Revision: 16738
          
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16738
Author:   erwin
Date:     2008-09-26 08:25:35 +0200 (Fri, 26 Sep 2008)

Log Message:
-----------
support concave soft bodies, preliminary. could be used for cloth too. need 
vertex pinning/constraint attach to other objects.

Modified Paths:
--------------
    
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp
    
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
    trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
    trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.h

Modified: 
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp
===================================================================
--- 
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp
 2008-09-26 04:10:13 UTC (rev 16737)
+++ 
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.cpp
 2008-09-26 06:25:35 UTC (rev 16738)
@@ -19,7 +19,8 @@
 
 btTriangleMesh::btTriangleMesh (bool use32bitIndices,bool 
use4componentVertices)
 :m_use32bitIndices(use32bitIndices),
-m_use4componentVertices(use4componentVertices)
+m_use4componentVertices(use4componentVertices),
+m_weldingThreshold(0.0)
 {
        btIndexedMesh meshIndex;
        meshIndex.m_numTriangles = 0;
@@ -60,50 +61,67 @@
 
 }
 
-               
-void   btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& 
vertex1,const btVector3& vertex2)
+void   btTriangleMesh::addIndex(int index)
 {
-       m_indexedMeshes[0].m_numTriangles++;
-       m_indexedMeshes[0].m_numVertices+=3;
+       if (m_use32bitIndices)
+       {
+               m_32bitIndices.push_back(index);
+               m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) 
&m_32bitIndices[0];
+       } else
+       {
+               m_16bitIndices.push_back(index);
+               m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) 
&m_16bitIndices[0];
+       }
+}
 
+int    btTriangleMesh::findOrAddVertex(const btVector3& vertex)
+{
+       //return index of new/existing vertex
+       //todo: could use acceleration structure for this
        if (m_use4componentVertices)
        {
-               m_4componentVertices.push_back(vertex0);
-               m_4componentVertices.push_back(vertex1);
-               m_4componentVertices.push_back(vertex2);
+               for (int i=0;i< m_4componentVertices.size();i++)
+               {
+                       if ((m_4componentVertices[i]-vertex).length2() <= 
m_weldingThreshold)
+                       {
+                               return i;
+                       }
+               }
+               m_indexedMeshes[0].m_numVertices++;
+               m_4componentVertices.push_back(vertex);
                m_indexedMeshes[0].m_vertexBase = (unsigned 
char*)&m_4componentVertices[0];
+
+               return m_4componentVertices.size()-1;
+               
        } else
        {
-               m_3componentVertices.push_back(vertex0.getX());
-               m_3componentVertices.push_back(vertex0.getY());
-               m_3componentVertices.push_back(vertex0.getZ());
-
-               m_3componentVertices.push_back(vertex1.getX());
-               m_3componentVertices.push_back(vertex1.getY());
-               m_3componentVertices.push_back(vertex1.getZ());
-
-               m_3componentVertices.push_back(vertex2.getX());
-               m_3componentVertices.push_back(vertex2.getY());
-               m_3componentVertices.push_back(vertex2.getZ());
+               
+               for (int i=0;i< m_3componentVertices.size();i+=3)
+               {
+                       btVector3 
vtx(m_3componentVertices[i],m_3componentVertices[i+1],m_3componentVertices[i+2]);
+                       if ((vtx-vertex).length2() <= m_weldingThreshold)
+                       {
+                               return i/3;
+                       }
+               }
+               m_3componentVertices.push_back(vertex.getX());
+               m_3componentVertices.push_back(vertex.getY());
+               m_3componentVertices.push_back(vertex.getZ());
+               m_indexedMeshes[0].m_numVertices++;
                m_indexedMeshes[0].m_vertexBase = (unsigned 
char*)&m_3componentVertices[0];
+               return (m_3componentVertices.size()/3)-1;
        }
 
-       if (m_use32bitIndices)
-       {
-               int curIndex = m_32bitIndices.size();
-               m_32bitIndices.push_back(curIndex++);
-               m_32bitIndices.push_back(curIndex++);
-               m_32bitIndices.push_back(curIndex++);
-               m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) 
&m_32bitIndices[0];
-       } else
-       {
-               short curIndex = static_cast<short>(m_16bitIndices.size());
-               m_16bitIndices.push_back(curIndex++);
-               m_16bitIndices.push_back(curIndex++);
-               m_16bitIndices.push_back(curIndex++);
-               m_indexedMeshes[0].m_triangleIndexBase = (unsigned char*) 
&m_16bitIndices[0];
-       }
 }
+               
+void   btTriangleMesh::addTriangle(const btVector3& vertex0,const btVector3& 
vertex1,const btVector3& vertex2)
+{
+       m_indexedMeshes[0].m_numTriangles++;
+               
+       addIndex(findOrAddVertex(vertex0));
+       addIndex(findOrAddVertex(vertex1));
+       addIndex(findOrAddVertex(vertex2));
+}
 
