I changed it so its tests are more inline with other defines. Jesterking said this shouldn't affect scons so yell at him if it does. ;) Kent
1223 lines
31 KiB
C
1223 lines
31 KiB
C
/* collision.c
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*
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#include "MEM_guardedalloc.h"
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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_mesh_types.h"
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#include "DNA_scene_types.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_global.h"
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#include "BKE_mesh.h"
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#include "BKE_object.h"
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#include "BKE_cloth.h"
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#include "BKE_modifier.h"
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#include "BKE_utildefines.h"
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#include "BKE_DerivedMesh.h"
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#include "mydevice.h"
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#include "Bullet-C-Api.h"
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/***********************************
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Collision modifier code start
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***********************************/
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/* step is limited from 0 (frame start position) to 1 (frame end position) */
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void collision_move_object ( CollisionModifierData *collmd, float step, float prevstep )
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{
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float tv[3] = {0,0,0};
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unsigned int i = 0;
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for ( i = 0; i < collmd->numverts; i++ )
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{
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VECSUB ( tv, collmd->xnew[i].co, collmd->x[i].co );
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VECADDS ( collmd->current_x[i].co, collmd->x[i].co, tv, prevstep );
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VECADDS ( collmd->current_xnew[i].co, collmd->x[i].co, tv, step );
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VECSUB ( collmd->current_v[i].co, collmd->current_xnew[i].co, collmd->current_x[i].co );
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}
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bvh_update_from_mvert ( collmd->bvh, collmd->current_x, collmd->numverts, collmd->current_xnew, 1 );
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}
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/* build bounding volume hierarchy from mverts (see kdop.c for whole BVH code) */
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BVH *bvh_build_from_mvert ( MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon )
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{
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BVH *bvh=NULL;
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bvh = MEM_callocN ( sizeof ( BVH ), "BVH" );
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if ( bvh == NULL )
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{
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printf ( "bvh: Out of memory.\n" );
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return NULL;
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}
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// in the moment, return zero if no faces there
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if ( !numfaces )
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return NULL;
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bvh->epsilon = epsilon;
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bvh->numfaces = numfaces;
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bvh->mfaces = mfaces;
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// we have no faces, we save seperate points
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if ( !mfaces )
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{
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bvh->numfaces = numverts;
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}
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bvh->numverts = numverts;
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bvh->current_x = MEM_dupallocN ( x );
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bvh_build ( bvh );
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return bvh;
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}
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void bvh_update_from_mvert ( BVH * bvh, MVert *x, unsigned int numverts, MVert *xnew, int moving )
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{
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if ( !bvh )
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return;
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if ( numverts!=bvh->numverts )
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return;
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if ( x )
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memcpy ( bvh->current_xold, x, sizeof ( MVert ) * numverts );
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if ( xnew )
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memcpy ( bvh->current_x, xnew, sizeof ( MVert ) * numverts );
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bvh_update ( bvh, moving );
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}
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/***********************************
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Collision modifier code end
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***********************************/
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/**
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* gsl_poly_solve_cubic -
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*
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* copied from SOLVE_CUBIC.C --> GSL
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*/
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/* DG: debug hint! don't forget that all functions were "fabs", "sinf", etc before */
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#define mySWAP(a,b) { float tmp = b ; b = a ; a = tmp ; }
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int gsl_poly_solve_cubic ( float a, float b, float c, float *x0, float *x1, float *x2 )
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{
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float q = ( a * a - 3 * b );
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float r = ( 2 * a * a * a - 9 * a * b + 27 * c );
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float Q = q / 9;
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float R = r / 54;
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float Q3 = Q * Q * Q;
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float R2 = R * R;
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float CR2 = 729 * r * r;
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float CQ3 = 2916 * q * q * q;
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if ( R == 0 && Q == 0 )
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{
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*x0 = - a / 3 ;
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*x1 = - a / 3 ;
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*x2 = - a / 3 ;
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return 3 ;
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}
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else if ( CR2 == CQ3 )
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{
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/* this test is actually R2 == Q3, written in a form suitable
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for exact computation with integers */
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/* Due to finite precision some float roots may be missed, and
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considered to be a pair of complex roots z = x +/- epsilon i
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close to the real axis. */
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float sqrtQ = sqrt ( Q );
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if ( R > 0 )
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{
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*x0 = -2 * sqrtQ - a / 3;
