Added per triangle stretching force and damping. This gives more realistics results. Also updated the tests.

Saying goodbye to mass-spring system!
This commit is contained in:
Irlan 2019-06-26 20:30:33 -03:00
parent 52439f3414
commit 0733ebd3be
14 changed files with 495 additions and 108 deletions

View File

@ -34,7 +34,7 @@ public:
b3ClothDef def;
def.mesh = &m_clothMesh;
def.density = 1.0f;
def.structural = 100000.0f;
def.streching = 100000.0f;
def.thickness = 0.2f;
def.friction = 0.3f;

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@ -28,8 +28,7 @@ public:
b3ClothDef def;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.structural = 100000.0f;
def.damping = 0.0f;
def.streching = 100000.0f;
m_cloth = new b3Cloth(def);

View File

@ -34,8 +34,7 @@ public:
b3ClothDef def;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.structural = 10000.0f;
def.damping = 0.0f;
def.streching = 10000.0f;
def.thickness = 0.2f;
def.friction = 0.1f;

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@ -64,7 +64,8 @@ public:
b3ClothDef def;
def.mesh = &m_clothMesh;
def.density = 0.2f;
def.structural = 10000.0f;
def.streching = 10000.0f;
def.damping = 100.0f;
m_cloth = new b3Cloth(def);
@ -110,27 +111,25 @@ public:
for (b3Force* f = m_cloth->GetForceList().m_head; f; f = f->GetNext())
{
if (f->GetType() == e_springForce)
if (f->GetType() == e_strechForce)
{
b3SpringForce* s = (b3SpringForce*)f;
b3StrechForce* s = (b3StrechForce*)f;
b3ClothTriangle* triangle = s->GetTriangle();
u32 triangleIndex = triangle->GetTriangle();
b3ClothMeshTriangle* mesh_triangle = m_clothMesh.triangles + triangleIndex;
u32 v1 = mesh_triangle->v1;
u32 v2 = mesh_triangle->v2;
u32 v3 = mesh_triangle->v3;
u32 v1 = s->GetParticle1()->GetVertex();
u32 v2 = s->GetParticle2()->GetVertex();
b3Vec3 f1 = s->GetActionForce1();
b3Vec3 f2 = s->GetActionForce2();
b3Vec3 f3 = s->GetActionForce3();
if (v1 != ~0)
{
tension[v1] += s->GetActionForce();
}
if (v2 != ~0)
{
tension[v2] -= s->GetActionForce();
}
b3Vec3 p1 = s->GetParticle1()->GetPosition();
b3Vec3 p2 = s->GetParticle2()->GetPosition();
g_draw->DrawSegment(p1, p2, b3Color_black);
tension[v1] += f1;
tension[v2] += f2;
tension[v3] += f3;
}
}
@ -142,6 +141,8 @@ public:
b3Vec3 v2 = m_cloth->GetParticle(t->v2)->GetPosition();
b3Vec3 v3 = m_cloth->GetParticle(t->v3)->GetPosition();
g_draw->DrawTriangle(v1, v2, v3, b3Color_black);
b3Vec3 c = (v1 + v2 + v3) / 3.0f;
float32 s = 0.9f;
@ -161,7 +162,7 @@ public:
float32 L = (L1 + L2 + L3) / 3.0f;
const float32 kMaxT = 100000.0f;
const float32 kMaxT = 10000.0f;
b3Color color = Color(L, 0.0f, kMaxT);
b3Vec3 n1 = b3Cross(v2 - v1, v3 - v1);

View File

@ -68,6 +68,7 @@
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/garment/sewing_pattern.h>

View File

@ -57,7 +57,8 @@ struct b3ClothDef
{
mesh = nullptr;
density = 0.0f;
structural = 0.0f;
streching = 0.0f;
sewing = 0.0f;
bending = 0.0f;
damping = 0.0f;
thickness = 0.0f;
@ -70,12 +71,15 @@ struct b3ClothDef
// Cloth density in kg/m^2
float32 density;
// Structural stiffness
float32 structural;
// Streching stiffness
float32 streching;
// Bending stiffness
float32 bending;
// Sewing stiffness
float32 sewing;
// Damping stiffness
float32 damping;
@ -152,6 +156,8 @@ public:
private:
friend class b3Particle;
friend class b3ClothTriangle;
friend class b3StrechForce;
friend class b3SpringForce;
friend class b3ClothContactManager;
// Compute mass of each particle.

