Bullet is back, but now generalized enough to allow own distance/calculation. Some bullet makefile-fix by 'gsr b3d'- please test it. Also fixed some crasher with cache. Also implemented moving-collisions enabled kdop (response missing in the moment)

This commit is contained in:
Daniel Genrich
2007-10-01 20:19:22 +00:00
parent 6a72fecca7
commit 777c16d444
10 changed files with 712 additions and 806 deletions

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@@ -5,7 +5,7 @@
extern "C" {
#endif // __cplusplus
double plNearestPoints(float p[3][3], float q[3][3], float *pa, float *pb, float normal[3]);
double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3]);
#ifdef __cplusplus
}

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@@ -25,13 +25,13 @@
extern "C"
double plNearestPoints(float p[3][3], float q[3][3], float *pa, float *pb, float normal[3])
double plNearestPoints(float p1[3], float p2[3], float p3[3], float q1[3], float q2[3], float q3[3], float *pa, float *pb, float normal[3])
{
btTriangleShape trishapeA(btVector3(p[0][0], p[0][1], p[0][2]), btVector3(p[1][0], p[1][1], p[1][2]), btVector3(p[2][0], p[2][1], p[2][2]));
trishapeA.setMargin(0.001f);
btTriangleShape trishapeA(btVector3(p1[0], p1[1], p1[2]), btVector3(p2[0], p2[1], p2[2]), btVector3(p3[0], p3[1], p3[2]));
trishapeA.setMargin(0.000001f);
btTriangleShape trishapeB(btVector3(q[0][0], q[0][1], q[0][2]), btVector3(q[1][0], q[1][1], q[1][2]), btVector3(q[2][0], q[2][1], q[2][2]));
trishapeB.setMargin(0.001f);
btTriangleShape trishapeB(btVector3(q1[0], q1[1], q1[2]), btVector3(q2[0], q2[1], q2[2]), btVector3(q3[0], q3[1], q3[2]));
trishapeB.setMargin(0.000001f);
// btVoronoiSimplexSolver sGjkSimplexSolver;
// btGjkEpaPenetrationDepthSolver penSolverPtr;
@@ -44,7 +44,7 @@ double plNearestPoints(float p[3][3], float q[3][3], float *pa, float *pb, float
btConvexPenetrationDepthSolver* Solver = NULL;
Solver = &Solver0;
Solver = &Solver1;
btGjkPairDetector convexConvex(&trishapeA ,&trishapeB,&sGjkSimplexSolver,Solver);

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@@ -149,9 +149,11 @@ ifneq ($(NAN_NO_KETSJI),true)
COMLIB += $(OCGDIR)/gameengine/ketsji/KXNetwork/$(DEBUG_DIR)libKXNetwork.a
COMLIB += $(OCGDIR)/gameengine/Network/$(DEBUG_DIR)libNetwork.a
COMLIB += $(OCGDIR)/gameengine/Network/LoopBackNetwork/$(DEBUG_DIR)libLoopBackNetwork.a
COMLIB += $(NAN_BULLET2)/lib/libbullet2.a
endif
# Required by cloth, not gameengine only anymore
COMLIB += $(NAN_BULLET2)/lib/$(DEBUG_DIR)libbullet2.a
COMLIB += $(NAN_GUARDEDALLOC)/lib/libguardedalloc.a
COMLIB += $(NAN_MEMUTIL)/lib/libmemutil.a
COMLIB += $(NAN_BMFONT)/lib/$(DEBUG_DIR)libbmfont.a

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@@ -1,36 +1,36 @@
/**
* BKE_cloth.h
*
* $Id: BKE_cloth.h,v 1.1 2007/08/01 02:07:27 daniel Exp $
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
* BKE_cloth.h
*
* $Id: BKE_cloth.h,v 1.1 2007/08/01 02:07:27 daniel Exp $
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#ifndef BKE_CLOTH_H
#define BKE_CLOTH_H
@@ -46,10 +46,10 @@ struct DerivedMesh;
// this is needed for inlining behaviour
#ifndef _WIN32
#define LINUX
#define DO_INLINE inline
#define LINUX
#define DO_INLINE inline
#else
#define DO_INLINE
#define DO_INLINE
#endif
#define CLOTH_MAX_THREAD 2
@@ -86,27 +86,27 @@ struct DerivedMesh;
typedef enum
{
CSIMSETT_FLAG_RESET = (1 << 1), // The CM object requires a reinitializaiton.
CSIMSETT_FLAG_COLLOBJ = (1 << 2), // object is only collision object, no cloth simulation is done
CSIMSETT_FLAG_GOAL = (1 << 3), // we have goals enabled
CSIMSETT_FLAG_CCACHE_FREE_ALL = (1 << 4), // delete all from cache
CSIMSETT_FLAG_CCACHE_FREE_PART = (1 << 5), // delete some part of cache
CSIMSETT_FLAG_TEARING_ENABLED = (1 << 6), // true if tearing is enabled
CSIMSETT_FLAG_CCACHE_PROTECT = (1 << 7), // true if tearing is enabled
CSIMSETT_FLAG_COLLOBJ = (1 << 2), // object is only collision object, no cloth simulation is done
CSIMSETT_FLAG_GOAL = (1 << 3), // we have goals enabled
CSIMSETT_FLAG_CCACHE_FREE_ALL = (1 << 4), // delete all from cache
CSIMSETT_FLAG_CCACHE_FREE_PART = (1 << 5), // delete some part of cache
CSIMSETT_FLAG_TEARING_ENABLED = (1 << 6), // true if tearing is enabled
CSIMSETT_FLAG_CCACHE_PROTECT = (1 << 7), // true if tearing is enabled
} CSIMSETT_FLAGS;
/* Spring types as defined in the paper.*/
typedef enum
{
STRUCTURAL = 0,
SHEAR,
BENDING,
SHEAR,
BENDING,
} springType;
/* SPRING FLAGS */
typedef enum
{
CSPRING_FLAG_DEACTIVATE = (1 << 1),
CSPRING_FLAG_NEEDED = (1 << 2), // springs has values to be applied
CSPRING_FLAG_NEEDED = (1 << 2), // springs has values to be applied
} CSPRINGS_FLAGS;
// needed for buttons_object.c
@@ -156,7 +156,7 @@ typedef void (*CM_COLLISION_RESPONSE) (ClothModifierData *clmd, ClothModifierDat
// needed for implicit.c
void bvh_collision_response(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree * tree1, Tree * tree2);
int cloth_bvh_objcollision(ClothModifierData * clmd, float step, CM_COLLISION_RESPONSE collision_response, float dt);
int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt);
////////////////////////////////////////////////
@@ -165,16 +165,13 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, CM_COLLISION_RE
// kdop.c
////////////////////////////////////////////////
// needed for implicit.c
void bvh_update_static(ClothModifierData * clmd, BVH * bvh);
void bvh_update_moving(ClothModifierData * clmd, BVH * bvh);
// needed for cloth.c
void bvh_free(BVH * bvh);
BVH *bvh_build (ClothModifierData *clmd, float epsilon);
// needed for collision.c
int bvh_traverse(ClothModifierData * clmd, ClothModifierData * coll_clmd, Tree * tree1, Tree * tree2, float step, CM_COLLISION_RESPONSE collision_response);
void bvh_update(ClothModifierData * clmd, BVH * bvh, int moving);
////////////////////////////////////////////////
@@ -209,8 +206,7 @@ typedef struct {
char *name;
CM_SOLVER_ID id;
int (*init) (Object *ob, ClothModifierData *clmd);
int (*solver) (Object *ob, float framenr, ClothModifierData *clmd, ListBase *effectors,
CM_COLLISION_SELF self_collision, CM_COLLISION_OBJ obj_collision);
int (*solver) (Object *ob, float framenr, ClothModifierData *clmd, ListBase *effectors);
int (*free) (ClothModifierData *clmd);
} CM_SOLVER_DEF;
@@ -218,8 +214,7 @@ typedef struct {
/* new C implicit simulator */
int implicit_init (Object *ob, ClothModifierData *clmd);
int implicit_free (ClothModifierData *clmd);
int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors,
CM_COLLISION_SELF self_collision, CM_COLLISION_OBJ obj_collision);
int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors);
/* used for caching in implicit.c */
typedef struct Frame
@@ -237,10 +232,10 @@ typedef struct CollPair
double distance; // magnitude of vector
float normal[3];
float vector[3]; // unnormalized collision vector: p2-p1
float p1[3], p2[3]; // collision point p1 on face1, p2 on face2
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 Aindex1, Aindex2, Aindex3, Aindex4, Bindex1, Bindex2, Bindex3, Bindex4;
unsigned int ap1, ap2, ap3, bp1, bp2, bp3;
} CollPair;

