Collisions: Commit of collision cleanup, put kdop-bvh structure into BLI_kdopbvh (just like kdtree interface now), huge speedup for selfcollisions, also better normal collisions (merge from cloth branch)
This commit is contained in:
@@ -24,14 +24,14 @@
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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* Contributor(s): Daniel Genrich
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef BKE_CLOTH_H
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#define BKE_CLOTH_H
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#include "float.h"
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#include <float.h>
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#include "BLI_linklist.h"
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#include "BKE_customdata.h"
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@@ -102,7 +102,8 @@ typedef struct Cloth
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unsigned char old_solver_type; /* unused, only 1 solver here */
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unsigned char pad2;
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short pad3;
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struct BVH *tree; /* collision tree for this cloth object */
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struct BVHTree *bvhtree; /* collision tree for this cloth object */
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struct BVHTree *bvhselftree; /* collision tree for this cloth object */
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struct MFace *mfaces;
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struct Implicit_Data *implicit; /* our implicit solver connects to this pointer */
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struct Implicit_Data *implicitEM; /* our implicit solver connects to this pointer */
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@@ -171,17 +172,10 @@ ClothSpring;
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/* These are the bits used in SimSettings.flags. */
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typedef enum
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{
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//CLOTH_SIMSETTINGS_FLAG_RESET = ( 1 << 1 ), // The CM object requires a reinitializaiton.
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CLOTH_SIMSETTINGS_FLAG_COLLOBJ = ( 1 << 2 ),// object is only collision object, no cloth simulation is done
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CLOTH_SIMSETTINGS_FLAG_GOAL = ( 1 << 3 ), // we have goals enabled
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CLOTH_SIMSETTINGS_FLAG_TEARING = ( 1 << 4 ),// true if tearing is enabled
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//CLOTH_SIMSETTINGS_FLAG_CCACHE_PROTECT = ( 1 << 5 ), // true if tearing is enabled
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//CLOTH_SIMSETTINGS_FLAG_EDITMODE = ( 1 << 6 ), // are we in editmode? -several things disabled
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//CLOTH_SIMSETTINGS_FLAG_CCACHE_FFREE = ( 1 << 7 ), /* force cache freeing */
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CLOTH_SIMSETTINGS_FLAG_SCALING = ( 1 << 8 ), /* is advanced scaling active? */
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//CLOTH_SIMSETTINGS_FLAG_LOADED = ( 1 << 9 ), /* did we just got load? */
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//CLOTH_SIMSETTINGS_FLAG_AUTOPROTECT = ( 1 << 10 ), /* is autoprotect enabled? */
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//CLOTH_SIMSETTINGS_FLAG_CCACHE_OUTDATED = (1 << 11), /* while protected, did cache get outdated? */
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CLOTH_SIMSETTINGS_FLAG_CCACHE_EDIT = (1 << 12) /* edit cache in editmode */
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} CLOTH_SIMSETTINGS_FLAGS;
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@@ -208,6 +202,7 @@ typedef enum
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CLOTH_SPRING_FLAG_NEEDED = ( 1 << 2 ), // springs has values to be applied
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} CLOTH_SPRINGS_FLAGS;
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/////////////////////////////////////////////////
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// collision.c
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////////////////////////////////////////////////
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@@ -246,7 +241,8 @@ DerivedMesh *clothModifier_do ( ClothModifierData *clmd,Object *ob, DerivedMesh
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void cloth_update_normals ( ClothVertex *verts, int nVerts, MFace *face, int totface );
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// needed for collision.c
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void bvh_update_from_cloth ( ClothModifierData *clmd, int moving );
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void bvhtree_update_from_cloth ( ClothModifierData *clmd, int moving );
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void bvhselftree_update_from_cloth ( ClothModifierData *clmd, int moving );
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// needed for editmesh.c
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void cloth_write_cache ( Object *ob, ClothModifierData *clmd, float framenr );
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@@ -261,11 +257,6 @@ int cloth_add_spring ( ClothModifierData *clmd, unsigned int indexA, unsigned in
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////////////////////////////////////////////////
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/* Typedefs for function pointers we need for solvers and collision detection. */
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typedef void ( *CM_COLLISION_SELF ) ( ClothModifierData *clmd, int step );
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typedef void ( *CM_COLLISION_OBJ ) ( ClothModifierData *clmd, int step, CM_COLLISION_RESPONSE collision_response );
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/* This enum provides the IDs for our solvers. */
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// only one available in the moment
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typedef enum
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@@ -286,15 +277,6 @@ typedef struct
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}
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CM_SOLVER_DEF;
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/* used for caching in implicit.c */
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typedef struct Frame
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{
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ClothVertex *verts;
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ClothSpring *springs;
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unsigned int numverts, numsprings;
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float time; /* we need float since we want to support sub-frames */
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}
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Frame;
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#endif
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@@ -24,7 +24,7 @@
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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* Contributor(s): Daniel Genrich
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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@@ -32,7 +32,7 @@
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#define BKE_COLLISIONS_H
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#include <math.h>
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#include "float.h"
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#include <float.h>
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#include <stdlib.h>
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#include <string.h>
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@@ -47,68 +47,27 @@
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#include "DNA_modifier_types.h"
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#include "DNA_object_types.h"
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#include "BLI_kdopbvh.h"
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struct Object;
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struct Cloth;
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struct MFace;
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struct DerivedMesh;
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struct ClothModifierData;
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struct CollisionTree;
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////////////////////////////////////////
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// used in kdop.c and collision.c
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// used for collisions in collision.c
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////////////////////////////////////////
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typedef struct CollisionTree
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/* COLLISION FLAGS */
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typedef enum
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{
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struct CollisionTree *nodes[4]; // 4 children --> quad-tree
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struct CollisionTree *parent;
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struct CollisionTree *nextLeaf;
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struct CollisionTree *prevLeaf;
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float bv[26]; // Bounding volume of all nodes / we have 7 axes on a 14-DOP
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unsigned int tri_index; // this saves the index of the face
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// int point_index[4]; // supports up to 4 points in a leaf
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int count_nodes; // how many nodes are used
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int traversed; // how many nodes already traversed until this level?
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int isleaf;
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float alpha; /* for selfcollision */
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float normal[3]; /* for selfcollision */
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}
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CollisionTree;
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typedef struct BVH
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{
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unsigned int numfaces;
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unsigned int numverts;
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MVert *current_x; // e.g. txold in clothvertex
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MVert *current_xold; // e.g. tx in clothvertex
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MFace *mfaces; // just a pointer to the original datastructure
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struct LinkNode *tree;
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CollisionTree *root; // TODO: saving the root --> is this really needed? YES!
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CollisionTree *leaf_tree; /* Tail of the leaf linked list. */
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CollisionTree *leaf_root; /* Head of the leaf linked list. */
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float epsilon; /* epslion is used for inflation of the k-dop */
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int flags; /* bvhFlags */
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}
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BVH;
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////////////////////////////////////////
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////////////////////////////////////////
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// kdop.c
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////////////////////////////////////////
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// needed for collision.c
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typedef void ( *CM_COLLISION_RESPONSE ) ( ModifierData *md1, ModifierData *md2, CollisionTree *tree1, CollisionTree *tree2 );
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// needed for collision.c
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int bvh_traverse ( ModifierData * md1, ModifierData * md2, CollisionTree * tree1, CollisionTree * tree2, float step, CM_COLLISION_RESPONSE collision_response, int selfcollision);
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////////////////////////////////////////
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COLLISION_IN_FUTURE = ( 1 << 1 ),
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} COLLISION_FLAGS;
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////////////////////////////////////////
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// used for collisions in kdop.c and also collision.c
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// used for collisions in collision.c
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////////////////////////////////////////
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/* used for collisions in collision.c */
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typedef struct CollPair
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@@ -119,10 +78,10 @@ typedef struct CollPair
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float normal[3];
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float vector[3]; // unnormalized collision vector: p2-p1
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float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
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int lastsign; // indicates if the distance sign has changed, unused itm
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int flag;
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float time; // collision time, from 0 up to 1
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unsigned int ap1, ap2, ap3, bp1, bp2, bp3;
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unsigned int pointsb[4];
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int ap1, ap2, ap3, bp1, bp2, bp3;
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int pointsb[4];
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}
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CollPair;
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@@ -157,32 +116,15 @@ FaceCollPair;
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// forward declarations
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/////////////////////////////////////////////////
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// NOTICE: mvert-routines for building + update the BVH are the most native ones
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// builds bounding volume hierarchy
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void bvh_build (BVH *bvh);
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BVH *bvh_build_from_mvert (MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon);
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// frees the same
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void bvh_free ( BVH * bvh );
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// checks two bounding volume hierarchies for potential collisions and returns some list with those
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// update bounding volumes, needs updated positions in bvh->current_xold (static)
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// and also bvh->current_x if moving==1
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void bvh_update_from_mvert(BVH * bvh, MVert *x, unsigned int numverts, MVert *xnew, int moving);
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void bvh_update(BVH * bvh, int moving);
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LinkNode *BLI_linklist_append_fast ( LinkNode **listp, void *ptr );
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// move Collision modifier object inter-frame with step = [0,1]
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// defined in collisions.c
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void collision_move_object(CollisionModifierData *collmd, float step, float prevstep);
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void collision_move_object ( CollisionModifierData *collmd, float step, float prevstep );
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// interface for collision functions
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void collisions_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3);
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void interpolateOnTriangle(float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3);
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void collisions_compute_barycentric ( float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3 );
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void interpolateOnTriangle ( float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3 );
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/////////////////////////////////////////////////
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@@ -45,6 +45,8 @@
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#include "BKE_pointcache.h"
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#include "BLI_kdopbvh.h"
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#ifdef _WIN32
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void tstart ( void )
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{}
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@@ -151,13 +153,14 @@ void cloth_init ( ClothModifierData *clmd )
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clmd->sim_parms->goalfrict = 0.0f;
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}
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BVH *bvh_build_from_cloth (ClothModifierData *clmd, float epsilon)
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BVHTree *bvhselftree_build_from_cloth (ClothModifierData *clmd, float epsilon)
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{
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unsigned int i = 0;
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BVH *bvh=NULL;
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int i;
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BVHTree *bvhtree;
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Cloth *cloth = clmd->clothObject;
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ClothVertex *verts = NULL;
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ClothVertex *verts;
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MFace *mfaces;
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float co[12];
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if(!clmd)
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return NULL;
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@@ -168,69 +171,171 @@ BVH *bvh_build_from_cloth (ClothModifierData *clmd, float epsilon)
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return NULL;
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verts = cloth->verts;
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mfaces = cloth->mfaces;
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// in the moment, return zero if no faces there
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if(!cloth->numverts)
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return NULL;
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// create quadtree with k=26
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bvhtree = BLI_bvhtree_new(cloth->numverts, epsilon, 4, 6);
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// fill tree
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for(i = 0; i < cloth->numverts; i++, verts++)
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{
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VECCOPY(&co[0*3], verts->xold);
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BLI_bvhtree_insert(bvhtree, i, co, 1);
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}
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// balance tree
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BLI_bvhtree_balance(bvhtree);
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return bvhtree;
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}
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BVHTree *bvhtree_build_from_cloth (ClothModifierData *clmd, float epsilon)
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{
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int i;
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BVHTree *bvhtree;
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Cloth *cloth = clmd->clothObject;
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ClothVertex *verts;
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MFace *mfaces;
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float co[12];
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if(!clmd)
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return NULL;
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cloth = clmd->clothObject;
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if(!cloth)
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return NULL;
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verts = cloth->verts;
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mfaces = cloth->mfaces;
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// in the moment, return zero if no faces there
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if(!cloth->numfaces)
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return NULL;
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bvh = MEM_callocN(sizeof(BVH), "BVH");
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if (bvh == NULL)
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// create quadtree with k=26
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bvhtree = BLI_bvhtree_new(cloth->numfaces, epsilon, 4, 26);
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// fill tree
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for(i = 0; i < cloth->numfaces; i++, mfaces++)
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{
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printf("bvh: Out of memory.\n");
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return NULL;
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VECCOPY(&co[0*3], verts[mfaces->v1].xold);
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VECCOPY(&co[1*3], verts[mfaces->v2].xold);
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VECCOPY(&co[2*3], verts[mfaces->v3].xold);
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if(mfaces->v4)
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VECCOPY(&co[3*3], verts[mfaces->v4].xold);
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BLI_bvhtree_insert(bvhtree, i, co, (mfaces->v4 ? 4 : 3));
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}
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// springs = cloth->springs;
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// numsprings = cloth->numsprings;
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bvh->epsilon = epsilon;
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bvh->numfaces = cloth->numfaces;
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bvh->mfaces = cloth->mfaces;
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bvh->numverts = cloth->numverts;
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// balance tree
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BLI_bvhtree_balance(bvhtree);
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bvh->current_x = MEM_callocN ( sizeof ( MVert ) * bvh->numverts, "bvh->current_x" );
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if (bvh->current_x == NULL)
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{
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printf("bvh: Out of memory.\n");
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MEM_freeN(bvh);
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return NULL;
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}
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for(i = 0; i < bvh->numverts; i++)
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{
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VECCOPY(bvh->current_x[i].co, verts[i].tx);
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}
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bvh_build (bvh);
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return bvh;
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return bvhtree;
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}
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void bvh_update_from_cloth(ClothModifierData *clmd, int moving)
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{
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void bvhtree_update_from_cloth(ClothModifierData *clmd, int moving)
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{
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unsigned int i = 0;
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Cloth *cloth = clmd->clothObject;
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BVH *bvh = cloth->tree;
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BVHTree *bvhtree = cloth->bvhtree;
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ClothVertex *verts = cloth->verts;
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MFace *mfaces;
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float co[12], co_moving[12];
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int ret = 0;
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if(!bvh)
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if(!bvhtree)
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return;
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if(cloth->numverts!=bvh->numverts)
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return;
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mfaces = cloth->mfaces;
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if(cloth->verts)
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// update vertex position in bvh tree
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if(verts && mfaces)
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{
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for(i = 0; i < bvh->numverts; i++)
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for(i = 0; i < cloth->numfaces; i++, mfaces++)
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{
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VECCOPY(bvh->current_x[i].co, verts[i].tx);
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VECCOPY(bvh->current_xold[i].co, verts[i].txold);
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VECCOPY(&co[0*3], verts[mfaces->v1].txold);
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VECCOPY(&co[1*3], verts[mfaces->v2].txold);
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VECCOPY(&co[2*3], verts[mfaces->v3].txold);
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if(mfaces->v4)
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VECCOPY(&co[3*3], verts[mfaces->v4].txold);
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// copy new locations into array
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if(moving)
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{
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// update moving positions
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VECCOPY(&co_moving[0*3], verts[mfaces->v1].tx);
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VECCOPY(&co_moving[1*3], verts[mfaces->v2].tx);
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VECCOPY(&co_moving[2*3], verts[mfaces->v3].tx);
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if(mfaces->v4)
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VECCOPY(&co_moving[3*3], verts[mfaces->v4].tx);
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ret = BLI_bvhtree_update_node(bvhtree, i, co, co_moving, (mfaces->v4 ? 4 : 3));
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}
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else
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{
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ret = BLI_bvhtree_update_node(bvhtree, i, co, NULL, (mfaces->v4 ? 4 : 3));
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}
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// check if tree is already full
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if(!ret)
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break;
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}
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BLI_bvhtree_update_tree(bvhtree);
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}
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}
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void bvhselftree_update_from_cloth(ClothModifierData *clmd, int moving)
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{
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unsigned int i = 0;
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Cloth *cloth = clmd->clothObject;
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BVHTree *bvhtree = cloth->bvhselftree;
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ClothVertex *verts = cloth->verts;
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MFace *mfaces;
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float co[12], co_moving[12];
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int ret = 0;
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bvh_update(bvh, moving);
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if(!bvhtree)
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return;
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mfaces = cloth->mfaces;
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// update vertex position in bvh tree
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if(verts && mfaces)
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{
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for(i = 0; i < cloth->numverts; i++, verts++)
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{
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VECCOPY(&co[0*3], verts->txold);
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// copy new locations into array
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if(moving)
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{
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// update moving positions
|
||||
VECCOPY(&co_moving[0*3], verts->tx);
|
||||
|
||||
ret = BLI_bvhtree_update_node(bvhtree, i, co, co_moving, 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = BLI_bvhtree_update_node(bvhtree, i, co, NULL, 1);
|
||||
}
|
||||
|
||||
// check if tree is already full
|
||||
if(!ret)
|
||||
break;
|
||||
}
|
||||
|
||||
BLI_bvhtree_update_tree(bvhtree);
|
||||
}
|
||||
}
|
||||
|
||||
int modifiers_indexInObject(Object *ob, ModifierData *md_seek);
|
||||
@@ -541,8 +646,11 @@ void cloth_free_modifier ( Object *ob, ClothModifierData *clmd )
|
||||
cloth->numsprings = 0;
|
||||
|
||||
// free BVH collision tree
|
||||
if ( cloth->tree )
|
||||
bvh_free ( ( BVH * ) cloth->tree );
|
||||
if ( cloth->bvhtree )
|
||||
BLI_bvhtree_free ( cloth->bvhtree );
|
||||
|
||||
if ( cloth->bvhselftree )
|
||||
BLI_bvhtree_free ( cloth->bvhselftree );
|
||||
|
||||
// we save our faces for collision objects
|
||||
if ( cloth->mfaces )
|
||||
@@ -611,8 +719,11 @@ void cloth_free_modifier_extern ( ClothModifierData *clmd )
|
||||
cloth->numsprings = 0;
|
||||
|
||||
// free BVH collision tree
|
||||
if ( cloth->tree )
|
||||
bvh_free ( ( BVH * ) cloth->tree );
|
||||
if ( cloth->bvhtree )
|
||||
BLI_bvhtree_free ( cloth->bvhtree );
|
||||
|
||||
if ( cloth->bvhselftree )
|
||||
BLI_bvhtree_free ( cloth->bvhselftree );
|
||||
|
||||
// we save our faces for collision objects
|
||||
if ( cloth->mfaces )
|
||||
@@ -751,6 +862,7 @@ static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *d
|
||||
ClothVertex *verts = NULL;
|
||||
float tnull[3] = {0,0,0};
|
||||
Cloth *cloth = NULL;
|
||||
float maxdist = 0;
|
||||
|
||||
// If we have a clothObject, free it.
|
||||
if ( clmd->clothObject != NULL )
|
||||
@@ -810,6 +922,7 @@ static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *d
|
||||
VECCOPY ( verts->xold, verts->x );
|
||||
VECCOPY ( verts->xconst, verts->x );
|
||||
VECCOPY ( verts->txold, verts->x );
|
||||
VECCOPY ( verts->tx, verts->x );
|
||||
VecMulf ( verts->v, 0.0f );
|
||||
|
||||
verts->impulse_count = 0;
|
||||
@@ -819,8 +932,7 @@ static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *d
|
||||
// apply / set vertex groups
|
||||
// has to be happen before springs are build!
