Instead of handling contact tests and collision response in the same function in collision.c, first generate contact points and return them as a list, then free at the end of the stepping function. This way the contact response can be integrated into the conjugate gradient method properly instead of using the hackish and unstable double evaluation that is currently used.
		
			
				
	
	
		
			1499 lines
		
	
	
		
			45 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			1499 lines
		
	
	
		
			45 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/*
 | 
						|
 * ***** BEGIN GPL 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.
 | 
						|
 *
 | 
						|
 * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, 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 LICENSE BLOCK *****
 | 
						|
 */
 | 
						|
 | 
						|
/** \file blender/blenkernel/intern/collision.c
 | 
						|
 *  \ingroup bke
 | 
						|
 */
 | 
						|
 | 
						|
 | 
						|
#include "MEM_guardedalloc.h"
 | 
						|
 | 
						|
#include "DNA_cloth_types.h"
 | 
						|
#include "DNA_effect_types.h"
 | 
						|
#include "DNA_group_types.h"
 | 
						|
#include "DNA_object_types.h"
 | 
						|
#include "DNA_object_force.h"
 | 
						|
#include "DNA_scene_types.h"
 | 
						|
#include "DNA_meshdata_types.h"
 | 
						|
 | 
						|
#include "BLI_utildefines.h"
 | 
						|
#include "BLI_blenlib.h"
 | 
						|
#include "BLI_math.h"
 | 
						|
#include "BLI_edgehash.h"
 | 
						|
 | 
						|
#include "BKE_cloth.h"
 | 
						|
#include "BKE_effect.h"
 | 
						|
#include "BKE_modifier.h"
 | 
						|
#include "BKE_scene.h"
 | 
						|
 | 
						|
#ifdef WITH_BULLET
 | 
						|
#include "Bullet-C-Api.h"
 | 
						|
#endif
 | 
						|
#include "BLI_kdopbvh.h"
 | 
						|
#include "BKE_collision.h"
 | 
						|
 | 
						|
#ifdef WITH_ELTOPO
 | 
						|
#include "eltopo-capi.h"
 | 
						|
#endif
 | 
						|
 | 
						|
 | 
						|
/* ==== hash functions for debugging ==== */
 | 
						|
static unsigned int hash_int_2d(unsigned int kx, unsigned int ky)
 | 
						|
{
 | 
						|
#define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k))))
 | 
						|
 | 
						|
	unsigned int a, b, c;
 | 
						|
 | 
						|
	a = b = c = 0xdeadbeef + (2 << 2) + 13;
 | 
						|
	a += kx;
 | 
						|
	b += ky;
 | 
						|
 | 
						|
	c ^= b; c -= rot(b,14);
 | 
						|
	a ^= c; a -= rot(c,11);
 | 
						|
	b ^= a; b -= rot(a,25);
 | 
						|
	c ^= b; c -= rot(b,16);
 | 
						|
	a ^= c; a -= rot(c,4);
 | 
						|
	b ^= a; b -= rot(a,14);
 | 
						|
	c ^= b; c -= rot(b,24);
 | 
						|
 | 
						|
	return c;
 | 
						|
 | 
						|
#undef rot
 | 
						|
}
 | 
						|
 | 
						|
static int hash_vertex(int type, int vertex)
 | 
						|
{
 | 
						|
	return hash_int_2d((unsigned int)type, (unsigned int)vertex);
 | 
						|
}
 | 
						|
 | 
						|
static int hash_collpair(int type, CollPair *collpair)
 | 
						|
{
 | 
						|
	return hash_int_2d((unsigned int)type, hash_int_2d((unsigned int)collpair->face1, (unsigned int)collpair->face2));
 | 
						|
}
 | 
						|
/* ================ */
 | 
						|
 | 
						|
/***********************************
 | 
						|
Collision modifier code start
 | 
						|
***********************************/
 | 
						|
 | 
						|
/* step is limited from 0 (frame start position) to 1 (frame end position) */
 | 
						|
void collision_move_object(CollisionModifierData *collmd, float step, float prevstep)
 | 
						|
{
 | 
						|
	float tv[3] = {0, 0, 0};
 | 
						|
	unsigned int i = 0;
 | 
						|
 | 
						|
	for ( i = 0; i < collmd->numverts; i++ ) {
 | 
						|
		sub_v3_v3v3(tv, collmd->xnew[i].co, collmd->x[i].co);
 | 
						|
		VECADDS(collmd->current_x[i].co, collmd->x[i].co, tv, prevstep);
 | 
						|
		VECADDS(collmd->current_xnew[i].co, collmd->x[i].co, tv, step);
 | 
						|
		sub_v3_v3v3(collmd->current_v[i].co, collmd->current_xnew[i].co, collmd->current_x[i].co);
 | 
						|
	}
 | 
						|
 | 
						|
	bvhtree_update_from_mvert ( collmd->bvhtree, collmd->mfaces, collmd->numfaces, collmd->current_x, collmd->current_xnew, collmd->numverts, 1 );
 | 
						|
}
 | 
						|
 | 
						|
BVHTree *bvhtree_build_from_mvert ( MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int UNUSED(numverts), float epsilon )
 | 
						|
{
 | 
						|
	BVHTree *tree;
 | 
						|
	float co[12];
 | 
						|
	unsigned int i;
 | 
						|
	MFace *tface = mfaces;
 | 
						|
 | 
						|
	tree = BLI_bvhtree_new ( numfaces*2, epsilon, 4, 26 );
 | 
						|
 | 
						|
	// fill tree
 | 
						|
	for ( i = 0; i < numfaces; i++, tface++ ) {
 | 
						|
		copy_v3_v3 ( &co[0*3], x[tface->v1].co );
 | 
						|
		copy_v3_v3 ( &co[1*3], x[tface->v2].co );
 | 
						|
		copy_v3_v3 ( &co[2*3], x[tface->v3].co );
 | 
						|
		if ( tface->v4 )
 | 
						|
			copy_v3_v3 ( &co[3*3], x[tface->v4].co );
 | 
						|
 | 
						|
		BLI_bvhtree_insert ( tree, i, co, ( mfaces->v4 ? 4 : 3 ) );
 | 
						|
	}
 | 
						|
 | 
						|
	// balance tree
 | 
						|
	BLI_bvhtree_balance ( tree );
 | 
						|
 | 
						|
	return tree;
 | 
						|
}
 | 
						|
 | 
						|
void bvhtree_update_from_mvert(BVHTree *bvhtree, MFace *faces, int numfaces, MVert *x, MVert *xnew, int UNUSED(numverts), int moving )
 | 
						|
{
 | 
						|
	int i;
 | 
						|
	MFace *mfaces = faces;
 | 
						|
	float co[12], co_moving[12];
 | 
						|
	bool ret = false;
 | 
						|
 | 
						|
	if ( !bvhtree )
 | 
						|
		return;
 | 
						|
 | 
						|
	if ( x ) {
 | 
						|
		for ( i = 0; i < numfaces; i++, mfaces++ ) {
 | 
						|
			copy_v3_v3 ( &co[0*3], x[mfaces->v1].co );
 | 
						|
			copy_v3_v3 ( &co[1*3], x[mfaces->v2].co );
 | 
						|
			copy_v3_v3 ( &co[2*3], x[mfaces->v3].co );
 | 
						|
			if ( mfaces->v4 )
 | 
						|
				copy_v3_v3 ( &co[3*3], x[mfaces->v4].co );
 | 
						|
 | 
						|
			// copy new locations into array
 | 
						|
			if ( moving && xnew ) {
 | 
						|
				// update moving positions
 | 
						|
				copy_v3_v3 ( &co_moving[0*3], xnew[mfaces->v1].co );
 | 
						|
				copy_v3_v3 ( &co_moving[1*3], xnew[mfaces->v2].co );
 | 
						|
				copy_v3_v3 ( &co_moving[2*3], xnew[mfaces->v3].co );
 | 
						|
				if ( mfaces->v4 )
 | 
						|
					copy_v3_v3 ( &co_moving[3*3], xnew[mfaces->v4].co );
 | 
						|
 | 
						|
				ret = BLI_bvhtree_update_node ( bvhtree, i, co, co_moving, ( mfaces->v4 ? 4 : 3 ) );
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				ret = BLI_bvhtree_update_node ( bvhtree, i, co, NULL, ( mfaces->v4 ? 4 : 3 ) );
 | 
						|
			}
 | 
						|
 | 
						|
			// check if tree is already full
 | 
						|
			if ( !ret )
 | 
						|
				break;
 | 
						|
		}
 | 
						|
 | 
						|
		BLI_bvhtree_update_tree ( bvhtree );
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/***********************************
 | 
						|
Collision modifier code end
 | 
						|
***********************************/
 | 
						|
 | 
						|
// w3 is not perfect
 | 
						|
static void collision_compute_barycentric ( float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3 )
 | 
						|
{
 | 
						|
	/* dot_v3v3 */
 | 
						|
#define INPR(v1, v2) ( (v1)[0] * (v2)[0] + (v1)[1] * (v2)[1] + (v1)[2] * (v2)[2])
 | 
						|
 | 
						|
	double	tempV1[3], tempV2[3], tempV4[3];
 | 
						|
	double	a, b, c, d, e, f;
 | 
						|
 | 
						|
	VECSUB ( tempV1, p1, p3 );
 | 
						|
	VECSUB ( tempV2, p2, p3 );
 | 
						|
	VECSUB ( tempV4, pv, p3 );
 | 
						|
 | 
						|
	a = INPR ( tempV1, tempV1 );
 | 
						|
	b = INPR ( tempV1, tempV2 );
 | 
						|
	c = INPR ( tempV2, tempV2 );
 | 
						|
	e = INPR ( tempV1, tempV4 );
 | 
						|
	f = INPR ( tempV2, tempV4 );
 | 
						|
 | 
						|
	d = ( a * c - b * b );
 | 
						|
 | 
						|
	if ( ABS ( d ) < (double)ALMOST_ZERO ) {
 | 
						|
		*w1 = *w2 = *w3 = 1.0 / 3.0;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
 | 
						|
	w1[0] = ( float ) ( ( e * c - b * f ) / d );
 | 
						|
 | 
						|
	if ( w1[0] < 0 )
 | 
						|
		w1[0] = 0;
 | 
						|
 | 
						|
	w2[0] = ( float ) ( ( f - b * ( double ) w1[0] ) / c );
 | 
						|
 | 
						|
	if ( w2[0] < 0 )
 | 
						|
		w2[0] = 0;
 | 
						|
 | 
						|
	w3[0] = 1.0f - w1[0] - w2[0];
 | 
						|
 | 
						|
#undef INPR
 | 
						|
}
 | 
						|
 | 
						|
#ifdef __GNUC__
 | 
						|
#  pragma GCC diagnostic push
 | 
						|
#  pragma GCC diagnostic ignored "-Wdouble-promotion"
 | 
						|
#endif
 | 
						|
 | 
						|
DO_INLINE void collision_interpolateOnTriangle ( float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3 )
 | 
						|
{
 | 
						|
	zero_v3(to);
 | 
						|
	VECADDMUL(to, v1, w1);
 | 
						|
	VECADDMUL(to, v2, w2);
 | 
						|
	VECADDMUL(to, v3, w3);
 | 
						|
}
 | 
						|
 | 
						|
static int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, CollPair *collision_end )
 | 
						|
{
 | 
						|
	int result = 0;
 | 
						|
	Cloth *cloth1;
 | 
						|
	float w1, w2, w3, u1, u2, u3;
 | 
						|
	float v1[3], v2[3], relativeVelocity[3];
 | 
						|
	float magrelVel;
 | 
						|
	float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
 | 
						|
 | 
						|
	cloth1 = clmd->clothObject;
 | 
						|
 | 
						|
	for ( ; collpair != collision_end; collpair++ ) {
 | 
						|
		float i1[3], i2[3], i3[3];
 | 
						|
 | 
						|
		zero_v3(i1);
 | 
						|
		zero_v3(i2);
 | 
						|
		zero_v3(i3);
 | 
						|
 | 
						|
		/* only handle static collisions here */
 | 
						|
		if ( collpair->flag & COLLISION_IN_FUTURE )
 | 
						|
			continue;
 | 
						|
 | 
						|
		/* compute barycentric coordinates for both collision points */
 | 
						|
		collision_compute_barycentric ( collpair->pa,
 | 
						|
