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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/intern/collision.c
parent3a3fe8a4805ca0f1db0eec3cca18e1c70b765080 (diff)
Initial commit of cloth modifier from branch rev 13453
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r--source/blender/blenkernel/intern/collision.c1261
1 files changed, 1261 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..5946b842d85
--- /dev/null
+++ b/source/blender/blenkernel/intern/collision.c
@@ -0,0 +1,1261 @@
+/* collision.c
+*
+*
+* ***** 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 *****
+*/
+
+#include <math.h>
+#include <stdlib.h>
+#include <string.h>
+#include "MEM_guardedalloc.h"
+/* types */
+#include "DNA_curve_types.h"
+#include "DNA_object_types.h"
+#include "DNA_object_force.h"
+#include "DNA_cloth_types.h"
+#include "DNA_key_types.h"
+#include "DNA_mesh_types.h"
+#include "DNA_meshdata_types.h"
+#include "DNA_lattice_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_modifier_types.h"
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_edgehash.h"
+#include "BLI_linklist.h"
+#include "BKE_curve.h"
+#include "BKE_deform.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_cdderivedmesh.h"
+#include "BKE_displist.h"
+#include "BKE_effect.h"
+#include "BKE_global.h"
+#include "BKE_mesh.h"
+#include "BKE_object.h"
+#include "BKE_cloth.h"
+#include "BKE_modifier.h"
+#include "BKE_utildefines.h"
+#include "BKE_DerivedMesh.h"
+#include "DNA_screen_types.h"
+#include "BSE_headerbuttons.h"
+#include "BIF_screen.h"
+#include "BIF_space.h"
+#include "mydevice.h"
+
+#include "Bullet-C-Api.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);
+ }
+}
+
+/* build bounding volume hierarchy from mverts (see kdop.c for whole BVH code) */
+BVH *bvh_build_from_mvert (MFace *mfaces, unsigned int numfaces, MVert *x, unsigned int numverts, float epsilon)
+{
+ BVH *bvh=NULL;
+
+ bvh = MEM_callocN(sizeof(BVH), "BVH");
+ if (bvh == NULL)
+ {
+ printf("bvh: Out of memory.\n");
+ return NULL;
+ }
+
+ bvh->flags = 0;
+ bvh->leaf_tree = NULL;
+ bvh->leaf_root = NULL;
+ bvh->tree = NULL;
+
+ bvh->epsilon = epsilon;
+ bvh->numfaces = numfaces;
+ bvh->mfaces = mfaces;
+
+ // we have no faces, we save seperate points
+ if(!mfaces)
+ {
+ bvh->numfaces = numverts;
+ }
+
+ bvh->numverts = numverts;
+ bvh->current_x = MEM_dupallocN(x);
+ bvh->current_xold = MEM_dupallocN(x);
+
+ bvh_build(bvh);
+
+ return bvh;
+}
+
+void bvh_update_from_mvert(BVH * bvh, MVert *x, unsigned int numverts, MVert *xnew, int moving)
+{
+ if(!bvh)
+ return;
+
+ if(numverts!=bvh->numverts)
+ return;
+
+ if(x)
+ memcpy(bvh->current_xold, x, sizeof(MVert) * numverts);
+
+ if(xnew)
+ memcpy(bvh->current_x, xnew, sizeof(MVert) * numverts);
+
+ bvh_update(bvh, moving);
+}
+
+/***********************************
+Collision modifier code end
+***********************************/
+
+/**
+ * gsl_poly_solve_cubic -
+ *
+ * copied from SOLVE_CUBIC.C --> GSL
+ */
+#define mySWAP(a,b) { float tmp = b ; b = a ; a = tmp ; }
+
+int gsl_poly_solve_cubic (float a, float b, float c, float *x0, float *x1, float *x2)
+{
+ float q = (a * a - 3 * b);
+ float r = (2 * a * a * a - 9 * a * b + 27 * c);
+
+ float Q = q / 9;
+ float R = r / 54;
+
+ float Q3 = Q * Q * Q;
+ float R2 = R * R;
+
+ float CR2 = 729 * r * r;
+ float 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 float roots may be missed, and
+ considered to be a pair of complex roots z = x +/- epsilon i
+ close to the real axis. */
+
+ float sqrtQ = sqrtf (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 */
+ {
+ float sqrtQ = sqrtf (Q);
