dFdX[i+cloth->numverts].c = 
00807                                 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;
00808 
00809                 spring->matrix_index = i + cloth->numverts;
00810                 
00811                 search = search->next;
00812         }
00813         
00814         initdiag_bfmatrix(id->bigI, I);
00815 
00816         for(i = 0; i < cloth->numverts; i++)
00817         {               
00818                 VECCOPY(id->X[i], verts[i].x);
00819         }
00820 
00821         return 1;
00822 }
00823 int     implicit_free (ClothModifierData *clmd)
00824 {
00825         Implicit_Data *id;
00826         Cloth *cloth;
00827         cloth = (Cloth *)clmd->clothObject;
00828 
00829         if(cloth)
00830         {
00831                 id = cloth->implicit;
00832 
00833                 if(id)
00834                 {
00835                         del_bfmatrix(id->A);
00836                         del_bfmatrix(id->dFdV);
00837                         del_bfmatrix(id->dFdX);
00838                         del_bfmatrix(id->S);
00839                         del_bfmatrix(id->P);
00840                         del_bfmatrix(id->Pinv);
00841                         del_bfmatrix(id->bigI);
00842                         del_bfmatrix(id->M);
00843 
00844                         del_lfvector(id->X);
00845                         del_lfvector(id->Xnew);
00846                         del_lfvector(id->V);
00847                         del_lfvector(id->Vnew);
00848                         del_lfvector(id->olddV);
00849                         del_lfvector(id->F);
00850                         del_lfvector(id->B);
00851                         del_lfvector(id->dV);
00852                         del_lfvector(id->z);
00853 
00854                         MEM_freeN(id);
00855                 }
00856         }
00857 
00858         return 1;
00859 }
00860 
00861 DO_INLINE float fb(float length, float L)
00862 {
00863         float x = length/L;
00864         return (-11.541f*pow(x,4)+34.193f*pow(x,3)-39.083f*pow(x,2)+23.116f*x-9.713f);
00865 }
00866 
00867 DO_INLINE float fbderiv(float length, float L)
00868 {
00869         float x = length/L;
00870 
00871         return (-46.164f*pow(x,3)+102.579f*pow(x,2)-78.166f*x+23.116f);
00872 }
00873 
00874 DO_INLINE float fbstar(float length, float L, float kb, float cb)
00875 {
00876         float tempfb = kb * fb(length, L);
00877 
00878         float fbstar = cb * (length - L);
00879         
00880         if(tempfb < fbstar)
00881                 return fbstar;
00882         else
00883                 return tempfb;          
00884 }
00885 
00886 // function to calculae bending spring force (taken from Choi & Co)
00887 DO_INLINE float fbstar_jacobi(float length, float L, float kb, float cb)
00888 {
00889         float tempfb = kb * fb(length, L);
00890         float fbstar = cb * (length - L);
00891 
00892         if(tempfb < fbstar)
00893         {               
00894                 return cb;
00895         }
00896         else
00897         {
00898                 return kb * fbderiv(length, L); 
00899         }       
00900 }
00901 
00902 DO_INLINE void filter(lfVector *V, fmatrix3x3 *S)
00903 {
00904         unsigned int i=0;
00905 
00906         for(i=0;i<S[0].vcount;i++)
00907         {
00908                 mul_fvector_fmatrix(V[S[i].r], V[S[i].r], S[i].m);
00909         }
00910 }
00911 
00912 static int  cg_filtered(lfVector *ldV, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S)
00913 {
00914         // Solves for unknown X in equation AX=B
00915         unsigned int conjgrad_loopcount=0, conjgrad_looplimit=100;
00916         float conjgrad_epsilon=0.0001f, conjgrad_lasterror=0;
00917         lfVector *q, *d, *tmp, *r; 
00918         float s, starget, a, s_prev;
00919         unsigned int numverts = lA[0].vcount;
00920         q = create_lfvector(numverts);
00921         d = create_lfvector(numverts);
00922         tmp = create_lfvector(numverts);
00923         r = create_lfvector(numverts);
00924 
00925         // zero_lfvector(ldV, CLOTHPARTICLES);
00926         filter(ldV, S);
00927 
00928         add_lfvector_lfvector(ldV, ldV, z, numverts);
00929 
00930         // r = B - Mul(tmp,A,X);    // just use B if X known to be zero
00931         cp_lfvector(r, lB, numverts);
00932         mul_bfmatrix_lfvector(tmp, lA, ldV);
00933         sub_lfvector_lfvector(r, r, tmp, numverts);
00934 
00935         filter(r,S);
00936 
00937         cp_lfvector(d, r, numverts);
00938 
00939         s = dot_lfvector(r, r, numverts);
00940         starget = s * sqrt(conjgrad_epsilon);
00941 
00942         while(s>starget && conjgrad_loopcount < conjgrad_looplimit)
00943         {       
00944                 // Mul(q,A,d); // q = A*d;
00945                 mul_bfmatrix_lfvector(q, lA, d);
00946 
00947                 filter(q,S);
00948 
00949                 a = s/dot_lfvector(d, q, numverts);
00950 
00951                 // X = X + d*a;
00952                 add_lfvector_lfvectorS(ldV, ldV, d, a, numverts);
00953 
00954                 // r = r - q*a;
00955                 sub_lfvector_lfvectorS(r, r, q, a, numverts);
00956 
00957                 s_prev = s;
00958                 s = dot_lfvector(r, r, numverts);
00959 
00960                 //d = r+d*(s/s_prev);
00961                 add_lfvector_lfvectorS(d, r, d, (s/s_prev), numverts);
00962 
00963                 filter(d,S);
00964 
00965                 conjgrad_loopcount++;
00966         }
00967         conjgrad_lasterror = s;
00968 
00969         del_lfvector(q);
00970         del_lfvector(d);
00971         del_lfvector(tmp);
00972         del_lfvector(r);
00973         // printf("W/O conjgrad_loopcount: %d\n", conjgrad_loopcount);
00974 
00975         return conjgrad_loopcount<conjgrad_looplimit;  // true means we reached desired accuracy in given time - ie stable
00976 }
00977 
00978 // block diagonalizer
00979 DO_INLINE void BuildPPinv(fmatrix3x3 *lA, fmatrix3x3 *P, fmatrix3x3 *Pinv)
00980 {
00981         unsigned int i = 0;
00982         
00983         // Take only the diagonal blocks of A
00984 // #pragma omp parallel for private(i) if(lA[0].vcount > CLOTH_OPENMP_LIMIT)
00985         for(i = 0; i<lA[0].vcount; i++)
00986         {
00987                 // block diagonalizer
00988                 cp_fmatrix(P[i].m, lA[i].m);
00989                 inverse_fmatrix(Pinv[i].m, P[i].m);
00990                 
00991         }
00992 }
00993 #if 0
00994 /*
00995 // version 1.3