|
||||
cloth_apply_vgroup (clmd, dm);
|
||||
|
||||
|
||||
|
||||
if ( !cloth_build_springs ( clmd, dm ) )
|
||||
{
|
||||
cloth_free_modifier ( ob, clmd );
|
||||
@@ -845,12 +957,18 @@ static int cloth_from_object(Object *ob, ClothModifierData *clmd, DerivedMesh *d
|
||||
if(!first)
|
||||
implicit_set_positions(clmd);
|
||||
|
||||
clmd->clothObject->tree = bvh_build_from_cloth ( clmd, clmd->coll_parms->epsilon );
|
||||
clmd->clothObject->bvhtree = bvhtree_build_from_cloth ( clmd, clmd->coll_parms->epsilon );
|
||||
|
||||
for(i = 0; i < dm->getNumVerts(dm); i++)
|
||||
{
|
||||
maxdist = MAX2(maxdist, clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len*2.0));
|
||||
}
|
||||
|
||||
clmd->clothObject->bvhselftree = bvhselftree_build_from_cloth ( clmd, maxdist );
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
static void cloth_from_mesh ( Object *ob, ClothModifierData *clmd, DerivedMesh *dm )
|
||||
{
|
||||
unsigned int numverts = dm->getNumVerts ( dm );
|
||||
|
||||
@@ -41,7 +41,6 @@
|
||||
#include "BKE_global.h"
|
||||
#include "BKE_mesh.h"
|
||||
#include "BKE_object.h"
|
||||
#include "BKE_cloth.h"
|
||||
#include "BKE_modifier.h"
|
||||
#include "BKE_utildefines.h"
|
||||
#include "BKE_DerivedMesh.h"
|
||||
@@ -49,6 +48,38 @@
|
||||
|
||||
#include "Bullet-C-Api.h"
|
||||
|
||||
#include "BLI_kdopbvh.h"
|
||||
#include "BKE_collision.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
static void start ( void )
|
||||
{}
|
||||
static void end ( void )
|
||||
{
|
||||
}
|
||||
static double val()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
#else
|
||||
#include <sys/time.h>
|
||||
static void mystart ( struct timeval *start, struct timezone *z )
|
||||
{
|
||||
gettimeofday ( start, z );
|
||||
}
|
||||
static void myend ( struct timeval *end, struct timezone *z )
|
||||
{
|
||||
gettimeofday ( end,z );
|
||||
}
|
||||
static double myval ( struct timeval *start, struct timeval *end )
|
||||
{
|
||||
double t1, t2;
|
||||
t1 = ( double ) start->tv_sec + ( double ) start->tv_usec/ ( 1000*1000 );
|
||||
t2 = ( double ) end->tv_sec + ( double ) end->tv_usec/ ( 1000*1000 );
|
||||
return t2-t1;
|
||||
}
|
||||
#endif
|
||||
|
||||
/***********************************
|
||||
Collision modifier code start
|
||||
***********************************/
|
||||
@@ -66,58 +97,80 @@ void collision_move_object ( CollisionModifierData *collmd, float step, float pr
|
||||
VECADDS ( collmd->current_xnew[i].co, collmd->x[i].co, tv, step );
|
||||
VECSUB ( collmd->current_v[i].co, collmd->current_xnew[i].co, collmd->current_x[i].co );
|
||||
}
|
||||
bvh_update_from_mvert ( collmd->bvh, collmd->current_x, collmd->numverts, collmd->current_xnew, 1 );
|
||||
bvhtree_update_from_mvert ( collmd->bvhtree, collmd->mfaces, collmd->numfaces, collmd->current_x, collmd->current_xnew, collmd->numverts, 1 );
|
||||
}
|
||||
|
||||
/* build bounding volume hierarchy from mverts (see kdop.c for whole BVH code) */
|
||||
BVH *bvh_build_from_mvert ( MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon )
|
||||
BVHTree *bvhtree_build_from_mvert ( MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon )
|
||||
{
|
||||
BVH *bvh=NULL;
|
||||
BVHTree *tree;
|
||||
float co[12];
|
||||
int i;
|
||||
MFace *tface = mfaces;
|
||||
|
||||
bvh = MEM_callocN ( sizeof ( BVH ), "BVH" );
|
||||
if ( bvh == NULL )
|
||||
tree = BLI_bvhtree_new ( numfaces*2, epsilon, 4, 26 );
|
||||
|
||||
// fill tree
|
||||
for ( i = 0; i < numfaces; i++, tface++ )
|
||||
{
|
||||
printf ( "bvh: Out of memory.\n" );
|
||||
return NULL;
|
||||
VECCOPY ( &co[0*3], x[tface->v1].co );
|
||||
VECCOPY ( &co[1*3], x[tface->v2].co );
|
||||
VECCOPY ( &co[2*3], x[tface->v3].co );
|
||||
if ( tface->v4 )
|
||||
VECCOPY ( &co[3*3], x[tface->v4].co );
|
||||
|
||||
BLI_bvhtree_insert ( tree, i, co, ( mfaces->v4 ? 4 : 3 ) );
|
||||
}
|
||||
|
||||
// in the moment, return zero if no faces there
|
||||
if ( !numfaces )
|
||||
return NULL;
|
||||
// balance tree
|
||||
BLI_bvhtree_balance ( tree );
|
||||
|
||||
bvh->epsilon = epsilon;
|
||||
bvh->numfaces = numfaces;
|
||||
bvh->mfaces = mfaces;
|
||||
|
||||
// we have no faces, we save seperate points
|
||||
if ( !mfaces )
|
||||
{
|
||||
bvh->numfaces = numverts;
|
||||
}
|
||||
|
||||
bvh->numverts = numverts;
|
||||
bvh->current_x = MEM_dupallocN ( x );
|
||||
|
||||
bvh_build ( bvh );
|
||||
|
||||
return bvh;
|
||||
return tree;
|
||||
}
|
||||
|
||||
void bvh_update_from_mvert ( BVH * bvh, MVert *x, unsigned int numverts, MVert *xnew, int moving )
|
||||
void bvhtree_update_from_mvert ( BVHTree * bvhtree, MFace *faces, int numfaces, MVert *x, MVert *xnew, int numverts, int moving )
|
||||
{
|
||||
if ( !bvh )
|
||||
return;
|
||||
int i;
|
||||
MFace *mfaces = faces;
|
||||
float co[12], co_moving[12];
|
||||
int ret = 0;
|
||||
|
||||
if ( numverts!=bvh->numverts )
|
||||
if ( !bvhtree )
|
||||
return;
|
||||
|
||||
if ( x )
|
||||
memcpy ( bvh->current_xold, x, sizeof ( MVert ) * numverts );
|
||||
{
|
||||
for ( i = 0; i < numfaces; i++, mfaces++ )
|
||||
{
|
||||
VECCOPY ( &co[0*3], x[mfaces->v1].co );
|
||||
VECCOPY ( &co[1*3], x[mfaces->v2].co );
|
||||
VECCOPY ( &co[2*3], x[mfaces->v3].co );
|
||||
if ( mfaces->v4 )
|
||||
VECCOPY ( &co[3*3], x[mfaces->v4].co );
|
||||
|
||||
if ( xnew )
|
||||
memcpy ( bvh->current_x, xnew, sizeof ( MVert ) * numverts );
|
||||
// copy new locations into array
|
||||
if ( moving && xnew )
|
||||
{
|
||||
// update moving positions
|
||||
VECCOPY ( &co_moving[0*3], xnew[mfaces->v1].co );
|
||||
VECCOPY ( &co_moving[1*3], xnew[mfaces->v2].co );
|
||||
VECCOPY ( &co_moving[2*3], xnew[mfaces->v3].co );
|
||||
if ( mfaces->v4 )
|
||||
VECCOPY ( &co_moving[3*3], xnew[mfaces->v4].co );
|
||||
|
||||
bvh_update ( bvh, moving );
|
||||
ret = BLI_bvhtree_update_node ( bvhtree, i, co, co_moving, ( mfaces->v4 ? 4 : 3 ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
ret = BLI_bvhtree_update_node ( bvhtree, i, co, NULL, ( mfaces->v4 ? 4 : 3 ) );
|
||||
}
|
||||
|
||||
// check if tree is already full
|
||||
if ( !ret )
|
||||
break;
|
||||
}
|
||||
|
||||
BLI_bvhtree_update_tree ( bvhtree );
|
||||
}
|
||||
}
|
||||
|
||||
/***********************************
|
||||
@@ -125,47 +178,48 @@ Collision modifier code end
|
||||
***********************************/
|
||||
|
||||
/**
|
||||
* gsl_poly_solve_cubic -
|
||||
*
|
||||
* copied from SOLVE_CUBIC.C --> GSL
|
||||
*/
|
||||
* gsl_poly_solve_cubic -
|
||||
*
|
||||
* copied from SOLVE_CUBIC.C --> GSL
|
||||
*/
|
||||
|
||||
/* DG: debug hint! don't forget that all functions were "fabs", "sinf", etc before */
|
||||
#define mySWAP(a,b) { float tmp = b ; b = a ; a = tmp ; }
|
||||
#define mySWAP(a,b) do { double tmp = b ; b = a ; a = tmp ; } while(0)
|
||||
|
||||
int gsl_poly_solve_cubic ( float a, float b, float c, float *x0, float *x1, float *x2 )
|
||||
int
|
||||
gsl_poly_solve_cubic (double a, double b, double c,
|
||||
double *x0, double *x1, double *x2)
|
||||
{
|
||||
float q = ( a * a - 3 * b );
|
||||
float r = ( 2 * a * a * a - 9 * a * b + 27 * c );
|
||||
double q = (a * a - 3 * b);
|
||||
double r = (2 * a * a * a - 9 * a * b + 27 * c);
|
||||
|
||||
float Q = q / 9;
|
||||
float R = r / 54;
|
||||
double Q = q / 9;
|
||||
double R = r / 54;
|
||||
|
||||
float Q3 = Q * Q * Q;
|
||||
float R2 = R * R;
|
||||
double Q3 = Q * Q * Q;
|
||||
double R2 = R * R;
|
||||
|
||||
float CR2 = 729 * r * r;
|
||||
float CQ3 = 2916 * q * q * q;
|
||||
double CR2 = 729 * r * r;
|
||||
double CQ3 = 2916 * q * q * q;
|
||||
|
||||
if ( R == 0 && Q == 0 )
|
||||
if (R == 0 && Q == 0)
|
||||
{
|
||||
*x0 = - a / 3 ;
|
||||
*x1 = - a / 3 ;
|
||||
*x2 = - a / 3 ;
|
||||
return 3 ;
|
||||
}
|
||||
else if ( CR2 == CQ3 )
|
||||
else if (CR2 == CQ3)
|
||||
{
|
||||
/* this test is actually R2 == Q3, written in a form suitable
|
||||
for exact computation with integers */
|
||||
for exact computation with integers */
|
||||
|
||||
/* Due to finite precision some float roots may be missed, and
|
||||
considered to be a pair of complex roots z = x +/- epsilon i
|
||||
close to the real axis. */
|
||||
/* Due to finite precision some double roots may be missed, and
|
||||
considered to be a pair of complex roots z = x +/- epsilon i
|
||||
close to the real axis. */
|
||||
|
||||
float sqrtQ = sqrt ( Q );
|
||||
double sqrtQ = sqrt (Q);
|
||||
|
||||
if ( R > 0 )
|
||||
if (R > 0)
|
||||
{
|
||||
*x0 = -2 * sqrtQ - a / 3;
|
||||
*x1 = sqrtQ - a / 3;
|
||||
@@ -179,72 +233,88 @@ int gsl_poly_solve_cubic ( float a, float b, float c, float *x0, float *x1, floa
|
||||
}
|
||||
return 3 ;
|
||||
}
|
||||
else if ( CR2 < CQ3 ) /* equivalent to R2 < Q3 */
|
||||
else if (CR2 < CQ3) /* equivalent to R2 < Q3 */
|
||||
{
|
||||
float sqrtQ = sqrt ( Q );
|
||||
float sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;
|
||||
float theta = acos ( R / sqrtQ3 );
|
||||
float norm = -2 * sqrtQ;
|
||||
*x0 = norm * cos ( theta / 3 ) - a / 3;
|
||||
*x1 = norm * cos ( ( theta + 2.0 * M_PI ) / 3 ) - a / 3;
|
||||
*x2 = norm * cos ( ( theta - 2.0 * M_PI ) / 3 ) - a / 3;
|
||||
double sqrtQ = sqrt (Q);
|
||||
double sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;
|
||||
double theta = acos (R / sqrtQ3);
|
||||
double norm = -2 * sqrtQ;
|
||||
*x0 = norm * cos (theta / 3) - a / 3;
|
||||
*x1 = norm * cos ((theta + 2.0 * M_PI) / 3) - a / 3;
|
||||
*x2 = norm * cos ((theta - 2.0 * M_PI) / 3) - a / 3;
|
||||
|
||||
/* Sort *x0, *x1, *x2 into increasing order */
|
||||
|
||||
if ( *x0 > *x1 )
|
||||
mySWAP ( *x0, *x1 ) ;
|
||||
if (*x0 > *x1)
|
||||
mySWAP(*x0, *x1) ;
|
||||
|
||||
if ( *x1 > *x2 )
|
||||
if (*x1 > *x2)
|
||||
{
|
||||
mySWAP ( *x1, *x2 ) ;
|
||||
mySWAP(*x1, *x2) ;
|
||||
|
||||
if ( *x0 > *x1 )
|
||||
mySWAP ( *x0, *x1 ) ;
|
||||
if (*x0 > *x1)
|
||||
mySWAP(*x0, *x1) ;
|
||||
}
|
||||
|
||||
return 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
float sgnR = ( R >= 0 ? 1 : -1 );
|
||||
float A = -sgnR * pow ( ABS ( R ) + sqrt ( R2 - Q3 ), 1.0/3.0 );
|
||||
float B = Q / A ;
|
||||
double sgnR = (R >= 0 ? 1 : -1);
|
||||
double A = -sgnR * pow (fabs (R) + sqrt (R2 - Q3), 1.0/3.0);
|
||||
double B = Q / A ;
|
||||
*x0 = A + B - a / 3;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/**
|
||||
* gsl_poly_solve_quadratic
|
||||
*
|
||||
* copied from GSL
|
||||
*/
|
||||
int gsl_poly_solve_quadratic ( float a, float b, float c, float *x0, float *x1 )
|
||||
{
|
||||
float disc = b * b - 4 * a * c;
|
||||
|
||||
if ( disc > 0 )
|
||||
/**
|
||||
* gsl_poly_solve_quadratic
|
||||
*
|
||||
* copied from GSL
|
||||
*/
|
||||
int
|
||||
gsl_poly_solve_quadratic (double a, double b, double c,
|
||||
double *x0, double *x1)
|
||||
{
|
||||
double disc = b * b - 4 * a * c;
|
||||
|
||||
if (a == 0) /* Handle linear case */
|
||||
{
|
||||
if ( b == 0 )
|
||||
if (b == 0)
|
||||
{
|
||||
float r = ABS ( 0.5 * sqrt ( disc ) / a );
|
||||
return 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
*x0 = -c / b;
|
||||
return 1;
|
||||
};
|
||||
}
|
||||
|
||||
if (disc > 0)
|
||||
{
|
||||
if (b == 0)
|
||||
{
|
||||
double r = fabs (0.5 * sqrt (disc) / a);
|
||||
*x0 = -r;
|
||||
*x1 = r;
|
||||
}
|
||||
else
|
||||
{
|
||||
float sgnb = ( b > 0 ? 1 : -1 );
|
||||
float temp = -0.5 * ( b + sgnb * sqrt ( disc ) );
|
||||
float r1 = temp / a ;
|
||||
float r2 = c / temp ;
|
||||
double sgnb = (b > 0 ? 1 : -1);
|
||||
double temp = -0.5 * (b + sgnb * sqrt (disc));
|
||||
double r1 = temp / a ;
|
||||
double r2 = c / temp ;
|
||||
|
||||
if ( r1 < r2 )
|
||||
if (r1 < r2)
|
||||
{
|
||||
*x0 = r1 ;
|
||||
*x1 = r2 ;
|
||||
}
|
||||
else
|
||||
}
|
||||
else
|
||||
{
|
||||
*x0 = r2 ;
|
||||
*x1 = r1 ;
|
||||
@@ -252,7 +322,7 @@ int gsl_poly_solve_quadratic ( float a, float b, float c, float *x0, float *x1
|
||||
}
|
||||
return 2;
|
||||
}
|
||||
else if ( disc == 0 )
|
||||
else if (disc == 0)
|
||||
{
|
||||
*x0 = -0.5 * b / a ;
|
||||
*x1 = -0.5 * b / a ;
|
||||
@@ -266,79 +336,88 @@ int gsl_poly_solve_quadratic ( float a, float b, float c, float *x0, float *x1
|
||||
|
||||
|
||||
|
||||
/*
|
||||
* See Bridson et al. "Robust Treatment of Collision, Contact and Friction for Cloth Animation"
|
||||
* page 4, left column
|
||||
*/
|
||||
|
||||
int cloth_get_collision_time ( float a[3], float b[3], float c[3], float d[3], float e[3], float f[3], float solution[3] )
|
||||
/*
|
||||
* See Bridson et al. "Robust Treatment of Collision, Contact and Friction for Cloth Animation"
|
||||
* page 4, left column
|
||||
*/
|
||||
int cloth_get_collision_time ( double a[3], double b[3], double c[3], double d[3], double e[3], double f[3], double solution[3] )
|
||||
{
|
||||
int num_sols = 0;
|
||||
|
||||
float g = -a[2] * c[1] * e[0] + a[1] * c[2] * e[0] +
|
||||
a[2] * c[0] * e[1] - a[0] * c[2] * e[1] -
|
||||
a[1] * c[0] * e[2] + a[0] * c[1] * e[2];
|
||||
// x^0 - checked
|
||||
double g = a[0] * c[1] * e[2] - a[0] * c[2] * e[1] +
|
||||
a[1] * c[2] * e[0] - a[1] * c[0] * e[2] +
|
||||
a[2] * c[0] * e[1] - a[2] * c[1] * e[0];
|
||||
|
||||
float h = -b[2] * c[1] * e[0] + b[1] * c[2] * e[0] - a[2] * d[1] * e[0] +
|
||||
a[1] * d[2] * e[0] + b[2] * c[0] * e[1] - b[0] * c[2] * e[1] +
|
||||
a[2] * d[0] * e[1] - a[0] * d[2] * e[1] - b[1] * c[0] * e[2] +
|
||||
b[0] * c[1] * e[2] - a[1] * d[0] * e[2] + a[0] * d[1] * e[2] -
|
||||
a[2] * c[1] * f[0] + a[1] * c[2] * f[0] + a[2] * c[0] * f[1] -
|
||||
a[0] * c[2] * f[1] - a[1] * c[0] * f[2] + a[0] * c[1] * f[2];
|
||||
// x^1
|
||||
double h = -b[2] * c[1] * e[0] + b[1] * c[2] * e[0] - a[2] * d[1] * e[0] +
|
||||
a[1] * d[2] * e[0] + b[2] * c[0] * e[1] - b[0] * c[2] * e[1] +
|
||||
a[2] * d[0] * e[1] - a[0] * d[2] * e[1] - b[1] * c[0] * e[2] +
|
||||
b[0] * c[1] * e[2] - a[1] * d[0] * e[2] + a[0] * d[1] * e[2] -
|
||||
a[2] * c[1] * f[0] + a[1] * c[2] * f[0] + a[2] * c[0] * f[1] -
|
||||
a[0] * c[2] * f[1] - a[1] * c[0] * f[2] + a[0] * c[1] * f[2];
|
||||
|
||||
float i = -b[2] * d[1] * e[0] + b[1] * d[2] * e[0] +
|
||||
b[2] * d[0] * e[1] - b[0] * d[2] * e[1] -
|
||||
b[1] * d[0] * e[2] + b[0] * d[1] * e[2] -
|
||||
b[2] * c[1] * f[0] + b[1] * c[2] * f[0] -
|
||||
a[2] * d[1] * f[0] + a[1] * d[2] * f[0] +
|
||||
b[2] * c[0] * f[1] - b[0] * c[2] * f[1] +
|
||||
a[2] * d[0] * f[1] - a[0] * d[2] * f[1] -
|
||||
b[1] * c[0] * f[2] + b[0] * c[1] * f[2] -
|
||||
a[1] * d[0] * f[2] + a[0] * d[1] * f[2];
|
||||
// x^2
|
||||
double i = -b[2] * d[1] * e[0] + b[1] * d[2] * e[0] +
|
||||
b[2] * d[0] * e[1] - b[0] * d[2] * e[1] -
|
||||
b[1] * d[0] * e[2] + b[0] * d[1] * e[2] -
|
||||
b[2] * c[1] * f[0] + b[1] * c[2] * f[0] -
|
||||
a[2] * d[1] * f[0] + a[1] * d[2] * f[0] +
|
||||
b[2] * c[0] * f[1] - b[0] * c[2] * f[1] +
|
||||
a[2] * d[0] * f[1] - a[0] * d[2] * f[1] -
|
||||
b[1] * c[0] * f[2] + b[0] * c[1] * f[2] -
|
||||
a[1] * d[0] * f[2] + a[0] * d[1] * f[2];
|
||||
|
||||
float j = -b[2] * d[1] * f[0] + b[1] * d[2] * f[0] +
|
||||
b[2] * d[0] * f[1] - b[0] * d[2] * f[1] -
|
||||
b[1] * d[0] * f[2] + b[0] * d[1] * f[2];
|
||||
// x^3 - checked
|
||||
double j = -b[2] * d[1] * f[0] + b[1] * d[2] * f[0] +
|
||||
b[2] * d[0] * f[1] - b[0] * d[2] * f[1] -
|
||||
b[1] * d[0] * f[2] + b[0] * d[1] * f[2];
|
||||
|
||||
/*
|
||||
printf("r1: %lf\n", a[0] * c[1] * e[2] - a[0] * c[2] * e[1]);
|
||||
printf("r2: %lf\n", a[1] * c[2] * e[0] - a[1] * c[0] * e[2]);
|
||||
printf("r3: %lf\n", a[2] * c[0] * e[1] - a[2] * c[1] * e[0]);
|
||||
|
||||
printf("x1 x: %f, y: %f, z: %f\n", a[0], a[1], a[2]);
|
||||
printf("x2 x: %f, y: %f, z: %f\n", c[0], c[1], c[2]);
|
||||
printf("x3 x: %f, y: %f, z: %f\n", e[0], e[1], e[2]);
|
||||
|
||||
printf("v1 x: %f, y: %f, z: %f\n", b[0], b[1], b[2]);
|
||||
printf("v2 x: %f, y: %f, z: %f\n", d[0], d[1], d[2]);
|
||||
printf("v3 x: %f, y: %f, z: %f\n", f[0], f[1], f[2]);
|
||||
|
||||
printf("t^3: %lf, t^2: %lf, t^1: %lf, t^0: %lf\n", j, i, h, g);
|
||||
|
||||
*/
|
||||
// Solve cubic equation to determine times t1, t2, t3, when the collision will occur.
