forked from bartvdbraak/blender
Pre merge commit, only added debug output so far
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@ -1687,7 +1687,6 @@ int collisions_collision_response_static ( ClothModifierData *clmd, CollisionMod
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// If v_n_mag < 0 the edges are approaching each other.
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if ( magrelVel < -ALMOST_ZERO )
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{
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printf("magrelVel < -ALMOST_ZERO\n");
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// Calculate Impulse magnitude to stop all motion in normal direction.
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// const double I_mag = v_n_mag / (1/m1 + 1/m2);
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@ -1698,6 +1697,8 @@ int collisions_collision_response_static ( ClothModifierData *clmd, CollisionMod
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double impulse;
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float overlap = ( epsilon + ALMOST_ZERO-collpair->distance );
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printf("magrelVel < -ALMOST_ZERO\n");
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// calculateFrictionImpulse(tangential, relativeVelocity, collpair->normal, magrelVel, clmd->coll_parms.friction*0.01, magrelVel);
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// magtangent = INPR(tangential, tangential);
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@ -1737,6 +1738,7 @@ int collisions_collision_response_static ( ClothModifierData *clmd, CollisionMod
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collmd->verts[collpair->point_indexB[2]].impulse_count++;
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*/
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result = 1;
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// printf("magnitude_i: %f\n", magnitude_i); // negative before collision in my case
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@ -2514,6 +2514,52 @@ void draw_fl(ClothModifierData *clmd)
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*/
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}
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void fc_load_frame(ClothModifierData *clmd)
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{
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float* tmp = (float*) MEM_callocN(30*30*30*sizeof(float), "fc_tmp");
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float tmin=9999999, tmax=-99999999;
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Cloth *cloth = clmd->clothObject;
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fc *m_fc = NULL;
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int i = 0;
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if(!cloth)
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return;
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m_fc = cloth->m_fc;
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if (++m_fc->_cur_frame == m_fc->_nframes) {
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fseek(m_fc->_fp, 12, SEEK_SET);
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m_fc->_cur_frame = 0;
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}
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fread(tmp, sizeof(float), 30*30*30, m_fc->_fp);
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for (i=0; i<30*30*30; i++)
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{
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m_fc->_texture_data[(i<<2)+1] = (unsigned char) (tmp[i]*255.0f);
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}
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fread(tmp, sizeof(float), 30*30*30, m_fc->_fp);
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for (i=0; i<30*30*30; i++)
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{
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m_fc->_texture_data[(i<<2)] = (unsigned char) (tmp[i]*255.0f);
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if (tmp[i]<tmin)
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tmin = tmp[i];
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if (tmp[i]>tmax)
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tmax = tmp[i];
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m_fc->_texture_data[(i<<2)+2] = 0;
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m_fc->_texture_data[(i<<2)+3] = 255;
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}
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MEM_freeN(tmp);
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// cast_light(_N); DG NOT NEEDED
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glActiveTextureARB(GL_TEXTURE0_ARB);
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glTexImage3D(GL_TEXTURE_3D, 0, GL_RGBA, 30, 30, 30, 0, GL_RGBA, GL_UNSIGNED_BYTE, m_fc->_texture_data);
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}
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static void draw_mesh_object_outline(Object *ob, DerivedMesh *dm)
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{
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