Cloth collisions: Reorganized collision system to be more flexible for other parts of blender, so it can be more easily reused. Also slowed down friction impulse.
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@ -208,7 +208,7 @@ typedef enum
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////////////////////////////////////////////////
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// needed for implicit.c
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int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt );
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int cloth_bvh_objcollision ( Object *ob, ClothModifierData * clmd, float step, float dt );
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////////////////////////////////////////////////
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@ -132,7 +132,7 @@ void cloth_init ( ClothModifierData *clmd )
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clmd->coll_parms->self_friction = 5.0;
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clmd->coll_parms->friction = 5.0;
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clmd->coll_parms->loop_count = 3;
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clmd->coll_parms->loop_count = 2;
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clmd->coll_parms->epsilon = 0.015f;
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clmd->coll_parms->flags = CLOTH_COLLSETTINGS_FLAG_ENABLED;
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clmd->coll_parms->collision_list = NULL;
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@ -471,7 +471,7 @@ static int do_step_cloth(Object *ob, ClothModifierData *clmd, DerivedMesh *resul
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tend();
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/* printf ( "Cloth simulation time: %f\n", ( float ) tval() ); */
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// printf ( "%f\n", ( float ) tval() );
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return ret;
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}
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@ -541,7 +541,7 @@ int cloth_collision_response_static ( ClothModifierData *clmd, CollisionModifier
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{
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Normalize ( vrel_t_pre );
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impulse = 2.0 * magtangent / ( 1.0 + w1*w1 + w2*w2 + w3*w3 );
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impulse = magtangent / ( 1.0 + w1*w1 + w2*w2 + w3*w3 ); // 2.0 *
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VECADDMUL ( cloth1->verts[collpair->ap1].impulse, vrel_t_pre, w1 * impulse );
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VECADDMUL ( cloth1->verts[collpair->ap2].impulse, vrel_t_pre, w2 * impulse );
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VECADDMUL ( cloth1->verts[collpair->ap3].impulse, vrel_t_pre, w3 * impulse );
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@ -1291,52 +1291,223 @@ int cloth_collision_moving ( ClothModifierData *clmd, CollisionModifierData *col
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return 1;
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}
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int cloth_bvh_objcollisions_do ( ClothModifierData * clmd, CollisionModifierData *collmd, float step, float dt )
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int cloth_do_selfcollisions(ClothModifierData * clmd)
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{
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int ret2 = 0, l;
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Cloth *cloth = clmd->clothObject;
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if ( clmd->clothObject->bvhselftree )
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{
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for(l = 0; l < clmd->coll_parms->self_loop_count; l++)
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{
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BVHTreeOverlap *overlap = NULL;
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ClothVertex *verts = clmd->clothObject->verts; // needed for openMP
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int k;
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int ret = 0, result = 0;
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// search for overlapping collision pairs
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overlap = BLI_bvhtree_overlap ( cloth->bvhselftree, cloth->bvhselftree, &result );
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// #pragma omp parallel for private(k, i, j) schedule(static)
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for ( k = 0; k < result; k++ )
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{
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float temp[3];
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float length = 0;
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float mindistance;
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int i, j;
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i = overlap[k].indexA;
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j = overlap[k].indexB;
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mindistance = clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len + cloth->verts[j].avg_spring_len );
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if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
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{
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if ( ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
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&& ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED ) )
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{
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continue;
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}
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}
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VECSUB ( temp, verts[i].tx, verts[j].tx );
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if ( ( ABS ( temp[0] ) > mindistance ) || ( ABS ( temp[1] ) > mindistance ) || ( ABS ( temp[2] ) > mindistance ) ) continue;
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// check for adjacent points (i must be smaller j)
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if ( BLI_edgehash_haskey ( cloth->edgehash, MIN2(i, j), MAX2(i, j) ) )
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{
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continue;
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}
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length = Normalize ( temp );
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if ( length < mindistance )
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{
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float correction = mindistance - length;
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if ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