|
||||
if ( ABS ( j ) > ALMOST_ZERO )
|
||||
if ( ABS ( j ) > DBL_EPSILON )
|
||||
{
|
||||
i /= j;
|
||||
h /= j;
|
||||
g /= j;
|
||||
|
||||
num_sols = gsl_poly_solve_cubic ( i, h, g, &solution[0], &solution[1], &solution[2] );
|
||||
}
|
||||
else if ( ABS ( i ) > ALMOST_ZERO )
|
||||
else
|
||||
{
|
||||
num_sols = gsl_poly_solve_quadratic ( i, h, g, &solution[0], &solution[1] );
|
||||
solution[2] = -1.0;
|
||||
}
|
||||
else if ( ABS ( h ) > ALMOST_ZERO )
|
||||
{
|
||||
solution[0] = -g / h;
|
||||
solution[1] = solution[2] = -1.0;
|
||||
num_sols = 1;
|
||||
}
|
||||
else if ( ABS ( g ) > ALMOST_ZERO )
|
||||
{
|
||||
solution[0] = 0;
|
||||
solution[1] = solution[2] = -1.0;
|
||||
num_sols = 1;
|
||||
}
|
||||
|
||||
// printf("num_sols: %d, sol1: %lf, sol2: %lf, sol3: %lf\n", num_sols, solution[0], solution[1], solution[2]);
|
||||
|
||||
// Discard negative solutions
|
||||
if ( ( num_sols >= 1 ) && ( solution[0] < 0 ) )
|
||||
if ( ( num_sols >= 1 ) && ( solution[0] < DBL_EPSILON ) )
|
||||
{
|
||||
--num_sols;
|
||||
solution[0] = solution[num_sols];
|
||||
}
|
||||
if ( ( num_sols >= 2 ) && ( solution[1] < 0 ) )
|
||||
if ( ( num_sols >= 2 ) && ( solution[1] < DBL_EPSILON ) )
|
||||
{
|
||||
--num_sols;
|
||||
solution[1] = solution[num_sols];
|
||||
}
|
||||
if ( ( num_sols == 3 ) && ( solution[2] < 0 ) )
|
||||
if ( ( num_sols == 3 ) && ( solution[2] < DBL_EPSILON ) )
|
||||
{
|
||||
--num_sols;
|
||||
}
|
||||
@@ -374,6 +453,7 @@ int cloth_get_collision_time ( float a[3], float b[3], float c[3], float d[3], f
|
||||
return num_sols;
|
||||
}
|
||||
|
||||
|
||||
// w3 is not perfect
|
||||
void collision_compute_barycentric ( float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3 )
|
||||
{
|
||||
@@ -419,38 +499,37 @@ DO_INLINE void collision_interpolateOnTriangle ( float to[3], float v1[3], float
|
||||
VECADDMUL ( to, v3, w3 );
|
||||
}
|
||||
|
||||
int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifierData *collmd )
|
||||
|
||||
int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, CollPair *collision_end )
|
||||
{
|
||||
int result = 0;
|
||||
LinkNode *search = NULL;
|
||||
CollPair *collpair = NULL;
|
||||
Cloth *cloth1;
|
||||
float w1, w2, w3, u1, u2, u3;
|
||||
float v1[3], v2[3], relativeVelocity[3];
|
||||
float magrelVel;
|
||||
float epsilon2 = collmd->bvh->epsilon;
|
||||
float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
|
||||
|
||||
cloth1 = clmd->clothObject;
|
||||
|
||||
search = clmd->coll_parms->collision_list;
|
||||
|
||||
while ( search )
|
||||
for ( ; collpair != collision_end; collpair++ )
|
||||
{
|
||||
collpair = search->link;
|
||||
// only handle static collisions here
|
||||
if ( collpair->flag & COLLISION_IN_FUTURE )
|
||||
continue;
|
||||
|
||||
// compute barycentric coordinates for both collision points
|
||||
collision_compute_barycentric ( collpair->pa,
|
||||
cloth1->verts[collpair->ap1].txold,
|
||||
cloth1->verts[collpair->ap2].txold,
|
||||
cloth1->verts[collpair->ap3].txold,
|
||||
&w1, &w2, &w3 );
|
||||
cloth1->verts[collpair->ap1].txold,
|
||||
cloth1->verts[collpair->ap2].txold,
|
||||
cloth1->verts[collpair->ap3].txold,
|
||||
&w1, &w2, &w3 );
|
||||
|
||||
// was: txold
|
||||
collision_compute_barycentric ( collpair->pb,
|
||||
collmd->current_x[collpair->bp1].co,
|
||||
collmd->current_x[collpair->bp2].co,
|
||||
collmd->current_x[collpair->bp3].co,
|
||||
&u1, &u2, &u3 );
|
||||
collmd->current_x[collpair->bp1].co,
|
||||
collmd->current_x[collpair->bp2].co,
|
||||
collmd->current_x[collpair->bp3].co,
|
||||
&u1, &u2, &u3 );
|
||||
|
||||
// Calculate relative "velocity".
|
||||
collision_interpolateOnTriangle ( v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3 );
|
||||
@@ -530,70 +609,50 @@ int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifier
|
||||
|
||||
result = 1;
|
||||
}
|
||||
|
||||
search = search->next;
|
||||
}
|
||||
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
int cloth_collision_response_moving_tris ( ClothModifierData *clmd, ClothModifierData *coll_clmd )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int cloth_collision_response_moving_edges ( ClothModifierData *clmd, ClothModifierData *coll_clmd )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
void cloth_collision_static ( ModifierData *md1, ModifierData *md2, CollisionTree *tree1, CollisionTree *tree2 )
|
||||
//Determines collisions on overlap, collisions are writen to collpair[i] and collision+number_collision_found is returned
|
||||
CollPair* cloth_collision ( ModifierData *md1, ModifierData *md2, BVHTreeOverlap *overlap, CollPair *collpair )
|
||||
{
|
||||
ClothModifierData *clmd = ( ClothModifierData * ) md1;
|
||||
CollisionModifierData *collmd = ( CollisionModifierData * ) md2;
|
||||
CollPair *collpair = NULL;
|
||||
Cloth *cloth1=NULL;
|
||||
MFace *face1=NULL, *face2=NULL;
|
||||
ClothVertex *verts1=NULL;
|
||||
MFace *face1=NULL, *face2 = NULL;
|
||||
ClothVertex *verts1 = clmd->clothObject->verts;
|
||||
double distance = 0;
|
||||
float epsilon = clmd->coll_parms->epsilon;
|
||||
float epsilon2 = ( ( CollisionModifierData * ) md2 )->bvh->epsilon;
|
||||
unsigned int i = 0;
|
||||
float epsilon1 = clmd->coll_parms->epsilon;
|
||||
float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
|
||||
int i;
|
||||
|
||||
face1 = & ( clmd->clothObject->mfaces[overlap->indexA] );
|
||||
face2 = & ( collmd->mfaces[overlap->indexB] );
|
||||
|
||||
// check all 4 possible collisions
|
||||
for ( i = 0; i < 4; i++ )
|
||||
{
|
||||
collpair = ( CollPair * ) MEM_callocN ( sizeof ( CollPair ), "cloth coll pair" );
|
||||
|
||||
cloth1 = clmd->clothObject;
|
||||
|
||||
verts1 = cloth1->verts;
|
||||
|
||||
face1 = & ( cloth1->mfaces[tree1->tri_index] );
|
||||
face2 = & ( collmd->mfaces[tree2->tri_index] );
|
||||
|
||||
// check all possible pairs of triangles
|
||||
if ( i == 0 )
|
||||
{
|
||||
// fill faceA
|
||||
collpair->ap1 = face1->v1;
|
||||
collpair->ap2 = face1->v2;
|
||||
collpair->ap3 = face1->v3;
|
||||
|
||||
// fill faceB
|
||||
collpair->bp1 = face2->v1;
|
||||
collpair->bp2 = face2->v2;
|
||||
collpair->bp3 = face2->v3;
|
||||
|
||||
}
|
||||
|
||||
if ( i == 1 )
|
||||
else if ( i == 1 )
|
||||
{
|
||||
if ( face1->v4 )
|
||||
{
|
||||
collpair->ap1 = face1->v3;
|
||||
// fill faceA
|
||||
collpair->ap1 = face1->v1;
|
||||
collpair->ap2 = face1->v4;
|
||||
collpair->ap3 = face1->v1;
|
||||
collpair->ap3 = face1->v3;
|
||||
|
||||
// fill faceB
|
||||
collpair->bp1 = face2->v1;
|
||||
collpair->bp2 = face2->v2;
|
||||
collpair->bp3 = face2->v3;
|
||||
@@ -601,386 +660,747 @@ void cloth_collision_static ( ModifierData *md1, ModifierData *md2, CollisionTre
|
||||
else
|
||||
i++;
|
||||
}
|
||||
|
||||
if ( i == 2 )
|
||||
{
|
||||
if ( face2->v4 )
|
||||
{
|
||||
// fill faceA
|
||||
collpair->ap1 = face1->v1;
|
||||
collpair->ap2 = face1->v2;
|
||||
collpair->ap3 = face1->v3;
|
||||
|
||||
collpair->bp1 = face2->v3;
|
||||
// fill faceB
|
||||
collpair->bp1 = face2->v1;
|
||||
collpair->bp2 = face2->v4;
|
||||
collpair->bp3 = face2->v1;
|
||||
collpair->bp3 = face2->v3;
|
||||
}
|
||||
else
|
||||
i+=2;
|
||||
}
|
||||
|
||||
if ( i == 3 )
|
||||
{
|
||||
if ( ( face1->v4 ) && ( face2->v4 ) )
|
||||
{
|
||||
collpair->ap1 = face1->v3;
|
||||
collpair->ap2 = face1->v4;
|
||||
collpair->ap3 = face1->v1;
|
||||
|
||||
collpair->bp1 = face2->v3;
|
||||
collpair->bp2 = face2->v4;
|
||||
collpair->bp3 = face2->v1;
|
||||
}
|
||||
else
|
||||
i++;
|
||||
}
|
||||
|
||||
// calc SIPcode (?)
|
||||
|
||||
if ( i < 4 )
|
||||
{
|
||||
// calc distance + normal
|
||||
#ifdef WITH_BULLET
|
||||
distance = plNearestPoints (
|
||||
verts1[collpair->ap1].txold, verts1[collpair->ap2].txold, verts1[collpair->ap3].txold, collmd->current_x[collpair->bp1].co, collmd->current_x[collpair->bp2].co, collmd->current_x[collpair->bp3].co, collpair->pa,collpair->pb,collpair->vector );
|
||||
#else
|
||||
// just be sure that we don't add anything
|
||||
distance = 2.0 * ( epsilon + epsilon2 + ALMOST_ZERO );
|
||||
#endif
|
||||
if ( distance <= ( epsilon + epsilon2 + ALMOST_ZERO ) )
|
||||
{
|
||||
// printf("dist: %f\n", (float)distance);
|
||||
|
||||
// collpair->face1 = tree1->tri_index;
|
||||
// collpair->face2 = tree2->tri_index;
|
||||
|
||||
VECCOPY ( collpair->normal, collpair->vector );
|
||||
Normalize ( collpair->normal );
|
||||
|
||||
collpair->distance = distance;
|
||||
BLI_linklist_prepend ( &clmd->coll_parms->collision_list, collpair );
|
||||
|
||||
}
|
||||
else
|
||||
{
|
||||
MEM_freeN ( collpair );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
MEM_freeN ( collpair );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int cloth_are_edges_adjacent ( ClothModifierData *clmd, ClothModifierData *coll_clmd, EdgeCollPair *edgecollpair )
|
||||
{
|
||||
Cloth *cloth1 = NULL, *cloth2 = NULL;
|
||||
ClothVertex *verts1 = NULL, *verts2 = NULL;
|
||||
float temp[3];
|
||||
|
||||
cloth1 = clmd->clothObject;
|
||||
cloth2 = coll_clmd->clothObject;
|
||||
|
||||
verts1 = cloth1->verts;
|
||||
verts2 = cloth2->verts;
|
||||
|
||||
VECSUB ( temp, verts1[edgecollpair->p11].xold, verts2[edgecollpair->p21].xold );
|
||||
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
||||
return 1;
|
||||
|
||||
VECSUB ( temp, verts1[edgecollpair->p11].xold, verts2[edgecollpair->p22].xold );
|
||||
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
||||
return 1;
|
||||
|
||||
VECSUB ( temp, verts1[edgecollpair->p12].xold, verts2[edgecollpair->p21].xold );
|
||||
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
||||
return 1;
|
||||
|
||||
VECSUB ( temp, verts1[edgecollpair->p12].xold, verts2[edgecollpair->p22].xold );
|
||||
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
||||
return 1;
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void cloth_collision_moving_edges ( ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2 )
|
||||
{
|
||||
EdgeCollPair edgecollpair;
|
||||
Cloth *cloth1=NULL, *cloth2=NULL;
|
||||
MFace *face1=NULL, *face2=NULL;
|
||||
ClothVertex *verts1=NULL, *verts2=NULL;
|
||||
unsigned int i = 0, j = 0, k = 0;
|
||||
int numsolutions = 0;
|
||||
float a[3], b[3], c[3], d[3], e[3], f[3], solution[3];
|
||||
|
||||
cloth1 = clmd->clothObject;
|
||||
cloth2 = coll_clmd->clothObject;
|
||||
|
||||
verts1 = cloth1->verts;
|
||||
verts2 = cloth2->verts;
|
||||
|
||||
face1 = & ( cloth1->mfaces[tree1->tri_index] );
|
||||
face2 = & ( cloth2->mfaces[tree2->tri_index] );
|
||||
|
||||
for ( i = 0; i < 5; i++ )
|
||||
{
|
||||
if ( i == 0 )
|
||||
{
|
||||
edgecollpair.p11 = face1->v1;
|
||||
edgecollpair.p12 = face1->v2;
|
||||
}
|
||||
else if ( i == 1 )
|
||||
{
|
||||
edgecollpair.p11 = face1->v2;
|
||||
edgecollpair.p12 = face1->v3;
|
||||
}
|
||||
else if ( i == 2 )
|
||||
{
|
||||
if ( face1->v4 )
|
||||
{
|
||||
edgecollpair.p11 = face1->v3;
|
||||
edgecollpair.p12 = face1->v4;
|
||||
}
|
||||
else
|
||||
{
|
||||
edgecollpair.p11 = face1->v3;
|
||||
edgecollpair.p12 = face1->v1;
|
||||
i+=5; // get out of here after this edge pair is handled
|
||||
}
|
||||
break;
|
||||
}
|
||||
else if ( i == 3 )
|
||||
{
|
||||
if ( face1->v4 )
|
||||
if ( face1->v4 && face2->v4 )
|
||||
{
|
||||
edgecollpair.p11 = face1->v4;
|
||||
edgecollpair.p12 = face1->v1;
|
||||
// fill faceA
|
||||
collpair->ap1 = face1->v1;
|
||||
collpair->ap2 = face1->v4;
|
||||
collpair->ap3 = face1->v3;
|
||||
|
||||
// fill faceB
|
||||
collpair->bp1 = face2->v1;
|
||||
collpair->bp2 = face2->v4;
|
||||
collpair->bp3 = face2->v3;
|
||||
}
|
||||
else
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
|
||||
#ifdef WITH_BULLET
|
||||
// calc distance + normal
|
||||
distance = plNearestPoints (
|
||||
verts1[collpair->ap1].txold, verts1[collpair->ap2].txold, verts1[collpair->ap3].txold, collmd->current_x[collpair->bp1].co, collmd->current_x[collpair->bp2].co, collmd->current_x[collpair->bp3].co, collpair->pa,collpair->pb,collpair->vector );
|
||||
#else
|
||||
// just be sure that we don't add anything
|
||||
distance = 2.0 * ( epsilon1 + epsilon2 + ALMOST_ZERO );
|
||||
#endif
|
||||
|
||||
if ( distance <= ( epsilon1 + epsilon2 + ALMOST_ZERO ) )
|
||||
{
|
||||
VECCOPY ( collpair->normal, collpair->vector );
|
||||
Normalize ( collpair->normal );
|
||||
|
||||
collpair->distance = distance;
|
||||
collpair->flag = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
edgecollpair.p11 = face1->v3;
|
||||
edgecollpair.p12 = face1->v1;
|
||||
float w1, w2, w3, u1, u2, u3;
|
||||
float v1[3], v2[3], relativeVelocity[3];
|
||||
|
||||
// calc relative velocity
|
||||
|
||||
// compute barycentric coordinates for both collision points
|
||||
collision_compute_barycentric ( collpair->pa,
|
||||
verts1[collpair->ap1].txold,
|
||||
verts1[collpair->ap2].txold,
|
||||
verts1[collpair->ap3].txold,
|
||||
&w1, &w2, &w3 );
|
||||
|
||||
// was: txold
|
||||
collision_compute_barycentric ( collpair->pb,
|
||||
collmd->current_x[collpair->bp1].co,
|
||||
collmd->current_x[collpair->bp2].co,
|
||||
collmd->current_x[collpair->bp3].co,
|
||||
&u1, &u2, &u3 );
|
||||
|
||||
// Calculate relative "velocity".
|
||||
collision_interpolateOnTriangle ( v1, verts1[collpair->ap1].tv, verts1[collpair->ap2].tv, verts1[collpair->ap3].tv, w1, w2, w3 );
|
||||
|
||||
collision_interpolateOnTriangle ( v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3 );
|
||||
|
||||
VECSUB ( relativeVelocity, v2, v1 );
|
||||
|
||||
if(sqrt(INPR(relativeVelocity, relativeVelocity)) >= distance)
|
||||
{
|
||||
// check for collision in the future
|
||||
collpair->flag |= COLLISION_IN_FUTURE;
|
||||
}
|
||||
}
|
||||
collpair++;
|
||||
}
|
||||
return collpair;
|
||||
}
|
||||
|
||||
int cloth_collision_response_moving( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, CollPair *collision_end )
|
||||
{
|
||||
int result = 0;
|
||||
Cloth *cloth1;
|
||||
float w1, w2, w3, u1, u2, u3;
|
||||
float v1[3], v2[3], relativeVelocity[3];
|
||||
float magrelVel;
|
||||
float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
|
||||
|
||||
for ( j = 0; j < 5; j++ )
|
||||
cloth1 = clmd->clothObject;
|
||||
|
||||
for ( ; collpair != collision_end; collpair++ )
|
||||
{
|
||||
// compute barycentric coordinates for both collision points
|
||||
collision_compute_barycentric ( collpair->pa,
|
||||
cloth1->verts[collpair->ap1].txold,
|
||||
cloth1->verts[collpair->ap2].txold,
|
||||
cloth1->verts[collpair->ap3].txold,
|
||||
&w1, &w2, &w3 );
|
||||
|
||||
// was: txold
|
||||
collision_compute_barycentric ( collpair->pb,
|
||||
collmd->current_x[collpair->bp1].co,
|
||||
collmd->current_x[collpair->bp2].co,
|
||||
collmd->current_x[collpair->bp3].co,
|
||||
&u1, &u2, &u3 );
|
||||
|
||||
// Calculate relative "velocity".
|
||||
collision_interpolateOnTriangle ( v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3 );
|
||||
|
||||
collision_interpolateOnTriangle ( v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3 );
|
||||
|
||||
VECSUB ( relativeVelocity, v2, v1 );
|
||||
|
||||
// Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal').
|
||||
magrelVel = INPR ( relativeVelocity, collpair->normal );
|
||||
|
||||
// printf("magrelVel: %f\n", magrelVel);
|
||||
|
||||
// Calculate masses of points.
|
||||
// TODO
|
||||
|
||||
// If v_n_mag < 0 the edges are approaching each other.
|
||||
if ( magrelVel > ALMOST_ZERO )
|
||||
{
|
||||
if ( j == 0 )
|
||||
// Calculate Impulse magnitude to stop all motion in normal direction.
|
||||
float magtangent = 0, repulse = 0, d = 0;
|
||||
double impulse = 0.0;
|
||||
float vrel_t_pre[3];
|
||||
float temp[3];
|
||||
|
||||
// calculate tangential velocity
|
||||
VECCOPY ( temp, collpair->normal );
|
||||
VecMulf ( temp, magrelVel );
|
||||
VECSUB ( vrel_t_pre, relativeVelocity, temp );
|
||||
|
||||
// Decrease in magnitude of relative tangential velocity due to coulomb friction
|
||||
// in original formula "magrelVel" should be the "change of relative velocity in normal direction"
|
||||
magtangent = MIN2 ( clmd->coll_parms->friction * 0.01 * magrelVel,sqrt ( INPR ( vrel_t_pre,vrel_t_pre ) ) );
|
||||
|
||||
// Apply friction impulse.
