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authorJens Ole Wund <bjornmose@gmx.net>2005-08-07 03:20:52 +0400
committerJens Ole Wund <bjornmose@gmx.net>2005-08-07 03:20:52 +0400
commitf17a9a1d3dec63bbf7da592616736212315a057a (patch)
tree4e513a644e70a286435c18e9fab997cd4a184918 /source/blender/blenkernel
parentd1285d0229a467a80845532ad88d2a3b4f4e188e (diff)
working on : make softbodies collide with moving ( armatures,lattices .. ) objects
works nice & smooth unless we encounter logical circles well, because of function pointers re-hooking i could not debug that in detail may be DAG or modifier stack is .. dunno anyway did abuse pd->pad bit 1 ( i hope this was 'real' padding till now ) to get SoftBodyDetectCollision(..) use mesh_get_derived_XXX [in effect.c] ..[*sigh* (the linetriangle() func is there) ..] and put that to the deflection panel (blush .. i would have decapted anyone in my team doing stuff like that) to defend this commit: it makes you aware of problems ahead having code that works/doesn't (on some conditions) is is usefull to look at i think code is OK , so the problem is either a. me not understanding b. real for locical circles see files --> http://wund.privat.t-online.de/bt/WorkFine1.blend http://wund.privat.t-online.de/bt/WorkFine2.blend http://wund.privat.t-online.de/bt/WorkCrash.blend
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r--source/blender/blenkernel/intern/effect.c170
1 files changed, 93 insertions, 77 deletions
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index af23cf70ce9..690be225f6a 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -1387,21 +1387,33 @@ void build_particle_system(Object *ob)
rng_free(rng);
}
+
+/* this evil hack is only needed for iterating faces in SoftBodyDetectCollision */
+/* so if i could ask politely for the face array pointer and #faces i would not need it */
+
+typedef struct {
+ DerivedMesh dm;
+
+ Object *ob;
+ Mesh *me;
+ MVert *verts;
+ float *nors;
+
+ int freeNors, freeVerts;
+} MeshDerivedMesh;
+
int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
float facenormal[3], float *damp, float force[3], int mode,
float cur_time, unsigned int par_layer,struct Object *vertexowner)
{
+ static short recursion = 0;
+ static short didokee = 0;
Base *base;
- Object *ob, *deflection_object = NULL;
- Mesh *def_mesh;
- MFace *mface, *deflection_face = NULL;
- float *v1, *v2, *v3, *v4, *vcache=NULL;
- float mat[3][3];
- float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], obloc[3];
+ Object *ob;
+ float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3];
float dv1[3], dv2[3], dv3[3];
float facedist,n_mag,t,t2, min_t,force_mag_norm;
int a, deflected=0, deflected_now=0;
- short cur_frame;
int d_object=0, d_face=0, ds_object=0, ds_face=0;
// i'm going to rearrange it to declaration rules when WIP is finished (BM)
@@ -1410,10 +1422,17 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
float ee = 5.0f;
float ff = 0.1f;
float fa;
-
+
+ if (recursion){
+ if (!didokee)
+ okee("SB collision detected recursion. We will CRASH now!");
+ didokee =1;
+ return 0;
+ }
+ recursion =1;
+
min_t = 200000;
- /* The first part of the code, finding the first intersected face*/
base= G.scene->base.first;
while (base) {
/*Only proceed for mesh object in same layer */
@@ -1427,79 +1446,73 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
}
/* only with deflecting set */
if(ob->pd && ob->pd->deflect) {
- def_mesh= ob->data;
-
- d_object = d_object + 1;
-
- d_face = d_face + 1;
- mface= def_mesh->mface;
- a = def_mesh->totface;
+ DerivedMesh *dm=NULL;
+ int dmNeedsFree;
+ Mesh *me;
+ MFace *mface;
+ int use_deformed = (ob->pd->pad && 1) ; // get colliding mesh from modifier stack
+ /* do object level stuff
/* need to have user control for that since it depends on model scale */
-
innerfacethickness =-ob->pd->pdef_sbift;