+ float sqrtQ3 = sqrtQ * sqrtQ * sqrtQ;
+ float theta = acosf (R / sqrtQ3);
+ float norm = -2 * sqrtQ;
+ *x0 = norm * cosf (theta / 3) - a / 3;
+ *x1 = norm * cosf ((theta + 2.0 * M_PI) / 3) - a / 3;
+ *x2 = norm * cosf ((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
+ {
+ float sgnR = (R >= 0 ? 1 : -1);
+ float A = -sgnR * powf (fabs (R) + sqrtf (R2 - Q3), 1.0/3.0);
+ float B = Q / A ;
+ *x0 = A + B - a / 3;
+ return 1;
+ }
+}
+
+
+/**
+ * gsl_poly_solve_quadratic
+ *
+ * copied from GSL
+ */
+int gsl_poly_solve_quadratic (float a, float b, float c, float *x0, float *x1)
+{
+ float disc = b * b - 4 * a * c;
+
+ if (disc > 0)
+ {
+ if (b == 0)
+ {
+ float r = fabs (0.5 * sqrtf (disc) / a);
+ *x0 = -r;
+ *x1 = r;
+ }
+ else
+ {
+ float sgnb = (b > 0 ? 1 : -1);
+ float temp = -0.5 * (b + sgnb * sqrtf (disc));
+ float r1 = temp / a ;
+ float 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(float a[3], float b[3], float c[3], float d[3], float e[3], float f[3], float solution[3])
+{
+ int num_sols = 0;
+
+ float g = -a[2] * c[1] * e[0] + a[1] * c[2] * e[0] +
+ a[2] * c[0] * e[1] - a[0] * c[2] * e[1] -
+ a[1] * c[0] * e[2] + a[0] * c[1] * e[2];
+
+ float 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];
+
+ float 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];
+
+ float 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];
+
+ // Solve cubic equation to determine times t1, t2, t3, when the collision will occur.
+ if(ABS(j) > ALMOST_ZERO)
+ {
+ i /= j;
+ h /= j;
+ g /= j;
+
+ num_sols = gsl_poly_solve_cubic(i, h, g, &solution[0], &solution[1], &solution[2]);
+ }
+ else if(ABS(i) > ALMOST_ZERO)
+ {
+ num_sols = gsl_poly_solve_quadratic(i, h, g, &solution[0], &solution[1]);
+ solution[2] = -1.0;
+ }
+ else if(ABS(h) > ALMOST_ZERO)
+ {
+ solution[0] = -g / h;
+ solution[1] = solution[2] = -1.0;
+ num_sols = 1;
+ }
+ else if(ABS(g) > ALMOST_ZERO)
+ {
+ solution[0] = 0;
+ solution[1] = solution[2] = -1.0;
+ num_sols = 1;
+ }
+
+ // Discard negative solutions
+ if ((num_sols >= 1) && (solution[0] < 0))
+ {
+ --num_sols;
+ solution[0] = solution[num_sols];
+ }
+ if ((num_sols >= 2) && (solution[1] < 0))
+ {
+ --num_sols;
+ solution[1] = solution[num_sols];
+ }
+ if ((num_sols == 3) && (solution[2] < 0))
+ {
+ --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 cloth_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 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);
+}
+
+// unused in the moment, has some bug in
+DO_INLINE void calculateFrictionImpulse(float to[3], float vrel[3], float normal[3], double normalVelocity,
+ double frictionConstant, double delta_V_n)
+{
+ float vrel_t_pre[3];
+ float vrel_t[3];
+ VECSUBS(vrel_t_pre, vrel, normal, normalVelocity);
+ VECCOPY(to, vrel_t_pre);
+ VecMulf(to, MAX2(1.0f - frictionConstant * delta_V_n / INPR(vrel_t_pre,vrel_t_pre), 0.0f));
+}
+
+int cloth_collision_response_static(ClothModifierData *clmd, CollisionModifierData *collmd)
+{
+ unsigned int i = 0;
+ int result = 0;
+ LinkNode *search = NULL;
+ CollPair *collpair = NULL;
+ Cloth *cloth1;
+ float w1, w2, w3, u1, u2, u3;
+ float v1[3], v2[3], relativeVelocity[3];
+ float magrelVel;
+
+ cloth1 = clmd->clothObject;
+
+ search = clmd->coll_parms->collision_list;
+
+ while(search)
+ {
+ collpair = search->link;
+
+ // compute barycentric coordinates for both collision points
+ cloth_compute_barycentric(collpair->pa,
+ cloth1->verts[collpair->ap1].txold,
+ cloth1->verts[collpair->ap2].txold,
+ cloth1->verts[collpair->ap3].txold,
+ &w1, &w2, &w3);
+
+ // was: txold
+ cloth_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".