 int btTriangleMesh::getNumTriangles() const
 {

Modified: 
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
===================================================================
--- 
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
   2008-09-26 04:10:13 UTC (rev 16737)
+++ 
trunk/blender/extern/bullet2/src/BulletCollision/CollisionShapes/btTriangleMesh.h
   2008-09-26 06:25:35 UTC (rev 16738)
@@ -25,6 +25,7 @@
 ///It allows either 32bit or 16bit indices, and 4 (x-y-z-w) or 3 (x-y-z) 
component vertices.
 ///If you want to share triangle/index data between graphics mesh and 
collision mesh (btBvhTriangleMeshShape), you can directly use 
btTriangleIndexVertexArray or derive your own class from 
btStridingMeshInterface.
 ///Performance of btTriangleMesh and btTriangleIndexVertexArray used in a 
btBvhTriangleMeshShape is the same.
+///It has a brute-force option to weld together closeby vertices.
 class btTriangleMesh : public btTriangleIndexVertexArray
 {
        btAlignedObjectArray<btVector3> m_4componentVertices;
@@ -34,11 +35,16 @@
        btAlignedObjectArray<unsigned short int>                m_16bitIndices;
        bool    m_use32bitIndices;
        bool    m_use4componentVertices;
+       
 
+       public:
+               btScalar        m_weldingThreshold;
 
-       public:
                btTriangleMesh (bool use32bitIndices=true,bool 
use4componentVertices=true);
 
+               int             findOrAddVertex(const btVector3& vertex);
+               void    addIndex(int index);
+
                bool    getUse32bitIndices() const
                {
                        return m_use32bitIndices;

Modified: trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp
===================================================================
--- trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2008-09-26 04:10:13 UTC (rev 16737)
+++ trunk/blender/source/gameengine/Ketsji/KX_ConvertPhysicsObjects.cpp 
2008-09-26 06:25:35 UTC (rev 16738)
@@ -881,6 +881,9 @@
                                {
                                        shapeInfo->SetMesh(meshobj, 
false,false);
                                }
+                               if (objprop->m_softbody)
+                                       
shapeInfo->setVertexWeldingThreshold(0.01f); //todo: expose this to the UI
+
                                bm = shapeInfo->CreateBulletShape();
                                //no moving concave meshes, so don't bother 
calculating inertia
                                
//bm->calculateLocalInertia(ci.m_mass,ci.m_localInertiaTensor);

Modified: 
trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp
===================================================================
--- trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2008-09-26 04:10:13 UTC (rev 16737)
+++ trunk/blender/source/gameengine/Physics/Bullet/CcdPhysicsController.cpp     
2008-09-26 06:25:35 UTC (rev 16738)
@@ -160,9 +160,9 @@
 
        //disable soft body until first sneak preview is ready
        if (m_cci.m_bSoft && m_cci.m_collisionShape && 
-               (shapeType == CONVEX_HULL_SHAPE_PROXYTYPE))
-               //(shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
-               //(shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)))
+               (shapeType == CONVEX_HULL_SHAPE_PROXYTYPE)|
+               (shapeType == TRIANGLE_MESH_SHAPE_PROXYTYPE) |
+               (shapeType == SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE))
        {
                btRigidBody::btRigidBodyConstructionInfo 
rbci(m_cci.m_mass,m_bulletMotionState,m_collisionShape,m_cci.m_localInertiaTensor
 * m_cci.m_inertiaFactor);
                rbci.m_linearDamping = m_cci.m_linearDamping;
@@ -221,58 +221,8 @@
                                        psb->appendFace(idx[0],idx[1],idx[2]);
                                }
                                
-                               ///create a mapping between graphics mesh 
vertices and soft body vertices
-                               {
-                                       RAS_MeshObject* rasMesh= 
GetShapeInfo()->GetMesh();
+                               
 