|
||||
if ( magtangent > ALMOST_ZERO )
|
||||
{
|
||||
edgecollpair.p21 = face2->v1;
|
||||
edgecollpair.p22 = face2->v2;
|
||||
}
|
||||
else if ( j == 1 )
|
||||
{
|
||||
edgecollpair.p21 = face2->v2;
|
||||
edgecollpair.p22 = face2->v3;
|
||||
}
|
||||
else if ( j == 2 )
|
||||
{
|
||||
if ( face2->v4 )
|
||||
{
|
||||
edgecollpair.p21 = face2->v3;
|
||||
edgecollpair.p22 = face2->v4;
|
||||
}
|
||||
else
|
||||
{
|
||||
edgecollpair.p21 = face2->v3;
|
||||
edgecollpair.p22 = face2->v1;
|
||||
}
|
||||
}
|
||||
else if ( j == 3 )
|
||||
{
|
||||
if ( face2->v4 )
|
||||
{
|
||||
edgecollpair.p21 = face2->v4;
|
||||
edgecollpair.p22 = face2->v1;
|
||||
}
|
||||
else
|
||||
continue;
|
||||
}
|
||||
else
|
||||
{
|
||||
edgecollpair.p21 = face2->v3;
|
||||
edgecollpair.p22 = face2->v1;
|
||||
Normalize ( vrel_t_pre );
|
||||
|
||||
impulse = 2.0 * magtangent / ( 1.0 + w1*w1 + w2*w2 + w3*w3 );
|
||||
VECADDMUL ( cloth1->verts[collpair->ap1].impulse, vrel_t_pre, w1 * impulse );
|
||||
VECADDMUL ( cloth1->verts[collpair->ap2].impulse, vrel_t_pre, w2 * impulse );
|
||||
VECADDMUL ( cloth1->verts[collpair->ap3].impulse, vrel_t_pre, w3 * impulse );
|
||||
}
|
||||
|
||||
// Apply velocity stopping impulse
|
||||
// I_c = m * v_N / 2.0
|
||||
// no 2.0 * magrelVel normally, but looks nicer DG
|
||||
impulse = magrelVel / ( 1.0 + w1*w1 + w2*w2 + w3*w3 );
|
||||
|
||||
if ( !cloth_are_edges_adjacent ( clmd, coll_clmd, &edgecollpair ) )
|
||||
VECADDMUL ( cloth1->verts[collpair->ap1].impulse, collpair->normal, w1 * impulse );
|
||||
cloth1->verts[collpair->ap1].impulse_count++;
|
||||
|
||||
VECADDMUL ( cloth1->verts[collpair->ap2].impulse, collpair->normal, w2 * impulse );
|
||||
cloth1->verts[collpair->ap2].impulse_count++;
|
||||
|
||||
VECADDMUL ( cloth1->verts[collpair->ap3].impulse, collpair->normal, w3 * impulse );
|
||||
cloth1->verts[collpair->ap3].impulse_count++;
|
||||
|
||||
// Apply repulse impulse if distance too short
|
||||
// I_r = -min(dt*kd, m(0,1d/dt - v_n))
|
||||
/*
|
||||
d = clmd->coll_parms->epsilon*8.0/9.0 + epsilon2*8.0/9.0 - collpair->distance;
|
||||
if ( ( magrelVel < 0.1*d*clmd->sim_parms->stepsPerFrame ) && ( d > ALMOST_ZERO ) )
|
||||
{
|
||||
VECSUB ( a, verts1[edgecollpair.p12].xold, verts1[edgecollpair.p11].xold );
|
||||
VECSUB ( b, verts1[edgecollpair.p12].v, verts1[edgecollpair.p11].v );
|
||||
VECSUB ( c, verts1[edgecollpair.p21].xold, verts1[edgecollpair.p11].xold );
|
||||
VECSUB ( d, verts1[edgecollpair.p21].v, verts1[edgecollpair.p11].v );
|
||||
VECSUB ( e, verts2[edgecollpair.p22].xold, verts1[edgecollpair.p11].xold );
|
||||
VECSUB ( f, verts2[edgecollpair.p22].v, verts1[edgecollpair.p11].v );
|
||||
repulse = MIN2 ( d*1.0/clmd->sim_parms->stepsPerFrame, 0.1*d*clmd->sim_parms->stepsPerFrame - magrelVel );
|
||||
|
||||
numsolutions = cloth_get_collision_time ( a, b, c, d, e, f, solution );
|
||||
// stay on the safe side and clamp repulse
|
||||
if ( impulse > ALMOST_ZERO )
|
||||
repulse = MIN2 ( repulse, 5.0*impulse );
|
||||
repulse = MAX2 ( impulse, repulse );
|
||||
|
||||
for ( k = 0; k < numsolutions; k++ )
|
||||
{
|
||||
if ( ( solution[k] >= 0.0 ) && ( solution[k] <= 1.0 ) )
|
||||
{
|
||||
//float out_collisionTime = solution[k];
|
||||
|
||||
// TODO: check for collisions
|
||||
|
||||
// TODO: put into (edge) collision list
|
||||
|
||||
// printf("Moving edge found!\n");
|
||||
}
|
||||
}
|
||||
impulse = repulse / ( 1.0 + w1*w1 + w2*w2 + w3*w3 ); // original 2.0 / 0.25
|
||||
VECADDMUL ( cloth1->verts[collpair->ap1].impulse, collpair->normal, impulse );
|
||||
VECADDMUL ( cloth1->verts[collpair->ap2].impulse, collpair->normal, impulse );
|
||||
VECADDMUL ( cloth1->verts[collpair->ap3].impulse, collpair->normal, impulse );
|
||||
}
|
||||
*/
|
||||
result = 1;
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
static float projectPointOntoLine(float *p, float *a, float *b)
|
||||
{
|
||||
float ba[3], pa[3];
|
||||
VECSUB(ba, b, a);
|
||||
VECSUB(pa, p, a);
|
||||
return INPR(pa, ba) / INPR(ba, ba);
|
||||
}
|
||||
|
||||
static void calculateEENormal(float *np1, float *np2, float *np3, float *np4,float *out_normal)
|
||||
{
|
||||
float line1[3], line2[3];
|
||||
float length;
|
||||
|
||||
VECSUB(line1, np2, np1);
|
||||
VECSUB(line2, np3, np1);
|
||||
|
||||
// printf("l1: %f, l1: %f, l2: %f, l2: %f\n", line1[0], line1[1], line2[0], line2[1]);
|
||||
|
||||
Crossf(out_normal, line1, line2);
|
||||
|
||||
|
||||
|
||||
length = Normalize(out_normal);
|
||||
if (length <= FLT_EPSILON)
|
||||
{ // lines are collinear
|
||||
VECSUB(out_normal, np2, np1);
|
||||
Normalize(out_normal);
|
||||
}
|
||||
}
|
||||
|
||||
void cloth_collision_moving_tris ( ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2 )
|
||||
static void findClosestPointsEE(float *x1, float *x2, float *x3, float *x4, float *w1, float *w2)
|
||||
{
|
||||
CollPair collpair;
|
||||
Cloth *cloth1=NULL, *cloth2=NULL;
|
||||
MFace *face1=NULL, *face2=NULL;
|
||||
ClothVertex *verts1=NULL, *verts2=NULL;
|
||||
float temp[3], temp2[3];
|
||||
|
||||
double a, b, c, e, f;
|
||||
|
||||
VECSUB(temp, x2, x1);
|
||||
a = INPR(temp, temp);
|
||||
|
||||
VECSUB(temp2, x4, x3);
|
||||
b = -INPR(temp, temp2);
|
||||
|
||||
c = INPR(temp2, temp2);
|
||||
|
||||
VECSUB(temp2, x3, x1);
|
||||
e = INPR(temp, temp2);
|
||||
|
||||
VECSUB(temp, x4, x3);
|
||||
f = -INPR(temp, temp2);
|
||||
|
||||
*w1 = (e * c - b * f) / (a * c - b * b);
|
||||
*w2 = (f - b * *w1) / c;
|
||||
|
||||
}
|
||||
|
||||
// calculates the distance of 2 edges
|
||||
float edgedge_distance(float np11[3], float np12[3], float np21[3], float np22[3], float *out_a1, float *out_a2, float *out_normal)
|
||||
{
|
||||
float line1[3], line2[3], cross[3];
|
||||
float length;
|
||||
float temp[3], temp2[3];
|
||||
float dist_a1, dist_a2;
|
||||
|
||||
VECSUB(line1, np12, np11);
|
||||
VECSUB(line2, np22, np21);
|
||||
|
||||
Crossf(cross, line1, line2);
|
||||
length = INPR(cross, cross);
|
||||
|
||||
if (length < FLT_EPSILON)
|
||||
{
|
||||
*out_a2 = projectPointOntoLine(np11, np21, np22);
|
||||
if ((*out_a2 >= -FLT_EPSILON) && (*out_a2 <= 1.0 + FLT_EPSILON))
|
||||
{
|
||||
*out_a1 = 0;
|
||||
calculateEENormal(np11, np12, np21, np22, out_normal);
|
||||
VECSUB(temp, np22, np21);
|
||||
VecMulf(temp, *out_a2);
|
||||
VECADD(temp2, temp, np21);
|
||||
VECADD(temp2, temp2, np11);
|
||||
return INPR(temp2, temp2);
|
||||
}
|
||||
|
||||
CLAMP(*out_a2, 0.0, 1.0);
|
||||
if (*out_a2 > .5)
|
||||
{ // == 1.0
|
||||
*out_a1 = projectPointOntoLine(np22, np11, np12);
|
||||
if ((*out_a1 >= -FLT_EPSILON) && (*out_a1 <= 1.0 + FLT_EPSILON))
|
||||
{
|
||||
calculateEENormal(np11, np12, np21, np22, out_normal);
|
||||
|
||||
// return (np22 - (np11 + (np12 - np11) * out_a1)).lengthSquared();
|
||||
VECSUB(temp, np12, np11);
|
||||
VecMulf(temp, *out_a1);
|
||||
VECADD(temp2, temp, np11);
|
||||
VECSUB(temp2, np22, temp2);
|
||||
return INPR(temp2, temp2);
|
||||
}
|
||||
}
|
||||
else
|
||||
{ // == 0.0
|
||||
*out_a1 = projectPointOntoLine(np21, np11, np12);
|
||||
if ((*out_a1 >= -FLT_EPSILON) && (*out_a1 <= 1.0 + FLT_EPSILON))
|
||||
{
|
||||
calculateEENormal(np11, np11, np21, np22, out_normal);
|
||||
|
||||
// return (np21 - (np11 + (np12 - np11) * out_a1)).lengthSquared();
|
||||
VECSUB(temp, np12, np11);
|
||||
VecMulf(temp, *out_a1);
|
||||
VECADD(temp2, temp, np11);
|
||||
VECSUB(temp2, np21, temp2);
|
||||
return INPR(temp2, temp2);
|
||||
}
|
||||
}
|
||||
|
||||
CLAMP(*out_a1, 0.0, 1.0);
|
||||
calculateEENormal(np11, np12, np21, np22, out_normal);
|
||||
if(*out_a1 > .5)
|
||||
{
|
||||
if(*out_a2 > .5)
|
||||
{
|
||||
VECSUB(temp, np12, np22);
|
||||
}
|
||||
else
|
||||
{
|
||||
VECSUB(temp, np12, np21);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if(*out_a2 > .5)
|
||||
{
|
||||
VECSUB(temp, np11, np22);
|
||||
}
|
||||
else
|
||||
{
|
||||
VECSUB(temp, np11, np21);
|
||||
}
|
||||
}
|
||||
|
||||
return INPR(temp, temp);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
// If the lines aren't parallel (but coplanar) they have to intersect
|
||||
|
||||
findClosestPointsEE(np11, np12, np21, np22, out_a1, out_a2);
|
||||
|
||||
// If both points are on the finite edges, we're done.
|
||||
if (*out_a1 >= 0.0 && *out_a1 <= 1.0 && *out_a2 >= 0.0 && *out_a2 <= 1.0)
|
||||
{
|
||||
float p1[3], p2[3];
|
||||
|
||||
// p1= np11 + (np12 - np11) * out_a1;
|
||||
VECSUB(temp, np12, np11);
|
||||
VecMulf(temp, *out_a1);
|
||||
VECADD(p1, np11, temp);
|
||||
|
||||
// p2 = np21 + (np22 - np21) * out_a2;
|
||||
VECSUB(temp, np22, np21);
|
||||
VecMulf(temp, *out_a2);
|
||||
VECADD(p2, np21, temp);
|
||||
|
||||
calculateEENormal(np11, np12, np21, np22, out_normal);
|
||||
VECSUB(temp, p1, p2);
|
||||
return INPR(temp, temp);
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
* Clamp both points to the finite edges.
|
||||
* The one that moves most during clamping is one part of the solution.
|
||||
*/
|
||||
dist_a1 = *out_a1;
|
||||
CLAMP(dist_a1, 0.0, 1.0);
|
||||
dist_a2 = *out_a2;
|
||||
CLAMP(dist_a2, 0.0, 1.0);
|
||||
|
||||
// Now project the "most clamped" point on the other line.
|
||||
if (dist_a1 > dist_a2)
|
||||
{
|
||||
/* keep out_a1 */
|
||||
float p1[3];
|
||||
|
||||
// p1 = np11 + (np12 - np11) * out_a1;
|
||||
VECSUB(temp, np12, np11);
|
||||
VecMulf(temp, *out_a1);
|
||||
VECADD(p1, np11, temp);
|
||||
|
||||
*out_a2 = projectPointOntoLine(p1, np21, np22);
|
||||
CLAMP(*out_a2, 0.0, 1.0);
|
||||
|
||||
calculateEENormal(np11, np12, np21, np22, out_normal);
|
||||
|
||||
// return (p1 - (np21 + (np22 - np21) * out_a2)).lengthSquared();
|
||||
VECSUB(temp, np22, np21);
|
||||
VecMulf(temp, *out_a2);
|
||||
VECADD(temp, temp, np21);
|
||||
VECSUB(temp, p1, temp);
|
||||
return INPR(temp, temp);
|
||||
}
|
||||
else
|
||||
{
|
||||
/* keep out_a2 */
|
||||
float p2[3];
|
||||
|
||||
// p2 = np21 + (np22 - np21) * out_a2;
|
||||
VECSUB(temp, np22, np21);
|
||||
VecMulf(temp, *out_a2);
|
||||
VECADD(p2, np21, temp);
|
||||
|
||||
*out_a1 = projectPointOntoLine(p2, np11, np12);
|
||||
CLAMP(*out_a1, 0.0, 1.0);
|
||||
|
||||
calculateEENormal(np11, np12, np21, np22, out_normal);
|
||||
|
||||
// return ((np11 + (np12 - np11) * out_a1) - p2).lengthSquared();
|
||||
VECSUB(temp, np12, np11);
|
||||
VecMulf(temp, *out_a1);
|
||||
VECADD(temp, temp, np11);
|
||||
VECSUB(temp, temp, p2);
|
||||
return INPR(temp, temp);
|
||||
}
|
||||
}
|
||||
|
||||
printf("Error in edgedge_distance: end of function\n");
|
||||
return 0;
|
||||
}
|
||||
|
||||
int cloth_collision_moving_edges ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair )
|
||||
{
|
||||
EdgeCollPair edgecollpair;
|
||||
Cloth *cloth1=NULL;
|
||||
ClothVertex *verts1=NULL;
|
||||
unsigned int i = 0, j = 0, k = 0;
|
||||
int numsolutions = 0;
|
||||
float a[3], b[3], c[3], d[3], e[3], f[3], solution[3];
|
||||
double x1[3], v1[3], x2[3], v2[3], x3[3], v3[3];
|
||||
double solution[3], solution2[3];
|
||||
MVert *verts2 = collmd->current_x; // old x
|
||||
MVert *velocity2 = collmd->current_v; // velocity
|
||||
float distance;
|
||||
float triA[3][3], triB[3][3];
|
||||
int result = 0;
|
||||
|
||||
for ( i = 0; i < 2; i++ )
|
||||
cloth1 = clmd->clothObject;
|
||||
verts1 = cloth1->verts;
|
||||
|
||||
for(i = 0; i < 9; i++)
|
||||
{
|
||||
cloth1 = clmd->clothObject;
|
||||
cloth2 = coll_clmd->clothObject;
|
||||
// 9 edge - edge possibilities
|
||||
|
||||
verts1 = cloth1->verts;
|
||||
verts2 = cloth2->verts;
|
||||
|
||||
face1 = & ( cloth1->mfaces[tree1->tri_index] );
|
||||
face2 = & ( cloth2->mfaces[tree2->tri_index] );
|
||||
|
||||
// check all possible pairs of triangles
|
||||
if ( i == 0 )
|
||||
if(i == 0) // cloth edge: 1-2; coll edge: 1-2
|
||||
{
|
||||
collpair.ap1 = face1->v1;
|
||||
collpair.ap2 = face1->v2;
|
||||
collpair.ap3 = face1->v3;
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap2;
|
||||
|
||||
collpair.pointsb[0] = face2->v1;
|
||||
collpair.pointsb[1] = face2->v2;
|
||||
collpair.pointsb[2] = face2->v3;
|
||||
collpair.pointsb[3] = face2->v4;
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp2;
|
||||
}
|
||||
|
||||
if ( i == 1 )
|
||||
else if(i == 1) // cloth edge: 1-2; coll edge: 2-3
|
||||
{
|
||||
if ( face1->v4 )
|
||||
{
|
||||
collpair.ap1 = face1->v3;
|
||||
collpair.ap2 = face1->v4;
|
||||
collpair.ap3 = face1->v1;
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap2;
|
||||
|
||||
collpair.pointsb[0] = face2->v1;
|
||||
collpair.pointsb[1] = face2->v2;
|
||||
collpair.pointsb[2] = face2->v3;
|
||||
collpair.pointsb[3] = face2->v4;
|
||||
}
|
||||
else
|
||||
i++;
|
||||
edgecollpair.p21 = collpair->bp2;
|
||||
edgecollpair.p22 = collpair->bp3;
|
||||
}
|
||||
|
||||
// calc SIPcode (?)
|
||||
|
||||
if ( i < 2 )
|
||||
else if(i == 2) // cloth edge: 1-2; coll edge: 1-3
|
||||
{
|
||||
VECSUB ( a, verts1[collpair.ap2].xold, verts1[collpair.ap1].xold );
|
||||
VECSUB ( b, verts1[collpair.ap2].v, verts1[collpair.ap1].v );
|
||||
VECSUB ( c, verts1[collpair.ap3].xold, verts1[collpair.ap1].xold );
|
||||
VECSUB ( d, verts1[collpair.ap3].v, verts1[collpair.ap1].v );
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap2;
|
||||
|
||||
for ( j = 0; j < 4; j++ )
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp3;
|
||||
}
|
||||
else if(i == 3) // cloth edge: 2-3; coll edge: 1-2
|
||||
{
|
||||
edgecollpair.p11 = collpair->ap2;
|
||||
edgecollpair.p12 = collpair->ap3;
|
||||
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp2;
|
||||
}
|
||||
else if(i == 4) // cloth edge: 2-3; coll edge: 2-3
|
||||
{
|
||||
edgecollpair.p11 = collpair->ap2;
|
||||
edgecollpair.p12 = collpair->ap3;
|
||||
|
||||
edgecollpair.p21 = collpair->bp2;
|
||||
edgecollpair.p22 = collpair->bp3;
|
||||
}
|
||||
else if(i == 5) // cloth edge: 2-3; coll edge: 1-3
|
||||
{
|
||||
edgecollpair.p11 = collpair->ap2;
|
||||
edgecollpair.p12 = collpair->ap3;
|
||||
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp3;
|
||||
}
|
||||
else if(i ==6) // cloth edge: 1-3; coll edge: 1-2
|
||||
{
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap3;
|
||||
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp2;
|
||||
}
|
||||
else if(i ==7) // cloth edge: 1-3; coll edge: 2-3
|
||||
{
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap3;
|
||||
|
||||
edgecollpair.p21 = collpair->bp2;
|
||||
edgecollpair.p22 = collpair->bp3;
|
||||
}
|
||||
else if(i == 8) // cloth edge: 1-3; coll edge: 1-3
|
||||
{
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap3;
|
||||
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp3;
|
||||
}
|
||||
/*
|
||||
if((edgecollpair.p11 == 3) && (edgecollpair.p12 == 16))
|
||||
printf("Ahier!\n");
|
||||
if((edgecollpair.p11 == 16) && (edgecollpair.p12 == 3))
|
||||
printf("Ahier!\n");
|
||||
*/
|
||||
|
||||
// if ( !cloth_are_edges_adjacent ( clmd, collmd, &edgecollpair ) )
|
||||
{
|
||||
// always put coll points in p21/p22
|
||||
VECSUB ( x1, verts1[edgecollpair.p12].txold, verts1[edgecollpair.p11].txold );
|
||||
VECSUB ( v1, verts1[edgecollpair.p12].tv, verts1[edgecollpair.p11].tv );
|
||||
|
||||
VECSUB ( x2, verts2[edgecollpair.p21].co, verts1[edgecollpair.p11].txold );
|
||||
VECSUB ( v2, velocity2[edgecollpair.p21].co, verts1[edgecollpair.p11].tv );
|
||||
|
||||
VECSUB ( x3, verts2[edgecollpair.p22].co, verts1[edgecollpair.p11].txold );
|
||||
VECSUB ( v3, velocity2[edgecollpair.p22].co, verts1[edgecollpair.p11].tv );
|
||||
|
||||
numsolutions = cloth_get_collision_time ( x1, v1, x2, v2, x3, v3, solution );
|
||||
|
||||
if((edgecollpair.p11 == 3 && edgecollpair.p12==16)|| (edgecollpair.p11==16 && edgecollpair.p12==3))
|
||||
{
|
||||
if ( ( j==3 ) && ! ( face2->v4 ) )
|
||||
break;
|
||||
|
||||
VECSUB ( e, verts2[collpair.pointsb[j]].xold, verts1[collpair.ap1].xold );
|
||||
VECSUB ( f, verts2[collpair.pointsb[j]].v, verts1[collpair.ap1].v );
|
||||
|
||||
numsolutions = cloth_get_collision_time ( a, b, c, d, e, f, solution );
|
||||
|
||||
for ( k = 0; k < numsolutions; k++ )
|
||||
if(edgecollpair.p21==6 || edgecollpair.p22 == 6)
|
||||
{
|
||||
if ( ( solution[k] >= 0.0 ) && ( solution[k] <= 1.0 ) )
|
||||
{
|
||||
//float out_collisionTime = solution[k];
|
||||
|
||||
// TODO: check for collisions
|
||||
|
||||
// TODO: put into (point-face) collision list
|
||||
|
||||
// printf("Moving found!\n");
|
||||
|
||||
}
|
||||
printf("dist: %f, sol[k]: %lf, sol2[k]: %lf\n", distance, solution[k], solution2[k]);
|
||||
printf("a1: %f, a2: %f, b1: %f, b2: %f\n", x1[0], x2[0], x3[0], v1[0]);
|
||||
printf("b21: %d, b22: %d\n", edgecollpair.p21, edgecollpair.p22);
|
||||
}
|
||||
|
||||
// TODO: check borders for collisions
|
||||
}
|
||||
|
||||
for ( k = 0; k < numsolutions; k++ )
|
||||
{
|
||||
// printf("sol %d: %lf\n", k, solution[k]);
|
||||
if ( ( solution[k] >= ALMOST_ZERO ) && ( solution[k] <= 1.0 ) && ( solution[k] > ALMOST_ZERO))
|
||||
{
|
||||
float a,b;
|
||||
float out_normal[3];
|
||||
float distance;
|
||||
float impulse = 0;
|
||||
float I_mag;
|
||||
float m1, m2;
|
||||
|
||||
// move verts
|
||||
VECADDS(triA[0], verts1[edgecollpair.p11].txold, verts1[edgecollpair.p11].tv, solution[k]);
|
||||
VECADDS(triA[1], verts1[edgecollpair.p12].txold, verts1[edgecollpair.p12].tv, solution[k]);
|
||||
|
||||
VECADDS(triB[0], collmd->current_x[edgecollpair.p21].co, collmd->current_v[edgecollpair.p21].co, solution[k]);
|
||||
VECADDS(triB[1], collmd->current_x[edgecollpair.p22].co, collmd->current_v[edgecollpair.p22].co, solution[k]);
|
||||
|
||||
// TODO: check for collisions
|
||||
distance = edgedge_distance(triA[0], triA[1], triB[0], triB[1], &a, &b, out_normal);
|
||||
|
||||
if ((distance <= clmd->coll_parms->epsilon + BLI_bvhtree_getepsilon ( collmd->bvhtree ) + ALMOST_ZERO) && (INPR(out_normal, out_normal) > 0))
|
||||
{
|
||||
float vrel_1_to_2[3], temp[3], temp2[3], out_normalVelocity;
|
||||
float desiredVn;
|
||||
|
||||
VECCOPY(vrel_1_to_2, verts1[edgecollpair.p11].tv);
|
||||
VecMulf(vrel_1_to_2, 1.0 - a);
|
||||
VECCOPY(temp, verts1[edgecollpair.p12].tv);
|
||||
VecMulf(temp, a);
|
||||
|
||||
VECADD(vrel_1_to_2, vrel_1_to_2, temp);
|
||||
|
||||
VECCOPY(temp, verts1[edgecollpair.p21].tv);
|
||||
VecMulf(temp, 1.0 - b);
|
||||
VECCOPY(temp2, verts1[edgecollpair.p22].tv);
|
||||
VecMulf(temp2, b);
|
||||
VECADD(temp, temp, temp2);
|
||||
|
||||
VECSUB(vrel_1_to_2, vrel_1_to_2, temp);
|
||||
|
||||
out_normalVelocity = INPR(vrel_1_to_2, out_normal);
|
||||
/*
|
||||
// this correction results in wrong normals sometimes?