+ interpolateOnTriangle(v1, cloth1->verts[collpair->ap1].tv, cloth1->verts[collpair->ap2].tv, cloth1->verts[collpair->ap3].tv, w1, w2, w3);
+
+ 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, v1, v2);
+
+ // 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.
+
+ // 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.
+ // const double I_mag = v_n_mag / (1/m1 + 1/m2);
+ float magnitude_i = magrelVel / 2.0f; // TODO implement masses
+ float tangential[3], magtangent, magnormal, collvel[3];
+ float vrel_t_pre[3];
+ float vrel_t[3];
+ double impulse;
+ float epsilon = clmd->coll_parms->epsilon;
+ float overlap = (epsilon + ALMOST_ZERO-collpair->distance);
+
+ // calculateFrictionImpulse(tangential, relativeVelocity, collpair->normal, magrelVel, clmd->coll_parms->friction*0.01, magrelVel);
+
+ // magtangent = INPR(tangential, tangential);
+
+ // Apply friction impulse.
+ if (magtangent < -ALMOST_ZERO)
+ {
+
+ // printf("friction applied: %f\n", magtangent);
+ // TODO check original code
+ /*
+ VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v1].tv,tangential);
+ VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v2].tv,tangential);
+ VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v3].tv,tangential);
+ VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v4].tv,tangential);
+ */
+ }
+
+
+ impulse = -2.0f * magrelVel / ( 1.0 + w1*w1 + w2*w2 + w3*w3);
+
+ // printf("impulse: %f\n", impulse);
+
+ 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++;
+
+ result = 1;
+
+ /*
+ if (overlap > ALMOST_ZERO) {
+ double I_mag = overlap * 0.1;
+
+ impulse = -I_mag / ( 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++;
+ }
+ */
+
+ // printf("magnitude_i: %f\n", magnitude_i); // negative before collision in my case
+
+ // Apply the impulse and increase impulse counters.