View File

@ -42,6 +42,7 @@ public:
private:
friend class b3Cloth;
friend class b3Particle;
friend class b3StrechForce;
friend class b3ClothContactManager;
friend class b3ParticleTriangleContact;
friend class b3ClothSolver;
@ -70,6 +71,14 @@ private:
// Broadphase ID
u32 m_broadPhaseId;
// Alpha
float32 m_alpha;
// Strech matrix
float32 m_du1, m_dv1;
float32 m_du2, m_dv2;
float32 m_inv_det;
};
inline u32 b3ClothTriangle::GetTriangle() const

View File

@ -29,6 +29,7 @@ class b3Particle;
// Force types
enum b3ForceType
{
e_strechForce,
e_springForce,
};

View File

@ -120,6 +120,7 @@ private:
friend class b3ParticleTriangleContact;
friend class b3ClothContactSolver;
friend class b3Force;
friend class b3StrechForce;
friend class b3SpringForce;
b3Particle(const b3ParticleDef& def, b3Cloth* cloth);

View File

@ -0,0 +1,126 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef B3_STRECH_FORCE_H
#define B3_STRECH_FORCE_H
#include <bounce/cloth/force.h>
class b3ClothTriangle;
struct b3StrechForceDef : public b3ForceDef
{
b3StrechForceDef()
{
type = e_strechForce;
}
// Triangle
b3ClothTriangle* triangle;
// Streching stiffness
float32 streching;
// Damping stiffness
float32 damping;
// Desired strechiness in u direction
float32 bu;
// Desired strechiness in v direction
float32 bv;
};
// Strech force acting on a cloth triangle.
class b3StrechForce : public b3Force
{
public:
bool HasParticle(const b3Particle* particle) const;
b3ClothTriangle* GetTriangle() const;
float32 GetStrechingStiffness() const;
float32 GetDampingStiffness() const;
b3Vec3 GetActionForce1() const;
b3Vec3 GetActionForce2() const;
b3Vec3 GetActionForce3() const;
private:
friend class b3Force;
friend class b3Cloth;
b3StrechForce(const b3StrechForceDef* def);
~b3StrechForce();
void Apply(const b3ClothForceSolverData* data);
// Solver shared
// Triangle
b3ClothTriangle* m_triangle;
// Streching stiffness
float32 m_ks;
// Damping stiffness
float32 m_kd;
// bu
float32 m_bu;
// bv
float32 m_bv;
// Action forces
b3Vec3 m_f1, m_f2, m_f3;
};
inline b3ClothTriangle* b3StrechForce::GetTriangle() const
{
return m_triangle;
}
inline float32 b3StrechForce::GetStrechingStiffness() const
{
return m_ks;
}
inline float32 b3StrechForce::GetDampingStiffness() const
{
return m_kd;
}
inline b3Vec3 b3StrechForce::GetActionForce1() const
{
return m_f1;
}
inline b3Vec3 b3StrechForce::GetActionForce2() const
{
return m_f2;
}
inline b3Vec3 b3StrechForce::GetActionForce3() const
{
return m_f3;
}
#endif