View File

@@ -77,6 +77,9 @@ CPPFLAGS += -I../../nodes
# path to our own external headerfiles
CPPFLAGS += -I..
# path to bullet2, for cloth
CPPFLAGS += -I../../../../extern/bullet2/src
ifeq ($(WITH_FREETYPE2), true)
CPPFLAGS += -DWITH_FREETYPE2
CPPFLAGS += -I$(NAN_FREETYPE)/include

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@@ -473,7 +473,6 @@ int cloth_cache_last_frame(ClothModifierData *clmd)
search = search->next;
}
}
return temptime;
}
@@ -567,12 +566,7 @@ void cloth_cache_set_frame(ClothModifierData *clmd, float time)
*/
}
if(frame)
{
if(!clmd->sim_parms.cache)
BLI_linklist_prepend(&clmd->sim_parms.cache, frame);
else
BLI_linklist_append(&clmd->sim_parms.cache, frame);
}
BLI_linklist_append(&clmd->sim_parms.cache, frame);
}
}
@@ -683,6 +677,7 @@ void clothModifier_do(ClothModifierData *clmd, Object *ob, DerivedMesh *dm,
}
}
// unused in the moment, calculated seperately in implicit.c
clmd->sim_parms.dt = 1.0f / clmd->sim_parms.stepsPerFrame;
@@ -774,7 +769,7 @@ void clothModifier_do(ClothModifierData *clmd, Object *ob, DerivedMesh *dm,
/* Call the solver. */
if (solvers [clmd->sim_parms.solver_type].solver)
solvers [clmd->sim_parms.solver_type].solver (ob, framenr, clmd, effectors,0,0);
solvers [clmd->sim_parms.solver_type].solver (ob, framenr, clmd, effectors);
tend();
printf("Cloth simulation time: %f\n", (float)tval());
@@ -797,10 +792,13 @@ void clothModifier_do(ClothModifierData *clmd, Object *ob, DerivedMesh *dm,
}
else if((deltaTime <= 0.0f)||(deltaTime > 1.0f))
{
if(cloth_cache_search_frame(clmd, framenr))
if((clmd->clothObject != NULL) && (clmd->sim_parms.cache))
{
cloth_cache_get_frame(clmd, framenr);
cloth_to_object (ob, clmd, vertexCos, numverts);
if(cloth_cache_search_frame(clmd, framenr))
{
cloth_cache_get_frame(clmd, framenr);
cloth_to_object (ob, clmd, vertexCos, numverts);
}
}
}
}

