Files
test/source/blender/blenkernel/intern/effect.c
Janne Karhu bff893a420 Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons) 
  instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group 
  setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
	- "Point" is most like the old effectors and uses the 
	  effector location as the effector point.
	- "Plane" uses the closest point on effectors local xy-plane 
	  as the effector point.
	- "Surface" uses the closest point on an effector object's 
	  surface as the effector point.
	- "Every Point" uses every point in a mesh effector object 
	  as an effector point.
	- The falloff is calculated from this point, so for example 
	  with "surface" shape and "use only negative z axis" it's 
	  possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer 
  just spherical.
* New effector parameter "flow", which makes the effector act as 
  surrounding air velocity, so the resulting force is 
  proportional to the velocity difference of the point and "air 
  velocity". For example a wind field with flow=1.0 results in 
  proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random 
  flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force 
  (note. the z-axis is the surface normal in the case of 
  effector shape "surface")
* New "force field" submenu in add menu, which adds an empty 
  with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector 
  system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for 
  particles, softbody & cloth, since their final effect depends on many external 
  factors, like for example the surface area of the effected faces.

Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through 
  DAG_id_flush_update(..).
  
Known issues
* Curve guides don't yet have all ui buttons in place, but they 
  should work none the less.
* Hair dynamics don't yet respect force fields.

Other changes
* Particle emission defaults now to frames 1-200 with life of 50 
  frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to 
  free pidlists after use :).
2009-09-30 22:10:14 +00:00

1014 lines
26 KiB
C

/* effect.c
*
*
* $Id$
*
* ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include "BLI_storage.h" /* _LARGEFILE_SOURCE */
#include <math.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_particle_types.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_jitter.h"
#include "BLI_listbase.h"
#include "BLI_noise.h"
#include "BLI_rand.h"
#include "PIL_time.h"
#include "BKE_action.h"
#include "BKE_anim.h" /* needed for where_on_path */
#include "BKE_armature.h"
#include "BKE_blender.h"
#include "BKE_collision.h"
#include "BKE_constraint.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_DerivedMesh.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "RE_render_ext.h"
#include "RE_shader_ext.h"
/* fluid sim particle import */
#ifndef DISABLE_ELBEEM
#include "DNA_object_fluidsim.h"
#include "LBM_fluidsim.h"
#include <zlib.h>
#include <string.h>
#endif // DISABLE_ELBEEM
//XXX #include "BIF_screen.h"
EffectorWeights *BKE_add_effector_weights(Group *group)
{
EffectorWeights *weights = MEM_callocN(sizeof(EffectorWeights), "EffectorWeights");
int i;
for(i=0; i<NUM_PFIELD_TYPES; i++)
weights->weight[i] = 1.0f;
weights->global_gravity = 1.0f;
weights->group = group;
return weights;
}
PartDeflect *object_add_collision_fields(int type)
{
PartDeflect *pd;
pd= MEM_callocN(sizeof(PartDeflect), "PartDeflect");
pd->forcefield = type;
pd->pdef_sbdamp = 0.1f;
pd->pdef_sbift = 0.2f;
pd->pdef_sboft = 0.02f;
pd->seed = ((unsigned int)(ceil(PIL_check_seconds_timer()))+1) % 128;
pd->f_strength = 1.0f;
pd->f_damp = 1.0f;
pd->f_size = 1.0f;
/* set sensible defaults based on type */
switch(type) {
case PFIELD_VORTEX:
pd->shape = PFIELD_SHAPE_PLANE;
break;
case PFIELD_WIND:
pd->shape = PFIELD_SHAPE_PLANE;
pd->f_flow = 1.0f; /* realistic wind behavior */
break;
}
pd->flag = PFIELD_DO_LOCATION|PFIELD_DO_ROTATION;
return pd;
}
/* temporal struct, used for reading return of mesh_get_mapped_verts_nors() */
typedef struct VeNoCo {
float co[3], no[3];
} VeNoCo;
/* ***************** PARTICLES ***************** */
/* deprecated, only keep this for readfile.c */
PartEff *give_parteff(Object *ob)
{
PartEff *paf;
paf= ob->effect.first;
while(paf) {
if(paf->type==EFF_PARTICLE) return paf;
paf= paf->next;
}
return 0;
}
void free_effect(Effect *eff)
{
PartEff *paf;
if(eff->type==EFF_PARTICLE) {
paf= (PartEff *)eff;
if(paf->keys) MEM_freeN(paf->keys);
}
MEM_freeN(eff);
}
void free_effects(ListBase *lb)
{
Effect *eff;
eff= lb->first;
while(eff) {
BLI_remlink(lb, eff);
free_effect(eff);
eff= lb->first;
}
}
/* -------------------------- Effectors ------------------ */
void free_partdeflect(PartDeflect *pd)
{
if(!pd)
return;
if(pd->tex)
pd->tex->id.us--;
if(pd->rng)
rng_free(pd->rng);
MEM_freeN(pd);
}
static void precalculate_effector(EffectorCache *eff)
{
unsigned int cfra = (unsigned int)(eff->scene->r.cfra >= 0 ? eff->scene->r.cfra : -eff->scene->r.cfra);
if(!eff->pd->rng)
eff->pd->rng = rng_new(eff->pd->seed + cfra);
else
rng_srandom(eff->pd->rng, eff->pd->seed + cfra);
if(eff->pd->forcefield == PFIELD_GUIDE && eff->ob->type==OB_CURVE) {
Curve *cu= eff->ob->data;
if(cu->flag & CU_PATH) {
if(cu->path==NULL || cu->path->data==NULL)
makeDispListCurveTypes(eff->scene, eff->ob, 0);
if(cu->path && cu->path->data) {
where_on_path(eff->ob, 0.0, eff->guide_loc, eff->guide_dir, NULL, &eff->guide_radius);
Mat4MulVecfl(eff->ob->obmat, eff->guide_loc);
Mat4Mul3Vecfl(eff->ob->obmat, eff->guide_dir);
}
}
}
else if(eff->pd->shape == PFIELD_SHAPE_SURFACE) {
eff->surmd = (SurfaceModifierData *)modifiers_findByType ( eff->ob, eModifierType_Surface );
}
else if(eff->psys)
psys_update_particle_tree(eff->psys, eff->scene->r.cfra);
}
static EffectorCache *new_effector_cache(Scene *scene, Object *ob, ParticleSystem *psys, PartDeflect *pd)
{
EffectorCache *eff = MEM_callocN(sizeof(EffectorCache), "EffectorCache");
eff->scene = scene;
eff->ob = ob;
eff->psys = psys;
eff->pd = pd;
eff->frame = -1;
precalculate_effector(eff);
return eff;
}
static void add_object_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, Object *ob_src)
{
EffectorCache *eff = NULL;
if( ob == ob_src || weights->weight[ob->pd->forcefield] == 0.0f )
return;
if (ob->pd->shape == PFIELD_SHAPE_POINTS && !ob->derivedFinal )
return;
if(*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
eff = new_effector_cache(scene, ob, NULL, ob->pd);
BLI_addtail(*effectors, eff);
}
static void add_particles_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, ParticleSystem *psys, ParticleSystem *psys_src)
{
ParticleSettings *part= psys->part;
if( !psys_check_enabled(ob, psys) )
return;
if( psys == psys_src && (part->flag & PART_SELF_EFFECT) == 0)
return;
if( part->pd && part->pd->forcefield && weights->weight[part->pd->forcefield] != 0.0f) {
if(*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
BLI_addtail(*effectors, new_effector_cache(scene, ob, psys, part->pd));
}
if (part->pd2 && part->pd2->forcefield && weights->weight[part->pd2->forcefield] != 0.0f) {
if(*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
BLI_addtail(*effectors, new_effector_cache(scene, ob, psys, part->pd2));
}
}
/* returns ListBase handle with objects taking part in the effecting */
ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src, EffectorWeights *weights)
{
Base *base;
unsigned int layer= ob_src->lay;
ListBase *effectors = NULL;
if(weights->group) {
GroupObject *go;