View File

@ -22,6 +22,7 @@
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/force.h>
#include <bounce/cloth/spring_force.h>
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/cloth_solver.h>
#include <bounce/common/draw.h>
@ -30,57 +31,6 @@ static B3_FORCE_INLINE u32 b3NextIndex(u32 i)
return i + 1 < 3 ? i + 1 : 0;
}
struct b3UniqueEdge
{
u32 v1, v2;
};
static u32 b3FindUniqueEdges(b3UniqueEdge* uniqueEdges, const b3ClothMesh* m)
{
u32 uniqueCount = 0;
for (u32 i = 0; i < m->triangleCount; ++i)
{
b3ClothMeshTriangle* t1 = m->triangles + i;
u32 i1s[3] = { t1->v1, t1->v2, t1->v3 };
for (u32 j1 = 0; j1 < 3; ++j1)
{
u32 t1v1 = i1s[j1];
u32 t1v2 = i1s[b3NextIndex(j1)];
bool unique = true;
for (u32 j = 0; j < uniqueCount; ++j)
{
b3UniqueEdge* ue = uniqueEdges + j;
if (ue->v1 == t1v1 && ue->v2 == t1v2)
{
unique = false;
break;
}
if (ue->v2 == t1v1 && ue->v1 == t1v2)
{
unique = false;
break;
}
}
if (unique)
{
b3UniqueEdge ue;
ue.v1 = t1v1;
ue.v2 = t1v2;
uniqueEdges[uniqueCount++] = ue;
}
}
}
return uniqueCount;
}
struct b3SharedEdge
{
u32 v1, v2;
@ -187,17 +137,69 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
triangle->m_friction = def.friction;
triangle->m_triangle = i;
b3Vec3 v1 = m_mesh->vertices[meshTriangle->v1];
b3Vec3 v2 = m_mesh->vertices[meshTriangle->v2];
b3Vec3 v3 = m_mesh->vertices[meshTriangle->v3];
b3Vec3 A = m_mesh->vertices[meshTriangle->v1];
b3Vec3 B = m_mesh->vertices[meshTriangle->v2];
b3Vec3 C = m_mesh->vertices[meshTriangle->v3];
b3AABB3 aabb;
aabb.Set(v1, v2, v3);
aabb.Set(A, B, C);
aabb.Extend(triangle->m_radius);
triangle->m_aabbProxy.type = e_triangleProxy;
triangle->m_aabbProxy.owner = triangle;
triangle->m_broadPhaseId = m_contactManager.m_broadPhase.CreateProxy(aabb, &triangle->m_aabbProxy);
// uv coordinates for triangle
// v1
b3Vec2 uv1;
uv1.SetZero();
// v2
b3Vec3 AB = B - A;
b3Vec2 uv2;
uv2.x = b3Length(AB);
uv2.y = 0.0f;
// v3
b3Vec3 n_AB = b3Normalize(AB);
b3Vec3 AC = C - A;
float32 len_AC = b3Length(AC);
b3Vec2 uv3;
uv3.x = b3Dot(n_AB, AC);
uv3.y = b3Sqrt(len_AC * len_AC - uv3.x * uv3.x);
// Strech matrix
float32 du1 = uv2.x - uv1.x;
float32 dv1 = uv2.y - uv1.y;
float32 du2 = uv3.x - uv1.x;
float32 dv2 = uv3.y - uv1.y;
triangle->m_du1 = du1;
triangle->m_dv1 = dv1;
triangle->m_du2 = du2;
triangle->m_dv2 = dv2;
float32 det = du1 * dv2 - du2 * dv1;
B3_ASSERT(det != 0.0f);
triangle->m_inv_det = 1.0f / det;
// Triangle area
b3Vec3 v1(du1, dv1, 0.0f);
b3Vec3 v2(du2, dv2, 0.0f);
triangle->m_alpha = 0.5f * b3Length(b3Cross(v1, v2));
// Create strech force
b3StrechForceDef sfdef;
sfdef.triangle = triangle;
sfdef.streching = def.streching;
sfdef.damping = def.damping;
sfdef.bu = 1.0f;
sfdef.bv = 1.0f;
CreateForce(sfdef);
}
// Initialize forces
@ -206,28 +208,9 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
// Worst-case edge memory
u32 edgeCount = 3 * m->triangleCount;
b3UniqueEdge* uniqueEdges = (b3UniqueEdge*)allocator->Allocate(edgeCount * sizeof(b3UniqueEdge));
u32 uniqueCount = b3FindUniqueEdges(uniqueEdges, m);
b3SharedEdge* sharedEdges = (b3SharedEdge*)allocator->Allocate(edgeCount * sizeof(b3SharedEdge));
u32 sharedCount = b3FindSharedEdges(sharedEdges, m);
for (u32 i = 0; i < uniqueCount; ++i)
{
b3UniqueEdge* e = uniqueEdges + i;
b3Particle* p1 = m_particles[e->v1];
b3Particle* p2 = m_particles[e->v2];
b3SpringForceDef fd;
fd.Initialize(p1, p2, def.structural, def.damping);
if (def.structural > 0.0f)
{
CreateForce(fd);
}
}
// Bending
for (u32 i = 0; i < sharedCount; ++i)
{
@ -248,7 +231,6 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
}
allocator->Free(sharedEdges);
allocator->Free(uniqueEdges);
// Sewing
for (u32 i = 0; i < m->sewingLineCount; ++i)
@ -259,9 +241,9 @@ b3Cloth::b3Cloth(const b3ClothDef& def) :
b3Particle* p2 = m_particles[line->v2];
b3SpringForceDef fd;
fd.Initialize(p1, p2, def.structural, def.damping);
fd.Initialize(p1, p2, def.sewing, def.damping);
if (def.structural > 0.0f)
if (def.sewing > 0.0f)
{
CreateForce(fd);
}
@ -661,6 +643,8 @@ void b3Cloth::Draw() const
b3Vec3 v2 = p2->m_position;
b3Vec3 v3 = p3->m_position;
b3Draw_draw->DrawTriangle(v1, v2, v3, b3Color_black);
b3Vec3 c = (v1 + v2 + v3) / 3.0f;
float32 s = 0.9f;