+
+ /*
+ // calculateFrictionImpulse(tangential, collvel, collpair->normal, magtangent, clmd->coll_parms->friction*0.01, magtangent);
+ VECSUBS(vrel_t_pre, collvel, collpair->normal, magnormal);
+ // VecMulf(vrel_t_pre, clmd->coll_parms->friction*0.01f/INPR(vrel_t_pre,vrel_t_pre));
+ magtangent = Normalize(vrel_t_pre);
+ VecMulf(vrel_t_pre, MIN2(clmd->coll_parms->friction*0.01f*magnormal,magtangent));
+
+ VECSUB(cloth1->verts[face1->v1].tv, cloth1->verts[face1->v1].tv,vrel_t_pre);
+ */
+
+
+
+ }
+
+ search = search->next;
+ }
+
+
+ return result;
+}
+
+int cloth_collision_response_moving_tris(ClothModifierData *clmd, ClothModifierData *coll_clmd)
+{
+ return 1;
+}
+
+
+int cloth_collision_response_moving_edges(ClothModifierData *clmd, ClothModifierData *coll_clmd)
+{
+ return 1;
+}
+
+void cloth_collision_static(ClothModifierData *clmd, CollisionModifierData *collmd, CollisionTree *tree1, CollisionTree *tree2)
+{
+ CollPair *collpair = NULL;
+ Cloth *cloth1=NULL;
+ MFace *face1=NULL, *face2=NULL;
+ ClothVertex *verts1=NULL;
+ double distance = 0;
+ float epsilon = clmd->coll_parms->epsilon;
+ unsigned int i = 0;
+
+ for(i = 0; i < 4; i++)
+ {
+ collpair = (CollPair *)MEM_callocN(sizeof(CollPair), "cloth coll pair");
+
+ cloth1 = clmd->clothObject;
+
+ verts1 = cloth1->verts;
+
+ face1 = &(cloth1->mfaces[tree1->tri_index]);
+ face2 = &(collmd->mfaces[tree2->tri_index]);
+
+ // check all possible pairs of triangles
+ if(i == 0)
+ {
+ collpair->ap1 = face1->v1;
+ collpair->ap2 = face1->v2;
+ collpair->ap3 = face1->v3;
+
+ collpair->bp1 = face2->v1;
+ collpair->bp2 = face2->v2;
+ collpair->bp3 = face2->v3;
+
+ }
+
+ if(i == 1)
+ {
+ if(face1->v4)
+ {
+ collpair->ap1 = face1->v3;
+ collpair->ap2 = face1->v4;
+ collpair->ap3 = face1->v1;
+
+ collpair->bp1 = face2->v1;
+ collpair->bp2 = face2->v2;
+ collpair->bp3 = face2->v3;
+ }
+ else
+ i++;
+ }
+
+ if(i == 2)
+ {
+ if(face2->v4)
+ {
+ collpair->ap1 = face1->v1;
+ collpair->ap2 = face1->v2;
+ collpair->ap3 = face1->v3;
+
+ collpair->bp1 = face2->v3;
+ collpair->bp2 = face2->v4;
+ collpair->bp3 = face2->v1;
+ }
+ else
+ i+=2;
+ }
+
+ if(i == 3)
+ {
+ if((face1->v4)&&(face2->v4))
+ {
+ collpair->ap1 = face1->v3;
+ collpair->ap2 = face1->v4;
+ collpair->ap3 = face1->v1;
+
+ collpair->bp1 = face2->v3;
+ collpair->bp2 = face2->v4;
+ collpair->bp3 = face2->v1;
+ }
+ else
+ i++;
+ }
+
+ // calc SIPcode (?)
+
+ if(i < 4)
+ {
+ // 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);
+
+ if (distance <= (epsilon + ALMOST_ZERO))
+ {
+ // printf("dist: %f\n", (float)distance);
+
+ // collpair->face1 = tree1->tri_index;
