diff options
author | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-11-13 00:16:53 +0300 |
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committer | Brecht Van Lommel <brechtvanlommel@pandora.be> | 2008-11-13 00:16:53 +0300 |
commit | bdfe7d89e2f1292644577972c716931b4ce3c6c3 (patch) | |
tree | d00eb50b749cb001e2b08272c91791e66740b05d /source/blender/blenkernel/intern/collision.c | |
parent | 78a1c27c4a6abe0ed31ca93ad21910f3df04da56 (diff) | |
parent | 7e4db234cee71ead34ee81a12e27da4bd548eb4b (diff) |
Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416
Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
later added in trunk also, but reverted partially, specifically revision
16683. I have left out this reversion in the 2.5 branch since I think it is
needed there.
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
-W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
differently. Since this is changed so much, and I don't think those fixes
would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
initialized when running with -P. The code that initializes the screen there
I had to disable, that can't work in 2.5 anymore but left it commented as a
reminder.
Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.
Still to be done:
* Go over files and functions that were moved to a different location but could
still use changes that were done in trunk.
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r-- | source/blender/blenkernel/intern/collision.c | 1677 |
1 files changed, 1677 insertions, 0 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c new file mode 100644 index 00000000000..9db3dda94eb --- /dev/null +++ b/source/blender/blenkernel/intern/collision.c @@ -0,0 +1,1677 @@ +/* collision.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., 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 LICENSE BLOCK ***** +*/ + +#include "MEM_guardedalloc.h" + +#include "BKE_cloth.h" + +#include "DNA_cloth_types.h" +#include "DNA_group_types.h" +#include "DNA_mesh_types.h" +#include "DNA_object_types.h" +#include "DNA_object_force.h" +#include "DNA_scene_types.h" + +#include "BKE_DerivedMesh.h" +#include "BKE_global.h" +#include "BKE_mesh.h" +#include "BKE_object.h" +#include "BKE_modifier.h" +#include "BKE_utildefines.h" +#include "BKE_DerivedMesh.h" + +#include "Bullet-C-Api.h" + +#include "BLI_kdopbvh.h" +#include "BKE_collision.h" + + +/*********************************** +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++ ) + { + VECSUB ( 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 ); + VECSUB ( 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 numverts, float epsilon ) +{ + BVHTree *tree; + float co[12]; + int i; + MFace *tface = mfaces; + + tree = BLI_bvhtree_new ( numfaces*2, epsilon, 4, 26 ); + + // fill tree + for ( i = 0; i < numfaces; i++, tface++ ) + { + VECCOPY ( &co[0*3], x[tface->v1].co ); + VECCOPY ( &co[1*3], x[tface->v2].co ); + VECCOPY ( &co[2*3], x[tface->v3].co ); + if ( tface->v4 ) + VECCOPY ( &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 numverts, int moving ) +{ + int i; + MFace *mfaces = faces; + float co[12], co_moving[12]; + int ret = 0; + + if ( !bvhtree ) + return; + + if ( x ) + { + for ( i = 0; i < numfaces; i++, mfaces++ ) + { + VECCOPY ( &co[0*3], x[mfaces->v1].co ); + VECCOPY ( &co[1*3], x[mfaces->v2].co ); + VECCOPY ( &co[2*3], x[mfaces->v3].co ); + if ( mfaces->v4 ) + VECCOPY ( &co[3*3], x[mfaces->v4].co ); + + // copy new locations into array + if ( moving && xnew ) + { + // update moving positions + VECCOPY ( &co_moving[0*3], xnew[mfaces->v1].co ); + VECCOPY ( &co_moving[1*3], xnew[mfaces->v2].co ); + VECCOPY ( &co_moving[2*3], xnew[mfaces->v3].co ); + if ( mfaces->v4 ) + VECCOPY ( &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 +***********************************/ + +/** +* gsl_poly_solve_cubic - +* +* copied from SOLVE_CUBIC.C --> GSL +*/ + +#define mySWAP(a,b) do { double tmp = b ; b = a ; a = tmp ; } while(0) + +int +gsl_poly_solve_cubic (double a, double b, double c, + double *x0, double *x1, double *x2) +{ + double q = (a * a - 3 * b); + double r = (2 * a * a * a - 9 * a * b + 27 * c); + + double Q = q / 9; + double R = r / 54; + + double Q3 = Q * Q * Q; + double R2 = R * R; + + double CR2 = 729 * r * r; + double CQ3 = 2916 * q * q * q; + + if (R == 0 && Q == 0) + { + *x0 = - a / 3 ; + *x1 = - a / 3 ; + *x2 = - a / 3 ; + return 3 ; + } + else if (CR2 == CQ3) + { + /* this test is actually R2 == Q3, written in a form suitable + for exact computation with integers */ + + /* Due to finite precision some double roots may be missed, and + considered to be a pair of complex roots z = x +/- epsilon i + close to the real axis. */ + + double sqrtQ = sqrt (Q); + + if (R > 0) + { + *x0 = -2 * sqrtQ - a / 3; + *x1 = sqrtQ - a / 3; + *x2 = sqrtQ - a / 3; + } + else + { + *x0 = - sqrtQ - a / 3; + *x1 = - sqrtQ - a / 3; + *x2 = 2 * sqrtQ - a / 3; + } + return 3 ; + } + else if (CR2 < CQ3) /* equivalent to R2 < Q3 */ + { + double sqrtQ = sqrt (Q); + double sqrtQ3 = sqrtQ * sqrtQ * sqrtQ; + double theta = acos (R / sqrtQ3); + double norm = -2 * sqrtQ; + *x0 = norm * cos (theta / 3) - a / 3; + *x1 = norm * cos ((theta + 2.0 * M_PI) / 3) - a / 3; + *x2 = norm * cos ((theta - 2.0 * M_PI) / 3) - a / 3; + + /* Sort *x0, *x1, *x2 into increasing order */ + + if (*x0 > *x1) + mySWAP(*x0, *x1) ; + + if (*x1 > *x2) + { + mySWAP(*x1, *x2) ; + + if (*x0 > *x1) + mySWAP(*x0, *x1) ; + } + + return 3; + } + else + { + double sgnR = (R >= 0 ? 1 : -1); + double A = -sgnR * pow (fabs (R) + sqrt (R2 - Q3), 1.0/3.0); + double B = Q / A ; + *x0 = A + B - a / 3; + return 1; + } +} + + + +/** +* gsl_poly_solve_quadratic +* +* copied from GSL +*/ +int +gsl_poly_solve_quadratic (double a, double b, double c, + double *x0, double *x1) +{ + double disc = b * b - 4 * a * c; + + if (a == 0) /* Handle linear case */ + { + if (b == 0) + { + return 0; + } + else + { + *x0 = -c / b; + return 1; + }; + } + + if (disc > 0) + { + if (b == 0) + { + double r = fabs (0.5 * sqrt (disc) / a); + *x0 = -r; + *x1 = r; + } + else + { + double sgnb = (b > 0 ? 1 : -1); + double temp = -0.5 * (b + sgnb * sqrt (disc)); + double r1 = temp / a ; + double r2 = c / temp ; + + if (r1 < r2) + { + *x0 = r1 ; + *x1 = r2 ; + } + else + { + *x0 = r2 ; + *x1 = r1 ; + } + } + return 2; + } + else if (disc == 0) + { + *x0 = -0.5 * b / a ; + *x1 = -0.5 * b / a ; + return 2 ; + } + else + { + return 0; + } +} + + + + +/* +* See Bridson et al. "Robust Treatment of Collision, Contact and Friction for Cloth Animation" +* page 4, left column +*/ +int cloth_get_collision_time ( double a[3], double b[3], double c[3], double d[3], double e[3], double f[3], double solution[3] ) +{ + int num_sols = 0; + + // x^0 - checked + double g = a[0] * c[1] * e[2] - a[0] * c[2] * e[1] + + a[1] * c[2] * e[0] - a[1] * c[0] * e[2] + + a[2] * c[0] * e[1] - a[2] * c[1] * e[0]; + + // x^1 + double h = -b[2] * c[1] * e[0] + b[1] * c[2] * e[0] - a[2] * d[1] * e[0] + + a[1] * d[2] * e[0] + b[2] * c[0] * e[1] - b[0] * c[2] * e[1] + + a[2] * d[0] * e[1] - a[0] * d[2] * e[1] - b[1] * c[0] * e[2] + + b[0] * c[1] * e[2] - a[1] * d[0] * e[2] + a[0] * d[1] * e[2] - + a[2] * c[1] * f[0] + a[1] * c[2] * f[0] + a[2] * c[0] * f[1] - + a[0] * c[2] * f[1] - a[1] * c[0] * f[2] + a[0] * c[1] * f[2]; + + // x^2 + double i = -b[2] * d[1] * e[0] + b[1] * d[2] * e[0] + + b[2] * d[0] * e[1] - b[0] * d[2] * e[1] - + b[1] * d[0] * e[2] + b[0] * d[1] * e[2] - + b[2] * c[1] * f[0] + b[1] * c[2] * f[0] - + a[2] * d[1] * f[0] + a[1] * d[2] * f[0] + + b[2] * c[0] * f[1] - b[0] * c[2] * f[1] + + a[2] * d[0] * f[1] - a[0] * d[2] * f[1] - + b[1] * c[0] * f[2] + b[0] * c[1] * f[2] - + a[1] * d[0] * f[2] + a[0] * d[1] * f[2]; + + // x^3 - checked + double j = -b[2] * d[1] * f[0] + b[1] * d[2] * f[0] + + b[2] * d[0] * f[1] - b[0] * d[2] * f[1] - + b[1] * d[0] * f[2] + b[0] * d[1] * f[2]; + + /* + printf("r1: %lf\n", a[0] * c[1] * e[2] - a[0] * c[2] * e[1]); + printf("r2: %lf\n", a[1] * c[2] * e[0] - a[1] * c[0] * e[2]); + printf("r3: %lf\n", a[2] * c[0] * e[1] - a[2] * c[1] * e[0]); + + printf("x1 x: %f, y: %f, z: %f\n", a[0], a[1], a[2]); + printf("x2 x: %f, y: %f, z: %f\n", c[0], c[1], c[2]); + printf("x3 x: %f, y: %f, z: %f\n", e[0], e[1], e[2]); + + printf("v1 x: %f, y: %f, z: %f\n", b[0], b[1], b[2]); + printf("v2 x: %f, y: %f, z: %f\n", d[0], d[1], d[2]); + printf("v3 x: %f, y: %f, z: %f\n", f[0], f[1], f[2]); + + printf("t^3: %lf, t^2: %lf, t^1: %lf, t^0: %lf\n", j, i, h, g); + +*/ + // Solve cubic equation to determine times t1, t2, t3, when the collision will occur. + if ( ABS ( j ) > DBL_EPSILON ) + { + i /= j; + h /= j; + g /= j; + num_sols = gsl_poly_solve_cubic ( i, h, g, &solution[0], &solution[1], &solution[2] ); + } + else + { + num_sols = gsl_poly_solve_quadratic ( i, h, g, &solution[0], &solution[1] ); + solution[2] = -1.0; + } + + // printf("num_sols: %d, sol1: %lf, sol2: %lf, sol3: %lf\n", num_sols, solution[0], solution[1], solution[2]); + + // Discard negative solutions + if ( ( num_sols >= 1 ) && ( solution[0] < DBL_EPSILON ) ) + { + --num_sols; + solution[0] = solution[num_sols]; + } + if ( ( num_sols >= 2 ) && ( solution[1] < DBL_EPSILON ) ) + { + --num_sols; + solution[1] = solution[num_sols]; + } + if ( ( num_sols == 3 ) && ( solution[2] < DBL_EPSILON ) ) + { + --num_sols; + } + + // Sort + if ( num_sols == 2 ) + { + if ( solution[0] > solution[1] ) + { + double tmp = solution[0]; + solution[0] = solution[1]; + solution[1] = tmp; + } + } + else if ( num_sols == 3 ) + { + + // Bubblesort + if ( solution[0] > solution[1] ) + { + double tmp = solution[0]; solution[0] = solution[1]; solution[1] = tmp; + } + if ( solution[1] > solution[2] ) + { + double tmp = solution[1]; solution[1] = solution[2]; solution[2] = tmp; + } + if ( solution[0] > solution[1] ) + { + double tmp = solution[0]; solution[0] = solution[1]; solution[1] = tmp; + } + } + + return num_sols; +} + + +// w3 is not perfect +void collision_compute_barycentric ( float pv[3], float p1[3], float p2[3], float p3[3], float *w1, float *w2, float *w3 ) +{ + 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 ) < 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]; +} + +DO_INLINE void collision_interpolateOnTriangle ( float to[3], float v1[3], float v2[3], float v3[3], double w1, double w2, double w3 ) +{ + to[0] = to[1] = to[2] = 0; + VECADDMUL ( to, v1, w1 ); + VECADDMUL ( to, v2, w2 ); + VECADDMUL ( to, v3, w3 ); +} + + +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++ ) + { + // 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 ); + + VECSUB ( relativeVelocity, v2, v1 ); + + // Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal'). + magrelVel = INPR ( 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]; + + // calculate tangential velocity + VECCOPY ( temp, collpair->normal ); + VecMulf ( temp, magrelVel ); + 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 = magtangent / ( 1.0 + w1*w1 + w2*w2 + w3*w3 ); // 2.0 * + 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; + } + } + return