View File

@@ -77,13 +77,13 @@
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
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; }
@@ -104,64 +104,64 @@ void generateTriangleMarks()
// 2.1 Randomly mark triangles for covering vertices.
for (unsigned int v = 0; v < m_vertexCount; ++v)
{
if (vertexCover(v) == 0)
{
if (vertexCover(v) == 0)
{
// Randomly select an edge whose first triangle we're going to flag.
#ifndef DERANDOMIZE
firstEdge = (unsigned int)((float)(random() & 0x7FFFFFFF) /
(float)(0x80000000) *
(float)(m_vertices[v].getEdgeCount()));
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);
}
}
}
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))
{
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);
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);
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)
{
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;
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);
}
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
@@ -169,25 +169,25 @@ void generateTriangleMarks()
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));
}
}
}
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));
}
}
}
*/
}
// w3 is not perfect
void bvh_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], double *w1, double *w2, double *w3)
void bvh_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;
@@ -205,13 +205,19 @@ void bvh_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3]
d = (a * c - b * b);
if (ABS(d) < ALMOST_ZERO) {
*w1 = *w2 = *w3 = 1.0f / 3.0f;
*w1 = *w2 = *w3 = 1.0 / 3.0;
return;
}
w1[0] = (e * c - b * f) / d;
w1[0] = (float)((e * c - b * f) / d);
w2[0] = (f - b * w1[0]) / c;
if(w1[0] < 0)
w1[0] = 0;
w2[0] = (float)((f - b * (double)w1[0]) / c);
if(w2[0] < 0)
w2[0] = 0;
w3[0] = 1.0f - w1[0] - w2[0];
}
@@ -226,7 +232,7 @@ DO_INLINE void interpolateOnTriangle(float to[3], float v1[3], float v2[3], floa
DO_INLINE void calculateFrictionImpulse(float to[3], float vrel[3], float normal[3], double normalVelocity,
double frictionConstant, double delta_V_n)
double frictionConstant, double delta_V_n)
{
float vrel_t_pre[3];
float vrel_t[3];
@@ -235,631 +241,376 @@ 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, LinkNode **collision_list)
int collision_static(ClothModifierData *clmd, ClothModifierData *coll_clmd)
{
unsigned int i = 0, numfaces = 0;
unsigned int i = 0;
int result = 0;
LinkNode *search = NULL;
CollPair *collpair = NULL;
Cloth *cloth1, *cloth2;
MFace *face1, *face2;
double w1, w2, w3, u1, u2, u3, a1, a2, a3;
float w1, w2, w3, u1, u2, u3;
float v1[3], v2[3], relativeVelocity[3];
float magrelVel;
cloth1 = clmd->clothObject;
cloth2 = coll_clmd->clothObject;
numfaces = clmd->clothObject->numfaces;
for(i = 0; i < numfaces; i++)
{
search = collision_list[i];
while(search)
{
collpair = search->link;
face1 = &(cloth1->mfaces[collpair->face1]);
face2 = &(cloth2->mfaces[collpair->face2]);
// compute barycentric coordinates for both collision points
if(!collpair->quadA)
{
bvh_compute_barycentric(collpair->p1,
cloth1->verts[face1->v1].txold,
cloth1->verts[face1->v2].txold,
cloth1->verts[face1->v3].txold,
&w1, &w2, &w3);
}
else
bvh_compute_barycentric(collpair->p1,
cloth1->verts[face1->v4].txold,
cloth1->verts[face1->v1].txold,
cloth1->verts[face1->v3].txold,
&w1, &w2, &w3);
if(!collpair->quadB)
bvh_compute_barycentric(collpair->p2,
cloth2->verts[face2->v1].txold,
cloth2->verts[face2->v2].txold,
cloth2->verts[face2->v3].txold,
&u1, &u2, &u3);
else
bvh_compute_barycentric(collpair->p2,
cloth2->verts[face2->v4].txold,
cloth2->verts[face2->v1].txold,
cloth2->verts[face2->v3].txold,
&u1, &u2, &u3);
// Calculate relative "velocity".
if(!collpair->quadA)
interpolateOnTriangle(v1, cloth1->verts[face1->v1].tv, cloth1->verts[face1->v2].tv, cloth1->verts[face1->v3].tv, w1, w2, w3);
else
interpolateOnTriangle(v1, cloth1->verts[face1->v4].tv, cloth1->verts[face1->v1].tv, cloth1->verts[face1->v3].tv, w1, w2, w3);
if(!collpair->quadB)
interpolateOnTriangle(v2, cloth2->verts[face2->v1].tv, cloth2->verts[face2->v2].tv, cloth2->verts[face2->v3].tv, u1, u2, u3);
else
interpolateOnTriangle(v2, cloth2->verts[face2->v4].tv, cloth2->verts[face2->v1].tv, cloth2->verts[face2->v3].tv, u1, u2, u3);
VECSUB(relativeVelocity, v1, v2);
// Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal').
magrelVel = INPR(relativeVelocity, collpair->normal);
// Calculate masses of points.
// If v_n_mag > 0 the edges are approaching each other.
if(magrelVel < -ALMOST_ZERO)
{
// Calculate Impulse magnitude to stop all motion in normal direction.
// const double I_mag = v_n_mag / (1/m1 + 1/m2);
float magnitude_i = magrelVel / 2.0f; // TODO implement masses
float tangential[3], magtangent, magnormal, collvel[3];
float vrel_t_pre[3];
float vrel_t[3];
double impulse;
float epsilon = clmd->coll_parms.epsilon;
float overlap = (epsilon + ALMOST_ZERO-collpair->distance);
// calculateFrictionImpulse(tangential, relativeVelocity, collpair->normal, magrelVel, clmd->coll_parms.friction*0.01, magrelVel);
// magtangent = INPR(tangential, tangential);
// Apply friction impulse.
if (magtangent < ALMOST_ZERO)
{
// printf("friction applied: %f\n", magtangent);
// TODO check original code
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v1].tv,tangential);
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v2].tv,tangential);
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v3].tv,tangential);
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v4].tv,tangential);
}
impulse = -magrelVel / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
VECADDMUL(cloth1->verts[face1->v1].impulse, collpair->normal, impulse);
cloth1->verts[face1->v1].impulse_count++;
VECADDMUL(cloth1->verts[face1->v2].impulse, collpair->normal, impulse);
cloth1->verts[face1->v2].impulse_count++;
VECADDMUL(cloth1->verts[face1->v3].impulse, collpair->normal, impulse);
cloth1->verts[face1->v3].impulse_count++;
if(face1->v4)
{
VECADDMUL(cloth1->verts[face1->v4].impulse, collpair->normal, impulse);