00996 static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv)
00997 {
00998         unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100;
00999         float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0;
01000         float conjgrad_epsilon=0.0001; // 0.2 is dt for steps=5
01001         lfVector *r = create_lfvector(numverts);
01002         lfVector *p = create_lfvector(numverts);
01003         lfVector *s = create_lfvector(numverts);
01004         lfVector *h = create_lfvector(numverts);
01005         
01006         BuildPPinv(lA, P, Pinv);
01007         
01008         filter(dv, S);
01009         add_lfvector_lfvector(dv, dv, z, numverts);
01010         
01011         mul_bfmatrix_lfvector(r, lA, dv);
01012         sub_lfvector_lfvector(r, lB, r, numverts);
01013         filter(r, S);
01014         
01015         mul_prevfmatrix_lfvector(p, Pinv, r);
01016         filter(p, S);
01017         
01018         deltaNew = dot_lfvector(r, p, numverts);
01019         
01020         delta0 = deltaNew * sqrt(conjgrad_epsilon);
01021         
01022         // itstart();
01023         
01024         while ((deltaNew > delta0) && (iterations < conjgrad_looplimit))
01025         {
01026                 iterations++;
01027                 
01028                 mul_bfmatrix_lfvector(s, lA, p);
01029                 filter(s, S);
01030                 
01031                 alpha = deltaNew / dot_lfvector(p, s, numverts);
01032                 
01033                 add_lfvector_lfvectorS(dv, dv, p, alpha, numverts);
01034                 
01035                 add_lfvector_lfvectorS(r, r, s, -alpha, numverts);
01036                 
01037                 mul_prevfmatrix_lfvector(h, Pinv, r);
01038                 filter(h, S);
01039                 
01040                 deltaOld = deltaNew;
01041                 
01042                 deltaNew = dot_lfvector(r, h, numverts);
01043                 
01044                 add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts);
01045                 
01046                 filter(p, S);
01047                 
01048         }
01049         
01050         // itend();
01051         // printf("cg_filtered_pre time: %f\n", (float)itval());
01052         
01053         del_lfvector(h);
01054         del_lfvector(s);
01055         del_lfvector(p);
01056         del_lfvector(r);
01057         
01058         printf("iterations: %d\n", iterations);
01059         
01060         return iterations<conjgrad_looplimit;
01061 }
01062 */
01063 // version 1.4
01064 static int cg_filtered_pre(lfVector *dv, fmatrix3x3 *lA, lfVector *lB, lfVector *z, fmatrix3x3 *S, fmatrix3x3 *P, fmatrix3x3 *Pinv, fmatrix3x3 *bigI)
01065 {
01066         unsigned int numverts = lA[0].vcount, iterations = 0, conjgrad_looplimit=100;
01067         float delta0 = 0, deltaNew = 0, deltaOld = 0, alpha = 0, tol = 0;
01068         lfVector *r = create_lfvector(numverts);
01069         lfVector *p = create_lfvector(numverts);
01070         lfVector *s = create_lfvector(numverts);
01071         lfVector *h = create_lfvector(numverts);
01072         lfVector *bhat = create_lfvector(numverts);
01073         lfVector *btemp = create_lfvector(numverts);
01074         
01075         BuildPPinv(lA, P, Pinv);
01076         
01077         initdiag_bfmatrix(bigI, I);
01078         sub_bfmatrix_Smatrix(bigI, bigI, S);
01079         
01080         // x = Sx_0+(I-S)z
01081         filter(dv, S);
01082         add_lfvector_lfvector(dv, dv, z, numverts);
01083         
01084         // b_hat = S(b-A(I-S)z)
01085         mul_bfmatrix_lfvector(r, lA, z);
01086         mul_bfmatrix_lfvector(bhat, bigI, r);
01087         sub_lfvector_lfvector(bhat, lB, bhat, numverts);
01088         
01089         // r = S(b-Ax)
01090         mul_bfmatrix_lfvector(r, lA, dv);
01091         sub_lfvector_lfvector(r, lB, r, numverts);
01092         filter(r, S);
01093         
01094         // p = SP^-1r
01095         mul_prevfmatrix_lfvector(p, Pinv, r);
01096         filter(p, S);
01097         
01098         // delta0 = bhat^TP^-1bhat
01099         mul_prevfmatrix_lfvector(btemp, Pinv, bhat);
01100         delta0 = dot_lfvector(bhat, btemp, numverts);
01101         
01102         // deltaNew = r^TP
01103         deltaNew = dot_lfvector(r, p, numverts);
01104         
01105         /*
01106         filter(dv, S);
01107         add_lfvector_lfvector(dv, dv, z, numverts);
01108         
01109         mul_bfmatrix_lfvector(r, lA, dv);
01110         sub_lfvector_lfvector(r, lB, r, numverts);
01111         filter(r, S);
01112         
01113         mul_prevfmatrix_lfvector(p, Pinv, r);
01114         filter(p, S);
01115         
01116         deltaNew = dot_lfvector(r, p, numverts);
01117         
01118         delta0 = deltaNew * sqrt(conjgrad_epsilon);
01119         */
01120         
01121         // itstart();
01122         
01123         tol = (0.01*0.2);
01124         
01125         while ((deltaNew > delta0*tol*tol) && (iterations < conjgrad_looplimit))
01126         {
01127                 iterations++;
01128                 
01129                 mul_bfmatrix_lfvector(s, lA, p);
01130                 filter(s, S);
01131                 
01132                 alpha = deltaNew / dot_lfvector(p, s, numverts);
01133                 
01134                 add_lfvector_lfvectorS(dv, dv, p, alpha, numverts);
01135                 
01136                 add_lfvector_lfvectorS(r, r, s, -alpha, numverts);
01137                 
01138                 mul_prevfmatrix_lfvector(h, Pinv, r);
01139                 filter(h, S);
01140                 
01141                 deltaOld = deltaNew;
01142                 
01143                 deltaNew = dot_lfvector(r, h, numverts);
01144                 
01145                 add_lfvector_lfvectorS(p, h, p, deltaNew / deltaOld, numverts);
01146                 
01147                 filter(p, S);
01148                 
01149         }
01150         
01151         // itend();
01152         // printf("cg_filtered_pre time: %f\n", (float)itval());
01153         
01154         del_lfvector(btemp);
01155         del_lfvector(bhat);
01156         del_lfvector(h);
01157         del_lfvector(s);
01158         del_lfvector(p);
01159         del_lfvector(r);
01160         
01161         // printf("iterations: %d\n", iterations);
01162         
01163         return iterations<conjgrad_looplimit;
01164 }
01165 #endif
01166 
01167 // outer product is NOT cross product!!!