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{
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VecMulf ( temp, -correction );
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VECADD ( verts[j].tx, verts[j].tx, temp );
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}
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else if ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED )
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{
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VecMulf ( temp, correction );
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VECADD ( verts[i].tx, verts[i].tx, temp );
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}
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else
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{
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VecMulf ( temp, -correction*0.5 );
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VECADD ( verts[j].tx, verts[j].tx, temp );
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VECSUB ( verts[i].tx, verts[i].tx, temp );
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}
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ret = 1;
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ret2 += ret;
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}
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else
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{
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// check for approximated time collisions
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}
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}
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if ( overlap )
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MEM_freeN ( overlap );
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if(!ret)
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break;
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// SELFCOLLISIONS: update velocities
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////////////////////////////////////////////////////////////
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if ( ret2 )
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{
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int i;
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ClothVertex *verts = clmd->clothObject->verts; // needed for openMP
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for ( i = 0; i < cloth->numverts; i++ )
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{
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if ( ! ( verts [i].flags & CLOTH_VERT_FLAG_PINNED ) )
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{
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VECSUB ( verts[i].tv, verts[i].tx, verts[i].txold );
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}
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}
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}
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////////////////////////////////////////////////////////////
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}
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return ret2;
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}
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// return all collision objects in scene
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// collision object will exclude self
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CollisionModifierData **get_collisionobjects(Object *self, int *numcollobj)
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{
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Base *base=NULL;
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CollisionModifierData **objs = NULL;
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Object *coll_ob = NULL;
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CollisionModifierData *collmd = NULL;
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int numobj = 0, maxobj = 100;
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objs = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray");
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// check all collision objects
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for ( base = G.scene->base.first; base; base = base->next )
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{
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coll_ob = base->object;
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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if ( !collmd )
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{
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if ( coll_ob->dup_group )
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{
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GroupObject *go;
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Group *group = coll_ob->dup_group;
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for ( go= group->gobject.first; go; go= go->next )
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{
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coll_ob = go->ob;
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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if ( !collmd )
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continue;
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if(coll_ob == self)
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continue;
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if(numobj >= maxobj)
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{
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// realloc
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int oldmax = maxobj;
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CollisionModifierData **tmp;
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maxobj *= 2;
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tmp = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray");
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memcpy(tmp, objs, sizeof(CollisionModifierData *)*oldmax);
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MEM_freeN(objs);
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objs = tmp;
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}
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objs[numobj] = collmd;
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numobj++;
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}
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}
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}
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else
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{
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if(coll_ob == self)
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continue;
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if(numobj >= maxobj)
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{
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// realloc