cloth1->verts[face1->v4].impulse_count++;
}
if (overlap > ALMOST_ZERO) {
double I_mag = overlap * 0.1;
impulse = I_mag / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
VECADDMUL(cloth1->verts[face1->v1].impulse, collpair->normal, impulse);
cloth1->verts[face1->v1].impulse_count++;
VECADDMUL(cloth1->verts[face1->v2].impulse, collpair->normal, impulse);
cloth1->verts[face1->v2].impulse_count++;
VECADDMUL(cloth1->verts[face1->v3].impulse, collpair->normal, impulse);
cloth1->verts[face1->v3].impulse_count++;
if(face1->v4)
{
VECADDMUL(cloth1->verts[face1->v4].impulse, collpair->normal, impulse);
cloth1->verts[face1->v4].impulse_count++;
}
}
result = 1;
// printf("magnitude_i: %f\n", magnitude_i); // negative before collision in my case
// Apply the impulse and increase impulse counters.
/
// calculateFrictionImpulse(tangential, collvel, collpair->normal, magtangent, clmd->coll_parms.friction*0.01, magtangent);
VECSUBS(vrel_t_pre, collvel, collpair->normal, magnormal);
// VecMulf(vrel_t_pre, clmd->coll_parms.friction*0.01f/INPR(vrel_t_pre,vrel_t_pre));
magtangent = Normalize(vrel_t_pre);
VecMulf(vrel_t_pre, MIN2(clmd->coll_parms.friction*0.01f*magnormal,magtangent));
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v1].tv,vrel_t_pre);
search = clmd->coll_parms.collision_list;
while(search)
{
collpair = search->link;
// compute barycentric coordinates for both collision points
bvh_compute_barycentric(collpair->pa,
cloth1->verts[collpair->ap1].txold,
cloth1->verts[collpair->ap2].txold,
cloth1->verts[collpair->ap3].txold,
&w1, &w2, &w3);
bvh_compute_barycentric(collpair->pb,
cloth2->verts[collpair->bp1].txold,
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);
interpolateOnTriangle(v2, cloth2->verts[collpair->bp1].tv, cloth2->verts[collpair->bp2].tv, cloth2->verts[collpair->bp3].tv, u1, u2, u3);
VECSUB(relativeVelocity, v1, v2);
// 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.
// If v_n_mag < 0 the edges are approaching each other.
if(magrelVel < -ALMOST_ZERO)
{
// Calculate Impulse magnitude to stop all motion in normal direction.
// const double I_mag = v_n_mag / (1/m1 + 1/m2);
float magnitude_i = magrelVel / 2.0f; // TODO implement masses
float tangential[3], magtangent, magnormal, collvel[3];
float vrel_t_pre[3];
float vrel_t[3];
double impulse;
float epsilon = clmd->coll_parms.epsilon;
float overlap = (epsilon + ALMOST_ZERO-collpair->distance);
// calculateFrictionImpulse(tangential, relativeVelocity, collpair->normal, magrelVel, clmd->coll_parms.friction*0.01, magrelVel);
// magtangent = INPR(tangential, tangential);
// Apply friction impulse.
if (magtangent < -ALMOST_ZERO)
{
// printf("friction applied: %f\n", magtangent);
// TODO check original code
/*
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v1].tv,tangential);
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v2].tv,tangential);
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v3].tv,tangential);
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v4].tv,tangential);
*/
}
search = search->next;
impulse = -2.0f * magrelVel / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
// printf("impulse: %f\n", impulse);
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++;
result = 1;
/*
if (overlap > ALMOST_ZERO) {
double I_mag = overlap * 0.1;
impulse = -I_mag / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
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++;
}
*/
// printf("magnitude_i: %f\n", magnitude_i); // negative before collision in my case
// Apply the impulse and increase impulse counters.
/*
// calculateFrictionImpulse(tangential, collvel, collpair->normal, magtangent, clmd->coll_parms.friction*0.01, magtangent);
VECSUBS(vrel_t_pre, collvel, collpair->normal, magnormal);
// VecMulf(vrel_t_pre, clmd->coll_parms.friction*0.01f/INPR(vrel_t_pre,vrel_t_pre));
magtangent = Normalize(vrel_t_pre);
VecMulf(vrel_t_pre, MIN2(clmd->coll_parms.friction*0.01f*magnormal,magtangent));
VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v1].tv,vrel_t_pre);
*/
}
search = search->next;
}
return result;
}
*/
// return distance between two triangles using bullet engine
double implicit_tri_check_coherence (ClothModifierData *clmd, ClothModifierData *coll_clmd, unsigned int tri_index1, unsigned int tri_index2, float pa[3], float pb[3], float normal[3], int quadA, int quadB)
void bvh_collision_response_static(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree *tree1, Tree *tree2)
{
CollPair *collpair = NULL;
Cloth *cloth1=NULL, *cloth2=NULL;
MFace *face1=NULL, *face2=NULL;
float a[3][3];
float b[3][3];
double distance=0, tempdistance=0;
Cloth *cloth1=NULL, *cloth2=NULL;
float tpa[3], tpb[3], tnormal[3];
unsigned int indexA=0, indexB=0, indexC=0, indexD=0, indexE=0, indexF=0;
int i = 0;
cloth1 = clmd->clothObject;
cloth2 = coll_clmd->clothObject;
face1 = &(cloth1->mfaces[tri_index1]);
face2 = &(cloth2->mfaces[tri_index2]);
// face a1 + face b1
VECCOPY(a[0], cloth1->verts[face1->v1].txold);
VECCOPY(a[1], cloth1->verts[face1->v2].txold);
VECCOPY(a[2], cloth1->verts[face1->v3].txold);
VECCOPY(b[0], cloth2->verts[face2->v1].txold);
VECCOPY(b[1], cloth2->verts[face2->v2].txold);
VECCOPY(b[2], cloth2->verts[face2->v3].txold);
distance = plNearestPoints(a,b,pa,pb,normal);
quadA = quadB = 0;
for(i = 0; i < 3; i++)
{
if(i == 0)
{
if(face1->v4)
{
indexA = face1->v4;
indexB = face1->v1;
indexC = face1->v3;
indexD = face2->v1;
indexE = face2->v2;
indexF = face2->v3;
}
else
i+=2;
}
if(i == 1)
{
if((face1->v4)&&(face2->v4))
{
indexA = face1->v4;
indexB = face1->v1;
indexC = face1->v3;
indexD = face2->v4;
indexE = face2->v1;
indexF = face2->v3;
}
else
i++;
}
if(i == 2)
{
if(face2->v4)
{
indexA = face1->v1;
indexB = face1->v2;
indexC = face1->v3;
indexD = face2->v4;
indexE = face2->v1;
indexF = face2->v3;
}
else
i++;
}
if(i<3)
{
// face a2 + face b1
VECCOPY(a[0], cloth1->verts[indexA].txold);
VECCOPY(a[1], cloth1->verts[indexB].txold);
VECCOPY(a[2], cloth1->verts[indexC].txold);