			cloth1->verts[collpair->ap1].txold,
 | 
						|
			cloth1->verts[collpair->ap2].txold,
 | 
						|
			cloth1->verts[collpair->ap3].txold,
 | 
						|
			&w1, &w2, &w3 );
 | 
						|
 | 
						|
		/* was: txold */
 | 
						|
		collision_compute_barycentric ( collpair->pb,
 | 
						|
			collmd->current_x[collpair->bp1].co,
 | 
						|
			collmd->current_x[collpair->bp2].co,
 | 
						|
			collmd->current_x[collpair->bp3].co,
 | 
						|
			&u1, &u2, &u3 );
 | 
						|
 | 
						|
		/* Calculate relative "velocity". */
 | 
						|
		collision_interpolateOnTriangle ( v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3 );
 | 
						|
 | 
						|
		collision_interpolateOnTriangle ( v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3 );
 | 
						|
 | 
						|
		sub_v3_v3v3(relativeVelocity, v2, v1);
 | 
						|
 | 
						|
		/* Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal'). */
 | 
						|
		magrelVel = dot_v3v3(relativeVelocity, collpair->normal);
 | 
						|
 | 
						|
		/* printf("magrelVel: %f\n", magrelVel); */
 | 
						|
 | 
						|
		/* Calculate masses of points.
 | 
						|
		 * TODO */
 | 
						|
 | 
						|
		/* If v_n_mag < 0 the edges are approaching each other. */
 | 
						|
		if ( magrelVel > ALMOST_ZERO ) {
 | 
						|
			/* Calculate Impulse magnitude to stop all motion in normal direction. */
 | 
						|
			float magtangent = 0, repulse = 0, d = 0;
 | 
						|
			double impulse = 0.0;
 | 
						|
			float vrel_t_pre[3];
 | 
						|
			float temp[3], spf;
 | 
						|
 | 
						|
			/* calculate tangential velocity */
 | 
						|
			copy_v3_v3 ( temp, collpair->normal );
 | 
						|
			mul_v3_fl(temp, magrelVel);
 | 
						|
			sub_v3_v3v3(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 = min_ff(clmd->coll_parms->friction * 0.01f * magrelVel, len_v3(vrel_t_pre));
 | 
						|
 | 
						|
			/* Apply friction impulse. */
 | 
						|
			if ( magtangent > ALMOST_ZERO ) {
 | 
						|
				normalize_v3(vrel_t_pre);
 | 
						|
 | 
						|
				impulse = magtangent / ( 1.0f + w1*w1 + w2*w2 + w3*w3 ); /* 2.0 * */
 | 
						|
				VECADDMUL ( i1, vrel_t_pre, w1 * impulse );
 | 
						|
				VECADDMUL ( i2, vrel_t_pre, w2 * impulse );
 | 
						|
				VECADDMUL ( i3, 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 ( i1, collpair->normal, w1 * impulse );
 | 
						|
			cloth1->verts[collpair->ap1].impulse_count++;
 | 
						|
 | 
						|
			VECADDMUL ( i2, collpair->normal, w2 * impulse );
 | 
						|
			cloth1->verts[collpair->ap2].impulse_count++;
 | 
						|
 | 
						|
			VECADDMUL ( i3, 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))
 | 
						|
			 * DG: this formula ineeds to be changed for this code since we apply impulses/repulses like this:
 | 
						|
			 * v += impulse; x_new = x + v;
 | 
						|
			 * We don't use dt!!
 | 
						|
			 * DG TODO: Fix usage of dt here! */
 | 
						|
			spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
 | 
						|
 | 
						|
			d = clmd->coll_parms->epsilon*8.0f/9.0f + epsilon2*8.0f/9.0f - collpair->distance;
 | 
						|
			if ( ( magrelVel < 0.1f*d*spf ) && ( d > ALMOST_ZERO ) ) {
 | 
						|
				repulse = MIN2 ( d*1.0f/spf, 0.1f*d*spf - magrelVel );
 | 
						|
 | 
						|
				/* stay on the safe side and clamp repulse */
 | 
						|
				if ( impulse > ALMOST_ZERO )
 | 
						|
					repulse = min_ff( repulse, 5.0*impulse );
 | 
						|
				repulse = max_ff(impulse, repulse);
 | 
						|
 | 
						|
				impulse = repulse / ( 1.0f + w1*w1 + w2*w2 + w3*w3 ); /* original 2.0 / 0.25 */
 | 
						|
				VECADDMUL ( i1, collpair->normal,  impulse );
 | 
						|
				VECADDMUL ( i2, collpair->normal,  impulse );
 | 
						|
				VECADDMUL ( i3, collpair->normal,  impulse );
 | 
						|
			}
 | 
						|
 | 
						|
			result = 1;
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* Apply repulse impulse if distance too short
 | 
						|
			 * I_r = -min(dt*kd, max(0, 1d/dt - v_n))
 | 
						|
			 * DG: this formula ineeds to be changed for this code since we apply impulses/repulses like this:
 | 
						|
			 * v += impulse; x_new = x + v;
 | 
						|
			 * We don't use dt!! */
 | 
						|
			float spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale;
 | 
						|
 | 
						|
			float d = clmd->coll_parms->epsilon*8.0f/9.0f + epsilon2*8.0f/9.0f - (float)collpair->distance;
 | 
						|
			if ( d > ALMOST_ZERO) {
 | 
						|
				/* stay on the safe side and clamp repulse */
 | 
						|
				float repulse = d*1.0f/spf;
 | 
						|
 | 
						|
				float impulse = repulse / ( 3.0f * ( 1.0f + w1*w1 + w2*w2 + w3*w3 )); /* original 2.0 / 0.25 */
 | 
						|
 | 
						|
				VECADDMUL ( i1, collpair->normal,  impulse );
 | 
						|
				VECADDMUL ( i2, collpair->normal,  impulse );
 | 
						|
				VECADDMUL ( i3, collpair->normal,  impulse );
 | 
						|
 | 
						|
				cloth1->verts[collpair->ap1].impulse_count++;
 | 
						|
				cloth1->verts[collpair->ap2].impulse_count++;
 | 
						|
				cloth1->verts[collpair->ap3].impulse_count++;
 | 
						|
 | 
						|
				result = 1;
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (result) {
 | 
						|
			int i = 0;
 | 
						|
 | 
						|
			for (i = 0; i < 3; i++) {
 | 
						|
				if (cloth1->verts[collpair->ap1].impulse_count > 0 && ABS(cloth1->verts[collpair->ap1].impulse[i]) < ABS(i1[i]))
 | 
						|
					cloth1->verts[collpair->ap1].impulse[i] = i1[i];
 | 
						|
 | 
						|
				if (cloth1->verts[collpair->ap2].impulse_count > 0 && ABS(cloth1->verts[collpair->ap2].impulse[i]) < ABS(i2[i]))
 | 
						|
					cloth1->verts[collpair->ap2].impulse[i] = i2[i];
 | 
						|
 | 
						|
				if (cloth1->verts[collpair->ap3].impulse_count > 0 && ABS(cloth1->verts[collpair->ap3].impulse[i]) < ABS(i3[i]))
 | 
						|
					cloth1->verts[collpair->ap3].impulse[i] = i3[i];
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return result;
 | 
						|
}
 | 
						|
 | 
						|
#ifdef __GNUC__
 | 
						|
#  pragma GCC diagnostic pop
 | 
						|
#endif
 | 
						|
 | 
						|
//Determines collisions on overlap, collisions are written to collpair[i] and collision+number_collision_found is returned
 | 
						|
static CollPair* cloth_collision(ModifierData *md1, ModifierData *md2,
 | 
						|
                                 BVHTreeOverlap *overlap, CollPair *collpair, float UNUSED(dt))
 | 
						|
{
 | 
						|
	ClothModifierData *clmd = (ClothModifierData *)md1;
 | 
						|
	CollisionModifierData *collmd = (CollisionModifierData *) md2;
 | 
						|
	/* Cloth *cloth = clmd->clothObject; */ /* UNUSED */
 | 
						|
	MFace *face1=NULL, *face2 = NULL;
 | 
						|
#ifdef WITH_BULLET
 | 
						|
	ClothVertex *verts1 = clmd->clothObject->verts;
 | 
						|
#endif
 | 
						|
	double distance = 0;
 | 
						|
	float epsilon1 = clmd->coll_parms->epsilon;
 | 
						|
	float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
 | 
						|
	int i;
 | 
						|
 | 
						|
	face1 = & ( clmd->clothObject->mfaces[overlap->indexA] );
 | 
						|
	face2 = & ( collmd->mfaces[overlap->indexB] );
 | 
						|
 | 
						|
	// check all 4 possible collisions
 | 
						|
	for ( i = 0; i < 4; i++ ) {
 | 
						|
		if ( i == 0 ) {
 | 
						|
			// fill faceA
 | 
						|
			collpair->ap1 = face1->v1;
 | 
						|
			collpair->ap2 = face1->v2;
 | 
						|
			collpair->ap3 = face1->v3;
 | 
						|
 | 
						|
			// fill faceB
 | 
						|
			collpair->bp1 = face2->v1;
 | 
						|
			collpair->bp2 = face2->v2;
 | 
						|
			collpair->bp3 = face2->v3;
 | 
						|
		}
 | 
						|
		else if ( i == 1 ) {
 | 
						|
			if ( face1->v4 ) {
 | 
						|
				// fill faceA
 | 
						|
				collpair->ap1 = face1->v1;
 | 
						|
				collpair->ap2 = face1->v3;
 | 
						|
				collpair->ap3 = face1->v4;
 | 
						|
 | 
						|
				// fill faceB
 | 
						|
				collpair->bp1 = face2->v1;
 | 
						|
				collpair->bp2 = face2->v2;
 | 
						|
				collpair->bp3 = face2->v3;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				i++;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if ( i == 2 ) {
 | 
						|
			if ( face2->v4 ) {
 | 
						|
				// fill faceA
 | 
						|
				collpair->ap1 = face1->v1;
 | 
						|
				collpair->ap2 = face1->v2;
 | 
						|
				collpair->ap3 = face1->v3;
 | 
						|
 | 
						|
				// fill faceB
 | 
						|
				collpair->bp1 = face2->v1;
 | 
						|
				collpair->bp2 = face2->v4;
 | 
						|
				collpair->bp3 = face2->v3;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else if ( i == 3 ) {
 | 
						|
			if ( face1->v4 && face2->v4 ) {
 | 
						|
				// fill faceA
 | 
						|
				collpair->ap1 = face1->v1;
 | 
						|
				collpair->ap2 = face1->v3;
 | 
						|
				collpair->ap3 = face1->v4;
 | 
						|
 | 
						|
				// fill faceB
 | 
						|
				collpair->bp1 = face2->v1;
 | 
						|
				collpair->bp2 = face2->v3;
 | 
						|
				collpair->bp3 = face2->v4;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				break;
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
#ifdef WITH_BULLET
 | 
						|
		// calc distance + normal
 | 
						|
		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 * (double)( epsilon1 + epsilon2 + ALMOST_ZERO );
 | 
						|
#endif
 | 
						|
 | 
						|
		// distance -1 means no collision result
 | 
						|
		if (distance != -1.0 && (distance <= (double)(epsilon1 + epsilon2 + ALMOST_ZERO))) {
 | 
						|
			normalize_v3_v3(collpair->normal, collpair->vector);
 | 
						|
 | 
						|
			collpair->distance = distance;
 | 
						|
			collpair->flag = 0;
 | 
						|
			collpair++;
 | 
						|
		}/*
 | 
						|
		else {
 | 
						|
			float w1, w2, w3, u1, u2, u3;
 | 
						|
			float v1[3], v2[3], relativeVelocity[3];
 | 
						|
 | 
						|
			// calc relative velocity
 | 
						|
			
