/*
 * ***** BEGIN GPL LICENSE BLOCK *****
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software Foundation,
 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 *
 * The Original Code is Copyright (C) Blender Foundation
 * All rights reserved.
 *
 * The Original Code is: all of this file.
 *
 * Contributor(s): none yet.
 *
 * ***** END GPL LICENSE BLOCK *****
 */

/** \file blender/blenkernel/intern/softbody.c
 *  \ingroup bke
 */


/*
******
variables on the UI for now

	float mediafrict;  friction to env
	float nodemass;	  softbody mass of *vertex*
	float grav;        softbody amount of gravitaion to apply

	float goalspring;  softbody goal springs
	float goalfrict;   softbody goal springs friction
	float mingoal;     quick limits for goal
	float maxgoal;

	float inspring;	  softbody inner springs
	float infrict;     softbody inner springs friction

*****
*/


#include <math.h>
#include <stdlib.h>
#include <string.h>

#include "MEM_guardedalloc.h"

/* types */
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_lattice_types.h"
#include "DNA_curve_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"

#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BLI_listbase.h"
#include "BLI_ghash.h"
#include "BLI_threads.h"

#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
#include "BKE_softbody.h"
#include "BKE_pointcache.h"
#include "BKE_deform.h"
#include "BKE_mesh.h"
#include "BKE_scene.h"

#include  "PIL_time.h"
// #include  "ONL_opennl.h" remove linking to ONL for now

/* callbacks for errors and interrupts and some goo */
static int (*SB_localInterruptCallBack)(void) = NULL;


/* ********** soft body engine ******* */

typedef	enum {SB_EDGE=1, SB_BEND=2, SB_STIFFQUAD=3, SB_HANDLE=4} type_spring;

typedef struct BodySpring {
	int v1, v2;
	float len, cf, load;
	float ext_force[3]; /* edges colliding and sailing */
	type_spring springtype;
	short flag;
} BodySpring;

typedef struct BodyFace {
	int v1, v2, v3, v4;
	float ext_force[3]; /* faces colliding */
	short flag;
} BodyFace;

typedef struct ReferenceVert {
	float pos[3]; /* position relative to com */
	float mass;   /* node mass */
} ReferenceVert;

typedef struct ReferenceState {
	float com[3]; /* center of mass*/
	ReferenceVert *ivert; /* list of intial values */
} ReferenceState;


/*private scratch pad for caching and other data only needed when alive*/
typedef struct SBScratch {
	GHash *colliderhash;
	short needstobuildcollider;
	short flag;
	BodyFace *bodyface;
	int totface;
	float aabbmin[3], aabbmax[3];
	ReferenceState Ref;
} SBScratch;

typedef struct  SB_thread_context {
		Scene *scene;
		Object *ob;
		float forcetime;
		float timenow;
		int ifirst;
		int ilast;
		ListBase *do_effector;
		int do_deflector;
		float fieldfactor;
		float windfactor;
		int nr;
		int tot;
} SB_thread_context;

#define NLF_BUILD  1
#if 0
#  define NLF_SOLVE  2
#endif

#define MID_PRESERVE 1

#define SOFTGOALSNAP  0.999f
/* if bp-> goal is above make it a *forced follow original* and skip all ODE stuff for this bp
 * removes *unnecessary* stiffness from ODE system
 */
#define HEUNWARNLIMIT 1 /* 500 would be fine i think for detecting severe *stiff* stuff */


#define BSF_INTERSECT   1 /* edge intersects collider face */

/* private definitions for bodypoint states */
#define SBF_DOFUZZY          1 /* Bodypoint do fuzzy */
#define SBF_OUTOFCOLLISION   2 /* Bodypoint does not collide  */


#define BFF_INTERSECT   1 /* collider edge   intrudes face */
#define BFF_CLOSEVERT   2 /* collider vertex repulses face */


static float SoftHeunTol = 1.0f; /* humm .. this should be calculated from sb parameters and sizes */

/* local prototypes */
static void free_softbody_intern(SoftBody *sb);
/* aye this belongs to arith.c */
static void Vec3PlusStVec(float *v, float s, float *v1);

/*+++ frame based timing +++*/

/*physical unit of force is [kg * m / sec^2]*/

static float sb_grav_force_scale(Object *UNUSED(ob))
/* since unit of g is [m/sec^2] and F = mass * g we rescale unit mass of node to 1 gramm
 * put it to a function here, so we can add user options later without touching simulation code
 */
{
	return (0.001f);
}

static float sb_fric_force_scale(Object *UNUSED(ob))
/* rescaling unit of drag [1 / sec] to somehow reasonable
 * put it to a function here, so we can add user options later without touching simulation code
 */
{
	return (0.01f);
}

static float sb_time_scale(Object *ob)
/* defining the frames to *real* time relation */
{
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	if (sb) {
		return(sb->physics_speed);
		/* hrms .. this could be IPO as well :)
		 * estimated range [0.001 sluggish slug - 100.0 very fast (i hope ODE solver can handle that)]
		 * 1 approx = a unit 1 pendulum at g = 9.8 [earth conditions]  has period 65 frames
		 * theory would give a 50 frames period .. so there must be something inaccurate .. looking for that (BM)
		 */
	}
	return (1.0f);
	/*
	 * this would be frames/sec independent timing assuming 25 fps is default
	 * but does not work very well with NLA
	 * return (25.0f/scene->r.frs_sec)
	 */
}
/*--- frame based timing ---*/

/* helper functions for everything is animatable jow_go_for2_5 +++++++*/
/* introducing them here, because i know: steps in properties  ( at frame timing )
 * will cause unwanted responses of the softbody system (which does inter frame calculations )
 * so first 'cure' would be: interpolate linear in time ..
 * Q: why do i write this?
 * A: because it happend once, that some eger coder 'streamlined' code to fail.
 * We DO linear interpolation for goals .. and i think we should do on animated properties as well
 */

/* animate sb->maxgoal, sb->mingoal */
static float _final_goal(Object *ob, BodyPoint *bp)/*jow_go_for2_5 */
{
	float f = -1999.99f;
	if (ob) {
		SoftBody *sb= ob->soft;	/* is supposed to be there */
		if (!(ob->softflag & OB_SB_GOAL)) return (0.0f);
		if (sb&&bp) {
			if (bp->goal < 0.0f) return (0.0f);
			f = sb->mingoal + bp->goal * fabsf(sb->maxgoal - sb->mingoal);
			f = pow(f, 4.0f);
			return (f);
		}
	}
	printf("_final_goal failed! sb or bp ==NULL\n");
	return f; /*using crude but spot able values some times helps debuggin */
}

static float _final_mass(Object *ob, BodyPoint *bp)
{
	if (ob) {
		SoftBody *sb= ob->soft;	/* is supposed to be there */
		if (sb&&bp) {
			return(bp->mass*sb->nodemass);
		}
	}
	printf("_final_mass failed! sb or bp ==NULL\n");
	return 1.0f;
}
/* helper functions for everything is animateble jow_go_for2_5 ------*/

/*+++ collider caching and dicing +++*/

/********************
for each target object/face the axis aligned bounding box (AABB) is stored
faces parallel to global axes
so only simple "value" in [min, max] ckecks are used
float operations still
*/

/* just an ID here to reduce the prob for killing objects
** ob->sumohandle points to we should not kill :)
*/
static const int CCD_SAVETY = 190561;

typedef struct ccdf_minmax {
	float minx, miny, minz, maxx, maxy, maxz;
} ccdf_minmax;



typedef struct ccd_Mesh {
	int totvert, totface;
	MVert *mvert;
	MVert *mprevvert;
	MFace *mface;
	int savety;
	ccdf_minmax *mima;
	/* Axis Aligned Bounding Box AABB */
	float bbmin[3];
	float bbmax[3];
} ccd_Mesh;




static ccd_Mesh *ccd_mesh_make(Object *ob)
{
	CollisionModifierData *cmd;
	ccd_Mesh *pccd_M = NULL;
	ccdf_minmax *mima = NULL;
	MFace *mface=NULL;
	float v[3], hull;
	int i;

	cmd =(CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision);

	/* first some paranoia checks */
	if (!cmd) return NULL;
	if (!cmd->numverts || !cmd->numfaces) return NULL;

	pccd_M = MEM_mallocN(sizeof(ccd_Mesh), "ccd_Mesh");
	pccd_M->totvert = cmd->numverts;
	pccd_M->totface = cmd->numfaces;
	pccd_M->savety  = CCD_SAVETY;
	pccd_M->bbmin[0]=pccd_M->bbmin[1]=pccd_M->bbmin[2]=1e30f;
	pccd_M->bbmax[0]=pccd_M->bbmax[1]=pccd_M->bbmax[2]=-1e30f;
	pccd_M->mprevvert=NULL;


	/* blow it up with forcefield ranges */
	hull = max_ff(ob->pd->pdef_sbift, ob->pd->pdef_sboft);

	/* alloc and copy verts*/
	pccd_M->mvert = MEM_dupallocN(cmd->xnew);
	/* note that xnew coords are already in global space, */
	/* determine the ortho BB */
	for (i=0; i < pccd_M->totvert; i++) {
		/* evaluate limits */
		copy_v3_v3(v, pccd_M->mvert[i].co);
		pccd_M->bbmin[0] = min_ff(pccd_M->bbmin[0], v[0] - hull);
		pccd_M->bbmin[1] = min_ff(pccd_M->bbmin[1], v[1] - hull);
		pccd_M->bbmin[2] = min_ff(pccd_M->bbmin[2], v[2] - hull);

		pccd_M->bbmax[0] = max_ff(pccd_M->bbmax[0], v[0] + hull);
		pccd_M->bbmax[1] = max_ff(pccd_M->bbmax[1], v[1] + hull);
		pccd_M->bbmax[2] = max_ff(pccd_M->bbmax[2], v[2] + hull);

	}
	/* alloc and copy faces*/
	pccd_M->mface = MEM_dupallocN(cmd->mfaces);

	/* OBBs for idea1 */
	pccd_M->mima = MEM_mallocN(sizeof(ccdf_minmax)*pccd_M->totface, "ccd_Mesh_Faces_mima");
	mima  = pccd_M->mima;
	mface = pccd_M->mface;


	/* anyhoo we need to walk the list of faces and find OBB they live in */
	for (i=0; i < pccd_M->totface; i++) {
		mima->minx=mima->miny=mima->minz=1e30f;
		mima->maxx=mima->maxy=mima->maxz=-1e30f;

		copy_v3_v3(v, pccd_M->mvert[mface->v1].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		copy_v3_v3(v, pccd_M->mvert[mface->v2].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		copy_v3_v3(v, pccd_M->mvert[mface->v3].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		if (mface->v4) {
			copy_v3_v3(v, pccd_M->mvert[mface->v4].co);
			mima->minx = min_ff(mima->minx, v[0] - hull);
			mima->miny = min_ff(mima->miny, v[1] - hull);
			mima->minz = min_ff(mima->minz, v[2] - hull);
			mima->maxx = max_ff(mima->maxx, v[0] + hull);
			mima->maxy = max_ff(mima->maxy, v[1] + hull);
			mima->maxz = max_ff(mima->maxz, v[2] + hull);
		}

		mima++;
		mface++;
	}

	return pccd_M;
}
static void ccd_mesh_update(Object *ob, ccd_Mesh *pccd_M)
{
	CollisionModifierData *cmd;
	ccdf_minmax *mima = NULL;
	MFace *mface=NULL;
	float v[3], hull;
	int i;

	cmd =(CollisionModifierData *)modifiers_findByType(ob, eModifierType_Collision);

	/* first some paranoia checks */
	if (!cmd) return;
	if (!cmd->numverts || !cmd->numfaces) return;

	if ((pccd_M->totvert != cmd->numverts) ||
	    (pccd_M->totface != cmd->numfaces))
	{
		return;
	}

	pccd_M->bbmin[0]=pccd_M->bbmin[1]=pccd_M->bbmin[2]=1e30f;
	pccd_M->bbmax[0]=pccd_M->bbmax[1]=pccd_M->bbmax[2]=-1e30f;


	/* blow it up with forcefield ranges */
	hull = max_ff(ob->pd->pdef_sbift, ob->pd->pdef_sboft);

	/* rotate current to previous */
	if (pccd_M->mprevvert) MEM_freeN(pccd_M->mprevvert);
	pccd_M->mprevvert = pccd_M->mvert;
	/* alloc and copy verts*/
	pccd_M->mvert = MEM_dupallocN(cmd->xnew);
	/* note that xnew coords are already in global space, */
	/* determine the ortho BB */
	for (i=0; i < pccd_M->totvert; i++) {
		/* evaluate limits */
		copy_v3_v3(v, pccd_M->mvert[i].co);
		pccd_M->bbmin[0] = min_ff(pccd_M->bbmin[0], v[0] - hull);
		pccd_M->bbmin[1] = min_ff(pccd_M->bbmin[1], v[1] - hull);
		pccd_M->bbmin[2] = min_ff(pccd_M->bbmin[2], v[2] - hull);

		pccd_M->bbmax[0] = max_ff(pccd_M->bbmax[0], v[0] + hull);
		pccd_M->bbmax[1] = max_ff(pccd_M->bbmax[1], v[1] + hull);
		pccd_M->bbmax[2] = max_ff(pccd_M->bbmax[2], v[2] + hull);

		/* evaluate limits */
		copy_v3_v3(v, pccd_M->mprevvert[i].co);
		pccd_M->bbmin[0] = min_ff(pccd_M->bbmin[0], v[0] - hull);
		pccd_M->bbmin[1] = min_ff(pccd_M->bbmin[1], v[1] - hull);
		pccd_M->bbmin[2] = min_ff(pccd_M->bbmin[2], v[2] - hull);

		pccd_M->bbmax[0] = max_ff(pccd_M->bbmax[0], v[0] + hull);
		pccd_M->bbmax[1] = max_ff(pccd_M->bbmax[1], v[1] + hull);
		pccd_M->bbmax[2] = max_ff(pccd_M->bbmax[2], v[2] + hull);

	}

	mima  = pccd_M->mima;
	mface = pccd_M->mface;


	/* anyhoo we need to walk the list of faces and find OBB they live in */
	for (i=0; i < pccd_M->totface; i++) {
		mima->minx=mima->miny=mima->minz=1e30f;
		mima->maxx=mima->maxy=mima->maxz=-1e30f;

		copy_v3_v3(v, pccd_M->mvert[mface->v1].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		copy_v3_v3(v, pccd_M->mvert[mface->v2].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		copy_v3_v3(v, pccd_M->mvert[mface->v3].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		if (mface->v4) {
			copy_v3_v3(v, pccd_M->mvert[mface->v4].co);
			mima->minx = min_ff(mima->minx, v[0] - hull);
			mima->miny = min_ff(mima->miny, v[1] - hull);
			mima->minz = min_ff(mima->minz, v[2] - hull);
			mima->maxx = max_ff(mima->maxx, v[0] + hull);
			mima->maxy = max_ff(mima->maxy, v[1] + hull);
			mima->maxz = max_ff(mima->maxz, v[2] + hull);
		}


		copy_v3_v3(v, pccd_M->mprevvert[mface->v1].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		copy_v3_v3(v, pccd_M->mprevvert[mface->v2].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		copy_v3_v3(v, pccd_M->mprevvert[mface->v3].co);
		mima->minx = min_ff(mima->minx, v[0] - hull);
		mima->miny = min_ff(mima->miny, v[1] - hull);
		mima->minz = min_ff(mima->minz, v[2] - hull);
		mima->maxx = max_ff(mima->maxx, v[0] + hull);
		mima->maxy = max_ff(mima->maxy, v[1] + hull);
		mima->maxz = max_ff(mima->maxz, v[2] + hull);

		if (mface->v4) {
			copy_v3_v3(v, pccd_M->mprevvert[mface->v4].co);
			mima->minx = min_ff(mima->minx, v[0] - hull);
			mima->miny = min_ff(mima->miny, v[1] - hull);
			mima->minz = min_ff(mima->minz, v[2] - hull);
			mima->maxx = max_ff(mima->maxx, v[0] + hull);
			mima->maxy = max_ff(mima->maxy, v[1] + hull);
			mima->maxz = max_ff(mima->maxz, v[2] + hull);
		}


	mima++;
	mface++;

	}
	return;
}

static void ccd_mesh_free(ccd_Mesh *ccdm)
{
	if (ccdm && (ccdm->savety == CCD_SAVETY )) { /*make sure we're not nuking objects we don't know*/
		MEM_freeN(ccdm->mface);
		MEM_freeN(ccdm->mvert);
		if (ccdm->mprevvert) MEM_freeN(ccdm->mprevvert);
		MEM_freeN(ccdm->mima);
		MEM_freeN(ccdm);
		ccdm = NULL;
	}
}

static void ccd_build_deflector_hash(Scene *scene, Object *vertexowner, GHash *hash)
{
	Base *base= scene->base.first;
	Object *ob;

	if (!hash) return;
	while (base) {
		/*Only proceed for mesh object in same layer */
		if (base->object->type==OB_MESH && (base->lay & vertexowner->lay)) {
			ob= base->object;
			if ((vertexowner) && (ob == vertexowner)) {
				/* if vertexowner is given  we don't want to check collision with owner object */
				base = base->next;
				continue;
			}

			/*+++ only with deflecting set */
			if (ob->pd && ob->pd->deflect && BLI_ghash_lookup(hash, ob) == NULL) {
				ccd_Mesh *ccdmesh = ccd_mesh_make(ob);
				BLI_ghash_insert(hash, ob, ccdmesh);
			}/*--- only with deflecting set */

		}/* mesh && layer*/
		base = base->next;
	} /* while (base) */
}

static void ccd_update_deflector_hash(Scene *scene, Object *vertexowner, GHash *hash)
{
	Base *base= scene->base.first;
	Object *ob;

	if ((!hash) || (!vertexowner)) return;
	while (base) {
		/*Only proceed for mesh object in same layer */
		if (base->object->type==OB_MESH && (base->lay & vertexowner->lay)) {
			ob= base->object;
			if (ob == vertexowner) {
				/* if vertexowner is given  we don't want to check collision with owner object */
				base = base->next;
				continue;
			}

			/*+++ only with deflecting set */
			if (ob->pd && ob->pd->deflect) {
				ccd_Mesh *ccdmesh = BLI_ghash_lookup(hash, ob);
				if (ccdmesh)
					ccd_mesh_update(ob, ccdmesh);
			}/*--- only with deflecting set */