for(go= weights->group->gobject.first; go; go= go->next) {
if( (go->ob->lay & layer) ) {
if( go->ob->pd && go->ob->pd->forcefield )
add_object_to_effectors(&effectors, scene, weights, go->ob, ob_src);
if( go->ob->particlesystem.first ) {
ParticleSystem *psys= go->ob->particlesystem.first;
for( ; psys; psys=psys->next )
add_particles_to_effectors(&effectors, scene, weights, go->ob, psys, psys_src);
}
}
}
}
else {
for(base = scene->base.first; base; base= base->next) {
if( (base->lay & layer) ) {
if( base->object->pd && base->object->pd->forcefield )
add_object_to_effectors(&effectors, scene, weights, base->object, ob_src);
if( base->object->particlesystem.first ) {
ParticleSystem *psys= base->object->particlesystem.first;
for( ; psys; psys=psys->next )
add_particles_to_effectors(&effectors, scene, weights, base->object, psys, psys_src);
}
}
}
}
return effectors;
}
void pdEndEffectors(ListBase **effectors)
{
if(*effectors) {
EffectorCache *eff = (*effectors)->first;
for(; eff; eff=eff->next) {
if(eff->guide_data)
MEM_freeN(eff->guide_data);
}
BLI_freelistN(*effectors);
MEM_freeN(*effectors);
*effectors = NULL;
}
}
void pd_point_from_particle(ParticleSimulationData *sim, ParticleData *pa, ParticleKey *state, EffectedPoint *point)
{
point->loc = state->co;
point->vel = state->vel;
point->index = pa - sim->psys->particles;
point->size = pa->size;
/* TODO: point->charge */
point->charge = 1.0f;
point->vel_to_sec = 1.0f;
point->vel_to_frame = psys_get_timestep(sim);
point->flag = 0;
if(sim->psys->part->flag & PART_ROT_DYN) {
point->ave = state->ave;
point->rot = state->rot;
}
else
point->ave = point->rot = NULL;
point->psys = sim->psys;
}
void pd_point_from_loc(Scene *scene, float *loc, float *vel, int index, EffectedPoint *point)
{
point->loc = loc;
point->vel = vel;
point->index = index;
point->size = 0.0f;
point->vel_to_sec = (float)scene->r.frs_sec;
point->vel_to_frame = 1.0f;
point->flag = 0;
point->ave = point->rot = NULL;
point->psys = NULL;
}
void pd_point_from_soft(Scene *scene, float *loc, float *vel, int index, EffectedPoint *point)
{
point->loc = loc;
point->vel = vel;
point->index = index;
point->size = 0.0f;
point->vel_to_sec = (float)scene->r.frs_sec;
point->vel_to_frame = 1.0f;
point->flag = PE_WIND_AS_SPEED;
point->ave = point->rot = NULL;
point->psys = NULL;
}
/************************************************/
/* Effectors */
/************************************************/
// triangle - ray callback function
static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
// whenever we hit a bounding box, we don't check further
hit->dist = -1;
hit->index = 1;
}
// get visibility of a wind ray
static float eff_calc_visibility(ListBase *colliders, EffectorCache *eff, EffectorData *efd, EffectedPoint *point)
{
ListBase *colls = colliders;
ColliderCache *col;
float norm[3], len = 0.0;
float visibility = 1.0, absorption = 0.0;
if(!(eff->pd->flag & PFIELD_VISIBILITY))
return visibility;
if(!colls)
colls = get_collider_cache(eff->scene, NULL);
if(!colls)
return visibility;
VECCOPY(norm, efd->vec_to_point);
VecNegf(norm);
len = Normalize(norm);
// check all collision objects
for(col = colls->first; col; col = col->next)
{
CollisionModifierData *collmd = col->collmd;
if(col->ob == eff->ob)
continue;
if(collmd->bvhtree)
{
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = len + FLT_EPSILON;
// check if the way is blocked
if(BLI_bvhtree_ray_cast(collmd->bvhtree, point->loc, norm, 0.0f, &hit, eff_tri_ray_hit, NULL)>=0)
{
absorption= col->ob->pd->absorption;
// visibility is only between 0 and 1, calculated from 1-absorption
visibility *= CLAMPIS(1.0f-absorption, 0.0f, 1.0f);
if(visibility <= 0.0f)
break;
}
}
}
if(!colliders)
free_collider_cache(&colls);
return visibility;
}
// noise function for wind e.g.