VECCOPY(b[0], cloth2->verts[indexD].txold);
VECCOPY(b[1], cloth2->verts[indexE].txold);
VECCOPY(b[2], cloth2->verts[indexF].txold);
tempdistance = plNearestPoints(a,b,tpa,tpb,tnormal);
if(tempdistance < distance)
{
VECCOPY(pa, tpa);
VECCOPY(pb, tpb);
VECCOPY(normal, tnormal);
distance = tempdistance;
if(i == 0)
{
quadA = 1; quadB = 0;
}
else if(i == 1)
{
quadA = quadB = 1;
}
else if(i == 2)
{
quadA = 0; quadB = 1;
}
}
}
}
return distance;
}
// calculate plane normal
void calcPlaneNormal(float normal[3], float p11[3], float p12[3], float p13[3])
{
float temp1[3], temp2[3];
float tnormal[3];
VECSUB(temp1, p12,p11);
VECSUB(temp2, p13,p11);
Crossf(normal, temp1, temp2);
Normalize(normal);
// VECCOPY(normal, tnormal);
}
float distance_triangle_point( float p11[3], float p12[3], float p13[3], float p21[3], float normal[3])
{
float temp[3];
float magnitude = 0;
VECSUB(temp, p21, p13);
magnitude = INPR(temp, normal);
if(magnitude < 0)
{
magnitude *= -1.0f;
// VecMulf(normal, -1.0f);
}
return magnitude;
}
float nearest_point_triangle_triangle(float p11[3], float p12[3], float p13[3], float p21[3], float p22[3], float p23[3], float normal[3])
{
float distance = 0, tdistance = 0, tnormal[3];
// first triangle 1-2-3 versus second triangle 1-2-3
calcPlaneNormal(normal, p11, p12, p13);
distance = distance_triangle_point(p11, p12, p13, p21, normal);
tdistance = distance_triangle_point(p11, p12, p13, p22, normal);
if(tdistance < distance)
{
distance = tdistance;
}
tdistance = distance_triangle_point(p11, p12, p13, p23, normal);
if(tdistance < distance)
{
distance = tdistance;
}
// second triangle 1-2-3 versus first triangle 1-2-3
calcPlaneNormal(tnormal, p21, p22, p23);
tdistance = distance_triangle_point(p21, p22, p23, p11, tnormal);
if(tdistance < distance)
{
distance = tdistance;
VECCOPY(normal, tnormal);
}
tdistance = distance_triangle_point(p21, p22, p23, p12, tnormal);
if(tdistance < distance)
{
distance = tdistance;
VECCOPY(normal, tnormal);
}
tdistance = distance_triangle_point(p21, p22, p23, p13, tnormal);
if(tdistance < distance)
{
distance = tdistance;
VECCOPY(normal, tnormal);
}
if (distance < 0) {
VecMulf(normal, -1.0f);
distance = -distance;
}
return distance;
}
int collision_static2(ClothModifierData *clmd, ClothModifierData *coll_clmd, LinkNode **collision_list)
{
unsigned int i = 0, numfaces = 0;
int result = 0;
LinkNode *search = NULL;
CollPair *collpair = NULL;
Cloth *cloth1, *cloth2;
MFace *face1, *face2;
double w1, w2, w3, u1, u2, u3, a1, a2, a3;
float v1[3], v2[3], relativeVelocity[3];
float magrelVel;
cloth1 = clmd->clothObject;
cloth2 = coll_clmd->clothObject;
numfaces = clmd->clothObject->numfaces;
for(i = 0; i < numfaces; i++)
{
search = collision_list[i];
while(search)
{
collpair = search->link;
face1 = &(cloth1->mfaces[collpair->face1]);
face2 = &(cloth2->mfaces[collpair->face2]);
// compute barycentric coordinates for both collision points
bvh_compute_barycentric(collpair->p1,
cloth1->verts[collpair->Aindex1].txold,
cloth1->verts[collpair->Aindex2].txold,
cloth1->verts[collpair->Aindex3].txold,
&w1, &w2, &w3);
bvh_compute_barycentric(collpair->p2,
cloth2->verts[collpair->Bindex1].txold,
cloth2->verts[collpair->Bindex1].txold,
cloth2->verts[collpair->Bindex3].txold,
&u1, &u2, &u3);
// Calculate relative "velocity".
interpolateOnTriangle(v1, cloth1->verts[collpair->Aindex1].tv, cloth1->verts[collpair->Aindex2].tv, cloth1->verts[collpair->Aindex3].tv, w1, w2, w3);
interpolateOnTriangle(v2, cloth2->verts[collpair->Bindex1].tv, cloth2->verts[collpair->Bindex2].tv, cloth2->verts[collpair->Bindex3].tv, u1, u2, u3);
VECSUB(relativeVelocity, v1, v2);
// Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal').
magrelVel = INPR(relativeVelocity, collpair->normal);
// Calculate masses of points.
// If v_n_mag > 0 the edges are approaching each other.
if(magrelVel < -ALMOST_ZERO)
{
// Calculate Impulse magnitude to stop all motion in normal direction.
// const double I_mag = v_n_mag / (1/m1 + 1/m2);
float magnitude_i = magrelVel / 2.0f; // TODO implement masses
float tangential[3], magtangent, magnormal, collvel[3];
float vrel_t_pre[3];
float vrel_t[3];
double impulse;
float epsilon = clmd->coll_parms.epsilon;
float overlap = (epsilon + ALMOST_ZERO-collpair->distance);
/*
impulse = -magrelVel / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
VECADDMUL(cloth1->verts[face1->v1].impulse, collpair->normal, impulse);
cloth1->verts[face1->v1].impulse_count++;
VECADDMUL(cloth1->verts[face1->v2].impulse, collpair->normal, impulse);
cloth1->verts[face1->v2].impulse_count++;
VECADDMUL(cloth1->verts[face1->v3].impulse, collpair->normal, impulse);
cloth1->verts[face1->v3].impulse_count++;
*/
/*
if (overlap > ALMOST_ZERO) {
double I_mag = overlap * 0.1;
impulse = I_mag / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
VECADDMUL(cloth1->verts[face1->v1].impulse, collpair->normal, impulse);
cloth1->verts[face1->v1].impulse_count++;
VECADDMUL(cloth1->verts[face1->v2].impulse, collpair->normal, impulse);
cloth1->verts[face1->v2].impulse_count++;
VECADDMUL(cloth1->verts[face1->v3].impulse, collpair->normal, impulse);
cloth1->verts[face1->v3].impulse_count++;
if(face1->v4)
{
VECADDMUL(cloth1->verts[face1->v4].impulse, collpair->normal, impulse);
cloth1->verts[face1->v4].impulse_count++;
}
}
*/
result = 1;
}
search = search->next;
}
}
return result;
}
void bvh_collision_response(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree * tree1, Tree * tree2)
{
CollPair *collpair = NULL;
LinkNode **linknode;
ClothVertex *verts1=NULL, *verts2=NULL;
double distance = 0;
float epsilon = clmd->coll_parms.epsilon, tdistance=0;
MFace *face1, *face2;
ClothVertex *verts1, *verts2;
Cloth *cloth1=NULL, *cloth2=NULL;
int i = 0;
linknode = clmd->coll_parms.temp;
cloth1 = clmd->clothObject;
cloth2 = coll_clmd->clothObject;
// calc SIPcode (?)
float epsilon = clmd->coll_parms.epsilon;
unsigned int i = 0;
for(i = 0; i < 4; i++)
{
collpair = (CollPair *)MEM_callocN(sizeof(CollPair), "cloth coll pair");
