working on : make softbodies collide with moving ( armatures,lattices .. ) objects

works nice & smooth unless we encounter logical circles
well, because of function pointers re-hooking i could not debug that in detail
may be DAG or modifier stack is .. dunno

anyway
did abuse pd->pad bit 1 ( i hope this was 'real' padding till now )
to get SoftBodyDetectCollision(..) use mesh_get_derived_XXX [in effect.c] ..[*sigh* (the linetriangle() func is there)
..]
and put that to the deflection panel (blush .. i would have decapted anyone in my team doing stuff like that)

to defend this commit:
it makes you aware of problems ahead
having code that works/doesn't (on some conditions) is is usefull to look at
i think code is OK , so the problem is either
a. me not understanding
b. real

for locical circles see files -->
http://wund.privat.t-online.de/bt/WorkFine1.blend
http://wund.privat.t-online.de/bt/WorkFine2.blend
http://wund.privat.t-online.de/bt/WorkCrash.blend
This commit is contained in:
Jens Ole Wund
2005-08-06 23:20:52 +00:00
parent d1285d0229
commit f17a9a1d3d
2 changed files with 96 additions and 78 deletions

View File

@@ -1387,21 +1387,33 @@ void build_particle_system(Object *ob)
rng_free(rng);
}
/* this evil hack is only needed for iterating faces in SoftBodyDetectCollision */
/* so if i could ask politely for the face array pointer and #faces i would not need it */
typedef struct {
DerivedMesh dm;
Object *ob;
Mesh *me;
MVert *verts;
float *nors;
int freeNors, freeVerts;
} MeshDerivedMesh;
int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
float facenormal[3], float *damp, float force[3], int mode,
float cur_time, unsigned int par_layer,struct Object *vertexowner)
{
static short recursion = 0;
static short didokee = 0;
Base *base;
Object *ob, *deflection_object = NULL;
Mesh *def_mesh;
MFace *mface, *deflection_face = NULL;
float *v1, *v2, *v3, *v4, *vcache=NULL;
float mat[3][3];
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], obloc[3];
Object *ob;
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3];
float dv1[3], dv2[3], dv3[3];
float facedist,n_mag,t,t2, min_t,force_mag_norm;
int a, deflected=0, deflected_now=0;
short cur_frame;
int d_object=0, d_face=0, ds_object=0, ds_face=0;
// i'm going to rearrange it to declaration rules when WIP is finished (BM)
@@ -1410,10 +1422,17 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
float ee = 5.0f;
float ff = 0.1f;
float fa;
if (recursion){
if (!didokee)
okee("SB collision detected recursion. We will CRASH now!");
didokee =1;
return 0;
}
recursion =1;
min_t = 200000;
/* The first part of the code, finding the first intersected face*/
base= G.scene->base.first;
while (base) {
/*Only proceed for mesh object in same layer */
@@ -1427,79 +1446,73 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
}
/* only with deflecting set */
if(ob->pd && ob->pd->deflect) {
def_mesh= ob->data;
d_object = d_object + 1;
d_face = d_face + 1;
mface= def_mesh->mface;
a = def_mesh->totface;
DerivedMesh *dm=NULL;
int dmNeedsFree;
Mesh *me;
MFace *mface;
int use_deformed = (ob->pd->pad && 1) ; // get colliding mesh from modifier stack
/* do object level stuff
/* need to have user control for that since it depends on model scale */
innerfacethickness =-ob->pd->pdef_sbift;
outerfacethickness =ob->pd->pdef_sboft;
fa = (ff*outerfacethickness-outerfacethickness);
fa *= fa;
fa = 1.0f/fa;
if(ob->parent==NULL && ob->ipo==NULL) { // static
if(ob->sumohandle==NULL) cache_object_vertices(ob);
vcache= ob->sumohandle;
}
else {
/*Find out where the object is at this time*/
cur_frame = G.scene->r.cfra;
G.scene->r.cfra = (short)cur_time;
where_is_object_time(ob, cur_time);
G.scene->r.cfra = cur_frame;
/*Pass the values from ob->obmat to mat*/
/*and the location values to obloc */
