New: Collision detection for inter-timestep-collisions for triangle-point contacts. No response yet though.

This commit is contained in:
Daniel Genrich
2007-10-03 22:43:26 +00:00
parent 62107985dd
commit 265572744e
2 changed files with 329 additions and 201 deletions

View File

@@ -235,9 +235,31 @@ typedef struct CollPair
float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
int lastsign; // indicates if the distance sign has changed, unused itm
float time; // collision time, from 0 up to 1
unsigned int ap1, ap2, ap3, bp1, bp2, bp3;
unsigned int ap1, ap2, ap3, bp1, bp2, bp3, bp4;
unsigned int pointsb[4];
} CollPair;
/* used for collisions in collision.c */
typedef struct EdgeCollPair
{
unsigned int p11, p12, p21, p22;
float normal[3];
float vector[3];
float time;
int lastsign;
float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
} EdgeCollPair;
/* used for collisions in collision.c */
typedef struct FaceCollPair
{
unsigned int p11, p12, p13, p21;
float normal[3];
float vector[3];
float time;
int lastsign;
float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
} FaceCollPair;
#endif

View File

@@ -71,123 +71,254 @@
#include "Bullet-C-Api.h"
#define DERANDOMIZE 1
/**
* gsl_poly_solve_cubic -
*
* copied from SOLVE_CUBIC.C --> GSL
*/
#define mySWAP(a,b) do { float tmp = b ; b = a ; a = tmp ; } while(0)
enum TRIANGLE_MARK
{
TM_MV = 1,
TM_ME = 2,
TM_V1 = 4,
TM_V2 = 8,
TM_V3 = 16,
TM_E1 = 32,
TM_E2 = 64,
TM_E3 = 128
};
DO_INLINE int hasTriangleMark(unsigned char mark, unsigned char bit) { return mark & bit; }
DO_INLINE void setTriangleMark(unsigned char *mark, unsigned char bit) { mark[0] |= bit; }
DO_INLINE void clearTriangleMark(unsigned char *mark, unsigned char bit) { mark[0] &= ~bit; }
void generateTriangleMarks()
int gsl_poly_solve_cubic (float a, float b, float c, float *x0, float *x1, float *x2)
{
/*
unsigned int firstEdge = 0;
float q = (a * a - 3 * b);
float r = (2 * a * a * a - 9 * a * b + 27 * c);
float Q = q / 9;
float R = r / 54;
float Q3 = Q * Q * Q;
float R2 = R * R;
float CR2 = 729 * r * r;
float CQ3 = 2916 * q * q * q;
if (R == 0 && Q == 0)
{
*x0 = - a / 3 ;
*x1 = - a / 3 ;
*x2 = - a / 3 ;
return 3 ;
}
else if (CR2 == CQ3)
{
/* this test is actually R2 == Q3, written in a form suitable
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. */
float sqrtQ = sqrtf (Q);
if (R > 0)
{
*x0 = -2 * sqrtQ - a / 3;
*x1 = sqrtQ - a / 3;
*x2 = sqrtQ - a / 3;
}
else
{
*x0 = - sqrtQ - a / 3;
*x1 = - sqrtQ - a / 3;
*x2 = 2 * sqrtQ - a / 3;
}
return 3 ;
}
else if (CR2 < CQ3) /* equivalent to R2 < Q3 */
{
float sqrtQ = sqrtf (Q);
float sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;
float theta = acosf (R / sqrtQ3);
float norm = -2 * sqrtQ;
*x0 = norm * cosf (theta / 3) - a / 3;
*x1 = norm * cosf ((theta + 2.0 * M_PI) / 3) - a / 3;
*x2 = norm * cosf ((theta - 2.0 * M_PI) / 3) - a / 3;
/* Sort *x0, *x1, *x2 into increasing order */
if (*x0 > *x1)
mySWAP(*x0, *x1) ;
if (*x1 > *x2)
{
mySWAP(*x1, *x2) ;
if (*x0 > *x1)
mySWAP(*x0, *x1) ;
}
return 3;
}
else
{
float sgnR = (R >= 0 ? 1 : -1);
float A = -sgnR * powf (fabs (R) + sqrtf (R2 - Q3), 1.0/3.0);
float 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)
{
if (b == 0)
{
float r = fabs (0.5 * sqrtf (disc) / a);
*x0 = -r;
*x1 = r;
}
else
{
float sgnb = (b > 0 ? 1 : -1);
float temp = -0.5 * (b + sgnb * sqrtf (disc));
float r1 = temp / a ;
float r2 = c / temp ;
if (r1 < r2)
{
*x0 = r1 ;
*x1 = r2 ;
}
else
{
*x0 = r2 ;
*x1 = r1 ;
}
}
return 2;
}
else if (disc == 0)
{
*x0 = -0.5 * b / a ;
*x1 = -0.5 * b / a ;
return 2 ;
}
else
{
return 0;
}
}
/*
* 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])
{
int num_sols = 0;
// 1. Initialization
memset(m_triangleMarks, 0, sizeof(unsigned char) * m_triangleCount);
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];
// 2. The Marking Process
// 2.1 Randomly mark triangles for covering vertices.