|
||||
if(out_normalVelocity < 0.0)
|
||||
{
|
||||
out_normalVelocity*= -1.0;
|
||||
VecMulf(out_normal, -1.0);
|
||||
}
|
||||
*/
|
||||
/* Inelastic repulsion impulse. */
|
||||
|
||||
// Calculate which normal velocity we need.
|
||||
desiredVn = (out_normalVelocity * (float)solution[k] - (.1 * (clmd->coll_parms->epsilon + BLI_bvhtree_getepsilon ( collmd->bvhtree )) - sqrt(distance)) - ALMOST_ZERO);
|
||||
|
||||
// Now calculate what impulse we need to reach that velocity.
|
||||
I_mag = (out_normalVelocity - desiredVn) / 2.0; // / (1/m1 + 1/m2);
|
||||
|
||||
// Finally apply that impulse.
|
||||
impulse = (2.0 * -I_mag) / (a*a + (1.0-a)*(1.0-a) + b*b + (1.0-b)*(1.0-b));
|
||||
|
||||
VECADDMUL ( verts1[edgecollpair.p11].impulse, out_normal, (1.0-a) * impulse );
|
||||
verts1[edgecollpair.p11].impulse_count++;
|
||||
|
||||
VECADDMUL ( verts1[edgecollpair.p12].impulse, out_normal, a * impulse );
|
||||
verts1[edgecollpair.p12].impulse_count++;
|
||||
|
||||
// return true;
|
||||
result = 1;
|
||||
break;
|
||||
}
|
||||
else
|
||||
{
|
||||
// missing from collision.hpp
|
||||
}
|
||||
// mintime = MIN2(mintime, (float)solution[k]);
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
||||
void cloth_collision_moving ( ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2 )
|
||||
int cloth_collision_moving_tris ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair )
|
||||
{
|
||||
// TODO: check for adjacent
|
||||
cloth_collision_moving_edges ( clmd, coll_clmd, tree1, tree2 );
|
||||
EdgeCollPair edgecollpair;
|
||||
Cloth *cloth1=NULL;
|
||||
ClothVertex *verts1=NULL;
|
||||
unsigned int i = 0, j = 0, k = 0;
|
||||
int numsolutions = 0;
|
||||
double x1[3], v1[3], x2[3], v2[3], x3[3], v3[3];
|
||||
double solution[3];
|
||||
MVert *verts2 = collmd->current_x; // old x
|
||||
MVert *velocity2 = collmd->current_v; // velocity
|
||||
float mintime = FLT_MAX;
|
||||
float distance;
|
||||
float triA[3][3], triB[3][3];
|
||||
int result = 0;
|
||||
|
||||
cloth_collision_moving_tris ( clmd, coll_clmd, tree1, tree2 );
|
||||
cloth_collision_moving_tris ( coll_clmd, clmd, tree2, tree1 );
|
||||
}
|
||||
cloth1 = clmd->clothObject;
|
||||
verts1 = cloth1->verts;
|
||||
|
||||
void cloth_free_collision_list ( ClothModifierData *clmd )
|
||||
{
|
||||
// free collision list
|
||||
if ( clmd->coll_parms->collision_list )
|
||||
for(i = 0; i < 9; i++)
|
||||
{
|
||||
LinkNode *search = clmd->coll_parms->collision_list;
|
||||
while ( search )
|
||||
// 9 edge - edge possibilities
|
||||
|
||||
if(i == 0)
|
||||
{
|
||||
CollPair *coll_pair = search->link;
|
||||
edgecollpair.p11 = collpair->ap1;
|
||||
edgecollpair.p12 = collpair->ap2;
|
||||
|
||||
MEM_freeN ( coll_pair );
|
||||
search = search->next;
|
||||
edgecollpair.p21 = collpair->bp1;
|
||||
edgecollpair.p22 = collpair->bp2;
|
||||
}
|
||||
BLI_linklist_free ( clmd->coll_parms->collision_list,NULL );
|
||||
|
||||
clmd->coll_parms->collision_list = NULL;
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
int cloth_collision_moving ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, CollPair *collision_end )
|
||||
{
|
||||
int result = 0;
|
||||
Cloth *cloth1;
|
||||
float w1, w2, w3, u1, u2, u3;
|
||||
float v1[3], v2[3], relativeVelocity[3];
|
||||
float magrelVel;
|
||||
float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
|
||||
|
||||
cloth1 = clmd->clothObject;
|
||||
|
||||
for ( ; collpair != collision_end; collpair++ )
|
||||
{
|
||||
// only handle moving collisions here
|
||||
if (!( collpair->flag & COLLISION_IN_FUTURE ))
|
||||
continue;
|
||||
|
||||
cloth_collision_moving_edges ( clmd, collmd, collpair);
|
||||
// cloth_collision_moving_tris ( clmd, collmd, collpair);
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int cloth_bvh_objcollisions_do ( ClothModifierData * clmd, CollisionModifierData *collmd, float step, float dt )
|
||||
{
|
||||
Cloth *cloth = clmd->clothObject;
|
||||
BVH *cloth_bvh= ( BVH * ) cloth->tree;
|
||||
BVHTree *cloth_bvh= ( BVHTree * ) cloth->bvhtree;
|
||||
long i=0, j = 0, numfaces = 0, numverts = 0;
|
||||
ClothVertex *verts = NULL;
|
||||
CollPair *collisions = NULL, *collisions_index = NULL;
|
||||
int ret = 0;
|
||||
unsigned int result = 0;
|
||||
int result = 0;
|
||||
float tnull[3] = {0,0,0};
|
||||
BVHTreeOverlap *overlap = NULL;
|
||||
|
||||
|
||||
numfaces = clmd->clothObject->numfaces;
|
||||
numverts = clmd->clothObject->numverts;
|
||||
|
||||
verts = cloth->verts;
|
||||
|
||||
if ( collmd->bvh )
|
||||
if ( collmd->bvhtree )
|
||||
{
|
||||
/* get pointer to bounding volume hierarchy */
|
||||
BVH *coll_bvh = collmd->bvh;
|
||||
BVHTree *coll_bvh = collmd->bvhtree;
|
||||
|
||||
/* move object to position (step) in time */
|
||||
collision_move_object ( collmd, step + dt, step );
|
||||
|
||||
/* search for overlapping collision pairs */
|
||||
bvh_traverse ( ( ModifierData * ) clmd, ( ModifierData * ) collmd, cloth_bvh->root, coll_bvh->root, step, cloth_collision_static, 0 );
|
||||
overlap = BLI_bvhtree_overlap ( cloth_bvh, coll_bvh, &result );
|
||||
|
||||
collisions = ( CollPair* ) MEM_mallocN ( sizeof ( CollPair ) * result*4, "collision array" ); //*4 since cloth_collision_static can return more than 1 collision
|
||||
collisions_index = collisions;
|
||||
|
||||
for ( i = 0; i < result; i++ )
|
||||
{
|
||||
collisions_index = cloth_collision ( ( ModifierData * ) clmd, ( ModifierData * ) collmd, overlap+i, collisions_index );
|
||||
}
|
||||
|
||||
if ( overlap )
|
||||
MEM_freeN ( overlap );
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -994,29 +1414,50 @@ int cloth_bvh_objcollisions_do ( ClothModifierData * clmd, CollisionModifierData
|
||||
{
|
||||
result = 0;
|
||||
|
||||
if ( collmd->bvh )
|
||||
result += cloth_collision_response_static ( clmd, collmd );
|
||||
if ( collmd->bvhtree )
|
||||
{
|
||||
result += cloth_collision_response_static ( clmd, collmd, collisions, collisions_index );
|
||||
|
||||
// apply impulses in parallel
|
||||
if ( result )
|
||||
for ( i = 0; i < numverts; i++ )
|
||||
// apply impulses in parallel
|
||||
if ( result )
|
||||
{
|
||||
// calculate "velocities" (just xnew = xold + v; no dt in v)
|
||||
if ( verts[i].impulse_count )
|
||||
for ( i = 0; i < numverts; i++ )
|
||||
{
|
||||
VECADDMUL ( verts[i].tv, verts[i].impulse, 1.0f / verts[i].impulse_count );
|
||||
VECCOPY ( verts[i].impulse, tnull );
|
||||
verts[i].impulse_count = 0;
|
||||
// calculate "velocities" (just xnew = xold + v; no dt in v)
|
||||
if ( verts[i].impulse_count )
|
||||
{
|
||||
VECADDMUL ( verts[i].tv, verts[i].impulse, 1.0f / verts[i].impulse_count );
|
||||
VECCOPY ( verts[i].impulse, tnull );
|
||||
verts[i].impulse_count = 0;
|
||||
|
||||
ret++;
|
||||
ret++;
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
result += cloth_collision_moving ( clmd, collmd, collisions, collisions_index );
|
||||
|
||||
if ( !result )
|
||||
break;
|
||||
// apply impulses in parallel
|
||||
if ( result )
|
||||
{
|
||||
for ( i = 0; i < numverts; i++ )
|
||||
{
|
||||
// calculate "velocities" (just xnew = xold + v; no dt in v)
|
||||
if ( verts[i].impulse_count )
|
||||
{
|
||||
VECADDMUL ( verts[i].tv, verts[i].impulse, 1.0f / verts[i].impulse_count );
|
||||
VECCOPY ( verts[i].impulse, tnull );
|
||||
verts[i].impulse_count = 0;
|
||||
|
||||
ret++;
|
||||
}
|
||||
}
|
||||
}
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
cloth_free_collision_list ( clmd );
|
||||
if ( collisions ) MEM_freeN ( collisions );
|
||||
|
||||
return ret;
|
||||
}
|
||||
@@ -1028,22 +1469,22 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
|
||||
CollisionModifierData *collmd=NULL;
|
||||
Cloth *cloth=NULL;
|
||||
Object *coll_ob=NULL;
|
||||
BVH *cloth_bvh=NULL;
|
||||
long i=0, j = 0, numfaces = 0, numverts = 0;
|
||||
BVHTree *cloth_bvh=NULL;
|
||||
long i=0, j = 0, k = 0, numfaces = 0, numverts = 0;
|
||||
unsigned int result = 0, rounds = 0; // result counts applied collisions; ic is for debug output;
|
||||
ClothVertex *verts = NULL;
|
||||
int ret = 0;
|
||||
int ret = 0, ret2 = 0;
|
||||
ClothModifierData *tclmd;
|
||||
int collisions = 0, count = 0;
|
||||
|
||||
if ( ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ ) || ! ( ( ( Cloth * ) clmd->clothObject )->tree ) )
|
||||
if ( ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ ) || ! ( ( ( Cloth * ) clmd->clothObject )->bvhtree ) )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
cloth = clmd->clothObject;
|
||||
verts = cloth->verts;
|
||||
cloth_bvh = ( BVH * ) cloth->tree;
|
||||
cloth_bvh = ( BVHTree * ) cloth->bvhtree;
|
||||
numfaces = clmd->clothObject->numfaces;
|
||||
numverts = clmd->clothObject->numverts;
|
||||
|
||||
@@ -1052,12 +1493,13 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
// update cloth bvh
|
||||
bvh_update_from_cloth ( clmd, 0 ); // 0 means STATIC, 1 means MOVING (see later in this function)
|
||||
bvhtree_update_from_cloth ( clmd, 1 ); // 0 means STATIC, 1 means MOVING (see later in this function)
|
||||
bvhselftree_update_from_cloth ( clmd, 0 ); // 0 means STATIC, 1 means MOVING (see later in this function)
|
||||
|
||||
do
|
||||
{
|
||||
result = 0;
|
||||
clmd->coll_parms->collision_list = NULL;
|
||||
ret2 = 0;
|
||||
|
||||
// check all collision objects
|
||||
for ( base = G.scene->base.first; base; base = base->next )
|
||||
@@ -1086,6 +1528,7 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
|
||||
continue;
|
||||
|
||||
ret += cloth_bvh_objcollisions_do ( clmd, collmd, step, dt );
|
||||
ret2 += ret;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1096,6 +1539,7 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
|
||||
continue;
|
||||
|
||||
ret += cloth_bvh_objcollisions_do ( clmd, collmd, step, dt );
|
||||
ret2 += ret;
|
||||
}
|
||||
}
|
||||
rounds++;
|
||||
@@ -1126,97 +1570,121 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
|
||||
////////////////////////////////////////////////////////////
|
||||
if ( clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_SELF )
|
||||
{
|
||||
|
||||
MFace *mface = cloth->mfaces;
|
||||
BVHTreeOverlap *overlap = NULL;
|
||||
|
||||
collisions = 1;
|
||||
verts = cloth->verts; // needed for openMP
|
||||
|
||||
for ( count = 0; count < clmd->coll_parms->self_loop_count; count++ )
|
||||
numfaces = clmd->clothObject->numfaces;
|
||||
numverts = clmd->clothObject->numverts;
|
||||
|
||||
verts = cloth->verts;
|
||||
|
||||
if ( cloth->bvhselftree )
|
||||
{
|
||||
if ( collisions )
|
||||
// search for overlapping collision pairs
|
||||
overlap = BLI_bvhtree_overlap ( cloth->bvhselftree, cloth->bvhselftree, &result );
|
||||
|
||||
// #pragma omp parallel for private(k, i, j) schedule(static)
|
||||
for ( k = 0; k < result; k++ )
|
||||
{
|
||||
collisions = 0;
|
||||
#pragma omp parallel for private(i,j, collisions) shared(verts, ret)
|
||||
for ( i = 0; i < cloth->numverts; i++ )
|
||||
float temp[3];
|
||||
float length = 0;
|
||||
float mindistance;
|
||||
|
||||
i = overlap[k].indexA;
|
||||
j = overlap[k].indexB;
|
||||
|
||||
mindistance = clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len + cloth->verts[j].avg_spring_len );
|
||||
|
||||
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
|
||||
{
|
||||
for ( j = i + 1; j < cloth->numverts; j++ )
|
||||
if ( ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
&& ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED ) )
|
||||
{
|
||||
float temp[3];
|
||||
float length = 0;
|
||||
float mindistance = clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len + cloth->verts[j].avg_spring_len );
|
||||
|
||||
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
|
||||
{
|
||||
if ( ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
&& ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
VECSUB ( temp, verts[i].tx, verts[j].tx );
|
||||
|
||||
if ( ( ABS ( temp[0] ) > mindistance ) || ( ABS ( temp[1] ) > mindistance ) || ( ABS ( temp[2] ) > mindistance ) ) continue;
|
||||
|
||||
// check for adjacent points (i must be smaller j)
|
||||
if ( BLI_edgehash_haskey ( cloth->edgehash, i, j ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
length = Normalize ( temp );
|
||||
|
||||
if ( length < mindistance )
|
||||
{
|
||||
float correction = mindistance - length;
|
||||
|
||||
if ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
{
|
||||
VecMulf ( temp, -correction );
|
||||
VECADD ( verts[j].tx, verts[j].tx, temp );
|
||||
}
|
||||
else if ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
{
|
||||
VecMulf ( temp, correction );
|
||||
VECADD ( verts[i].tx, verts[i].tx, temp );
|
||||
}
|
||||
else
|
||||
{
|
||||
VecMulf ( temp, -correction*0.5 );
|
||||
VECADD ( verts[j].tx, verts[j].tx, temp );
|
||||
|
||||
VECSUB ( verts[i].tx, verts[i].tx, temp );
|
||||
}
|
||||
|
||||
collisions = 1;
|
||||
|
||||
if ( !ret )
|
||||
{
|
||||
#pragma omp critical
|
||||
{
|
||||
ret = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
VECSUB ( temp, verts[i].tx, verts[j].tx );
|
||||
|
||||
if ( ( ABS ( temp[0] ) > mindistance ) || ( ABS ( temp[1] ) > mindistance ) || ( ABS ( temp[2] ) > mindistance ) ) continue;
|
||||
|
||||
// check for adjacent points (i must be smaller j)
|
||||
if ( BLI_edgehash_haskey ( cloth->edgehash, MIN2(i, j), MAX2(i, j) ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
length = Normalize ( temp );
|
||||
|
||||
if ( length < mindistance )
|
||||
{
|
||||
float correction = mindistance - length;
|
||||
|
||||
if ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
{
|
||||
VecMulf ( temp, -correction );
|
||||
VECADD ( verts[j].tx, verts[j].tx, temp );
|
||||
}
|
||||
else if ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
{
|
||||
VecMulf ( temp, correction );
|
||||
VECADD ( verts[i].tx, verts[i].tx, temp );
|
||||
}
|
||||
else
|
||||
{
|
||||
VecMulf ( temp, -correction*0.5 );
|
||||
VECADD ( verts[j].tx, verts[j].tx, temp );
|
||||
|
||||
VECSUB ( verts[i].tx, verts[i].tx, temp );
|
||||
}
|
||||
ret = 1;
|
||||
ret2 += ret;
|
||||
}
|
||||
else
|
||||
{
|
||||
// check for approximated time collisions
|
||||
}
|
||||
}
|
||||
|
||||
if ( overlap )
|
||||
MEM_freeN ( overlap );
|
||||
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// SELFCOLLISIONS: update velocities
|
||||
////////////////////////////////////////////////////////////
|
||||
if ( ret )
|
||||
if ( ret2 )
|
||||
{
|
||||
for ( i = 0; i < cloth->numverts; i++ )
|
||||
{
|
||||
if ( ! ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED ) )
|
||||
if ( ! ( verts [i].flags & CLOTH_VERT_FLAG_PINNED ) )
|
||||
{
|
||||
VECSUB ( verts[i].tv, verts[i].tx, verts[i].txold );
|
||||
}
|
||||
}
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
}
|
||||
}
|
||||
while ( result && ( clmd->coll_parms->loop_count>rounds ) );
|
||||
while ( ret2 && ( clmd->coll_parms->loop_count>rounds ) );
|
||||
|
||||
return MIN2 ( ret, 1 );
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
if ( verts[i].impulse_count )
|
||||
{
|
||||
VECADDMUL ( verts[i].tv, verts[i].impulse, 1.0f / verts[i].impulse_count );
|
||||
VECCOPY ( verts[i].impulse, tnull );
|
||||
verts[i].impulse_count = 0;
|
||||
|
||||
ret++;
|
||||
}
|
||||
*/
|
||||
@@ -1,860 +0,0 @@
|
||||
/* kdop.c
|
||||
*
|
||||
*
|
||||
* ***** BEGIN GPL LICENSE BLOCK *****
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*
|
||||
* The Original Code is Copyright (C) Blender Foundation
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): none yet.
