a) Forces can be hidden by deflector object now (need to talk with jahka about particle integration - should be copy-paste) see http://dldw.de/tmp/index.php?file=w2.blend (press play button in timeline and change the absorption value ob the cube) b) fixed deflector/collision bug with continues physics c) cloth wind/forces uses masses now d) even faster collision object gathering e) have fun ;)
This commit is contained in:
@@ -119,8 +119,10 @@ FaceCollPair;
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/////////////////////////////////////////////////
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// used in modifier.c from collision.c
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/////////////////////////////////////////////////
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BVHTree *bvhtree_build_from_mvert ( MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon );
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void bvhtree_update_from_mvert ( BVHTree * bvhtree, MFace *faces, int numfaces, MVert *x, MVert *xnew, int numverts, int moving );
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/////////////////////////////////////////////////
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LinkNode *BLI_linklist_append_fast ( LinkNode **listp, void *ptr );
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@@ -133,6 +135,15 @@ void collision_move_object ( CollisionModifierData *collmd, float step, float pr
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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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// used in effect.c
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/////////////////////////////////////////////////
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CollisionModifierData **get_collisionobjects(Object *self, int *numcollobj);
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/////////////////////////////////////////////////
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/////////////////////////////////////////////////
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#endif
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@@ -31,10 +31,11 @@
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#include "BKE_cloth.h"
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#include "DNA_group_types.h"
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#include "DNA_object_types.h"
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#include "DNA_cloth_types.h"
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#include "DNA_group_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h"
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#include "DNA_scene_types.h"
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#include "BKE_DerivedMesh.h"
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@@ -1307,9 +1308,34 @@ CollisionModifierData **get_collisionobjects(Object *self, int *numcollobj)
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for ( base = G.scene->base.first; base; base = base->next )
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{
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coll_ob = base->object;
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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if ( !collmd )
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if(coll_ob->pd && coll_ob->pd->deflect)
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{
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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}
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if ( collmd )
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{
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if(coll_ob == self)
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continue;
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if(numobj >= maxobj)
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{
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// realloc
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int oldmax = maxobj;
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CollisionModifierData **tmp;
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maxobj *= 2;
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tmp = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray");
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memcpy(tmp, objs, sizeof(CollisionModifierData *)*oldmax);
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MEM_freeN(objs);
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objs = tmp;
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}
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objs[numobj] = collmd;
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numobj++;
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}
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else
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{
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if ( coll_ob->dup_group )
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{
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@@ -1319,8 +1345,12 @@ CollisionModifierData **get_collisionobjects(Object *self, int *numcollobj)
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for ( go= group->gobject.first; go; go= go->next )
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{
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coll_ob = go->ob;
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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collmd = NULL;
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if(coll_ob->pd && coll_ob->pd->deflect)
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{
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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}
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if ( !collmd )
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continue;
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@@ -1347,27 +1377,6 @@ CollisionModifierData **get_collisionobjects(Object *self, int *numcollobj)
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numobj++;
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}
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}
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}
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else
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{
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if(coll_ob == self)
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continue;
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if(numobj >= maxobj)
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{
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// realloc
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int oldmax = maxobj;
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CollisionModifierData **tmp;
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maxobj *= 2;
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tmp = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray");
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memcpy(tmp, objs, sizeof(CollisionModifierData *)*oldmax);
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MEM_freeN(objs);
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objs = tmp;
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}
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objs[numobj] = collmd;
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numobj++;
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}
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}
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*numcollobj = numobj;
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@@ -1484,6 +1493,9 @@ int cloth_bvh_objcollision ( Object *ob, ClothModifierData * clmd, float step, f