result; +} + +//Determines collisions on overlap, collisions are writen to collpair[i] and collision+number_collision_found is returned +CollPair* cloth_collision ( ModifierData *md1, ModifierData *md2, BVHTreeOverlap *overlap, CollPair *collpair ) +{ + ClothModifierData *clmd = ( ClothModifierData * ) md1; + CollisionModifierData *collmd = ( CollisionModifierData * ) md2; + MFace *face1=NULL, *face2 = NULL; + ClothVertex *verts1 = clmd->clothObject->verts; + 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->v4; + collpair->ap3 = face1->v3; + + // 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->v4; + collpair->ap3 = face1->v3; + + // fill faceB + collpair->bp1 = face2->v1; + collpair->bp2 = face2->v4; + collpair->bp3 = face2->v3; + } + 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 * ( epsilon1 + epsilon2 + ALMOST_ZERO ); +#endif + + if ( distance <= ( epsilon1 + epsilon2 + ALMOST_ZERO ) ) + { + VECCOPY ( collpair->normal, collpair->vector ); + Normalize ( collpair->normal ); + + 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 ); + + VECSUB ( relativeVelocity, v2, v1 ); + + if(sqrt(INPR(relativeVelocity, relativeVelocity)) >= distance) + { + // check for collision in the future + collpair->flag |= COLLISION_IN_FUTURE; + collpair++; + } + }*/ + } + return collpair; +} + +int cloth_collision_response_moving( 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; + + cloth1 = clmd->clothObject; + + for ( ; collpair != collision_end; collpair++ ) + { + // 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 ); + + VECSUB ( relativeVelocity, v2, v1 ); + + // Calculate the normal component of the relative velocity (actually only the magnitude - the direction is stored in 'normal'). + magrelVel = INPR ( 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; + double impulse = 0.0; + float vrel_t_pre[3]; + float temp[3]; + + // calculate tangential velocity + VECCOPY ( temp, collpair->normal ); + VecMulf ( temp, magrelVel ); + 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; + } + } + return result; +} + +static float projectPointOntoLine(float *p, float *a, float *b) +{ + float ba[3], pa[3]; + VECSUB(ba, b, a); + VECSUB(pa, p, a); + return INPR(pa, ba) / INPR(ba, ba); +} + +static void calculateEENormal(float *np1, float *np2, float *np3, float *np4,float *out_normal) +{ + float line1[3], line2[3]; + float length; + + VECSUB(line1, np2, np1); + VECSUB(line2, np3, np1); + + // printf("l1: %f, l1: %f, l2: %f, l2: %f\n", line1[0], line1[1], line2[0], line2[1]); + + Crossf(out_normal, line1, line2); + + + + length = Normalize(out_normal); + if (length <= FLT_EPSILON) + { // lines are collinear + VECSUB(out_normal, np2, np1); + Normalize(out_normal); + } +} + +static void findClosestPointsEE(float *x1, float *x2, float *x3, float *x4, float *w1, float *w2) +{ + float temp[3], temp2[3]; + + double a, b, c, e, f; + + VECSUB(temp, x2, x1); + a = INPR(temp, temp); + + VECSUB(temp2, x4, x3); + b = -INPR(temp, temp2); + + c = INPR(temp2, temp2); + + VECSUB(temp2, x3, x1); + e = INPR(temp, temp2); + + VECSUB(temp, x4, x3); + f = -INPR(temp, temp2); + + *w1 = (e * c - b * f) / (a * c - b * b); + *w2 = (f - b * *w1) / c; + +} + +// calculates the distance of 2 edges +float edgedge_distance(float np11[3], float np12[3], float np21[3], float np22[3], float *out_a1, float *out_a2, float *out_normal) +{ + float line1[3], line2[3], cross[3]; + float length; + float temp[3], temp2[3]; + float dist_a1, dist_a2; + + VECSUB(line1, np12, np11); + VECSUB(line2, np22, np21); + + Crossf(cross, line1, line2); + length = INPR(cross, cross); + + if (length < FLT_EPSILON) + { + *out_a2 = projectPointOntoLine(np11, np21, np22); + if ((*out_a2 >= -FLT_EPSILON) && (*out_a2 <= 1.0 + FLT_EPSILON)) + { + *out_a1 = 0; + calculateEENormal(np11, np12, np21, np22, out_normal); + VECSUB(temp, np22, np21); + VecMulf(temp, *out_a2); + VECADD(temp2, temp, np21); + VECADD(temp2, temp2, np11); + return INPR(temp2, temp2); + } + + CLAMP(*out_a2, 0.0, 1.0); + if (*out_a2 > .5) + { // == 1.0 + *out_a1 = projectPointOntoLine(np22, np11, np12); + if ((*out_a1 >= -FLT_EPSILON) && (*out_a1 <= 1.0 + FLT_EPSILON)) + { + calculateEENormal(np11, np12, np21, np22, out_normal); + + // return (np22 - (np11 + (np12 - np11) * out_a1)).lengthSquared(); + VECSUB(temp, np12, np11); + VecMulf(temp, *out_a1); + VECADD(temp2, temp, np11); + VECSUB(temp2, np22, temp2); + return INPR(temp2, temp2); + } + } + else + { // == 0.0 + *out_a1 = projectPointOntoLine(np21, np11, np12); + if ((*out_a1 >= -FLT_EPSILON) && (*out_a1 <= 1.0 + FLT_EPSILON)) + { + calculateEENormal(np11, np11, np21, np22, out_normal); + + // return (np21 - (np11 + (np12 - np11) * out_a1)).lengthSquared(); + VECSUB(temp, np12, np11); + VecMulf(temp, *out_a1); + VECADD(temp2, temp, np11); + VECSUB(temp2, np21, temp2); + return INPR(temp2, temp2); + } + } + + CLAMP(*out_a1, 0.0, 1.0); + calculateEENormal(np11, np12, np21, np22, out_normal); + if(*out_a1 > .5) + { + if(*out_a2 > .5) + { + VECSUB(temp, np12, np22); + } + else + { + VECSUB(temp, np12, np21); + } + } + else + { + if(*out_a2 > .5) + { + VECSUB(temp, np11, np22); + } + else + { + VECSUB(temp, np11, np21); + } + } + + return INPR(temp, temp); + } + else + { + + // If the lines aren't parallel (but coplanar) they have to intersect + + findClosestPointsEE(np11, np12, np21, np22, out_a1, out_a2); + + // If both points are on the finite edges, we're done. + if (*out_a1 >= 0.0 && *out_a1 <= 1.0 && *out_a2 >= 0.0 && *out_a2 <= 1.0) + { + float p1[3], p2[3]; + + // p1= np11 + (np12 - np11) * out_a1; + VECSUB(temp, np12, np11); + VecMulf(temp, *out_a1); + VECADD(p1, np11, temp); + + // p2 = np21 + (np22 - np21) * out_a2; + VECSUB(temp, np22, np21); + VecMulf(temp, *out_a2); + VECADD(p2, np21, temp); + + calculateEENormal(np11, np12, np21, np22, out_normal); + VECSUB(temp, p1, p2); + return INPR(temp, temp); + } + + + /* + * Clamp both points to the finite edges. + * The one that moves most during clamping is one part of the solution. + */ + dist_a1 = *out_a1; + CLAMP(dist_a1, 0.0, 1.0); + dist_a2 = *out_a2; + CLAMP(dist_a2, 0.0, 1.0); + + // Now project the "most clamped" point on the other line. + if (dist_a1 > dist_a2) + { + /* keep out_a1 */ + float p1[3]; + + // p1 = np11 + (np12 - np11) * out_a1; + VECSUB(temp, np12, np11); + VecMulf(temp, *out_a1); + VECADD(p1, np11, temp); + + *out_a2 = projectPointOntoLine(p1, np21, np22); + CLAMP(*out_a2, 0.0, 1.0); + + calculateEENormal(np11, np12, np21, np22, out_normal); + + // return (p1 - (np21 + (np22 - np21) * out_a2)).lengthSquared(); + VECSUB(temp, np22, np21); + VecMulf(temp, *out_a2); + VECADD(temp, temp, np21); + VECSUB(temp, p1, temp); + return INPR(temp, temp); + } + else + { + /* keep out_a2 */ + float p2[3]; + + // p2 = np21 + (np22 - np21) * out_a2; + VECSUB(temp, np22, np21); + VecMulf(temp, *out_a2); + VECADD(p2, np21, temp); + + *out_a1 = projectPointOntoLine(p2, np11, np12); + CLAMP(*out_a1, 0.0, 1.0); + + calculateEENormal(np11, np12, np21, np22, out_normal); + + // return ((np11 + (np12 - np11) * out_a1) - p2).lengthSquared(); + VECSUB(temp, np12, np11); + VecMulf(temp, *out_a1); + VECADD(temp, temp, np11); + VECSUB(temp, temp, p2); + return INPR(temp, temp); + } + } + + printf("Error in edgedge_distance: end of function\n"); + return 0; +} + +int cloth_collision_moving_edges ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair ) +{ + EdgeCollPair edgecollpair; + Cloth *cloth1=NULL; + ClothVertex *verts1=NULL; + unsigned int i = 0, k = 0; + int numsolutions = 0; + double x1[3], v1[3], x2[3], v2[3], x3[3], v3[3]; + double solution[3], solution2[3]; + MVert *verts2 = collmd->current_x; // old x + MVert *velocity2 = collmd->current_v; // velocity + float distance = 0; + float triA[3][3], triB[3][3]; + int result = 0; + + cloth1 = clmd->clothObject; + verts1 = cloth1->verts; + + for(i = 0; i < 9; i++) + { + // 9 edge - edge possibilities + + if(i == 0) // cloth edge: 1-2; coll edge: 1-2 + { + edgecollpair.p11 = collpair->ap1; + edgecollpair.p12 = collpair->ap2; + + edgecollpair.p21 = collpair->bp1; + edgecollpair.p22 = collpair->bp2; + } + else if(i == 1) // cloth edge: 1-2; coll edge: 2-3 + { + edgecollpair.p11 = collpair->ap1; + edgecollpair.p12 = collpair->ap2; + + edgecollpair.p21 = collpair->bp2; + edgecollpair.p22 = collpair->bp3; + } + else if(i == 2) // cloth edge: 1-2; coll edge: 1-3 + { + edgecollpair.p11 = collpair->ap1; + edgecollpair.p12 = collpair->ap2; + + edgecollpair.p21 = collpair->bp1; + edgecollpair.p22 = collpair->bp3; + } + else if(i == 3) // cloth edge: 2-3; coll edge: 1-2 + { + edgecollpair.p11 = collpair->ap2; + edgecollpair.p12 = collpair->ap3; + + edgecollpair.p21 = collpair->bp1; + edgecollpair.p22 = collpair->bp2; + } + else if(i == 4) // cloth edge: 2-3; coll edge: 2-3 + { + edgecollpair.p11 = collpair->ap2; + edgecollpair.p12 = collpair->ap3; + + edgecollpair.p21 = collpair->bp2; + edgecollpair.p22 = collpair->bp3; + } + else if(i == 5) // cloth edge: 2-3; coll edge: 1-3 + { + edgecollpair.p11 = collpair->ap2; + edgecollpair.p12 = collpair->ap3; + + edgecollpair.p21 = collpair->bp1; + edgecollpair.p22 = collpair->bp3; + } + else if(i ==6) // cloth edge: 1-3; coll edge: 1-2 + { + edgecollpair.p11 = collpair->ap1; + edgecollpair.p12 = collpair->ap3; + + edgecollpair.p21 = collpair->bp1; + edgecollpair.p22 = collpair->bp2; + } + else if(i ==7) // cloth edge: 1-3; coll edge: 2-3 + { + edgecollpair.p11 = collpair->ap1; + edgecollpair.p12 = collpair->ap3; + + edgecollpair.p21 = collpair->bp2; + edgecollpair.p22 = collpair->bp3; + } + else if(i == 8) // cloth edge: 1-3; coll edge: 1-3 + { + edgecollpair.p11 = collpair->ap1; + edgecollpair.p12 = collpair->ap3; + + edgecollpair.p21 = collpair->bp1; + edgecollpair.p22 = collpair->bp3; + } + /* + if((edgecollpair.p11 == 3) && (edgecollpair.p12 == 16)) + printf("Ahier!\n"); + if((edgecollpair.p11 == 16) && (edgecollpair.p12 == 3)) + printf("Ahier!\n"); + */ + + // if ( !cloth_are_edges_adjacent ( clmd, collmd, &edgecollpair ) ) + { + // always put coll points in p21/p22 + VECSUB ( x1, verts1[edgecollpair.p12].txold, verts1[edgecollpair.p11].txold ); + VECSUB ( v1, verts1[edgecollpair.p12].tv, verts1[edgecollpair.p11].tv ); + + VECSUB ( x2, verts2[edgecollpair.p21].co, verts1[edgecollpair.p11].txold ); + VECSUB ( v2, velocity2[edgecollpair.p21].co, verts1[edgecollpair.p11].tv ); + + VECSUB ( x3, verts2[edgecollpair.p22].co, verts1[edgecollpair.p11].txold ); + VECSUB ( v3, velocity2[edgecollpair.p22].co, verts1[edgecollpair.p11].tv ); + + numsolutions = cloth_get_collision_time ( x1, v1, x2, v2, x3, v3, solution ); + + if((edgecollpair.p11 == 3 && edgecollpair.p12==16)|| (edgecollpair.p11==16 && edgecollpair.p12==3)) + { + if(edgecollpair.p21==6 || edgecollpair.p22 == 6) + { + printf("dist: %f, sol[k]: %lf, sol2[k]: %lf\n", distance, solution[k], solution2[k]); + printf("a1: %f, a2: %f, b1: %f, b2: %f\n", x1[0], x2[0], x3[0], v1[0]); + printf("b21: %d, b22: %d\n", edgecollpair.p21, edgecollpair.p22); + } + } + + for ( k = 0; k < numsolutions; k++ ) + { + // printf("sol %d: %lf\n", k, solution[k]); + if ( ( solution[k] >= ALMOST_ZERO ) && ( solution[k] <= 1.0 ) && ( solution[k] > ALMOST_ZERO)) + { + float a,b; + float out_normal[3]; + float distance; + float impulse = 0; + float I_mag; + + // move verts + VECADDS(triA[0], verts1[edgecollpair.p11].txold, verts1[edgecollpair.p11].tv, solution[k]); + VECADDS(triA[1], verts1[edgecollpair.p12].txold, verts1[edgecollpair.p12].tv, solution[k]); + + VECADDS(triB[0], collmd->current_x[edgecollpair.p21].co, collmd->current_v[edgecollpair.p21].co, solution[k]); + VECADDS(triB[1], collmd->current_x[edgecollpair.p22].co, collmd->current_v[edgecollpair.p22].co, solution[k]); + + // TODO: check for collisions + distance = edgedge_distance(triA[0], triA[1], triB[0], triB[1], &a, &b, out_normal); + + if ((distance <= clmd->coll_parms->epsilon + BLI_bvhtree_getepsilon ( collmd->bvhtree ) + ALMOST_ZERO) && (INPR(out_normal, out_normal) > 0)) + { + float vrel_1_to_2[3], temp[3], temp2[3], out_normalVelocity; + float desiredVn; + + VECCOPY(vrel_1_to_2, verts1[edgecollpair.p11].tv); + VecMulf(vrel_1_to_2, 1.0 - a); + VECCOPY(temp, verts1[edgecollpair.p12].tv); + VecMulf(temp, a); + + VECADD(vrel_1_to_2, vrel_1_to_2, temp); + + VECCOPY(temp, verts1[edgecollpair.p21].tv); + VecMulf(temp, 1.0 - b); + VECCOPY(temp2, verts1[edgecollpair.p22].tv); + VecMulf(temp2, b); + VECADD(temp, temp, temp2); + + VECSUB(vrel_1_to_2, vrel_1_to_2, temp); + + out_normalVelocity = INPR(vrel_1_to_2, out_normal); +/* + // this correction results in wrong normals sometimes? + if(out_normalVelocity < 0.0) + { + out_normalVelocity*= -1.0; + VecMulf(out_normal, -1.0); + } +*/ + /* Inelastic repulsion impulse. */ + + // Calculate which normal velocity we need. + desiredVn = (out_normalVelocity * (float)solution[k] - (.1 * (clmd->coll_parms->epsilon + BLI_bvhtree_getepsilon ( collmd->bvhtree )) - sqrt(distance)) - ALMOST_ZERO); + + // Now calculate what impulse we need to reach that velocity. + I_mag = (out_normalVelocity - desiredVn) / 2.0; // / (1/m1 + 1/m2); + + // Finally apply that impulse. + impulse = (2.0 * -I_mag) / (a*a + (1.0-a)*(1.0-a) + b*b + (1.0-b)*(1.0-b)); + + VECADDMUL ( verts1[edgecollpair.p11].impulse, out_normal, (1.0-a) * impulse ); + verts1[edgecollpair.p11].impulse_count++; + + VECADDMUL ( verts1[edgecollpair.p12].impulse, out_normal, a * impulse ); + verts1[edgecollpair.p12].impulse_count++; + + // return true; + result = 1; + break; + } + else + { + // missing from collision.hpp + } + // mintime = MIN2(mintime, (float)solution[k]); + + break; + } + } + } + } + return result; +} + +int cloth_collision_moving ( ClothModifierData *clmd, CollisionModifierData *collmd, CollPair *collpair, CollPair *collision_end ) +{ + Cloth *cloth1; + cloth1 = clmd->clothObject; + + for ( ; collpair != collision_end; collpair++ ) + { + // only handle moving collisions here + if (!( collpair->flag & COLLISION_IN_FUTURE )) + continue; + + cloth_collision_moving_edges ( clmd, collmd, collpair); + // cloth_collision_moving_tris ( clmd, collmd, collpair); + } + + return 1; +} + + +// return all collision objects in scene +// collision object will exclude self +CollisionModifierData **get_collisionobjects(Object *self, int *numcollobj) +{ + Base *base=NULL; + CollisionModifierData **objs = NULL; + Object *coll_ob = NULL; + CollisionModifierData *collmd = NULL; + int numobj = 0, maxobj = 100; + + objs = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray"); + // check all collision objects + for ( base = G.