 | 
						|
			// compute barycentric coordinates for both collision points
 | 
						|
			collision_compute_barycentric ( collpair->pa,
 | 
						|
			verts1[collpair->ap1].txold,
 | 
						|
			verts1[collpair->ap2].txold,
 | 
						|
			verts1[collpair->ap3].txold,
 | 
						|
			&w1, &w2, &w3 );
 | 
						|
 | 
						|
			// was: txold
 | 
						|
			collision_compute_barycentric ( collpair->pb,
 | 
						|
			collmd->current_x[collpair->bp1].co,
 | 
						|
			collmd->current_x[collpair->bp2].co,
 | 
						|
			collmd->current_x[collpair->bp3].co,
 | 
						|
			&u1, &u2, &u3 );
 | 
						|
 | 
						|
			// Calculate relative "velocity".
 | 
						|
			collision_interpolateOnTriangle ( v1, verts1[collpair->ap1].tv, verts1[collpair->ap2].tv, verts1[collpair->ap3].tv, w1, w2, w3 );
 | 
						|
 | 
						|
			collision_interpolateOnTriangle ( v2, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3 );
 | 
						|
 | 
						|
			sub_v3_v3v3(relativeVelocity, v2, v1);
 | 
						|
 | 
						|
			if (sqrt(dot_v3v3(relativeVelocity, relativeVelocity)) >= distance)
 | 
						|
			{
 | 
						|
				// check for collision in the future
 | 
						|
				collpair->flag |= COLLISION_IN_FUTURE;
 | 
						|
				collpair++;
 | 
						|
			}
 | 
						|
		}*/
 | 
						|
	}
 | 
						|
	return collpair;
 | 
						|
}
 | 
						|
 | 
						|
static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned int *maxobj, Object *ob, Object *self, int level, unsigned int modifier_type)
 | 
						|
{
 | 
						|
	CollisionModifierData *cmd= NULL;
 | 
						|
 | 
						|
	if (ob == self)
 | 
						|
		return;
 | 
						|
 | 
						|
	/* only get objects with collision modifier */
 | 
						|
	if (((modifier_type == eModifierType_Collision) && ob->pd && ob->pd->deflect) || (modifier_type != eModifierType_Collision))
 | 
						|
		cmd= (CollisionModifierData *)modifiers_findByType(ob, modifier_type);
 | 
						|
	
 | 
						|
	if (cmd) {
 | 
						|
		/* extend array */
 | 
						|
		if (*numobj >= *maxobj) {
 | 
						|
			*maxobj *= 2;
 | 
						|
			*objs= MEM_reallocN(*objs, sizeof(Object *)*(*maxobj));
 | 
						|
		}
 | 
						|
		