+ // collpair->face2 = tree2->tri_index;
+
+ VECCOPY(collpair->normal, collpair->vector);
+ Normalize(collpair->normal);
+
+ collpair->distance = distance;
+ BLI_linklist_prepend(&clmd->coll_parms->collision_list, collpair);
+
+ }
+ else
+ {
+ MEM_freeN(collpair);
+ }
+ }
+ else
+ {
+ MEM_freeN(collpair);
+ }
+ }
+}
+
+int cloth_are_edges_adjacent(ClothModifierData *clmd, ClothModifierData *coll_clmd, EdgeCollPair *edgecollpair)
+{
+ Cloth *cloth1 = NULL, *cloth2 = NULL;
+ ClothVertex *verts1 = NULL, *verts2 = NULL;
+ float temp[3];
+
+ cloth1 = clmd->clothObject;
+ cloth2 = coll_clmd->clothObject;
+
+ verts1 = cloth1->verts;
+ verts2 = cloth2->verts;
+
+ VECSUB(temp, verts1[edgecollpair->p11].xold, verts2[edgecollpair->p21].xold);
+ if(ABS(INPR(temp, temp)) < ALMOST_ZERO)
+ return 1;
+
+ VECSUB(temp, verts1[edgecollpair->p11].xold, verts2[edgecollpair->p22].xold);
+ if(ABS(INPR(temp, temp)) < ALMOST_ZERO)
+ return 1;
+
+ VECSUB(temp, verts1[edgecollpair->p12].xold, verts2[edgecollpair->p21].xold);
+ if(ABS(INPR(temp, temp)) < ALMOST_ZERO)
+ return 1;
+
+ VECSUB(temp, verts1[edgecollpair->p12].xold, verts2[edgecollpair->p22].xold);
+ if(ABS(INPR(temp, temp)) < ALMOST_ZERO)
+ return 1;
+
+ return 0;
+}
+
+void cloth_collision_moving_edges(ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2)
+{
+ EdgeCollPair edgecollpair;
+ Cloth *cloth1=NULL, *cloth2=NULL;
+ MFace *face1=NULL, *face2=NULL;
+ ClothVertex *verts1=NULL, *verts2=NULL;
+ double distance = 0;
+ float epsilon = clmd->coll_parms->epsilon;
+ unsigned int i = 0, j = 0, k = 0;
+ int numsolutions = 0;
+ float a[3], b[3], c[3], d[3], e[3], f[3], solution[3];
+
+ cloth1 = clmd->clothObject;
+ cloth2 = coll_clmd->clothObject;
+
+ verts1 = cloth1->verts;
+ verts2 = cloth2->verts;
+
+ face1 = &(cloth1->mfaces[tree1->tri_index]);
+ face2 = &(cloth2->mfaces[tree2->tri_index]);
+
+ for( i = 0; i < 5; i++)
+ {
+ if(i == 0)
+ {
+ edgecollpair.p11 = face1->v1;
+ edgecollpair.p12 = face1->v2;
+ }
+ else if(i == 1)
+ {
+ edgecollpair.p11 = face1->v2;
+ edgecollpair.p12 = face1->v3;
+ }
+ else if(i == 2)
+ {
+ if(face1->v4)
+ {
+ edgecollpair.p11 = face1->v3;
+ edgecollpair.p12 = face1->v4;
+ }
+ else
+ {
+ edgecollpair.p11 = face1->v3;
+ edgecollpair.p12 = face1->v1;
+ i+=5; // get out of here after this edge pair is handled
+ }
+ }
+ else if(i == 3)
+ {
+ if(face1->v4)
+ {
+ edgecollpair.p11 = face1->v4;
+ edgecollpair.p12 = face1->v1;
+ }
+ else
+ continue;
+ }
+ else
+ {
+ edgecollpair.p11 = face1->v3;
+ edgecollpair.p12 = face1->v1;
+ }
+
+
+ for( j = 0; j < 5; j++)
+ {
+ if(j == 0)
+ {
+ edgecollpair.p21 = face2->v1;
+ edgecollpair.p22 = face2->v2;