		}/* mesh && layer*/
		base = base->next;
	} /* while (base) */
}




/*--- collider caching and dicing ---*/


static int count_mesh_quads(Mesh *me)
{
	int a, result = 0;
	MFace *mface= me->mface;

	if (mface) {
		for (a=me->totface; a>0; a--, mface++) {
			if (mface->v4) result++;
		}
	}
	return result;
}

static void add_mesh_quad_diag_springs(Object *ob)
{
	Mesh *me= ob->data;
	MFace *mface= me->mface;
	/*BodyPoint *bp;*/ /*UNUSED*/
	BodySpring *bs, *bs_new;
	int a;

	if (ob->soft) {
		int nofquads;
		//float s_shear = ob->soft->shearstiff*ob->soft->shearstiff;

		nofquads = count_mesh_quads(me);
		if (nofquads) {
			/* resize spring-array to hold additional quad springs */
			bs_new= MEM_callocN((ob->soft->totspring + nofquads *2 )*sizeof(BodySpring), "bodyspring");
			memcpy(bs_new, ob->soft->bspring, (ob->soft->totspring )*sizeof(BodySpring));

			if (ob->soft->bspring)
				MEM_freeN(ob->soft->bspring); /* do this before reassigning the pointer  or have a 1st class memory leak */
			ob->soft->bspring = bs_new;

			/* fill the tail */
			a = 0;
			bs = bs_new+ob->soft->totspring;
			/*bp= ob->soft->bpoint; */ /*UNUSED*/
			if (mface ) {
				for (a=me->totface; a>0; a--, mface++) {
					if (mface->v4) {
						bs->v1= mface->v1;
						bs->v2= mface->v3;
						bs->springtype   = SB_STIFFQUAD;
						bs++;
						bs->v1= mface->v2;
						bs->v2= mface->v4;
						bs->springtype   = SB_STIFFQUAD;
						bs++;

					}
				}
			}

			/* now we can announce new springs */
			ob->soft->totspring += nofquads *2;
		}
	}
}

static void add_2nd_order_roller(Object *ob, float UNUSED(stiffness), int *counter, int addsprings)
{
	/*assume we have a softbody*/
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint *bp, *bpo;
	BodySpring *bs, *bs2, *bs3= NULL;
	int a, b, c, notthis= 0, v0;
	if (!sb->bspring) {return;} /* we are 2nd order here so 1rst should have been build :) */
	/* first run counting  second run adding */
	*counter = 0;
	if (addsprings) bs3 = ob->soft->bspring+ob->soft->totspring;
	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		/*scan for neighborhood*/
		bpo = NULL;
		v0  = (sb->totpoint-a);
		for (b=bp->nofsprings;b>0;b--) {
			bs = sb->bspring + bp->springs[b-1];
			/*nasty thing here that springs have two ends
			so here we have to make sure we examine the other */
			if (v0 == bs->v1) {
				bpo = sb->bpoint+bs->v2;
				notthis = bs->v2;
			}
			else {
			if (v0 == bs->v2) {
				bpo = sb->bpoint+bs->v1;
				notthis = bs->v1;
			}
			else {printf("oops we should not get here -  add_2nd_order_springs");}
			}
			if (bpo) {/* so now we have a 2nd order humpdidump */
				for (c=bpo->nofsprings;c>0;c--) {
					bs2 = sb->bspring + bpo->springs[c-1];
					if ((bs2->v1 != notthis) && (bs2->v1 > v0)) {
						(*counter)++;/*hit */
						if (addsprings) {
							bs3->v1= v0;
							bs3->v2= bs2->v1;
							bs3->springtype   = SB_BEND;
							bs3++;
						}
					}
					if ((bs2->v2 !=notthis)&&(bs2->v2 > v0)) {
					(*counter)++;/*hit */
						if (addsprings) {
							bs3->v1= v0;
							bs3->v2= bs2->v2;
							bs3->springtype   = SB_BEND;
							bs3++;
						}

					}
				}

			}

		}
		/*scan for neighborhood done*/
	}
}


static void add_2nd_order_springs(Object *ob, float stiffness)
{
	int counter = 0;
	BodySpring *bs_new;
	stiffness *=stiffness;

	add_2nd_order_roller(ob, stiffness, &counter, 0); /* counting */
	if (counter) {
		/* resize spring-array to hold additional springs */
		bs_new= MEM_callocN((ob->soft->totspring + counter )*sizeof(BodySpring), "bodyspring");
		memcpy(bs_new, ob->soft->bspring, (ob->soft->totspring )*sizeof(BodySpring));

		if (ob->soft->bspring)
			MEM_freeN(ob->soft->bspring);
		ob->soft->bspring = bs_new;

		add_2nd_order_roller(ob, stiffness, &counter, 1); /* adding */
		ob->soft->totspring += counter;
	}
}

static void add_bp_springlist(BodyPoint *bp, int springID)
{
	int *newlist;

	if (bp->springs == NULL) {
		bp->springs = MEM_callocN(sizeof(int), "bpsprings");
		bp->springs[0] = springID;
		bp->nofsprings = 1;
	}
	else {
		bp->nofsprings++;
		newlist = MEM_callocN(bp->nofsprings * sizeof(int), "bpsprings");
		memcpy(newlist, bp->springs, (bp->nofsprings-1)* sizeof(int));
		MEM_freeN(bp->springs);
		bp->springs = newlist;
		bp->springs[bp->nofsprings-1] = springID;
	}
}

/* do this once when sb is build
it is O(N^2) so scanning for springs every iteration is too expensive
*/
static void build_bps_springlist(Object *ob)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint *bp;
	BodySpring *bs;
	int a, b;

	if (sb==NULL) return; /* paranoya check */

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		/* throw away old list */
		if (bp->springs) {
			MEM_freeN(bp->springs);
			bp->springs=NULL;
		}
		/* scan for attached inner springs */
		for (b=sb->totspring, bs= sb->bspring; b>0; b--, bs++) {
			if (( (sb->totpoint-a) == bs->v1) ) {
				add_bp_springlist(bp, sb->totspring -b);
			}
			if (( (sb->totpoint-a) == bs->v2) ) {
				add_bp_springlist(bp, sb->totspring -b);
			}
		}/*for springs*/
	}/*for bp*/
}

static void calculate_collision_balls(Object *ob)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint *bp;
	BodySpring *bs;
	int a, b, akku_count;
	float min, max, akku;

	if (sb==NULL) return; /* paranoya check */

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		bp->colball=0;
		akku =0.0f;
		akku_count=0;
		min = 1e22f;
		max = -1e22f;
		/* first estimation based on attached */
		for (b=bp->nofsprings;b>0;b--) {
			bs = sb->bspring + bp->springs[b-1];
			if (bs->springtype == SB_EDGE) {
				akku += bs->len;
				akku_count++;
				min = min_ff(bs->len, min);
				max = max_ff(bs->len, max);
			}
		}

		if (akku_count > 0) {
			if (sb->sbc_mode == SBC_MODE_MANUAL) {
				bp->colball=sb->colball;
			}
			if (sb->sbc_mode == SBC_MODE_AVG) {
				bp->colball = akku/(float)akku_count*sb->colball;
			}
			if (sb->sbc_mode == SBC_MODE_MIN) {
				bp->colball=min*sb->colball;
			}
			if (sb->sbc_mode == SBC_MODE_MAX) {
				bp->colball=max*sb->colball;
			}
			if (sb->sbc_mode == SBC_MODE_AVGMINMAX) {
				bp->colball = (min + max)/2.0f*sb->colball;
			}
		}
		else bp->colball=0;
	}/*for bp*/
}


/* creates new softbody if didn't exist yet, makes new points and springs arrays */
static void renew_softbody(Scene *scene, Object *ob, int totpoint, int totspring)
{
	SoftBody *sb;
	int i;
	short softflag;
	if (ob->soft==NULL) ob->soft= sbNew(scene);
	else free_softbody_intern(ob->soft);
	sb= ob->soft;
	softflag=ob->softflag;

	if (totpoint) {
		sb->totpoint= totpoint;
		sb->totspring= totspring;

		sb->bpoint= MEM_mallocN(totpoint*sizeof(BodyPoint), "bodypoint");
		if (totspring)
			sb->bspring= MEM_mallocN(totspring*sizeof(BodySpring), "bodyspring");

			/* initialize BodyPoint array */
		for (i=0; i<totpoint; i++) {
			BodyPoint *bp = &sb->bpoint[i];


			/* hum as far as i see this is overridden by _final_goal() now jow_go_for2_5 */
			/* sadly breaks compatibility with older versions */
			/* but makes goals behave the same for meshes, lattices and curves */
			if (softflag & OB_SB_GOAL) {
				bp->goal= sb->defgoal;
			}
			else {
				bp->goal= 0.0f;
				/* so this will definily be below SOFTGOALSNAP */
			}

			bp->nofsprings= 0;
			bp->springs= NULL;
			bp->choke = 0.0f;
			bp->choke2 = 0.0f;
			bp->frozen = 1.0f;
			bp->colball = 0.0f;
			bp->loc_flag = 0;
			bp->springweight = 1.0f;
			bp->mass = 1.0f;
		}
	}
}

static void free_softbody_baked(SoftBody *sb)
{
	SBVertex *key;
	int k;

	for (k=0; k<sb->totkey; k++) {
		key= *(sb->keys + k);
		if (key) MEM_freeN(key);
	}
	if (sb->keys) MEM_freeN(sb->keys);

	sb->keys= NULL;
	sb->totkey= 0;
}
static void free_scratch(SoftBody *sb)
{
	if (sb->scratch) {
		/* todo make sure everything is cleaned up nicly */
		if (sb->scratch->colliderhash) {
			BLI_ghash_free(sb->scratch->colliderhash, NULL,
					(GHashValFreeFP) ccd_mesh_free); /*this hoepfully will free all caches*/
			sb->scratch->colliderhash = NULL;
		}
		if (sb->scratch->bodyface) {
			MEM_freeN(sb->scratch->bodyface);
		}
		if (sb->scratch->Ref.ivert) {
			MEM_freeN(sb->scratch->Ref.ivert);
		}
		MEM_freeN(sb->scratch);
		sb->scratch = NULL;
	}

}

/* only frees internal data */
static void free_softbody_intern(SoftBody *sb)
{
	if (sb) {
		int a;
		BodyPoint *bp;

		if (sb->bpoint) {
			for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
				/* free spring list */
				if (bp->springs != NULL) {
					MEM_freeN(bp->springs);
				}
			}
			MEM_freeN(sb->bpoint);
		}

		if (sb->bspring) MEM_freeN(sb->bspring);

		sb->totpoint= sb->totspring= 0;
		sb->bpoint= NULL;
		sb->bspring= NULL;

		free_scratch(sb);
		free_softbody_baked(sb);
	}
}


/* ************ dynamics ********** */

/* the most general (micro physics correct) way to do collision
** (only needs the current particle position)
**
** it actually checks if the particle intrudes a short range force field generated
** by the faces of the target object and returns a force to drive the particel out
** the strenght of the field grows exponetially if the particle is on the 'wrong' side of the face
** 'wrong' side : projection to the face normal is negative (all referred to a vertex in the face)
**
** flaw of this: 'fast' particles as well as 'fast' colliding faces
** give a 'tunnel' effect such that the particle passes through the force field
** without ever 'seeing' it
** this is fully compliant to heisenberg: h >= fuzzy(location) * fuzzy(time)
** besides our h is way larger than in QM because forces propagate way slower here
** we have to deal with fuzzy(time) in the range of 1/25 seconds (typical frame rate)
** yup collision targets are not known here any better
** and 1/25 second is looong compared to real collision events
** Q: why not use 'simple' collision here like bouncing back a particle
**   --> reverting is velocity on the face normal
** A: because our particles are not alone here
**    and need to tell their neighbors exactly what happens via spring forces
** unless sbObjectStep( .. ) is called on sub frame timing level
** BTW that also questions the use of a 'implicit' solvers on softbodies
** since that would only valid for 'slow' moving collision targets and dito particles
*/

/* aye this belongs to arith.c */
static void Vec3PlusStVec(float *v, float s, float *v1)
{
	v[0] += s*v1[0];
	v[1] += s*v1[1];
	v[2] += s*v1[2];
}

/* +++ dependency information functions*/

static int are_there_deflectors(Scene *scene, unsigned int layer)
{
	Base *base;

	for (base = scene->base.first; base; base= base->next) {
		if ( (base->lay & layer) && base->object->pd) {
			if (base->object->pd->deflect)
				return 1;
		}
	}
	return 0;
}

static int query_external_colliders(Scene *scene, Object *me)
{
	return(are_there_deflectors(scene, me->lay));
}
/* --- dependency information functions*/


/* +++ the aabb "force" section*/
static int sb_detect_aabb_collisionCached(float UNUSED(force[3]), unsigned int UNUSED(par_layer), struct Object *vertexowner, float UNUSED(time))
{
	Object *ob;
	SoftBody *sb=vertexowner->soft;
	GHash *hash;
	GHashIterator *ihash;
	float  aabbmin[3], aabbmax[3];
	int deflected=0;
#if 0
	int a;
#endif

	if ((sb == NULL) || (sb->scratch ==NULL)) return 0;
	copy_v3_v3(aabbmin, sb->scratch->aabbmin);
	copy_v3_v3(aabbmax, sb->scratch->aabbmax);

	hash  = vertexowner->soft->scratch->colliderhash;
	ihash =	BLI_ghashIterator_new(hash);
	while (!BLI_ghashIterator_done(ihash)) {

		ccd_Mesh *ccdm = BLI_ghashIterator_getValue	(ihash);
		ob             = BLI_ghashIterator_getKey	(ihash);
			/* only with deflecting set */
			if (ob->pd && ob->pd->deflect) {
#if 0			/* UNUSED */
				MFace *mface= NULL;
				MVert *mvert= NULL;
				MVert *mprevvert= NULL;
				ccdf_minmax *mima= NULL;
#endif
				if (ccdm) {
#if 0				/* UNUSED */
					mface= ccdm->mface;
					mvert= ccdm->mvert;
					mprevvert= ccdm->mprevvert;
					mima= ccdm->mima;
					a = ccdm->totface;
#endif
					if ((aabbmax[0] < ccdm->bbmin[0]) ||
					    (aabbmax[1] < ccdm->bbmin[1]) ||
					    (aabbmax[2] < ccdm->bbmin[2]) ||
					    (aabbmin[0] > ccdm->bbmax[0]) ||
					    (aabbmin[1] > ccdm->bbmax[1]) ||
					    (aabbmin[2] > ccdm->bbmax[2]) )
					{
						/* boxes don't intersect */
						BLI_ghashIterator_step(ihash);
						continue;
					}

					/* so now we have the 2 boxes overlapping */
					/* forces actually not used */
					deflected = 2;

				}
				else {
					/*aye that should be cached*/
					printf("missing cache error\n");
					BLI_ghashIterator_step(ihash);
					continue;
				}
			} /* if (ob->pd && ob->pd->deflect) */
			BLI_ghashIterator_step(ihash);
	} /* while () */
	BLI_ghashIterator_free(ihash);
	return deflected;
}
/* --- the aabb section*/


/* +++ the face external section*/
static int sb_detect_face_pointCached(float face_v1[3], float face_v2[3], float face_v3[3], float *damp,
                                      float force[3], unsigned int UNUSED(par_layer), struct Object *vertexowner, float time)
{
	Object *ob;
	GHash *hash;
	GHashIterator *ihash;
	float nv1[3], edge1[3], edge2[3], d_nvect[3], aabbmin[3], aabbmax[3];
	float facedist, outerfacethickness, tune = 10.f;
	int a, deflected=0;

	aabbmin[0] = min_fff(face_v1[0], face_v2[0], face_v3[0]);
	aabbmin[1] = min_fff(face_v1[1], face_v2[1], face_v3[1]);
	aabbmin[2] = min_fff(face_v1[2], face_v2[2], face_v3[2]);
	aabbmax[0] = max_fff(face_v1[0], face_v2[0], face_v3[0]);
	aabbmax[1] = max_fff(face_v1[1], face_v2[1], face_v3[1]);
	aabbmax[2] = max_fff(face_v1[2], face_v2[2], face_v3[2]);

	/* calculate face normal once again SIGH */
	sub_v3_v3v3(edge1, face_v1, face_v2);
	sub_v3_v3v3(edge2, face_v3, face_v2);
	cross_v3_v3v3(d_nvect, edge2, edge1);
	normalize_v3(d_nvect);


	hash  = vertexowner->soft->scratch->colliderhash;
	ihash =	BLI_ghashIterator_new(hash);
	while (!BLI_ghashIterator_done(ihash)) {

		ccd_Mesh *ccdm = BLI_ghashIterator_getValue	(ihash);
		ob             = BLI_ghashIterator_getKey	(ihash);
			/* only with deflecting set */
			if (ob->pd && ob->pd->deflect) {
				MVert *mvert= NULL;
				MVert *mprevvert= NULL;
				if (ccdm) {
					mvert= ccdm->mvert;
					a    = ccdm->totvert;
					mprevvert= ccdm->mprevvert;
					outerfacethickness = ob->pd->pdef_sboft;
					if ((aabbmax[0] < ccdm->bbmin[0]) ||
					    (aabbmax[1] < ccdm->bbmin[1]) ||
					    (aabbmax[2] < ccdm->bbmin[2]) ||
					    (aabbmin[0] > ccdm->bbmax[0]) ||
					    (aabbmin[1] > ccdm->bbmax[1]) ||
					    (aabbmin[2] > ccdm->bbmax[2]) )
					{
						/* boxes don't intersect */
						BLI_ghashIterator_step(ihash);
						continue;
					}

				}
				else {
					/*aye that should be cached*/
					printf("missing cache error\n");
					BLI_ghashIterator_step(ihash);
					continue;
				}


				/* use mesh*/
				if (mvert) {
					while (a) {
						copy_v3_v3(nv1, mvert[a-1].co);
						if (mprevvert) {
							mul_v3_fl(nv1, time);
							Vec3PlusStVec(nv1, (1.0f-time), mprevvert[a-1].co);
						}
						/* origin to face_v2*/
						sub_v3_v3(nv1, face_v2);
						facedist = dot_v3v3(nv1, d_nvect);
						if (ABS(facedist)<outerfacethickness) {
							if (isect_point_tri_prism_v3(nv1, face_v1, face_v2, face_v3) ) {
								float df;
								if (facedist > 0) {
									df = (outerfacethickness-facedist)/outerfacethickness;
								}
								else {
									df = (outerfacethickness+facedist)/outerfacethickness;
								}