 | 
						|
		(*objs)[*numobj] = ob;
 | 
						|
		(*numobj)++;
 | 
						|
	}
 | 
						|
 | 
						|
	/* objects in dupli groups, one level only for now */
 | 
						|
	if (ob->dup_group && level == 0) {
 | 
						|
		GroupObject *go;
 | 
						|
		Group *group= ob->dup_group;
 | 
						|
 | 
						|
		/* add objects */
 | 
						|
		for (go= group->gobject.first; go; go= go->next)
 | 
						|
			add_collision_object(objs, numobj, maxobj, go->ob, self, level+1, modifier_type);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
// return all collision objects in scene
 | 
						|
// collision object will exclude self 
 | 
						|
Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned int *numcollobj, unsigned int modifier_type)
 | 
						|
{
 | 
						|
	Base *base;
 | 
						|
	Object **objs;
 | 
						|
	GroupObject *go;
 | 
						|
	unsigned int numobj= 0, maxobj= 100;
 | 
						|
	
 | 
						|
	objs= MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray");
 | 
						|
 | 
						|
	/* gather all collision objects */
 | 
						|
	if (group) {
 | 
						|
		/* use specified group */
 | 
						|
		for (go= group->gobject.first; go; go= go->next)
 | 
						|
			add_collision_object(&objs, &numobj, &maxobj, go->ob, self, 0, modifier_type);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		Scene *sce_iter;
 | 
						|
		/* add objects in same layer in scene */
 | 
						|
		for (SETLOOPER(scene, sce_iter, base)) {
 | 
						|
			/* Need to check for active layers, too.
 | 
						|
			Otherwise this check fails if the objects are not on the same layer - DG */
 | 
						|
			if ((base->lay & self->lay) || (base->lay & scene->lay))
 | 
						|
				add_collision_object(&objs, &numobj, &maxobj, base->object, self, 0, modifier_type);
 | 
						|
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	*numcollobj= numobj;
 | 
						|
 | 
						|
	return objs;
 | 
						|
}
 | 
						|
 | 
						|
static void add_collider_cache_object(ListBase **objs, Object *ob, Object *self, int level)
 | 
						|
{
 | 
						|
	CollisionModifierData *cmd= NULL;
 | 
						|
	ColliderCache *col;
 | 
						|
 | 
						|
	if (ob == self)
 | 
						|
		return;
 | 
						|
 | 
						|
	if (ob->pd && ob->pd->deflect)
 | 
						|
		cmd =(CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision);
 | 
						|
	
 | 
						|
	if (cmd && cmd->bvhtree) {
 | 
						|
		if (*objs == NULL)
 | 
						|
			*objs = MEM_callocN(sizeof(ListBase), "ColliderCache array");
 | 
						|
 | 
						|
		col = MEM_callocN(sizeof(ColliderCache), "ColliderCache");
 | 
						|
		col->ob = ob;
 | 
						|
		col->collmd = cmd;
 | 
						|
		/* make sure collider is properly set up */
 | 
						|
		collision_move_object(cmd, 1.0, 0.0);
 | 
						|
		BLI_addtail(*objs, col);
 | 
						|
	}
 | 
						|
 | 
						|
	/* objects in dupli groups, one level only for now */
 | 
						|
	if (ob->dup_group && level == 0) {
 | 
						|
		GroupObject *go;
 | 
						|
		Group *group= ob->dup_group;
 | 
						|
 | 
						|
		/* add objects */
 | 
						|
		for (go= group->gobject.first; go; go= go->next)
 | 
						|
			add_collider_cache_object(objs, go->ob, self, level+1);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
ListBase *get_collider_cache(Scene *scene, Object *self, Group *group)
 | 
						|
{
 | 
						|
	GroupObject *go;
 | 
						|
	ListBase *objs= NULL;
 | 
						|
	
 | 
						|
	/* add object in same layer in scene */
 | 
						|
	if (group) {
 | 
						|
		for (go= group->gobject.first; go; go= go->next)
 | 
						|
			add_collider_cache_object(&objs, go->ob, self, 0);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		Scene *sce_iter;
 | 
						|
		Base *base;
 | 
						|
 | 
						|
		/* add objects in same layer in scene */
 | 
						|
		for (SETLOOPER(scene, sce_iter, base)) {
 | 
						|
			if (!self || (base->lay & self->lay))
 | 
						|
				add_collider_cache_object(&objs, base->object, self, 0);
 | 
						|
 | 
						|
		}
 | 
						|
	}
 | 
						|
 | 
						|
	return objs;
 | 
						|
}
 | 
						|
 | 
						|
void free_collider_cache(ListBase **colliders)
 | 
						|
{
 | 
						|
	if (*colliders) {
 | 
						|
		BLI_freelistN(*colliders);
 | 
						|
		MEM_freeN(*colliders);
 | 
						|
		*colliders = NULL;
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void cloth_bvh_objcollisions_nearcheck ( ClothModifierData * clmd, CollisionModifierData *collmd,
 | 
						|
	CollPair **collisions, CollPair **collisions_index, int numresult, BVHTreeOverlap *overlap, double dt)
 | 
						|
{
 | 
						|
	int i;
 | 
						|
	
 | 
						|
	*collisions = (CollPair *) MEM_mallocN(sizeof(CollPair) * numresult * 4, "collision array" ); // * 4 since cloth_collision_static can return more than 1 collision
 | 
						|
	*collisions_index = *collisions;
 | 
						|
 | 
						|
	for ( i = 0; i < numresult; i++ ) {
 | 
						|
		*collisions_index = cloth_collision((ModifierData *)clmd, (ModifierData *)collmd,
 | 
						|
		                                    overlap+i, *collisions_index, dt);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static int cloth_bvh_objcollisions_resolve ( ClothModifierData * clmd, CollisionModifierData *collmd, CollPair *collisions, CollPair *collisions_index)
 | 
						|
{
 | 
						|
	Cloth *cloth = clmd->clothObject;
 | 
						|
	int i=0, j = 0, /*numfaces = 0, */ numverts = 0;
 | 
						|
	ClothVertex *verts = NULL;
 | 
						|
	int ret = 0;
 | 
						|
	int result = 0;
 | 
						|
	
 | 
						|
	numverts = clmd->clothObject->numverts;
 | 
						|
	verts = cloth->verts;
 | 
						|
	
 | 
						|
	// process all collisions (calculate impulses, TODO: also repulses if distance too short)
 | 
						|
	result = 1;
 | 
						|
	for ( j = 0; j < 2; j++ ) { /* 5 is just a value that ensures convergence */
 | 
						|
		result = 0;
 | 
						|
 | 
						|
		if ( collmd->bvhtree ) {
 | 
						|
			result += cloth_collision_response_static ( clmd, collmd, collisions, collisions_index );
 | 
						|
 | 
						|
			// 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 );
 | 
						|
						VECADD ( verts[i].tv, verts[i].tv, verts[i].impulse);
 | 
						|
						zero_v3(verts[i].impulse);
 | 
						|
						verts[i].impulse_count = 0;
 | 
						|
 | 
						|
						ret++;
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
 | 
						|
		if (!result) {
 | 
						|
			break;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
// cloth - object collisions
 | 
						|
int cloth_bvh_objcollision(Object *ob, ClothModifierData *clmd, float step, float dt )
 | 
						|
{
 | 
						|
	Cloth *cloth= clmd->clothObject;
 | 
						|
	BVHTree *cloth_bvh= cloth->bvhtree;
 | 
						|
	unsigned int i=0, /* numfaces = 0, */ /* UNUSED */ numverts = 0, k, l, j;
 | 
						|
	int rounds = 0; // result counts applied collisions; ic is for debug output;
 | 
						|
	ClothVertex *verts = NULL;
 | 
						|
	int ret = 0, ret2 = 0;
 | 
						|
	Object **collobjs = NULL;
 | 
						|
	unsigned int numcollobj = 0;
 | 
						|
 | 
						|
	if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ) || cloth_bvh==NULL)
 | 
						|
		return 0;
 | 
						|
	
 | 
						|
	verts = cloth->verts;
 | 
						|
	/* numfaces = cloth->numfaces; */ /* UNUSED */
 | 
						|
	numverts = cloth->numverts;
 | 
						|
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	// static collisions
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
 | 
						|
	// update cloth bvh
 | 
						|
	bvhtree_update_from_cloth ( clmd, 1 ); // 0 means STATIC, 1 means MOVING (see later in this function)
 | 
						|
	bvhselftree_update_from_cloth ( clmd, 0 ); // 0 means STATIC, 1 means MOVING (see later in this function)
 | 
						|
	
 | 
						|
	collobjs = get_collisionobjects(clmd->scene, ob, clmd->coll_parms->group, &numcollobj, eModifierType_Collision);
 | 
						|
	