+ }
+ else if(j == 1)
+ {
+ edgecollpair.p21 = face2->v2;
+ edgecollpair.p22 = face2->v3;
+ }
+ else if(j == 2)
+ {
+ if(face2->v4)
+ {
+ edgecollpair.p21 = face2->v3;
+ edgecollpair.p22 = face2->v4;
+ }
+ else
+ {
+ edgecollpair.p21 = face2->v3;
+ edgecollpair.p22 = face2->v1;
+ }
+ }
+ else if(j == 3)
+ {
+ if(face2->v4)
+ {
+ edgecollpair.p21 = face2->v4;
+ edgecollpair.p22 = face2->v1;
+ }
+ else
+ continue;
+ }
+ else
+ {
+ edgecollpair.p21 = face2->v3;
+ edgecollpair.p22 = face2->v1;
+ }
+
+
+ if(!cloth_are_edges_adjacent(clmd, coll_clmd, &edgecollpair))
+ {
+ VECSUB(a, verts1[edgecollpair.p12].xold, verts1[edgecollpair.p11].xold);
+ VECSUB(b, verts1[edgecollpair.p12].v, verts1[edgecollpair.p11].v);
+ VECSUB(c, verts1[edgecollpair.p21].xold, verts1[edgecollpair.p11].xold);
+ VECSUB(d, verts1[edgecollpair.p21].v, verts1[edgecollpair.p11].v);
+ VECSUB(e, verts2[edgecollpair.p22].xold, verts1[edgecollpair.p11].xold);
+ VECSUB(f, verts2[edgecollpair.p22].v, verts1[edgecollpair.p11].v);
+
+ numsolutions = cloth_get_collision_time(a, b, c, d, e, f, solution);
+
+ for (k = 0; k < numsolutions; k++)
+ {
+ if ((solution[k] >= 0.0) && (solution[k] <= 1.0))
+ {
+ float out_collisionTime = solution[k];
+
+ // TODO: check for collisions
+
+ // TODO: put into (edge) collision list
+
+ // printf("Moving edge found!\n");
+ }
+ }
+ }
+ }
+ }
+}
+
+void cloth_collision_moving_tris(ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2)
+{
+ CollPair collpair;
+ Cloth *cloth1=NULL, *cloth2=NULL;
+ MFace *face1=NULL, *face2=NULL;
+ ClothVertex *verts1=NULL, *verts2=NULL;
+ double distance = 0;
+ float epsilon = clmd->coll_parms->epsilon;
+ unsigned int i = 0, j = 0, k = 0;
+ int numsolutions = 0;
+ float a[3], b[3], c[3], d[3], e[3], f[3], solution[3];
+
+ for(i = 0; i < 2; i++)
+ {
+ cloth1 = clmd->clothObject;
+ cloth2 = coll_clmd->clothObject;
+
+ verts1 = cloth1->verts;
+ verts2 = cloth2->verts;
+
+ face1 = &(cloth1->mfaces[tree1->tri_index]);
+ face2 = &(cloth2->mfaces[tree2->tri_index]);
+
+ // check all possible pairs of triangles
+ if(i == 0)
+ {
+ collpair.ap1 = face1->v1;
+ collpair.ap2 = face1->v2;
+ collpair.ap3 = face1->v3;
+
+ collpair.pointsb[0] = face2->v1;
+ collpair.pointsb[1] = face2->v2;
+ collpair.pointsb[2] = face2->v3;
+ collpair.pointsb[3] = face2->v4;
+ }
+
+ if(i == 1)
+ {
+ if(face1->v4)
+ {
+ collpair.ap1 = face1->v3;
+ collpair.ap2 = face1->v4;
+ collpair.ap3 = face1->v1;
+
+ collpair.pointsb[0] = face2->v1;
+ collpair.pointsb[1] = face2->v2;
+ collpair.pointsb[2] = face2->v3;
+ collpair.pointsb[3] = face2->v4;
+ }
+ else
+ i++;
+ }
+
+ // calc SIPcode (?)