01168 DO_INLINE void dfdx_spring_type1(float to[3][3], float extent[3], float length, float L, float dot, float k)
01169 {
01170         // dir is unit length direction, rest is spring's restlength, k is spring constant.
01171         // return  (outerprod(dir,dir)*k + (I - outerprod(dir,dir))*(k - ((k*L)/length)));
01172         float temp[3][3];
01173         float temp1 = k*(1.0 - (L/length));     
01174         
01175         mul_fvectorT_fvectorS(temp, extent, extent, 1.0 / dot);
01176         sub_fmatrix_fmatrix(to, I, temp);
01177         mul_fmatrix_S(to, temp1);
01178         
01179         mul_fvectorT_fvectorS(temp, extent, extent, k/ dot);
01180         add_fmatrix_fmatrix(to, to, temp);
01181         
01182         /*
01183         mul_fvectorT_fvector(temp, dir, dir);
01184         sub_fmatrix_fmatrix(to, I, temp);
01185         mul_fmatrix_S(to, k* (1.0f-(L/length)));
01186         mul_fmatrix_S(temp, k);
01187         add_fmatrix_fmatrix(to, temp, to);
01188         */
01189 }
01190 
01191 DO_INLINE void dfdx_spring_type2(float to[3][3], float dir[3], float length, float L, float k, float cb)
01192 {
01193         // return  outerprod(dir,dir)*fbstar_jacobi(length, L, k, cb);
01194         mul_fvectorT_fvectorS(to, dir, dir, fbstar_jacobi(length, L, k, cb));
01195 }
01196 
01197 DO_INLINE void dfdv_damp(float to[3][3], float dir[3], float damping)
01198 {
01199         // derivative of force wrt velocity.  
01200         mul_fvectorT_fvectorS(to, dir, dir, damping);
01201         
01202 }
01203 
01204 DO_INLINE void dfdx_spring(float to[3][3],  float dir[3],float length,float L,float k)
01205 {
01206         // dir is unit length direction, rest is spring's restlength, k is spring constant.
01207         //return  ( (I-outerprod(dir,dir))*Min(1.0f,rest/length) - I) * -k;
01208         mul_fvectorT_fvector(to, dir, dir);
01209         sub_fmatrix_fmatrix(to, I, to);
01210 
01211         mul_fmatrix_S(to, (L/length)); 
01212         sub_fmatrix_fmatrix(to, to, I);
01213         mul_fmatrix_S(to, -k);
01214 }
01215 
01216 // unused atm
01217 DO_INLINE void dfdx_damp(float to[3][3],  float dir[3],float length,const float vel[3],float rest,float damping)
01218 {
01219         // inner spring damping   vel is the relative velocity  of the endpoints.  
01220         //      return (I-outerprod(dir,dir)) * (-damping * -(dot(dir,vel)/Max(length,rest)));
01221         mul_fvectorT_fvector(to, dir, dir);
01222         sub_fmatrix_fmatrix(to, I, to);
01223         mul_fmatrix_S(to,  (-damping * -(INPR(dir,vel)/MAX2(length,rest)))); 
01224 
01225 }
01226 
01227 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)
01228 {
01229         Cloth *cloth = clmd->clothObject;
01230         ClothVertex *verts = cloth->verts;
01231         float extent[3];
01232         float length = 0, dot = 0;
01233         float dir[3] = {0,0,0};
01234         float vel[3];
01235         float k = 0.0f;
01236         float L = s->restlen;
01237         float cb; /* = clmd->sim_parms->structural; */ /*UNUSED*/
01238 
01239         float nullf[3] = {0,0,0};
01240         float stretch_force[3] = {0,0,0};
01241         float bending_force[3] = {0,0,0};
01242         float damping_force[3] = {0,0,0};
01243         float nulldfdx[3][3]={ {0,0,0}, {0,0,0}, {0,0,0}};
01244         
01245         float scaling = 0.0;
01246 
01247         int no_compress = clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
01248         
01249         VECCOPY(s->f, nullf);
01250         cp_fmatrix(s->dfdx, nulldfdx);
01251         cp_fmatrix(s->dfdv, nulldfdx);
01252 
01253         // calculate elonglation
01254         VECSUB(extent, X[s->kl], X[s->ij]);
01255         VECSUB(vel, V[s->kl], V[s->ij]);
01256         dot = INPR(extent, extent);
01257         length = sqrt(dot);
01258         
01259         s->flags &= ~CLOTH_SPRING_FLAG_NEEDED;
01260         
01261         if(length > ALMOST_ZERO)
01262         {
01263                 /*
01264                 if(length>L)
01265                 {
01266                 if((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) 
01267                 && ((((length-L)*100.0f/L) > clmd->sim_parms->maxspringlen))) // cut spring!