|
||||
*
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
#include "BKE_cloth.h"
|
||||
|
||||
#include "DNA_cloth_types.h"
|
||||
#include "DNA_mesh_types.h"
|
||||
#include "DNA_scene_types.h"
|
||||
|
||||
#include "BKE_deform.h"
|
||||
#include "BKE_DerivedMesh.h"
|
||||
#include "BKE_cdderivedmesh.h"
|
||||
#include "BKE_effect.h"
|
||||
#include "BKE_global.h"
|
||||
#include "BKE_object.h"
|
||||
#include "BKE_modifier.h"
|
||||
#include "BKE_utildefines.h"
|
||||
|
||||
#ifdef _OPENMP
|
||||
#include <omp.h>
|
||||
#endif
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Additional fastened appending function
|
||||
// It uses the link to the last inserted node as start value
|
||||
// for searching the end of the list
|
||||
// NEW: in compare to the original function, this one returns
|
||||
// the reference to the last inserted node
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
LinkNode *BLI_linklist_append_fast(LinkNode **listp, void *ptr) {
|
||||
LinkNode *nlink= MEM_mallocN(sizeof(*nlink), "nlink");
|
||||
LinkNode *node = *listp;
|
||||
|
||||
nlink->link = ptr;
|
||||
nlink->next = NULL;
|
||||
|
||||
if(node == NULL){
|
||||
*listp = nlink;
|
||||
} else {
|
||||
while(node->next != NULL){
|
||||
node = node->next;
|
||||
}
|
||||
node->next = nlink;
|
||||
}
|
||||
return nlink;
|
||||
}
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Bounding Volume Hierarchy Definition
|
||||
//
|
||||
// Notes: From OBB until 26-DOP --> all bounding volumes possible, just choose type below
|
||||
// Notes: You have to choose the type at compile time ITM
|
||||
// Notes: You can choose the tree type --> binary, quad, octree, choose below
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
||||
static float KDOP_AXES[13][3] =
|
||||
{ {1.0, 0, 0}, {0, 1.0, 0}, {0, 0, 1.0}, {1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {1.0, 1.0, -1.0},
|
||||
{1.0, -1.0, -1.0}, {1.0, 1.0, 0}, {1.0, 0, 1.0}, {0, 1.0, 1.0}, {1.0, -1.0, 0}, {1.0, 0, -1.0},
|
||||
{0, 1.0, -1.0}
|
||||
};
|
||||
|
||||
///////////// choose bounding volume here! /////////////
|
||||
|
||||
#define KDOP_26
|
||||
|
||||
|
||||
|
||||
#ifdef KDOP_26
|
||||
#define KDOP_END 13
|
||||
#define KDOP_START 0
|
||||
#endif
|
||||
|
||||
#ifdef KDOP_18
|
||||
#define KDOP_END 13
|
||||
#define KDOP_START 7
|
||||
#endif
|
||||
|
||||
#ifdef KDOP_14
|
||||
#define KDOP_END 7
|
||||
#define KDOP_START 0
|
||||
#endif
|
||||
|
||||
// this is basicly some AABB
|
||||
#ifdef KDOP_8
|
||||
#define KDOP_END 4
|
||||
#define KDOP_START 0
|
||||
#endif
|
||||
|
||||
// this is basicly some OBB
|
||||
#ifdef KDOP_6
|
||||
#define KDOP_END 3
|
||||
#define KDOP_START 0
|
||||
#endif
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Introsort
|
||||
// with permission deriven from the following Java code:
|
||||
// http://ralphunden.net/content/tutorials/a-guide-to-introsort/
|
||||
// and he derived it from the SUN STL
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
static int size_threshold = 16;
|
||||
/*
|
||||
* Common methods for all algorithms
|
||||
*/
|
||||
DO_INLINE void bvh_exchange(CollisionTree **a, int i, int j)
|
||||
{
|
||||
CollisionTree *t=a[i];
|
||||
a[i]=a[j];
|
||||
a[j]=t;
|
||||
}
|
||||
DO_INLINE int floor_lg(int a)
|
||||
{
|
||||
return (int)(floor(log(a)/log(2)));
|
||||
}
|
||||
|
||||
/*
|
||||
* Insertion sort algorithm
|
||||
*/
|
||||
void bvh_insertionsort(CollisionTree **a, int lo, int hi, int axis)
|
||||
{
|
||||
int i,j;
|
||||
CollisionTree *t;
|
||||
for (i=lo; i < hi; i++)
|
||||
{
|
||||
j=i;
|
||||
t = a[i];
|
||||
while((j!=lo) && (t->bv[axis] < (a[j-1])->bv[axis]))
|
||||
{
|
||||
a[j] = a[j-1];
|
||||
j--;
|
||||
}
|
||||
a[j] = t;
|
||||
}
|
||||
}
|
||||
|
||||
static int bvh_partition(CollisionTree **a, int lo, int hi, CollisionTree * x, int axis)
|
||||
{
|
||||
int i=lo, j=hi;
|
||||
while (1)
|
||||
{
|
||||
while ((a[i])->bv[axis] < x->bv[axis]) i++;
|
||||
j=j-1;
|
||||
while (x->bv[axis] < (a[j])->bv[axis]) j=j-1;
|
||||
if(!(i < j))
|
||||
return i;
|
||||
bvh_exchange(a, i,j);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Heapsort algorithm
|
||||
*/
|
||||
static void bvh_downheap(CollisionTree **a, int i, int n, int lo, int axis)
|
||||
{
|
||||
CollisionTree * d = a[lo+i-1];
|
||||
int child;
|
||||
while (i<=n/2)
|
||||
{
|
||||
child = 2*i;
|
||||
if ((child < n) && ((a[lo+child-1])->bv[axis] < (a[lo+child])->bv[axis]))
|
||||
{
|
||||
child++;
|
||||
}
|
||||
if (!(d->bv[axis] < (a[lo+child-1])->bv[axis])) break;
|
||||
a[lo+i-1] = a[lo+child-1];
|
||||
i = child;
|
||||
}
|
||||
a[lo+i-1] = d;
|
||||
}
|
||||
|
||||
static void bvh_heapsort(CollisionTree **a, int lo, int hi, int axis)
|
||||
{
|
||||
int n = hi-lo, i;
|
||||
for (i=n/2; i>=1; i=i-1)
|
||||
{
|
||||
bvh_downheap(a, i,n,lo, axis);
|
||||
}
|
||||
for (i=n; i>1; i=i-1)
|
||||
{
|
||||
bvh_exchange(a, lo,lo+i-1);
|
||||
bvh_downheap(a, 1,i-1,lo, axis);
|
||||
}
|
||||
}
|
||||
|
||||
static CollisionTree *bvh_medianof3(CollisionTree **a, int lo, int mid, int hi, int axis) // returns Sortable
|
||||
{
|
||||
if ((a[mid])->bv[axis] < (a[lo])->bv[axis])
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[mid])->bv[axis])
|
||||
return a[mid];
|
||||
else
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[lo])->bv[axis])
|
||||
return a[hi];
|
||||
else
|
||||
return a[lo];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[mid])->bv[axis])
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[lo])->bv[axis])
|
||||
return a[lo];
|
||||
else
|
||||
return a[hi];
|
||||
}
|
||||
else
|
||||
return a[mid];
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Quicksort algorithm modified for Introsort
|
||||
*/
|
||||
void bvh_introsort_loop (CollisionTree **a, int lo, int hi, int depth_limit, int axis)
|
||||
{
|
||||
int p;
|
||||
|
||||
while (hi-lo > size_threshold)
|
||||
{
|
||||
if (depth_limit == 0)
|
||||
{
|
||||
bvh_heapsort(a, lo, hi, axis);
|
||||
return;
|
||||
}
|
||||
depth_limit=depth_limit-1;
|
||||
p=bvh_partition(a, lo, hi, bvh_medianof3(a, lo, lo+((hi-lo)/2)+1, hi-1, axis), axis);
|
||||
bvh_introsort_loop(a, p, hi, depth_limit, axis);
|
||||
hi=p;
|
||||
}
|
||||
}
|
||||
|
||||
DO_INLINE void bvh_sort(CollisionTree **a0, int begin, int end, int axis)
|
||||
{
|
||||
if (begin < end)
|
||||
{
|
||||
CollisionTree **a=a0;
|
||||
bvh_introsort_loop(a, begin, end, 2*floor_lg(end-begin), axis);
|
||||
bvh_insertionsort(a, begin, end, axis);
|
||||
}
|
||||
}
|
||||
DO_INLINE void bvh_sort_along_axis(CollisionTree **face_list, int start, int end, int axis)
|
||||
{
|
||||
bvh_sort(face_list, start, end, axis);
|
||||
}
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
void bvh_free(BVH * bvh)
|
||||
{
|
||||
LinkNode *search = NULL;
|
||||
CollisionTree *tree = NULL;
|
||||
|
||||
if (bvh)
|
||||
{
|
||||
|
||||
search = bvh->tree;
|
||||
|
||||
while(search)
|
||||
{
|
||||
LinkNode *next= search->next;
|
||||
tree = search->link;
|
||||
|
||||
MEM_freeN(tree);
|
||||
|
||||
search = next;
|
||||
}
|
||||
|
||||
BLI_linklist_free(bvh->tree,NULL);
|
||||
bvh->tree = NULL;
|
||||
|
||||
if(bvh->current_x)
|
||||
MEM_freeN(bvh->current_x);
|
||||
if(bvh->current_xold)
|
||||
MEM_freeN(bvh->current_xold);
|
||||
|
||||
MEM_freeN(bvh);
|
||||
bvh = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// only supports x,y,z axis in the moment
|
||||
// but we should use a plain and simple function here for speed sake
|
||||
DO_INLINE int bvh_largest_axis(float *bv)
|
||||
{
|
||||
float middle_point[3];
|
||||
|
||||
middle_point[0] = (bv[1]) - (bv[0]); // x axis
|
||||
middle_point[1] = (bv[3]) - (bv[2]); // y axis
|
||||
middle_point[2] = (bv[5]) - (bv[4]); // z axis
|
||||
if (middle_point[0] > middle_point[1])
|
||||
{
|
||||
if (middle_point[0] > middle_point[2])
|
||||
return 1; // max x axis
|
||||
else
|
||||
return 5; // max z axis
|
||||
}
|
||||
else
|
||||
{
|
||||
if (middle_point[1] > middle_point[2])
|
||||
return 3; // max y axis
|
||||
else
|
||||
return 5; // max z axis
|
||||
}
|
||||
}
|
||||
|
||||
// depends on the fact that the BVH's for each face is already build
|
||||
DO_INLINE void bvh_calc_DOP_hull_from_faces(BVH * bvh, CollisionTree **tri, int numfaces, float *bv)
|
||||
{
|
||||
float newmin,newmax;
|
||||
int i, j;
|
||||
|
||||
if(numfaces >0)
|
||||
{
|
||||
// for all Axes.
|
||||
for (i = KDOP_START; i < KDOP_END; i++)
|
||||
{
|
||||
bv[(2 * i)] = (tri [0])->bv[(2 * i)];
|
||||
bv[(2 * i) + 1] = (tri [0])->bv[(2 * i) + 1];
|
||||
}
|
||||
}
|
||||
|
||||
for (j = 0; j < numfaces; j++)
|
||||
{
|
||||
// for all Axes.
|
||||
for (i = KDOP_START; i < KDOP_END; i++)
|
||||
{
|
||||
newmin = (tri [j])->bv[(2 * i)];
|
||||
if ((newmin < bv[(2 * i)]))
|
||||
{
|
||||
bv[(2 * i)] = newmin;
|
||||
}
|
||||
|
||||
newmax = (tri [j])->bv[(2 * i) + 1];
|
||||
if ((newmax > bv[(2 * i) + 1]))
|
||||
{
|
||||
bv[(2 * i) + 1] = newmax;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
DO_INLINE void bvh_calc_DOP_hull_static(BVH * bvh, CollisionTree **tri, int numfaces, float *bv, CollisionTree *tree)
|
||||
{
|
||||
MFace *tempMFace = bvh->mfaces;
|
||||
float *tempBV = bv;
|
||||
float newminmax;
|
||||
int i, j, k;
|
||||
|
||||
for (j = 0; j < numfaces; j++)
|
||||
{
|
||||
tempMFace = bvh->mfaces + (tri [j])->tri_index;
|
||||
// 3 or 4 vertices per face.
|
||||
for (k = 0; k < 4; k++)
|
||||
{
|
||||
int temp = 0;
|
||||
// If this is a triangle.
|
||||
if (k == 3 && !tempMFace->v4)
|
||||
continue;
|
||||
// TODO: other name for "temp" this gets all vertices of a face
|
||||
if (k == 0)
|
||||
temp = tempMFace->v1;
|
||||
else if (k == 1)
|
||||
temp = tempMFace->v2;
|
||||
else if (k == 2)
|
||||
temp = tempMFace->v3;
|
||||
else if (k == 3)
|
||||
temp = tempMFace->v4;
|
||||
// for all Axes.
|
||||
for (i = KDOP_START; i < KDOP_END; i++)
|
||||
{
|
||||
newminmax = INPR(bvh->current_xold[temp].co, KDOP_AXES[i]);
|
||||
if ((newminmax < tempBV[(2 * i)]) || (k == 0 && j == 0))
|
||||
tempBV[(2 * i)] = newminmax;
|
||||
if ((newminmax > tempBV[(2 * i) + 1])|| (k == 0 && j == 0))
|
||||
tempBV[(2 * i) + 1] = newminmax;
|
||||
}
|
||||
}
|
||||
|
||||
/* calculate normal of this face */
|
||||
/* (code copied from cdderivedmesh.c) */
|
||||
/*
|
||||
if(tempMFace->v4)
|
||||
CalcNormFloat4(bvh->current_xold[tempMFace->v1].co, bvh->current_xold[tempMFace->v2].co,
|
||||
bvh->current_xold[tempMFace->v3].co, bvh->current_xold[tempMFace->v4].co, tree->normal);
|
||||
else
|
||||
CalcNormFloat(bvh->current_xold[tempMFace->v1].co, bvh->current_xold[tempMFace->v2].co,
|
||||
bvh->current_xold[tempMFace->v3].co, tree->normal);
|
||||
|
||||
tree->alpha = 0;
|
||||
*/
|
||||
}
|
||||
}
|
||||
|
||||
DO_INLINE void bvh_calc_DOP_hull_moving(BVH * bvh, CollisionTree **tri, int numfaces, float *bv, CollisionTree *tree)
|
||||
{
|
||||
MFace *tempMFace = bvh->mfaces;
|
||||
float *tempBV = bv;
|
||||
float newminmax;
|
||||
int i, j, k;
|
||||
|
||||
/* TODO: calculate normals */
|
||||
|
||||
for (j = 0; j < numfaces; j++)
|
||||
{
|
||||
tempMFace = bvh->mfaces + (tri [j])->tri_index;
|
||||
// 3 or 4 vertices per face.
|
||||
for (k = 0; k < 4; k++)
|
||||
{
|
||||
int temp = 0;
|
||||
// If this is a triangle.
|
||||
if (k == 3 && !tempMFace->v4)
|
||||
continue;
|
||||
// TODO: other name for "temp" this gets all vertices of a face
|
||||
if (k == 0)
|
||||
temp = tempMFace->v1;
|
||||
else if (k == 1)
|
||||
temp = tempMFace->v2;
|
||||
else if (k == 2)
|
||||
temp = tempMFace->v3;
|
||||
else if (k == 3)
|
||||
temp = tempMFace->v4;
|
||||
// for all Axes.
|
||||
for (i = KDOP_START; i < KDOP_END; i++)
|
||||
{
|
||||
newminmax = INPR(bvh->current_xold[temp].co, KDOP_AXES[i]);
|
||||
if ((newminmax < tempBV[(2 * i)]) || (k == 0 && j == 0))
|
||||
tempBV[(2 * i)] = newminmax;
|
||||
if ((newminmax > tempBV[(2 * i) + 1])|| (k == 0 && j == 0))
|
||||
tempBV[(2 * i) + 1] = newminmax;
|
||||
|
||||
newminmax = INPR(bvh->current_x[temp].co, KDOP_AXES[i]);
|
||||
if ((newminmax < tempBV[(2 * i)]) || (k == 0 && j == 0))
|
||||
tempBV[(2 * i)] = newminmax;
|
||||
if ((newminmax > tempBV[(2 * i) + 1])|| (k == 0 && j == 0))
|
||||
tempBV[(2 * i) + 1] = newminmax;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
static void bvh_div_env_node(BVH *bvh, CollisionTree *tree, CollisionTree **face_list, unsigned int start, unsigned int end, int lastaxis, LinkNode *nlink)
|
||||
{
|
||||
int i = 0;
|
||||
CollisionTree *newtree = NULL;
|
||||
int laxis = 0, max_nodes=4;
|
||||
unsigned int tstart, tend;
|
||||
LinkNode *nlink1 = nlink;
|
||||
LinkNode *tnlink;
|
||||
tree->traversed = 0;
|
||||
// Determine which axis to split along
|
||||
laxis = bvh_largest_axis(tree->bv);
|
||||
|
||||
// Sort along longest axis
|
||||
if(laxis!=lastaxis)
|
||||
bvh_sort_along_axis(face_list, start, end, laxis);
|
||||
|
||||
// maximum is 4 since we have a quad tree
|
||||
max_nodes = MIN2((end-start + 1 ),4);
|
||||
|
||||
for (i = 0; i < max_nodes; i++)
|
||||
{
|
||||
tree->count_nodes++;
|
||||
|
||||
if(end-start+1 > 4)
|
||||
{
|
||||
int quarter = ((float)((float)(end - start + 1) / 4.0f));
|
||||
tstart = start + i * quarter;
|
||||
tend = tstart + quarter - 1;
|
||||
|
||||
// be sure that we get all faces
|
||||
if(i==3)
|
||||
{
|
||||
tend = end;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
tend = tstart = start + i;
|
||||
}
|
||||
|
||||
// Build tree until 4 node left.
|
||||
if ((tend-tstart + 1 ) > 1)
|
||||
{
|
||||
newtree = (CollisionTree *)MEM_callocN(sizeof(CollisionTree), "CollisionTree");
|
||||
tnlink = BLI_linklist_append_fast(&nlink1->next, newtree);
|
||||
|
||||
newtree->nodes[0] = newtree->nodes[1] = newtree->nodes[2] = newtree->nodes[3] = NULL;
|
||||
newtree->count_nodes = 0;
|
||||
newtree->parent = tree;
|
||||
newtree->isleaf = 0;
|
||||
|
||||
tree->nodes[i] = newtree;
|
||||
|
||||
nlink1 = tnlink;
|
||||
|
||||
bvh_calc_DOP_hull_from_faces(bvh, &face_list[tstart], tend-tstart + 1, tree->nodes[i]->bv);
|
||||
|
||||
bvh_div_env_node(bvh, tree->nodes[i], face_list, tstart, tend, laxis, nlink1);
|
||||
}
|
||||
else // ok, we have 1 left for this node
|
||||
{
|
||||
CollisionTree *tnode = face_list[tstart];
|
||||
tree->nodes[i] = tnode;
|
||||
tree->nodes[i]->parent = tree;
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
/* function cannot be directly called - needs alloced bvh */
|
||||
void bvh_build (BVH *bvh)
|
||||
{
|
||||
unsigned int i = 0, j = 0, k = 0;
|
||||
CollisionTree **face_list=NULL;
|
||||
CollisionTree *tree=NULL;
|
||||
LinkNode *nlink = NULL;
|
||||
|
||||
bvh->flags = 0;
|
||||
bvh->leaf_tree = NULL;
|
||||
bvh->leaf_root = NULL;
|
||||
bvh->tree = NULL;
|
||||
|
||||
if(!bvh->current_x)
|
||||
{
|
||||
bvh_free(bvh);
|
||||
return;
|
||||
}
|
||||
|
||||
bvh->current_xold = MEM_dupallocN(bvh->current_x);
|
||||
|
||||
tree = (CollisionTree *)MEM_callocN(sizeof(CollisionTree), "CollisionTree");
|
||||
|
||||
if (tree == NULL)
|
||||
{
|
||||
printf("bvh_build: Out of memory for nodes.\n");
|
||||
bvh_free(bvh);
|
||||
return;
|
||||
}
|
||||
|
||||
BLI_linklist_append(&bvh->tree, tree);
|
||||
|
||||
nlink = bvh->tree;
|
||||
|
||||
bvh->root = bvh->tree->link;
|
||||
bvh->root->isleaf = 0;
|
||||
bvh->root->parent = NULL;
|
||||
bvh->root->nodes[0] = bvh->root->nodes[1] = bvh->root->nodes[1] = bvh->root->nodes[3] = NULL;
|
||||
|
||||
if(bvh->numfaces<=1)
|
||||
{
|
||||
bvh->root->tri_index = 0; // Why that? --> only one face there
|
||||
bvh->root->isleaf = 1;
|
||||
bvh->root->traversed = 0;
|
||||
bvh->root->count_nodes = 0;
|
||||
bvh->leaf_root = bvh->root;
|
||||
bvh->leaf_tree = bvh->root;
|
||||
bvh->root->nextLeaf = NULL;
|
||||
bvh->root->prevLeaf = NULL;
|
||||
}
|
||||
else
|
||||
{
|
||||
// create face boxes
|
||||
face_list = MEM_callocN (bvh->numfaces * sizeof (CollisionTree *), "CollisionTree");
|
||||
if (face_list == NULL)
|
||||
{
|
||||
printf("bvh_build: Out of memory for face_list.\n");
|
||||
bvh_free(bvh);
|
||||
return;
|
||||
}
|
||||
|
||||
// create face boxes
|
||||
for(i = 0, k = 0; i < bvh->numfaces; i++)
|
||||
{
|
||||
LinkNode *tnlink;
|
||||
|
||||
tree = (CollisionTree *)MEM_callocN(sizeof(CollisionTree), "CollisionTree");
|
||||
// TODO: check succesfull alloc
|
||||
|
||||
tnlink = BLI_linklist_append_fast(&nlink->next, tree);
|
||||
|
||||
face_list[i] = tree;
|
||||
tree->tri_index = i;
|
||||
tree->isleaf = 1;
|
||||
tree->nextLeaf = NULL;
|
||||
tree->prevLeaf = bvh->leaf_tree;
|
||||
tree->parent = NULL;
|
||||
tree->count_nodes = 0;
|
||||
|
||||
if(i==0)
|
||||
{
|
||||
bvh->leaf_tree = bvh->leaf_root = tree;
|
||||
}
|
||||
else
|
||||
{
|
||||
bvh->leaf_tree->nextLeaf = tree;
|
||||
bvh->leaf_tree = bvh->leaf_tree->nextLeaf;
|
||||
}
|
||||
|
||||
tree->nodes[0] = tree->nodes[1] = tree->nodes[2] = tree->nodes[3] = NULL;
|
||||
|
||||
bvh_calc_DOP_hull_static(bvh, &face_list[i], 1, tree->bv, tree);
|
||||
|
||||
// inflate the bv with some epsilon
|
||||
for (j = KDOP_START; j < KDOP_END; j++)
|
||||
{
|
||||
tree->bv[(2 * j)] -= bvh->epsilon; // minimum
|
||||
tree->bv[(2 * j) + 1] += bvh->epsilon; // maximum
|
||||
}
|
||||
|
||||
nlink = tnlink;
|
||||
}
|
||||
|
||||
// build root bvh
|
||||
bvh_calc_DOP_hull_from_faces(bvh, face_list, bvh->numfaces, bvh->root->bv);
|
||||
|
||||
// This is the traversal function.
|
||||
bvh_div_env_node(bvh, bvh->root, face_list, 0, bvh->numfaces-1, 0, nlink);
|
||||
if (face_list)
|
||||
MEM_freeN(face_list);
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// bvh_overlap - is it possbile for 2 bv's to collide ?
|
||||
DO_INLINE int bvh_overlap(float *bv1, float *bv2)
|
||||
{
|
||||
int i = 0;
|
||||
for (i = KDOP_START; i < KDOP_END; i++)
|
||||
{
|
||||
// Minimum test.
|
||||
if (bv1[(2 * i)] > bv2[(2 * i) + 1])
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
// Maxiumum test.
|
||||
if (bv2[(2 * i)] > bv1[(2 * i) + 1])
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// bvh_overlap_self - is it possbile for 2 bv's to selfcollide ?
|
||||
DO_INLINE int bvh_overlap_self(CollisionTree * tree1, CollisionTree * tree2)
|
||||
{
|
||||
// printf("overlap: %f, q: %f\n", (saacos(INPR(tree1->normal, tree2->normal)) / 2.0)+MAX2(tree1->alpha, tree2->alpha), saacos(INPR(tree1->normal, tree2->normal)));
|
||||
|
||||
if((saacos(INPR(tree1->normal, tree2->normal)) / 2.0)+MAX2(tree1->alpha, tree2->alpha) > M_PI)
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* bvh_traverse - traverse two bvh trees looking for potential collisions.
|
||||
*
|
||||
* max collisions are n*n collisions --> every triangle collide with
|
||||
* every other triangle that doesn't require any realloc, but uses
|
||||
* much memory
|
||||
*/
|
||||
int bvh_traverse ( ModifierData * md1, ModifierData * md2, CollisionTree * tree1, CollisionTree * tree2, float step, CM_COLLISION_RESPONSE collision_response, int selfcollision)
|
||||
{
|
||||
int i = 0, ret=0, overlap = 0;
|
||||
|
||||
/*
|
||||
// Shouldn't be possible
|
||||
if(!tree1 || !tree2)
|
||||
{
|
||||
printf("Error: no tree there\n");
|
||||
return 0;
|
||||
}
|
||||
*/
|
||||
|
||||
if(selfcollision)
|
||||
overlap = bvh_overlap_self(tree1, tree2);
|
||||
else
|
||||
overlap = bvh_overlap(tree1->bv, tree2->bv);
|
||||
|
||||
if (overlap)
|
||||
{
|
||||
// Check if this node in the first tree is a leaf
|
||||
if (tree1->isleaf)
|
||||
{
|
||||
// Check if this node in the second tree a leaf
|
||||
if (tree2->isleaf)
|
||||
{
|
||||
// Provide the collision response.
|
||||
|
||||
if(collision_response)
|
||||
collision_response (md1, md2, tree1, tree2);
|
||||
return 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Process the quad tree.