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*x1 = sqrtQ - a / 3;
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*x2 = sqrtQ - a / 3;
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}
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else
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{
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*x0 = - sqrtQ - a / 3;
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*x1 = - sqrtQ - a / 3;
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*x2 = 2 * sqrtQ - a / 3;
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}
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return 3 ;
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}
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else if ( CR2 < CQ3 ) /* equivalent to R2 < Q3 */
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{
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float sqrtQ = sqrt ( Q );
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float sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;
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float theta = acos ( R / sqrtQ3 );
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float norm = -2 * sqrtQ;
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*x0 = norm * cos ( theta / 3 ) - a / 3;
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*x1 = norm * cos ( ( theta + 2.0 * M_PI ) / 3 ) - a / 3;
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*x2 = norm * cos ( ( theta - 2.0 * M_PI ) / 3 ) - a / 3;
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/* Sort *x0, *x1, *x2 into increasing order */
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if ( *x0 > *x1 )
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mySWAP ( *x0, *x1 ) ;
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if ( *x1 > *x2 )
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{
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mySWAP ( *x1, *x2 ) ;
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if ( *x0 > *x1 )
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mySWAP ( *x0, *x1 ) ;
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}
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return 3;
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}
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else
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{
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float sgnR = ( R >= 0 ? 1 : -1 );
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float A = -sgnR * pow ( ABS ( R ) + sqrt ( R2 - Q3 ), 1.0/3.0 );
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float B = Q / A ;
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*x0 = A + B - a / 3;
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return 1;
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}
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}
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/**
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* gsl_poly_solve_quadratic
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*
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* copied from GSL
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*/
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int gsl_poly_solve_quadratic ( float a, float b, float c, float *x0, float *x1 )
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{
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float disc = b * b - 4 * a * c;
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if ( disc > 0 )
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{
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if ( b == 0 )
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{
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float r = ABS ( 0.5 * sqrt ( disc ) / a );
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*x0 = -r;
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*x1 = r;
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}
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else
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{
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float sgnb = ( b > 0 ? 1 : -1 );
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float temp = -0.5 * ( b + sgnb * sqrt ( disc ) );
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float r1 = temp / a ;
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float r2 = c / temp ;
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if ( r1 < r2 )
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{
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*x0 = r1 ;
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*x1 = r2 ;
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}
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else
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{
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*x0 = r2 ;
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*x1 = r1 ;
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}
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}
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return 2;
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}
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else if ( disc == 0 )
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{
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*x0 = -0.5 * b / a ;
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*x1 = -0.5 * b / a ;
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return 2 ;
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}
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else
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{
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return 0;
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}
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}
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/*
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* See Bridson et al. "Robust Treatment of Collision, Contact and Friction for Cloth Animation"
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* page 4, left column
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*/
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int cloth_get_collision_time ( float a[3], float b[3], float c[3], float d[3], float e[3], float f[3], float solution[3] )
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{
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int num_sols = 0;
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float g = -a[2] * c[1] * e[0] + a[1] * c[2] * e[0] +
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a[2] * c[0] * e[1] - a[0] * c[2] * e[1] -
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a[1] * c[0] * e[2] + a[0] * c[1] * e[2];
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float h = -b[2] * c[1] * e[0] + b[1] * c[2] * e[0] - a[2] * d[1] * e[0] +
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a[1] * d[2] * e[0] + b[2] * c[0] * e[1] - b[0] * c[2] * e[1] +
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a[2] * d[0] * e[1] - a[0] * d[2] * e[1] - b[1] * c[0] * e[2] +
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b[0] * c[1] * e[2] - a[1] * d[0] * e[2] + a[0] * d[1] * e[2] -
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a[2] * c[1] * f[0] + a[1] * c[2] * f[0] + a[2] * c[0] * f[1] -
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a[0] * c[2] * f[1] - a[1] * c[0] * f[2] + a[0] * c[1] * f[2];
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float i = -b[2] * d[1] * e[0] + b[1] * d[2] * e[0] +
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b[2] * d[0] * e[1] - b[0] * d[2] * e[1] -
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b[1] * d[0] * e[2] + b[0] * d[1] * e[2] -
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b[2] * c[1] * f[0] + b[1] * c[2] * f[0] -
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a[2] * d[1] * f[0] + a[1] * d[2] * f[0] +
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b[2] * c[0] * f[1] - b[0] * c[2] * f[1] +
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a[2] * d[0] * f[1] - a[0] * d[2] * f[1] -
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b[1] * c[0] * f[2] + b[0] * c[1] * f[2] -
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a[1] * d[0] * f[2] + a[0] * d[1] * f[2];
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float j = -b[2] * d[1] * f[0] + b[1] * d[2] * f[0] +
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b[2] * d[0] * f[1] - b[0] * d[2] * f[1] -
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b[1] * d[0] * f[2] + b[0] * d[1] * f[2];
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// Solve cubic equation to determine times t1, t2, t3, when the collision will occur.