01268                 {
01269                 s->flags |= CSPRING_FLAG_DEACTIVATE;
01270                 return;
01271         }
01272         } 
01273                 */
01274                 mul_fvector_S(dir, extent, 1.0f/length);
01275         }
01276         else    
01277         {
01278                 mul_fvector_S(dir, extent, 0.0f);
01279         }
01280         
01281         // calculate force of structural + shear springs
01282         if((s->type & CLOTH_SPRING_TYPE_STRUCTURAL) || (s->type & CLOTH_SPRING_TYPE_SHEAR))
01283         {
01284                 if(length > L || no_compress)
01285                 {
01286                         s->flags |= CLOTH_SPRING_FLAG_NEEDED;
01287                         
01288                         k = clmd->sim_parms->structural;
01289                                 
01290                         scaling = k + s->stiffness * ABS(clmd->sim_parms->max_struct-k);
01291                         
01292                         k = scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
01293                         
01294                         // TODO: verify, half verified (couldn't see error)
01295                         mul_fvector_S(stretch_force, dir, k*(length-L)); 
01296 
01297                         VECADD(s->f, s->f, stretch_force);
01298 
01299                         // Ascher & Boxman, p.21: Damping only during elonglation
01300                         // something wrong with it...
01301                         mul_fvector_S(damping_force, dir, clmd->sim_parms->Cdis * INPR(vel,dir));
01302                         VECADD(s->f, s->f, damping_force);
01303                         
01304                         /* VERIFIED */
01305                         dfdx_spring(s->dfdx, dir, length, L, k);
01306                         
01307                         /* VERIFIED */
01308                         dfdv_damp(s->dfdv, dir, clmd->sim_parms->Cdis);
01309                         
01310                 }
01311         }
01312         else if(s->type & CLOTH_SPRING_TYPE_GOAL)
01313         {
01314                 float tvect[3];
01315                 
01316                 s->flags |= CLOTH_SPRING_FLAG_NEEDED;
01317                 
01318                 // current_position = xold + t * (newposition - xold)
01319                 VECSUB(tvect, verts[s->ij].xconst, verts[s->ij].xold);
01320                 mul_fvector_S(tvect, tvect, time);
01321                 VECADD(tvect, tvect, verts[s->ij].xold);
01322 
01323                 VECSUB(extent, X[s->ij], tvect);
01324                 
01325                 // SEE MSG BELOW (these are UNUSED)
01326                 // dot = INPR(extent, extent);
01327                 // length = sqrt(dot);
01328                 
01329                 k = clmd->sim_parms->goalspring;
01330                 
01331                 scaling = k + s->stiffness * ABS(clmd->sim_parms->max_struct-k);
01332                         
01333                 k = verts [s->ij].goal * scaling / (clmd->sim_parms->avg_spring_len + FLT_EPSILON);
01334                 
01335                 VECADDS(s->f, s->f, extent, -k);
01336                 
01337                 mul_fvector_S(damping_force, dir, clmd->sim_parms->goalfrict * 0.01 * INPR(vel,dir));
01338                 VECADD(s->f, s->f, damping_force);
01339                 
01340                 // HERE IS THE PROBLEM!!!!
01341                 // dfdx_spring(s->dfdx, dir, length, 0.0, k);
01342                 // dfdv_damp(s->dfdv, dir, MIN2(1.0, (clmd->sim_parms->goalfrict/100.0)));
01343         }
01344         else // calculate force of bending springs
01345         {
01346                 if(length < L)
01347                 {
01348                         s->flags |= CLOTH_SPRING_FLAG_NEEDED;
01349                         
01350                         k = clmd->sim_parms->bending;   
01351                         
01352                         scaling = k + s->stiffness * ABS(clmd->sim_parms->max_bend-k);                  
01353                         cb = k = scaling / (20.0*(clmd->sim_parms->avg_spring_len + FLT_EPSILON));
01354 
01355                         mul_fvector_S(bending_force, dir, fbstar(length, L, k, cb));
01356                         VECADD(s->f, s->f, bending_force);
01357 
01358                         dfdx_spring_type2(s->dfdx, dir, length,L, k, cb);
01359                 }
01360         }
01361 }
01362 
01363 DO_INLINE void cloth_apply_spring_force(ClothModifierData *UNUSED(clmd), ClothSpring *s, lfVector *lF, lfVector *UNUSED(X), lfVector *UNUSED(V), fmatrix3x3 *dFdV, fmatrix3x3 *dFdX)
01364 {
01365         if(s->flags & CLOTH_SPRING_FLAG_NEEDED)
01366         {
01367                 if(!(s->type & CLOTH_SPRING_TYPE_BENDING))
01368                 {
01369                         sub_fmatrix_fmatrix(dFdV[s->ij].m, dFdV[s->ij].m, s->dfdv);
01370                         sub_fmatrix_fmatrix(dFdV[s->kl].m, dFdV[s->kl].m, s->dfdv);
01371                         add_fmatrix_fmatrix(dFdV[s->matrix_index].m, dFdV[s->matrix_index].m, s->dfdv); 
01372                 }
01373 
01374                 VECADD(lF[s->ij], lF[s->ij], s->f);
01375                 
01376                 if(!(s->type & CLOTH_SPRING_TYPE_GOAL))
01377                         VECSUB(lF[s->kl], lF[s->kl], s->f);
01378                 
01379                 sub_fmatrix_fmatrix(dFdX[s->kl].m, dFdX[s->kl].m, s->dfdx);
01380                 sub_fmatrix_fmatrix(dFdX[s->ij].m, dFdX[s->ij].m, s->dfdx);
01381                 add_fmatrix_fmatrix(dFdX[s->matrix_index].m, dFdX[s->matrix_index].m, s->dfdx);
01382         }       
01383 }
01384 
01385 
01386 static void CalcFloat( float *v1, float *v2, float *v3, float *n)
01387 {
01388         float n1[3],n2[3];
01389 
01390         n1[0]= v1[0]-v2[0];
01391         n2[0]= v2[0]-v3[0];
01392         n1[1]= v1[1]-v2[1];
01393         n2[1]= v2[1]-v3[1];
01394         n1[2]= v1[2]-v2[2];
01395         n2[2]= v2[2]-v3[2];
01396         n[0]= n1[1]*n2[2]-n1[2]*n2[1];
01397         n[1]= n1[2]*n2[0]-n1[0]*n2[2];
01398         n[2]= n1[0]*n2[1]-n1[1]*n2[0];
01399 }
01400 
01401 static void CalcFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
01402 {
01403         /* real cross! */
01404         float n1[3],n2[3];
01405 
01406         n1[0]= v1[0]-v3[0];
01407         n1[1]= v1[1]-v3[1];
01408         n1[2]= v1[2]-v3[2];
01409 
01410         n2[0]= v2[0]-v4[0];
01411         n2[1]= v2[1]-v4[1];
01412         n2[2]= v2[2]-v4[2];
01413 
01414         n[0]= n1[1]*n2[2]-n1[2]*n2[1];
01415         n[1]= n1[2]*n2[0]-n1[0]*n2[2];
01416         n[2]= n1[0]*n2[1]-n1[1]*n2[0];
01417 }
01418 
01419 static float calculateVertexWindForce(float wind[3], float vertexnormal[3])  
01420 {
01421         return (INPR(wind, vertexnormal));
01422 }
01423 
01424 typedef struct HairGridVert {
01425         float velocity[3];
01426         float density;
01427 } HairGridVert;
01428 #define HAIR_GRID_INDEX(vec, min, max, axis) (int)( (vec[axis] - min[axis]) / (max[axis] - min[axis]) * 9.99f );
01429 /* Smoothing of hair velocities:
01430  * adapted from
01431                 Volumetric Methods for Simulation and Rendering of Hair
01432                 by Lena Petrovic, Mark Henne and John Anderson
01433  *              Pixar Technical Memo #06-08, Pixar Animation Studios
01434  */
01435 static void hair_velocity_smoothing(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, unsigned int numverts)
01436 {
01437         /* TODO: This is an initial implementation and should be made much better in due time.