static float wind_func(struct RNG *rng, float strength)
{
int random = (rng_getInt(rng)+1) % 128; // max 2357
float force = rng_getFloat(rng) + 1.0f;
float ret;
float sign = 0;
sign = ((float)random > 64.0) ? 1.0: -1.0; // dividing by 2 is not giving equal sign distribution
ret = sign*((float)random / force)*strength/128.0f;
return ret;
}
/* maxdist: zero effect from this distance outwards (if usemax) */
/* mindist: full effect up to this distance (if usemin) */
/* power: falloff with formula 1/r^power */
static float falloff_func(float fac, int usemin, float mindist, int usemax, float maxdist, float power)
{
/* first quick checks */
if(usemax && fac > maxdist)
return 0.0f;
if(usemin && fac < mindist)
return 1.0f;
if(!usemin)
mindist = 0.0;
return pow((double)1.0+fac-mindist, (double)-power);
}
static float falloff_func_dist(PartDeflect *pd, float fac)
{
return falloff_func(fac, pd->flag&PFIELD_USEMIN, pd->mindist, pd->flag&PFIELD_USEMAX, pd->maxdist, pd->f_power);
}
static float falloff_func_rad(PartDeflect *pd, float fac)
{
return falloff_func(fac, pd->flag&PFIELD_USEMINR, pd->minrad, pd->flag&PFIELD_USEMAXR, pd->maxrad, pd->f_power_r);
}
float effector_falloff(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, EffectorWeights *weights)
{
float temp[3];
float falloff = weights ? weights->weight[0] * weights->weight[eff->pd->forcefield] : 1.0f;
float fac, r_fac;
fac = Inpf(efd->nor, efd->vec_to_point);
if(eff->pd->zdir == PFIELD_Z_POS && fac < 0.0f)
falloff=0.0f;
else if(eff->pd->zdir == PFIELD_Z_NEG && fac > 0.0f)
falloff=0.0f;
else switch(eff->pd->falloff){
case PFIELD_FALL_SPHERE:
falloff*= falloff_func_dist(eff->pd, efd->distance);
break;
case PFIELD_FALL_TUBE:
falloff*= falloff_func_dist(eff->pd, ABS(fac));
if(falloff == 0.0f)
break;
VECADDFAC(temp, efd->vec_to_point, efd->nor, -fac);
r_fac= VecLength(temp);
falloff*= falloff_func_rad(eff->pd, r_fac);
break;
case PFIELD_FALL_CONE:
falloff*= falloff_func_dist(eff->pd, ABS(fac));
if(falloff == 0.0f)
break;
r_fac=saacos(fac/VecLength(efd->vec_to_point))*180.0f/(float)M_PI;
falloff*= falloff_func_rad(eff->pd, r_fac);
break;
}
return falloff;
}
int closest_point_on_surface(SurfaceModifierData *surmd, float *co, float *surface_co, float *surface_nor, float *surface_vel)
{
BVHTreeNearest nearest;
nearest.index = -1;
nearest.dist = FLT_MAX;
BLI_bvhtree_find_nearest(surmd->bvhtree->tree, co, &nearest, surmd->bvhtree->nearest_callback, surmd->bvhtree);
if(nearest.index != -1) {
VECCOPY(surface_co, nearest.co);
if(surface_nor) {
VECCOPY(surface_nor, nearest.no);
}
if(surface_vel) {
MFace *mface = CDDM_get_face(surmd->dm, nearest.index);
VECCOPY(surface_vel, surmd->v[mface->v1].co);
VecAddf(surface_vel, surface_vel, surmd->v[mface->v2].co);
VecAddf(surface_vel, surface_vel, surmd->v[mface->v3].co);
if(mface->v4)
VecAddf(surface_vel, surface_vel, surmd->v[mface->v4].co);
VecMulf(surface_vel, mface->v4 ? 0.25f : 0.333f);
}
return 1;
}
return 0;
}
int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int real_velocity)
{
float cfra = eff->scene->r.cfra;
int ret = 0;
if(eff->pd->shape==PFIELD_SHAPE_SURFACE && eff->surmd) {
/* closest point in the object surface is an effector */