 | 
						|
	if (!collobjs)
 | 
						|
		return 0;
 | 
						|
 | 
						|
	/* move object to position (step) in time */
 | 
						|
	for (i = 0; i < numcollobj; i++) {
 | 
						|
		Object *collob= collobjs[i];
 | 
						|
		CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType(collob, eModifierType_Collision);
 | 
						|
 | 
						|
		if (!collmd->bvhtree)
 | 
						|
			continue;
 | 
						|
 | 
						|
		/* move object to position (step) in time */
 | 
						|
		collision_move_object ( collmd, step + dt, step );
 | 
						|
	}
 | 
						|
 | 
						|
	do {
 | 
						|
		CollPair **collisions, **collisions_index;
 | 
						|
		
 | 
						|
		ret2 = 0;
 | 
						|
 | 
						|
		collisions = MEM_callocN(sizeof(CollPair *) *numcollobj, "CollPair");
 | 
						|
		collisions_index = MEM_callocN(sizeof(CollPair *) *numcollobj, "CollPair");
 | 
						|
		
 | 
						|
		// check all collision objects
 | 
						|
		for (i = 0; i < numcollobj; i++) {
 | 
						|
			Object *collob= collobjs[i];
 | 
						|
			CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType(collob, eModifierType_Collision);
 | 
						|
			BVHTreeOverlap *overlap = NULL;
 | 
						|
			unsigned int result = 0;
 | 
						|
			
 | 
						|
			if (!collmd->bvhtree)
 | 
						|
				continue;
 | 
						|
			
 | 
						|
			/* search for overlapping collision pairs */
 | 
						|
			overlap = BLI_bvhtree_overlap ( cloth_bvh, collmd->bvhtree, &result );
 | 
						|
				
 | 
						|
			// go to next object if no overlap is there
 | 
						|
			if ( result && overlap ) {
 | 
						|
				/* check if collisions really happen (costly near check) */
 | 
						|
				cloth_bvh_objcollisions_nearcheck ( clmd, collmd, &collisions[i], 
 | 
						|
					&collisions_index[i], result, overlap, dt/(float)clmd->coll_parms->loop_count);
 | 
						|
			
 | 
						|
				// resolve nearby collisions
 | 
						|
				ret += cloth_bvh_objcollisions_resolve ( clmd, collmd, collisions[i],  collisions_index[i]);
 | 
						|
				ret2 += ret;
 | 
						|
			}
 | 
						|
 | 
						|
			if ( overlap )
 | 
						|
				MEM_freeN ( overlap );
 | 
						|
		}
 | 
						|
		rounds++;
 | 
						|
		
 | 
						|
		for (i = 0; i < numcollobj; i++) {
 | 
						|
			if ( collisions[i] ) MEM_freeN ( collisions[i] );
 | 
						|
		}
 | 
						|
			
 | 
						|
		MEM_freeN(collisions);
 | 
						|
		MEM_freeN(collisions_index);
 | 
						|
 | 
						|
		////////////////////////////////////////////////////////////
 | 
						|
		// 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 ) {
 | 
						|
			for (l = 0; l < (unsigned int)clmd->coll_parms->self_loop_count; l++) {
 | 
						|
				/* TODO: add coll quality rounds again */
 | 
						|
				BVHTreeOverlap *overlap = NULL;
 | 
						|
				unsigned int result = 0;
 | 
						|
	
 | 
						|
				// collisions = 1;
 | 
						|
				verts = cloth->verts; // needed for openMP
 | 
						|
	
 | 
						|
				/* numfaces = cloth->numfaces; */ /* UNUSED */
 | 
						|
				numverts = cloth->numverts;
 | 
						|
	
 | 
						|
				verts = cloth->verts;
 | 
						|
	
 | 
						|
				if ( cloth->bvhselftree ) {
 | 
						|
					// search for overlapping collision pairs
 | 
						|
					overlap = BLI_bvhtree_overlap ( cloth->bvhselftree, cloth->bvhselftree, &result );
 | 
						|
	
 | 
						|
	// #pragma omp parallel for private(k, i, j) schedule(static)
 | 
						|
					for ( k = 0; k < result; k++ ) {
 | 
						|
						float temp[3];
 | 
						|
						float length = 0;
 | 
						|
						float mindistance;
 | 
						|
	
 | 
						|
						i = overlap[k].indexA;
 | 
						|
						j = overlap[k].indexB;
 | 
						|
	
 | 
						|
						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;
 | 
						|
							}
 | 
						|
						}
 | 
						|
 | 
						|
						if ((cloth->verts[i].flags & CLOTH_VERT_FLAG_NOSELFCOLL) ||
 | 
						|
						    (cloth->verts[j].flags & CLOTH_VERT_FLAG_NOSELFCOLL))
 | 
						|
						{
 | 
						|
							continue;
 | 
						|
						}
 | 
						|
	
 | 
						|
						sub_v3_v3v3(temp, verts[i].tx, verts[j].tx);
 | 
						|
	
 | 
						|
						if ( ( ABS ( temp[0] ) > mindistance ) || ( ABS ( temp[1] ) > mindistance ) || ( ABS ( temp[2] ) > mindistance ) ) continue;
 | 
						|
	
 | 
						|
						if (BLI_edgeset_haskey(cloth->edgeset, i, j)) {
 | 
						|
							continue;
 | 
						|
						}
 | 
						|
	
 | 
						|
						length = normalize_v3(temp );
 | 
						|
	
 | 
						|
						if ( length < mindistance ) {
 | 
						|
							float correction = mindistance - length;
 | 
						|
	
 | 
						|
							if ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED ) {
 | 
						|
								mul_v3_fl(temp, -correction);
 | 
						|
								VECADD ( verts[j].tx, verts[j].tx, temp );
 | 
						|
							}
 | 
						|
							else if ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED ) {
 | 
						|
								mul_v3_fl(temp, correction);
 | 
						|
								VECADD ( verts[i].tx, verts[i].tx, temp );
 | 
						|
							}
 | 
						|
							else {
 | 
						|
								mul_v3_fl(temp, correction * -0.5f);
 | 
						|
								VECADD ( verts[j].tx, verts[j].tx, temp );
 | 
						|
	
 | 
						|
								sub_v3_v3v3(verts[i].tx, verts[i].tx, temp);
 | 
						|
							}
 | 
						|
							ret = 1;
 | 
						|
							ret2 += ret;
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							// check for approximated time collisions
 | 
						|
						}
 | 
						|
					}
 | 
						|
	
 | 
						|
					if ( overlap )
 | 
						|
						MEM_freeN ( overlap );
 | 
						|
	
 | 
						|
				}
 | 
						|
			}
 | 
						|
			////////////////////////////////////////////////////////////
 | 
						|
 | 
						|
			////////////////////////////////////////////////////////////
 | 
						|
			// SELFCOLLISIONS: update velocities
 | 
						|
			////////////////////////////////////////////////////////////
 | 
						|
			if ( ret2 ) {
 | 
						|
				for ( i = 0; i < cloth->numverts; i++ ) {
 | 
						|
					if ( ! ( verts [i].flags & CLOTH_VERT_FLAG_PINNED ) ) {
 | 
						|
						sub_v3_v3v3(verts[i].tv, verts[i].tx, verts[i].txold);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			////////////////////////////////////////////////////////////
 | 
						|
		}
 | 
						|
	}
 | 
						|
	while ( ret2 && ( clmd->coll_parms->loop_count>rounds ) );
 | 
						|
	
 | 
						|
	if (collobjs)
 | 
						|
		MEM_freeN(collobjs);
 | 
						|
 | 
						|
	return 1|MIN2 ( ret, 1 );
 | 
						|
}
 | 
						|
 | 
						|
BLI_INLINE void max_v3_v3v3(float r[3], const float a[3], const float b[3])
 | 
						|
{
 | 
						|
	r[0] = max_ff(a[0], b[0]);
 | 
						|
	r[1] = max_ff(a[1], b[1]);
 | 
						|
	r[2] = max_ff(a[2], b[2]);
 | 
						|
}
 | 
						|
 | 
						|
static bool cloth_points_collision_response_static(ClothModifierData *clmd, CollisionModifierData *collmd, PartDeflect *pd,
 | 
						|
                                                  CollPair *collpair, CollPair *collision_end, float dt)
 | 
						|
{
 | 
						|
	bool result = false;
 | 
						|
	float restitution = (1.0f - clmd->coll_parms->damping) * (1.0f - pd->pdef_sbdamp);
 | 
						|
	float inv_dt = 1.0f / dt;
 | 
						|
	Cloth *cloth1 = clmd->clothObject;
 | 
						|
	
