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authorBrecht Van Lommel <brechtvanlommel@pandora.be>2010-03-26 13:52:55 +0300
committerBrecht Van Lommel <brechtvanlommel@pandora.be>2010-03-26 13:52:55 +0300
commit666cca69e90bf1f5c1bfb5a6582c56c2e8311f04 (patch)
tree5d467cc4e8e6163f094353369783c79ccc4b59d9 /source/blender/blenkernel/intern/collision.c
parent05b1f00858313930b8a850aff6349bb6ab68efff (diff)
Cloth simulation can now use a group to specify which objects
to collide with, in addition to the effectors group. (commit 27746 by Brecht from render25 branch)
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r--source/blender/blenkernel/intern/collision.c261
1 files changed, 98 insertions, 163 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index b024ba5f4e1..c85bd2f90b3 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -1299,188 +1299,122 @@ static int cloth_collision_moving ( ClothModifierData *clmd, CollisionModifierDa
}
#endif
-
-// return all collision objects in scene
-// collision object will exclude self
-Object **get_collisionobjects(Scene *scene, Object *self, int *numcollobj)
+static void add_collision_object(Object ***objs, int *numobj, int *maxobj, Object *ob, Object *self, int level)
{
- Base *base=NULL;
- Object **objs = NULL;
- Object *coll_ob = NULL;
- CollisionModifierData *collmd = NULL;
- int numobj = 0, maxobj = 100;
+ CollisionModifierData *cmd= NULL;
+
+ if(ob == self)
+ return;
+
+ /* only get objects with collision modifier */
+ if(ob->pd && ob->pd->deflect)
+ cmd= (CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision);
- objs = MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray");
- // check all collision objects
- for ( base = scene->base.first; base; base = base->next )
- {
- /*Only proceed for mesh object in same layer */
- if(!(base->object->type==OB_MESH && (base->lay & self->lay)))
- continue;
-
- coll_ob = base->object;
-
- if(coll_ob == self)
- continue;
-
- if(coll_ob->pd && coll_ob->pd->deflect)
- {
- collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
+ if(cmd) {
+ /* extend array */
+ if(*numobj >= *maxobj) {
+ *maxobj *= 2;
+ *objs= MEM_reallocN(*objs, sizeof(Object*)*(*maxobj));
}
- else
- collmd = NULL;
- if ( collmd )
- {
- if(numobj >= maxobj)
- {
- // realloc
- int oldmax = maxobj;
- Object **tmp;
- maxobj *= 2;
- tmp = MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray");
- memcpy(tmp, objs, sizeof(Object *)*oldmax);
- MEM_freeN(objs);
- objs = tmp;
-
- }
-
- objs[numobj] = coll_ob;
- numobj++;
- }
- else
- {
- if ( coll_ob->dup_group )
- {
- GroupObject *go;
- Group *group = coll_ob->dup_group;
+ (*objs)[*numobj] = ob;
+ (*numobj)++;
+ }
- for ( go= group->gobject.first; go; go= go->next )
- {
- coll_ob = go->ob;
- collmd = NULL;
-
- if(coll_ob == self)
- continue;
-
- if(coll_ob->pd && coll_ob->pd->deflect)
- {
- collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
- }
- else
- collmd = NULL;
+ /* objects in dupli groups, one level only for now */
+ if(ob->dup_group && level == 0) {
+ GroupObject *go;
+ Group *group= ob->dup_group;
- if ( !collmd )
- continue;
-
- if( !collmd->bvhtree)
- continue;
+ /* add objects */
+ for(go= group->gobject.first; go; go= go->next)
+ add_collision_object(objs, numobj, maxobj, go->ob, self, level+1);
+ }
+}
- if(numobj >= maxobj)
- {
- // realloc
- int oldmax = maxobj;
- Object **tmp;
- maxobj *= 2;
- tmp = MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray");
- memcpy(tmp, objs, sizeof(Object *)*oldmax);
- MEM_freeN(objs);
- objs = tmp;
- }
-
- objs[numobj] = coll_ob;
- numobj++;
- }
- }
- }