float vec[3];
/* using velocity corrected location allows for easier sliding over effector surface */
VecCopyf(vec, point->vel);
VecMulf(vec, point->vel_to_frame);
VecAddf(vec, vec, point->loc);
ret = closest_point_on_surface(eff->surmd, vec, efd->loc, efd->nor, real_velocity ? efd->vel : NULL);
efd->size = 0.0f;
}
else if(eff->pd->shape==PFIELD_SHAPE_POINTS) {
if(eff->ob->derivedFinal) {
DerivedMesh *dm = eff->ob->derivedFinal;
dm->getVertCo(dm, *efd->index, efd->loc);
dm->getVertNo(dm, *efd->index, efd->nor);
Mat4MulVecfl(eff->ob->obmat, efd->loc);
Mat4Mul3Vecfl(eff->ob->obmat, efd->nor);
Normalize(efd->nor);
efd->size = 0.0f;
/**/
ret = 1;
}
}
else if(eff->psys) {
ParticleSimulationData sim = {eff->scene, eff->ob, eff->psys, NULL, NULL};
ParticleData *pa = eff->psys->particles + *efd->index;
ParticleKey state;
/* exclude the particle itself for self effecting particles */
if(eff->psys == point->psys && *efd->index == point->index)
;
else {
/* TODO: time from actual previous calculated frame (step might not be 1) */
state.time = cfra - 1.0;
ret = psys_get_particle_state(&sim, *efd->index, &state, 0);
/* TODO */
//if(eff->pd->forcefiled == PFIELD_HARMONIC && ret==0) {
// if(pa->dietime < eff->psys->cfra)
// eff->flag |= PE_VELOCITY_TO_IMPULSE;
//}
VECCOPY(efd->loc, state.co);
VECCOPY(efd->nor, state.vel);
if(real_velocity) {
VECCOPY(efd->vel, state.vel);
}
efd->size = pa->size;
}
}
else {
/* use center of object for distance calculus */
Object *ob = eff->ob;
Object obcopy = *ob;
where_is_object_time(eff->scene, ob, cfra);
/* use z-axis as normal*/
VECCOPY(efd->nor, ob->obmat[2]);
Normalize(efd->nor);
/* for vortex the shape chooses between old / new force */
if(eff->pd->shape == PFIELD_SHAPE_PLANE) {
/* efd->loc is closes point on effector xy-plane */
float temp[3];
VecSubf(temp, point->loc, ob->obmat[3]);
Projf(efd->loc, temp, efd->nor);
VecSubf(efd->loc, point->loc, efd->loc);
}
else {
VECCOPY(efd->loc, ob->obmat[3]);
}
if(real_velocity) {
VECCOPY(efd->vel, ob->obmat[3]);
where_is_object_time(eff->scene, ob, cfra - 1.0);
VecSubf(efd->vel, efd->vel, ob->obmat[3]);
}
*eff->ob = obcopy;
efd->size = 0.0f;
ret = 1;
}
if(ret) {
VecSubf(efd->vec_to_point, point->loc, efd->loc);
efd->distance = VecLength(efd->vec_to_point);
/* for some effectors we need the object center every time */
VecSubf(efd->vec_to_point2, point->loc, eff->ob->obmat[3]);
VECCOPY(efd->nor2, eff->ob->obmat[2]);
Normalize(efd->nor2);
}
return ret;
}
static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int *tot, int *p)
{
if(eff->pd->shape == PFIELD_SHAPE_POINTS) {
efd->index = p;
*p = 0;
*tot = eff->ob->derivedFinal ? eff->ob->derivedFinal->numVertData : 1;
if(*tot && eff->pd->forcefield == PFIELD_HARMONIC && point->index >= 0) {
*p = point->index % *tot;
*tot = *p+1;
}
}
else if(eff->psys) {
efd->index = p;
*p = 0;
*tot = eff->psys->totpart;
if(eff->pd->forcefield == PFIELD_CHARGE) {
/* Only the charge of the effected particle is used for
interaction, not fall-offs. If the fall-offs aren't the
same this will be unphysical, but for animation this
could be the wanted behavior. If you want physical
correctness the fall-off should be spherical 2.0 anyways.