								*damp=df*tune*ob->pd->pdef_sbdamp;

								df = 0.01f * expf(-100.0f * df);
								Vec3PlusStVec(force, -df, d_nvect);
								deflected = 3;
							}
						}
						a--;
					}/* while (a)*/
				} /* if (mvert) */
			} /* if (ob->pd && ob->pd->deflect) */
			BLI_ghashIterator_step(ihash);
	} /* while () */
	BLI_ghashIterator_free(ihash);
	return deflected;
}


static int sb_detect_face_collisionCached(float face_v1[3], float face_v2[3], float face_v3[3], float *damp,
                                          float force[3], unsigned int UNUSED(par_layer), struct Object *vertexowner, float time)
{
	Object *ob;
	GHash *hash;
	GHashIterator *ihash;
	float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3], d_nvect[3], aabbmin[3], aabbmax[3];
	float t, tune = 10.0f;
	int a, deflected=0;

	aabbmin[0] = min_fff(face_v1[0], face_v2[0], face_v3[0]);
	aabbmin[1] = min_fff(face_v1[1], face_v2[1], face_v3[1]);
	aabbmin[2] = min_fff(face_v1[2], face_v2[2], face_v3[2]);
	aabbmax[0] = max_fff(face_v1[0], face_v2[0], face_v3[0]);
	aabbmax[1] = max_fff(face_v1[1], face_v2[1], face_v3[1]);
	aabbmax[2] = max_fff(face_v1[2], face_v2[2], face_v3[2]);

	hash  = vertexowner->soft->scratch->colliderhash;
	ihash =	BLI_ghashIterator_new(hash);
	while (!BLI_ghashIterator_done(ihash)) {

		ccd_Mesh *ccdm = BLI_ghashIterator_getValue	(ihash);
		ob             = BLI_ghashIterator_getKey	(ihash);
			/* only with deflecting set */
			if (ob->pd && ob->pd->deflect) {
				MFace *mface= NULL;
				MVert *mvert= NULL;
				MVert *mprevvert= NULL;
				ccdf_minmax *mima= NULL;
				if (ccdm) {
					mface= ccdm->mface;
					mvert= ccdm->mvert;
					mprevvert= ccdm->mprevvert;
					mima= ccdm->mima;
					a = ccdm->totface;

					if ((aabbmax[0] < ccdm->bbmin[0]) ||
					    (aabbmax[1] < ccdm->bbmin[1]) ||
					    (aabbmax[2] < ccdm->bbmin[2]) ||
					    (aabbmin[0] > ccdm->bbmax[0]) ||
					    (aabbmin[1] > ccdm->bbmax[1]) ||
					    (aabbmin[2] > ccdm->bbmax[2]) )
					{
						/* boxes don't intersect */
						BLI_ghashIterator_step(ihash);
						continue;
					}

				}
				else {
					/*aye that should be cached*/
					printf("missing cache error\n");
					BLI_ghashIterator_step(ihash);
					continue;
				}


				/* use mesh*/
				while (a--) {
					if (
						(aabbmax[0] < mima->minx) ||
						(aabbmin[0] > mima->maxx) ||
						(aabbmax[1] < mima->miny) ||
						(aabbmin[1] > mima->maxy) ||
						(aabbmax[2] < mima->minz) ||
						(aabbmin[2] > mima->maxz)
						) {
						mface++;
						mima++;
						continue;
					}


					if (mvert) {

						copy_v3_v3(nv1, mvert[mface->v1].co);
						copy_v3_v3(nv2, mvert[mface->v2].co);
						copy_v3_v3(nv3, mvert[mface->v3].co);
						if (mface->v4) {
							copy_v3_v3(nv4, mvert[mface->v4].co);
						}
						if (mprevvert) {
							mul_v3_fl(nv1, time);
							Vec3PlusStVec(nv1, (1.0f-time), mprevvert[mface->v1].co);

							mul_v3_fl(nv2, time);
							Vec3PlusStVec(nv2, (1.0f-time), mprevvert[mface->v2].co);

							mul_v3_fl(nv3, time);
							Vec3PlusStVec(nv3, (1.0f-time), mprevvert[mface->v3].co);

							if (mface->v4) {
								mul_v3_fl(nv4, time);
								Vec3PlusStVec(nv4, (1.0f-time), mprevvert[mface->v4].co);
							}
						}
					}

					/* switch origin to be nv2*/
					sub_v3_v3v3(edge1, nv1, nv2);
					sub_v3_v3v3(edge2, nv3, nv2);
					cross_v3_v3v3(d_nvect, edge2, edge1);
					normalize_v3(d_nvect);
					if (
						isect_line_tri_v3(nv1, nv2, face_v1, face_v2, face_v3, &t, NULL) ||
						isect_line_tri_v3(nv2, nv3, face_v1, face_v2, face_v3, &t, NULL) ||
						isect_line_tri_v3(nv3, nv1, face_v1, face_v2, face_v3, &t, NULL) ) {
						Vec3PlusStVec(force, -0.5f, d_nvect);
						*damp=tune*ob->pd->pdef_sbdamp;
						deflected = 2;
					}
					if (mface->v4) { /* quad */
						/* switch origin to be nv4 */
						sub_v3_v3v3(edge1, nv3, nv4);
						sub_v3_v3v3(edge2, nv1, nv4);
						cross_v3_v3v3(d_nvect, edge2, edge1);
						normalize_v3(d_nvect);
						if (
							/* isect_line_tri_v3(nv1, nv3, face_v1, face_v2, face_v3, &t, NULL) ||
							 * we did that edge already */
							isect_line_tri_v3(nv3, nv4, face_v1, face_v2, face_v3, &t, NULL) ||
							isect_line_tri_v3(nv4, nv1, face_v1, face_v2, face_v3, &t, NULL) ) {
							Vec3PlusStVec(force, -0.5f, d_nvect);
							*damp=tune*ob->pd->pdef_sbdamp;
							deflected = 2;
						}
					}
					mface++;
					mima++;
				}/* while a */
			} /* if (ob->pd && ob->pd->deflect) */
			BLI_ghashIterator_step(ihash);
	} /* while () */
	BLI_ghashIterator_free(ihash);
	return deflected;
}



static void scan_for_ext_face_forces(Object *ob, float timenow)
{
	SoftBody *sb = ob->soft;
	BodyFace *bf;
	int a;
	float damp=0.0f, choke=1.0f;
	float tune = -10.0f;
	float feedback[3];

	if (sb && sb->scratch->totface) {


		bf = sb->scratch->bodyface;
		for (a=0; a<sb->scratch->totface; a++, bf++) {
			bf->ext_force[0]=bf->ext_force[1]=bf->ext_force[2]=0.0f;
/*+++edges intruding*/
			bf->flag &= ~BFF_INTERSECT;
			feedback[0]=feedback[1]=feedback[2]=0.0f;
			if (sb_detect_face_collisionCached(sb->bpoint[bf->v1].pos, sb->bpoint[bf->v2].pos, sb->bpoint[bf->v3].pos,
			                                   &damp, feedback, ob->lay, ob, timenow))
			{
				Vec3PlusStVec(sb->bpoint[bf->v1].force, tune, feedback);
				Vec3PlusStVec(sb->bpoint[bf->v2].force, tune, feedback);
				Vec3PlusStVec(sb->bpoint[bf->v3].force, tune, feedback);
//				Vec3PlusStVec(bf->ext_force, tune, feedback);
				bf->flag |= BFF_INTERSECT;
				choke = min_ff(max_ff(damp, choke), 1.0f);
			}

			feedback[0]=feedback[1]=feedback[2]=0.0f;
			if ((bf->v4) && (sb_detect_face_collisionCached(sb->bpoint[bf->v1].pos, sb->bpoint[bf->v3].pos, sb->bpoint[bf->v4].pos,
			                                                &damp, feedback, ob->lay, ob, timenow)))
			{
				Vec3PlusStVec(sb->bpoint[bf->v1].force, tune, feedback);
				Vec3PlusStVec(sb->bpoint[bf->v3].force, tune, feedback);
				Vec3PlusStVec(sb->bpoint[bf->v4].force, tune, feedback);
//				Vec3PlusStVec(bf->ext_force, tune, feedback);
				bf->flag |= BFF_INTERSECT;
				choke = min_ff(max_ff(damp, choke), 1.0f);
			}
/*---edges intruding*/

/*+++ close vertices*/
			if (( bf->flag & BFF_INTERSECT)==0) {
				bf->flag &= ~BFF_CLOSEVERT;
				tune = -1.0f;
				feedback[0]=feedback[1]=feedback[2]=0.0f;
				if (sb_detect_face_pointCached(sb->bpoint[bf->v1].pos, sb->bpoint[bf->v2].pos, sb->bpoint[bf->v3].pos,
					&damp,	feedback, ob->lay, ob, timenow))
				{
					Vec3PlusStVec(sb->bpoint[bf->v1].force, tune, feedback);
					Vec3PlusStVec(sb->bpoint[bf->v2].force, tune, feedback);
					Vec3PlusStVec(sb->bpoint[bf->v3].force, tune, feedback);
//					Vec3PlusStVec(bf->ext_force, tune, feedback);
					bf->flag |= BFF_CLOSEVERT;
					choke = min_ff(max_ff(damp, choke), 1.0f);
				}

				feedback[0]=feedback[1]=feedback[2]=0.0f;
				if ((bf->v4) && (sb_detect_face_pointCached(sb->bpoint[bf->v1].pos, sb->bpoint[bf->v3].pos, sb->bpoint[bf->v4].pos,
				                                            &damp, feedback, ob->lay, ob, timenow)))
				{
					Vec3PlusStVec(sb->bpoint[bf->v1].force, tune, feedback);
					Vec3PlusStVec(sb->bpoint[bf->v3].force, tune, feedback);
					Vec3PlusStVec(sb->bpoint[bf->v4].force, tune, feedback);
//					Vec3PlusStVec(bf->ext_force, tune, feedback);
					bf->flag |= BFF_CLOSEVERT;
					choke = min_ff(max_ff(damp, choke), 1.0f);
				}
			}
/*--- close vertices*/
		}
		bf = sb->scratch->bodyface;
		for (a=0; a<sb->scratch->totface; a++, bf++) {
			if (( bf->flag & BFF_INTERSECT) || ( bf->flag & BFF_CLOSEVERT)) {
				sb->bpoint[bf->v1].choke2 = max_ff(sb->bpoint[bf->v1].choke2, choke);
				sb->bpoint[bf->v2].choke2 = max_ff(sb->bpoint[bf->v2].choke2, choke);
				sb->bpoint[bf->v3].choke2 = max_ff(sb->bpoint[bf->v3].choke2, choke);
				if (bf->v4) {
					sb->bpoint[bf->v2].choke2 = max_ff(sb->bpoint[bf->v2].choke2, choke);
				}
			}
		}
	}
}

/*  --- the face external section*/


/* +++ the spring external section*/

static int sb_detect_edge_collisionCached(float edge_v1[3], float edge_v2[3], float *damp,
								   float force[3], unsigned int UNUSED(par_layer), struct Object *vertexowner, float time)
{
	Object *ob;
	GHash *hash;
	GHashIterator *ihash;
	float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3], d_nvect[3], aabbmin[3], aabbmax[3];
	float t, el;
	int a, deflected=0;

	minmax_v3v3_v3(aabbmin, aabbmax, edge_v1);
	minmax_v3v3_v3(aabbmin, aabbmax, edge_v2);

	el = len_v3v3(edge_v1, edge_v2);

	hash  = vertexowner->soft->scratch->colliderhash;
	ihash =	BLI_ghashIterator_new(hash);
	while (!BLI_ghashIterator_done(ihash)) {

		ccd_Mesh *ccdm = BLI_ghashIterator_getValue	(ihash);
		ob             = BLI_ghashIterator_getKey	(ihash);
			/* only with deflecting set */
			if (ob->pd && ob->pd->deflect) {
				MFace *mface= NULL;
				MVert *mvert= NULL;
				MVert *mprevvert= NULL;
				ccdf_minmax *mima= NULL;
				if (ccdm) {
					mface= ccdm->mface;
					mvert= ccdm->mvert;
					mprevvert= ccdm->mprevvert;
					mima= ccdm->mima;
					a = ccdm->totface;

					if ((aabbmax[0] < ccdm->bbmin[0]) ||
					    (aabbmax[1] < ccdm->bbmin[1]) ||
					    (aabbmax[2] < ccdm->bbmin[2]) ||
					    (aabbmin[0] > ccdm->bbmax[0]) ||
					    (aabbmin[1] > ccdm->bbmax[1]) ||
					    (aabbmin[2] > ccdm->bbmax[2]) )
					{
						/* boxes don't intersect */
						BLI_ghashIterator_step(ihash);
						continue;
					}

				}
				else {
					/*aye that should be cached*/
					printf("missing cache error\n");
					BLI_ghashIterator_step(ihash);
					continue;
				}


				/* use mesh*/
				while (a--) {
					if (
						(aabbmax[0] < mima->minx) ||
						(aabbmin[0] > mima->maxx) ||
						(aabbmax[1] < mima->miny) ||
						(aabbmin[1] > mima->maxy) ||
						(aabbmax[2] < mima->minz) ||
						(aabbmin[2] > mima->maxz)
						)
					{
						mface++;
						mima++;
						continue;
					}


					if (mvert) {

						copy_v3_v3(nv1, mvert[mface->v1].co);
						copy_v3_v3(nv2, mvert[mface->v2].co);
						copy_v3_v3(nv3, mvert[mface->v3].co);
						if (mface->v4) {
							copy_v3_v3(nv4, mvert[mface->v4].co);
						}
						if (mprevvert) {
							mul_v3_fl(nv1, time);
							Vec3PlusStVec(nv1, (1.0f-time), mprevvert[mface->v1].co);

							mul_v3_fl(nv2, time);
							Vec3PlusStVec(nv2, (1.0f-time), mprevvert[mface->v2].co);

							mul_v3_fl(nv3, time);
							Vec3PlusStVec(nv3, (1.0f-time), mprevvert[mface->v3].co);

							if (mface->v4) {
								mul_v3_fl(nv4, time);
								Vec3PlusStVec(nv4, (1.0f-time), mprevvert[mface->v4].co);
							}
						}
					}

					/* switch origin to be nv2*/
					sub_v3_v3v3(edge1, nv1, nv2);
					sub_v3_v3v3(edge2, nv3, nv2);

					cross_v3_v3v3(d_nvect, edge2, edge1);
					normalize_v3(d_nvect);
					if ( isect_line_tri_v3(edge_v1, edge_v2, nv1, nv2, nv3, &t, NULL)) {
						float v1[3], v2[3];
						float intrusiondepth, i1, i2;
						sub_v3_v3v3(v1, edge_v1, nv2);
						sub_v3_v3v3(v2, edge_v2, nv2);
						i1 = dot_v3v3(v1, d_nvect);
						i2 = dot_v3v3(v2, d_nvect);
						intrusiondepth = -min_ff(i1, i2) / el;
						Vec3PlusStVec(force, intrusiondepth, d_nvect);
						*damp=ob->pd->pdef_sbdamp;
						deflected = 2;
					}
					if (mface->v4) { /* quad */
						/* switch origin to be nv4 */
						sub_v3_v3v3(edge1, nv3, nv4);
						sub_v3_v3v3(edge2, nv1, nv4);

						cross_v3_v3v3(d_nvect, edge2, edge1);
						normalize_v3(d_nvect);
						if (isect_line_tri_v3( edge_v1, edge_v2, nv1, nv3, nv4, &t, NULL)) {
							float v1[3], v2[3];
							float intrusiondepth, i1, i2;
							sub_v3_v3v3(v1, edge_v1, nv4);
							sub_v3_v3v3(v2, edge_v2, nv4);
							i1 = dot_v3v3(v1, d_nvect);
							i2 = dot_v3v3(v2, d_nvect);
							intrusiondepth = -min_ff(i1, i2) / el;


							Vec3PlusStVec(force, intrusiondepth, d_nvect);
							*damp=ob->pd->pdef_sbdamp;
							deflected = 2;
						}
					}
					mface++;
					mima++;
				}/* while a */
			} /* if (ob->pd && ob->pd->deflect) */
			BLI_ghashIterator_step(ihash);
	} /* while () */
	BLI_ghashIterator_free(ihash);
	return deflected;
}

static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow, int ifirst, int ilast, struct ListBase *do_effector)
{
	SoftBody *sb = ob->soft;
	int a;
	float damp;
	float feedback[3];

	if (sb && sb->totspring) {
		for (a=ifirst; a<ilast; a++) {
			BodySpring *bs = &sb->bspring[a];
			bs->ext_force[0]=bs->ext_force[1]=bs->ext_force[2]=0.0f;
			feedback[0]=feedback[1]=feedback[2]=0.0f;
			bs->flag &= ~BSF_INTERSECT;

			if (bs->springtype == SB_EDGE) {
				/* +++ springs colliding */
				if (ob->softflag & OB_SB_EDGECOLL) {
					if ( sb_detect_edge_collisionCached (sb->bpoint[bs->v1].pos, sb->bpoint[bs->v2].pos,
						&damp, feedback, ob->lay, ob, timenow)) {
							add_v3_v3(bs->ext_force, feedback);
							bs->flag |= BSF_INTERSECT;
							//bs->cf=damp;
							bs->cf=sb->choke*0.01f;