for (unsigned int v = 0; v < m_vertexCount; ++v)
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];
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];
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];
// Solve cubic equation to determine times t1, t2, t3, when the collision will occur.
if(ABS(j) > ALMOST_ZERO)
{
if (vertexCover(v) == 0)
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)
{
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;
}
// Discard negative solutions
if ((num_sols >= 1) && (solution[0] < 0))
{
--num_sols;
solution[0] = solution[num_sols];
}
if ((num_sols >= 2) && (solution[1] < 0))
{
--num_sols;
solution[1] = solution[num_sols];
}
if ((num_sols == 3) && (solution[2] < 0))
{
--num_sols;
}
// Sort
if (num_sols == 2)
{
if (solution[0] > solution[1])
{
double tmp = solution[0];
solution[0] = solution[1];
solution[1] = tmp;
}
}
else if (num_sols == 3)
{
// Randomly select an edge whose first triangle we're going to flag.
// Bubblesort
if (solution[0] > solution[1]) {
double tmp = solution[0]; solution[0] = solution[1]; solution[1] = tmp;
}
if (solution[1] > solution[2]) {
double tmp = solution[1]; solution[1] = solution[2]; solution[2] = tmp;
}
if (solution[0] > solution[1]) {
double tmp = solution[0]; solution[0] = solution[1]; solution[1] = tmp;
}
}
#ifndef DERANDOMIZE
firstEdge = (unsigned int)((float)(random() & 0x7FFFFFFF) /
(float)(0x80000000) *
(float)(m_vertices[v].getEdgeCount()));
#endif
for (unsigned int ofs = 0; ofs < m_vertices[v].getEdgeCount(); ++ofs)
{
unsigned int edgeIdx = (firstEdge + ofs) % m_vertices[v].getEdgeCount();
if (m_edges[m_vertices[v].getEdge(edgeIdx)].getTriangleCount())
setTriangleMark(m_triangleMarks[m_edges[m_vertices[v].getEdge(edgeIdx)].getTriangle(0)], TM_MV);
}
}
}
*/
/* If the Cloth is malformed (vertices without adjacent triangles) there might still be uncovered vertices. (Bad luck.) */
/*
// 2.2 Randomly mark triangles for covering edges.