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BVHTreeOverlap *overlap = NULL;
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int result = 0;
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if(!collmd->bvhtree)
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continue;
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/* move object to position (step) in time */
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collision_move_object ( collmd, step + dt, step );
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@@ -59,6 +59,7 @@
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#include "BKE_armature.h"
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#include "BKE_bad_level_calls.h"
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#include "BKE_blender.h"
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#include "BKE_collision.h"
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#include "BKE_constraint.h"
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#include "BKE_deform.h"
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#include "BKE_depsgraph.h"
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@@ -393,6 +394,53 @@ void do_physical_effector(short type, float force_val, float distance, float fal
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}
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static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
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{
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hit->dist = -1;
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hit->index = 1;
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}
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float eff_calc_visibility(Object *ob, float *co, float *dir, float cur_time)
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{
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CollisionModifierData **collobjs = NULL;
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int numcollobj = 0, i;
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float norm[3], len = 0.0;
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float visibility = 1.0;
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collobjs = get_collisionobjects(ob, &numcollobj);
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if(!collobjs)
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return 0;
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VECCOPY(norm, dir);
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VecMulf(norm, -1.0);
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len = Normalize(norm);
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// check all collision objects
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for(i = 0; i < numcollobj; i++)
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{
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CollisionModifierData *collmd = collobjs[i];
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if(collmd->bvhtree)
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{
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BVHTreeRayHit hit;
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hit.index = -1;
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hit.dist = len + FLT_EPSILON;
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// check if the way is blocked
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if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, &hit, eff_tri_ray_hit, NULL)>=0)
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{
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visibility *= MAX2(0.0, MIN2(1.0, (1.0-((float)collmd->absorbation)*0.01)));
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}
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}
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}
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MEM_freeN(collobjs);
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return visibility;
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}
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/* -------- pdDoEffectors() --------
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@@ -430,7 +478,7 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
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float *obloc;
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float distance, vec_to_part[3];
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float falloff;
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float falloff, visibility;
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/* Cycle through collected objects, get total of (1/(gravity_strength * dist^gravity_power)) */
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/* Check for min distance here? (yes would be cool to add that, ton) */
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@@ -452,14 +500,19 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
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distance = VecLength(vec_to_part);
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falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
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if(falloff<=0.0f)
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continue;
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visibility = eff_calc_visibility(ob, opco, vec_to_part, cur_time);
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if((visibility*falloff)<=0.0f)
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; /* don't do anything */
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else {
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float field[3]={0,0,0}, tmp[3];
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VECCOPY(field, force);
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do_physical_effector(pd->forcefield,pd->f_strength,distance,
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falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
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visibility*falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
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speed,force,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
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// for softbody backward compatibility
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@@ -1405,6 +1405,7 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
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unsigned int numverts = cloth->numverts;
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LinkNode *search = cloth->springs;
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lfVector *winvec;
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ClothVertex *verts = cloth->verts;
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VECCOPY(gravity, clmd->sim_parms->gravity);
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mul_fvector_S(gravity, gravity, 0.001f); /* scale gravity force */
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@@ -1451,7 +1452,6 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
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float triunnormal[3]={0,0,0}; // not-normalized-triangle normal
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float tmp[3]={0,0,0};
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float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0;
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factor *= 0.05;
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// calculate face normal
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if(mfaces[i].v4)
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@@ -1465,24 +1465,24 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