					}
				}
				/* ---- springs colliding */

				/* +++ springs seeing wind ... n stuff depending on their orientation*/
				/* note we don't use sb->mediafrict but use sb->aeroedge for magnitude of effect*/
				if (sb->aeroedge) {
					float vel[3], sp[3], pr[3], force[3];
					float f, windfactor  = 0.25f;
					/*see if we have wind*/
					if (do_effector) {
						EffectedPoint epoint;
						float speed[3] = {0.0f, 0.0f, 0.0f};
						float pos[3];
						mid_v3_v3v3(pos, sb->bpoint[bs->v1].pos, sb->bpoint[bs->v2].pos);
						mid_v3_v3v3(vel, sb->bpoint[bs->v1].vec, sb->bpoint[bs->v2].vec);
						pd_point_from_soft(scene, pos, vel, -1, &epoint);
						pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed);

						mul_v3_fl(speed, windfactor);
						add_v3_v3(vel, speed);
					}
					/* media in rest */
					else {
						add_v3_v3v3(vel, sb->bpoint[bs->v1].vec, sb->bpoint[bs->v2].vec);
					}
					f = normalize_v3(vel);
					f = -0.0001f*f*f*sb->aeroedge;
					/* (todo) add a nice angle dependent function done for now BUT */
					/* still there could be some nice drag/lift function, but who needs it */

					sub_v3_v3v3(sp, sb->bpoint[bs->v1].pos, sb->bpoint[bs->v2].pos);
					project_v3_v3v3(pr, vel, sp);
					sub_v3_v3(vel, pr);
					normalize_v3(vel);
					if (ob->softflag & OB_SB_AERO_ANGLE) {
						normalize_v3(sp);
						Vec3PlusStVec(bs->ext_force, f * (1.0f - fabsf(dot_v3v3(vel, sp))), vel);
					}
					else {
						Vec3PlusStVec(bs->ext_force, f, vel); // to keep compatible with 2.45 release files
					}
				}
				/* --- springs seeing wind */
			}
		}
	}
}


static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow)
{
	SoftBody *sb = ob->soft;
	ListBase *do_effector = NULL;

	do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);
	_scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector);
	pdEndEffectors(&do_effector);
}

static void *exec_scan_for_ext_spring_forces(void *data)
{
	SB_thread_context *pctx = (SB_thread_context*)data;
	_scan_for_ext_spring_forces(pctx->scene, pctx->ob, pctx->timenow, pctx->ifirst, pctx->ilast, pctx->do_effector);
	return NULL;
}

static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow, int totsprings, int *UNUSED(ptr_to_break_func(void)))
{
	ListBase *do_effector = NULL;
	ListBase threads;
	SB_thread_context *sb_threads;
	int i, totthread, left, dec;
	int lowsprings =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */

	do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true);

	/* figure the number of threads while preventing pretty pointless threading overhead */
	totthread= BKE_scene_num_threads(scene);
	/* what if we got zillions of CPUs running but less to spread*/
	while ((totsprings/totthread < lowsprings) && (totthread > 1)) {
		totthread--;
	}

	sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBSpringsThread");
	memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
	left = totsprings;
	dec = totsprings/totthread +1;
	for (i=0; i<totthread; i++) {
		sb_threads[i].scene = scene;
		sb_threads[i].ob = ob;
		sb_threads[i].forcetime = 0.0; // not used here
		sb_threads[i].timenow = timenow;
		sb_threads[i].ilast   = left;
		left = left - dec;
		if (left >0) {
			sb_threads[i].ifirst  = left;
		}
		else
			sb_threads[i].ifirst  = 0;
		sb_threads[i].do_effector = do_effector;
		sb_threads[i].do_deflector = false;// not used here
		sb_threads[i].fieldfactor = 0.0f;// not used here
		sb_threads[i].windfactor  = 0.0f;// not used here
		sb_threads[i].nr= i;
		sb_threads[i].tot= totthread;
	}
	if (totthread > 1) {
		BLI_init_threads(&threads, exec_scan_for_ext_spring_forces, totthread);

		for (i=0; i<totthread; i++)
			BLI_insert_thread(&threads, &sb_threads[i]);

		BLI_end_threads(&threads);
	}
	else
		exec_scan_for_ext_spring_forces(&sb_threads[0]);
	/* clean up */
	MEM_freeN(sb_threads);

	pdEndEffectors(&do_effector);
}


/* --- the spring external section*/

static int choose_winner(float*w, float* pos, float*a, float*b, float*c, float*ca, float*cb, float*cc)
{
	float mindist, cp;
	int winner =1;
	mindist = fabsf(dot_v3v3(pos, a));

	cp = fabsf(dot_v3v3(pos, b));
	if ( mindist < cp ) {
		mindist = cp;
		winner =2;
	}

	cp = fabsf(dot_v3v3(pos, c));
	if (mindist < cp ) {
		mindist = cp;
		winner =3;
	}
	switch (winner) {
		case 1: copy_v3_v3(w, ca); break;
		case 2: copy_v3_v3(w, cb); break;
		case 3: copy_v3_v3(w, cc);
	}
	return(winner);
}



static int sb_detect_vertex_collisionCached(float opco[3], float facenormal[3], float *damp,
									 float force[3], unsigned int UNUSED(par_layer), struct Object *vertexowner,
									 float time, float vel[3], float *intrusion)
{
	Object *ob= NULL;
	GHash *hash;
	GHashIterator *ihash;
	float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3], d_nvect[3], dv1[3], ve[3], avel[3] = {0.0, 0.0, 0.0},
	      vv1[3], vv2[3], vv3[3], vv4[3], coledge[3] = {0.0f, 0.0f, 0.0f}, mindistedge = 1000.0f,
	      outerforceaccu[3], innerforceaccu[3],
	      facedist, /* n_mag, */ /* UNUSED */ force_mag_norm, minx, miny, minz, maxx, maxy, maxz,
	      innerfacethickness = -0.5f, outerfacethickness = 0.2f,
	      ee = 5.0f, ff = 0.1f, fa=1;
	int a, deflected=0, cavel=0, ci=0;
/* init */
	*intrusion = 0.0f;
	hash  = vertexowner->soft->scratch->colliderhash;
	ihash =	BLI_ghashIterator_new(hash);
	outerforceaccu[0]=outerforceaccu[1]=outerforceaccu[2]=0.0f;
	innerforceaccu[0]=innerforceaccu[1]=innerforceaccu[2]=0.0f;
/* go */
	while (!BLI_ghashIterator_done(ihash)) {

		ccd_Mesh *ccdm = BLI_ghashIterator_getValue	(ihash);
		ob             = BLI_ghashIterator_getKey	(ihash);
			/* only with deflecting set */
			if (ob->pd && ob->pd->deflect) {
				MFace *mface= NULL;
				MVert *mvert= NULL;
				MVert *mprevvert= NULL;
				ccdf_minmax *mima= NULL;

				if (ccdm) {
					mface= ccdm->mface;
					mvert= ccdm->mvert;
					mprevvert= ccdm->mprevvert;
					mima= ccdm->mima;
					a = ccdm->totface;

					minx = ccdm->bbmin[0];
					miny = ccdm->bbmin[1];
					minz = ccdm->bbmin[2];

					maxx = ccdm->bbmax[0];
					maxy = ccdm->bbmax[1];
					maxz = ccdm->bbmax[2];

					if ((opco[0] < minx) ||
					    (opco[1] < miny) ||
					    (opco[2] < minz) ||
					    (opco[0] > maxx) ||
					    (opco[1] > maxy) ||
					    (opco[2] > maxz) )
					{
						/* outside the padded boundbox --> collision object is too far away */
						BLI_ghashIterator_step(ihash);
						continue;
					}
				}
				else {
					/*aye that should be cached*/
					printf("missing cache error\n");
						BLI_ghashIterator_step(ihash);
					continue;
				}

				/* do object level stuff */
				/* need to have user control for that since it depends on model scale */
				innerfacethickness = -ob->pd->pdef_sbift;
				outerfacethickness =  ob->pd->pdef_sboft;
				fa = (ff*outerfacethickness-outerfacethickness);
				fa *= fa;
				fa = 1.0f/fa;
				avel[0]=avel[1]=avel[2]=0.0f;
				/* use mesh*/
				while (a--) {
					if (
						(opco[0] < mima->minx) ||
						(opco[0] > mima->maxx) ||
						(opco[1] < mima->miny) ||
						(opco[1] > mima->maxy) ||
						(opco[2] < mima->minz) ||
						(opco[2] > mima->maxz)
						) {
							mface++;
							mima++;
							continue;
					}

					if (mvert) {

						copy_v3_v3(nv1, mvert[mface->v1].co);
						copy_v3_v3(nv2, mvert[mface->v2].co);
						copy_v3_v3(nv3, mvert[mface->v3].co);
						if (mface->v4) {
							copy_v3_v3(nv4, mvert[mface->v4].co);
						}

						if (mprevvert) {
							/* grab the average speed of the collider vertices
							before we spoil nvX
							humm could be done once a SB steps but then we' need to store that too
							since the AABB reduced propabitlty to get here drasticallly
							it might be a nice tradeof CPU <--> memory
							*/
							sub_v3_v3v3(vv1, nv1, mprevvert[mface->v1].co);
							sub_v3_v3v3(vv2, nv2, mprevvert[mface->v2].co);
							sub_v3_v3v3(vv3, nv3, mprevvert[mface->v3].co);
							if (mface->v4) {
								sub_v3_v3v3(vv4, nv4, mprevvert[mface->v4].co);
							}

							mul_v3_fl(nv1, time);
							Vec3PlusStVec(nv1, (1.0f-time), mprevvert[mface->v1].co);

							mul_v3_fl(nv2, time);
							Vec3PlusStVec(nv2, (1.0f-time), mprevvert[mface->v2].co);

							mul_v3_fl(nv3, time);
							Vec3PlusStVec(nv3, (1.0f-time), mprevvert[mface->v3].co);

							if (mface->v4) {
								mul_v3_fl(nv4, time);
								Vec3PlusStVec(nv4, (1.0f-time), mprevvert[mface->v4].co);
							}
						}
					}

					/* switch origin to be nv2*/
					sub_v3_v3v3(edge1, nv1, nv2);
					sub_v3_v3v3(edge2, nv3, nv2);
					sub_v3_v3v3(dv1, opco, nv2); /* abuse dv1 to have vertex in question at *origin* of triangle */

					cross_v3_v3v3(d_nvect, edge2, edge1);
					/* n_mag = */ /* UNUSED */ normalize_v3(d_nvect);
					facedist = dot_v3v3(dv1, d_nvect);
					// so rules are
					//

					if ((facedist > innerfacethickness) && (facedist < outerfacethickness)) {
						if (isect_point_tri_prism_v3(opco, nv1, nv2, nv3) ) {
							force_mag_norm =(float)exp(-ee*facedist);
							if (facedist > outerfacethickness*ff)
								force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
							*damp=ob->pd->pdef_sbdamp;
							if (facedist > 0.0f) {
								*damp *= (1.0f - facedist/outerfacethickness);
								Vec3PlusStVec(outerforceaccu, force_mag_norm, d_nvect);
								deflected = 3;

							}
							else {
								Vec3PlusStVec(innerforceaccu, force_mag_norm, d_nvect);
								if (deflected < 2) deflected = 2;
							}
							if ((mprevvert) && (*damp > 0.0f)) {
								choose_winner(ve, opco, nv1, nv2, nv3, vv1, vv2, vv3);
								add_v3_v3(avel, ve);
								cavel ++;
							}
							*intrusion += facedist;
							ci++;
						}
					}
					if (mface->v4) { /* quad */
						/* switch origin to be nv4 */
						sub_v3_v3v3(edge1, nv3, nv4);
						sub_v3_v3v3(edge2, nv1, nv4);
						sub_v3_v3v3(dv1, opco, nv4); /* abuse dv1 to have vertex in question at *origin* of triangle */

						cross_v3_v3v3(d_nvect, edge2, edge1);
						/* n_mag = */ /* UNUSED */ normalize_v3(d_nvect);
						facedist = dot_v3v3(dv1, d_nvect);

						if ((facedist > innerfacethickness) && (facedist < outerfacethickness)) {
							if (isect_point_tri_prism_v3(opco, nv1, nv3, nv4) ) {
								force_mag_norm =(float)exp(-ee*facedist);
								if (facedist > outerfacethickness*ff)
									force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
								*damp=ob->pd->pdef_sbdamp;
							if (facedist > 0.0f) {
								*damp *= (1.0f - facedist/outerfacethickness);
								Vec3PlusStVec(outerforceaccu, force_mag_norm, d_nvect);
								deflected = 3;

							}
							else {
								Vec3PlusStVec(innerforceaccu, force_mag_norm, d_nvect);
								if (deflected < 2) deflected = 2;
							}

								if ((mprevvert) && (*damp > 0.0f)) {
									choose_winner(ve, opco, nv1, nv3, nv4, vv1, vv3, vv4);
									add_v3_v3(avel, ve);
									cavel ++;
								}
								*intrusion += facedist;
								ci++;
							}

						}
						if ((deflected < 2)&& (G.debug_value != 444)) { /* we did not hit a face until now */
							/* see if 'outer' hits an edge */
							float dist;

							closest_to_line_segment_v3(ve, opco, nv1, nv2);
							 sub_v3_v3v3(ve, opco, ve);
							dist = normalize_v3(ve);
							if ((dist < outerfacethickness)&&(dist < mindistedge )) {
								copy_v3_v3(coledge, ve);
								mindistedge = dist,
								deflected=1;
							}

							closest_to_line_segment_v3(ve, opco, nv2, nv3);
							sub_v3_v3v3(ve, opco, ve);
							dist = normalize_v3(ve);
							if ((dist < outerfacethickness)&&(dist < mindistedge )) {
								copy_v3_v3(coledge, ve);
								mindistedge = dist,
								deflected=1;
							}

							closest_to_line_segment_v3(ve, opco, nv3, nv1);
							sub_v3_v3v3(ve, opco, ve);
							dist = normalize_v3(ve);
							if ((dist < outerfacethickness)&&(dist < mindistedge )) {
								copy_v3_v3(coledge, ve);
								mindistedge = dist,
								deflected=1;
							}
							if (mface->v4) { /* quad */
								closest_to_line_segment_v3(ve, opco, nv3, nv4);
								sub_v3_v3v3(ve, opco, ve);
								dist = normalize_v3(ve);
								if ((dist < outerfacethickness)&&(dist < mindistedge )) {
									copy_v3_v3(coledge, ve);
									mindistedge = dist,
										deflected=1;
								}

								closest_to_line_segment_v3(ve, opco, nv1, nv4);
								sub_v3_v3v3(ve, opco, ve);
								dist = normalize_v3(ve);
								if ((dist < outerfacethickness)&&(dist < mindistedge )) {
									copy_v3_v3(coledge, ve);
									mindistedge = dist,
										deflected=1;
								}

							}


						}
					}
					mface++;
					mima++;
				}/* while a */
			} /* if (ob->pd && ob->pd->deflect) */
			BLI_ghashIterator_step(ihash);
	} /* while () */

	if (deflected == 1) { // no face but 'outer' edge cylinder sees vert
		force_mag_norm =(float)exp(-ee*mindistedge);
		if (mindistedge > outerfacethickness*ff)
			force_mag_norm =(float)force_mag_norm*fa*(mindistedge - outerfacethickness)*(mindistedge - outerfacethickness);
		Vec3PlusStVec(force, force_mag_norm, coledge);
		*damp=ob->pd->pdef_sbdamp;
		if (mindistedge > 0.0f) {
			*damp *= (1.0f - mindistedge/outerfacethickness);
		}

	}
	if (deflected == 2) { //  face inner detected
		add_v3_v3(force, innerforceaccu);
	}
	if (deflected == 3) { //  face outer detected
		add_v3_v3(force, outerforceaccu);
	}

	BLI_ghashIterator_free(ihash);
	if (cavel) mul_v3_fl(avel, 1.0f/(float)cavel);
	copy_v3_v3(vel, avel);
	if (ci) *intrusion /= ci;
	if (deflected) {
		normalize_v3_v3(facenormal, force);
	}
	return deflected;
}


/* sandbox to plug in various deflection algos */
static int sb_deflect_face(Object *ob, float *actpos, float *facenormal, float *force, float *cf, float time, float *vel, float *intrusion)
{
	float s_actpos[3];
	int deflected;
	copy_v3_v3(s_actpos, actpos);
	deflected= sb_detect_vertex_collisionCached(s_actpos, facenormal, cf, force, ob->lay, ob, time, vel, intrusion);
	//deflected= sb_detect_vertex_collisionCachedEx(s_actpos, facenormal, cf, force, ob->lay, ob, time, vel, intrusion);
	return(deflected);
}

/* hiding this for now .. but the jacobian may pop up on other tasks .. so i'd like to keep it
static void dfdx_spring(int ia, int ic, int op, float dir[3], float L, float len, float factor)
{
	float m, delta_ij;
	int i, j;
	if (L < len) {
		for (i=0;i<3;i++)
			for (j=0;j<3;j++) {
				delta_ij = (i==j ? (1.0f): (0.0f));
				m=factor*(dir[i]*dir[j] + (1-L/len)*(delta_ij - dir[i]*dir[j]));
				nlMatrixAdd(ia+i, op+ic+j, m);
			}
	}
	else {
		for (i=0;i<3;i++)
			for (j=0;j<3;j++) {
				m=factor*dir[i]*dir[j];
				nlMatrixAdd(ia+i, op+ic+j, m);
			}
	}
}


static void dfdx_goal(int ia, int ic, int op, float factor)
{
	int i;
	for (i=0;i<3;i++) nlMatrixAdd(ia+i, op+ic+i, factor);
}

static void dfdv_goal(int ia, int ic, float factor)
{
	int i;
	for (i=0;i<3;i++) nlMatrixAdd(ia+i, ic+i, factor);
}
*/
static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float UNUSED(forcetime), int nl_flags)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint  *bp1, *bp2;

	float dir[3], dvel[3];
	float distance, forcefactor, kd, absvel, projvel, kw;
#if 0	/* UNUSED */
	int ia, ic;
#endif
	/* prepare depending on which side of the spring we are on */
	if (bpi == bs->v1) {
		bp1 = &sb->bpoint[bs->v1];
		bp2 = &sb->bpoint[bs->v2];
#if 0	/* UNUSED */
		ia =3*bs->v1;
		ic =3*bs->v2;
#endif
	}
	else if (bpi == bs->v2) {
		bp1 = &sb->bpoint[bs->v2];
		bp2 = &sb->bpoint[bs->v1];
#if 0	/* UNUSED */
		ia =3*bs->v2;
		ic =3*bs->v1;
#endif
	}
	else {
		/* TODO make this debug option */
		/**/
		printf("bodypoint <bpi> is not attached to spring  <*bs> --> sb_spring_force()\n");
		return;
	}