01438          * What should at least be implemented is a grid size parameter and a smoothing kernel
01439          * for bigger grids.
01440          */
01441 
01442         /* 10x10x10 grid gives nice initial results */
01443         HairGridVert grid[10][10][10];
01444         HairGridVert colg[10][10][10];
01445         ListBase *colliders = get_collider_cache(clmd->scene, NULL, NULL);
01446         ColliderCache *col = NULL;
01447         float gmin[3], gmax[3], density;
01448         /* 2.0f is an experimental value that seems to give good results */
01449         float smoothfac = 2.0f * clmd->sim_parms->velocity_smooth;
01450         float collfac = 2.0f * clmd->sim_parms->collider_friction;
01451         unsigned int    v = 0;
01452         unsigned int    i = 0;
01453         int                             j = 0;
01454         int                             k = 0;
01455 
01456         INIT_MINMAX(gmin, gmax);
01457 
01458         for(i = 0; i < numverts; i++)
01459                 DO_MINMAX(lX[i], gmin, gmax);
01460 
01461         /* initialize grid */
01462         for(i = 0; i < 10; i++) {
01463                 for(j = 0; j < 10; j++) {
01464                         for(k = 0; k < 10; k++) {
01465                                 grid[i][j][k].velocity[0] = 0.0f;
01466                                 grid[i][j][k].velocity[1] = 0.0f;
01467                                 grid[i][j][k].velocity[2] = 0.0f;
01468                                 grid[i][j][k].density = 0.0f;
01469 
01470                                 colg[i][j][k].velocity[0] = 0.0f;
01471                                 colg[i][j][k].velocity[1] = 0.0f;
01472                                 colg[i][j][k].velocity[2] = 0.0f;
01473                                 colg[i][j][k].density = 0.0f;
01474                         }
01475                 }
01476         }
01477 
01478         /* gather velocities & density */
01479         if(smoothfac > 0.0f) for(v = 0; v < numverts; v++) {
01480                 i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
01481                 j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
01482                 k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
01483                 if (i < 0 || j < 0 || k < 0 || i > 10 || j >= 10 || k >= 10)
01484                         continue;
01485 
01486                 grid[i][j][k].velocity[0] += lV[v][0];
01487                 grid[i][j][k].velocity[1] += lV[v][1];
01488                 grid[i][j][k].velocity[2] += lV[v][2];
01489                 grid[i][j][k].density += 1.0f;
01490         }
01491 
01492         /* gather colliders */
01493         if(colliders && collfac > 0.0f) for(col = colliders->first; col; col = col->next)
01494         {
01495                 MVert *loc0 = col->collmd->x;
01496                 MVert *loc1 = col->collmd->xnew;
01497                 float vel[3];
01498 
01499                 for(v=0; v<col->collmd->numverts; v++, loc0++, loc1++) {
01500                         i = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 0);
01501 
01502                         if(i>=0 && i<10) {
01503                                 j = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 1);
01504 
01505                                 if(j>=0 && j<10) {
01506                                         k = HAIR_GRID_INDEX(loc1->co, gmin, gmax, 2);
01507 
01508                                         if(k>=0 && k<10) {
01509                                                 VECSUB(vel, loc1->co, loc0->co);
01510 
01511                                                 colg[i][j][k].velocity[0] += vel[0];
01512                                                 colg[i][j][k].velocity[1] += vel[1];
01513                                                 colg[i][j][k].velocity[2] += vel[2];
01514                                                 colg[i][j][k].density += 1.0;
01515                                         }
01516                                 }
01517                         }
01518                 }
01519         }
01520         
01521 
01522         /* divide velocity with density */
01523         for(i = 0; i < 10; i++) {
01524                 for(j = 0; j < 10; j++) {
01525                         for(k = 0; k < 10; k++) {
01526                                 density = grid[i][j][k].density;
01527                                 if(density > 0.0f) {
01528                                         grid[i][j][k].velocity[0] /= density;
01529                                         grid[i][j][k].velocity[1] /= density;
01530                                         grid[i][j][k].velocity[2] /= density;
01531                                 }
01532 
01533                                 density = colg[i][j][k].density;
01534                                 if(density > 0.0f) {
01535                                         colg[i][j][k].velocity[0] /= density;
01536                                         colg[i][j][k].velocity[1] /= density;
01537                                         colg[i][j][k].velocity[2] /= density;
01538                                 }
01539                         }
01540                 }
01541         }
01542 
01543         /* calculate forces */
01544         for(v = 0; v < numverts; v++) {
01545                 i = HAIR_GRID_INDEX(lX[v], gmin, gmax, 0);
01546                 j = HAIR_GRID_INDEX(lX[v], gmin, gmax, 1);
01547                 k = HAIR_GRID_INDEX(lX[v], gmin, gmax, 2);
01548                 if (i < 0 || j < 0 || k < 0 || i > 10 || j >= 10 || k >= 10)
01549                         continue;
01550 
01551                 lF[v][0] += smoothfac * (grid[i][j][k].velocity[0] - lV[v][0]);
01552                 lF[v][1] += smoothfac * (grid[i][j][k].velocity[1] - lV[v][1]);
01553                 lF[v][2] += smoothfac * (grid[i][j][k].velocity[2] - lV[v][2]);
01554 
01555                 if(colg[i][j][k].density > 0.0f) {
01556                         lF[v][0] += collfac * (colg[i][j][k].velocity[0] - lV[v][0]);
01557                         lF[v][1] += collfac * (colg[i][j][k].velocity[1] - lV[v][1]);
01558                         lF[v][2] += collfac * (colg[i][j][k].velocity[2] - lV[v][2]);
01559                 }
01560         }
01561 
01562         free_collider_cache(&colliders);
01563 }
01564 
01565 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)
01566 {
01567         /* Collect forces and derivatives:  F,dFdX,dFdV */
01568         Cloth           *cloth          = clmd->clothObject;
01569         unsigned int i  = 0;
01570         float           spring_air      = clmd->sim_parms->Cvi * 0.01f; /* viscosity of air scaled in percent */
01571         float           gravity[3] = {0.0f, 0.0f, 0.0f};
01572         float           tm2[3][3]       = {{0}};
01573         MFace           *mfaces         = cloth->mfaces;
01574         unsigned int numverts = cloth->numverts;