collpair = (CollPair *)MEM_callocN(sizeof(CollPair), "cloth coll pair");
cloth1 = clmd->clothObject;
cloth2 = coll_clmd->clothObject;
face1 = &(cloth1->mfaces[tree1->tri_index]);
face2 = &(cloth2->mfaces[tree2->tri_index]);
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)
{
collpair->Aindex1 = face1->v1;
collpair->Aindex2 = face1->v2;
collpair->Aindex3 = face1->v3;
collpair->Aindex4 = face1->v4;
collpair->ap1 = face1->v1;
collpair->ap2 = face1->v2;
collpair->ap3 = face1->v3;
collpair->Bindex1 = face2->v1;
collpair->Bindex2 = face2->v2;
collpair->Bindex3 = face2->v3;
collpair->Bindex4 = face2->v4;
collpair->bp1 = face2->v1;
collpair->bp2 = face2->v2;
collpair->bp3 = face2->v3;
}
if(i == 1)
{
if(face2->v4)
{
collpair->Aindex1 = face1->v1;
collpair->Aindex2 = face1->v2;
collpair->Aindex3 = face1->v3;
collpair->Aindex4 = face1->v4;
if(face1->v4)
{
collpair->ap1 = face1->v3;
collpair->ap2 = face1->v4;
collpair->ap3 = face1->v1;
collpair->Bindex1 = face2->v4;
collpair->Bindex2 = face2->v3;
collpair->Bindex3 = face2->v1;
collpair->Bindex4 = face2->v1;
collpair->bp1 = face2->v1;
collpair->bp2 = face2->v2;
collpair->bp3 = face2->v3;
}
else
i++;
}
if(i == 2)
{
if(face1->v4)
{
collpair->Aindex1 = face1->v4;
collpair->Aindex2 = face1->v3;
collpair->Aindex3 = face1->v1;
collpair->Aindex4 = face1->v2;
if(face2->v4)
{
collpair->ap1 = face1->v1;
collpair->ap2 = face1->v2;
collpair->ap3 = face1->v3;
collpair->Bindex1 = face2->v1;
collpair->Bindex2 = face2->v2;
collpair->Bindex3 = face2->v3;
collpair->Bindex4 = face2->v4;
collpair->bp1 = face2->v3;
collpair->bp2 = face2->v4;
collpair->bp3 = face2->v1;
}
else
i++;
i+=2;
}
if(i == 3)
{
if((face2->v4) && (face1->v4))
{
collpair->Aindex1 = face1->v4;
collpair->Aindex2 = face1->v3;
collpair->Aindex3 = face1->v1;
collpair->Aindex4 = face1->v2;
if((face1->v4)&&(face2->v4))
{
collpair->ap1 = face1->v3;
collpair->ap2 = face1->v4;
collpair->ap3 = face1->v1;
collpair->Bindex1 = face2->v4;
collpair->Bindex2 = face2->v3;
collpair->Bindex3 = face2->v1;
collpair->Bindex4 = face2->v2;
collpair->bp1 = face2->v3;
collpair->bp2 = face2->v4;
collpair->bp3 = face2->v1;
}
else
i++;
}
// calc SIPcode (?)
if(i < 4)
{
distance = nearest_point_triangle_triangle(verts1[collpair->Aindex1].txold, verts1[collpair->Aindex2].txold, verts1[collpair->Aindex3].txold, verts2[collpair->Bindex1].txold, verts2[collpair->Bindex2].txold, verts2[collpair->Bindex3].txold, collpair->normal);
// calc distance + normal
// distance = implicit_tri_check_coherence(clmd, coll_clmd, tree1->tri_index, tree2->tri_index, collpair->p1, collpair->p2, collpair->vector, collpair->quadA, collpair->quadB);
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);
if (distance <= (epsilon + ALMOST_ZERO)) // max overlap = 1.0
if (distance <= (epsilon + ALMOST_ZERO))
{
// printf("dist: %f\n", (float)distance);
printf("dist: %f, tdist: %f\n", (float)distance, tdistance);
// collpair->face1 = tree1->tri_index;
// collpair->face2 = tree2->tri_index;
collpair->face1 = tree1->tri_index;
collpair->face2 = tree2->tri_index;
VECCOPY(collpair->normal, collpair->vector);
Normalize(collpair->normal);
collpair->distance = distance;
BLI_linklist_append(&linknode[tree1->tri_index], collpair);
BLI_linklist_append(&clmd->coll_parms.collision_list, collpair);
}
else
{
MEM_freeN(collpair);
}
}
else
{
MEM_freeN(collpair);
}
}
}
void bvh_collision_response_moving(ClothModifierData *clmd, ClothModifierData *coll_clmd, Tree *tree1, Tree *tree2)
{
CollPair *collpair = NULL;
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;
for(i = 0; i < 4; i++)
{
collpair = (CollPair *)MEM_callocN(sizeof(CollPair), "cloth coll pair");
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]);
// 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;
}
if(i == 1)
{
if(face1->v4)
{
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;
}
else
i++;
}
// calc SIPcode (?)
if(i < 4)
{
// 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);
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);
}
}
}
@@ -899,9 +650,9 @@ void cloth_update_collision_objects(float step)
// no dt here because of float rounding errors
VECSUB(coll_cloth->verts[i].tv, coll_cloth->verts[i].tx, coll_cloth->verts[i].txold);
}
// update BVH of collision object
bvh_update_static(coll_clmd, coll_bvh);
bvh_update(coll_clmd, coll_bvh, 0); // 0 means STATIC, 1 means MOVING
}
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
@@ -909,20 +660,22 @@ void cloth_update_collision_objects(float step)
}
}
#define CLOTH_MAX_THRESHOLD 5
// CLOTH_MAX_THRESHOLD defines how much collision rounds/loops should be taken
#define CLOTH_MAX_THRESHOLD 10
// cloth - object collisions
int cloth_bvh_objcollision(ClothModifierData * clmd, float step, CM_COLLISION_RESPONSE collision_response, float dt)
int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt)
{
Base *base=NULL;
ClothModifierData *coll_clmd=NULL;
Cloth *cloth=NULL;
Object *coll_ob=NULL;
BVH *cloth_bvh=NULL;
unsigned int i=0, numfaces = 0, numverts = 0;
unsigned int result = 0, ic = 0, rounds = 0;
unsigned int i=0, j = 0, numfaces = 0, numverts = 0;
unsigned int result = 0, ic = 0, rounds = 0; // result counts applied collisions; ic is for debug output;
ClothVertex *verts = NULL;
float tnull[3] = {0,0,0};
int ret = 0;
if ((clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ) || !(((Cloth *)clmd->clothObject)->tree))
{
@@ -939,86 +692,96 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, CM_COLLISION_RE
////////////////////////////////////////////////////////////
// update cloth bvh
bvh_update_static(clmd, cloth_bvh);
bvh_update(clmd, cloth_bvh, 0); // 0 means STATIC, 1 means MOVING (see later in this function)
// update collision objects
cloth_update_collision_objects(step);
do
{
result = 0;
ic = 0;
// handle all collision objects
clmd->coll_parms.collision_list = NULL;
// check all collision objects
for (base = G.scene->base.first; base; base = base->next)
{
coll_ob = base->object;
coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