View File

@ -90,11 +90,10 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterati
forceSolver.Solve(dt, gravity);
}
// Copy particle state to state buffer
b3Vec3* positions = (b3Vec3*)m_allocator->Allocate(m_particleCount * sizeof(b3Vec3));
b3Vec3* velocities = (b3Vec3*)m_allocator->Allocate(m_particleCount * sizeof(b3Vec3));
for (u32 i = 0; i < m_particleCount; ++i)
{
positions[i] = m_particles[i]->m_position;
@ -147,8 +146,8 @@ void b3ClothSolver::Solve(float32 dt, const b3Vec3& gravity, u32 velocityIterati
positions[i] += h * velocities[i];
}
// Solve position constraints
{
// Solve position constraints
bool positionSolved = false;
for (u32 i = 0; i < positionIterations; ++i)
{

View File

@ -17,6 +17,7 @@
*/
#include <bounce/cloth/force.h>
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/spring_force.h>
b3Force* b3Force::Create(const b3ForceDef* def)
@ -24,6 +25,12 @@ b3Force* b3Force::Create(const b3ForceDef* def)
b3Force* force = NULL;
switch (def->type)
{
case e_strechForce:
{
void* block = b3Alloc(sizeof(b3StrechForce));
force = new (block) b3StrechForce((b3StrechForceDef*)def);
break;
}
case e_springForce:
{
void* block = b3Alloc(sizeof(b3SpringForce));
@ -46,6 +53,13 @@ void b3Force::Destroy(b3Force* force)
b3ForceType type = force->GetType();
switch (type)
{
case e_strechForce:
{
b3StrechForce* o = (b3StrechForce*)force;
o->~b3StrechForce();
b3Free(force);
break;
}
case e_springForce:
{
b3SpringForce* o = (b3SpringForce*)force;