 | 
						|
	float w1, w2, u1, u2, u3;
 | 
						|
	float v1[3], v2_old[3], v2_new[3], v_rel_old[3], v_rel_new[3];
 | 
						|
	float epsilon2 = BLI_bvhtree_getepsilon ( collmd->bvhtree );
 | 
						|
 | 
						|
	for ( ; collpair != collision_end; collpair++ ) {
 | 
						|
		float margin_distance = collpair->distance - epsilon2;
 | 
						|
		float impulse[3];
 | 
						|
		float mag_v_rel;
 | 
						|
 | 
						|
		if (margin_distance > 0.0f)
 | 
						|
			continue;
 | 
						|
 | 
						|
		zero_v3(impulse);
 | 
						|
 | 
						|
		/* only handle static collisions here */
 | 
						|
		if ( collpair->flag & COLLISION_IN_FUTURE )
 | 
						|
			continue;
 | 
						|
 | 
						|
		/* compute barycentric coordinates for both collision points */
 | 
						|
		w1 = 1.0f - collpair->time;
 | 
						|
		w2 = collpair->time;
 | 
						|
 | 
						|
		/* was: txold */
 | 
						|
		collision_compute_barycentric ( collpair->pb,
 | 
						|
			collmd->current_x[collpair->bp1].co,
 | 
						|
			collmd->current_x[collpair->bp2].co,
 | 
						|
			collmd->current_x[collpair->bp3].co,
 | 
						|
			&u1, &u2, &u3 );
 | 
						|
 | 
						|
		/* Calculate relative velocity */
 | 
						|
		copy_v3_v3(v1, cloth1->verts[collpair->ap1].tv);
 | 
						|
 | 
						|
		collision_interpolateOnTriangle ( v2_new, collmd->current_v[collpair->bp1].co, collmd->current_v[collpair->bp2].co, collmd->current_v[collpair->bp3].co, u1, u2, u3 );
 | 
						|
		/* XXX assume constant velocity of the collider for now */
 | 
						|
		copy_v3_v3(v2_old, v2_new);
 | 
						|
 | 
						|
		sub_v3_v3v3(v_rel_old, v1, v2_old);
 | 
						|
		sub_v3_v3v3(v_rel_new, v1, v2_new);
 | 
						|
 | 
						|
		/* normal component of the relative velocity */
 | 
						|
		mag_v_rel = dot_v3v3(v_rel_old, collpair->normal);
 | 
						|
 | 
						|
		/**** DEBUG ****/
 | 
						|
		if (clmd->debug_data) {
 | 
						|
			BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pa, 0.9, 0.2, 0.2, "collision", hash_collpair(833, collpair));
 | 
						|
			BKE_sim_debug_data_add_dot(clmd->debug_data, collpair->pb, 0.2, 0.9, 0.2, "collision", hash_collpair(834, collpair));
 | 
						|
			BKE_sim_debug_data_add_line(clmd->debug_data, collpair->pa, collpair->pb, 0.8, 0.8, 0.8, "collision", hash_collpair(835, collpair));
 | 
						|
//			BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pa, collpair->normal, 1.0, 1.0, 0.0, "collision", hash_collpair(836, collpair));
 | 
						|
		}
 | 
						|
		/********/
 | 
						|
 | 
						|
		if (mag_v_rel < -ALMOST_ZERO) {
 | 
						|
			float v_nor_old, v_nor_new;
 | 
						|
			float v_tan_old[3], v_tan_new[3];
 | 
						|
			float bounce, repulse;
 | 
						|
			
 | 
						|
			/* Collision response based on
 | 
						|
			 * "Simulating Complex Hair with Robust Collision Handling" (Choe, Choi, Ko, ACM SIGGRAPH 2005)
 | 
						|
			 * http://graphics.snu.ac.kr/publications/2005-choe-HairSim/Choe_2005_SCA.pdf
 | 
						|
			 */
 | 
						|
			
 | 
						|
			v_nor_old = mag_v_rel;
 | 
						|
			v_nor_new = dot_v3v3(v_rel_new, collpair->normal);
 | 
						|
			
 | 
						|
			madd_v3_v3v3fl(v_tan_old, v_rel_old, collpair->normal, -v_nor_old);
 | 
						|
			madd_v3_v3v3fl(v_tan_new, v_rel_new, collpair->normal, -v_nor_new);
 | 
						|
			
 | 
						|
			repulse = -margin_distance * inv_dt + dot_v3v3(v1, collpair->normal);
 | 
						|
			
 | 
						|
			if (margin_distance < -epsilon2) {
 | 
						|
				bounce = -v_nor_new + v_nor_old * restitution;
 | 
						|
				mul_v3_v3fl(impulse, collpair->normal, max_ff(repulse, bounce));
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				bounce = 0.0f;
 | 
						|
				mul_v3_v3fl(impulse, collpair->normal, repulse);
 | 
						|
			}
 | 
						|
			{
 | 
						|
				float d[3], md[3];
 | 
						|
				mul_v3_v3fl(d, collpair->normal, -collpair->distance);
 | 
						|
				mul_v3_v3fl(md, collpair->normal, -margin_distance);
 | 
						|
				BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pa, d, 1, 1, 0, "collision", hash_collpair(5, collpair));
 | 
						|
				BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pa, md, 0, 1, 1, "collision", hash_collpair(6, collpair));
 | 
						|
				
 | 
						|
				BKE_sim_debug_data_add_line(clmd->debug_data, collmd->current_x[collpair->bp1].co, collmd->current_x[collpair->bp2].co, 0, 0, 1, "collision", hash_collpair(85, collpair));
 | 
						|
				BKE_sim_debug_data_add_line(clmd->debug_data, collmd->current_x[collpair->bp2].co, collmd->current_x[collpair->bp3].co, 0, 0, 1, "collision", hash_collpair(86, collpair));
 | 
						|
				BKE_sim_debug_data_add_line(clmd->debug_data, collmd->current_x[collpair->bp3].co, collmd->current_x[collpair->bp1].co, 0, 0, 1, "collision", hash_collpair(87, collpair));
 | 
						|
			}
 | 
						|
			cloth1->verts[collpair->ap1].impulse_count++;
 | 
						|
			BKE_sim_debug_data_add_vector(clmd->debug_data, collpair->pa, impulse, 1.0, 1.0, 1.0, "collision", hash_collpair(873, collpair));
 | 
						|
			
 | 
						|
			result = true;
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (result) {
 | 
						|
			int i = 0;
 | 
						|
 | 
						|
			for (i = 0; i < 3; i++) {
 | 
						|
				if (cloth1->verts[collpair->ap1].impulse_count > 0 && fabsf(cloth1->verts[collpair->ap1].impulse[i]) < fabsf(impulse[i]))
 | 
						|
					cloth1->verts[collpair->ap1].impulse[i] = impulse[i];
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	return result;
 | 
						|
}
 | 
						|
 | 
						|
#if 0
 | 
						|
BLI_INLINE void face_normal(float co1[3], float co2[3], float co3[3], float nor[3])
 | 
						|
{
 | 
						|
	float p[3], q[3];
 | 
						|
	sub_v3_v3v3(p, co2, co1);
 | 
						|
	sub_v3_v3v3(q, co3, co1);
 | 
						|
	cross_v3_v3v3(nor, p, q);
 | 
						|
	normalize_v3(nor);
 | 
						|
}
 | 
						|
#endif
 | 
						|
 | 
						|
BLI_INLINE bool cloth_point_face_collision_params(const float p1[3], const float p2[3], const float v0[3], const float v1[3], const float v2[3],
 | 
						|
                                                  float r_nor[3], float *r_lambda, float r_uv[2])
 | 
						|
{
 | 
						|
	float p[3], vec1[3], line[3], edge1[3], edge2[3], q[3];
 | 
						|
	float a, f, u, v;
 | 
						|
 | 
						|
	sub_v3_v3v3(edge1, v1, v0);
 | 
						|
	sub_v3_v3v3(edge2, v2, v0);
 | 
						|
	sub_v3_v3v3(line, p2, p1);
 | 
						|
 | 
						|
	cross_v3_v3v3(p, line, edge2);
 | 
						|
	a = dot_v3v3(edge1, p);
 | 
						|
	if (a == 0.0f) return 0;
 | 
						|
	f = 1.0f / a;
 | 
						|
 | 
						|
	sub_v3_v3v3(vec1, p1, v0);
 | 
						|
 | 
						|
	u = f * dot_v3v3(vec1, p);
 | 
						|
	if ((u < 0.0f) || (u > 1.0f))
 | 
						|
		return false;
 | 
						|
 | 
						|
	cross_v3_v3v3(q, vec1, edge1);
 | 
						|
 | 
						|
	v = f * dot_v3v3(line, q);
 | 
						|
	if ((v < 0.0f) || ((u + v) > 1.0f))
 | 
						|
		return false;
 | 
						|
 | 
						|
	*r_lambda = f * dot_v3v3(edge2, q);
 | 
						|
	/* don't care about 0..1 lambda range here */
 | 
						|
	/*if ((*r_lambda < 0.0f) || (*r_lambda > 1.0f))
 | 
						|
	 *	return 0;
 | 
						|
	 */
 | 
						|
 | 
						|
	r_uv[0] = u;
 | 
						|
	r_uv[1] = v;
 | 
						|
 | 
						|
	cross_v3_v3v3(r_nor, edge1, edge2);
 | 
						|
	normalize_v3(r_nor);
 | 
						|
 | 
						|
	return true;
 | 
						|
}
 | 
						|
 | 
						|
static CollPair *cloth_point_collpair(float p1[3], float p2[3], MVert *mverts, int bp1, int bp2, int bp3,
 | 
						|
                                      int index_cloth, int index_coll, float epsilon, CollPair *collpair)
 | 
						|
{
 | 
						|
	float *co1 = mverts[bp1].co, *co2 = mverts[bp2].co, *co3 = mverts[bp3].co;
 | 
						|
	float lambda, uv[2], distance1, distance2;
 | 
						|
	float facenor[3], v1p1[3], v1p2[3];
 | 
						|
	float w[3];
 | 
						|
 | 
						|
//	if (!isect_line_tri_v3(p1, p2, co1, co2, co3, &lambda, uv))
 | 
						|
//		return collpair;
 | 
						|
	