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
// Only traverse nodes that exist.
|
||||
if (tree2->nodes[i] && bvh_traverse (md1, md2, tree1, tree2->nodes[i], step, collision_response, selfcollision))
|
||||
ret = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Process the quad tree.
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
// Only traverse nodes that exist.
|
||||
if (tree1->nodes [i] && bvh_traverse (md1, md2, tree1->nodes[i], tree2, step, collision_response, selfcollision))
|
||||
ret = 1;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
// bottom up update of bvh tree:
|
||||
// join the 4 children here
|
||||
void bvh_join(CollisionTree *tree)
|
||||
{
|
||||
int i = 0, j = 0;
|
||||
float max = 0;
|
||||
|
||||
if (!tree)
|
||||
return;
|
||||
|
||||
for (i = 0; i < 4; i++)
|
||||
{
|
||||
if (tree->nodes[i])
|
||||
{
|
||||
for (j = KDOP_START; j < KDOP_END; j++)
|
||||
{
|
||||
// update minimum
|
||||
if ((tree->nodes[i]->bv[(2 * j)] < tree->bv[(2 * j)]) || (i == 0))
|
||||
{
|
||||
tree->bv[(2 * j)] = tree->nodes[i]->bv[(2 * j)];
|
||||
}
|
||||
// update maximum
|
||||
if ((tree->nodes[i]->bv[(2 * j) + 1] > tree->bv[(2 * j) + 1])|| (i == 0))
|
||||
{
|
||||
tree->bv[(2 * j) + 1] = tree->nodes[i]->bv[(2 * j) + 1];
|
||||
}
|
||||
}
|
||||
|
||||
/* for selfcollisions */
|
||||
/*
|
||||
if(!i)
|
||||
{
|
||||
tree->alpha = tree->nodes[i]->alpha;
|
||||
VECCOPY(tree->normal, tree->nodes[i]->normal);
|
||||
}
|
||||
else
|
||||
{
|
||||
tree->alpha += saacos(INPR(tree->normal, tree->nodes[i]->normal)) / 2.0;
|
||||
VECADD(tree->normal, tree->normal, tree->nodes[i]->normal);
|
||||
VecMulf(tree->normal, 0.5);
|
||||
max = MAX2(max, tree->nodes[i]->alpha);
|
||||
}
|
||||
*/
|
||||
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
|
||||
tree->alpha += max;
|
||||
}
|
||||
|
||||
// update static bvh
|
||||
/* you have to update the bvh position before calling this function */
|
||||
void bvh_update(BVH * bvh, int moving)
|
||||
{
|
||||
CollisionTree *leaf, *parent;
|
||||
int traversecheck = 1; // if this is zero we don't go further
|
||||
unsigned int j = 0;
|
||||
|
||||
for (leaf = bvh->leaf_root; leaf; leaf = leaf->nextLeaf)
|
||||
{
|
||||
traversecheck = 1;
|
||||
if ((leaf->parent) && (leaf->parent->traversed == leaf->parent->count_nodes))
|
||||
{
|
||||
leaf->parent->traversed = 0;
|
||||
}
|
||||
if(!moving)
|
||||
bvh_calc_DOP_hull_static(bvh, &leaf, 1, leaf->bv, leaf);
|
||||
else
|
||||
bvh_calc_DOP_hull_moving(bvh, &leaf, 1, leaf->bv, leaf);
|
||||
|
||||
// inflate the bv with some epsilon
|
||||
for (j = KDOP_START; j < KDOP_END; j++)
|
||||
{
|
||||
leaf->bv[(2 * j)] -= bvh->epsilon; // minimum
|
||||
leaf->bv[(2 * j) + 1] += bvh->epsilon; // maximum
|
||||
}
|
||||
|
||||
for (parent = leaf->parent; parent; parent = parent->parent)
|
||||
{
|
||||
if (traversecheck)
|
||||
{
|
||||
parent->traversed++; // we tried to go up in hierarchy
|
||||
if (parent->traversed < parent->count_nodes)
|
||||
{
|
||||
traversecheck = 0;
|
||||
|
||||
if (parent->parent)
|
||||
{
|
||||
if (parent->parent->traversed == parent->parent->count_nodes)
|
||||
{
|
||||
parent->parent->traversed = 0;
|
||||
}
|
||||
}
|
||||
break; // we do not need to check further
|
||||
}
|
||||
else
|
||||
{
|
||||
bvh_join(parent);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,6 +43,7 @@
|
||||
|
||||
#include "BLI_arithb.h"
|
||||
#include "BLI_blenlib.h"
|
||||
#include "BLI_kdopbvh.h"
|
||||
#include "BLI_kdtree.h"
|
||||
#include "BLI_linklist.h"
|
||||
#include "BLI_rand.h"
|
||||
@@ -5193,7 +5194,7 @@ static void collisionModifier_initData(ModifierData *md)
|
||||
collmd->current_v = NULL;
|
||||
collmd->time = -1;
|
||||
collmd->numverts = 0;
|
||||
collmd->bvh = NULL;
|
||||
collmd->bvhtree = NULL;
|
||||
}
|
||||
|
||||
static void collisionModifier_freeData(ModifierData *md)
|
||||
@@ -5202,8 +5203,8 @@ static void collisionModifier_freeData(ModifierData *md)
|
||||
|
||||
if (collmd)
|
||||
{
|
||||
if(collmd->bvh)
|
||||
bvh_free(collmd->bvh);
|
||||
if(collmd->bvhtree)
|
||||
BLI_bvhtree_free(collmd->bvhtree);
|
||||
if(collmd->x)
|
||||
MEM_freeN(collmd->x);
|
||||
if(collmd->xnew)
|
||||
@@ -5214,7 +5215,6 @@ static void collisionModifier_freeData(ModifierData *md)
|
||||
MEM_freeN(collmd->current_xnew);
|
||||
if(collmd->current_v)
|
||||
MEM_freeN(collmd->current_v);
|
||||
|
||||
if(collmd->mfaces)
|
||||
MEM_freeN(collmd->mfaces);
|
||||
|
||||
@@ -5225,7 +5225,7 @@ static void collisionModifier_freeData(ModifierData *md)
|
||||
collmd->current_v = NULL;
|
||||
collmd->time = -1;
|
||||
collmd->numverts = 0;
|
||||
collmd->bvh = NULL;
|
||||
collmd->bvhtree = NULL;
|
||||
collmd->mfaces = NULL;
|
||||
}
|
||||
}
|
||||
@@ -5293,9 +5293,8 @@ static void collisionModifier_deformVerts(
|
||||
collmd->mfaces = dm->dupFaceArray(dm);
|
||||
collmd->numfaces = dm->getNumFaces(dm);
|
||||
|
||||
// TODO: epsilon
|
||||
// create bounding box hierarchy
|
||||
collmd->bvh = bvh_build_from_mvert(collmd->mfaces, collmd->numfaces, collmd->x, numverts, ob->pd->pdef_sboft);
|
||||
collmd->bvhtree = bvhtree_build_from_mvert(collmd->mfaces, collmd->numfaces, collmd->x, numverts, ob->pd->pdef_sboft);
|
||||
|
||||
collmd->time = current_time;
|
||||
}
|
||||
@@ -5318,25 +5317,25 @@ static void collisionModifier_deformVerts(
|
||||
memcpy(collmd->current_x, collmd->x, numverts*sizeof(MVert));
|
||||
|
||||
/* check if GUI setting has changed for bvh */
|
||||
if(collmd->bvh)
|
||||
if(collmd->bvhtree)
|
||||
{
|
||||
if(ob->pd->pdef_sboft != collmd->bvh->epsilon)
|
||||
if(ob->pd->pdef_sboft != BLI_bvhtree_getepsilon(collmd->bvhtree))
|
||||
{
|
||||
bvh_free(collmd->bvh);
|
||||
collmd->bvh = bvh_build_from_mvert(collmd->mfaces, collmd->numfaces, collmd->current_x, numverts, ob->pd->pdef_sboft);
|
||||
BLI_bvhtree_free(collmd->bvhtree);
|
||||
collmd->bvhtree = bvhtree_build_from_mvert(collmd->mfaces, collmd->numfaces, collmd->current_x, numverts, ob->pd->pdef_sboft);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/* happens on file load (ONLY when i decomment changes in readfile.c */
|
||||
if(!collmd->bvh)
|
||||
/* happens on file load (ONLY when i decomment changes in readfile.c) */
|
||||
if(!collmd->bvhtree)
|
||||
{
|
||||
collmd->bvh = bvh_build_from_mvert(collmd->mfaces, collmd->numfaces, collmd->current_x, numverts, ob->pd->pdef_sboft);
|
||||
collmd->bvhtree = bvhtree_build_from_mvert(collmd->mfaces, collmd->numfaces, collmd->current_x, numverts, ob->pd->pdef_sboft);
|
||||
}
|
||||
else
|
||||
{
|
||||
// recalc static bounding boxes
|
||||
bvh_update_from_mvert(collmd->bvh, collmd->current_x, numverts, NULL, 0);
|
||||
bvhtree_update_from_mvert ( collmd->bvhtree, collmd->mfaces, collmd->numfaces, collmd->current_x, collmd->current_xnew, collmd->numverts, 1 );
|
||||
}
|
||||
|
||||
collmd->time = current_time;
|
||||
|
||||
60
source/blender/blenlib/BLI_kdopbvh.h
Normal file
60
source/blender/blenlib/BLI_kdopbvh.h
Normal file
@@ -0,0 +1,60 @@
|
||||
/**
|
||||
*
|
||||
* ***** BEGIN GPL LICENSE BLOCK *****
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*
|
||||
* The Original Code is Copyright (C) 2006 by NaN Holding BV.
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): Daniel Genrich, Andre Pinto
|
||||
*
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
|
||||
#ifndef BLI_KDOPBVH_H
|
||||
#define BLI_KDOPBVH_H
|
||||
|
||||
#include <float.h>
|
||||
|
||||
struct BVHTree;
|
||||
typedef struct BVHTree BVHTree;
|
||||
|
||||
typedef struct BVHTreeOverlap {
|
||||
int indexA;
|
||||
int indexB;
|
||||
} BVHTreeOverlap;
|
||||
|
||||
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis);
|
||||
void BLI_bvhtree_free(BVHTree *tree);
|
||||
|
||||
/* construct: first insert points, then call balance */
|
||||
int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints);
|
||||
void BLI_bvhtree_balance(BVHTree *tree);
|
||||
|
||||
/* update: first update points/nodes, then call update_tree to refit the bounding volumes */
|
||||
int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_moving, int numpoints);
|
||||
void BLI_bvhtree_update_tree(BVHTree *tree);
|
||||
|
||||
/* collision/overlap: check two trees if they overlap, alloc's *overlap with length of the int return value */
|
||||
BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result);
|
||||
|
||||
float BLI_bvhtree_getepsilon(BVHTree *tree);
|
||||
|
||||
#endif // BLI_KDOPBVH_H
|
||||
|
||||
811
source/blender/blenlib/intern/BLI_kdopbvh.c
Normal file
811
source/blender/blenlib/intern/BLI_kdopbvh.c
Normal file
@@ -0,0 +1,811 @@
|
||||
/**
|
||||
*
|
||||
* ***** BEGIN GPL LICENSE BLOCK *****
|
||||
*
|
||||
* This program is free software; you can redistribute it and/or
|
||||
* modify it under the terms of the GNU General Public License
|
||||
* as published by the Free Software Foundation; either version 2
|
||||
* of the License, or (at your option) any later version.
|
||||
*
|
||||
* This program is distributed in the hope that it will be useful,
|
||||
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
* GNU General Public License for more details.
|
||||
*
|
||||
* You should have received a copy of the GNU General Public License
|
||||
* along with this program; if not, write to the Free Software Foundation,
|
||||
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
||||
*
|
||||
* The Original Code is Copyright (C) 2006 by NaN Holding BV.
|
||||
* All rights reserved.
|
||||
*
|
||||
* The Original Code is: all of this file.
|
||||
*
|
||||
* Contributor(s): Daniel Genrich, Andre Pinto
|
||||
*
|
||||
* ***** END GPL LICENSE BLOCK *****
|
||||
*/
|
||||
|
||||
#include "math.h"
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#include "MEM_guardedalloc.h"
|
||||
|
||||
#include "BKE_utildefines.h"
|
||||
|
||||
#include "BLI_kdopbvh.h"
|
||||
#include "BLI_arithb.h"
|
||||
|
||||
#ifdef _OPENMP
|
||||
#include <omp.h>
|
||||
#endif
|
||||
|
||||
typedef struct BVHNode
|
||||
{
|
||||
struct BVHNode **children; // max 8 children
|
||||
struct BVHNode *parent; // needed for bottom - top update
|
||||
float *bv; // Bounding volume of all nodes, max 13 axis
|
||||
int index; /* face, edge, vertex index */
|
||||
char totnode; // how many nodes are used, used for speedup
|
||||
char traversed; // how many nodes already traversed until this level?
|
||||
char main_axis;
|
||||
} BVHNode;
|
||||
|
||||
struct BVHTree
|
||||
{
|
||||
BVHNode **nodes;
|
||||
BVHNode *nodearray; /* pre-alloc branch nodes */
|
||||
BVHNode **nodechild; // pre-alloc childs for nodes
|
||||
float *nodebv; // pre-alloc bounding-volumes for nodes
|
||||
float epsilon; /* epslion is used for inflation of the k-dop */
|
||||
int totleaf; // leafs
|
||||
int totbranch;
|
||||
char tree_type; // type of tree (4 => quadtree)
|
||||
char axis; // kdop type (6 => OBB, 7 => AABB, ...)
|
||||
char start_axis, stop_axis; // KDOP_AXES array indices according to axis
|
||||
};
|
||||
|
||||
typedef struct BVHOverlapData
|
||||
{
|
||||
BVHTree *tree1, *tree2;
|
||||
BVHTreeOverlap *overlap;
|
||||
int i, max_overlap; /* i is number of overlaps */
|
||||
} BVHOverlapData;
|
||||
////////////////////////////////////////
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
// Bounding Volume Hierarchy Definition
|
||||
//
|
||||
// Notes: From OBB until 26-DOP --> all bounding volumes possible, just choose type below
|
||||
// Notes: You have to choose the type at compile time ITM
|
||||
// Notes: You can choose the tree type --> binary, quad, octree, choose below
|
||||
////////////////////////////////////////////////////////////////////////
|
||||
|
||||
static float KDOP_AXES[13][3] =
|
||||
{ {1.0, 0, 0}, {0, 1.0, 0}, {0, 0, 1.0}, {1.0, 1.0, 1.0}, {1.0, -1.0, 1.0}, {1.0, 1.0, -1.0},
|
||||
{1.0, -1.0, -1.0}, {1.0, 1.0, 0}, {1.0, 0, 1.0}, {0, 1.0, 1.0}, {1.0, -1.0, 0}, {1.0, 0, -1.0},
|
||||
{0, 1.0, -1.0}
|
||||
};
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
// Introsort
|
||||
// with permission deriven from the following Java code:
|
||||
// http://ralphunden.net/content/tutorials/a-guide-to-introsort/
|
||||
// and he derived it from the SUN STL
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
static int size_threshold = 16;
|
||||
/*
|
||||
* Common methods for all algorithms
|
||||
*/
|
||||
static int floor_lg(int a)
|
||||
{
|
||||
return (int)(floor(log(a)/log(2)));
|
||||
}
|
||||
|
||||
/*
|
||||
* Insertion sort algorithm
|
||||
*/
|
||||
static void bvh_insertionsort(BVHNode **a, int lo, int hi, int axis)
|
||||
{
|
||||
int i,j;
|
||||
BVHNode *t;
|
||||
for (i=lo; i < hi; i++)
|
||||
{
|
||||
j=i;
|
||||
t = a[i];
|
||||
while((j!=lo) && (t->bv[axis] < (a[j-1])->bv[axis]))
|
||||
{
|
||||
a[j] = a[j-1];
|
||||
j--;
|
||||
}
|
||||
a[j] = t;
|
||||
}
|
||||
}
|
||||
|
||||
static int bvh_partition(BVHNode **a, int lo, int hi, BVHNode * x, int axis)
|
||||
{
|
||||
int i=lo, j=hi;
|
||||
while (1)
|
||||
{
|
||||
while ((a[i])->bv[axis] < x->bv[axis]) i++;
|
||||
j--;
|
||||
while (x->bv[axis] < (a[j])->bv[axis]) j--;
|
||||
if(!(i < j))
|
||||
return i;
|
||||
SWAP( BVHNode* , a[i], a[j]);
|
||||
i++;
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Heapsort algorithm
|
||||
*/
|
||||
static void bvh_downheap(BVHNode **a, int i, int n, int lo, int axis)
|
||||
{
|
||||
BVHNode * d = a[lo+i-1];
|
||||
int child;
|
||||
while (i<=n/2)
|
||||
{
|
||||
child = 2*i;
|
||||
if ((child < n) && ((a[lo+child-1])->bv[axis] < (a[lo+child])->bv[axis]))
|
||||
{
|
||||
child++;
|
||||
}
|
||||
if (!(d->bv[axis] < (a[lo+child-1])->bv[axis])) break;
|
||||
a[lo+i-1] = a[lo+child-1];
|
||||
i = child;
|
||||
}
|
||||
a[lo+i-1] = d;
|
||||
}
|
||||
|
||||
static void bvh_heapsort(BVHNode **a, int lo, int hi, int axis)
|
||||
{
|
||||
int n = hi-lo, i;
|
||||
for (i=n/2; i>=1; i=i-1)
|
||||
{
|
||||
bvh_downheap(a, i,n,lo, axis);
|
||||
}
|
||||
for (i=n; i>1; i=i-1)
|
||||
{
|
||||
SWAP(BVHNode*, a[lo],a[lo+i-1]);
|
||||
bvh_downheap(a, 1,i-1,lo, axis);
|
||||
}
|
||||
}
|
||||
|
||||
static BVHNode *bvh_medianof3(BVHNode **a, int lo, int mid, int hi, int axis) // returns Sortable
|
||||
{
|
||||
if ((a[mid])->bv[axis] < (a[lo])->bv[axis])
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[mid])->bv[axis])
|
||||
return a[mid];
|
||||
else
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[lo])->bv[axis])
|
||||
return a[hi];
|
||||
else
|
||||
return a[lo];
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[mid])->bv[axis])
|
||||
{
|
||||
if ((a[hi])->bv[axis] < (a[lo])->bv[axis])
|
||||
return a[lo];
|
||||
else
|
||||
return a[hi];
|
||||
}
|
||||
else
|
||||
return a[mid];
|
||||
}
|
||||
}
|
||||
/*
|
||||
* Quicksort algorithm modified for Introsort
|
||||
*/
|
||||
static void bvh_introsort_loop (BVHNode **a, int lo, int hi, int depth_limit, int axis)
|
||||
{
|
||||
int p;
|
||||
|
||||
while (hi-lo > size_threshold)
|
||||
{
|
||||
if (depth_limit == 0)
|
||||
{
|
||||
bvh_heapsort(a, lo, hi, axis);
|
||||
return;
|
||||
}
|
||||
depth_limit=depth_limit-1;
|
||||
p=bvh_partition(a, lo, hi, bvh_medianof3(a, lo, lo+((hi-lo)/2)+1, hi-1, axis), axis);
|
||||
bvh_introsort_loop(a, p, hi, depth_limit, axis);
|
||||
hi=p;
|
||||
}
|
||||
}
|
||||
|
||||
static void sort(BVHNode **a0, int begin, int end, int axis)
|
||||
{
|
||||
if (begin < end)
|
||||
{
|
||||
BVHNode **a=a0;
|
||||
bvh_introsort_loop(a, begin, end, 2*floor_lg(end-begin), axis);
|
||||
bvh_insertionsort(a, begin, end, axis);
|
||||
}
|
||||
}
|
||||
void sort_along_axis(BVHTree *tree, int start, int end, int axis)
|
||||
{
|
||||
sort(tree->nodes, start, end, axis);
|
||||
}
|
||||
|
||||
//after a call to this function you can expect one of:
|
||||
// every node to left of a[n] are smaller or equal to it
|
||||
// every node to the right of a[n] are greater or equal to it
|
||||
int partition_nth_element(BVHNode **a, int _begin, int _end, int n, int axis){
|
||||
int begin = _begin, end = _end, cut;
|
||||
int i;
|
||||
while(end-begin > 3)
|
||||
{
|
||||
cut = bvh_partition(a, begin, end, bvh_medianof3(a, begin, (begin+end)/2, end-1, axis), axis );
|
||||
if(cut <= n)
|
||||
begin = cut;
|
||||
else
|
||||
end = cut;
|
||||
}
|
||||
bvh_insertionsort(a, begin, end, axis);
|
||||
|
||||
return n;
|
||||
}
|
||||
|
||||
|
||||
//////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void BLI_bvhtree_free(BVHTree *tree)
|
||||
{
|
||||
if(tree)
|
||||
{
|
||||
MEM_freeN(tree->nodes);
|
||||
MEM_freeN(tree->nodearray);
|
||||
MEM_freeN(tree->nodebv);
|
||||
MEM_freeN(tree->nodechild);
|
||||
MEM_freeN(tree);
|
||||
}
|
||||
}
|
||||
|
||||
BVHTree *BLI_bvhtree_new(int maxsize, float epsilon, char tree_type, char axis)
|
||||
{
|
||||
BVHTree *tree;
|
||||
int numbranches=0, i;
|
||||
|
||||
// only support up to octree
|
||||
if(tree_type > 8)
|
||||
return NULL;
|
||||
|
||||
tree = (BVHTree *)MEM_callocN(sizeof(BVHTree), "BVHTree");
|
||||
|
||||
if(tree)
|
||||
{
|
||||
tree->epsilon = epsilon;
|
||||
tree->tree_type = tree_type;
|
||||
tree->axis = axis;
|
||||
|
||||
if(axis == 26)
|
||||
{
|
||||
tree->start_axis = 0;
|
||||
tree->stop_axis = 13;
|
||||
}
|
||||
else if(axis == 18)
|
||||
{
|
||||
tree->start_axis = 7;
|
||||
tree->stop_axis = 13;
|
||||
}
|
||||
else if(axis == 14)
|
||||
{
|
||||
tree->start_axis = 0;
|
||||
tree->stop_axis = 7;
|
||||
}
|
||||
else if(axis == 8) // AABB
|
||||
{
|
||||
tree->start_axis = 0;
|
||||
tree->stop_axis = 4;
|
||||
}
|
||||
else if(axis == 6) // OBB
|
||||
{
|
||||
tree->start_axis = 0;
|
||||
tree->stop_axis = 3;
|
||||
}
|
||||
else
|
||||
{
|
||||
MEM_freeN(tree);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// calculate max number of branches, our bvh kdop is "almost perfect"
|
||||
for(i = 1; i <= (int)ceil((float)((float)log(maxsize)/(float)log(tree_type))); i++)
|
||||
numbranches += (pow(tree_type, i) / tree_type);
|
||||
|
||||
tree->nodes = (BVHNode **)MEM_callocN(sizeof(BVHNode *)*(numbranches+maxsize + tree_type), "BVHNodes");
|
||||
|
||||
if(!tree->nodes)
|
||||
{
|
||||
MEM_freeN(tree);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
tree->nodebv = (float*)MEM_callocN(sizeof(float)* axis * (numbranches+maxsize + tree_type), "BVHNodeBV");
|
||||
if(!tree->nodebv)
|
||||
{
|
||||
MEM_freeN(tree->nodes);
|
||||
MEM_freeN(tree);
|
||||
}
|
||||
|
||||
tree->nodechild = (BVHNode**)MEM_callocN(sizeof(BVHNode*) * tree_type * (numbranches+maxsize + tree_type), "BVHNodeBV");
|
||||
if(!tree->nodechild)
|
||||
{
|
||||
MEM_freeN(tree->nodebv);
|
||||
MEM_freeN(tree->nodes);
|
||||
MEM_freeN(tree);
|
||||
}
|
||||
|
||||
tree->nodearray = (BVHNode *)MEM_callocN(sizeof(BVHNode)*(numbranches+maxsize + tree_type), "BVHNodeArray");
|
||||
|
||||
if(!tree->nodearray)
|
||||
{
|
||||
MEM_freeN(tree->nodechild);
|
||||
MEM_freeN(tree->nodebv);
|
||||
MEM_freeN(tree->nodes);
|
||||
MEM_freeN(tree);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//link the dynamic bv and child links
|
||||
for(i=0; i< numbranches+maxsize + tree_type; i++)
|
||||
{
|
||||
tree->nodearray[i].bv = tree->nodebv + i * axis;
|
||||
tree->nodearray[i].children = tree->nodechild + i * tree_type;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return tree;
|
||||
}
|
||||
|
||||
|
||||
static void create_kdop_hull(BVHTree *tree, BVHNode *node, float *co, int numpoints, int moving)
|
||||
{
|
||||
float newminmax;
|
||||
int i, k;
|
||||
|
||||
// don't init boudings for the moving case
|
||||
if(!moving)
|
||||
{
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
node->bv[2*i] = FLT_MAX;
|
||||
node->bv[2*i + 1] = -FLT_MAX;
|
||||
}
|
||||
}
|
||||
|
||||
for(k = 0; k < numpoints; k++)
|
||||
{
|
||||
// for all Axes.