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@ -0,0 +1,247 @@
/*
* Copyright (c) 2016-2019 Irlan Robson https://irlanrobson.github.io
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
*/
#include <bounce/cloth/strech_force.h>
#include <bounce/cloth/cloth_triangle.h>
#include <bounce/cloth/particle.h>
#include <bounce/cloth/cloth.h>
#include <bounce/cloth/cloth_mesh.h>
#include <bounce/cloth/cloth_force_solver.h>
#include <bounce/sparse/dense_vec3.h>
#include <bounce/sparse/sparse_sym_mat33.h>
b3StrechForce::b3StrechForce(const b3StrechForceDef* def)
{
m_type = e_strechForce;
m_triangle = def->triangle;
m_ks = def->streching;
m_kd = def->damping;
m_bu = def->bu;
m_bv = def->bv;
m_f1.SetZero();
m_f2.SetZero();
m_f3.SetZero();
}
b3StrechForce::~b3StrechForce()
{
}
bool b3StrechForce::HasParticle(const b3Particle* particle) const
{
b3Cloth* cloth = m_triangle->m_cloth;
u32 triangleIndex = m_triangle->m_triangle;
b3ClothMeshTriangle* triangle = cloth->m_mesh->triangles + triangleIndex;
b3Particle* p1 = cloth->m_particles[triangle->v1];
b3Particle* p2 = cloth->m_particles[triangle->v2];
b3Particle* p3 = cloth->m_particles[triangle->v3];
return p1 == particle || p2 == particle || p3 == particle;
}
void b3StrechForce::Apply(const b3ClothForceSolverData* data)
{
b3Cloth* cloth = m_triangle->m_cloth;
u32 triangleIndex = m_triangle->m_triangle;
b3ClothMeshTriangle* triangle = cloth->m_mesh->triangles + triangleIndex;
float32 alpha = m_triangle->m_alpha;
float32 du1 = m_triangle->m_du1;
float32 dv1 = m_triangle->m_dv1;
float32 du2 = m_triangle->m_du2;
float32 dv2 = m_triangle->m_dv2;
float32 inv_det = m_triangle->m_inv_det;
b3Particle* p1 = cloth->m_particles[triangle->v1];
b3Particle* p2 = cloth->m_particles[triangle->v2];
b3Particle* p3 = cloth->m_particles[triangle->v3];
u32 i1 = p1->m_solverId;
u32 i2 = p2->m_solverId;
u32 i3 = p3->m_solverId;
b3DenseVec3& x = *data->x;
b3DenseVec3& v = *data->v;
b3DenseVec3& f = *data->f;
b3SparseSymMat33& dfdx = *data->dfdx;
b3SparseSymMat33& dfdv = *data->dfdv;
b3Vec3 x1 = x[i1];
b3Vec3 x2 = x[i2];
b3Vec3 x3 = x[i3];
b3Vec3 v1 = v[i1];
b3Vec3 v2 = v[i2];
b3Vec3 v3 = v[i3];
b3Mat33 I; I.SetIdentity();
b3Vec3 dx1 = x2 - x1;
b3Vec3 dx2 = x3 - x1;
b3Vec3 wu = inv_det * (dv2 * dx1 - dv1 * dx2);
float32 len_wu = b3Length(wu);
if (len_wu == 0.0f)
{
return;
}
B3_ASSERT(len_wu > 0.0f);
float32 inv_len_wu = 1.0f / len_wu;
b3Vec3 n_wu = inv_len_wu * wu;