+
+ if(i < 2)
+ {
+ VECSUB(a, verts1[collpair.ap2].xold, verts1[collpair.ap1].xold);
+ VECSUB(b, verts1[collpair.ap2].v, verts1[collpair.ap1].v);
+ VECSUB(c, verts1[collpair.ap3].xold, verts1[collpair.ap1].xold);
+ VECSUB(d, verts1[collpair.ap3].v, verts1[collpair.ap1].v);
+
+ for(j = 0; j < 4; j++)
+ {
+ if((j==3) && !(face2->v4))
+ break;
+
+ VECSUB(e, verts2[collpair.pointsb[j]].xold, verts1[collpair.ap1].xold);
+ VECSUB(f, verts2[collpair.pointsb[j]].v, verts1[collpair.ap1].v);
+
+ numsolutions = cloth_get_collision_time(a, b, c, d, e, f, solution);
+
+ for (k = 0; k < numsolutions; k++)
+ {
+ if ((solution[k] >= 0.0) && (solution[k] <= 1.0))
+ {
+ float out_collisionTime = solution[k];
+
+ // TODO: check for collisions
+
+ // TODO: put into (point-face) collision list
+
+ // printf("Moving found!\n");
+
+ }
+ }
+
+ // TODO: check borders for collisions
+ }
+
+ }
+ }
+}
+
+void cloth_collision_moving(ClothModifierData *clmd, ClothModifierData *coll_clmd, CollisionTree *tree1, CollisionTree *tree2)
+{
+ // TODO: check for adjacent
+ cloth_collision_moving_edges(clmd, coll_clmd, tree1, tree2);
+
+ cloth_collision_moving_tris(clmd, coll_clmd, tree1, tree2);
+ cloth_collision_moving_tris(coll_clmd, clmd, tree2, tree1);
+}
+
+// cloth - object collisions
+int cloth_bvh_objcollision(ClothModifierData * clmd, float step, float dt)
+{
+ Base *base=NULL;
+ CollisionModifierData *collmd=NULL;
+ Cloth *cloth=NULL;
+ Object *coll_ob=NULL;
+ BVH *cloth_bvh=NULL;
+ unsigned int i=0, j = 0, numfaces = 0, numverts = 0;
+ unsigned int result = 0, ic = 0, rounds = 0; // result counts applied collisions; ic is for debug output;
+ ClothVertex *verts = NULL;
+ float tnull[3] = {0,0,0};
+ int ret = 0;
+ ClothModifierData *tclmd;
+
+ if ((clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ) || !(((Cloth *)clmd->clothObject)->tree))
+ {
+ return 0;
+ }
+
+ cloth = clmd->clothObject;
+ verts = cloth->verts;
+ cloth_bvh = (BVH *) cloth->tree;
+ numfaces = clmd->clothObject->numfaces;
+ numverts = clmd->clothObject->numverts;
+
+ ////////////////////////////////////////////////////////////
+ // static collisions
+ ////////////////////////////////////////////////////////////
+
+ // update cloth bvh
+ bvh_update_from_cloth(clmd, 0); // 0 means STATIC, 1 means MOVING (see later in this function)
+
+ do
+ {
+ result = 0;
+ ic = 0;
+ clmd->coll_parms->collision_list = NULL;
+
+ // check all collision objects
+ for (base = G.scene->base.first; base; base = base->next)
+ {
+ coll_ob = base->object;
+ collmd = (CollisionModifierData *) modifiers_findByType (coll_ob, eModifierType_Collision);
+
+ if (!collmd)
+ continue;
+
+ tclmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
+ if(tclmd == clmd)
+ continue;
+
+ if (collmd->tree)
+ {
+ BVH *coll_bvh = collmd->tree;
+
+ collision_move_object(collmd, step + dt, step);
+
+ bvh_traverse(clmd, collmd, cloth_bvh->root, coll_bvh->root, step, cloth_collision_static);
+ }
+ else
+ printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
+
+
+ // process all collisions (calculate impulses, TODO: also repulses if distance too short)
+ result = 1;
+ for(j = 0; j < 10; j++) // 10 is just a value that ensures convergence
+ {
+ result = 0;
+
+ if (collmd->tree)
+ result += cloth_collision_response_static(clmd, collmd);
+
+
+ // apply impulses in parallel
+ ic=0;
+ 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;
+
+ ic++;
+ ret++;
+ }
+ }
+ }
+
+ // free collision list
+ if(clmd->coll_parms->collision_list)
+ {
+ LinkNode *search = clmd->coll_parms->collision_list;
+ while(search)
+ {
+ CollPair *coll_pair = search->link;
+
+ MEM_freeN(coll_pair);
+ search = search->next;
+ }
+ BLI_linklist_free(clmd->coll_parms->collision_list,NULL);
+
+ clmd->coll_parms->collision_list = NULL;