Mat3CpyMat4(mat,ob->obmat);
obloc[0] = ob->obmat[3][0];
obloc[1] = ob->obmat[3][1];
obloc[2] = ob->obmat[3][2];
/* not cachable */
vcache= NULL;
if (use_deformed){
if(1) { // so maybe someone wants overkill to collide with subsurfed
dm = mesh_get_derived_deform(ob, &dmNeedsFree);
} else {
dm = mesh_get_derived_final(ob, &dmNeedsFree);
}
}
if (dm) {
MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
me = mdm->me;
}
else
me = ob->data;
/* use mesh*/
mface= me->mface;
a = me->totface;
while (a--) {
if(vcache) {
v1= vcache+ 3*(mface->v1);
VECCOPY(nv1, v1);
v1= vcache+ 3*(mface->v2);
VECCOPY(nv2, v1);
v1= vcache+ 3*(mface->v3);
VECCOPY(nv3, v1);
v1= vcache+ 3*(mface->v4);
VECCOPY(nv4, v1);
/* Calculate the global co-ordinates of the vertices*/
if (dm){
dm->getVertCo(dm,mface->v1,nv1);
Mat4MulVecfl(ob->obmat, nv1);
dm->getVertCo(dm,mface->v2,nv2);
Mat4MulVecfl(ob->obmat, nv2);
dm->getVertCo(dm,mface->v3,nv3);
Mat4MulVecfl(ob->obmat, nv3);
if (mface->v4){
dm->getVertCo(dm,mface->v4,nv4);
Mat4MulVecfl(ob->obmat, nv4);
}
}
else {
/* Calculate the global co-ordinates of the vertices*/
v1= (def_mesh->mvert+(mface->v1))->co;
v2= (def_mesh->mvert+(mface->v2))->co;
v3= (def_mesh->mvert+(mface->v3))->co;
v4= (def_mesh->mvert+(mface->v4))->co;
else{
VECCOPY(nv1, v1);
VECCOPY(nv2, v2);
VECCOPY(nv3, v3);
VECCOPY(nv4, v4);
VECCOPY(nv1,(me->mvert+(mface->v1))->co);
Mat4MulVecfl(ob->obmat, nv1);
/*Apply the objects deformation matrix*/
Mat3MulVecfl(mat, nv1);
Mat3MulVecfl(mat, nv2);
Mat3MulVecfl(mat, nv3);
Mat3MulVecfl(mat, nv4);
VECCOPY(nv2,(me->mvert+(mface->v2))->co);
Mat4MulVecfl(ob->obmat, nv2);
VECCOPY(nv3,(me->mvert+(mface->v3))->co);
Mat4MulVecfl(ob->obmat, nv3);
if (mface->v4){
VECCOPY(nv4,(me->mvert+(mface->v4))->co);
Mat4MulVecfl(ob->obmat, nv4);
}
VECADD(nv1, nv1, obloc);
VECADD(nv2, nv2, obloc);
VECADD(nv3, nv3, obloc);
VECADD(nv4, nv4, obloc);
}
deflected_now = 0;
if (mode == 1){ // face intrusion test
@@ -1568,10 +1581,7 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
deflected_now = 1;
}
}
// else if (mface->v4 && (t>=0.0 && t<=1.0)) {
// no, you can't skip testing the other triangle
// it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :)
// note: the 2 triangles don't need to share a plane ! (BM)
if (mface->v4) {
if( linetriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
if (t2 < min_t) {
@@ -1585,8 +1595,6 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
min_t = t;
ds_object = d_object;
ds_face = d_face;
deflection_object = ob;
deflection_face = mface;
if (deflected_now==1) {
min_t = t;
VECCOPY(dv1, nv1);
@@ -1600,15 +1608,23 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
VECCOPY(dv3, nv4);
}
}
}
}
mface++;
}
}
}
base = base->next;
}//while a
/* give it away */
if (dm) {
if (dmNeedsFree) dm->release(dm);
} // if (dm)
} // if(ob->pd && ob->pd->deflect)
}//if (base->object->type==OB_MESH && (base->lay & par_layer)) {
base = base->next;
} // while (base)
if (mode == 1){ // face
recursion = 0;
return deflected;
}
@@ -1626,6 +1642,6 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
VECCOPY(facenormal,d_nvect);
}
}
recursion = 0;
return deflected;
}

View File

@@ -1534,6 +1534,8 @@ static void object_panel_deflectors(Object *ob)
uiDefButF(block, NUM, B_DIFF, "Damping:", 160,40,150,20, &pd->pdef_sbdamp, 0.0, 1.0, 10, 0, "Amount of damping during softbody collision");
uiDefButF(block, NUM, B_DIFF, "Inner:", 160,20,150,20, &pd->pdef_sbift, 0.001, 1.0, 10, 0, "Inner face thickness");
uiDefButF(block, NUM, B_DIFF, "Outer:", 160, 0,150,20, &pd->pdef_sboft, 0.001, 1.0, 10, 0, "Outer face thickness");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, 1, 0,"UMS or CRASH", 0,0,150,20, &pd->pad, 0, 0, 0, 0, "Let collision object move with armatures/lattices WARNING logical circles will CRASH");
}
}
}