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
newminmax = INPR(&co[k * 3], KDOP_AXES[i]);
|
||||
if (newminmax < node->bv[2 * i])
|
||||
node->bv[2 * i] = newminmax;
|
||||
if (newminmax > node->bv[(2 * i) + 1])
|
||||
node->bv[(2 * i) + 1] = newminmax;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// depends on the fact that the BVH's for each face is already build
|
||||
static void refit_kdop_hull(BVHTree *tree, BVHNode *node, int start, int end)
|
||||
{
|
||||
float newmin,newmax;
|
||||
int i, j;
|
||||
float *bv = node->bv;
|
||||
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
bv[2*i] = FLT_MAX;
|
||||
bv[2*i + 1] = -FLT_MAX;
|
||||
}
|
||||
|
||||
for (j = start; j < end; j++)
|
||||
{
|
||||
// for all Axes.
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
newmin = tree->nodes[j]->bv[(2 * i)];
|
||||
if ((newmin < bv[(2 * i)]))
|
||||
bv[(2 * i)] = newmin;
|
||||
|
||||
newmax = tree->nodes[j]->bv[(2 * i) + 1];
|
||||
if ((newmax > bv[(2 * i) + 1]))
|
||||
bv[(2 * i) + 1] = newmax;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int BLI_bvhtree_insert(BVHTree *tree, int index, float *co, int numpoints)
|
||||
{
|
||||
BVHNode *node= NULL;
|
||||
int i;
|
||||
|
||||
// insert should only possible as long as tree->totbranch is 0
|
||||
if(tree->totbranch > 0)
|
||||
return 0;
|
||||
|
||||
if(tree->totleaf+1 >= MEM_allocN_len(tree->nodes))
|
||||
return 0;
|
||||
|
||||
// TODO check if have enough nodes in array
|
||||
|
||||
node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
|
||||
tree->totleaf++;
|
||||
|
||||
create_kdop_hull(tree, node, co, numpoints, 0);
|
||||
|
||||
// inflate the bv with some epsilon
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
node->bv[(2 * i)] -= tree->epsilon; // minimum
|
||||
node->bv[(2 * i) + 1] += tree->epsilon; // maximum
|
||||
}
|
||||
|
||||
node->index= index;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// only supports x,y,z axis in the moment
|
||||
// but we should use a plain and simple function here for speed sake
|
||||
static char get_largest_axis(float *bv)
|
||||
{
|
||||
float middle_point[3];
|
||||
|
||||
middle_point[0] = (bv[1]) - (bv[0]); // x axis
|
||||
middle_point[1] = (bv[3]) - (bv[2]); // y axis
|
||||
middle_point[2] = (bv[5]) - (bv[4]); // z axis
|
||||
if (middle_point[0] > middle_point[1])
|
||||
{
|
||||
if (middle_point[0] > middle_point[2])
|
||||
return 1; // max x axis
|
||||
else
|
||||
return 5; // max z axis
|
||||
}
|
||||
else
|
||||
{
|
||||
if (middle_point[1] > middle_point[2])
|
||||
return 3; // max y axis
|
||||
else
|
||||
return 5; // max z axis
|
||||
}
|
||||
}
|
||||
|
||||
static void bvh_div_nodes(BVHTree *tree, BVHNode *node, int start, int end, char lastaxis)
|
||||
{
|
||||
char laxis;
|
||||
int i, tend;
|
||||
BVHNode *tnode;
|
||||
int slice = (end-start+tree->tree_type-1)/tree->tree_type; //division rounded up
|
||||
|
||||
// Determine which axis to split along
|
||||
laxis = get_largest_axis(node->bv);
|
||||
|
||||
// split nodes along longest axis
|
||||
for (i=0; start < end; start += slice, i++) //i counts the current child
|
||||
{
|
||||
tend = start + slice;
|
||||
|
||||
if(tend > end) tend = end;
|
||||
|
||||
if(tend-start == 1) // ok, we have 1 left for this node
|
||||
{
|
||||
node->children[i] = tree->nodes[start];
|
||||
node->children[i]->parent = node;
|
||||
}
|
||||
else
|
||||
{
|
||||
tnode = node->children[i] = tree->nodes[tree->totleaf + tree->totbranch] = &(tree->nodearray[tree->totbranch + tree->totleaf]);
|
||||
tree->totbranch++;
|
||||
tnode->parent = node;
|
||||
|
||||
if(tend != end)
|
||||
partition_nth_element(tree->nodes, start, end, tend, laxis);
|
||||
refit_kdop_hull(tree, tnode, start, tend);
|
||||
bvh_div_nodes(tree, tnode, start, tend, laxis);
|
||||
}
|
||||
node->totnode++;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
static void verify_tree(BVHTree *tree)
|
||||
{
|
||||
int i, j, check = 0;
|
||||
|
||||
// check the pointer list
|
||||
for(i = 0; i < tree->totleaf; i++)
|
||||
{
|
||||
if(tree->nodes[i]->parent == NULL)
|
||||
printf("Leaf has no parent: %d\n", i);
|
||||
else
|
||||
{
|
||||
for(j = 0; j < tree->tree_type; j++)
|
||||
{
|
||||
if(tree->nodes[i]->parent->children[j] == tree->nodes[i])
|
||||
check = 1;
|
||||
}
|
||||
if(!check)
|
||||
{
|
||||
printf("Parent child relationship doesn't match: %d\n", i);
|
||||
}
|
||||
check = 0;
|
||||
}
|
||||
}
|
||||
|
||||
// check the leaf list
|
||||
for(i = 0; i < tree->totleaf; i++)
|
||||
{
|
||||
if(tree->nodearray[i].parent == NULL)
|
||||
printf("Leaf has no parent: %d\n", i);
|
||||
else
|
||||
{
|
||||
for(j = 0; j < tree->tree_type; j++)
|
||||
{
|
||||
if(tree->nodearray[i].parent->children[j] == &tree->nodearray[i])
|
||||
check = 1;
|
||||
}
|
||||
if(!check)
|
||||
{
|
||||
printf("Parent child relationship doesn't match: %d\n", i);
|
||||
}
|
||||
check = 0;
|
||||
}
|
||||
}
|
||||
|
||||
printf("branches: %d, leafs: %d, total: %d\n", tree->totbranch, tree->totleaf, tree->totbranch + tree->totleaf);
|
||||
}
|
||||
|
||||
void BLI_bvhtree_balance(BVHTree *tree)
|
||||
{
|
||||
BVHNode *node;
|
||||
|
||||
if(tree->totleaf == 0)
|
||||
return;
|
||||
|
||||
// create root node
|
||||
node = tree->nodes[tree->totleaf] = &(tree->nodearray[tree->totleaf]);
|
||||
tree->totbranch++;
|
||||
|
||||
// refit root bvh node
|
||||
refit_kdop_hull(tree, tree->nodes[tree->totleaf], 0, tree->totleaf);
|
||||
// create + balance tree
|
||||
bvh_div_nodes(tree, tree->nodes[tree->totleaf], 0, tree->totleaf, 0);
|
||||
|
||||
// verify_tree(tree);
|
||||
}
|
||||
|
||||
// overlap - is it possbile for 2 bv's to collide ?
|
||||
static int tree_overlap(float *bv1, float *bv2, int start_axis, int stop_axis)
|
||||
{
|
||||
float *bv1_end = bv1 + (stop_axis<<1);
|
||||
|
||||
bv1 += start_axis<<1;
|
||||
bv2 += start_axis<<1;
|
||||
|
||||
// test all axis if min + max overlap
|
||||
for (; bv1 != bv1_end; bv1+=2, bv2+=2)
|
||||
{
|
||||
if ((*(bv1) > *(bv2 + 1)) || (*(bv2) > *(bv1 + 1)))
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static void traverse(BVHOverlapData *data, BVHNode *node1, BVHNode *node2)
|
||||
{
|
||||
int j;
|
||||
|
||||
if(tree_overlap(node1->bv, node2->bv, MIN2(data->tree1->start_axis, data->tree2->start_axis), MIN2(data->tree1->stop_axis, data->tree2->stop_axis)))
|
||||
{
|
||||
// check if node1 is a leaf
|
||||
if(!node1->totnode)
|
||||
{
|
||||
// check if node2 is a leaf
|
||||
if(!node2->totnode)
|
||||
{
|
||||
|
||||
if(node1 == node2)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if(data->i >= data->max_overlap)
|
||||
{
|
||||
// try to make alloc'ed memory bigger
|
||||
data->overlap = realloc(data->overlap, sizeof(BVHTreeOverlap)*data->max_overlap*2);
|
||||
|
||||
if(!data->overlap)
|
||||
{
|
||||
printf("Out of Memory in traverse\n");
|
||||
return;
|
||||
}
|
||||
data->max_overlap *= 2;
|
||||
}
|
||||
|
||||
// both leafs, insert overlap!
|
||||
data->overlap[data->i].indexA = node1->index;
|
||||
data->overlap[data->i].indexB = node2->index;
|
||||
|
||||
data->i++;
|
||||
}
|
||||
else
|
||||
{
|
||||
for(j = 0; j < data->tree2->tree_type; j++)
|
||||
{
|
||||
if(node2->children[j])
|
||||
traverse(data, node1, node2->children[j]);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
for(j = 0; j < data->tree2->tree_type; j++)
|
||||
{
|
||||
if(node1->children[j])
|
||||
traverse(data, node1->children[j], node2);
|
||||
}
|
||||
}
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
BVHTreeOverlap *BLI_bvhtree_overlap(BVHTree *tree1, BVHTree *tree2, int *result)
|
||||
{
|
||||
int j, total = 0;
|
||||
BVHTreeOverlap *overlap = NULL, *to = NULL;
|
||||
BVHOverlapData **data;
|
||||
|
||||
// check for compatibility of both trees (can't compare 14-DOP with 18-DOP)
|
||||
if((tree1->axis != tree2->axis) && ((tree1->axis == 14) || tree2->axis == 14))
|
||||
return 0;
|
||||
|
||||
// fast check root nodes for collision before doing big splitting + traversal
|
||||
if(!tree_overlap(tree1->nodes[tree1->totleaf]->bv, tree2->nodes[tree2->totleaf]->bv, MIN2(tree1->start_axis, tree2->start_axis), MIN2(tree1->stop_axis, tree2->stop_axis)))
|
||||
return 0;
|
||||
|
||||
data = MEM_callocN(sizeof(BVHOverlapData *)* tree1->tree_type, "BVHOverlapData_star");
|
||||
|
||||
for(j = 0; j < tree1->tree_type; j++)
|
||||
{
|
||||
data[j] = (BVHOverlapData *)MEM_callocN(sizeof(BVHOverlapData), "BVHOverlapData");
|
||||
|
||||
// init BVHOverlapData
|
||||
data[j]->overlap = (BVHTreeOverlap *)malloc(sizeof(BVHTreeOverlap)*MAX2(tree1->totleaf, tree2->totleaf));
|
||||
data[j]->tree1 = tree1;
|
||||
data[j]->tree2 = tree2;
|
||||
data[j]->max_overlap = MAX2(tree1->totleaf, tree2->totleaf);
|
||||
data[j]->i = 0;
|
||||
}
|
||||
|
||||
#pragma omp parallel for private(j) schedule(static)
|
||||
for(j = 0; j < tree1->tree_type; j++)
|
||||
{
|
||||
traverse(data[j], tree1->nodes[tree1->totleaf]->children[j], tree2->nodes[tree2->totleaf]);
|
||||
}
|
||||
|
||||
for(j = 0; j < tree1->tree_type; j++)
|
||||
total += data[j]->i;
|
||||
|
||||
to = overlap = (BVHTreeOverlap *)MEM_callocN(sizeof(BVHTreeOverlap)*total, "BVHTreeOverlap");
|
||||
|
||||
for(j = 0; j < tree1->tree_type; j++)
|
||||
{
|
||||
memcpy(to, data[j]->overlap, data[j]->i*sizeof(BVHTreeOverlap));
|
||||
to+=data[j]->i;
|
||||
}
|
||||
|
||||
for(j = 0; j < tree1->tree_type; j++)
|
||||
{
|
||||
free(data[j]->overlap);
|
||||
MEM_freeN(data[j]);
|
||||
}
|
||||
MEM_freeN(data);
|
||||
|
||||
(*result) = total;
|
||||
return overlap;
|
||||
}
|
||||
|
||||
|
||||
// bottom up update of bvh tree:
|
||||
// join the 4 children here
|
||||
static void node_join(BVHTree *tree, BVHNode *node)
|
||||
{
|
||||
int i, j;
|
||||
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
node->bv[2*i] = FLT_MAX;
|
||||
node->bv[2*i + 1] = -FLT_MAX;
|
||||
}
|
||||
|
||||
for (i = 0; i < tree->tree_type; i++)
|
||||
{
|
||||
if (node->children[i])
|
||||
{
|
||||
for (j = tree->start_axis; j < tree->stop_axis; j++)
|
||||
{
|
||||
// update minimum
|
||||
if (node->children[i]->bv[(2 * j)] < node->bv[(2 * j)])
|
||||
node->bv[(2 * j)] = node->children[i]->bv[(2 * j)];
|
||||
|
||||
// update maximum
|
||||
if (node->children[i]->bv[(2 * j) + 1] > node->bv[(2 * j) + 1])
|
||||
node->bv[(2 * j) + 1] = node->children[i]->bv[(2 * j) + 1];
|
||||
}
|
||||
}
|
||||
else
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// call before BLI_bvhtree_update_tree()
|
||||
int BLI_bvhtree_update_node(BVHTree *tree, int index, float *co, float *co_moving, int numpoints)
|
||||
{
|
||||
BVHNode *node= NULL;
|
||||
int i = 0;
|
||||
|
||||
// check if index exists
|
||||
if(index > tree->totleaf)
|
||||
return 0;
|
||||
|
||||
node = tree->nodearray + index;
|
||||
|
||||
create_kdop_hull(tree, node, co, numpoints, 0);
|
||||
|
||||
if(co_moving)
|
||||
create_kdop_hull(tree, node, co_moving, numpoints, 1);
|
||||
|
||||
// inflate the bv with some epsilon
|
||||
for (i = tree->start_axis; i < tree->stop_axis; i++)
|
||||
{
|
||||
node->bv[(2 * i)] -= tree->epsilon; // minimum
|
||||
node->bv[(2 * i) + 1] += tree->epsilon; // maximum
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// call BLI_bvhtree_update_node() first for every node/point/triangle
|
||||
void BLI_bvhtree_update_tree(BVHTree *tree)
|
||||
{
|
||||
BVHNode *leaf, *parent;
|
||||
|
||||
// reset tree traversing flag
|
||||
for (leaf = tree->nodearray + tree->totleaf; leaf != tree->nodearray + tree->totleaf + tree->totbranch; leaf++)
|
||||
leaf->traversed = 0;
|
||||
|
||||
for (leaf = tree->nodearray; leaf != tree->nodearray + tree->totleaf; leaf++)
|
||||
{
|
||||
for (parent = leaf->parent; parent; parent = parent->parent)
|
||||
{
|
||||
parent->traversed++; // we tried to go up in hierarchy
|
||||
if (parent->traversed < parent->totnode)
|
||||
break; // we do not need to check further
|
||||
else
|
||||
node_join(tree, parent);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float BLI_bvhtree_getepsilon(BVHTree *tree)
|
||||
{
|
||||
return tree->epsilon;
|
||||
}
|
||||
@@ -3108,7 +3108,7 @@ static void direct_link_modifiers(FileData *fd, ListBase *lb)
|
||||
collmd->current_v = NULL;
|
||||
collmd->time = -1;
|
||||
collmd->numverts = 0;
|
||||
collmd->bvh = NULL;
|
||||
collmd->bvhtree = NULL;
|
||||
collmd->mfaces = NULL;
|
||||
|
||||
}
|
||||
|
||||
@@ -390,7 +390,7 @@ typedef struct CollisionModifierData {
|
||||
unsigned int numfaces;
|
||||
int pad;
|
||||
float time; /* cfra time of modifier */
|
||||
struct BVH *bvh; /* bounding volume hierarchy for this cloth object */
|
||||
struct BVHTree *bvhtree; /* bounding volume hierarchy for this cloth object */
|
||||
} CollisionModifierData;
|
||||
|
||||
typedef enum {
|
||||
|
||||
Reference in New Issue
Block a user