diff options
author | Lukas Tönne <lukas.toenne@gmail.com> | 2014-09-04 16:19:05 +0400 |
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committer | Lukas Tönne <lukas.toenne@gmail.com> | 2015-01-20 11:29:57 +0300 |
commit | 02ab74eb5563a9ba18e3ebd947deffe81cb88409 (patch) | |
tree | 81a51593387ec211c8f26beb34d792e9df6ab4ea /source/blender/blenkernel/intern/collision.c | |
parent | 93194eb0e983d99c0c4cad29bd4eb09a77fc5fbb (diff) |
Better contact point near-test for hair.
This simply uses the position above the triangle instead of the
intersection point of the vertex path. The other method was broken
anyway, but also has a problem catching all the contacts reliably. The
new method might have a few false positives but that is acceptable.
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r-- | source/blender/blenkernel/intern/collision.c | 39 |
1 files changed, 29 insertions, 10 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c index 9e247347f63..5fabfaf4632 100644 --- a/source/blender/blenkernel/intern/collision.c +++ b/source/blender/blenkernel/intern/collision.c @@ -1073,8 +1073,28 @@ static bool cloth_points_collision_response_static(ClothModifierData *clmd, Coll } 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 r_nor[3], float *r_lambda, float r_w[4]) { + float edge1[3], edge2[3], p2face[3], p1p2[3], v0p2[3]; + float nor_v0p2, nor_p1p2; + + sub_v3_v3v3(edge1, v1, v0); + sub_v3_v3v3(edge2, v2, v0); + cross_v3_v3v3(r_nor, edge1, edge2); + normalize_v3(r_nor); + + nor_v0p2 = dot_v3v3(v0p2, r_nor); + madd_v3_v3v3fl(p2face, p2, r_nor, -nor_v0p2); + interp_weights_face_v3(r_w, v0, v1, v2, NULL, p2face); + + sub_v3_v3v3(p1p2, p2, p1); + sub_v3_v3v3(v0p2, p2, v0); + nor_p1p2 = dot_v3v3(p1p2, r_nor); + *r_lambda = (nor_p1p2 != 0.0f ? nor_v0p2 / nor_p1p2 : 0.0f); + + return r_w[1] >= 0.0f && r_w[2] >= 0.0f && r_w[1] + r_w[2] <= 1.0f; + +#if 0 /* XXX this method uses the intersection point, but is broken and doesn't work well in general */ float p[3], vec1[3], line[3], edge1[3], edge2[3], q[3]; float a, f, u, v; @@ -1105,31 +1125,33 @@ BLI_INLINE bool cloth_point_face_collision_params(const float p1[3], const float * return 0; */ - r_uv[0] = u; - r_uv[1] = v; + r_w[0] = 1.0f - u - v; + r_w[1] = u; + r_w[2] = v; + r_w[3] = 0.0f; cross_v3_v3v3(r_nor, edge1, edge2); normalize_v3(r_nor); return true; +#endif } 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, SimDebugData *debug_data) { float *co1 = mverts[bp1].co, *co2 = mverts[bp2].co, *co3 = mverts[bp3].co; - float lambda, uv[2], distance1, distance2; + float lambda, distance1, distance2; float facenor[3], v1p1[3], v1p2[3]; - float w[3]; + float w[4]; - if (!cloth_point_face_collision_params(p1, p2, co1, co2, co3, facenor, &lambda, uv)) + if (!cloth_point_face_collision_params(p1, p2, co1, co2, co3, facenor, &lambda, w)) return collpair; sub_v3_v3v3(v1p1, p1, co1); distance1 = dot_v3v3(v1p1, facenor); sub_v3_v3v3(v1p2, p2, co1); distance2 = dot_v3v3(v1p2, facenor); - BKE_sim_debug_data_add_line(debug_data, p1, p2, 0,1,1, "collision", hash_int_2d(98293, hash_int_2d(index_cloth, index_coll))); if (distance2 > epsilon || (distance1 < 0.0f && distance2 < 0.0f)) return collpair; @@ -1148,9 +1170,6 @@ static CollPair *cloth_point_collpair(float p1[3], float p2[3], MVert *mverts, i 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); |