	/* do bp1 <--> bp2 elastic */
	sub_v3_v3v3(dir, bp1->pos, bp2->pos);
	distance = normalize_v3(dir);
	if (bs->len < distance)
		iks  = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
	else
		iks  = 1.0f/(1.0f-sb->inpush)-1.0f ;/* inner spring constants function */

	if (bs->len > 0.0f) /* check for degenerated springs */
		forcefactor = iks/bs->len;
	else
		forcefactor = iks;
	kw = (bp1->springweight+bp2->springweight)/2.0f;
	kw = kw * kw;
	kw = kw * kw;
	switch (bs->springtype) {
		case SB_EDGE:
		case SB_HANDLE:
			forcefactor *=  kw;
			break;
		case SB_BEND:
			forcefactor *=sb->secondspring*kw;
			break;
		case SB_STIFFQUAD:
			forcefactor *=sb->shearstiff*sb->shearstiff* kw;
			break;
		default:
			break;
	}


	Vec3PlusStVec(bp1->force, (bs->len - distance)*forcefactor, dir);

	/* do bp1 <--> bp2 viscous */
	sub_v3_v3v3(dvel, bp1->vec, bp2->vec);
	kd = sb->infrict * sb_fric_force_scale(ob);
	absvel  = normalize_v3(dvel);
	projvel = dot_v3v3(dir, dvel);
	kd     *= absvel * projvel;
	Vec3PlusStVec(bp1->force, -kd, dir);

	/* do jacobian stuff if needed */
	if (nl_flags & NLF_BUILD) {
		//int op =3*sb->totpoint;
		//float mvel = -forcetime*kd;
		//float mpos = -forcetime*forcefactor;
		/* depending on my pos */
		// dfdx_spring(ia, ia, op, dir, bs->len, distance, -mpos);
		/* depending on my vel */
		// dfdv_goal(ia, ia, mvel); // well that ignores geometie
		if (bp2->goal < SOFTGOALSNAP) {  /* omit this bp when it snaps */
			/* depending on other pos */
			// dfdx_spring(ia, ic, op, dir, bs->len, distance, mpos);
			/* depending on other vel */
			// dfdv_goal(ia, ia, -mvel); // well that ignores geometie
		}
	}
}


/* since this is definitely the most CPU consuming task here .. try to spread it */
/* core function _softbody_calc_forces_slice_in_a_thread */
/* result is int to be able to flag user break */
static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, float forcetime, float timenow, int ifirst, int ilast, int *UNUSED(ptr_to_break_func(void)), ListBase *do_effector, int do_deflector, float fieldfactor, float windfactor)
{
	float iks;
	int bb, do_selfcollision, do_springcollision, do_aero;
	int number_of_points_here = ilast - ifirst;
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint  *bp;

	/* intitialize */
	if (sb) {
	/* check conditions for various options */
	/* +++ could be done on object level to squeeze out the last bits of it */
	do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
	do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
	do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
	/* --- could be done on object level to squeeze out the last bits of it */
	}
	else {
		printf("Error expected a SB here\n");
		return (999);
	}

/* debugerin */
	if (sb->totpoint < ifirst) {
		printf("Aye 998");
		return (998);
	}
/* debugerin */


	bp = &sb->bpoint[ifirst];
	for (bb=number_of_points_here; bb>0; bb--, bp++) {
		/* clear forces  accumulator */
		bp->force[0] = bp->force[1] = bp->force[2] = 0.0;
		/* naive ball self collision */
		/* needs to be done if goal snaps or not */
		if (do_selfcollision) {
			int attached;
			BodyPoint   *obp;
			BodySpring *bs;
			int c, b;
			float velcenter[3], dvel[3], def[3];
			float distance;
			float compare;
			float bstune = sb->ballstiff;

			for (c=sb->totpoint, obp= sb->bpoint; c>=ifirst+bb; c--, obp++) {
				compare = (obp->colball + bp->colball);
				sub_v3_v3v3(def, bp->pos, obp->pos);
				/* rather check the AABBoxes before ever calulating the real distance */
				/* mathematically it is completly nuts, but performance is pretty much (3) times faster */
				if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;
				distance = normalize_v3(def);
				if (distance < compare ) {
					/* exclude body points attached with a spring */
					attached = 0;
					for (b=obp->nofsprings;b>0;b--) {
						bs = sb->bspring + obp->springs[b-1];
						if (( ilast-bb == bs->v2) || ( ilast-bb == bs->v1)) {
							attached=1;
							continue;}
					}
					if (!attached) {
						float f = bstune / (distance) + bstune / (compare * compare) * distance - 2.0f * bstune / compare;

						mid_v3_v3v3(velcenter, bp->vec, obp->vec);
						sub_v3_v3v3(dvel, velcenter, bp->vec);
						mul_v3_fl(dvel, _final_mass(ob, bp));

						Vec3PlusStVec(bp->force, f*(1.0f-sb->balldamp), def);
						Vec3PlusStVec(bp->force, sb->balldamp, dvel);

						/* exploit force(a, b) == -force(b, a) part2/2 */
						sub_v3_v3v3(dvel, velcenter, obp->vec);
						mul_v3_fl(dvel, _final_mass(ob, bp));

						Vec3PlusStVec(obp->force, sb->balldamp, dvel);
						Vec3PlusStVec(obp->force, -f*(1.0f-sb->balldamp), def);
					}
				}
			}
		}
		/* naive ball self collision done */

		if (_final_goal(ob, bp) < SOFTGOALSNAP) {  /* omit this bp when it snaps */
			float auxvect[3];
			float velgoal[3];

			/* do goal stuff */
			if (ob->softflag & OB_SB_GOAL) {
				/* true elastic goal */
				float ks, kd;
				sub_v3_v3v3(auxvect, bp->pos, bp->origT);
				ks  = 1.0f / (1.0f - _final_goal(ob, bp) * sb->goalspring) - 1.0f;
				bp->force[0]+= -ks*(auxvect[0]);
				bp->force[1]+= -ks*(auxvect[1]);
				bp->force[2]+= -ks*(auxvect[2]);

				/* calulate damping forces generated by goals*/
				sub_v3_v3v3(velgoal, bp->origS, bp->origE);
				kd =  sb->goalfrict * sb_fric_force_scale(ob);
				add_v3_v3v3(auxvect, velgoal, bp->vec);

				if (forcetime > 0.0f) { /* make sure friction does not become rocket motor on time reversal */
					bp->force[0]-= kd * (auxvect[0]);
					bp->force[1]-= kd * (auxvect[1]);
					bp->force[2]-= kd * (auxvect[2]);
				}
				else {
					bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
					bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
					bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
				}
			}
			/* done goal stuff */

			/* gravitation */
			if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
				float gravity[3];
				copy_v3_v3(gravity, scene->physics_settings.gravity);
				mul_v3_fl(gravity, sb_grav_force_scale(ob)*_final_mass(ob, bp)*sb->effector_weights->global_gravity); /* individual mass of node here */
				add_v3_v3(bp->force, gravity);
			}

			/* particle field & vortex */
			if (do_effector) {
				EffectedPoint epoint;
				float kd;
				float force[3] = {0.0f, 0.0f, 0.0f};
				float speed[3] = {0.0f, 0.0f, 0.0f};
				float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
				pd_point_from_soft(scene, bp->pos, bp->vec, sb->bpoint-bp, &epoint);
				pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed);

				/* apply forcefield*/
				mul_v3_fl(force, fieldfactor* eval_sb_fric_force_scale);
				add_v3_v3(bp->force, force);

				/* BP friction in moving media */
				kd= sb->mediafrict* eval_sb_fric_force_scale;
				bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
				bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
				bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
				/* now we'll have nice centrifugal effect for vortex */

			}
			else {
				/* BP friction in media (not) moving*/
				float kd = sb->mediafrict* sb_fric_force_scale(ob);
				/* assume it to be proportional to actual velocity */
				bp->force[0]-= bp->vec[0]*kd;
				bp->force[1]-= bp->vec[1]*kd;
				bp->force[2]-= bp->vec[2]*kd;
				/* friction in media done */
			}
			/* +++cached collision targets */
			bp->choke = 0.0f;
			bp->choke2 = 0.0f;
			bp->loc_flag &= ~SBF_DOFUZZY;
			if (do_deflector && !(bp->loc_flag & SBF_OUTOFCOLLISION) ) {
				float cfforce[3], defforce[3] ={0.0f, 0.0f, 0.0f}, vel[3] = {0.0f, 0.0f, 0.0f}, facenormal[3], cf = 1.0f, intrusion;
				float kd = 1.0f;

				if (sb_deflect_face(ob, bp->pos, facenormal, defforce, &cf, timenow, vel, &intrusion)) {
						if (intrusion < 0.0f) {
							sb->scratch->flag |= SBF_DOFUZZY;
							bp->loc_flag |= SBF_DOFUZZY;
							bp->choke = sb->choke*0.01f;
						}

							sub_v3_v3v3(cfforce, bp->vec, vel);
							Vec3PlusStVec(bp->force, -cf*50.0f, cfforce);

					Vec3PlusStVec(bp->force, kd, defforce);
				}

			}
			/* ---cached collision targets */

			/* +++springs */
			iks  = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
			if (ob->softflag & OB_SB_EDGES) {
				if (sb->bspring) { /* spring list exists at all ? */
					int b;
					BodySpring *bs;
					for (b=bp->nofsprings;b>0;b--) {
						bs = sb->bspring + bp->springs[b-1];
						if (do_springcollision || do_aero) {
							add_v3_v3(bp->force, bs->ext_force);
							if (bs->flag & BSF_INTERSECT)
								bp->choke = bs->cf;

						}
						// sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float forcetime, int nl_flags)
						sb_spring_force(ob, ilast-bb, bs, iks, forcetime, 0);
					}/* loop springs */
				}/* existing spring list */
			}/*any edges*/
			/* ---springs */
		}/*omit on snap	*/
	}/*loop all bp's*/
	return 0; /*done fine*/
}

static void *exec_softbody_calc_forces(void *data)
{
	SB_thread_context *pctx = (SB_thread_context*)data;
	_softbody_calc_forces_slice_in_a_thread(pctx->scene, pctx->ob, pctx->forcetime, pctx->timenow, pctx->ifirst, pctx->ilast, NULL, pctx->do_effector, pctx->do_deflector, pctx->fieldfactor, pctx->windfactor);
	return NULL;
}

static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float timenow, int totpoint, int *UNUSED(ptr_to_break_func(void)), struct ListBase *do_effector, int do_deflector, float fieldfactor, float windfactor)
{
	ListBase threads;
	SB_thread_context *sb_threads;
	int i, totthread, left, dec;
	int lowpoints =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */

	/* figure the number of threads while preventing pretty pointless threading overhead */
	totthread= BKE_scene_num_threads(scene);
	/* what if we got zillions of CPUs running but less to spread*/
	while ((totpoint/totthread < lowpoints) && (totthread > 1)) {
		totthread--;
	}

	/* printf("sb_cf_threads_run spawning %d threads\n", totthread); */

	sb_threads= MEM_callocN(sizeof(SB_thread_context)*totthread, "SBThread");
	memset(sb_threads, 0, sizeof(SB_thread_context)*totthread);
	left = totpoint;
	dec = totpoint/totthread +1;
	for (i=0; i<totthread; i++) {
		sb_threads[i].scene = scene;
		sb_threads[i].ob = ob;
		sb_threads[i].forcetime = forcetime;
		sb_threads[i].timenow = timenow;
		sb_threads[i].ilast   = left;
		left = left - dec;
		if (left >0) {
			sb_threads[i].ifirst  = left;
		}
		else
			sb_threads[i].ifirst  = 0;
		sb_threads[i].do_effector = do_effector;
		sb_threads[i].do_deflector = do_deflector;
		sb_threads[i].fieldfactor = fieldfactor;
		sb_threads[i].windfactor  = windfactor;
		sb_threads[i].nr= i;
		sb_threads[i].tot= totthread;
	}


	if (totthread > 1) {
		BLI_init_threads(&threads, exec_softbody_calc_forces, totthread);

		for (i=0; i<totthread; i++)
			BLI_insert_thread(&threads, &sb_threads[i]);

		BLI_end_threads(&threads);
	}
	else
		exec_softbody_calc_forces(&sb_threads[0]);
	/* clean up */
	MEM_freeN(sb_threads);
}

static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow, int UNUSED(nl_flags))
{
/* rule we never alter free variables :bp->vec bp->pos in here !
 * this will ruin adaptive stepsize AKA heun! (BM)
 */
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	/*BodyPoint *bproot;*/ /* UNUSED */
	ListBase *do_effector = NULL;
	/* float gravity; */ /* UNUSED */
	/* float iks; */
	float fieldfactor = -1.0f, windfactor  = 0.25;
	int   do_deflector /*, do_selfcollision*/, do_springcollision, do_aero;

	/* gravity = sb->grav * sb_grav_force_scale(ob); */ /* UNUSED */

	/* check conditions for various options */
	do_deflector= query_external_colliders(scene, ob);
	/* do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF)); */ /* UNUSED */
	do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
	do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));

	/* iks  = 1.0f/(1.0f-sb->inspring)-1.0f; */ /* inner spring constants function */ /* UNUSED */
	/* bproot= sb->bpoint; */ /* need this for proper spring addressing */ /* UNUSED */

	if (do_springcollision || do_aero)
	sb_sfesf_threads_run(scene, ob, timenow, sb->totspring, NULL);

	/* after spring scan because it uses Effoctors too */
	do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);

	if (do_deflector) {
		float defforce[3];
		do_deflector = sb_detect_aabb_collisionCached(defforce, ob->lay, ob, timenow);
	}

	sb_cf_threads_run(scene, ob, forcetime, timenow, sb->totpoint, NULL, do_effector, do_deflector, fieldfactor, windfactor);

	/* finally add forces caused by face collision */
	if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob, timenow);

	/* finish matrix and solve */
	pdEndEffectors(&do_effector);
}




static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, float timenow, int nl_flags)
{
	/* redirection to the new threaded Version */
	if (!(G.debug_value & 0x10)) { // 16
		softbody_calc_forcesEx(scene, ob, forcetime, timenow, nl_flags);
		return;
	}
	else {
		/* so the following will die  */
		/* |||||||||||||||||||||||||| */
		/* VVVVVVVVVVVVVVVVVVVVVVVVVV */
		/*backward compatibility note:
		fixing bug [17428] which forces adaptive step size to tiny steps
		in some situations
		.. keeping G.debug_value==17 0x11 option for old files 'needing' the bug*/

		/* rule we never alter free variables :bp->vec bp->pos in here !
		* this will ruin adaptive stepsize AKA heun! (BM)
		*/
		SoftBody *sb= ob->soft;	/* is supposed to be there */
		BodyPoint  *bp;
		/* BodyPoint *bproot; */ /* UNUSED */
		BodySpring *bs;
		ListBase *do_effector = NULL;
		float iks, ks, kd, gravity[3] = {0.0f, 0.0f, 0.0f};
		float fieldfactor = -1.0f, windfactor  = 0.25f;
		float tune = sb->ballstiff;
		int a, b,  do_deflector, do_selfcollision, do_springcollision, do_aero;


		/* jacobian
		NLboolean success;

		if (nl_flags) {
		nlBegin(NL_SYSTEM);
		nlBegin(NL_MATRIX);
		}
		*/


		if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
			copy_v3_v3(gravity, scene->physics_settings.gravity);
			mul_v3_fl(gravity, sb_grav_force_scale(ob)*sb->effector_weights->global_gravity);
		}

		/* check conditions for various options */
		do_deflector= query_external_colliders(scene, ob);
		do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
		do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
		do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));

		iks  = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
		/* bproot= sb->bpoint; */ /* need this for proper spring addressing */ /* UNUSED */

		if (do_springcollision || do_aero)  scan_for_ext_spring_forces(scene, ob, timenow);
		/* after spring scan because it uses Effoctors too */
		do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true);

		if (do_deflector) {
			float defforce[3];
			do_deflector = sb_detect_aabb_collisionCached(defforce, ob->lay, ob, timenow);
		}

		for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
			/* clear forces  accumulator */
			bp->force[0] = bp->force[1] = bp->force[2] = 0.0;
			if (nl_flags & NLF_BUILD) {
				//int ia =3*(sb->totpoint-a);
				//int op =3*sb->totpoint;
				/* dF/dV = v */
				/* jacobioan
				nlMatrixAdd(op+ia, ia, -forcetime);
				nlMatrixAdd(op+ia+1, ia+1, -forcetime);
				nlMatrixAdd(op+ia+2, ia+2, -forcetime);

				nlMatrixAdd(ia, ia, 1);
				nlMatrixAdd(ia+1, ia+1, 1);
				nlMatrixAdd(ia+2, ia+2, 1);

				nlMatrixAdd(op+ia, op+ia, 1);
				nlMatrixAdd(op+ia+1, op+ia+1, 1);
				nlMatrixAdd(op+ia+2, op+ia+2, 1);
				*/


			}

			/* naive ball self collision */
			/* needs to be done if goal snaps or not */
			if (do_selfcollision) {
				int attached;
				BodyPoint   *obp;
				int c, b;
				float velcenter[3], dvel[3], def[3];
				float distance;
				float compare;

				for (c=sb->totpoint, obp= sb->bpoint; c>=a; c--, obp++) {

					//if ((bp->octantflag & obp->octantflag) == 0) continue;

					compare = (obp->colball + bp->colball);
					sub_v3_v3v3(def, bp->pos, obp->pos);

					/* rather check the AABBoxes before ever calulating the real distance */
					/* mathematically it is completly nuts, but performance is pretty much (3) times faster */
					if ((ABS(def[0]) > compare) || (ABS(def[1]) > compare) || (ABS(def[2]) > compare)) continue;

					distance = normalize_v3(def);
					if (distance < compare ) {
						/* exclude body points attached with a spring */
						attached = 0;
						for (b=obp->nofsprings;b>0;b--) {
							bs = sb->bspring + obp->springs[b-1];
							if (( sb->totpoint-a == bs->v2) || ( sb->totpoint-a == bs->v1)) {
								attached=1;
								continue;}
						}
						if (!attached) {
							float f = tune / (distance) + tune / (compare * compare) * distance - 2.0f * tune/compare;

							mid_v3_v3v3(velcenter, bp->vec, obp->vec);
							sub_v3_v3v3(dvel, velcenter, bp->vec);
							mul_v3_fl(dvel, _final_mass(ob, bp));

