diff options
author | Daniel Genrich <daniel.genrich@gmx.net> | 2008-01-30 00:01:12 +0300 |
---|---|---|
committer | Daniel Genrich <daniel.genrich@gmx.net> | 2008-01-30 00:01:12 +0300 |
commit | 77685023caaee092a4c1ed4a3da13ff67861a962 (patch) | |
tree | 6a516a1ef9deebed5d38586be310c00f0d01484f /source/blender/blenkernel/intern/collision.c | |
parent | 3a3fe8a4805ca0f1db0eec3cca18e1c70b765080 (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.c | 1261 |
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); +} |