Use looptri's for softbody face collision

This commit is contained in:
2015-07-31 19:01:51 +10:00
parent 70f8b5b1ff
commit 63215aea6f

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@@ -100,7 +100,7 @@ typedef struct BodySpring {
} BodySpring;
typedef struct BodyFace {
int v1, v2, v3, v4;
int v1, v2, v3;
float ext_force[3]; /* faces colliding */
short flag;
} BodyFace;
@@ -3095,24 +3095,32 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
static void mesh_faces_to_scratch(Object *ob)
{
SoftBody *sb= ob->soft;
Mesh *me= ob->data;
MFace *mface;
const Mesh *me = ob->data;
MLoopTri *looptri, *lt;
BodyFace *bodyface;
int a;
/* alloc and copy faces*/
bodyface = sb->scratch->bodyface = MEM_mallocN(sizeof(BodyFace)*me->totface, "SB_body_Faces");
//memcpy(sb->scratch->mface, me->mface, sizeof(MFace)*me->totface);
mface = me->mface;
for (a=0; a<me->totface; a++, mface++, bodyface++) {
bodyface->v1 = mface->v1;
bodyface->v2 = mface->v2;
bodyface->v3 = mface->v3;
bodyface->v4 = mface->v4;
sb->scratch->totface = poly_to_tri_count(me->totpoly, me->totloop);
looptri = lt = MEM_mallocN(sizeof(*looptri) * sb->scratch->totface, __func__);
BKE_mesh_recalc_looptri(
me->mloop, me->mpoly,
me->mvert,
me->totloop, me->totpoly,
looptri);
bodyface = sb->scratch->bodyface = MEM_mallocN(sizeof(BodyFace) * sb->scratch->totface, "SB_body_Faces");
for (a = 0; a < sb->scratch->totface; a++, lt++, bodyface++) {
bodyface->v1 = me->mloop[lt->tri[0]].v;
bodyface->v2 = me->mloop[lt->tri[1]].v;
bodyface->v3 = me->mloop[lt->tri[2]].v;
zero_v3(bodyface->ext_force);
bodyface->ext_force[0] = bodyface->ext_force[1] = bodyface->ext_force[2] = 0.0f;
bodyface->flag =0;
bodyface->flag = 0;
}
sb->scratch->totface = me->totface;
MEM_freeN(looptri);
}
static void reference_to_scratch(Object *ob)
{