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if ( ABS ( j ) > ALMOST_ZERO )
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{
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i /= j;
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h /= j;
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g /= j;
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num_sols = gsl_poly_solve_cubic ( i, h, g, &solution[0], &solution[1], &solution[2] );
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}
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else if ( ABS ( i ) > ALMOST_ZERO )
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{
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num_sols = gsl_poly_solve_quadratic ( i, h, g, &solution[0], &solution[1] );
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solution[2] = -1.0;
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}
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else if ( ABS ( h ) > ALMOST_ZERO )
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{
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solution[0] = -g / h;
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solution[1] = solution[2] = -1.0;
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num_sols = 1;
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}
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else if ( ABS ( g ) > ALMOST_ZERO )
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{
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solution[0] = 0;
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solution[1] = solution[2] = -1.0;
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num_sols = 1;
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}
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// Discard negative solutions
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if ( ( num_sols >= 1 ) && ( solution[0] < 0 ) )
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{
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--num_sols;
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solution[0] = solution[num_sols];
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}
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if ( ( num_sols >= 2 ) && ( solution[1] < 0 ) )
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{
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--num_sols;
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solution[1] = solution[num_sols];
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}
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if ( ( num_sols == 3 ) && ( solution[2] < 0 ) )
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{
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--num_sols;
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}
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// Sort
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if ( num_sols == 2 )
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{
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if ( solution[0] > solution[1] )
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{
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double tmp = solution[0];
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solution[0] = solution[1];
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solution[1] = tmp;
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}
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}
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else if ( num_sols == 3 )
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{
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// Bubblesort
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if ( solution[0] > solution[1] )
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{
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double tmp = solution[0]; solution[0] = solution[1]; solution[1] = tmp;
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}
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if ( solution[1] > solution[2] )
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{
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double tmp = solution[1]; solution[1] = solution[2]; solution[2] = tmp;
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}
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if ( solution[0] > solution[1] )
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{
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double tmp = solution[0]; solution[0] = solution[1]; solution[1] = tmp;
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}
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}
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return num_sols;
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}
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// w3 is not perfect
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void collision_compute_barycentric ( float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3 )
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{
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double tempV1[3], tempV2[3], tempV4[3];
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double a,b,c,d,e,f;
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VECSUB ( tempV1, p1, p3 );
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VECSUB ( tempV2, p2, p3 );
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VECSUB ( tempV4, pv, p3 );
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a = INPR ( tempV1, tempV1 );
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b = INPR ( tempV1, tempV2 );
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c = INPR ( tempV2, tempV2 );
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e = INPR ( tempV1, tempV4 );
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f = INPR ( tempV2, tempV4 );
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d = ( a * c - b * b );
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if ( ABS ( d ) < ALMOST_ZERO )
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{
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*w1 = *w2 = *w3 = 1.0 / 3.0;
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return;
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}
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w1[0] = ( float ) ( ( e * c - b * f ) / d );
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if ( w1[0] < 0 )
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w1[0] = 0;
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w2[0] = ( float ) ( ( f - b * ( double ) w1[0] ) / c );
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if ( w2[0] < 0 )
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w2[0] = 0;
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w3[0] = 1.0f - w1[0] - w2[0];
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}
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DO_INLINE void collision_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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to[0] = to[1] = to[2] = 0;
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VECADDMUL ( to, v1, w1 );
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VECADDMUL ( to, v2, w2 );
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VECADDMUL ( to, v3, w3 );
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}
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int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifierData *collmd )
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{
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int result = 0;
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LinkNode *search = NULL;
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CollPair *collpair = NULL;
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Cloth *cloth1;
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float w1, w2, w3, u1, u2, u3;
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float v1[3], v2[3], relativeVelocity[3];
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float magrelVel;
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float epsilon2 = collmd->bvh->epsilon;
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cloth1 = clmd->clothObject;
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search = clmd->coll_parms->collision_list;
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while ( search )
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{
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collpair = search->link;
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// compute barycentric coordinates for both collision points
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collision_compute_barycentric ( collpair->pa,
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cloth1->verts[collpair->ap1].txold,
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cloth1->verts[collpair->ap2].txold,
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cloth1->verts[collpair->ap3].txold,
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&w1, &w2, &w3 );
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// was: txold
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collision_compute_barycentric ( collpair->pb,
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collmd->current_x[collpair->bp1].co,
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collmd->current_x[collpair->bp2].co,
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collmd->current_x[collpair->bp3].co,
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&u1, &u2, &u3 );
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// Calculate relative "velocity".
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collision_interpolateOnTriangle ( v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3 );
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collision_interpolateOnTriangle ( v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3 );
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VECSUB ( relativeVelocity, v2, v1 );
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// Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal').