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int oldmax = maxobj;
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CollisionModifierData **tmp;
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maxobj *= 2;
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tmp = MEM_callocN(sizeof(CollisionModifierData *)*maxobj, "CollisionObjectsArray");
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memcpy(tmp, objs, sizeof(CollisionModifierData *)*oldmax);
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MEM_freeN(objs);
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objs = tmp;
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}
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objs[numobj] = collmd;
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numobj++;
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}
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}
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*numcollobj = numobj;
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return objs;
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}
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void cloth_bvh_objcollisions_nearcheck ( ClothModifierData * clmd, CollisionModifierData *collmd, CollPair **collisions, CollPair **collisions_index, int numresult, BVHTreeOverlap *overlap)
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{
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int i;
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*collisions = ( CollPair* ) MEM_mallocN ( sizeof ( CollPair ) * numresult * 4, "collision array" ); //*4 since cloth_collision_static can return more than 1 collision
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*collisions_index = *collisions;
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for ( i = 0; i < numresult; i++ )
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{
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*collisions_index = cloth_collision ( ( ModifierData * ) clmd, ( ModifierData * ) collmd, overlap+i, *collisions_index );
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}
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}
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int cloth_bvh_objcollisions_resolve ( ClothModifierData * clmd, CollisionModifierData *collmd, CollPair *collisions, CollPair *collisions_index)
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{
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Cloth *cloth = clmd->clothObject;
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BVHTree *cloth_bvh= ( BVHTree * ) cloth->bvhtree;
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long i=0, j = 0, numfaces = 0, numverts = 0;
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int i=0, j = 0, numfaces = 0, numverts = 0;
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ClothVertex *verts = NULL;
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CollPair *collisions = NULL, *collisions_index = NULL;
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int ret = 0;
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int result = 0;
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float tnull[3] = {0,0,0};
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BVHTreeOverlap *overlap = NULL;
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numfaces = clmd->clothObject->numfaces;
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numverts = clmd->clothObject->numverts;
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verts = cloth->verts;
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if ( collmd->bvhtree )
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{
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/* get pointer to bounding volume hierarchy */
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BVHTree *coll_bvh = collmd->bvhtree;
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/* move object to position (step) in time */
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collision_move_object ( collmd, step + dt, step );
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/* search for overlapping collision pairs */
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overlap = BLI_bvhtree_overlap ( cloth_bvh, coll_bvh, &result );
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collisions = ( CollPair* ) MEM_mallocN ( sizeof ( CollPair ) * result*4, "collision array" ); //*4 since cloth_collision_static can return more than 1 collision
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collisions_index = collisions;
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for ( i = 0; i < result; i++ )
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{
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collisions_index = cloth_collision ( ( ModifierData * ) clmd, ( ModifierData * ) collmd, overlap+i, collisions_index );
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}
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if ( overlap )
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MEM_freeN ( overlap );
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}
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else
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{
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if ( G.rt > 0 )
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printf ( "cloth_bvh_objcollision: found a collision object with clothObject or collData NULL.\n" );
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}
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// process all collisions (calculate impulses, TODO: also repulses if distance too short)
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result = 1;
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for ( j = 0; j < 5; j++ ) // 5 is just a value that ensures convergence
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@ -1363,48 +1534,22 @@ int cloth_bvh_objcollisions_do ( ClothModifierData * clmd, CollisionModifierData
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}
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}
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}
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/*
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result += cloth_collision_moving ( clmd, collmd, collisions, collisions_index );
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// apply impulses in parallel
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if ( result )
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{
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for ( i = 0; i < numverts; i++ )
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{
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// calculate "velocities" (just xnew = xold + v; no dt in v)
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if ( verts[i].impulse_count )
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{
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VECADDMUL ( verts[i].tv, verts[i].impulse, 1.0f / verts[i].impulse_count );
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VECCOPY ( verts[i].impulse, tnull );