outerfacethickness =ob->pd->pdef_sboft;
fa = (ff*outerfacethickness-outerfacethickness);
fa *= fa;
fa = 1.0f/fa;
- if(ob->parent==NULL && ob->ipo==NULL) { // static
- if(ob->sumohandle==NULL) cache_object_vertices(ob);
- vcache= ob->sumohandle;
+ if (use_deformed){
+ if(1) { // so maybe someone wants overkill to collide with subsurfed
+ dm = mesh_get_derived_deform(ob, &dmNeedsFree);
+ } else {
+ dm = mesh_get_derived_final(ob, &dmNeedsFree);
+ }
}
- else {
- /*Find out where the object is at this time*/
- cur_frame = G.scene->r.cfra;
- G.scene->r.cfra = (short)cur_time;
- where_is_object_time(ob, cur_time);
- G.scene->r.cfra = cur_frame;
-
- /*Pass the values from ob->obmat to mat*/
- /*and the location values to obloc */
- Mat3CpyMat4(mat,ob->obmat);
- obloc[0] = ob->obmat[3][0];
- obloc[1] = ob->obmat[3][1];
- obloc[2] = ob->obmat[3][2];
- /* not cachable */
- vcache= NULL;
-
+
+ if (dm) {
+ MeshDerivedMesh *mdm = (MeshDerivedMesh*) dm;
+ me = mdm->me;
}
+ else
+ me = ob->data;
+ /* use mesh*/
+ mface= me->mface;
+ a = me->totface;
while (a--) {
- if(vcache) {
- v1= vcache+ 3*(mface->v1);
- VECCOPY(nv1, v1);
- v1= vcache+ 3*(mface->v2);
- VECCOPY(nv2, v1);
- v1= vcache+ 3*(mface->v3);
- VECCOPY(nv3, v1);
- v1= vcache+ 3*(mface->v4);
- VECCOPY(nv4, v1);
+ /* Calculate the global co-ordinates of the vertices*/
+ if (dm){
+ dm->getVertCo(dm,mface->v1,nv1);
+ Mat4MulVecfl(ob->obmat, nv1);
+
+ dm->getVertCo(dm,mface->v2,nv2);
+ Mat4MulVecfl(ob->obmat, nv2);
+
+ dm->getVertCo(dm,mface->v3,nv3);
+ Mat4MulVecfl(ob->obmat, nv3);
+
+
+ if (mface->v4){
+ dm->getVertCo(dm,mface->v4,nv4);
+ Mat4MulVecfl(ob->obmat, nv4);
+ }
}
- else {
- /* Calculate the global co-ordinates of the vertices*/
- v1= (def_mesh->mvert+(mface->v1))->co;
- v2= (def_mesh->mvert+(mface->v2))->co;
- v3= (def_mesh->mvert+(mface->v3))->co;
- v4= (def_mesh->mvert+(mface->v4))->co;
+ else{
- VECCOPY(nv1, v1);
- VECCOPY(nv2, v2);
- VECCOPY(nv3, v3);
- VECCOPY(nv4, v4);
+ VECCOPY(nv1,(me->mvert+(mface->v1))->co);
+ Mat4MulVecfl(ob->obmat, nv1);
- /*Apply the objects deformation matrix*/
- Mat3MulVecfl(mat, nv1);
- Mat3MulVecfl(mat, nv2);
- Mat3MulVecfl(mat, nv3);
- Mat3MulVecfl(mat, nv4);
+ VECCOPY(nv2,(me->mvert+(mface->v2))->co);
+ Mat4MulVecfl(ob->obmat, nv2);
+
+ VECCOPY(nv3,(me->mvert+(mface->v3))->co);
+ Mat4MulVecfl(ob->obmat, nv3);
+
+ if (mface->v4){
+ VECCOPY(nv4,(me->mvert+(mface->v4))->co);
+ Mat4MulVecfl(ob->obmat, nv4);
+ }
- VECADD(nv1, nv1, obloc);
- VECADD(nv2, nv2, obloc);
- VECADD(nv3, nv3, obloc);
- VECADD(nv4, nv4, obloc);
}
-
deflected_now = 0;
if (mode == 1){ // face intrusion test
@@ -1568,10 +1581,7 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
deflected_now = 1;
}
}
- // else if (mface->v4 && (t>=0.0 && t<=1.0)) {
- // no, you can't skip testing the other triangle
- // it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :)
- // note: the 2 triangles don't need to share a plane ! (BM)
+
if (mface->v4) {
if( linetriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
if (t2 < min_t) {
@@ -1585,8 +1595,6 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
min_t = t;
ds_object = d_object;
ds_face = d_face;
- deflection_object = ob;
- deflection_face = mface;
if (deflected_now==1) {
min_t = t;
VECCOPY(dv1, nv1);
@@ -1600,15 +1608,23 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
VECCOPY(dv3, nv4);
}
}
- }
+ }
mface++;
- }
- }
- }
- base = base->next;
+
+ }//while a
+ /* give it away */
+ if (dm) {
+ if (dmNeedsFree) dm->release(dm);
+ } // if (dm)
+
+
+ } // if(ob->pd && ob->pd->deflect)
+ }//if (base->object->type==OB_MESH && (base->lay & par_layer)) {
+ base = base->next;
} // while (base)
if (mode == 1){ // face
+ recursion = 0;
return deflected;
}
@@ -1626,6 +1642,6 @@ int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
VECCOPY(facenormal,d_nvect);
}
}
+ recursion = 0;
return deflected;
}
-