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authorLukas Tönne <lukas.toenne@gmail.com>2016-12-28 19:30:58 +0300
committerLukas Tönne <lukas.toenne@gmail.com>2016-12-28 19:30:58 +0300
commit6ecab6dd8e48d564a2b43e0e81e79d079e8b4c77 (patch)
tree618e2d24eb34a05a81f726dd52eb2b7468e9296d /source/blender/blenkernel/intern/effect.c
parent605263177b8eea24c1449e4dbf0138175ec3dddf (diff)
Revert particle system and point cache removal in blender2.8 branch.
This reverts commit 5aa19be91263a249ffae75573e3b32f24269d890 and b4a721af694817fa921b119df83d33ede7d7fed0. Due to postponement of particle system rewrite it was decided to put particle code back into the 2.8 branch for the time being.
Diffstat (limited to 'source/blender/blenkernel/intern/effect.c')
-rw-r--r--source/blender/blenkernel/intern/effect.c155
1 files changed, 147 insertions, 8 deletions
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index 33125ceeb02..fe8f5ebdca6 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -43,6 +43,7 @@
#include "DNA_meshdata_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"
@@ -66,6 +67,7 @@
#include "BKE_library.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
+#include "BKE_particle.h"
#include "BKE_scene.h"
#include "BKE_smoke.h"
@@ -143,11 +145,12 @@ void free_partdeflect(PartDeflect *pd)
MEM_freeN(pd);
}
-static EffectorCache *new_effector_cache(Scene *scene, Object *ob, PartDeflect *pd)
+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;
return eff;
@@ -170,16 +173,40 @@ static void add_object_to_effectors(ListBase **effectors, Scene *scene, Effector
if (*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
- eff = new_effector_cache(scene, ob, ob->pd);
+ eff = new_effector_cache(scene, ob, NULL, ob->pd);
/* make sure imat is up to date */
invert_m4_m4(ob->imat, ob->obmat);
BLI_addtail(*effectors, eff);
}
+static void add_particles_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, ParticleSystem *psys, ParticleSystem *psys_src, bool for_simulation)
+{
+ ParticleSettings *part= psys->part;
+
+ if ( !psys_check_enabled(ob, psys, G.is_rendering) )
+ return;
+
+ if ( psys == psys_src && (part->flag & PART_SELF_EFFECT) == 0)
+ return;
+
+ if ( part->pd && part->pd->forcefield && (!for_simulation || 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 && (!for_simulation || 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,
+ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src,
EffectorWeights *weights, bool for_simulation)
{
Base *base;
@@ -193,6 +220,13 @@ ListBase *pdInitEffectors(Scene *scene, Object *ob_src,
if ( (go->ob->lay & layer) ) {
if ( go->ob->pd && go->ob->pd->forcefield )
add_object_to_effectors(&effectors, scene, weights, go->ob, ob_src, for_simulation);
+
+ 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, for_simulation);
+ }
}
}
}
@@ -201,6 +235,13 @@ ListBase *pdInitEffectors(Scene *scene, Object *ob_src,
if ( (base->lay & layer) ) {
if ( base->object->pd && base->object->pd->forcefield )
add_object_to_effectors(&effectors, scene, weights, base->object, ob_src, for_simulation);
+
+ 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, for_simulation);
+ }
}
}
}
@@ -253,6 +294,8 @@ static void precalculate_effector(EffectorCache *eff)
if (eff->ob->type == OB_CURVE)
eff->flag |= PE_USE_NORMAL_DATA;
}
+ else if (eff->psys)
+ psys_update_particle_tree(eff->psys, eff->scene->r.cfra);
/* Store object velocity */
if (eff->ob) {
@@ -275,6 +318,36 @@ void pdPrecalculateEffectors(ListBase *effectors)
}
+void pd_point_from_particle(ParticleSimulationData *sim, ParticleData *pa, ParticleKey *state, EffectedPoint *point)
+{
+ ParticleSettings *part = sim->psys->part;
+ point->loc = state->co;
+ point->vel = state->vel;
+ point->index = pa - sim->psys->particles;
+ point->size = pa->size;