b3Vec3 wv = inv_det * (-du2 * dx1 + du1 * dx2);
float32 len_wv = b3Length(wv);
if (len_wv == 0.0f)
{
return;
}
B3_ASSERT(len_wv > 0.0f);
float32 inv_len_wv = 1.0f / len_wv;
b3Vec3 n_wv = inv_len_wv * wv;
b3Vec3 dwudx;
dwudx[0] = inv_det * (dv1 - dv2);
dwudx[1] = inv_det * dv2;
dwudx[2] = -inv_det * dv1;
b3Vec3 dwvdx;
dwvdx[0] = inv_det * (du2 - du1);
dwvdx[1] = -inv_det * du2;
dwvdx[2] = inv_det * du1;
float32 Cu = alpha * (len_wu - m_bu);
float32 Cv = alpha * (len_wv - m_bv);
// This is a small trick to ensure PD-ness of the linear system
Cu = b3Max(Cu, 0.0f);
Cv = b3Max(Cv, 0.0f);
if (Cu == 0.0f && Cv == 0.0f)
{
return;
}
// Jacobian
b3Vec3 dCudx[3];
b3Vec3 dCvdx[3];
for (u32 i = 0; i < 3; ++i)
{
dCudx[i] = alpha * dwudx[i] * n_wu;
dCvdx[i] = alpha * dwvdx[i] * n_wv;
}
m_f1.SetZero();
m_f2.SetZero();
m_f3.SetZero();
if (m_ks > 0.0f)
{
// Force
b3Vec3 fs[3];
for (u32 i = 0; i < 3; ++i)
{
fs[i] = -m_ks * (Cu * dCudx[i] + Cv * dCvdx[i]);
}
m_f1 += fs[0];
m_f2 += fs[1];
m_f3 += fs[2];
// Jacobian
b3Mat33 J[3][3];
for (u32 i = 0; i < 3; ++i)
{
for (u32 j = 0; j < 3; ++j)
{
b3Mat33 d2Cuxij = (alpha * inv_len_wu * dwudx[i] * dwudx[j]) * (I - b3Outer(n_wu, n_wu));
b3Mat33 d2Cvxij = (alpha * inv_len_wv * dwvdx[i] * dwvdx[j]) * (I - b3Outer(n_wv, n_wv));
b3Mat33 Jij = -m_ks * (b3Outer(dCudx[i], dCudx[j]) + b3Outer(dCvdx[i], dCvdx[j]) + Cu * d2Cuxij + Cv * d2Cvxij);
J[i][j] = Jij;
}
}
dfdx(i1, i1) += J[0][0];
dfdx(i1, i2) += J[0][1];
dfdx(i1, i3) += J[0][2];
//dfdx(i2, i1) += J[1][0];
dfdx(i2, i2) += J[1][1];
dfdx(i2, i3) += J[1][2];
//dfdx(i3, i1) += J[2][0];
//dfdx(i3, i2) += J[2][1];
dfdx(i3, i3) += J[2][2];
}
if (m_kd > 0.0f)
{
float32 dCudt = 0.0f;
float32 dCvdt = 0.0f;
b3Vec3 vs[3] = { v1, v2, v3 };
for (u32 i = 0; i < 3; ++i)
{
dCudt += b3Dot(dCudx[i], vs[i]);
dCvdt += b3Dot(dCvdx[i], vs[i]);
}
// Force
b3Vec3 fs[3];
for (u32 i = 0; i < 3; ++i)
{
fs[i] = -m_kd * (dCudt * dCudx[i] + dCvdt * dCvdx[i]);
}
m_f1 += fs[0];
m_f2 += fs[1];
m_f3 += fs[2];
// Jacobian
b3Mat33 J[3][3];
for (u32 i = 0; i < 3; ++i)
{
for (u32 j = 0; j < 3; ++j)
{
b3Mat33 Jij = -m_kd * (b3Outer(dCudx[i], dCudx[j]) + b3Outer(dCvdx[i], dCvdx[j]));
J[i][j] = Jij;
}
}
dfdv(i1, i1) += J[0][0];
dfdv(i1, i2) += J[0][1];
dfdv(i1, i3) += J[0][2];
//dfdv(i2, i1) += J[1][0];
dfdv(i2, i2) += J[1][1];
dfdv(i2, i3) += J[1][2];
//dfdv(i3, i1) += J[2][0];
//dfdv(i3, i2) += J[2][1];
dfdv(i3, i3) += J[2][2];
}
f[i1] += m_f1;
f[i2] += m_f2;
f[i3] += m_f3;
}