*/
efd->charge = eff->pd->f_strength;
}
else if(eff->pd->forcefield == PFIELD_HARMONIC) {
/* every particle is mapped to only one harmonic effector particle */
*p= point->index % eff->psys->totpart;
*tot= *p + 1;
}
}
else {
*p = 0;
*tot = 1;
}
}
static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force)
{
TexResult result[4];
float tex_co[3], strength, force[3];
float nabla = eff->pd->tex_nabla;
int hasrgb;
short mode = eff->pd->tex_mode;
if(!eff->pd->tex)
return;
result[0].nor = result[1].nor = result[2].nor = result[3].nor = 0;
strength= eff->pd->f_strength * efd->falloff;
VECCOPY(tex_co,point->loc);
if(eff->pd->flag & PFIELD_TEX_2D) {
float fac=-Inpf(tex_co, efd->nor);
VECADDFAC(tex_co, tex_co, efd->nor, fac);
}
if(eff->pd->flag & PFIELD_TEX_OBJECT) {
Mat4Mul3Vecfl(eff->ob->obmat, tex_co);
}
hasrgb = multitex_ext(eff->pd->tex, tex_co, NULL,NULL, 1, result);
if(hasrgb && mode==PFIELD_TEX_RGB) {
force[0] = (0.5f - result->tr) * strength;
force[1] = (0.5f - result->tg) * strength;
force[2] = (0.5f - result->tb) * strength;
}
else {
strength/=nabla;
tex_co[0] += nabla;
multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 1, result+1);
tex_co[0] -= nabla;
tex_co[1] += nabla;
multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 1, result+2);
tex_co[1] -= nabla;
tex_co[2] += nabla;
multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 1, result+3);
if(mode == PFIELD_TEX_GRAD || !hasrgb) { /* if we dont have rgb fall back to grad */
force[0] = (result[0].tin - result[1].tin) * strength;
force[1] = (result[0].tin - result[2].tin) * strength;
force[2] = (result[0].tin - result[3].tin) * strength;
}
else { /*PFIELD_TEX_CURL*/
float dbdy, dgdz, drdz, dbdx, dgdx, drdy;
dbdy = result[2].tb - result[0].tb;
dgdz = result[3].tg - result[0].tg;
drdz = result[3].tr - result[0].tr;
dbdx = result[1].tb - result[0].tb;
dgdx = result[1].tg - result[0].tg;
drdy = result[2].tr - result[0].tr;
force[0] = (dbdy - dgdz) * strength;
force[1] = (drdz - dbdx) * strength;
force[2] = (dgdx - drdy) * strength;
}
}
if(eff->pd->flag & PFIELD_TEX_2D){
float fac = -Inpf(force, efd->nor);
VECADDFAC(force, force, efd->nor, fac);
}
VecAddf(total_force, total_force, force);
}
void do_physical_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force)
{
PartDeflect *pd = eff->pd;
RNG *rng = pd->rng;
float force[3]={0,0,0};
float temp[3];
float fac;
float strength = pd->f_strength;
float damp = pd->f_damp;
float noise_factor = pd->f_noise;
if(noise_factor > 0.0f) {
strength += wind_func(rng, noise_factor);
if(ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG))
damp += wind_func(rng, noise_factor);
}
VECCOPY(force, efd->vec_to_point);
switch(pd->forcefield){
case PFIELD_WIND:
Normalize(force);
strength *= (Inpf(force, efd->nor) >= 0.0f ? 1.0f : -1.0f);
VecMulf(force, strength * efd->falloff);
break;
case PFIELD_FORCE:
Normalize(force);
VecMulf(force, strength * efd->falloff);
break;
case PFIELD_VORTEX:
/* old vortex force */
if(pd->shape == PFIELD_SHAPE_POINT) {
Crossf(force, efd->nor, efd->vec_to_point);
Normalize(force);
VecMulf(force, strength * efd->distance * efd->falloff);
}
else {
/* new vortex force */
Crossf(temp, efd->nor2, efd->vec_to_point2);
VecMulf(temp, strength * efd->falloff);
Crossf(force, efd->nor2, temp);
VecMulf(force, strength * efd->falloff);
VECADDFAC(temp, temp, point->vel, -point->vel_to_sec);
VecAddf(force, force, temp);
}
break;
case PFIELD_MAGNET:
if(eff->pd->shape == PFIELD_SHAPE_POINT)
/* magnetic field of a moving charge */
Crossf(temp, efd->nor, efd->vec_to_point);
else
VecCopyf(temp, efd->nor);
Normalize(temp);
VecMulf(temp, strength * efd->falloff);
Crossf(force, point->vel, temp);
VecMulf(force, point->vel_to_sec);
break;
case PFIELD_HARMONIC:
VecMulf(force, -strength * efd->falloff);
VecCopyf(temp, point->vel);
VecMulf(temp, -damp * 2.0f * (float)sqrt(fabs(strength)) * point->vel_to_sec);
VecAddf(force, force, temp);
break;
case PFIELD_CHARGE:
VecMulf(force, point->charge * strength * efd->falloff);
break;