+ point->charge = 0.0f;
+
+ if (part->pd && part->pd->forcefield == PFIELD_CHARGE)
+ point->charge += part->pd->f_strength;
+
+ if (part->pd2 && part->pd2->forcefield == PFIELD_CHARGE)
+ point->charge += part->pd2->f_strength;
+
+ 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;
@@ -288,6 +361,7 @@ void pd_point_from_loc(Scene *scene, float *loc, float *vel, int index, Effected
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)
{
@@ -302,6 +376,8 @@ void pd_point_from_soft(Scene *scene, float *loc, float *vel, int index, Effecte
point->flag = PE_WIND_AS_SPEED;
point->ave = point->rot = NULL;
+
+ point->psys = NULL;
}
/************************************************/
/* Effectors */
@@ -414,7 +490,7 @@ 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);
}
-static float effector_falloff(EffectorCache *eff, EffectorData *efd, EffectedPoint *UNUSED(point), EffectorWeights *weights)
+float effector_falloff(EffectorCache *eff, EffectorData *efd, EffectedPoint *UNUSED(point), EffectorWeights *weights)
{
float temp[3];
float falloff = weights ? weights->weight[0] * weights->weight[eff->pd->forcefield] : 1.0f;
@@ -489,6 +565,7 @@ int closest_point_on_surface(SurfaceModifierData *surmd, const float co[3], floa
}
int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int real_velocity)
{
+ float cfra = eff->scene->r.cfra;
int ret = 0;
/* In case surface object is in Edit mode when loading the .blend, surface modifier is never executed
@@ -525,6 +602,43 @@ int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *poin
ret = 1;
}
}
+ else if (eff->psys) {
+ 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) {
+ /* pass */
+ }
+ else {
+ ParticleSimulationData sim= {NULL};
+ sim.scene= eff->scene;
+ sim.ob= eff->ob;
+ sim.psys= eff->psys;
+
+ /* TODO: time from actual previous calculated frame (step might not be 1) */
+ state.time = cfra - 1.0f;
+ 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;
+ //}
+
+ copy_v3_v3(efd->loc, state.co);
+
+ /* rather than use the velocity use rotated x-axis (defaults to velocity) */
+ efd->nor[0] = 1.f;
+ efd->nor[1] = efd->nor[2] = 0.f;
+ mul_qt_v3(state.rot, efd->nor);
+
+ if (real_velocity)
+ copy_v3_v3(efd->vel, state.vel);
+
+ efd->size = pa->size;
+ }
+ }
else {
/* use center of object for distance calculus */
const Object *ob = eff->ob;
@@ -576,7 +690,7 @@ int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *poin
return ret;
}
-static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int *tot, int *p)
+static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int *tot, int *p, int *step)
{
*p = 0;
efd->index = p;
@@ -589,6 +703,31 @@ static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoin
*tot = *p+1;
}
}
+ else if (eff->psys) {
+ *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 && (eff->pd->flag & PFIELD_MULTIPLE_SPRINGS)==0) {
+ /* every particle is mapped to only one harmonic effector particle */
+ *p= point->index % eff->psys->totpart;
+ *tot= *p + 1;
+ }
+
+ if (eff->psys->part->effector_amount) {
+ int totpart = eff->psys->totpart;
+ int amount = eff->psys->part->effector_amount;
+
+ *step = (totpart > amount) ? totpart/amount : 1;
+ }
+ }
else {
*tot = 1;
}
@@ -854,7 +993,7 @@ void pdDoEffectors(ListBase *effectors, ListBase *colliders, EffectorWeights *we
*/
EffectorCache *eff;
EffectorData efd;
- int p=0, tot = 1;
+ int p=0, tot = 1, step = 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) */
@@ -862,9 +1001,9 @@ void pdDoEffectors(ListBase *effectors, ListBase *colliders, EffectorWeights *we
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);
+ get_effector_tot(eff, &efd, point, &tot, &p, &step);
- for (; p<tot; p++) {
+ for (; p<tot; p+=step) {
if (get_effector_data(eff, &efd, point, 0)) {
efd.falloff= effector_falloff(eff, &efd, point, weights);