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magrelVel = INPR ( relativeVelocity, collpair->normal );
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// printf("magrelVel: %f\n", magrelVel);
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// Calculate masses of points.
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// TODO
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// If v_n_mag < 0 the edges are approaching each other.
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if ( magrelVel > ALMOST_ZERO )
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{
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// Calculate Impulse magnitude to stop all motion in normal direction.
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float magtangent = 0, repulse = 0, d = 0;
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double impulse = 0.0;
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float vrel_t_pre[3];
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float temp[3];
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// calculate tangential velocity
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VECCOPY ( temp, collpair->normal );
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VecMulf ( temp, magrelVel );
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VECSUB ( vrel_t_pre, relativeVelocity, temp );
|
|
|
|
// Decrease in magnitude of relative tangential velocity due to coulomb friction
|
|
// in original formula "magrelVel" should be the "change of relative velocity in normal direction"
|
|
magtangent = MIN2 ( clmd->coll_parms->friction * 0.01 * magrelVel,sqrt ( INPR ( vrel_t_pre,vrel_t_pre ) ) );
|
|
|
|
// Apply friction impulse.
|
|
if ( magtangent > ALMOST_ZERO )
|
|
{
|
|
Normalize ( vrel_t_pre );
|
|
|
|
impulse = 2.0 * magtangent / ( 1.0 + w1*w1 + w2*w2 + w3*w3 );
|
|
VECADDMUL ( cloth1->verts[collpair->ap1].impulse, vrel_t_pre, w1 * impulse );
|
|
VECADDMUL ( cloth1->verts[collpair->ap2].impulse, vrel_t_pre, w2 * impulse );
|
|
VECADDMUL ( cloth1->verts[collpair->ap3].impulse, vrel_t_pre, w3 * impulse );
|
|
}
|
|
|
|
// Apply velocity stopping impulse
|
|
// I_c = m * v_N / 2.0
|
|
// no 2.0 * magrelVel normally, but looks nicer DG
|
|
impulse = magrelVel / ( 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++;
|
|
|
|
// Apply repulse impulse if distance too short
|
|
// I_r = -min(dt*kd, m(0,1d/dt - v_n))
|
|
d = clmd->coll_parms->epsilon*8.0/9.0 + epsilon2*8.0/9.0 - collpair->distance;
|
|
if ( ( magrelVel < 0.1*d*clmd->sim_parms->stepsPerFrame ) && ( d > ALMOST_ZERO ) )
|
|
{
|
|
repulse = MIN2 ( d*1.0/clmd->sim_parms->stepsPerFrame, 0.1*d*clmd->sim_parms->stepsPerFrame - magrelVel );
|
|
|
|
// stay on the safe side and clamp repulse
|
|
if ( impulse > ALMOST_ZERO )
|
|
repulse = MIN2 ( repulse, 5.0*impulse );
|
|
repulse = MAX2 ( impulse, repulse );
|
|
|
|
impulse = repulse / ( 1.0 + w1*w1 + w2*w2 + w3*w3 ); // original 2.0 / 0.25
|
|
VECADDMUL ( cloth1->verts[collpair->ap1].impulse, collpair->normal, impulse );
|
|
VECADDMUL ( cloth1->verts[collpair->ap2].impulse, collpair->normal, impulse );
|
|
VECADDMUL ( cloth1->verts[collpair->ap3].impulse, collpair->normal, impulse );
|
|
}
|
|
|
|
result = 1;
|
|
}
|
|
|
|
search = search->next;
|
|
}
|
|
|
|
|
|
return result;
|
|
}
|
|
|
|