 | 
						|
	if (!cloth_point_face_collision_params(p1, p2, co1, co2, co3, facenor, &lambda, uv))
 | 
						|
		return collpair;
 | 
						|
	
 | 
						|
	sub_v3_v3v3(v1p1, p1, co1);
 | 
						|
	distance1 = dot_v3v3(v1p1, facenor);
 | 
						|
	sub_v3_v3v3(v1p2, p2, co1);
 | 
						|
	distance2 = dot_v3v3(v1p2, facenor);
 | 
						|
	if (distance2 > epsilon || (distance1 < 0.0f && distance2 < 0.0f))
 | 
						|
		return collpair;
 | 
						|
	
 | 
						|
	collpair->face1 = index_cloth; /* XXX actually not a face, but equivalent index for point */
 | 
						|
	collpair->face2 = index_coll;
 | 
						|
	collpair->ap1 = index_cloth;
 | 
						|
	collpair->ap2 = collpair->ap3 = -1; /* unused */
 | 
						|
	collpair->bp1 = bp1;
 | 
						|
	collpair->bp2 = bp2;
 | 
						|
	collpair->bp3 = bp3;
 | 
						|
	
 | 
						|
	/* note: using the second point here, which is
 | 
						|
	 * the current updated position that needs to be corrected
 | 
						|
	 */
 | 
						|
	copy_v3_v3(collpair->pa, p2);
 | 
						|
	collpair->distance = distance2;
 | 
						|
	mul_v3_v3fl(collpair->vector, facenor, distance2);
 | 
						|
	
 | 
						|
	w[0] = 1.0f - uv[0] - uv[1];
 | 
						|
	w[1] = uv[0];
 | 
						|
	w[2] = uv[1];
 | 
						|
	interp_v3_v3v3v3(collpair->pb, co1, co2, co3, w);
 | 
						|
	
 | 
						|
	copy_v3_v3(collpair->normal, facenor);
 | 
						|
	collpair->time = lambda;
 | 
						|
	collpair->flag = 0;
 | 
						|
	
 | 
						|
	collpair++;
 | 
						|
	return collpair;
 | 
						|
}
 | 
						|
 | 
						|
//Determines collisions on overlap, collisions are written to collpair[i] and collision+number_collision_found is returned
 | 
						|
static CollPair* cloth_point_collision(ModifierData *md1, ModifierData *md2,
 | 
						|
                                       BVHTreeOverlap *overlap, float epsilon, CollPair *collpair, float UNUSED(dt))
 | 
						|
{
 | 
						|
	ClothModifierData *clmd = (ClothModifierData *)md1;
 | 
						|
	CollisionModifierData *collmd = (CollisionModifierData *) md2;
 | 
						|
	/* Cloth *cloth = clmd->clothObject; */ /* UNUSED */
 | 
						|
	ClothVertex *vert = NULL;
 | 
						|
	MFace *face = NULL;
 | 
						|
	MVert *mverts = collmd->current_x;
 | 
						|
 | 
						|
	vert = &clmd->clothObject->verts[overlap->indexA];
 | 
						|
	face = &collmd->mfaces[overlap->indexB];
 | 
						|
 | 
						|
	collpair = cloth_point_collpair(vert->x, vert->tx, mverts, face->v1, face->v2, face->v3, overlap->indexA, overlap->indexB, epsilon, collpair);
 | 
						|
	if (face->v4)
 | 
						|
		collpair = cloth_point_collpair(vert->x, vert->tx, mverts, face->v3, face->v4, face->v1, overlap->indexA, overlap->indexB, epsilon, collpair);
 | 
						|
 | 
						|
	return collpair;
 | 
						|
}
 | 
						|
 | 
						|
static void cloth_points_objcollisions_nearcheck(ClothModifierData * clmd, CollisionModifierData *collmd,
 | 
						|
                                                     CollPair **collisions, CollPair **collisions_index,
 | 
						|
                                                     int numresult, BVHTreeOverlap *overlap, float epsilon, double dt)
 | 
						|
{
 | 
						|
	int i;
 | 
						|
	
 | 
						|
	/* can return 2 collisions in total */
 | 
						|
	*collisions = (CollPair *) MEM_mallocN(sizeof(CollPair) * numresult * 2, "collision array" );
 | 
						|
	*collisions_index = *collisions;
 | 
						|
 | 
						|
	for ( i = 0; i < numresult; i++ ) {
 | 
						|
		*collisions_index = cloth_point_collision((ModifierData *)clmd, (ModifierData *)collmd,
 | 
						|
		                                          overlap+i, epsilon, *collisions_index, dt);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static int cloth_points_objcollisions_resolve(ClothModifierData * clmd, CollisionModifierData *collmd, PartDeflect *pd,
 | 
						|
                                              CollPair *collisions, CollPair *collisions_index, float dt)
 | 
						|
{
 | 
						|
	Cloth *cloth = clmd->clothObject;
 | 
						|
	int i=0, numverts = clmd->clothObject->numverts;
 | 
						|
	ClothVertex *verts = cloth->verts;
 | 
						|
	int ret = 0;
 | 
						|
	
 | 
						|
	// process all collisions
 | 
						|
	if ( collmd->bvhtree ) {
 | 
						|
		bool result = cloth_points_collision_response_static(clmd, collmd, pd, collisions, collisions_index, dt);
 | 
						|
		
 | 
						|
		// 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 );
 | 
						|
					VECADD ( verts[i].tv, verts[i].tv, verts[i].impulse);
 | 
						|
					zero_v3(verts[i].impulse);
 | 
						|
					verts[i].impulse_count = 0;
 | 
						|
					
 | 
						|
					ret++;
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	return ret;
 | 
						|
}
 | 
						|
 | 
						|
// cloth - object collisions
 | 
						|
int cloth_points_objcollision(Object *ob, ClothModifierData *clmd, float step, float dt)
 | 
						|
{
 | 
						|
	Cloth *cloth= clmd->clothObject;
 | 
						|
	BVHTree *cloth_bvh;
 | 
						|
	int rounds = 0; // result counts applied collisions; ic is for debug output;
 | 
						|
	float round_dt = dt / (float)clmd->coll_parms->loop_count;
 | 
						|
	unsigned int i=0, numverts = 0;
 | 
						|
	ClothVertex *verts = NULL;
 | 
						|
	int ret = 0, ret2 = 0;
 | 
						|
	Object **collobjs = NULL;
 | 
						|
	unsigned int numcollobj = 0;
 | 
						|
	
 | 
						|
	verts = cloth->verts;
 | 
						|
	numverts = cloth->numverts;
 | 
						|
	