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verts[i].impulse_count = 0;
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ret++;
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}
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}
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}
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*/
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}
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}
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if ( collisions ) MEM_freeN ( collisions );
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return ret;
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}
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// cloth - object collisions
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int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
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int cloth_bvh_objcollision ( Object *ob, ClothModifierData * clmd, float step, float dt )
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{
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Base *base=NULL;
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CollisionModifierData *collmd=NULL;
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Cloth *cloth=NULL;
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Object *coll_ob=NULL;
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BVHTree *cloth_bvh=NULL;
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long i=0, j = 0, k = 0, l = 0, numfaces = 0, numverts = 0;
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int result = 0, rounds = 0; // result counts applied collisions; ic is for debug output;
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long i=0, numfaces = 0, numverts = 0;
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int rounds = 0; // result counts applied collisions; ic is for debug output;
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ClothVertex *verts = NULL;
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int ret = 0, ret2 = 0;
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ClothModifierData *tclmd;
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int collisions = 0;
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CollisionModifierData **collobjs = NULL;
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int numcollobj = 0;
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if ( ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_COLLOBJ ) || ! ( ( ( Cloth * ) clmd->clothObject )->bvhtree ) )
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{
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@ -1424,54 +1569,61 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
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// update cloth bvh
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bvhtree_update_from_cloth ( clmd, 1 ); // 0 means STATIC, 1 means MOVING (see later in this function)
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bvhselftree_update_from_cloth ( clmd, 0 ); // 0 means STATIC, 1 means MOVING (see later in this function)
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collobjs = get_collisionobjects(ob, &numcollobj);
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if(!collobjs)
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return 0;
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do
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{
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result = 0;
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CollPair **collisions, **collisions_index;
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ret2 = 0;
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collisions = MEM_callocN(sizeof(CollPair *) *numcollobj , "CollPair");
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collisions_index = MEM_callocN(sizeof(CollPair *) *numcollobj , "CollPair");
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// check all collision objects
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for ( base = G.scene->base.first; base; base = base->next )
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for(i = 0; i < numcollobj; i++)
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{
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coll_ob = base->object;
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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if ( !collmd )
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CollisionModifierData *collmd = collobjs[i];
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BVHTreeOverlap *overlap = NULL;
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int result = 0;
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/* move object to position (step) in time */
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collision_move_object ( collmd, step + dt, step );
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/* search for overlapping collision pairs */
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overlap = BLI_bvhtree_overlap ( cloth_bvh, collmd->bvhtree, &result );
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// go to next object if no overlap is there
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if(!result || !overlap)
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{
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if ( coll_ob->dup_group )
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{
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GroupObject *go;
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Group *group = coll_ob->dup_group;
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for ( go= group->gobject.first; go; go= go->next )
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{
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coll_ob = go->ob;
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collmd = ( CollisionModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Collision );
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if ( !collmd )
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continue;
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tclmd = ( ClothModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Cloth );
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if ( tclmd == clmd )
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continue;
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ret += cloth_bvh_objcollisions_do ( clmd, collmd, step, dt );
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ret2 += ret;
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}
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}
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}
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else
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{
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tclmd = ( ClothModifierData * ) modifiers_findByType ( coll_ob, eModifierType_Cloth );
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if ( tclmd == clmd )