int cloth_collision_response_moving_tris ( ClothModifierData *clmd, ClothModifierData *coll_clmd )
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
|
|
int cloth_collision_response_moving_edges ( ClothModifierData *clmd, ClothModifierData *coll_clmd )
|
|
{
|
|
return 1;
|
|
}
|
|
|
|
void cloth_collision_static ( ModifierData *md1, ModifierData *md2, CollisionTree *tree1, CollisionTree *tree2 )
|
|
{
|
|
ClothModifierData *clmd = ( ClothModifierData * ) md1;
|
|
CollisionModifierData *collmd = ( CollisionModifierData * ) md2;
|
|
CollPair *collpair = NULL;
|
|
Cloth *cloth1=NULL;
|
|
MFace *face1=NULL, *face2=NULL;
|
|
ClothVertex *verts1=NULL;
|
|
double distance = 0;
|
|
float epsilon = clmd->coll_parms->epsilon;
|
|
float epsilon2 = ( ( CollisionModifierData * ) md2 )->bvh->epsilon;
|
|
unsigned int i = 0;
|
|
|
|
for ( i = 0; i < 4; i++ )
|
|
{
|
|
collpair = ( CollPair * ) MEM_callocN ( sizeof ( CollPair ), "cloth coll pair" );
|
|
|
|
cloth1 = clmd->clothObject;
|
|
|
|
verts1 = cloth1->verts;
|
|
|
|
face1 = & ( cloth1->mfaces[tree1->tri_index] );
|
|
face2 = & ( collmd->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
|
|
#ifdef WITH_BULLET
|
|
distance = plNearestPoints (
|
|
verts1[collpair->ap1].txold, verts1[collpair->ap2].txold, verts1[collpair->ap3].txold, collmd->current_x[collpair->bp1].co, collmd->current_x[collpair->bp2].co, collmd->current_x[collpair->bp3].co, collpair->pa,collpair->pb,collpair->vector );
|
|
#else
|
|
// just be sure that we don't add anything
|
|
distance = 2.0 * ( epsilon + epsilon2 + ALMOST_ZERO );
|
|
#endif
|
|
if ( distance <= ( epsilon + epsilon2 + 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_prepend ( &clmd->coll_parms->collision_list, collpair );
|
|
|
|
}
|
|
else
|
|
{
|
|
MEM_freeN ( collpair );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
MEM_freeN ( collpair );
|
|
}
|
|
}
|
|
}
|
|
|
|
int cloth_are_edges_adjacent ( ClothModifierData *clmd, ClothModifierData *coll_clmd, EdgeCollPair *edgecollpair )
|
|
{
|
|
Cloth *cloth1 = NULL, *cloth2 = NULL;
|
|
ClothVertex *verts1 = NULL, *verts2 = NULL;
|
|
float temp[3];
|
|
|
|
cloth1 = clmd->clothObject;
|
|
cloth2 = coll_clmd->clothObject;
|
|
|
|
verts1 = cloth1->verts;
|
|
verts2 = cloth2->verts;
|
|
|
|
VECSUB ( temp, verts1[edgecollpair->p11].xold, verts2[edgecollpair->p21].xold );
|
|
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
|
return 1;
|
|
|
|
VECSUB ( temp, verts1[edgecollpair->p11].xold, verts2[edgecollpair->p22].xold );
|
|
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
|
return 1;
|
|
|
|
VECSUB ( temp, verts1[edgecollpair->p12].xold, verts2[edgecollpair->p21].xold );
|
|
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
|
return 1;
|
|
|
|
VECSUB ( temp, verts1[edgecollpair->p12].xold, verts2[edgecollpair->p22].xold );
|
|
if ( ABS ( INPR ( temp, temp ) ) < ALMOST_ZERO )
|
|
return 1;
|
|
|
|
return 0;
|
|
}
|
|
|
|
void cloth_collision_moving_edges ( ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2 )
|
|
{
|
|
EdgeCollPair edgecollpair;
|
|
Cloth *cloth1=NULL, *cloth2=NULL;
|
|
MFace *face1=NULL, *face2=NULL;
|
|
ClothVertex *verts1=NULL, *verts2=NULL;
|
|
unsigned int i = 0, j = 0, k = 0;
|
|
int numsolutions = 0;
|
|
float a[3], b[3], c[3], d[3], e[3], f[3], solution[3];
|
|
|
|
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] );
|
|
|
|
for ( i = 0; i < 5; i++ )
|
|
{
|
|
if ( i == 0 )
|
