diff options
Diffstat (limited to 'source/blender/blenkernel/intern/collision.c')
-rw-r--r-- | source/blender/blenkernel/intern/collision.c | 300 |
1 files changed, 121 insertions, 179 deletions
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c index b024ba5f4e1..9b49ac9c6ff 100644 --- a/source/blender/blenkernel/intern/collision.c +++ b/source/blender/blenkernel/intern/collision.c @@ -40,6 +40,7 @@ #include "BKE_DerivedMesh.h" #include "BKE_global.h" +#include "BKE_scene.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_modifier.h" @@ -59,7 +60,7 @@ 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}; + float tv[3] = {0, 0, 0}; unsigned int i = 0; for ( i = 0; i < collmd->numverts; i++ ) @@ -69,6 +70,7 @@ void collision_move_object ( CollisionModifierData *collmd, float step, float pr 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 ); } @@ -527,7 +529,7 @@ int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifier float magtangent = 0, repulse = 0, d = 0; double impulse = 0.0; float vrel_t_pre[3]; - float temp[3]; + float temp[3], spf; // calculate tangential velocity VECCOPY ( temp, collpair->normal ); @@ -565,10 +567,12 @@ int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifier // Apply repulse impulse if distance too short // I_r = -min(dt*kd, m(0,1d/dt - v_n)) + spf = (float)clmd->sim_parms->stepsPerFrame / clmd->sim_parms->timescale; + 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 ) ) + if ( ( magrelVel < 0.1*d*spf ) && ( d > ALMOST_ZERO ) ) { - repulse = MIN2 ( d*1.0/clmd->sim_parms->stepsPerFrame, 0.1*d*clmd->sim_parms->stepsPerFrame - magrelVel ); + repulse = MIN2 ( d*1.0/spf, 0.1*d*spf - magrelVel ); // stay on the safe side and clamp repulse if ( impulse > ALMOST_ZERO ) @@ -1299,188 +1303,130 @@ static int cloth_collision_moving ( ClothModifierData *clmd, CollisionModifierDa } #endif - -// return all collision objects in scene -// collision object will exclude self -Object **get_collisionobjects(Scene *scene, Object *self, int *numcollobj) +static void add_collision_object(Object ***objs, int *numobj, int *maxobj, Object *ob, Object *self, int level) { - Base *base=NULL; - Object **objs = NULL; - Object *coll_ob = NULL; - CollisionModifierData *collmd = NULL; - int numobj = 0, maxobj = 100; + CollisionModifierData *cmd= NULL; + + if(ob == self) + return; + + /* only get objects with collision modifier */ + if(ob->pd && ob->pd->deflect) + cmd= (CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision); - objs = MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray"); - // check all collision objects - for ( base = 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 ); + if(cmd) { + /* extend array */ + if(*numobj >= *maxobj) { + *maxobj *= 2; + *objs= MEM_reallocN(*objs, sizeof(Object*)*(*maxobj)); } - else - collmd = NULL; - if ( collmd ) - { - if(numobj >= maxobj) - { - // realloc - int oldmax = maxobj; - Object **tmp; - maxobj *= 2; - tmp = MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray"); - memcpy(tmp, objs, sizeof(Object *)*oldmax); - MEM_freeN(objs); - objs = tmp; - - } - - objs[numobj] = coll_ob; - numobj++; - } - else - { - if ( coll_ob->dup_group ) - { - GroupObject *go; - Group *group = coll_ob->dup_group; + (*objs)[*numobj] = ob; + (*numobj)++; + } - 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; + /* objects in dupli groups, one level only for now */ + if(ob->dup_group && level == 0) { + GroupObject *go; + Group *group= ob->dup_group; - if ( !collmd ) - continue; - - if( !collmd->bvhtree) - continue; + /* add objects */ + for(go= group->gobject.first; go; go= go->next) + add_collision_object(objs, numobj, maxobj, go->ob, self, level+1); + } +} - if(numobj >= maxobj) - { - // realloc - int oldmax = maxobj; - Object **tmp; - maxobj *= 2; - tmp = MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray"); - memcpy(tmp, objs, sizeof(Object *)*oldmax); - MEM_freeN(objs); - objs = tmp; - } - - objs[numobj] = coll_ob; - numobj++; - } - } - } +// return all collision objects in scene +// collision object will exclude self +Object **get_collisionobjects(Scene *scene, Object *self, Group *group, int *numcollobj) +{ + Base *base; + Object **objs; + GroupObject *go; + int numobj= 0, maxobj= 