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 ); + } + else + collmd = NULL; + + if ( collmd ) + { + if(numobj >= maxobj) + { + // realloc + int oldmax = maxobj; + CollisionModifierData **tmp; + maxobj *= 2; + tmp = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray"); + memcpy(tmp, objs, sizeof(CollisionModifierData *)*oldmax); + MEM_freeN(objs); + objs = tmp; + + } + + objs[numobj] = collmd; + numobj++; + } + else + { + 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 = 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; + + if ( !collmd ) + continue; + + if( !collmd->bvhtree) + continue; + + if(numobj >= maxobj) + { + // realloc + int oldmax = maxobj; + CollisionModifierData **tmp; + maxobj *= 2; + tmp = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray"); + memcpy(tmp, objs, sizeof(CollisionModifierData *)*oldmax); + MEM_freeN(objs); + objs = tmp; + } + + objs[numobj] = collmd; + numobj++; + } + } + } + } + *numcollobj = numobj; + return objs; +} + +void cloth_bvh_objcollisions_nearcheck ( ClothModifierData * clmd, CollisionModifierData *collmd, CollPair **collisions, CollPair **collisions_index, int numresult, BVHTreeOverlap *overlap) +{ + 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 ); + } +} + +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; + float tnull[3] = {0,0,0}; + + numfaces = clmd->clothObject->numfaces; + 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 < 5; 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 ); + VECCOPY ( verts[i].impulse, tnull ); + verts[i].impulse_count = 0; + + ret++; + } + } + } + } + } + return ret; +} + +// cloth - object collisions +int cloth_bvh_objcollision ( Object *ob, ClothModifierData * clmd, float step, float dt ) +{ + Cloth *cloth=NULL; + BVHTree *cloth_bvh=NULL; + int i=0, numfaces = 0, 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; + CollisionModifierData **collobjs = NULL; + int numcollobj = 0; + + if ( ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ ) || ! ( ( ( Cloth * ) clmd->clothObject )->bvhtree ) ) + { + return 0; + } + + cloth = clmd->clothObject; + verts = cloth->verts; + cloth_bvh = ( BVHTree * ) cloth->bvhtree; + numfaces = clmd->clothObject->numfaces; + numverts = clmd->clothObject->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(ob, &numcollobj); + + if(!collobjs) + return 0; + + 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++) + { + CollisionModifierData *collmd = collobjs[i]; + BVHTreeOverlap *overlap = NULL; + int result = 0; + + if(!collmd->bvhtree) + continue; + + /* move object to position (step) in time */ + collision_move_object ( collmd, step + dt, step ); + + /* 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) + { + if ( overlap ) + MEM_freeN ( overlap ); + continue; + } + + /* check if collisions really happen (costly near check) */ + cloth_bvh_objcollisions_nearcheck ( clmd, collmd, &collisions[i], &collisions_index[i], result, overlap); + + // 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 < clmd->coll_parms->self_loop_count; l++) + { + // TODO: add coll quality rounds again + BVHTreeOverlap *overlap = NULL; + int result = 0; + + // collisions = 1; + verts = cloth->verts; // needed for openMP + + numfaces = clmd->clothObject->numfaces; + numverts = clmd->clothObject->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; + } + } + + 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, MIN2(i, j), MAX2(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 ); + } + 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 ) ) + { + VECSUB ( verts[i].tv, verts[i].tx, verts[i].txold ); + } + } + } + //////////////////////////////////////////////////////////// + } + } + while ( ret2 && ( clmd->coll_parms->loop_count>rounds ) ); + + if(collobjs) + MEM_freeN(collobjs); + + return MIN2 ( ret, 1 ); +} |