for (unsigned int e = 0; e < m_edgeCount; ++e)
{
if (m_edges[e].getTriangleCount() && (edgeCover(e) == 0))
{
#ifndef DERANDOMIZE
setTriangleMark(m_triangleMarks[m_edges[e].getTriangle(static_cast<UINT32>((float)(random() & 0x7FFFFFFF) /
(float)(0x80000000) *
(float)(m_edges[e].getTriangleCount())))], TM_ME);
#else
setTriangleMark(m_triangleMarks[m_edges[e].getTriangle(0)], TM_ME);
#endif
}
}
// 3. The Unmarking Process
for (unsigned int t = 0; (t < m_triangleCount); ++t)
{
bool overCoveredVertices = true;
bool overCoveredEdges = true;
for (unsigned char i = 0; (i < 3) && (overCoveredVertices || overCoveredEdges); ++i)
{
if (vertexCover(m_triangles[t].getVertex(i)) == 1)
overCoveredVertices = false;
if (edgeCover(m_triangles[t].getEdge(i)) == 1)
overCoveredEdges = false;
assert(vertexCover(m_triangles[t].getVertex(i)) > 0);
assert(edgeCover(m_triangles[t].getEdge(i)) > 0);
}
if (overCoveredVertices)
clearTriangleMark(m_triangleMarks[t], TM_MV);
if (overCoveredEdges)
clearTriangleMark(m_triangleMarks[t], TM_ME);
}
// 4. The Bit Masking Process
vector<bool> vertexAssigned(m_vertexCount, false);
vector<bool> edgeAssigned(m_edgeCount, false);
for (unsigned int t = 0; (t < m_triangleCount); ++t)
{
for (unsigned char i = 0; i < 3; ++i)
{
if (!vertexAssigned[m_triangles[t].getVertex(i)])
{
vertexAssigned[m_triangles[t].getVertex(i)] = true;
setTriangleMark(m_triangleMarks[t], 1 << (2 + i));
}
if (!edgeAssigned[m_triangles[t].getEdge(i)])
{
edgeAssigned[m_triangles[t].getEdge(i)] = true;
setTriangleMark(m_triangleMarks[t], 1 << (5 + i));
}
}
}
*/
return num_sols;
}
// w3 is not perfect
void bvh_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3)
void cloth_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3)
{
double tempV1[3], tempV2[3], tempV4[3];
double a,b,c,d,e,f;
@@ -231,6 +362,8 @@ DO_INLINE void interpolateOnTriangle(float to[3], float v1[3], float v2[3], floa
}
// unused in the moment, has some bug in
DO_INLINE void calculateFrictionImpulse(float to[3], float vrel[3], float normal[3], double normalVelocity,
double frictionConstant, double delta_V_n)
{
@@ -241,8 +374,7 @@ DO_INLINE void calculateFrictionImpulse(float to[3], float vrel[3], float normal
VecMulf(to, MAX2(1.0f - frictionConstant * delta_V_n / INPR(vrel_t_pre,vrel_t_pre), 0.0f));
}
int collision_static(ClothModifierData *clmd, ClothModifierData *coll_clmd)
int cloth_collision_response_static(ClothModifierData *clmd, ClothModifierData *coll_clmd)
{
unsigned int i = 0;
int result = 0;
@@ -263,17 +395,17 @@ int collision_static(ClothModifierData *clmd, ClothModifierData *coll_clmd)
collpair = search->link;
// compute barycentric coordinates for both collision points
bvh_compute_barycentric(collpair->pa,
cloth_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->ap2].txold,
cloth1->verts[collpair->ap3].txold,
&w1, &w2, &w3);
bvh_compute_barycentric(collpair->pb,
cloth_compute_barycentric(collpair->pb,
cloth2->verts[collpair->bp1].txold,
cloth2->verts[collpair->bp2].txold,
cloth2->verts[collpair->bp3].txold,
&u1, &u2, &u3);
cloth2->verts[collpair->bp2].txold,
cloth2->verts[collpair->bp3].txold,
&u1, &u2, &u3);
// Calculate relative "velocity".
interpolateOnTriangle(v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3);
@@ -378,7 +510,7 @@ int collision_static(ClothModifierData *clmd, ClothModifierData *coll_clmd)
return result;
}
void bvh_collision_response_static(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree *tree1, Tree *tree2)
void cloth_collision_static(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree *tree1, Tree *tree2)
{
CollPair *collpair = NULL;
Cloth *cloth1=NULL, *cloth2=NULL;
@@ -468,8 +600,7 @@ void bvh_collision_response_static(ClothModifierData *clmd, ClothModifierData *c
{
// calc distance + normal
distance = plNearestPoints(
verts1[collpair->ap1].txold, verts1[collpair->ap2].txold, verts1[collpair->ap3].txold, verts2[collpair->bp1].txold, verts2[collpair->bp2].txold, verts2[collpair->bp3].txold,
collpair->pa, collpair->pb, collpair->vector);
verts1[collpair->ap1].txold, verts1[collpair->ap2].txold, verts1[collpair->ap3].txold, verts2[collpair->bp1].txold, verts2[collpair->bp2].txold, verts2[collpair->bp3].txold, collpair->pa,collpair->pb,collpair->vector);
if (distance <= (epsilon + ALMOST_ZERO))
{
