/** * 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_COLLISIONS_H #define BKE_COLLISIONS_H #include #include #include /* types */ #include "BLI_linklist.h" #include "BKE_DerivedMesh.h" #include "BKE_object.h" #include "DNA_modifier_types.h" // used in kdop.c and collision.c typedef struct CollisionTree { struct CollisionTree *nodes[4]; // 4 children --> quad-tree struct CollisionTree *parent; struct CollisionTree *nextLeaf; struct CollisionTree *prevLeaf; float bv[26]; // Bounding volume of all nodes / we have 7 axes on a 14-DOP int point_index[4]; // supports up to 4 points in a leaf int count_nodes; // how many nodes are used int traversed; // how many nodes already traversed until this level? int isleaf; } CollisionTree; typedef struct CollisionTree TreeNode; typedef struct BVH { unsigned int numfaces; unsigned int numverts; MVert *xnew; // position of verts at time n MVert *x; // position of verts at time n-1 MFace *mfaces; // just a pointer to the original datastructure struct LinkNode *tree; CollisionTree *root; // TODO: saving the root --> is this really needed? YES! CollisionTree *leaf_tree; /* Tail of the leaf linked list. */ CollisionTree *leaf_root; /* Head of the leaf linked list. */ float epsilon; /* epslion is used for inflation of the k-dop */ int flags; /* bvhFlags */ } BVH; /* used for collisions in kdop.c and also collision.c*/ typedef struct CollisionPair { int point_indexA[4], point_indexB[4]; float vector[3]; float normal[3]; // has to be calculated from vector float distance; float pa[3], pb[3]; } CollisionPair; ///////////////////////////////////////////////// // forward declarations ///////////////////////////////////////////////// // NOTICE: mvert-routines for building + update the BVH are the most native ones // builds bounding volume hierarchy BVH *bvh_build_from_mvert (MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon); BVH *bvh_build_from_float3 (MFace *mfaces, unsigned int numfaces, float (*x)[3], unsigned int numverts, float epsilon); BVH *bvh_build_from_float4 (MFace *mfaces, unsigned int numfaces, float (*x)[4], unsigned int numverts, float epsilon); // frees the same void bvh_free ( BVH *bvh ); // checks two bounding volume hierarchies for potential collisions and returns some list with those int bvh_traverse(CollisionTree *tree1, CollisionTree *tree2, LinkNode **collision_list); // update bounding volumes, needs updated positions in bvh->x void bvh_update_from_mvert(BVH * bvh, MVert *x, unsigned int numverts, MVert *xnew, int moving); void bvh_update_from_float3(BVH * bvh, float (*x)[3], unsigned int numverts, float (*xnew)[3], int moving); void bvh_update_from_float4(BVH * bvh, float (*x)[4], unsigned int numverts, float (*xnew)[4], int moving); LinkNode *BLI_linklist_append_fast (LinkNode **listp, void *ptr); // move Collision modifier object inter-frame with step = [0,1] // defined in collisions.c void collision_move_object(CollisionModifierData *collmd, float step, float prevstep); // interface for collision functions void collisions_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3); void interpolateOnTriangle(float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3); ///////////////////////////////////////////////// #endif