forked from bartvdbraak/blender
Make collision function more general so it can be used by other modifiers, too. [This is preparation work for animated smoke collision]
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46f157c340
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@ -142,7 +142,7 @@ void collision_move_object(struct CollisionModifierData *collmd, float step, flo
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/////////////////////////////////////////////////
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// used in effect.c
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/////////////////////////////////////////////////
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struct Object **get_collisionobjects(struct Scene *scene, struct Object *self, struct Group *group, unsigned int *numcollobj);
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struct Object **get_collisionobjects(struct Scene *scene, struct Object *self, struct Group *group, unsigned int *numcollobj, unsigned int modifier_type);
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typedef struct ColliderCache {
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struct ColliderCache *next, *prev;
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@ -2131,7 +2131,7 @@ static int cloth_collision_moving ( ClothModifierData *clmd, CollisionModifierDa
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}
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#endif
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static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned int *maxobj, Object *ob, Object *self, int level)
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static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned int *maxobj, Object *ob, Object *self, int level, unsigned int modifier_type)
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{
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CollisionModifierData *cmd= NULL;
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@ -2139,8 +2139,8 @@ static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned
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return;
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/* only get objects with collision modifier */
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if(ob->pd && ob->pd->deflect)
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cmd= (CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision);
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if(((modifier_type == eModifierType_Collision) && ob->pd && ob->pd->deflect) || (modifier_type != eModifierType_Collision))
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cmd= (CollisionModifierData *)modifiers_findByType(ob, modifier_type);
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if(cmd) {
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/* extend array */
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@ -2160,13 +2160,13 @@ static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned
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/* add objects */
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for(go= group->gobject.first; go; go= go->next)
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add_collision_object(objs, numobj, maxobj, go->ob, self, level+1);
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add_collision_object(objs, numobj, maxobj, go->ob, self, level+1, modifier_type);
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}
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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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Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned int *numcollobj)
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Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned int *numcollobj, unsigned int modifier_type)
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{
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Base *base;
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Object **objs;
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@ -2179,14 +2179,14 @@ Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned
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if(group) {
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/* use specified group */
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for(go= group->gobject.first; go; go= go->next)
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add_collision_object(&objs, &numobj, &maxobj, go->ob, self, 0);
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add_collision_object(&objs, &numobj, &maxobj, go->ob, self, 0, modifier_type);
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}
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else {
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Scene *sce_iter;
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/* add objects in same layer in scene */
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for(SETLOOPER(scene, sce_iter, base)) {
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if(base->lay & self->lay)
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add_collision_object(&objs, &numobj, &maxobj, base->object, self, 0);
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add_collision_object(&objs, &numobj, &maxobj, base->object, self, 0, modifier_type);
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}
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}
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@ -2385,7 +2385,7 @@ int cloth_bvh_objcollision (Object *ob, ClothModifierData * clmd, float step, fl
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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(clmd->scene, ob, clmd->coll_parms->group, &numcollobj);
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collobjs = get_collisionobjects(clmd->scene, ob, clmd->coll_parms->group, &numcollobj, eModifierType_Collision);
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if(!collobjs)
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return 0;
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