100; + + objs= MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray"); + + /* gather all collision objects */ + if(group) { + /* use specified group */ + for(go= group->gobject.first; go; go= go->next) + add_collision_object(&objs, &numobj, &maxobj, go->ob, self, 0); } - *numcollobj = numobj; + else { + Scene *sce; /* for SETLOOPER macro */ + /* add objects in same layer in scene */ + for(SETLOOPER(scene, base)) { + if(base->lay & self->lay) + add_collision_object(&objs, &numobj, &maxobj, base->object, self, 0); + + } + } + + *numcollobj= numobj; + return objs; } -ListBase *get_collider_cache(Scene *scene, Object *self) +static void add_collider_cache_object(ListBase **objs, Object *ob, Object *self, int level) { - Base *base=NULL; - ListBase *objs = NULL; - Object *coll_ob = NULL; - CollisionModifierData *collmd = NULL; + CollisionModifierData *cmd= NULL; ColliderCache *col; + + if(ob == self) + return; + + if(ob->pd && ob->pd->deflect) + cmd =(CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision); - // check all collision objects - for ( base = scene->base.first; base; base = base->next ) - { - /*Only proceed for mesh object in same layer */ - if(base->object->type!=OB_MESH) - continue; + if(cmd && cmd->bvhtree) { + if(*objs == NULL) + *objs = MEM_callocN(sizeof(ListBase), "ColliderCache array"); + + col = MEM_callocN(sizeof(ColliderCache), "ColliderCache"); + col->ob = ob; + col->collmd = cmd; + /* make sure collider is properly set up */ + collision_move_object(cmd, 1.0, 0.0); + BLI_addtail(*objs, col); + } - if(self && (base->lay & self->lay)==0) - continue; + /* objects in dupli groups, one level only for now */ + if(ob->dup_group && level == 0) { + GroupObject *go; + Group *group= ob->dup_group; - - 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(objs == NULL) - objs = MEM_callocN(sizeof(ListBase), "ColliderCache array"); - - col = MEM_callocN(sizeof(ColliderCache), "ColliderCache"); - col->ob = coll_ob; - col->collmd = collmd; - /* make sure collider is properly set up */ - collision_move_object(collmd, 1.0, 0.0); - BLI_addtail(objs, col); - } - else if ( coll_ob->dup_group ) - { - GroupObject *go; - Group *group = coll_ob->dup_group; + /* add objects */ + for(go= group->gobject.first; go; go= go->next) + add_collider_cache_object(objs, go->ob, self, level+1); + } +} - 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; +ListBase *get_collider_cache(Scene *scene, Object *self, Group *group) +{ + GroupObject *go; + ListBase *objs= NULL; + + /* add object in same layer in scene */ + if(group) { + for(go= group->gobject.first; go; go= go->next) + add_collider_cache_object(&objs, go->ob, self, 0); + } + else { + Scene *sce; /* for SETLOOPER macro */ + Base *base; - if ( !collmd ) - continue; - - if( !collmd->bvhtree) - continue; - - if(objs == NULL) - objs = MEM_callocN(sizeof(ListBase), "ColliderCache array"); - - col = MEM_callocN(sizeof(ColliderCache), "ColliderCache"); - col->ob = coll_ob; - col->collmd = collmd; - /* make sure collider is properly set up */ - collision_move_object(collmd, 1.0, 0.0); - BLI_addtail(objs, col); - } - } + /* add objects in same layer in scene */ + for(SETLOOPER(scene, base)) { + if(!self || (base->lay & self->lay)) + add_collider_cache_object(&objs, base->object, self, 0); + + } } + return objs; } + void free_collider_cache(ListBase **colliders) { if(*colliders) { @@ -1489,6 +1435,7 @@ void free_collider_cache(ListBase **colliders) *colliders = NULL; } } + static void cloth_bvh_objcollisions_nearcheck ( ClothModifierData * clmd, CollisionModifierData *collmd, CollPair **collisions, CollPair **collisions_index, int numresult, BVHTreeOverlap *overlap) { int i; @@ -1574,7 +1521,7 @@ int cloth_bvh_objcollision (Object *ob, ClothModifierData * clmd, float step, fl 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(clmd->scene, ob, &numcollobj); + collobjs = get_collisionobjects(clmd->scene, ob, clmd->coll_parms->group, &numcollobj); if(!collobjs) return 0; @@ -1606,20 +1553,15 @@ int cloth_bvh_objcollision (Object *ob, ClothModifierData * clmd, float step, fl 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( result && overlap ) { + /* 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 ); } |