							Vec3PlusStVec(bp->force, f*(1.0f-sb->balldamp), def);
							Vec3PlusStVec(bp->force, sb->balldamp, dvel);

							if (nl_flags & NLF_BUILD) {
								//int ia =3*(sb->totpoint-a);
								//int ic =3*(sb->totpoint-c);
								//int op =3*sb->totpoint;
								//float mvel = forcetime*sb->nodemass*sb->balldamp;
								//float mpos = forcetime*tune*(1.0f-sb->balldamp);
								/*some quick and dirty entries to the jacobian*/
								//dfdx_goal(ia, ia, op, mpos);
								//dfdv_goal(ia, ia, mvel);
								/* exploit force(a, b) == -force(b, a) part1/2 */
								//dfdx_goal(ic, ic, op, mpos);
								//dfdv_goal(ic, ic, mvel);


								/*TODO sit down an X-out the true jacobian entries*/
								/*well does not make to much sense because the eigenvalues
								of the jacobian go negative; and negative eigenvalues
								on a complex iterative system z(n+1)=A * z(n)
								give imaginary roots in the charcateristic polynom
								--> solutions that to z(t)=u(t)* exp ( i omega t) --> oscilations we don't want here
								where u(t) is a unknown amplitude function (worst case rising fast)
								*/
							}

							/* exploit force(a, b) == -force(b, a) part2/2 */
							sub_v3_v3v3(dvel, velcenter, obp->vec);
							mul_v3_fl(dvel, (_final_mass(ob, bp)+_final_mass(ob, obp))/2.0f);

							Vec3PlusStVec(obp->force, sb->balldamp, dvel);
							Vec3PlusStVec(obp->force, -f*(1.0f-sb->balldamp), def);


						}
					}
				}
			}
			/* naive ball self collision done */

			if (_final_goal(ob, bp) < SOFTGOALSNAP) {  /* omit this bp when it snaps */
				float auxvect[3];
				float velgoal[3];

				/* do goal stuff */
				if (ob->softflag & OB_SB_GOAL) {
					/* true elastic goal */
					sub_v3_v3v3(auxvect, bp->pos, bp->origT);
					ks  = 1.0f / (1.0f- _final_goal(ob, bp) * sb->goalspring) - 1.0f;
					bp->force[0]+= -ks*(auxvect[0]);
					bp->force[1]+= -ks*(auxvect[1]);
					bp->force[2]+= -ks*(auxvect[2]);

					if (nl_flags & NLF_BUILD) {
						//int ia =3*(sb->totpoint-a);
						//int op =3*(sb->totpoint);
						/* depending on my pos */
						//dfdx_goal(ia, ia, op, ks*forcetime);
					}


					/* calulate damping forces generated by goals*/
					sub_v3_v3v3(velgoal, bp->origS, bp->origE);
					kd = sb->goalfrict * sb_fric_force_scale(ob);
					add_v3_v3v3(auxvect, velgoal, bp->vec);

					if (forcetime > 0.0f) { /* make sure friction does not become rocket motor on time reversal */
						bp->force[0]-= kd * (auxvect[0]);
						bp->force[1]-= kd * (auxvect[1]);
						bp->force[2]-= kd * (auxvect[2]);
						if (nl_flags & NLF_BUILD) {
							//int ia =3*(sb->totpoint-a);
							normalize_v3(auxvect);
							/* depending on my vel */
							//dfdv_goal(ia, ia, kd*forcetime);
						}

					}
					else {
						bp->force[0]-= kd * (velgoal[0] - bp->vec[0]);
						bp->force[1]-= kd * (velgoal[1] - bp->vec[1]);
						bp->force[2]-= kd * (velgoal[2] - bp->vec[2]);
					}
				}
				/* done goal stuff */


				/* gravitation */
				madd_v3_v3fl(bp->force, gravity, _final_mass(ob, bp)); /* individual mass of node here */


				/* particle field & vortex */
				if (do_effector) {
					EffectedPoint epoint;
					float force[3] = {0.0f, 0.0f, 0.0f};
					float speed[3] = {0.0f, 0.0f, 0.0f};
					float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
					pd_point_from_soft(scene, bp->pos, bp->vec, sb->bpoint-bp, &epoint);
					pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed);

					/* apply forcefield*/
					mul_v3_fl(force, fieldfactor* eval_sb_fric_force_scale);
					add_v3_v3(bp->force, force);

					/* BP friction in moving media */
					kd= sb->mediafrict* eval_sb_fric_force_scale;
					bp->force[0] -= kd * (bp->vec[0] + windfactor*speed[0]/eval_sb_fric_force_scale);
					bp->force[1] -= kd * (bp->vec[1] + windfactor*speed[1]/eval_sb_fric_force_scale);
					bp->force[2] -= kd * (bp->vec[2] + windfactor*speed[2]/eval_sb_fric_force_scale);
					/* now we'll have nice centrifugal effect for vortex */

				}
				else {
					/* BP friction in media (not) moving*/
					kd= sb->mediafrict* sb_fric_force_scale(ob);
					/* assume it to be proportional to actual velocity */
					bp->force[0]-= bp->vec[0]*kd;
					bp->force[1]-= bp->vec[1]*kd;
					bp->force[2]-= bp->vec[2]*kd;
					/* friction in media done */
					if (nl_flags & NLF_BUILD) {
						//int ia =3*(sb->totpoint-a);
						/* da/dv =  */

						//					nlMatrixAdd(ia, ia, forcetime*kd);
						//					nlMatrixAdd(ia+1, ia+1, forcetime*kd);
						//					nlMatrixAdd(ia+2, ia+2, forcetime*kd);
					}

				}
				/* +++cached collision targets */
				bp->choke = 0.0f;
				bp->choke2 = 0.0f;
				bp->loc_flag &= ~SBF_DOFUZZY;
				if (do_deflector) {
					float cfforce[3], defforce[3] ={0.0f, 0.0f, 0.0f}, vel[3] = {0.0f, 0.0f, 0.0f}, facenormal[3], cf = 1.0f, intrusion;
					kd = 1.0f;

					if (sb_deflect_face(ob, bp->pos, facenormal, defforce, &cf, timenow, vel, &intrusion)) {
						if ((!nl_flags)&&(intrusion < 0.0f)) {
							if (G.debug_value & 0x01) { // 17 we did check for bit 0x10 before
								/*fixing bug [17428] this forces adaptive step size to tiny steps
								in some situations .. keeping G.debug_value==17 option for old files 'needing' the bug
								*/
								/*bjornmose:  uugh.. what an evil hack
								violation of the 'don't touch bp->pos in here' rule
								but works nice, like this-->
								we predict the solution being out of the collider
								in heun step No1 and leave the heun step No2 adapt to it
								so we kind of introduced a implicit solver for this case
								*/
								Vec3PlusStVec(bp->pos, -intrusion, facenormal);
							}
							else {

								sub_v3_v3v3(cfforce, bp->vec, vel);
								Vec3PlusStVec(bp->force, -cf*50.0f, cfforce);
							}


							sb->scratch->flag |= SBF_DOFUZZY;
							bp->loc_flag |= SBF_DOFUZZY;
							bp->choke = sb->choke*0.01f;
						}
						else {
							sub_v3_v3v3(cfforce, bp->vec, vel);
							Vec3PlusStVec(bp->force, -cf*50.0f, cfforce);
						}
						Vec3PlusStVec(bp->force, kd, defforce);
						if (nl_flags & NLF_BUILD) {
							// int ia =3*(sb->totpoint-a);
							// int op =3*sb->totpoint;
							//dfdx_goal(ia, ia, op, mpos); // don't do unless you know
							//dfdv_goal(ia, ia, -cf);

						}

					}

				}
				/* ---cached collision targets */

				/* +++springs */
				if (ob->softflag & OB_SB_EDGES) {
					if (sb->bspring) { /* spring list exists at all ? */
						for (b=bp->nofsprings;b>0;b--) {
							bs = sb->bspring + bp->springs[b-1];
							if (do_springcollision || do_aero) {
								add_v3_v3(bp->force, bs->ext_force);
								if (bs->flag & BSF_INTERSECT)
									bp->choke = bs->cf;

							}
							// sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, float forcetime, int nl_flags)
							// rather remove nl_falgs from code .. will make things a lot cleaner
							sb_spring_force(ob, sb->totpoint-a, bs, iks, forcetime, 0);
						}/* loop springs */
					}/* existing spring list */
				}/*any edges*/
				/* ---springs */
			}/*omit on snap	*/
		}/*loop all bp's*/


		/* finally add forces caused by face collision */
		if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob, timenow);

		/* finish matrix and solve */
#if (0) // remove onl linking for now .. still i am not sure .. the jacobian can be useful .. so keep that BM
		if (nl_flags & NLF_SOLVE) {
			//double sct, sst=PIL_check_seconds_timer();
			for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
				int iv =3*(sb->totpoint-a);
				int ip =3*(2*sb->totpoint-a);
				int n;
				for (n=0;n<3;n++) {nlRightHandSideSet(0, iv+n, bp->force[0+n]);}
				for (n=0;n<3;n++) {nlRightHandSideSet(0, ip+n, bp->vec[0+n]);}
			}
			nlEnd(NL_MATRIX);
			nlEnd(NL_SYSTEM);

			if ((G.debug_value == 32) && (nl_flags & NLF_BUILD)) {
				printf("####MEE#####\n");
				nlPrintMatrix();
			}

			success= nlSolveAdvanced(NULL, 1);

			// nlPrintMatrix(); /* for debug purpose .. anyhow cropping B vector looks like working */
			if (success) {
				float f;
				int index =0;
				/* for debug purpose .. anyhow cropping B vector looks like working */
				if (G.debug_value ==32)
					for (a=2*sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
						f=nlGetVariable(0, index);
						printf("(%f ", f);index++;
						f=nlGetVariable(0, index);
						printf("%f ", f);index++;
						f=nlGetVariable(0, index);
						printf("%f)", f);index++;
					}

					index =0;
					for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
						f=nlGetVariable(0, index);
						bp->impdv[0] = f; index++;
						f=nlGetVariable(0, index);
						bp->impdv[1] = f; index++;
						f=nlGetVariable(0, index);
						bp->impdv[2] = f; index++;
					}
					/*
					for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
					f=nlGetVariable(0, index);
					bp->impdx[0] = f; index++;
					f=nlGetVariable(0, index);
					bp->impdx[1] = f; index++;
					f=nlGetVariable(0, index);
					bp->impdx[2] = f; index++;
					}
					*/
			}
			else {
				printf("Matrix inversion failed\n");
				for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
					copy_v3_v3(bp->impdv, bp->force);
				}

			}

			//sct=PIL_check_seconds_timer();
			//if (sct-sst > 0.01f) printf(" implicit solver time %f %s \r", sct-sst, ob->id.name);
		}
		/* cleanup */
#endif
		pdEndEffectors(&do_effector);
	}
}

static void softbody_apply_forces(Object *ob, float forcetime, int mode, float *err, int mid_flags)
{
	/* time evolution */
	/* actually does an explicit euler step mode == 0 */
	/* or heun ~ 2nd order runge-kutta steps, mode 1, 2 */
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint *bp;
	float dx[3] = {0}, dv[3], aabbmin[3], aabbmax[3], cm[3] = {0.0f, 0.0f, 0.0f};
	float timeovermass/*, freezeloc=0.00001f, freezeforce=0.00000000001f*/;
	float maxerrpos= 0.0f, maxerrvel = 0.0f;
	int a, fuzzy=0;

	forcetime *= sb_time_scale(ob);

	aabbmin[0]=aabbmin[1]=aabbmin[2] = 1e20f;
	aabbmax[0]=aabbmax[1]=aabbmax[2] = -1e20f;

	/* old one with homogeneous masses  */
	/* claim a minimum mass for vertex */
	/*
	if (sb->nodemass > 0.009999f) timeovermass = forcetime/sb->nodemass;
	else timeovermass = forcetime/0.009999f;
	*/

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
/* now we have individual masses   */
/* claim a minimum mass for vertex */
		if (_final_mass(ob, bp) > 0.009999f) timeovermass = forcetime/_final_mass(ob, bp);
		else timeovermass = forcetime/0.009999f;


		if (_final_goal(ob, bp) < SOFTGOALSNAP) {
			/* this makes t~ = t */
			if (mid_flags & MID_PRESERVE) copy_v3_v3(dx, bp->vec);

			/* so here is (v)' = a(cceleration) = sum(F_springs)/m + gravitation + some friction forces  + more forces*/
			/* the ( ... )' operator denotes derivate respective time */
			/* the euler step for velocity then becomes */
			/* v(t + dt) = v(t) + a(t) * dt */
			mul_v3_fl(bp->force, timeovermass);/* individual mass of node here */
			/* some nasty if's to have heun in here too */
			copy_v3_v3(dv, bp->force);

			if (mode == 1) {
				copy_v3_v3(bp->prevvec, bp->vec);
				copy_v3_v3(bp->prevdv, dv);
			}

			if (mode ==2) {
				/* be optimistic and execute step */
				bp->vec[0] = bp->prevvec[0] + 0.5f * (dv[0] + bp->prevdv[0]);
				bp->vec[1] = bp->prevvec[1] + 0.5f * (dv[1] + bp->prevdv[1]);
				bp->vec[2] = bp->prevvec[2] + 0.5f * (dv[2] + bp->prevdv[2]);
				/* compare euler to heun to estimate error for step sizing */
				maxerrvel = max_ff(maxerrvel, fabsf(dv[0] - bp->prevdv[0]));
				maxerrvel = max_ff(maxerrvel, fabsf(dv[1] - bp->prevdv[1]));
				maxerrvel = max_ff(maxerrvel, fabsf(dv[2] - bp->prevdv[2]));
			}
			else { add_v3_v3(bp->vec, bp->force); }

			/* this makes t~ = t+dt */
			if (!(mid_flags & MID_PRESERVE)) copy_v3_v3(dx, bp->vec);

			/* so here is (x)'= v(elocity) */
			/* the euler step for location then becomes */
			/* x(t + dt) = x(t) + v(t~) * dt */
			mul_v3_fl(dx, forcetime);

			/* the freezer coming sooner or later */
#if 0
			if ((dot_v3v3(dx, dx)<freezeloc )&&(dot_v3v3(bp->force, bp->force)<freezeforce )) {
				bp->frozen /=2;
			}
			else {
				bp->frozen = min_ff(bp->frozen*1.05f, 1.0f);
			}
			mul_v3_fl(dx, bp->frozen);
#endif
			/* again some nasty if's to have heun in here too */
			if (mode ==1) {
				copy_v3_v3(bp->prevpos, bp->pos);
				copy_v3_v3(bp->prevdx, dx);
			}

			if (mode ==2) {
				bp->pos[0] = bp->prevpos[0] + 0.5f * ( dx[0] + bp->prevdx[0]);
				bp->pos[1] = bp->prevpos[1] + 0.5f * ( dx[1] + bp->prevdx[1]);
				bp->pos[2] = bp->prevpos[2] + 0.5f * ( dx[2] + bp->prevdx[2]);
				maxerrpos = max_ff(maxerrpos, fabsf(dx[0] - bp->prevdx[0]));
				maxerrpos = max_ff(maxerrpos, fabsf(dx[1] - bp->prevdx[1]));
				maxerrpos = max_ff(maxerrpos, fabsf(dx[2] - bp->prevdx[2]));

				/* bp->choke is set when we need to pull a vertex or edge out of the collider.
				 * the collider object signals to get out by pushing hard. on the other hand
				 * we don't want to end up in deep space so we add some <viscosity>
				 * to balance that out */
				if (bp->choke2 > 0.0f) {
					mul_v3_fl(bp->vec, (1.0f - bp->choke2));
				}
				if (bp->choke > 0.0f) {
					mul_v3_fl(bp->vec, (1.0f - bp->choke));
				}

			}
			else { add_v3_v3(bp->pos, dx);}
		}/*snap*/
		/* so while we are looping BPs anyway do statistics on the fly */
		minmax_v3v3_v3(aabbmin, aabbmax, bp->pos);
		if (bp->loc_flag & SBF_DOFUZZY) fuzzy =1;
	} /*for*/

	if (sb->totpoint) mul_v3_fl(cm, 1.0f/sb->totpoint);
	if (sb->scratch) {
		copy_v3_v3(sb->scratch->aabbmin, aabbmin);
		copy_v3_v3(sb->scratch->aabbmax, aabbmax);
	}

	if (err) { /* so step size will be controlled by biggest difference in slope */
		if (sb->solverflags & SBSO_OLDERR)
			*err = max_ff(maxerrpos, maxerrvel);
		else
			*err = maxerrpos;
		//printf("EP %f EV %f\n", maxerrpos, maxerrvel);
		if (fuzzy) {
			*err /= sb->fuzzyness;
		}
	}
}

/* used by heun when it overshoots */
static void softbody_restore_prev_step(Object *ob)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there*/
	BodyPoint *bp;
	int a;

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		copy_v3_v3(bp->vec, bp->prevvec);
		copy_v3_v3(bp->pos, bp->prevpos);
	}
}

#if 0
static void softbody_store_step(Object *ob)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there*/
	BodyPoint *bp;
	int a;

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		copy_v3_v3(bp->prevvec, bp->vec);
		copy_v3_v3(bp->prevpos, bp->pos);
	}
}


/* used by predictors and correctors */
static void softbody_store_state(Object *ob, float *ppos, float *pvel)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there*/
	BodyPoint *bp;
	int a;
	float *pp=ppos, *pv=pvel;

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {

		copy_v3_v3(pv, bp->vec);
		pv+=3;

		copy_v3_v3(pp, bp->pos);
		pp+=3;
	}
}

/* used by predictors and correctors */
static void softbody_retrieve_state(Object *ob, float *ppos, float *pvel)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there*/
	BodyPoint *bp;
	int a;
	float *pp=ppos, *pv=pvel;

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {

		copy_v3_v3(bp->vec, pv);
		pv+=3;

		copy_v3_v3(bp->pos, pp);
		pp+=3;
	}
}

/* used by predictors and correctors */
static void softbody_swap_state(Object *ob, float *ppos, float *pvel)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there*/
	BodyPoint *bp;
	int a;
	float *pp=ppos, *pv=pvel;
	float temp[3];