+// return all collision objects in scene
+// collision object will exclude self
+Object **get_collisionobjects(Scene *scene, Object *self, Group *group, int *numcollobj)
+{
+ Base *base;
+ Object **objs;
+ GroupObject *go;
+ 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);
+ }
+ else {
+ /* add objects in same layer in scene */
+ for(base = scene->base.first; base; base = base->next)
+ if(base->lay & self->lay)
+ add_collision_object(&objs, &numobj, &maxobj, base->object, self, 0);
}
- *numcollobj = numobj;
+
+ *numcollobj= numobj;
+
return objs;
}
-ListBase *get_collider_cache(Scene *scene, Object *self)
+static void add_collider_cache_object(ListBase **objs, Object *ob, Object *self, int level)
{
- Base *base=NULL;
- ListBase *objs = NULL;
- Object *coll_ob = NULL;
- CollisionModifierData *collmd = NULL;
+ CollisionModifierData *cmd= NULL;
ColliderCache *col;
-
- // check all collision objects
- for ( base = scene->base.first; base; base = base->next )
- {
- /*Only proceed for mesh object in same layer */
- if(base->object->type!=OB_MESH)
- continue;
- if(self && (base->lay & self->lay)==0)
- continue;
+ if(ob == self)
+ return;
-
- coll_ob = base->object;
-
- if(coll_ob == self)
- continue;
-
- if(coll_ob->pd && coll_ob->pd->deflect)
- {
- collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
- }
- else
- collmd = NULL;
-
- if ( collmd )
- {
- if(objs == NULL)
- objs = MEM_callocN(sizeof(ListBase), "ColliderCache array");
-
- col = MEM_callocN(sizeof(ColliderCache), "ColliderCache");
- col->ob = coll_ob;
- col->collmd = collmd;
- /* make sure collider is properly set up */
- collision_move_object(collmd, 1.0, 0.0);
- BLI_addtail(objs, col);
- }
- else if ( coll_ob->dup_group )
- {
- GroupObject *go;
- Group *group = coll_ob->dup_group;
+ 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);
+ }
- for ( go= group->gobject.first; go; go= go->next )
- {
- coll_ob = go->ob;
- collmd = NULL;
-
- if(coll_ob == self)
- continue;
-
- if(coll_ob->pd && coll_ob->pd->deflect)
- {
- collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
- }
- else
- collmd = NULL;
+ /* objects in dupli groups, one level only for now */
+ if(ob->dup_group && level == 0) {
+ GroupObject *go;
+ Group *group= ob->dup_group;
- if ( !collmd )
- continue;
-
- if( !collmd->bvhtree)
- continue;
-
- if(objs == NULL)
- objs = MEM_callocN(sizeof(ListBase), "ColliderCache array");
-
- col = MEM_callocN(sizeof(ColliderCache), "ColliderCache");
- col->ob = coll_ob;
- col->collmd = collmd;
- /* make sure collider is properly set up */
- collision_move_object(collmd, 1.0, 0.0);
- BLI_addtail(objs, col);
- }
- }
+ /* 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)
+{
+ Base *base;
+ 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 {
+ for(base = scene->base.first; base; base = base->next)
+ if(self && (base->lay & self->lay)==0)
+ add_collider_cache_object(&objs, base->object, self, 0);
}
+
return objs;
}
+
void free_collider_cache(ListBase **colliders)
{
if(*colliders) {
@@ -1489,6 +1423,7 @@ void free_collider_cache(ListBase **colliders)
*colliders = NULL;
}
}
+
static void cloth_bvh_objcollisions_nearcheck ( ClothModifierData * clmd, CollisionModifierData *collmd, CollPair **collisions, CollPair **collisions_index, int numresult, BVHTreeOverlap *overlap)
{
int i;
@@ -1574,7 +1509,7 @@ int cloth_bvh_objcollision (Object *ob, ClothModifierData * clmd, float step, fl
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, &numcollobj);
+ collobjs = get_collisionobjects(clmd->scene, ob, clmd->coll_parms->group, &numcollobj);
if(!collobjs)
return 0;