|
{
|
|
edgecollpair.p11 = face1->v1;
|
|
edgecollpair.p12 = face1->v2;
|
|
}
|
|
else if ( i == 1 )
|
|
{
|
|
edgecollpair.p11 = face1->v2;
|
|
edgecollpair.p12 = face1->v3;
|
|
}
|
|
else if ( i == 2 )
|
|
{
|
|
if ( face1->v4 )
|
|
{
|
|
edgecollpair.p11 = face1->v3;
|
|
edgecollpair.p12 = face1->v4;
|
|
}
|
|
else
|
|
{
|
|
edgecollpair.p11 = face1->v3;
|
|
edgecollpair.p12 = face1->v1;
|
|
i+=5; // get out of here after this edge pair is handled
|
|
}
|
|
}
|
|
else if ( i == 3 )
|
|
{
|
|
if ( face1->v4 )
|
|
{
|
|
edgecollpair.p11 = face1->v4;
|
|
edgecollpair.p12 = face1->v1;
|
|
}
|
|
else
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
edgecollpair.p11 = face1->v3;
|
|
edgecollpair.p12 = face1->v1;
|
|
}
|
|
|
|
|
|
for ( j = 0; j < 5; j++ )
|
|
{
|
|
if ( j == 0 )
|
|
{
|
|
edgecollpair.p21 = face2->v1;
|
|
edgecollpair.p22 = face2->v2;
|
|
}
|
|
else if ( j == 1 )
|
|
{
|
|
edgecollpair.p21 = face2->v2;
|
|
edgecollpair.p22 = face2->v3;
|
|
}
|
|
else if ( j == 2 )
|
|
{
|
|
if ( face2->v4 )
|
|
{
|
|
edgecollpair.p21 = face2->v3;
|
|
edgecollpair.p22 = face2->v4;
|
|
}
|
|
else
|
|
{
|
|
edgecollpair.p21 = face2->v3;
|
|
edgecollpair.p22 = face2->v1;
|
|
}
|
|
}
|
|
else if ( j == 3 )
|
|
{
|
|
if ( face2->v4 )
|
|
{
|
|
edgecollpair.p21 = face2->v4;
|
|
edgecollpair.p22 = face2->v1;
|
|
}
|
|
else
|
|
continue;
|
|
}
|
|
else
|
|
{
|
|
edgecollpair.p21 = face2->v3;
|
|
edgecollpair.p22 = face2->v1;
|
|
}
|
|
|
|
|
|
if ( !cloth_are_edges_adjacent ( clmd, coll_clmd, &edgecollpair ) )
|
|
{
|
|
VECSUB ( a, verts1[edgecollpair.p12].xold, verts1[edgecollpair.p11].xold );
|
|
VECSUB ( b, verts1[edgecollpair.p12].v, verts1[edgecollpair.p11].v );
|
|
VECSUB ( c, verts1[edgecollpair.p21].xold, verts1[edgecollpair.p11].xold );
|
|
VECSUB ( d, verts1[edgecollpair.p21].v, verts1[edgecollpair.p11].v );
|
|
VECSUB ( e, verts2[edgecollpair.p22].xold, verts1[edgecollpair.p11].xold );
|
|
VECSUB ( f, verts2[edgecollpair.p22].v, verts1[edgecollpair.p11].v );
|
|
|
|
numsolutions = cloth_get_collision_time ( a, b, c, d, e, f, solution );
|
|
|
|
for ( k = 0; k < numsolutions; k++ )
|
|
{
|
|
if ( ( solution[k] >= 0.0 ) && ( solution[k] <= 1.0 ) )
|
|
{
|
|
//float out_collisionTime = solution[k];
|
|
|
|
// TODO: check for collisions
|
|
|
|
// TODO: put into (edge) collision list
|
|
|
|
// printf("Moving edge found!\n");
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void cloth_collision_moving_tris ( ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2 )
|
|
{
|
|
CollPair collpair;
|
|
Cloth *cloth1=NULL, *cloth2=NULL;
|
|
MFace *face1=NULL, *face2=NULL;
|
|
ClothVertex *verts1=NULL, *verts2=NULL;
|
|
unsigned int i = 0, j = 0, k = 0;
|
|
int numsolutions = 0;
|
|
float a[3], b[3], c[3], d[3], e[3], f[3], solution[3];
|
|
|
|
for ( i = 0; i < 2; i++ )
|
|
{
|
|
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.pointsb[0] = face2->v1;
|
|
collpair.pointsb[1] = face2->v2;
|
|
collpair.pointsb[2] = face2->v3;
|
|
collpair.pointsb[3] = face2->v4;
|
|
}
|
|
|
|
if ( i == 1 )
|
|
{
|
|
if ( face1->v4 )
|
|
{
|
|
collpair.ap1 = face1->v3;
|
|
collpair.ap2 = face1->v4;
|
|
collpair.ap3 = face1->v1;
|
|
|
|
collpair.pointsb[0] = face2->v1;
|
|
collpair.pointsb[1] = face2->v2;
|
|
collpair.pointsb[2] = face2->v3;
|
|
collpair.pointsb[3] = face2->v4;
|
|
}
|
|
else
|
|
i++;
|
|
}
|
|
|
|
// calc SIPcode (?)