@@ -496,20 +627,20 @@ void bvh_collision_response_static(ClothModifierData *clmd, ClothModifierData *c
}
}
void bvh_collision_response_moving(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree *tree1, Tree *tree2)
void cloth_collision_moving_tris(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree *tree1, Tree *tree2)
{
CollPair *collpair = NULL;
CollPair collpair;
Cloth *cloth1=NULL, *cloth2=NULL;
MFace *face1=NULL, *face2=NULL;
ClothVertex *verts1=NULL, *verts2=NULL;
double distance = 0;
float epsilon = clmd->coll_parms.epsilon;
unsigned int i = 0;
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];
for(i = 0; i < 4; i++)
{
collpair = (CollPair *)MEM_callocN(sizeof(CollPair), "cloth coll pair");
for(i = 0; i < 2; i++)
{
cloth1 = clmd->clothObject;
cloth2 = coll_clmd->clothObject;
@@ -522,59 +653,28 @@ void bvh_collision_response_moving(ClothModifierData *clmd, ClothModifierData *c
// check all possible pairs of triangles
if(i == 0)
{
collpair->ap1 = face1->v1;
collpair->ap2 = face1->v2;
collpair->ap3 = face1->v3;
collpair->bp1 = face2->v1;
collpair->bp2 = face2->v2;
collpair->bp3 = face2->v3;
collpair.ap1 = face1->v1;
collpair.ap2 = face1->v2;
collpair.ap3 = face1->v3;
collpair.pointsb[0] = face2->v1;
collpair.pointsb[1] = face2->v2;
collpair.pointsb[2] = face2->v3;
collpair.pointsb[3] = face2->v4;
}
if(i == 1)
{
if(face1->v4)
{
collpair->ap1 = face1->v3;
collpair->ap2 = face1->v4;
collpair->ap3 = face1->v1;
collpair.ap1 = face1->v3;
collpair.ap2 = face1->v4;
collpair.ap3 = face1->v1;
collpair->bp1 = face2->v1;
collpair->bp2 = face2->v2;
collpair->bp3 = face2->v3;
}
else
i++;
}
if(i == 2)
{
if(face2->v4)
{
collpair->ap1 = face1->v1;
collpair->ap2 = face1->v2;
collpair->ap3 = face1->v3;
collpair->bp1 = face2->v3;
collpair->bp2 = face2->v4;
collpair->bp3 = face2->v1;
}
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;
collpair.pointsb[0] = face2->v1;
collpair.pointsb[1] = face2->v2;
collpair.pointsb[2] = face2->v3;
collpair.pointsb[3] = face2->v4;
}
else
i++;
@@ -582,34 +682,40 @@ void bvh_collision_response_moving(ClothModifierData *clmd, ClothModifierData *c
// calc SIPcode (?)
if(i < 4)
if(i < 2)
{
// calc distance + normal
distance = plNearestPoints(
verts1[collpair->ap1].txold, verts1[collpair->ap2].txold, verts1[collpair->ap3].txold, verts2[collpair->bp1].txold, verts2[collpair->bp2].txold, verts2[collpair->bp3].txold,
collpair->pa, collpair->pb, collpair->vector);
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);
for(j = 0; j < 4; j++)
{
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 ((solution[k] >= 0.0) && (solution[k] <= 1.0))
{
float out_collisionTime = solution[k];
// TODO: check for collisions
// TODO: put into collision list
printf("Moving found!\n");
}
}
// TODO: check borders for collisions
}
if (distance <= (epsilon + 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_append(&clmd->coll_parms.collision_list, collpair);
}
else
{
MEM_freeN(collpair);
}
}
else
{
MEM_freeN(collpair);
}
}
}
@@ -719,7 +825,7 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt)
{
BVH *coll_bvh = coll_clmd->clothObject->tree;
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, bvh_collision_response_static);
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, cloth_collision_static);
}
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
@@ -745,7 +851,7 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt)
if (coll_clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ)
{
if (coll_clmd->clothObject)
result += collision_static(clmd, coll_clmd);
result += cloth_collision_response_static(clmd, coll_clmd);
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
}
@@ -855,7 +961,7 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt)
{
BVH *coll_bvh = coll_clmd->clothObject->tree;
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, bvh_collision_response_moving);
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, cloth_collision_moving_tris);
}
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
@@ -882,7 +988,7 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt)
if (coll_clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ)
{
if (coll_clmd->clothObject)
result += collision_moving(clmd, coll_clmd);
result += cloth_collision_response_moving_tris(clmd, coll_clmd);
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
}