case PFIELD_LENNARDJ:
fac = pow((efd->size + point->size) / efd->distance, 6.0);
fac = - fac * (1.0 - fac) / efd->distance;
/* limit the repulsive term drastically to avoid huge forces */
fac = ((fac>2.0) ? 2.0 : fac);
VecMulf(force, strength * fac);
break;
case PFIELD_BOID:
/* Boid field is handled completely in boids code. */
return;
case PFIELD_TURBULENCE:
if(pd->flag & PFIELD_GLOBAL_CO) {
VECCOPY(temp, point->loc);
}
else {
VECADD(temp, efd->vec_to_point2, efd->nor2);
}
force[0] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[0], temp[1], temp[2], 2,0,2);
force[1] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[1], temp[2], temp[0], 2,0,2);
force[2] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[2], temp[0], temp[1], 2,0,2);
VecMulf(force, strength * efd->falloff);
break;
case PFIELD_DRAG:
VECCOPY(force, point->vel);
fac = Normalize(force) * point->vel_to_sec;
strength = MIN2(strength, 2.0f);
damp = MIN2(damp, 2.0f);
VecMulf(force, -efd->falloff * fac * (strength * fac + damp));
break;
}
if(pd->flag & PFIELD_DO_LOCATION) {
VECADDFAC(total_force, total_force, force, 1.0f/point->vel_to_sec);
if(ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG)==0 && pd->f_flow != 0.0f) {
VECADDFAC(total_force, total_force, point->vel, -pd->f_flow * efd->falloff);
}
}
if(pd->flag & PFIELD_DO_ROTATION && point->ave && point->rot) {
float xvec[3] = {1.0f, 0.0f, 0.0f};
float dave[3];
QuatMulVecf(point->rot, xvec);
Crossf(dave, xvec, force);
if(pd->f_flow != 0.0f) {
VECADDFAC(dave, dave, point->ave, -pd->f_flow * efd->falloff);
}
VecAddf(point->ave, point->ave, dave);
}
}
/* -------- pdDoEffectors() --------
generic force/speed system, now used for particles and softbodies
scene = scene where it runs in, for time and stuff
lb = listbase with objects that take part in effecting
opco = global coord, as input
force = force accumulator
speed = actual current speed which can be altered
cur_time = "external" time in frames, is constant for static particles
loc_time = "local" time in frames, range <0-1> for the lifetime of particle
par_layer = layer the caller is in
flags = only used for softbody wind now
guide = old speed of particle
*/
void pdDoEffectors(ListBase *effectors, ListBase *colliders, EffectorWeights *weights, EffectedPoint *point, float *force, float *impulse)
{
/*
Modifies the force on a particle according to its
relation with the effector object
Different kind of effectors include:
Forcefields: Gravity-like attractor
(force power is related to the inverse of distance to the power of a falloff value)
Vortex fields: swirling effectors
(particles rotate around Z-axis of the object. otherwise, same relation as)
(Forcefields, but this is not done through a force/acceleration)
Guide: particles on a path
(particles are guided along a curve bezier or old nurbs)
(is independent of other effectors)
*/
EffectorCache *eff;
EffectorData efd;
int p=0, tot = 1;
/* Cycle through collected objects, get total of (1/(gravity_strength * dist^gravity_power)) */
/* Check for min distance here? (yes would be cool to add that, ton) */
if(effectors) for(eff = effectors->first; eff; eff=eff->next) {
/* object effectors were fully checked to be OK to evaluate! */
get_effector_tot(eff, &efd, point, &tot, &p);
for(; p<tot; p++) {
if(get_effector_data(eff, &efd, point, 0)) {
efd.falloff= effector_falloff(eff, &efd, point, weights);
if(efd.falloff > 0.0f)
efd.falloff *= eff_calc_visibility(colliders, eff, &efd, point);
if(efd.falloff <= 0.0f)
; /* don't do anything */
else if(eff->pd->forcefield == PFIELD_TEXTURE)
do_texture_effector(eff, &efd, point, force);
else {
float temp1[3]={0,0,0}, temp2[3];
VECCOPY(temp1, force);
do_physical_effector(eff, &efd, point, force);
// for softbody backward compatibility
if(point->flag & PE_WIND_AS_SPEED && impulse){
VECSUB(temp2, force, temp1);
VECSUB(impulse, impulse, temp2);
}
}
}
else if(eff->flag & PE_VELOCITY_TO_IMPULSE && impulse) {
/* special case for harmonic effector */
VECADD(impulse, impulse, efd.vel);
}
}
}
}