01575         LinkNode *search;
01576         lfVector *winvec;
01577         EffectedPoint epoint;
01578 
01579         tm2[0][0]= tm2[1][1]= tm2[2][2]= -spring_air;
01580         
01581         /* global acceleration (gravitation) */
01582         if(clmd->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
01583                 VECCOPY(gravity, clmd->scene->physics_settings.gravity);
01584                 mul_fvector_S(gravity, gravity, 0.001f * clmd->sim_parms->effector_weights->global_gravity); /* scale gravity force */
01585         }
01586 
01587         /* set dFdX jacobi matrix to zero */
01588         init_bfmatrix(dFdX, ZERO);
01589         /* set dFdX jacobi matrix diagonal entries to -spring_air */ 
01590         initdiag_bfmatrix(dFdV, tm2);
01591 
01592         init_lfvector(lF, gravity, numverts);
01593         
01594         if(clmd->sim_parms->velocity_smooth > 0.0f || clmd->sim_parms->collider_friction > 0.0f)
01595                 hair_velocity_smoothing(clmd, lF, lX, lV, numverts);
01596 
01597         /* multiply lF with mass matrix
01598         // force = mass * acceleration (in this case: gravity)
01599         */
01600         for(i = 0; i < numverts; i++)
01601         {
01602                 float temp[3];
01603                 VECCOPY(temp, lF[i]);
01604                 mul_fmatrix_fvector(lF[i], M[i].m, temp);
01605         }
01606 
01607         submul_lfvectorS(lF, lV, spring_air, numverts);
01608         
01609         /* handle external forces like wind */
01610         if(effectors)
01611         {       
01612                 // 0 = force, 1 = normalized force
01613                 winvec = create_lfvector(cloth->numverts);
01614                 
01615                 if(!winvec)
01616                         printf("winvec: out of memory in implicit.c\n");
01617                 
01618                 // precalculate wind forces
01619                 for(i = 0; i < cloth->numverts; i++)
01620                 {       
01621                         pd_point_from_loc(clmd->scene, (float*)lX[i], (float*)lV[i], i, &epoint);
01622                         pdDoEffectors(effectors, NULL, clmd->sim_parms->effector_weights, &epoint, winvec[i], NULL);
01623                 }
01624                 
01625                 for(i = 0; i < cloth->numfaces; i++)
01626                 {
01627                         float trinormal[3]={0,0,0}; // normalized triangle normal
01628                         float triunnormal[3]={0,0,0}; // not-normalized-triangle normal
01629                         float tmp[3]={0,0,0};
01630                         float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0;
01631                         factor *= 0.02;
01632                         
01633                         // calculate face normal
01634                         if(mfaces[i].v4)
01635                                 CalcFloat4(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],lX[mfaces[i].v4],triunnormal);
01636                         else
01637                                 CalcFloat(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],triunnormal);
01638 
01639                         normalize_v3_v3(trinormal, triunnormal);
01640                         
01641                         // add wind from v1
01642                         VECCOPY(tmp, trinormal);
01643                         mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal));
01644                         VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor);
01645                         
01646                         // add wind from v2
01647                         VECCOPY(tmp, trinormal);
01648                         mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal));
01649                         VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor);
01650                         
01651                         // add wind from v3
01652                         VECCOPY(tmp, trinormal);
01653                         mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal));
01654                         VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor);
01655                         
01656                         // add wind from v4
01657                         if(mfaces[i].v4)
01658                         {
01659                                 VECCOPY(tmp, trinormal);
01660                                 mul_v3_fl(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal));
01661                                 VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor);
01662                         }
01663                 }
01664 
01665                 /* Hair has only edges */
01666                 if(cloth->numfaces == 0) {
01667                         ClothSpring *spring;
01668                         float edgevec[3]={0,0,0}; //edge vector
01669                         float edgeunnormal[3]={0,0,0}; // not-normalized-edge normal
01670                         float tmp[3]={0,0,0};
01671                         float factor = 0.01;
01672 
01673                         search = cloth->springs;
01674                         while(search) {
01675                                 spring = search->link;
01676                                 
01677                                 if(spring->type == CLOTH_SPRING_TYPE_STRUCTURAL) {
01678                                         VECSUB(edgevec, (float*)lX[spring->ij], (float*)lX[spring->kl]);
01679 
01680                                         project_v3_v3v3(tmp, winvec[spring->ij], edgevec);
01681                                         VECSUB(edgeunnormal, winvec[spring->ij], tmp);
01682                                         /* hair doesn't stretch too much so we can use restlen pretty safely */
01683                                         VECADDS(lF[spring->ij], lF[spring->ij], edgeunnormal, spring->restlen * factor);
01684 
01685                                         project_v3_v3v3(tmp, winvec[spring->kl], edgevec);
01686                                         VECSUB(edgeunnormal, winvec[spring->kl], tmp);
01687                                         VECADDS(lF[spring->kl], lF[spring->kl], edgeunnormal, spring->restlen * factor);
01688                                 }
01689 
01690                                 search = search->next;
01691                         }
01692                 }
01693 
01694                 del_lfvector(winvec);
01695         }
01696                 
01697         // calculate spring forces
01698         search = cloth->springs;
01699         while(search)
01700         {
01701                 // only handle active springs
01702                 // if(((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) && !(springs[i].flags & CSPRING_FLAG_DEACTIVATE))|| !(clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED)){}
01703                 cloth_calc_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX, time);