|
|
|
|
if ( i < 2 )
|
|
{
|
|
VECSUB ( a, verts1[collpair.ap2].xold, verts1[collpair.ap1].xold );
|
|
VECSUB ( b, verts1[collpair.ap2].v, verts1[collpair.ap1].v );
|
|
VECSUB ( c, verts1[collpair.ap3].xold, verts1[collpair.ap1].xold );
|
|
VECSUB ( d, verts1[collpair.ap3].v, verts1[collpair.ap1].v );
|
|
|
|
for ( j = 0; j < 4; j++ )
|
|
{
|
|
if ( ( j==3 ) && ! ( face2->v4 ) )
|
|
break;
|
|
|
|
VECSUB ( e, verts2[collpair.pointsb[j]].xold, verts1[collpair.ap1].xold );
|
|
VECSUB ( f, verts2[collpair.pointsb[j]].v, verts1[collpair.ap1].v );
|
|
|
|
numsolutions = cloth_get_collision_time ( a, b, c, d, e, f, solution );
|
|
|
|
for ( k = 0; k < numsolutions; k++ )
|
|
{
|
|
if ( ( solution[k] >= 0.0 ) && ( solution[k] <= 1.0 ) )
|
|
{
|
|
//float out_collisionTime = solution[k];
|
|
|
|
// TODO: check for collisions
|
|
|
|
// TODO: put into (point-face) collision list
|
|
|
|
// printf("Moving found!\n");
|
|
|
|
}
|
|
}
|
|
|
|
// TODO: check borders for collisions
|
|
}
|
|
|
|
}
|
|
}
|
|
}
|
|
|
|
void cloth_collision_moving ( ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2 )
|
|
{
|
|
// TODO: check for adjacent
|
|
cloth_collision_moving_edges ( clmd, coll_clmd, tree1, tree2 );
|
|
|
|
cloth_collision_moving_tris ( clmd, coll_clmd, tree1, tree2 );
|
|
cloth_collision_moving_tris ( coll_clmd, clmd, tree2, tree1 );
|
|
}
|
|
|
|
void cloth_free_collision_list ( ClothModifierData *clmd )
|
|
{
|
|
// 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;
|
|
}
|
|
}
|
|
|
|
int cloth_bvh_objcollisions_do ( ClothModifierData * clmd, CollisionModifierData *collmd, float step, float dt )
|
|
{
|
|
Cloth *cloth = clmd->clothObject;
|
|
BVH *cloth_bvh= ( BVH * ) cloth->tree;
|
|
long i=0, j = 0, numfaces = 0, numverts = 0;
|
|
ClothVertex *verts = NULL;
|
|
int ret = 0;
|
|
unsigned int result = 0;
|
|
float tnull[3] = {0,0,0};
|
|
|
|
numfaces = clmd->clothObject->numfaces;
|
|
numverts = clmd->clothObject->numverts;
|
|
|
|
verts = cloth->verts;
|
|
|
|
if ( collmd->bvh )
|
|
{
|
|
/* get pointer to bounding volume hierarchy */
|
|
BVH *coll_bvh = collmd->bvh;
|
|
|
|
/* move object to position (step) in time */
|
|
collision_move_object ( collmd, step + dt, step );
|
|
|
|
/* search for overlapping collision pairs */
|
|
bvh_traverse ( ( ModifierData * ) clmd, ( ModifierData * ) collmd, cloth_bvh->root, coll_bvh->root, step, cloth_collision_static, 0 );
|
|
}
|
|
else
|
|
{
|
|
if ( G.rt > 0 )
|
|
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 < 5; j++ ) // 5 is just a value that ensures convergence
|
|
{
|
|
result = 0;
|
|
|
|
if ( collmd->bvh )
|
|
result += cloth_collision_response_static ( clmd, collmd );
|
|
|
|
// apply impulses in parallel
|
|
if ( result )
|
|
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;
|
|
|
|
ret++;
|
|
}
|
|
}
|
|
|
|
if ( !result )
|
|
break;
|
|
}
|
|
|
|
cloth_free_collision_list ( clmd );
|
|
|
|
return ret;
|
|
}
|
|
|
|
// cloth - object collisions
|
|
int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
|
|
{
|
|
Base *base=NULL;
|
|
CollisionModifierData *collmd=NULL;
|
|
Cloth *cloth=NULL;
|
|
Object *coll_ob=NULL;
|
|
BVH *cloth_bvh=NULL;
|
|
long i=0, j = 0, numfaces = 0, numverts = 0;
|
|
unsigned int result = 0, rounds = 0; // result counts applied collisions; ic is for debug output;
|
|
ClothVertex *verts = NULL;
|
|
int ret = 0;
|
|
ClothModifierData *tclmd;
|
|
int collisions = 0, count = 0;
|
|
|
|
if ( ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ ) || ! ( ( ( Cloth * ) clmd->clothObject )->tree ) )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
cloth = clmd->clothObject;
|
|
verts = cloth->verts;
|
|
cloth_bvh = ( BVH * ) cloth->tree;
|
|
numfaces = clmd->clothObject->numfaces;
|
|
numverts = clmd->clothObject->numverts;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// static collisions
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// update cloth bvh
|
|
bvh_update_from_cloth ( clmd, 0 ); // 0 means STATIC, 1 means MOVING (see later in this function)
|
|
|
|
do
|
|
{
|
|
result = 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;