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continue;
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ret += cloth_bvh_objcollisions_do ( clmd, collmd, step, dt );
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ret2 += ret;
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if ( overlap )
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MEM_freeN ( overlap );
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continue;
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}
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/* check if collisions really happen (costly near check) */
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cloth_bvh_objcollisions_nearcheck ( clmd, collmd, &collisions[i], &collisions_index[i], result, overlap);
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// resolve nearby collisions
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ret += cloth_bvh_objcollisions_resolve ( clmd, collmd, collisions[i], collisions_index[i]);
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ret2 += ret;
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if ( overlap )
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MEM_freeN ( overlap );
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}
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rounds++;
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for(i = 0; i < numcollobj; i++)
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{
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if ( collisions[i] ) MEM_freeN ( collisions[i] );
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}
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MEM_freeN(collisions);
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MEM_freeN(collisions_index);
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////////////////////////////////////////////////////////////
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// update positions
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@ -1493,117 +1645,20 @@ int cloth_bvh_objcollision ( ClothModifierData * clmd, float step, float dt )
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}
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////////////////////////////////////////////////////////////
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////////////////////////////////////////////////////////////
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// Test on *simple* selfcollisions
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////////////////////////////////////////////////////////////
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if ( clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_SELF )
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{
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for(l = 0; l < clmd->coll_parms->self_loop_count; l++)
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{
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// TODO: add coll quality rounds again
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BVHTreeOverlap *overlap = NULL;
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collisions = 1;
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verts = cloth->verts; // needed for openMP
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numfaces = clmd->clothObject->numfaces;
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numverts = clmd->clothObject->numverts;
|
||||
|
||||
verts = cloth->verts;
|
||||
|
||||
if ( cloth->bvhselftree )
|
||||
{
|
||||
// search for overlapping collision pairs
|
||||
overlap = BLI_bvhtree_overlap ( cloth->bvhselftree, cloth->bvhselftree, &result );
|
||||
|
||||
// #pragma omp parallel for private(k, i, j) schedule(static)
|
||||
for ( k = 0; k < result; k++ )
|
||||
{
|
||||
float temp[3];
|
||||
float length = 0;
|
||||
float mindistance;
|
||||
|
||||
i = overlap[k].indexA;
|
||||
j = overlap[k].indexB;
|
||||
|
||||
mindistance = clmd->coll_parms->selfepsilon* ( cloth->verts[i].avg_spring_len + cloth->verts[j].avg_spring_len );
|
||||
|
||||
if ( clmd->sim_parms->flags & CLOTH_SIMSETTINGS_FLAG_GOAL )
|
||||
{
|
||||
if ( ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
&& ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
}
|
||||
|
||||
VECSUB ( temp, verts[i].tx, verts[j].tx );
|
||||
|
||||
if ( ( ABS ( temp[0] ) > mindistance ) || ( ABS ( temp[1] ) > mindistance ) || ( ABS ( temp[2] ) > mindistance ) ) continue;
|
||||
|
||||
// check for adjacent points (i must be smaller j)
|
||||
if ( BLI_edgehash_haskey ( cloth->edgehash, MIN2(i, j), MAX2(i, j) ) )
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
length = Normalize ( temp );
|
||||
|
||||
if ( length < mindistance )
|
||||
{
|
||||
float correction = mindistance - length;
|
||||
|
||||
if ( cloth->verts [i].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
{
|
||||
VecMulf ( temp, -correction );
|
||||
VECADD ( verts[j].tx, verts[j].tx, temp );
|
||||
}
|
||||
else if ( cloth->verts [j].flags & CLOTH_VERT_FLAG_PINNED )
|
||||
{
|
||||
VecMulf ( temp, correction );
|
||||
VECADD ( verts[i].tx, verts[i].tx, temp );
|
||||
}
|
||||
else
|
||||
{
|
||||
VecMulf ( temp, -correction*0.5 );
|
||||
VECADD ( verts[j].tx, verts[j].tx, temp );
|
||||
|
||||
VECSUB ( verts[i].tx, verts[i].tx, temp );
|
||||
}
|
||||
ret = 1;
|
||||
ret2 += ret;
|
||||
}
|
||||
else
|
||||
{
|
||||
// check for approximated time collisions
|
||||
}
|
||||
}
|
||||
|
||||
if ( overlap )
|
||||
MEM_freeN ( overlap );
|
||||
|
||||
}
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
|
||||
////////////////////////////////////////////////////////////
|
||||
// SELFCOLLISIONS: update velocities
|
||||
////////////////////////////////////////////////////////////
|
||||
if ( ret2 )
|
||||
{
|
||||
for ( i = 0; i < cloth->numverts; i++ )
|
||||
{
|
||||
if ( ! ( verts [i].flags & CLOTH_VERT_FLAG_PINNED ) )
|
||||
{
|
||||
VECSUB ( verts[i].tv, verts[i].tx, verts[i].txold );
|
||||
}
|
||||
}
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
ret2 += cloth_do_selfcollisions(clmd);
|
||||
}
|
||||
////////////////////////////////////////////////////////////
|
||||
}
|
||||
while ( ret2 && ( clmd->coll_parms->loop_count>rounds ) );
|
||||
|
||||
if(collobjs)
|
||||
+ MEM_freeN(collobjs);
|
||||
|
||||
return MIN2 ( ret, 1 );
|
||||
}
|
||||
|
@ -1588,10 +1588,17 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase
|
||||
VECSUB(verts[i].tv, verts[i].tx, verts[i].txold);
|
||||
VECCOPY(verts[i].v, verts[i].tv);
|
||||
}
|
||||
|
||||
|
||||
// call collision function
|
||||
result = cloth_bvh_objcollision(clmd, step + dt, dt);
|
||||
|
||||
// TODO: check if "step" or "step+dt" is correct - dg
|
||||
result = cloth_bvh_objcollision(ob, clmd, step, dt);
|
||||
|
||||
// correct velocity again, just to be sure we had to change it due to adaptive collisions
|
||||
for(i = 0; i < numverts; i++)
|
||||
{
|
||||
VECSUB(verts[i].tv, verts[i].tx, id->X[i]);
|
||||
}
|
||||
|
||||
// copy corrected positions back to simulation
|
||||
for(i = 0; i < numverts; i++)
|
||||
{
|
||||
|
Loading…
Reference in New Issue
Block a user