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {

		copy_v3_v3(temp, bp->vec);
		copy_v3_v3(bp->vec, pv);
		copy_v3_v3(pv, temp);
		pv+=3;

		copy_v3_v3(temp, bp->pos);
		copy_v3_v3(bp->pos, pp);
		copy_v3_v3(pp, temp);
		pp+=3;
	}
}
#endif


/* care for bodypoints taken out of the 'ordinary' solver step
** because they are screwed to goal by bolts
** they just need to move along with the goal in time
** we need to adjust them on sub frame timing in solver
** so now when frame is done .. put 'em to the position at the end of frame
*/
static void softbody_apply_goalsnap(Object *ob)
{
	SoftBody *sb= ob->soft;	/* is supposed to be there */
	BodyPoint *bp;
	int a;

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		if (_final_goal(ob, bp) >= SOFTGOALSNAP) {
			copy_v3_v3(bp->prevpos, bp->pos);
			copy_v3_v3(bp->pos, bp->origT);
		}
	}
}


static void apply_spring_memory(Object *ob)
{
	SoftBody *sb = ob->soft;
	BodySpring *bs;
	BodyPoint *bp1, *bp2;
	int a;
	float b, l, r;

	if (sb && sb->totspring) {
		b = sb->plastic;
		for (a=0; a<sb->totspring; a++) {
			bs  = &sb->bspring[a];
			bp1 =&sb->bpoint[bs->v1];
			bp2 =&sb->bpoint[bs->v2];
			l = len_v3v3(bp1->pos, bp2->pos);
			r = bs->len/l;
			if (( r > 1.05f) || (r < 0.95f)) {
			bs->len = ((100.0f - b) * bs->len  + b*l)/100.0f;
			}
		}
	}
}

/* expects full initialized softbody */
static void interpolate_exciter(Object *ob, int timescale, int time)
{
	SoftBody *sb= ob->soft;
	BodyPoint *bp;
	float f;
	int a;

	f = (float)time/(float)timescale;

	for (a=sb->totpoint, bp= sb->bpoint; a>0; a--, bp++) {
		bp->origT[0] = bp->origS[0] + f*(bp->origE[0] - bp->origS[0]);
		bp->origT[1] = bp->origS[1] + f*(bp->origE[1] - bp->origS[1]);
		bp->origT[2] = bp->origS[2] + f*(bp->origE[2] - bp->origS[2]);
		if (_final_goal(ob, bp) >= SOFTGOALSNAP) {
			bp->vec[0] = bp->origE[0] - bp->origS[0];
			bp->vec[1] = bp->origE[1] - bp->origS[1];
			bp->vec[2] = bp->origE[2] - bp->origS[2];
		}
	}

}


/* ************ convertors ********** */

/*  for each object type we need;
	- xxxx_to_softbody(Object *ob)      : a full (new) copy, creates SB geometry
*/

static void get_scalar_from_vertexgroup(Object *ob, int vertID, int groupindex, float *target)
/* result 0 on success, else indicates error number
-- kind of *inverse* result defintion,
-- but this way we can signal error condition to caller
-- and yes this function must not be here but in a *vertex group module*
*/
{
	MDeformVert *dv= NULL;
	int i;

	/* spot the vert in deform vert list at mesh */
	if (ob->type==OB_MESH) {
		Mesh *me= ob->data;
		if (me->dvert)
			dv = me->dvert + vertID;
	}
	else if (ob->type==OB_LATTICE) {	/* not yet supported in softbody btw */
		Lattice *lt= ob->data;
		if (lt->dvert)
			dv = lt->dvert + vertID;
	}
	if (dv) {
		/* Lets see if this vert is in the weight group */
		for (i=0; i<dv->totweight; i++) {
			if (dv->dw[i].def_nr == groupindex) {
				*target= dv->dw[i].weight; /* got it ! */
				break;
			}
		}
	}
}

/* Resetting a Mesh SB object's springs */
/* Spring length are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
static void springs_from_mesh(Object *ob)
{
	SoftBody *sb;
	Mesh *me= ob->data;
	BodyPoint *bp;
	int a;
	float scale =1.0f;

	sb= ob->soft;
	if (me && sb) {
	/* using bp->origS as a container for spring calcualtions here
	 * will be overwritten sbObjectStep() to receive
	 * actual modifier stack positions
	 */
		if (me->totvert) {
			bp= ob->soft->bpoint;
			for (a=0; a<me->totvert; a++, bp++) {
				copy_v3_v3(bp->origS, me->mvert[a].co);
				mul_m4_v3(ob->obmat, bp->origS);
			}

		}
		/* recalculate spring length for meshes here */
		/* public version shrink to fit */
		if (sb->springpreload != 0 ) {
			scale = sb->springpreload / 100.0f;
		}
		for (a=0; a<sb->totspring; a++) {
			BodySpring *bs = &sb->bspring[a];
			bs->len= scale*len_v3v3(sb->bpoint[bs->v1].origS, sb->bpoint[bs->v2].origS);
		}
	}
}




/* makes totally fresh start situation */
static void mesh_to_softbody(Scene *scene, Object *ob)
{
	SoftBody *sb;
	Mesh *me= ob->data;
	MEdge *medge= me->medge;
	BodyPoint *bp;
	BodySpring *bs;
	int a, totedge;
	
	BKE_mesh_tessface_ensure(me);
	
	if (ob->softflag & OB_SB_EDGES) totedge= me->totedge;
	else totedge= 0;

	/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
	renew_softbody(scene, ob, me->totvert, totedge);

	/* we always make body points */
	sb= ob->soft;
	bp= sb->bpoint;

	for (a=0; a<me->totvert; a++, bp++) {
		/* get scalar values needed  *per vertex* from vertex group functions,
		 * so we can *paint* them nicly ..
		 * they are normalized [0.0..1.0] so may be we need amplitude for scale
		 * which can be done by caller but still .. i'd like it to go this way
		 */

		if ((ob->softflag & OB_SB_GOAL) && sb->vertgroup) { /* even this is a deprecated evil hack */
		   /* I'd like to have it  .. if (sb->namedVG_Goal[0]) */

			get_scalar_from_vertexgroup(ob, a, sb->vertgroup - 1, &bp->goal);
			/* do this always, regardless successful read from vertex group */
			/* this is where '2.5 every thing is animatable' goes wrong in the first place jow_go_for2_5 */
			/* 1st coding action to take : move this to frame level */
			/* reads: leave the bp->goal as it was read from vertex group / or default .. we will need it at per frame call */
			/* should be fixed for meshes */
			// bp->goal= sb->mingoal + bp->goal*goalfac; /* do not do here jow_go_for2_5 */
		}
		else {
			/* in consequence if no group was set .. but we want to animate it laters */
			/* logically attach to goal with default first */
			if (ob->softflag & OB_SB_GOAL) {bp->goal = sb->defgoal;}
		}

		/* to proof the concept
		 * this enables per vertex *mass painting*
		 */

		if (sb->namedVG_Mass[0]) {
			int defgrp_index = defgroup_name_index(ob, sb->namedVG_Mass);
			/* printf("VGN  %s %d\n", sb->namedVG_Mass, defgrp_index); */
			if (defgrp_index != -1) {
				get_scalar_from_vertexgroup(ob, a, defgrp_index, &bp->mass);
				/* 2.5  bp->mass = bp->mass * sb->nodemass; */
				/* printf("bp->mass  %f\n", bp->mass); */

			}
		}
		/* first set the default */
		bp->springweight = 1.0f;

		if (sb->namedVG_Spring_K[0]) {
			int defgrp_index = defgroup_name_index(ob, sb->namedVG_Spring_K);
			//printf("VGN  %s %d\n", sb->namedVG_Spring_K, defgrp_index);
			if (defgrp_index  != -1) {
				get_scalar_from_vertexgroup(ob, a, defgrp_index , &bp->springweight);
				//printf("bp->springweight  %f\n", bp->springweight);

			}
		}


	}

	/* but we only optionally add body edge springs */
	if (ob->softflag & OB_SB_EDGES) {
		if (medge) {
			bs= sb->bspring;
			for (a=me->totedge; a>0; a--, medge++, bs++) {
				bs->v1= medge->v1;
				bs->v2= medge->v2;
				bs->springtype=SB_EDGE;
			}


			/* insert *diagonal* springs in quads if desired */
			if (ob->softflag & OB_SB_QUADS) {
				add_mesh_quad_diag_springs(ob);
			}

			build_bps_springlist(ob); /* scan for springs attached to bodypoints ONCE */
			/* insert *other second order* springs if desired */
			if (sb->secondspring > 0.0000001f) {
				add_2nd_order_springs(ob, sb->secondspring); /* exploits the first run of build_bps_springlist(ob);*/
				build_bps_springlist(ob); /* yes we need to do it again*/
			}
			springs_from_mesh(ob); /* write the 'rest'-length of the springs */
			if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}

		}

	}

}

static void mesh_faces_to_scratch(Object *ob)
{
	SoftBody *sb= ob->soft;
	Mesh *me= ob->data;
	MFace *mface;
	BodyFace *bodyface;
	int a;
	/* alloc and copy faces*/

	bodyface = sb->scratch->bodyface = MEM_mallocN(sizeof(BodyFace)*me->totface, "SB_body_Faces");
	//memcpy(sb->scratch->mface, me->mface, sizeof(MFace)*me->totface);
	mface = me->mface;
	for (a=0; a<me->totface; a++, mface++, bodyface++) {
		bodyface->v1 = mface->v1;
		bodyface->v2 = mface->v2;
		bodyface->v3 = mface->v3;
		bodyface->v4 = mface->v4;
		bodyface->ext_force[0] = bodyface->ext_force[1] = bodyface->ext_force[2] = 0.0f;
		bodyface->flag =0;
	}
	sb->scratch->totface = me->totface;
}
static void reference_to_scratch(Object *ob)
{
	SoftBody *sb= ob->soft;
	ReferenceVert *rp;
	BodyPoint     *bp;
	float accu_pos[3] ={0.f, 0.f, 0.f};
	float accu_mass = 0.f;
	int a;

	sb->scratch->Ref.ivert = MEM_mallocN(sizeof(ReferenceVert)*sb->totpoint, "SB_Reference");
	bp= ob->soft->bpoint;
	rp= sb->scratch->Ref.ivert;
	for (a=0; a<sb->totpoint; a++, rp++, bp++) {
		copy_v3_v3(rp->pos, bp->pos);
		add_v3_v3(accu_pos, bp->pos);
		accu_mass += _final_mass(ob, bp);
	}
	mul_v3_fl(accu_pos, 1.0f/accu_mass);
	copy_v3_v3(sb->scratch->Ref.com, accu_pos);
	/* printf("reference_to_scratch\n"); */
}

/*
 * helper function to get proper spring length
 * when object is rescaled
 */
static float globallen(float *v1, float *v2, Object *ob)
{
	float p1[3], p2[3];
	copy_v3_v3(p1, v1);
	mul_m4_v3(ob->obmat, p1);
	copy_v3_v3(p2, v2);
	mul_m4_v3(ob->obmat, p2);
	return len_v3v3(p1, p2);
}

static void makelatticesprings(Lattice *lt,	BodySpring *bs, int dostiff, Object *ob)
{
	BPoint *bp=lt->def, *bpu;
	int u, v, w, dv, dw, bpc=0, bpuc;

	dv= lt->pntsu;
	dw= dv*lt->pntsv;

	for (w=0; w<lt->pntsw; w++) {

		for (v=0; v<lt->pntsv; v++) {

			for (u=0, bpuc=0, bpu=NULL; u<lt->pntsu; u++, bp++, bpc++) {

				if (w) {
					bs->v1 = bpc;
					bs->v2 = bpc-dw;
					bs->springtype=SB_EDGE;
					bs->len= globallen((bp-dw)->vec, bp->vec, ob);
					bs++;
				}
				if (v) {
					bs->v1 = bpc;
					bs->v2 = bpc-dv;
					bs->springtype=SB_EDGE;
					bs->len= globallen((bp-dv)->vec, bp->vec, ob);
					bs++;
				}
				if (u) {
					bs->v1 = bpuc;
					bs->v2 = bpc;
					bs->springtype=SB_EDGE;
					bs->len= globallen((bpu)->vec, bp->vec, ob);
					bs++;
				}

				if (dostiff) {

					if (w) {
						if ( v && u ) {
							bs->v1 = bpc;
							bs->v2 = bpc-dw-dv-1;
							bs->springtype=SB_BEND;
							bs->len= globallen((bp-dw-dv-1)->vec, bp->vec, ob);
							bs++;
						}
						if ( (v < lt->pntsv-1) && (u != 0) ) {
							bs->v1 = bpc;
							bs->v2 = bpc-dw+dv-1;
							bs->springtype=SB_BEND;
							bs->len= globallen((bp-dw+dv-1)->vec, bp->vec, ob);
							bs++;
						}
					}

					if (w < lt->pntsw -1) {
						if ( v && u ) {
							bs->v1 = bpc;
							bs->v2 = bpc+dw-dv-1;
							bs->springtype=SB_BEND;
							bs->len= globallen((bp+dw-dv-1)->vec, bp->vec, ob);
							bs++;
						}
						if ( (v < lt->pntsv-1) && (u != 0) ) {
							bs->v1 = bpc;
							bs->v2 = bpc+dw+dv-1;
							bs->springtype=SB_BEND;
							 bs->len= globallen((bp+dw+dv-1)->vec, bp->vec, ob);
							bs++;
						}
					}
				}
				bpu = bp;
				bpuc = bpc;
			}
		}
	}
}


/* makes totally fresh start situation */
static void lattice_to_softbody(Scene *scene, Object *ob)
{
	Lattice *lt= ob->data;
	SoftBody *sb;
	int totvert, totspring = 0, a;
	BodyPoint *bp;
	BPoint *bpnt = lt->def;

	totvert= lt->pntsu*lt->pntsv*lt->pntsw;

	if (ob->softflag & OB_SB_EDGES) {
		totspring = ((lt->pntsu - 1) * lt->pntsv +
		             (lt->pntsv - 1) * lt->pntsu) * lt->pntsw +
		            lt->pntsu*lt->pntsv * (lt->pntsw - 1);
		if (ob->softflag & OB_SB_QUADS) {
			totspring += 4 * (lt->pntsu - 1) *  (lt->pntsv -1)  * (lt->pntsw - 1);
		}
	}


	/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
	renew_softbody(scene, ob, totvert, totspring);
	sb= ob->soft;	/* can be created in renew_softbody() */
	bp = sb->bpoint;

	/* same code used as for mesh vertices */
	for (a = 0; a < totvert; a++, bp++, bpnt++) {
		if ((ob->softflag & OB_SB_GOAL) && sb->vertgroup) {
			get_scalar_from_vertexgroup(ob, a, (short) (sb->vertgroup - 1), &bp->goal);
		}
		else {
			if (ob->softflag & OB_SB_GOAL) {
				bp->goal = sb->defgoal;
			}
		}
	}

	/* create some helper edges to enable SB lattice to be useful at all */
	if (ob->softflag & OB_SB_EDGES) {
		makelatticesprings(lt, ob->soft->bspring, ob->softflag & OB_SB_QUADS, ob);
		build_bps_springlist(ob); /* link bps to springs */
	}
}

/* makes totally fresh start situation */
static void curve_surf_to_softbody(Scene *scene, Object *ob)
{
	Curve *cu= ob->data;
	SoftBody *sb;
	BodyPoint *bp;
	BodySpring *bs;
	Nurb *nu;
	BezTriple *bezt;
	BPoint *bpnt;
	int a, curindex=0;
	int totvert, totspring = 0, setgoal=0;

	totvert= BKE_nurbList_verts_count(&cu->nurb);

	if (ob->softflag & OB_SB_EDGES) {
		if (ob->type==OB_CURVE) {
			totspring= totvert - BLI_countlist(&cu->nurb);
		}
	}

	/* renew ends with ob->soft with points and edges, also checks & makes ob->soft */
	renew_softbody(scene, ob, totvert, totspring);
	sb= ob->soft;	/* can be created in renew_softbody() */

	/* set vars now */
	bp= sb->bpoint;
	bs= sb->bspring;

	/* weights from bpoints, same code used as for mesh vertices */
	/* if ((ob->softflag & OB_SB_GOAL) && sb->vertgroup) 2.4x hack*/
	/* new! take the weights from curve vertex anyhow */
	if (ob->softflag & OB_SB_GOAL)
		setgoal= 1;

	for (nu= cu->nurb.first; nu; nu= nu->next) {
		if (nu->bezt) {
			/* bezier case ; this is nicly said naive; who ever wrote this part, it was not me (JOW) :) */
			/* a: never ever make tangent handles (sub) and or (ob)ject to collision */
			/* b: rather calculate them using some C2 (C2= continuous in second derivate -> no jump in bending ) condition */
			/* not too hard to do, but needs some more code to care for;  some one may want look at it  JOW 2010/06/12*/
			for (bezt=nu->bezt, a=0; a<nu->pntsu; a++, bezt++, bp+=3, curindex+=3) {
				if (setgoal) {
					bp->goal= bezt->weight;

					/* all three triples */
					(bp+1)->goal= bp->goal;
					(bp+2)->goal= bp->goal;
					/*do not collide handles */
					(bp+1)->loc_flag |= SBF_OUTOFCOLLISION;
					(bp+2)->loc_flag |= SBF_OUTOFCOLLISION;
				}

				if (totspring) {
					if (a>0) {
						bs->v1= curindex-3;
						bs->v2= curindex;
						bs->springtype=SB_HANDLE;
						bs->len = globallen((bezt-1)->vec[0], bezt->vec[0], ob);
						bs++;
					}
					bs->v1= curindex;
					bs->v2= curindex+1;
					bs->springtype=SB_HANDLE;
					bs->len = globallen(bezt->vec[0], bezt->vec[1], ob);
					bs++;

					bs->v1= curindex+1;
					bs->v2= curindex+2;
					bs->springtype=SB_HANDLE;
					bs->len = globallen(bezt->vec[1], bezt->vec[2], ob);
					bs++;
				}
			}
		}
		else {
			for (bpnt=nu->bp, a=0; a<nu->pntsu*nu->pntsv; a++, bpnt++, bp++, curindex++) {
				if (setgoal) {
					bp->goal= bpnt->weight;
				}
				if (totspring && a>0) {
					bs->v1= curindex-1;
					bs->v2= curindex;
					bs->springtype=SB_EDGE;
					bs->len= globallen( (bpnt-1)->vec, bpnt->vec, ob );
					bs++;
				}
			}
		}
	}

	if (totspring) {
		build_bps_springlist(ob); /* link bps to springs */
		if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
	}
}