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// add wind from v1
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VECCOPY(tmp, trinormal);
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VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal));
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VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor);
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VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor*verts[mfaces[i].v1].mass);
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// add wind from v2
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VECCOPY(tmp, trinormal);
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VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal));
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VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor);
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VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor*verts[mfaces[i].v2].mass);
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// add wind from v3
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VECCOPY(tmp, trinormal);
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VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal));
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VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor);
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VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor*verts[mfaces[i].v3].mass);
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// add wind from v4
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if(mfaces[i].v4)
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{
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VECCOPY(tmp, trinormal);
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VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal));
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VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor);
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VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor*verts[mfaces[i].v4].mass);
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}
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}
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del_lfvector(winvec);
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@@ -5493,7 +5493,7 @@ static void collisionModifier_deformVerts(
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numverts = dm->getNumVerts ( dm );
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if(current_time > collmd->time)
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if((current_time > collmd->time)|| (BKE_ptcache_get_continue_physics()))
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{
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// check if mesh has changed
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if(collmd->x && (numverts != collmd->numverts))
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@@ -60,6 +60,7 @@
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#include "BKE_bad_level_calls.h"
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#include "BKE_cdderivedmesh.h"
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#include "BKE_displist.h"
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#include "BKE_effect.h"
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#include "BKE_particle.h"
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#include "BKE_global.h"
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#include "BKE_utildefines.h"
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@@ -390,7 +390,8 @@ typedef struct CollisionModifierData {
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unsigned int numverts;
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unsigned int numfaces;
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int pad;
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short absorbation; /* used for forces, in % */
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short pad;
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float time; /* cfra time of modifier */
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struct BVHTree *bvhtree; /* bounding volume hierarchy for this cloth object */
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} CollisionModifierData;
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@@ -3279,6 +3279,8 @@ static void object_panel_collision(Object *ob)
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uiDefBut(block, LABEL, 0, "",160,160,150,2, NULL, 0.0, 0, 0, 0, "");
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if(pd->deflect) {
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CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType ( ob, eModifierType_Collision );
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uiDefBut(block, LABEL, 0, "Particle Interaction", 10,135,310,20, NULL, 0.0, 0, 0, 0, "");
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uiBlockBeginAlign(block);
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@@ -3294,12 +3296,18 @@ static void object_panel_collision(Object *ob)
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uiDefBut(block, LABEL, 0, "Soft Body and Cloth Interaction", 10,65,310,20, NULL, 0.0, 0, 0, 0, "");
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uiBlockBeginAlign(block);
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uiDefButF(block, NUM, B_FIELD_CHANGE, "Damping:", 10,45,150,20, &pd->pdef_sbdamp, 0.0, 1.0, 10, 0, "Amount of damping during collision");
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uiDefButF(block, NUM, B_FIELD_CHANGE, "Inner:", 10,25,150,20, &pd->pdef_sbift, 0.001, 1.0, 10, 0, "Inner face thickness");
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uiDefButF(block, NUM, B_FIELD_CHANGE, "Outer:", 10, 5,150,20, &pd->pdef_sboft, 0.001, 1.0, 10, 0, "Outer face thickness");
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uiDefButF(block, NUM, B_FIELD_CHANGE, "Inner:", 10,45,150,20, &pd->pdef_sbift, 0.001, 1.0, 10, 0, "Inner face thickness");
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uiDefButF(block, NUM, B_FIELD_CHANGE, "Outer:", 160, 45,150,20, &pd->pdef_sboft, 0.001, 1.0, 10, 0, "Outer face thickness");
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uiBlockEndAlign(block);
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uiDefButF(block, NUM, B_FIELD_CHANGE, "Damping:", 10,25,150,20, &pd->pdef_sbdamp, 0.0, 1.0, 10, 0, "Amount of damping during collision");
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uiDefButBitS(block, TOG, OB_SB_COLLFINAL, B_FIELD_CHANGE, "Ev.M.Stack", 170,45,150,20, &ob->softflag, 0, 0, 0, 0, "Pick collision object from modifier stack (softbody only)");
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uiDefButBitS(block, TOG, OB_SB_COLLFINAL, B_FIELD_CHANGE, "Ev.M.Stack", 160,25,150,20, &ob->softflag, 0, 0, 0, 0, "Pick collision object from modifier stack (softbody only)");
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// collision options
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if(collmd)
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{
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uiDefButS(block, NUM, B_FIELD_CHANGE, "Absoption: ", 10,0,150,20, &collmd->absorbation, 0.0, 100, 1, 2, "How much of effector force gets lost during collision with this object (in percent).");
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}
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}
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}
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}
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Reference in New Issue
Block a user