01704 
01705                 search = search->next;
01706         }
01707         
01708         // apply spring forces
01709         search = cloth->springs;
01710         while(search)
01711         {
01712                 // only handle active springs
01713                 // if(((clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED) && !(springs[i].flags & CSPRING_FLAG_DEACTIVATE))|| !(clmd->sim_parms->flags & CSIMSETT_FLAG_TEARING_ENABLED))  
01714                 cloth_apply_spring_force(clmd, search->link, lF, lX, lV, dFdV, dFdX);
01715                 search = search->next;
01716         }
01717         // printf("\n");
01718 }
01719 
01720 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))
01721 {
01722         unsigned int numverts = dFdV[0].vcount;
01723 
01724         lfVector *dFdXmV = create_lfvector(numverts);
01725         zero_lfvector(dV, numverts);
01726         
01727         cp_bfmatrix(A, M);
01728         
01729         subadd_bfmatrixS_bfmatrixS(A, dFdV, dt, dFdX, (dt*dt));
01730 
01731         mul_bfmatrix_lfvector(dFdXmV, dFdX, lV);
01732 
01733         add_lfvectorS_lfvectorS(B, lF, dt, dFdXmV, (dt*dt), numverts);
01734         
01735         itstart();
01736         
01737         cg_filtered(dV, A, B, z, S); /* conjugate gradient algorithm to solve Ax=b */
01738         // cg_filtered_pre(dV, A, B, z, S, P, Pinv, bigI);
01739         
01740         itend();
01741         // printf("cg_filtered calc time: %f\n", (float)itval());
01742         
01743         cp_lfvector(olddV, dV, numverts);
01744 
01745         // advance velocities
01746         add_lfvector_lfvector(Vnew, lV, dV, numverts);
01747         
01748 
01749         del_lfvector(dFdXmV);
01750 }
01751 
01752 /*computes where the cloth would be if it were subject to perfectly stiff edges
01753   (edge distance constraints) in a lagrangian solver.  then add forces to help
01754   guide the implicit solver to that state.  this function is called after
01755   collisions*/
01756 int cloth_calc_helper_forces(Object *UNUSED(ob), ClothModifierData * clmd, float (*initial_cos)[3], float UNUSED(step), float dt)
01757 {
01758         Cloth *cloth= clmd->clothObject;
01759         float (*cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "cos cloth_calc_helper_forces");
01760         float *masses = MEM_callocN(sizeof(float)*cloth->numverts, "cos cloth_calc_helper_forces");
01761         LinkNode *node;
01762         ClothSpring *spring;
01763         ClothVertex *cv;
01764         int i, steps;
01765         
01766         cv = cloth->verts;
01767         for (i=0; i<cloth->numverts; i++, cv++) {
01768                 copy_v3_v3(cos[i], cv->tx);
01769                 
01770                 if (cv->goal == 1.0f || len_v3v3(initial_cos[i], cv->tx) != 0.0) {
01771                         masses[i] = 1e+10;      
01772                 } else {
01773                         masses[i] = cv->mass;
01774                 }
01775         }
01776         
01777         steps = 55;
01778         for (i=0; i<steps; i++) {
01779                 for (node=cloth->springs; node; node=node->next) {
01780                         ClothVertex *cv1, *cv2;
01781                         int v1, v2;
01782                         float len, c, l, vec[3];
01783                         
01784                         spring = node->link;
01785                         if (spring->type != CLOTH_SPRING_TYPE_STRUCTURAL && spring->type != CLOTH_SPRING_TYPE_SHEAR) 
01786                                 continue;
01787                         
01788                         v1 = spring->ij; v2 = spring->kl;
01789                         cv1 = cloth->verts + v1;
01790                         cv2 = cloth->verts + v2;
01791                         len = len_v3v3(cos[v1], cos[v2]);
01792                         
01793                         sub_v3_v3v3(vec, cos[v1], cos[v2]);
01794                         normalize_v3(vec);
01795                         
01796                         c = (len - spring->restlen);
01797                         if (c == 0.0)
01798                                 continue;
01799                         
01800                         l = c / ((1.0/masses[v1]) + (1.0/masses[v2]));
01801                         
01802                         mul_v3_fl(vec, -(1.0/masses[v1])*l);
01803                         add_v3_v3(cos[v1], vec);
01804         
01805                         sub_v3_v3v3(vec, cos[v2], cos[v1]);
01806                         normalize_v3(vec);
01807                         
01808                         mul_v3_fl(vec, -(1.0/masses[v2])*l);
01809                         add_v3_v3(cos[v2], vec);
01810                 }
01811         }
01812         
01813         cv = cloth->verts;
01814         for (i=0; i<cloth->numverts; i++, cv++) {
01815                 float vec[3];
01816                 
01817                 /*compute forces*/
01818                 sub_v3_v3v3(vec, cos[i], cv->tx);
01819                 mul_v3_fl(vec, cv->mass*dt*20.0);
01820                 add_v3_v3(cv->tv, vec);
01821                 //copy_v3_v3(cv->tx, cos[i]);
01822         }
01823         
01824         MEM_freeN(cos);
01825         MEM_freeN(masses);
01826         
01827         return 1;
01828 }
01829 int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
01830 {               
01831         unsigned int i=0;
01832         float step=0.0f, tf=clmd->sim_parms->timescale;
01833         Cloth *cloth = clmd->clothObject;
01834         ClothVertex *verts = cloth->verts, *cv;
01835         unsigned int numverts = cloth->numverts;
01836         float dt = clmd->sim_parms->timescale / clmd->sim_parms->stepsPerFrame;
01837         float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
01838         float (*initial_cos)[3] = MEM_callocN(sizeof(float)*3*cloth->numverts, "initial_cos implicit.c");
01839         Implicit_Data *id = cloth->implicit;
01840         int do_extra_solve;
01841 
01842         if(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) /* do goal stuff */
01843         {
01844                 for(i = 0; i < numverts; i++)
01845                 {                       
01846                         // update velocities with constrained velocities from pinned verts
01847                         if(verts [i].flags & CLOTH_VERT_FLAG_PINNED)
01848                         {                       
01849                                 VECSUB(id->V[i], verts[i].xconst, verts[i].xold);
01850                                 // mul_v3_fl(id->V[i], clmd->sim_parms->stepsPerFrame);
01851                         }
01852                 }       
01853         }
01854         
01855         while(step < tf)
01856         {       
01857                 // calculate forces
01858                 cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step, id->M);
01859                 