-                                       if (rasMesh && !m_softbodyMappingDone)
-                                       {
-                                               
-                                               //printf("apply\n");
-                                               RAS_MeshSlot::iterator it;
-                                               RAS_MeshMaterial *mmat;
-                                               RAS_MeshSlot *slot;
-                                               size_t i;
-
-                                               //for each material
-                                               for (int 
m=0;m<rasMesh->NumMaterials();m++)
-                                               {
-                                                       // The vertex cache can 
only be updated for this deformer:
-                                                       // Duplicated objects 
with more than one ploymaterial (=multiple mesh slot per object)
-                                                       // share the same mesh 
(=the same cache). As the rendering is done per polymaterial
-                                                       // cycling through the 
objects, the entire mesh cache cannot be updated in one shot.
-                                                       mmat = 
rasMesh->GetMeshMaterial(m);
-
-                                                       slot = mmat->m_baseslot;
-                                                       for(slot->begin(it); 
!slot->end(it); slot->next(it))
-                                                       {
-                                                               int index = 0;
-                                                               
for(i=it.startvertex; i<it.endvertex; i++,index++) 
-                                                               {
-                                                                       
RAS_TexVert* vertex = &it.vertex[i];
-                                                                       
-
-                                                                       
//search closest index, and store it in vertex
-                                                                       
vertex->setSoftBodyIndex(0);
-                                                                       
btScalar maxDistSqr = 1e30;
-                                                                       
btSoftBody::tNodeArray&   nodes(psb->m_nodes);
-                                                                       
btVector3 xyz = 
btVector3(vertex->getXYZ()[0],vertex->getXYZ()[1],vertex->getXYZ()[2]);
-                                                                       for 
(int n=0;n<nodes.size();n++)
-                                                                       {
-                                                                               
btScalar distSqr = (nodes[n].m_x - xyz).length2();
-                                                                               
if (distSqr<maxDistSqr)
-                                                                               
{
-                                                                               
        maxDistSqr = distSqr;
-                                                                               
        
-                                                                               
        vertex->setSoftBodyIndex(n);
-                                                                               
}
-                                                                       }
-                                                               }
-                                                       }
-                                               }
-                                       }
-                               }
-
                                hlib.ReleaseResult(hres);
 
                                
@@ -285,7 +235,9 @@
 
                } else
                {
-                       /*
+                       
+                       btSoftBodyWorldInfo& sbi= softDynaWorld->getWorldInfo();
+
                        if (m_cci.m_collisionShape->getShapeType() 
==SCALED_TRIANGLE_MESH_SHAPE_PROXYTYPE)
                        {
                                btScaledBvhTriangleMeshShape* 
scaledtrimeshshape = (btScaledBvhTriangleMeshShape*) m_cci.m_collisionShape;
@@ -328,16 +280,15 @@
 
                                //psb = 
btSoftBodyHelpers::CreateFromTriMesh(sbi,&pts[0].getX(),triangles,numtriangles);
                        }
-                       */
 
                }
+
+       
                
-               m_softbodyMappingDone = true;
-               
                m_object = psb;
 
                //psb->m_cfg.collisions =       
btSoftBody::fCollision::SDF_RS;//btSoftBody::fCollision::CL_SS+ 
btSoftBody::fCollision::CL_RS;
-               psb->m_cfg.collisions   =       btSoftBody::fCollision::SDF_RS 
+ btSoftBody::fCollision::CL_SS;
+               psb->m_cfg.collisions   =       btSoftBody::fCollision::SDF_RS 
+ btSoftBody::fCollision::VF_SS;//CL_SS;
                //psb->m_cfg.collisions =       btSoftBody::fCollision::CL_SS + 
btSoftBody::fCollision::CL_RS;
                
                //btSoftBody::Material* pm=psb->appendMaterial();
@@ -352,10 +303,10 @@
                //pm->m_kAST = 0.01f;
                //pm->m_kVST = 0.001f;
                psb->generateBendingConstraints(2,pm);
-               //psb->m_cfg.piterations                =       4;
-               //psb->m_cfg.viterations                =       4;
-               //psb->m_cfg.diterations = 4;
-               //psb->m_cfg.citerations = 4;
+               psb->m_cfg.piterations = 4;
+               psb->m_cfg.viterations = 4;
+               psb->m_cfg.diterations = 4;
+               psb->m_cfg.citerations = 4;
                if (m_cci.m_gamesoftFlag & 2)//OB_SB_GOAL)
                {
                        psb->setPose(false,true);//
@@ -365,7 +316,7 @@
                }
 
                psb->m_cfg.kDF                          =       0.5;
-               psb->m_cfg.kMT                          =       0.05;
+               //psb->m_cfg.kMT                                =       0.05;

@@ Diff output truncated at 10240 characters. @@

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