/* copies softbody result back in object */
static void softbody_to_object(Object *ob, float (*vertexCos)[3], int numVerts, int local)
{
	SoftBody *sb= ob->soft;
	if (sb) {
		BodyPoint *bp= sb->bpoint;
		int a;
		if (sb->solverflags & SBSO_ESTIMATEIPO) {SB_estimate_transform(ob, sb->lcom, sb->lrot, sb->lscale);}
		/* inverse matrix is not uptodate... */
		invert_m4_m4(ob->imat, ob->obmat);

		for (a=0; a<numVerts; a++, bp++) {
			copy_v3_v3(vertexCos[a], bp->pos);
			if (local==0)
				mul_m4_v3(ob->imat, vertexCos[a]);	/* softbody is in global coords, baked optionally not */
		}
	}
}

/* +++ ************ maintaining scratch *************** */
static void sb_new_scratch(SoftBody *sb)
{
	if (!sb) return;
	sb->scratch = MEM_callocN(sizeof(SBScratch), "SBScratch");
	sb->scratch->colliderhash = BLI_ghash_ptr_new("sb_new_scratch gh");
	sb->scratch->bodyface = NULL;
	sb->scratch->totface = 0;
	sb->scratch->aabbmax[0]=sb->scratch->aabbmax[1]=sb->scratch->aabbmax[2] = 1.0e30f;
	sb->scratch->aabbmin[0]=sb->scratch->aabbmin[1]=sb->scratch->aabbmin[2] = -1.0e30f;
	sb->scratch->Ref.ivert = NULL;

}
/* --- ************ maintaining scratch *************** */

/* ************ Object level, exported functions *************** */

/* allocates and initializes general main data */
SoftBody *sbNew(Scene *scene)
{
	SoftBody *sb;

	sb= MEM_callocN(sizeof(SoftBody), "softbody");

	sb->mediafrict= 0.5f;
	sb->nodemass= 1.0f;
	sb->grav= 9.8f;
	sb->physics_speed= 1.0f;
	sb->rklimit= 0.1f;

	sb->goalspring= 0.5f;
	sb->goalfrict= 0.0f;
	sb->mingoal= 0.0f;
	sb->maxgoal= 1.0f;
	sb->defgoal= 0.7f;

	sb->inspring= 0.5f;
	sb->infrict= 0.5f;
	/*todo backward file compat should copy inspring to inpush while reading old files*/
	sb->inpush = 0.5f;

	sb->interval= 10;
	sb->sfra= scene->r.sfra;
	sb->efra= scene->r.efra;

	sb->colball  = 0.49f;
	sb->balldamp = 0.50f;
	sb->ballstiff= 1.0f;
	sb->sbc_mode = 1;


	sb->minloops = 10;
	sb->maxloops = 300;

	sb->choke = 3;
	sb_new_scratch(sb);
	/*todo backward file compat should set sb->shearstiff = 1.0f while reading old files*/
	sb->shearstiff = 1.0f;
	sb->solverflags |= SBSO_OLDERR;

	sb->pointcache = BKE_ptcache_add(&sb->ptcaches);

	if (!sb->effector_weights)
		sb->effector_weights = BKE_add_effector_weights(NULL);

	sb->last_frame= MINFRAME-1;

	return sb;
}

/* frees all */
void sbFree(SoftBody *sb)
{
	free_softbody_intern(sb);
	BKE_ptcache_free_list(&sb->ptcaches);
	sb->pointcache = NULL;
	if (sb->effector_weights)
		MEM_freeN(sb->effector_weights);
	MEM_freeN(sb);
}

void sbFreeSimulation(SoftBody *sb)
{
	free_softbody_intern(sb);
}

/* makes totally fresh start situation */
void sbObjectToSoftbody(Object *ob)
{
	//ob->softflag |= OB_SB_REDO;

	free_softbody_intern(ob->soft);
}

static int object_has_edges(Object *ob)
{
	if (ob->type==OB_MESH) {
		return ((Mesh*) ob->data)->totedge;
	}
	else if (ob->type==OB_LATTICE) {
		return 1;
	}
	else {
		return 0;
	}
}

/* SB global visible functions */
void sbSetInterruptCallBack(int (*f)(void))
{
	SB_localInterruptCallBack = f;
}

static void softbody_update_positions(Object *ob, SoftBody *sb, float (*vertexCos)[3], int numVerts)
{
	BodyPoint *bp;
	int a;

	if (!sb || !sb->bpoint)
		return;

	for (a=0, bp=sb->bpoint; a<numVerts; a++, bp++) {
		/* store where goals are now */
		copy_v3_v3(bp->origS, bp->origE);
		/* copy the position of the goals at desired end time */
		copy_v3_v3(bp->origE, vertexCos[a]);
		/* vertexCos came from local world, go global */
		mul_m4_v3(ob->obmat, bp->origE);
		/* just to be save give bp->origT a defined value
		 * will be calculated in interpolate_exciter() */
		copy_v3_v3(bp->origT, bp->origE);
	}
}


/* void SB_estimate_transform */
/* input   Object *ob out (says any object that can do SB like mesh, lattice, curve )
 * output  float lloc[3], float lrot[3][3], float lscale[3][3]
 * that is:
 * a precise position vector denoting the motion of the center of mass
 * give a rotation/scale matrix using averaging method, that's why estimate and not calculate
 * see: this is kind of reverse engineering: having to states of a point cloud and recover what happend
 * our advantage here we know the identity of the vertex
 * there are others methods giving other results.
 * lloc, lrot, lscale are allowed to be NULL, just in case you don't need it.
 * should be pretty useful for pythoneers :)
 * not! velocity .. 2nd order stuff
 * vcloud_estimate_transform see
 */

void SB_estimate_transform(Object *ob, float lloc[3], float lrot[3][3], float lscale[3][3])
{
	BodyPoint *bp;
	ReferenceVert *rp;
	SoftBody *sb = NULL;
	float (*opos)[3];
	float (*rpos)[3];
	float com[3], rcom[3];
	int a;

	if (!ob ||!ob->soft) return; /* why did we get here ? */
	sb= ob->soft;
	if (!sb || !sb->bpoint) return;
	opos= MEM_callocN((sb->totpoint)*3*sizeof(float), "SB_OPOS");
	rpos= MEM_callocN((sb->totpoint)*3*sizeof(float), "SB_RPOS");
	/* might filter vertex selection with a vertex group */
	for (a=0, bp=sb->bpoint, rp=sb->scratch->Ref.ivert; a<sb->totpoint; a++, bp++, rp++) {
		copy_v3_v3(rpos[a], rp->pos);
		copy_v3_v3(opos[a], bp->pos);
	}

	vcloud_estimate_transform(sb->totpoint, opos, NULL, rpos, NULL, com, rcom, lrot, lscale);
	//sub_v3_v3(com, rcom);
	if (lloc) copy_v3_v3(lloc, com);
	copy_v3_v3(sb->lcom, com);
	if (lscale) copy_m3_m3(sb->lscale, lscale);
	if (lrot)   copy_m3_m3(sb->lrot, lrot);


	MEM_freeN(opos);
	MEM_freeN(rpos);
}

static void softbody_reset(Object *ob, SoftBody *sb, float (*vertexCos)[3], int numVerts)
{
	BodyPoint *bp;
	int a;

	for (a=0, bp=sb->bpoint; a<numVerts; a++, bp++) {
		copy_v3_v3(bp->pos, vertexCos[a]);
		mul_m4_v3(ob->obmat, bp->pos);  /* yep, sofbody is global coords*/
		copy_v3_v3(bp->origS, bp->pos);
		copy_v3_v3(bp->origE, bp->pos);
		copy_v3_v3(bp->origT, bp->pos);
		bp->vec[0] = bp->vec[1] = bp->vec[2] = 0.0f;

		/* the bp->prev*'s are for rolling back from a canceled try to propagate in time
		 * adaptive step size algo in a nutshell:
		 * 1.  set scheduled time step to new dtime
		 * 2.  try to advance the scheduled time step, being optimistic execute it
		 * 3.  check for success
		 * 3.a we 're fine continue, may be we can increase scheduled time again ?? if so, do so!
		 * 3.b we did exceed error limit --> roll back, shorten the scheduled time and try again at 2.
		 * 4.  check if we did reach dtime
		 * 4.a nope we need to do some more at 2.
		 * 4.b yup we're done
		 */

		copy_v3_v3(bp->prevpos, bp->pos);
		copy_v3_v3(bp->prevvec, bp->vec);
		copy_v3_v3(bp->prevdx, bp->vec);
		copy_v3_v3(bp->prevdv, bp->vec);
	}

	/* make a nice clean scratch struc */
	free_scratch(sb); /* clear if any */
	sb_new_scratch(sb); /* make a new */
	sb->scratch->needstobuildcollider=1;
	zero_v3(sb->lcom);
	unit_m3(sb->lrot);
	unit_m3(sb->lscale);



	/* copy some info to scratch */
			/* we only need that if we want to reconstruct IPO */
	if (1) {
		reference_to_scratch(ob);
		SB_estimate_transform(ob, NULL, NULL, NULL);
		SB_estimate_transform(ob, NULL, NULL, NULL);
	}
	switch (ob->type) {
	case OB_MESH:
		if (ob->softflag & OB_SB_FACECOLL) mesh_faces_to_scratch(ob);
		break;
	case OB_LATTICE:
		break;
	case OB_CURVE:
	case OB_SURF:
		break;
	default:
		break;
	}
}

static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
{
	/* the simulator */
	float forcetime;
	double sct, sst;


	sst=PIL_check_seconds_timer();
	/* Integration back in time is possible in theory, but pretty useless here.
	 * So we refuse to do so. Since we do not know anything about 'outside' changes
	 * especially colliders we refuse to go more than 10 frames.
	 */
	if (dtime < 0 || dtime > 10.5f) return;

	ccd_update_deflector_hash(scene, ob, sb->scratch->colliderhash);

	if (sb->scratch->needstobuildcollider) {
		if (query_external_colliders(scene, ob)) {
			ccd_build_deflector_hash(scene, ob, sb->scratch->colliderhash);
		}
		sb->scratch->needstobuildcollider=0;
	}

	if (sb->solver_ID < 2) {
		/* special case of 2nd order Runge-Kutta type AKA Heun */
		int mid_flags=0;
		float err = 0;
		float forcetimemax = 1.0f; /* set defaults guess we shall do one frame */
		float forcetimemin = 0.01f; /* set defaults guess 1/100 is tight enough */
		float timedone =0.0; /* how far did we get without violating error condition */
		                     /* loops = counter for emergency brake
		                      * we don't want to lock up the system if physics fail */
		int loops = 0;

		SoftHeunTol = sb->rklimit; /* humm .. this should be calculated from sb parameters and sizes */
		/* adjust loop limits */
		if (sb->minloops > 0) forcetimemax = dtime / sb->minloops;
		if (sb->maxloops > 0) forcetimemin = dtime / sb->maxloops;

		if (sb->solver_ID>0) mid_flags |= MID_PRESERVE;

		forcetime = forcetimemax; /* hope for integrating in one step */
		while ( (ABS(timedone) < ABS(dtime)) && (loops < 2000) ) {
			/* set goals in time */
			interpolate_exciter(ob, 200, (int)(200.0f*(timedone/dtime)));

			sb->scratch->flag &= ~SBF_DOFUZZY;
			/* do predictive euler step */
			softbody_calc_forces(scene, ob, forcetime, timedone/dtime, 0);

			softbody_apply_forces(ob, forcetime, 1, NULL, mid_flags);

			/* crop new slope values to do averaged slope step */
			softbody_calc_forces(scene, ob, forcetime, timedone/dtime, 0);

			softbody_apply_forces(ob, forcetime, 2, &err, mid_flags);
			softbody_apply_goalsnap(ob);

			if (err > SoftHeunTol) { /* error needs to be scaled to some quantity */

				if (forcetime > forcetimemin) {
					forcetime = max_ff(forcetime / 2.0f, forcetimemin);
					softbody_restore_prev_step(ob);
					//printf("down, ");
				}
				else {
					timedone += forcetime;
				}
			}
			else {
				float newtime = forcetime * 1.1f; /* hope for 1.1 times better conditions in next step */

				if (sb->scratch->flag & SBF_DOFUZZY) {
					//if (err > SoftHeunTol/(2.0f*sb->fuzzyness)) { /* stay with this stepsize unless err really small */
					newtime = forcetime;
					//}
				}
				else {
					if (err > SoftHeunTol/2.0f) { /* stay with this stepsize unless err really small */
						newtime = forcetime;
					}
				}
				timedone += forcetime;
				newtime = min_ff(forcetimemax, max_ff(newtime, forcetimemin));
				//if (newtime > forcetime) printf("up, ");
				if (forcetime > 0.0f)
					forcetime = min_ff(dtime - timedone, newtime);
				else
					forcetime = max_ff(dtime - timedone, newtime);
			}
			loops++;
			if (sb->solverflags & SBSO_MONITOR ) {
				sct = PIL_check_seconds_timer();
				if (sct - sst > 0.5) printf("%3.0f%% \r", 100.0f * timedone / dtime);
			}
			/* ask for user break */
			if (SB_localInterruptCallBack && SB_localInterruptCallBack()) break;

		}
		/* move snapped to final position */
		interpolate_exciter(ob, 2, 2);
		softbody_apply_goalsnap(ob);

		//				if (G.debug & G_DEBUG) {
		if (sb->solverflags & SBSO_MONITOR ) {
			if (loops > HEUNWARNLIMIT) /* monitor high loop counts */
				printf("\r needed %d steps/frame", loops);
		}

	}
	else if (sb->solver_ID == 2) {
		/* do semi "fake" implicit euler */
		//removed
	}/*SOLVER SELECT*/
	else if (sb->solver_ID == 4) {
		/* do semi "fake" implicit euler */
	}/*SOLVER SELECT*/
	else if (sb->solver_ID == 3) {
		/* do "stupid" semi "fake" implicit euler */
		//removed

	}/*SOLVER SELECT*/
	else {
		printf("softbody no valid solver ID!");
	}/*SOLVER SELECT*/
	if (sb->plastic) { apply_spring_memory(ob);}

	if (sb->solverflags & SBSO_MONITOR ) {
		sct=PIL_check_seconds_timer();
		if ((sct - sst > 0.5) || (G.debug & G_DEBUG)) printf(" solver time %f sec %s\n", sct-sst, ob->id.name);
	}
}

/* simulates one step. framenr is in frames */
void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
{
	SoftBody *sb= ob->soft;
	PointCache *cache;
	PTCacheID pid;
	float dtime, timescale;
	int framedelta, framenr, startframe, endframe;
	int cache_result;

	cache= sb->pointcache;

	framenr= (int)cfra;
	framedelta= framenr - cache->simframe;

	BKE_ptcache_id_from_softbody(&pid, ob, sb);
	BKE_ptcache_id_time(&pid, scene, framenr, &startframe, &endframe, &timescale);

	/* check for changes in mesh, should only happen in case the mesh
	 * structure changes during an animation */
	if (sb->bpoint && numVerts != sb->totpoint) {
		BKE_ptcache_invalidate(cache);
		return;
	}

	/* clamp frame ranges */
	if (framenr < startframe) {
		BKE_ptcache_invalidate(cache);
		return;
	}
	else if (framenr > endframe) {
		framenr = endframe;
	}

	/* verify if we need to create the softbody data */
	if (sb->bpoint == NULL ||
	   ((ob->softflag & OB_SB_EDGES) && !ob->soft->bspring && object_has_edges(ob)))
	{

		switch (ob->type) {
			case OB_MESH:
				mesh_to_softbody(scene, ob);
				break;
			case OB_LATTICE:
				lattice_to_softbody(scene, ob);
				break;
			case OB_CURVE:
			case OB_SURF:
				curve_surf_to_softbody(scene, ob);
				break;
			default:
				renew_softbody(scene, ob, numVerts, 0);
				break;
		}

		softbody_update_positions(ob, sb, vertexCos, numVerts);
		softbody_reset(ob, sb, vertexCos, numVerts);
	}

	/* still no points? go away */
	if (sb->totpoint==0) {
		return;
	}
	if (framenr == startframe) {
		BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_OUTDATED);

		/* first frame, no simulation to do, just set the positions */
		softbody_update_positions(ob, sb, vertexCos, numVerts);

		BKE_ptcache_validate(cache, framenr);
		cache->flag &= ~PTCACHE_REDO_NEEDED;

		sb->last_frame = framenr;

		return;
	}

	/* try to read from cache */
	cache_result = BKE_ptcache_read(&pid, (float)framenr+scene->r.subframe);

	if (cache_result == PTCACHE_READ_EXACT || cache_result == PTCACHE_READ_INTERPOLATED) {
		softbody_to_object(ob, vertexCos, numVerts, sb->local);

		BKE_ptcache_validate(cache, framenr);

		if (cache_result == PTCACHE_READ_INTERPOLATED && cache->flag & PTCACHE_REDO_NEEDED)
			BKE_ptcache_write(&pid, framenr);

		sb->last_frame = framenr;

		return;
	}
	else if (cache_result==PTCACHE_READ_OLD) {
		; /* do nothing */
	}
	else if (/*ob->id.lib || */(cache->flag & PTCACHE_BAKED)) { /* "library linking & pointcaches" has to be solved properly at some point */
		/* if baked and nothing in cache, do nothing */
		BKE_ptcache_invalidate(cache);
		return;
	}

	if (framenr!=sb->last_frame+1)
		return;

	/* if on second frame, write cache for first frame */
	if (cache->simframe == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact==0))
		BKE_ptcache_write(&pid, startframe);

	softbody_update_positions(ob, sb, vertexCos, numVerts);

	/* checking time: */
	dtime = framedelta*timescale;

	/* do simulation */
	softbody_step(scene, ob, sb, dtime);

	softbody_to_object(ob, vertexCos, numVerts, 0);

	BKE_ptcache_validate(cache, framenr);
	BKE_ptcache_write(&pid, framenr);

	sb->last_frame = framenr;
}