01860                 // calculate new velocity
01861                 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);
01862                 
01863                 // advance positions
01864                 add_lfvector_lfvectorS(id->Xnew, id->X, id->Vnew, dt, numverts);
01865                 
01866                 /* move pinned verts to correct position */
01867                 for(i = 0; i < numverts; i++)
01868                 {       
01869                         if(clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) 
01870                         {                       
01871                                 if(verts [i].flags & CLOTH_VERT_FLAG_PINNED)
01872                                 {                       
01873                                         float tvect[3] = {.0,.0,.0};
01874                                         VECSUB(tvect, verts[i].xconst, verts[i].xold);
01875                                         mul_fvector_S(tvect, tvect, step+dt);
01876                                         VECADD(tvect, tvect, verts[i].xold);
01877                                         VECCOPY(id->Xnew[i], tvect);
01878                                 }       
01879                         }
01880                         
01881                         VECCOPY(verts[i].txold, id->X[i]);
01882                 }
01883 
01884                 if(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED && clmd->clothObject->bvhtree)
01885                 {
01886                         // collisions 
01887                         // itstart();
01888                         
01889                         // update verts to current positions
01890                         for(i = 0; i < numverts; i++)
01891                         {
01892                                 VECCOPY(verts[i].tx, id->Xnew[i]);
01893 
01894                                 VECSUB(verts[i].tv, verts[i].tx, verts[i].txold);
01895                                 VECCOPY(verts[i].v, verts[i].tv);
01896                         }
01897 
01898                         for (i=0, cv=cloth->verts; i<cloth->numverts; i++, cv++) {
01899                                 copy_v3_v3(initial_cos[i], cv->tx);
01900                         }
01901                         
01902                         // call collision function
01903                         // TODO: check if "step" or "step+dt" is correct - dg
01904                         do_extra_solve = cloth_bvh_objcollision(ob, clmd, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
01905                                                 
01906                         // copy corrected positions back to simulation
01907                         for(i = 0; i < numverts; i++)
01908                         {               
01909                                 // correct velocity again, just to be sure we had to change it due to adaptive collisions
01910                                 VECSUB(verts[i].tv, verts[i].tx, id->X[i]);
01911                         }
01912 
01913                         //if (do_extra_solve)
01914                         //      cloth_calc_helper_forces(ob, clmd, initial_cos, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale);
01915                         
01916                         for(i = 0; i < numverts; i++)
01917                         {               
01918 
01919                                 if(do_extra_solve)
01920                                 {
01921                                         
01922                                         if((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED))
01923                                                 continue;
01924 
01925                                         VECCOPY(id->Xnew[i], verts[i].tx);
01926                                         VECCOPY(id->Vnew[i], verts[i].tv);
01927                                         mul_v3_fl(id->Vnew[i], spf);
01928                                 }
01929                         }
01930                         
01931                         // X = Xnew;
01932                         cp_lfvector(id->X, id->Xnew, numverts);
01933 
01934                         // if there were collisions, advance the velocity from v_n+1/2 to v_n+1
01935                         
01936                         if(do_extra_solve)
01937                         {
01938                                 // V = Vnew;
01939                                 cp_lfvector(id->V, id->Vnew, numverts);
01940 
01941                                 // calculate 
01942                                 cloth_calc_force(clmd, frame, id->F, id->X, id->V, id->dFdV, id->dFdX, effectors, step+dt, id->M);      
01943                                 
01944                                 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);
01945                         }
01946                 }
01947                 else
01948                 {
01949                         // X = Xnew;
01950                         cp_lfvector(id->X, id->Xnew, numverts);
01951                 }
01952                 
01953                 // itend();
01954                 // printf("collision time: %f\n", (float)itval());
01955                 
01956                 // V = Vnew;
01957                 cp_lfvector(id->V, id->Vnew, numverts);
01958                 
01959                 step += dt;
01960         }
01961 
01962         for(i = 0; i < numverts; i++)
01963         {                               
01964                 if((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL) && (verts [i].flags & CLOTH_VERT_FLAG_PINNED))
01965                 {
01966                         VECCOPY(verts[i].txold, verts[i].xconst); // TODO: test --> should be .x 
01967                         VECCOPY(verts[i].x, verts[i].xconst);
01968                         VECCOPY(verts[i].v, id->V[i]);
01969                 }
01970                 else
01971                 {
01972                         VECCOPY(verts[i].txold, id->X[i]);
01973                         VECCOPY(verts[i].x, id->X[i]);
01974                         VECCOPY(verts[i].v, id->V[i]);
01975                 }
01976         }
01977         
01978         MEM_freeN(initial_cos);
01979         
01980         return 1;
01981 }
01982 
01983 void implicit_set_positions (ClothModifierData *clmd)
01984 {               
01985         Cloth *cloth = clmd->clothObject;
01986         ClothVertex *verts = cloth->verts;
01987         unsigned int numverts = cloth->numverts, i;
01988         Implicit_Data *id = cloth->implicit;
01989         
01990         for(i = 0; i < numverts; i++)
01991         {                               
01992                 VECCOPY(id->X[i], verts[i].x);
01993                 VECCOPY(id->V[i], verts[i].v);
01994         }
01995         if(G.rt > 0)
01996                 printf("implicit_set_positions\n");     
01997 }
01998