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authorDaniel Genrich <daniel.genrich@gmx.net>2008-01-30 00:01:12 +0300
committerDaniel Genrich <daniel.genrich@gmx.net>2008-01-30 00:01:12 +0300
commit77685023caaee092a4c1ed4a3da13ff67861a962 (patch)
tree6a516a1ef9deebed5d38586be310c00f0d01484f /source/blender/blenkernel/BKE_collision.h
parent3a3fe8a4805ca0f1db0eec3cca18e1c70b765080 (diff)
Initial commit of cloth modifier from branch rev 13453
Diffstat (limited to 'source/blender/blenkernel/BKE_collision.h')
-rw-r--r--source/blender/blenkernel/BKE_collision.h176
1 files changed, 176 insertions, 0 deletions
diff --git a/source/blender/blenkernel/BKE_collision.h b/source/blender/blenkernel/BKE_collision.h
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+++ b/source/blender/blenkernel/BKE_collision.h
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+/**
+ * BKE_cloth.h
+ *
+ * $Id: BKE_cloth.h,v 1.1 2007/08/01 02:07:27 daniel Exp $
+ *
+ * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+#ifndef BKE_COLLISIONS_H
+#define BKE_COLLISIONS_H
+
+#include <math.h>
+#include "float.h"
+#include <stdlib.h>
+#include <string.h>
+
+/* types */
+#include "BLI_linklist.h"
+#include "BKE_collision.h"
+#include "BKE_customdata.h"
+#include "BKE_DerivedMesh.h"
+#include "DNA_cloth_types.h"
+#include "DNA_customdata_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_object_types.h"
+
+struct Object;
+struct Cloth;
+struct MFace;
+struct DerivedMesh;
+struct ClothModifierData;
+struct CollisionTree;
+
+
+////////////////////////////////////////
+// used in kdop.c and collision.c
+////////////////////////////////////////
+typedef struct CollisionTree
+{
+ struct CollisionTree *nodes[4]; // 4 children --> quad-tree
+ struct CollisionTree *parent;
+ struct CollisionTree *nextLeaf;
+ struct CollisionTree *prevLeaf;
+ float bv[26]; // Bounding volume of all nodes / we have 7 axes on a 14-DOP
+ unsigned int tri_index; // this saves the index of the face
+ // int point_index[4]; // supports up to 4 points in a leaf
+ int count_nodes; // how many nodes are used
+ int traversed; // how many nodes already traversed until this level?
+ int isleaf;
+}
+CollisionTree;
+
+typedef struct BVH
+{
+ unsigned int numfaces;
+ unsigned int numverts;
+ MVert *current_x; // e.g. txold in clothvertex
+ MVert *current_xold; // e.g. tx in clothvertex
+ MFace *mfaces; // just a pointer to the original datastructure
+ struct LinkNode *tree;
+ CollisionTree *root; // TODO: saving the root --> is this really needed? YES!
+ CollisionTree *leaf_tree; /* Tail of the leaf linked list. */
+ CollisionTree *leaf_root; /* Head of the leaf linked list. */
+ float epsilon; /* epslion is used for inflation of the k-dop */
+ int flags; /* bvhFlags */
+}
+BVH;
+////////////////////////////////////////
+
+
+////////////////////////////////////////
+// used for collisions in kdop.c and also collision.c
+////////////////////////////////////////
+/* used for collisions in collision.c */
+typedef struct CollPair
+{
+ unsigned int face1; // cloth face
+ unsigned int face2; // object face
+ double distance; // magnitude of vector
+ float normal[3];
+ float vector[3]; // unnormalized collision vector: p2-p1
+ float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
+ int lastsign; // indicates if the distance sign has changed, unused itm
+ float time; // collision time, from 0 up to 1
+ unsigned int ap1, ap2, ap3, bp1, bp2, bp3, bp4;
+ unsigned int pointsb[4];
+}
+CollPair;
+
+/* used for collisions in collision.c */
+typedef struct EdgeCollPair
+{
+ unsigned int p11, p12, p21, p22;
+ float normal[3];
+ float vector[3];
+ float time;
+ int lastsign;
+ float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
+}
+EdgeCollPair;
+
+/* used for collisions in collision.c */
+typedef struct FaceCollPair
+{
+ unsigned int p11, p12, p13, p21;
+ float normal[3];
+ float vector[3];
+ float time;
+ int lastsign;
+ float pa[3], pb[3]; // collision point p1 on face1, p2 on face2
+}
+FaceCollPair;
+////////////////////////////////////////
+
+
+
+/////////////////////////////////////////////////
+// forward declarations
+/////////////////////////////////////////////////
+
+// NOTICE: mvert-routines for building + update the BVH are the most native ones
+
+// builds bounding volume hierarchy
+void bvh_build (BVH *bvh);
+BVH *bvh_build_from_mvert (MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon);
+
+// frees the same
+void bvh_free ( BVH * bvh );
+
+// checks two bounding volume hierarchies for potential collisions and returns some list with those
+
+
+// update bounding volumes, needs updated positions in bvh->x
+void bvh_update_from_mvert(BVH * bvh, MVert *x, unsigned int numverts, MVert *xnew, int moving);
+void bvh_update(BVH * bvh, int moving);
+
+LinkNode *BLI_linklist_append_fast ( LinkNode **listp, void *ptr );
+
+// move Collision modifier object inter-frame with step = [0,1]
+// defined in collisions.c
+void collision_move_object(CollisionModifierData *collmd, float step, float prevstep);
+
+// interface for collision functions
+void collisions_compute_barycentric (float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3);
+void interpolateOnTriangle(float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3);
+
+/////////////////////////////////////////////////
+
+#endif
+