+ }
+ }
+ rounds++;
+ }
+ while(result && (clmd->coll_parms->loop_count>rounds));
+
+ ////////////////////////////////////////////////////////////
+ // 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].goal >= SOFTGOALSNAP)
+ {
+ continue;
+ }
+ }
+
+ VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
+ }
+ ////////////////////////////////////////////////////////////
+
+ ////////////////////////////////////////////////////////////
+ // moving collisions
+ //
+ // response code is just missing itm
+ ////////////////////////////////////////////////////////////
+
+ /*
+ // update cloth bvh
+ bvh_update_from_cloth(clmd, 1); // 0 means STATIC, 1 means MOVING
+
+ // update moving bvh for collision object once
+ for (base = G.scene->base.first; base; base = base->next)
+ {
+
+ coll_ob = base->object;
+ coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
+ if (!coll_clmd)
+ continue;
+
+ if(!coll_clmd->clothObject)
+ continue;
+
+ // if collision object go on
+ if (coll_clmd->clothObject && coll_clmd->clothObject->tree)
+ {
+ BVH *coll_bvh = coll_clmd->clothObject->tree;
+
+ bvh_update_from_cloth(coll_clmd, 1); // 0 means STATIC, 1 means MOVING
+}
+}
+
+
+ do
+ {
+ result = 0;
+ ic = 0;
+ clmd->coll_parms->collision_list = NULL;
+
+ // check all collision objects
+ for (base = G.scene->base.first; base; base = base->next)
+ {
+ coll_ob = base->object;
+ coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
+
+ if (!coll_clmd)
+ continue;
+
+ // if collision object go on
+ if (coll_clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ)
+ {
+ if (coll_clmd->clothObject && coll_clmd->clothObject->tree)
+ {
+ BVH *coll_bvh = coll_clmd->clothObject->tree;
+
+ bvh_traverse(clmd, coll_clmd, cloth_bvh->root, coll_bvh->root, step, cloth_collision_moving);
+}
+ else
+ printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
+}
+}
+
+ // process all collisions (calculate impulses, TODO: also repulses if distance too short)
+ result = 1;
+ for(j = 0; j < 10; j++) // 10 is just a value that ensures convergence
+ {
+ result = 0;
+
+ // handle all collision objects
+ for (base = G.scene->base.first; base; base = base->next)
+ {
+
+ coll_ob = base->object;
+ coll_clmd = (ClothModifierData *) modifiers_findByType (coll_ob, eModifierType_Cloth);
+
+ if (!coll_clmd)
+ continue;
+
+ // if collision object go on
+ if (coll_clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ)
+ {
+ if (coll_clmd->clothObject)
+ result += cloth_collision_response_moving_tris(clmd, coll_clmd);
+ else
+ printf ("cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n");
+}
+}
+
+ // apply impulses in parallel
+ ic=0;
+ 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;
+
+ ic++;
+ ret++;
+}
+}
+}
+
+
+ // verts come from clmd
+ for(i = 0; i < numverts; i++)
+ {
+ VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
+}
+
+ // update cloth bvh
+ bvh_update_from_cloth(clmd, 1); // 0 means STATIC, 1 means MOVING
+
+
+ // free collision list
+ if(clmd->coll_parms->collision_list)
+ {
+ LinkNode *search = clmd->coll_parms->collision_list;
+ while(search)
+ {
+ CollPair *coll_pair = search->link;
+
+ MEM_freeN(coll_pair);
+ search = search->next;
+}
+ BLI_linklist_free(clmd->coll_parms->collision_list,NULL);
+
+ clmd->coll_parms->collision_list = NULL;
+}
+
+ // printf("ic: %d\n", ic);
+ rounds++;
+}
+ while(result && (CLOTH_MAX_THRESHOLD>rounds));
+
+ ////////////////////////////////////////////////////////////
+ // update positions + velocities
+ ////////////////////////////////////////////////////////////
+
+ // verts come from clmd
+ for(i = 0; i < numverts; i++)
+ {
+ VECADD(verts[i].tx, verts[i].txold, verts[i].tv);
+}
+ ////////////////////////////////////////////////////////////
+ */
+
+ return MIN2(ret, 1);
+}