|
|
collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
|
|
|
|
if ( !collmd )
|
|
{
|
|
if ( coll_ob->dup_group )
|
|
{
|
|
GroupObject *go;
|
|
Group *group = coll_ob->dup_group;
|
|
|
|
for ( go= group->gobject.first; go; go= go->next )
|
|
{
|
|
coll_ob = go->ob;
|
|
|
|
collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
|
|
|
|
if ( !collmd )
|
|
continue;
|
|
|
|
tclmd = ( ClothModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Cloth );
|
|
if ( tclmd == clmd )
|
|
continue;
|
|
|
|
ret += cloth_bvh_objcollisions_do ( clmd, collmd, step, dt );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
tclmd = ( ClothModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Cloth );
|
|
if ( tclmd == clmd )
|
|
continue;
|
|
|
|
ret += cloth_bvh_objcollisions_do ( clmd, collmd, step, dt );
|
|
}
|
|
}
|
|
rounds++;
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// update positions
|
|
// this is needed for bvh_calc_DOP_hull_moving() [kdop.c]
|
|
////////////////////////////////////////////////////////////
|
|
|
|
// verts come from clmd
|
|
for ( i = 0; i < numverts; i++ )
|
|
{
|
|
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
|
|
{
|
|
if ( verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
VECADD ( verts[i].tx, verts[i].txold, verts[i].tv );
|
|
}
|
|
////////////////////////////////////////////////////////////
|
|
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// Test on *simple* selfcollisions
|
|
////////////////////////////////////////////////////////////
|
|
if ( clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_SELF )
|
|
{
|
|
collisions = 1;
|
|
verts = cloth->verts; // needed for openMP
|
|
|
|
for ( count = 0; count < clmd->coll_parms->self_loop_count; count++ )
|
|
{
|
|
if ( collisions )
|
|
{
|
|
collisions = 0;
|
|
#pragma omp parallel for private(i,j, collisions) shared(verts, ret)
|
|
for ( i = 0; i < cloth->numverts; i++ )
|
|
{
|
|
for ( j = i + 1; j < cloth->numverts; j++ )
|
|
{
|
|
float temp[3];
|
|
float length = 0;
|
|
float mindistance = clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len + cloth->verts[j].avg_spring_len );
|
|
|
|
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
|
|
{
|
|
if ( ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
|
&& ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED ) )
|
|
{
|
|
continue;
|
|
}
|
|
}
|
|
|
|
VECSUB ( temp, verts[i].tx, verts[j].tx );
|
|
|
|
if ( ( ABS ( temp[0] ) > mindistance ) || ( ABS ( temp[1] ) > mindistance ) || ( ABS ( temp[2] ) > mindistance ) ) continue;
|
|
|
|
// check for adjacent points (i must be smaller j)
|
|
if ( BLI_edgehash_haskey ( cloth->edgehash, i, j ) )
|
|
{
|
|
continue;
|
|
}
|
|
|
|
length = Normalize ( temp );
|
|
|
|
if ( length < mindistance )
|
|
{
|
|
float correction = mindistance - length;
|
|
|
|
if ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
|
{
|
|
VecMulf ( temp, -correction );
|
|
VECADD ( verts[j].tx, verts[j].tx, temp );
|
|
}
|
|
else if ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED )
|
|
{
|
|
VecMulf ( temp, correction );
|
|
VECADD ( verts[i].tx, verts[i].tx, temp );
|
|
}
|
|
else
|
|
{
|
|
VecMulf ( temp, -correction*0.5 );
|
|
VECADD ( verts[j].tx, verts[j].tx, temp );
|
|
|
|
VECSUB ( verts[i].tx, verts[i].tx, temp );
|
|
}
|
|
|
|
collisions = 1;
|
|
|
|
if ( !ret )
|
|
{
|
|
#pragma omp critical
|
|
{
|
|
ret = 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
////////////////////////////////////////////////////////////
|
|
|
|
////////////////////////////////////////////////////////////
|
|
// SELFCOLLISIONS: update velocities
|
|
////////////////////////////////////////////////////////////
|
|
if ( ret )
|
|
{
|
|
for ( i = 0; i < cloth->numverts; i++ )
|
|
{
|
|
if ( ! ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED ) )
|
|
VECSUB ( verts[i].tv, verts[i].tx, verts[i].txold );
|
|
}
|
|
}
|
|
////////////////////////////////////////////////////////////
|
|
}
|
|
}
|
|
while ( result && ( clmd->coll_parms->loop_count>rounds ) );
|
|
|
|
return MIN2 ( ret, 1 );
|
|
}
|