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	// static collisions
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	
 | 
						|
	// create temporary cloth points bvh
 | 
						|
	cloth_bvh = BLI_bvhtree_new(numverts, MAX2(clmd->coll_parms->epsilon, clmd->coll_parms->distance_repel), 4, 6);
 | 
						|
	/* fill tree */
 | 
						|
	for (i = 0; i < numverts; i++) {
 | 
						|
		float co[6];
 | 
						|
		
 | 
						|
		copy_v3_v3(&co[0*3], verts[i].x);
 | 
						|
		copy_v3_v3(&co[1*3], verts[i].tx);
 | 
						|
		
 | 
						|
		BLI_bvhtree_insert(cloth_bvh, i, co, 2);
 | 
						|
	}
 | 
						|
	/* balance tree */
 | 
						|
	BLI_bvhtree_balance(cloth_bvh);
 | 
						|
	
 | 
						|
	collobjs = get_collisionobjects(clmd->scene, ob, clmd->coll_parms->group, &numcollobj, eModifierType_Collision);
 | 
						|
	if (!collobjs)
 | 
						|
		return 0;
 | 
						|
	
 | 
						|
	/* move object to position (step) in time */
 | 
						|
	for (i = 0; i < numcollobj; i++) {
 | 
						|
		Object *collob= collobjs[i];
 | 
						|
		CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType(collob, eModifierType_Collision);
 | 
						|
		if (!collmd->bvhtree)
 | 
						|
			continue;
 | 
						|
 | 
						|
		/* move object to position (step) in time */
 | 
						|
		collision_move_object ( collmd, step + dt, step );
 | 
						|
	}
 | 
						|
 | 
						|
	do {
 | 
						|
		CollPair **collisions, **collisions_index;
 | 
						|
		
 | 
						|
		ret2 = 0;
 | 
						|
		
 | 
						|
		collisions = MEM_callocN(sizeof(CollPair *) *numcollobj, "CollPair");
 | 
						|
		collisions_index = MEM_callocN(sizeof(CollPair *) *numcollobj, "CollPair");
 | 
						|
		
 | 
						|
		// check all collision objects
 | 
						|
		for (i = 0; i < numcollobj; i++) {
 | 
						|
			Object *collob= collobjs[i];
 | 
						|
			CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType(collob, eModifierType_Collision);
 | 
						|
			BVHTreeOverlap *overlap = NULL;
 | 
						|
			unsigned int result = 0;
 | 
						|
			float epsilon;
 | 
						|
			
 | 
						|
			if (!collmd->bvhtree)
 | 
						|
				continue;
 | 
						|
			
 | 
						|
			/* search for overlapping collision pairs */
 | 
						|
			overlap = BLI_bvhtree_overlap ( cloth_bvh, collmd->bvhtree, &result );
 | 
						|
			epsilon = BLI_bvhtree_getepsilon(collmd->bvhtree);
 | 
						|
			
 | 
						|
			// go to next object if no overlap is there
 | 
						|
			if (result && overlap) {
 | 
						|
				/* check if collisions really happen (costly near check) */
 | 
						|
				cloth_points_objcollisions_nearcheck(clmd, collmd, &collisions[i], &collisions_index[i],
 | 
						|
				                                     result, overlap, epsilon, round_dt);
 | 
						|
				
 | 
						|
				// resolve nearby collisions
 | 
						|
				ret += cloth_points_objcollisions_resolve(clmd, collmd, collob->pd, collisions[i], collisions_index[i], round_dt);
 | 
						|
				ret2 += ret;
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (overlap)
 | 
						|
				MEM_freeN ( overlap );
 | 
						|
		}
 | 
						|
		rounds++;
 | 
						|
		
 | 
						|
		for (i = 0; i < numcollobj; i++) {
 | 
						|
			if (collisions[i])
 | 
						|
				MEM_freeN(collisions[i]);
 | 
						|
		}
 | 
						|
			
 | 
						|
		MEM_freeN(collisions);
 | 
						|
		MEM_freeN(collisions_index);
 | 
						|
 | 
						|
		////////////////////////////////////////////////////////////
 | 
						|
		// 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 );
 | 
						|
		}
 | 
						|
		////////////////////////////////////////////////////////////
 | 
						|
	}
 | 
						|
	while ( ret2 && ( clmd->coll_parms->loop_count>rounds ) );
 | 
						|
	
 | 
						|
	if (collobjs)
 | 
						|
		MEM_freeN(collobjs);
 | 
						|
 | 
						|
	BLI_bvhtree_free(cloth_bvh);
 | 
						|
 | 
						|
	return 1|MIN2 ( ret, 1 );
 | 
						|
}
 | 
						|
 | 
						|
void cloth_find_point_contacts(Object *ob, ClothModifierData *clmd, float step, float dt,
 | 
						|
                               ColliderContacts **r_collider_contacts, int *r_totcolliders)
 | 
						|
{
 | 
						|
	Cloth *cloth= clmd->clothObject;
 | 
						|
	BVHTree *cloth_bvh;
 | 
						|
	unsigned int i=0, numverts = 0;
 | 
						|
	ClothVertex *verts = NULL;
 | 
						|
	
 | 
						|
	ColliderContacts *collider_contacts;
 | 
						|
	
 | 
						|
	Object **collobjs = NULL;
 | 
						|
	unsigned int numcollobj = 0;
 | 
						|
	
 | 
						|
	verts = cloth->verts;
 | 
						|
	numverts = cloth->numverts;
 | 
						|
	
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	// static collisions
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	
 | 
						|
	// create temporary cloth points bvh
 | 
						|
	cloth_bvh = BLI_bvhtree_new(numverts, MAX2(clmd->coll_parms->epsilon, clmd->coll_parms->distance_repel), 4, 6);
 | 
						|
	/* fill tree */
 | 
						|
	for (i = 0; i < numverts; i++) {
 | 
						|
		float co[6];
 | 
						|
		
 | 
						|
		copy_v3_v3(&co[0*3], verts[i].x);
 | 
						|
		copy_v3_v3(&co[1*3], verts[i].tx);
 | 
						|
		
 | 
						|
		BLI_bvhtree_insert(cloth_bvh, i, co, 2);
 | 
						|
	}
 | 
						|
	/* balance tree */
 | 
						|
	BLI_bvhtree_balance(cloth_bvh);
 | 
						|
	
 | 
						|
	collobjs = get_collisionobjects(clmd->scene, ob, clmd->coll_parms->group, &numcollobj, eModifierType_Collision);
 | 
						|
	if (!collobjs) {
 | 
						|
		*r_collider_contacts = NULL;
 | 
						|
		*r_totcolliders = 0;
 | 
						|
		return;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* move object to position (step) in time */
 | 
						|
	for (i = 0; i < numcollobj; i++) {
 | 
						|
		Object *collob= collobjs[i];
 | 
						|
		CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType(collob, eModifierType_Collision);
 | 
						|
		if (!collmd->bvhtree)
 | 
						|
			continue;
 | 
						|
		
 | 
						|
		/* move object to position (step) in time */
 | 
						|
		collision_move_object ( collmd, step + dt, step );
 | 
						|
	}
 | 
						|
	
 | 
						|
	collider_contacts = MEM_callocN(sizeof(ColliderContacts) * numcollobj, "CollPair");
 | 
						|
	
 | 
						|
	// check all collision objects
 | 
						|
	for (i = 0; i < numcollobj; i++) {
 | 
						|
		ColliderContacts *ct = collider_contacts + i;
 | 
						|
		Object *collob= collobjs[i];
 | 
						|
		CollisionModifierData *collmd = (CollisionModifierData *)modifiers_findByType(collob, eModifierType_Collision);
 | 
						|
		BVHTreeOverlap *overlap;
 | 
						|
		unsigned int result = 0;
 | 
						|
		float epsilon;
 | 
						|
		
 | 
						|
		ct->ob = collob;
 | 
						|
		ct->collmd = collmd;
 | 
						|
		ct->collisions = NULL;
 | 
						|
		ct->totcollisions = 0;
 | 
						|
		
 | 
						|
		if (!collmd->bvhtree)
 | 
						|
			continue;
 | 
						|
		
 | 
						|
		/* search for overlapping collision pairs */
 | 
						|
		overlap = BLI_bvhtree_overlap(cloth_bvh, collmd->bvhtree, &result);
 | 
						|
		epsilon = BLI_bvhtree_getepsilon(collmd->bvhtree);
 | 
						|
		
 | 
						|
		// go to next object if no overlap is there
 | 
						|
		if (result && overlap) {
 | 
						|
			CollPair *collisions_index;
 | 
						|
			
 | 
						|
			/* check if collisions really happen (costly near check) */
 | 
						|
			cloth_points_objcollisions_nearcheck(clmd, collmd, &ct->collisions, &collisions_index,
 | 
						|
			                                     result, overlap, epsilon, dt);
 | 
						|
			ct->totcollisions = (int)(collisions_index - ct->collisions);
 | 
						|
			
 | 
						|
			// resolve nearby collisions
 | 
						|
//			ret += cloth_points_objcollisions_resolve(clmd, collmd, collob->pd, collisions[i], collisions_index[i], dt);
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (overlap)
 | 
						|
			MEM_freeN(overlap);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (collobjs)
 | 
						|
		MEM_freeN(collobjs);
 | 
						|
 | 
						|
	BLI_bvhtree_free(cloth_bvh);
 | 
						|
	
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	// 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);
 | 
						|
	}
 | 
						|
	////////////////////////////////////////////////////////////
 | 
						|
	
 | 
						|
	*r_collider_contacts = collider_contacts;
 | 
						|
	*r_totcolliders = numcollobj;
 | 
						|
}
 | 
						|
 | 
						|
void cloth_free_contacts(ColliderContacts *collider_contacts, int totcolliders)
 | 
						|
{
 | 
						|
	if (collider_contacts) {
 | 
						|
		int i;
 | 
						|
		for (i = 0; i < totcolliders; ++i) {
 | 
						|
			ColliderContacts *ct = collider_contacts + i;
 | 
						|
			if (ct->collisions) {
 | 
						|
				MEM_freeN(ct->collisions);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		MEM_freeN(collider_contacts);
 | 
						|
	}
 | 
						|
}
 |