Commit: 1ecdfe22a6c9b0862a3f8342b941f26f1a63d286
Author: Lukas Tönne
Date:   Fri Sep 12 16:46:47 2014 +0200
Branches: hair_immediate_fixes
https://developer.blender.org/rB1ecdfe22a6c9b0862a3f8342b941f26f1a63d286

Desperate attempt to get stable collisions: Disable restitution and
handle only one collision contact at a time.

Collision still randomly explodes, even with differing results on the
same file. This could indicate a threading issue, possibly also related
to the dependency graph since multiple objects are involved in
collisions.

===================================================================

M       source/blender/blenkernel/intern/implicit.c

===================================================================

diff --git a/source/blender/blenkernel/intern/implicit.c 
b/source/blender/blenkernel/intern/implicit.c
index 49dc6dd..ecb2a52 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -2376,13 +2376,16 @@ static void setup_constraint_matrix(ClothModifierData 
*clmd, ColliderContacts *c
                        zero_v3(z[v]);
                        unit_m3(S[v].m);
                }
+               
+               verts[v].impulse_count = 0;
        }
 
        for (i = 0; i < totcolliders; ++i) {
                ColliderContacts *ct = &contacts[i];
                for (j = 0; j < ct->totcollisions; ++j) {
                        CollPair *collpair = &ct->collisions[j];
-                       float restitution = (1.0f - clmd->coll_parms->damping) 
* (1.0f - ct->ob->pd->pdef_sbdamp);
+//                     float restitution = (1.0f - clmd->coll_parms->damping) 
* (1.0f - ct->ob->pd->pdef_sbdamp);
+                       float restitution = 0.0f;
                        int v = collpair->face1;
                        float cnor[3], cmat[3][3];
                        float impulse[3];
@@ -2397,11 +2400,15 @@ static void setup_constraint_matrix(ClothModifierData 
*clmd, ColliderContacts *c
                        
                        vel_world_to_root(impulse, X[v], impulse, &roots[v]);
                        add_v3_v3(z[v], impulse);
+                       ++verts[v].impulse_count;
+                       if (verts[v].impulse_count > 1)
+                               continue;
                        
                        /* modify S to enforce velocity constraint in normal 
direction */
                        copy_v3_v3(cnor, collpair->normal);
                        mul_transposed_m3_v3(roots[v].rot, cnor);
                        mul_fvectorT_fvector(cmat, cnor, cnor);
+                       
                        sub_m3_m3m3(S[v].m, I, cmat);
                        
                        BKE_sim_debug_data_add_dot(clmd->debug_data, 
collpair->pa, 0, 1, 0, "collision", hash_collpair(936, collpair));

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