if (!coll_clmd)
continue;
// if collision object go on
if (coll_clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ)
{
if (coll_clmd->clothObject && coll_clmd->clothObject->tree)
{
LinkNode **collision_list = MEM_callocN (sizeof(LinkNode *)*(numfaces), "collision_list");
BVH *coll_bvh = coll_clmd->clothObject->tree;
if(collision_list)
{
memset(collision_list, 0, sizeof(LinkNode *)*numfaces);
clmd->coll_parms.temp = collision_list;
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, collision_response);
result += collision_static2(clmd, coll_clmd, collision_list);
// calculate velocities
// free temporary list
for(i = 0; i < numfaces; i++)
{
LinkNode *search = collision_list[i];
while(search)
{
LinkNode *next= search->next;
CollPair *collpair = search->link;
if(collpair)
MEM_freeN(collpair);
search = next;
}
BLI_linklist_free(collision_list[i],NULL);
}
if(collision_list)
MEM_freeN(collision_list);
clmd->coll_parms.temp = NULL;
}
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, bvh_collision_response_static);
}
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
}
}
// now apply impulses parallel
for(i = 0; i < numverts; i++)
// process all collisions (calculate impulses, TODO: also repulses if distance too short)
result = 1;
for(j = 0; j < 50; j++) // 50 is just a value that ensures convergence
{
if(verts[i].impulse_count)
result = 0;
// handle all collision objects
for (base = G.scene->base.first; base; base = base->next)
{
VECADDMUL(verts[i].tv, verts[i].impulse, 1.0f / verts[i].impulse_count);
VECCOPY(verts[i].impulse, tnull);
verts[i].impulse_count = 0;
ic++;
coll_ob = base->object;
coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
if (!coll_clmd)
continue;
// if collision object go on
if (coll_clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ)
{
if (coll_clmd->clothObject)
result += collision_static(clmd, coll_clmd);
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
}
}
// apply impulses in parallel
ic=0;
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;
ic++;
ret++;
}
}
}
// free collision list
if(clmd->coll_parms.collision_list)
{
LinkNode *search = clmd->coll_parms.collision_list;
while(search)
{
CollPair *coll_pair = search->link;
MEM_freeN(coll_pair);
search = search->next;
}
BLI_linklist_free(clmd->coll_parms.collision_list,NULL);
clmd->coll_parms.collision_list = NULL;
}
printf("ic: %d\n", ic);
@@ -1029,18 +792,162 @@ int cloth_bvh_objcollision(ClothModifierData * clmd, float step, CM_COLLISION_RE
printf("\n");
////////////////////////////////////////////////////////////
// update positions + velocities
// update positions
// this is needed for bvh_calc_DOP_hull_moving() [kdop.c]
////////////////////////////////////////////////////////////
// verts come from clmd
for(i = 0; i < numverts; i++)
{
VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
}
////////////////////////////////////////////////////////////
// TODO
////////////////////////////////////////////////////////////
// moving collisions
////////////////////////////////////////////////////////////
// TODO
// bvh_update_moving(clmd, clmd->clothObject->tree);
// update cloth bvh
bvh_update(clmd, cloth_bvh, 1); // 0 means STATIC, 1 means MOVING
// update moving bvh for collision object once
for (base = G.scene->base.first; base; base = base->next)
{
coll_ob = base->object;
coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
if (!coll_clmd)
continue;
if(!coll_clmd->clothObject)
continue;
// if collision object go on
if (coll_clmd->clothObject && coll_clmd->clothObject->tree)
{
BVH *coll_bvh = coll_clmd->clothObject->tree;
bvh_update(coll_clmd, coll_bvh, 1); // 0 means STATIC, 1 means MOVING
}
}
do
{
result = 0;
ic = 0;
clmd->coll_parms.collision_list = NULL;
// check all collision objects
for (base = G.scene->base.first; base; base = base->next)
{
coll_ob = base->object;
coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
if (!coll_clmd)
continue;
// if collision object go on
if (coll_clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ)
{
if (coll_clmd->clothObject && coll_clmd->clothObject->tree)
{
BVH *coll_bvh = coll_clmd->clothObject->tree;
bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, bvh_collision_response_moving);
}
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
}
}
/*
// process all collisions (calculate impulses, TODO: also repulses if distance too short)
result = 1;
for(j = 0; j < 50; j++) // 50 is just a value that ensures convergence
{
result = 0;
// handle all collision objects
for (base = G.scene->base.first; base; base = base->next)
{
coll_ob = base->object;
coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
if (!coll_clmd)
continue;
// if collision object go on
if (coll_clmd->sim_parms.flags & CSIMSETT_FLAG_COLLOBJ)
{
if (coll_clmd->clothObject)
result += collision_moving(clmd, coll_clmd);
else
printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
}
}
// apply impulses in parallel
ic=0;
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;
ic++;
ret++;
}
}
}
*/
// verts come from clmd
for(i = 0; i < numverts; i++)
{
VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
}
// update cloth bvh
bvh_update(clmd, cloth_bvh, 1); // 0 means STATIC, 1 means MOVING
// free collision list
if(clmd->coll_parms.collision_list)
{
LinkNode *search = clmd->coll_parms.collision_list;
while(search)
{
CollPair *coll_pair = search->link;
MEM_freeN(coll_pair);
search = search->next;
}
BLI_linklist_free(clmd->coll_parms.collision_list,NULL);
clmd->coll_parms.collision_list = NULL;
}
printf("ic: %d\n", ic);
rounds++;
}
while(result && (CLOTH_MAX_THRESHOLD>rounds));
////////////////////////////////////////////////////////////
// update positions + velocities
////////////////////////////////////////////////////////////
// verts come from clmd
for(i = 0; i < numverts; i++)
{
VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
}
////////////////////////////////////////////////////////////
return MIN2(result, 1);
return MIN2(ret, 1);
}

