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author | Germano Cavalcante <germano.costa@ig.com.br> | 2020-08-10 18:05:37 +0300 |
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committer | Germano Cavalcante <germano.costa@ig.com.br> | 2020-08-10 18:05:37 +0300 |
commit | c0340ec89393055bbb0ba0432b9edb5d70b3711c (patch) | |
tree | 5c08023d69cdc266a560acd349d354af1e2c2224 /source/blender/blenlib/BLI_math_geom.h | |
parent | ab2dbafd8b6263d85c86c83279f9f3e067b4f7e5 (diff) |
Fix T78113: Random explosions of cloth with self collision
The problem is caused by a lack of prediction in the `isect_line_segment_tri_v3`
that incorrectly confirms some intersections of coplanar segments to the triangle.
The solution is to use another algorithm to detect intersections.
This also resulted in a slight improvement in the performance:
- 1min 17sec to 1min 6sec in my test file
Differential Revision: https://developer.blender.org/D8500
Diffstat (limited to 'source/blender/blenlib/BLI_math_geom.h')
-rw-r--r-- | source/blender/blenlib/BLI_math_geom.h | 22 |
1 files changed, 13 insertions, 9 deletions
diff --git a/source/blender/blenlib/BLI_math_geom.h b/source/blender/blenlib/BLI_math_geom.h index 3d1edb9c3b1..213f5a029b0 100644 --- a/source/blender/blenlib/BLI_math_geom.h +++ b/source/blender/blenlib/BLI_math_geom.h @@ -402,15 +402,19 @@ bool isect_ray_tri_epsilon_v3(const float ray_origin[3], float *r_lambda, float r_uv[2], const float epsilon); -bool isect_tri_tri_epsilon_v3(const float t_a0[3], - const float t_a1[3], - const float t_a2[3], - const float t_b0[3], - const float t_b1[3], - const float t_b2[3], - float r_i1[3], - float r_i2[3], - const float epsilon); +bool isect_tri_tri_v3_ex(const float tri_a[3][3], + const float tri_b[3][3], + float r_i1[3], + float r_i2[3], + int *r_tri_a_edge_isect_count); +bool isect_tri_tri_v3(const float t_a0[3], + const float t_a1[3], + const float t_a2[3], + const float t_b0[3], + const float t_b1[3], + const float t_b2[3], + float r_i1[3], + float r_i2[3]); bool isect_tri_tri_v2(const float p1[2], const float q1[2], |