View File

@@ -1431,8 +1431,7 @@ void simulate_implicit_euler(lfVector *Vnew, lfVector *lX, lfVector *lV, lfVecto
del_lfvector(dFdXmV);
}
int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors,
CM_COLLISION_SELF self_collision, CM_COLLISION_OBJ obj_collision)
int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase *effectors)
{
unsigned int i=0, j;
float step=0.0f, tf=1.0f;
@@ -1492,14 +1491,14 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase
}
// call collision function
result = cloth_bvh_objcollision(clmd, step + dt, bvh_collision_response, dt);
result = cloth_bvh_objcollision(clmd, step + dt, dt);
// copy corrected positions back to simulation
for(i = 0; i < numverts; i++)
{
if(result)
{
VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
// VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
VECCOPY(verts[i].txold, verts[i].tx);

View File

@@ -123,7 +123,7 @@ static float KDOP_AXES[13][3] =
// #define KDOP_8
// OBB:
#define KDOP_14
#define KDOP_6
@@ -424,54 +424,52 @@ DO_INLINE void bvh_calc_DOP_hull_static(BVH * bvh, Tree **tri, int numfaces, flo
}
}
}
/*
DO_INLINE void bvh_calc_DOP_hull_moving(BVH * bvh, Tree **tri, int numfaces, float *bv)
{
ClothVertex *tempMVert = bvh->verts;
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(tempMVert[temp].tx, KDOP_AXES[i]);
if ((newminmax < tempBV[(2 * i)]) || (k == 0 && j == 0))
tempBV[(2 * i)] = newminmax;
// the same like some "else if" but with that condition I
// don't need to insert the first entry manually
if ((newminmax > tempBV[(2 * i) + 1])|| (k == 0 && j == 0))
tempBV[(2 * i) + 1] = newminmax;
ClothVertex *tempMVert = bvh->verts;
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(tempMVert[temp].txold, 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(tempMVert[temp].tx, 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(tempMVert[temp].txold, KDOP_AXES[i]);
if (newminmax < tempBV[(2 * i)])
tempBV[(2 * i)] = newminmax;
if (newminmax > tempBV[(2 * i) + 1])
tempBV[(2 * i) + 1] = newminmax;
}
}
}
}
*/
static void bvh_div_env_node(BVH * bvh, TreeNode *tree, Tree **face_list, unsigned int start, unsigned int end, int lastaxis, LinkNode *nlink)
{
int i = 0;
@@ -810,7 +808,7 @@ void bvh_join(Tree * tree)
}
// update static bvh
void bvh_update_static(ClothModifierData * clmd, BVH * bvh)
void bvh_update(ClothModifierData *clmd, BVH * bvh, int moving)
{
TreeNode *leaf, *parent;
int traversecheck = 1; // if this is zero we don't go further
@@ -823,7 +821,10 @@ void bvh_update_static(ClothModifierData * clmd, BVH * bvh)
{
leaf->parent->traversed = 0;
}
bvh_calc_DOP_hull_static(bvh, &leaf, 1, leaf->bv);
if(!moving)
bvh_calc_DOP_hull_static(bvh, &leaf, 1, leaf->bv);
else
bvh_calc_DOP_hull_moving(bvh, &leaf, 1, leaf->bv);
// inflate the bv with some epsilon
for (j = KDOP_START; j < KDOP_END; j++)
@@ -859,3 +860,4 @@ void bvh_update_static(ClothModifierData * clmd, BVH * bvh)
}
}
}

View File

@@ -123,7 +123,7 @@ typedef struct CollisionSettings {
float friction; /* Friction/damping applied on contact with other object.*/
short collision_type; /* which collision system is used. */
short loop_count; /* How many iterations for the collision loop. */
void *temp; /* e.g. pointer to temp memory for collisions */
struct LinkNode *collision_list; /* e.g. pointer to temp memory for collisions */
} CollisionSettings;