diff options
author | Janne Karhu <jhkarh@gmail.com> | 2009-10-01 02:10:14 +0400 |
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committer | Janne Karhu <jhkarh@gmail.com> | 2009-10-01 02:10:14 +0400 |
commit | bff893a42047cfc92671f878109c1ff17ce5f8a2 (patch) | |
tree | f18bfc386773e1878fc4805a57618af481bc876e /source/blender/blenkernel/intern/softbody.c | |
parent | 7d9bfdc31ab179b4dd4a626bc8f9a873c59402b4 (diff) |
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 :).
Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r-- | source/blender/blenkernel/intern/softbody.c | 67 |
1 files changed, 42 insertions, 25 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c index 450a64d72eb..089f2a5ebfb 100644 --- a/source/blender/blenkernel/intern/softbody.c +++ b/source/blender/blenkernel/intern/softbody.c @@ -1550,11 +1550,14 @@ static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow, 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]; VecMidf(pos, sb->bpoint[bs->v1].pos , sb->bpoint[bs->v2].pos); VecMidf(vel, sb->bpoint[bs->v1].vec , sb->bpoint[bs->v2].vec); - pdDoEffectors(scene, do_effector, pos, force, speed, (float)scene->r.cfra, 0.0f, PE_WIND_AS_SPEED); + pd_point_from_soft(scene, pos, vel, -1, &epoint); + pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed); + VecMulf(speed,windfactor); VecAddf(vel,vel,speed); } @@ -1589,14 +1592,13 @@ static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow, static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow) { SoftBody *sb = ob->soft; - ListBase *do_effector= NULL; + ListBase *do_effector = NULL; - do_effector= pdInitEffectors(scene, ob,NULL); + do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights); if (sb){ _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector); } - if(do_effector) - pdEndEffectors(do_effector); + pdEndEffectors(&do_effector); } static void *exec_scan_for_ext_spring_forces(void *data) @@ -1614,7 +1616,7 @@ static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow, 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); + do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights); /* figure the number of threads while preventing pretty pointless threading overhead */ if(scene->r.mode & R_FIXED_THREADS) @@ -1661,9 +1663,8 @@ static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow, exec_scan_for_ext_spring_forces(&sb_threads[0]); /* clean up */ MEM_freeN(sb_threads); - - if(do_effector) - pdEndEffectors(do_effector); + + pdEndEffectors(&do_effector); } @@ -2226,19 +2227,22 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo /* done goal stuff */ /* gravitation */ - if (sb){ - float gravity = sb->grav * sb_grav_force_scale(ob); - bp->force[2]-= gravity*bp->mass; /* individual mass of node here */ + if (sb && scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY){ + float gravity[3]; + VECCOPY(gravity, scene->physics_settings.gravity); + VecMulf(gravity, sb_grav_force_scale(ob)*bp->mass*sb->effector_weights->global_gravity); /* individual mass of node here */ + VecAddf(bp->force, 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 */ - - pdDoEffectors(scene, do_effector, bp->pos, force, speed, (float)scene->r.cfra, 0.0f, PE_WIND_AS_SPEED); + 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*/ VecMulf(force,fieldfactor* eval_sb_fric_force_scale); @@ -2341,6 +2345,7 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t 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; @@ -2381,7 +2386,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl */ SoftBody *sb= ob->soft; /* is supposed to be there */ BodyPoint *bproot; - ListBase *do_effector; + ListBase *do_effector = NULL; float iks, gravity; float fieldfactor = -1.0f, windfactor = 0.25; int do_deflector,do_selfcollision,do_springcollision,do_aero; @@ -2401,7 +2406,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl sb_sfesf_threads_run(scene, ob, timenow,sb->totspring,NULL); /* after spring scan because it uses Effoctors too */ - do_effector= pdInitEffectors(scene, ob,NULL); + do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights); if (do_deflector) { float defforce[3]; @@ -2414,7 +2419,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob,timenow); /* finish matrix and solve */ - if(do_effector) pdEndEffectors(do_effector); + pdEndEffectors(&do_effector); } @@ -2443,8 +2448,8 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa BodyPoint *bp; BodyPoint *bproot; BodySpring *bs; - ListBase *do_effector; - float iks, ks, kd, gravity; + 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; @@ -2460,7 +2465,10 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa */ - gravity = sb->grav * sb_grav_force_scale(ob); + if (scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY){ + VECCOPY(gravity, scene->physics_settings.gravity); + VecMulf(gravity, sb_grav_force_scale(ob)*sb->effector_weights->global_gravity); + } /* check conditions for various options */ do_deflector= query_external_colliders(scene, ob); @@ -2473,7 +2481,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa 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); + do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights); if (do_deflector) { float defforce[3]; @@ -2631,16 +2639,17 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa /* gravitation */ - bp->force[2]-= gravity*bp->mass; /* individual mass of node here */ + VECADDFAC(bp->force, bp->force, gravity, bp->mass); /* 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 */ - - pdDoEffectors(scene, do_effector, bp->pos, force, speed, (float)scene->r.cfra, 0.0f, PE_WIND_AS_SPEED); + 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*/ VecMulf(force,fieldfactor* eval_sb_fric_force_scale); @@ -2819,7 +2828,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa } /* cleanup */ #endif - if(do_effector) pdEndEffectors(do_effector); + pdEndEffectors(&do_effector); } } @@ -3635,6 +3644,9 @@ SoftBody *sbNew(Scene *scene) sb->pointcache = BKE_ptcache_add(&sb->ptcaches); + if(!sb->effector_weights) + sb->effector_weights = BKE_add_effector_weights(NULL); + return sb; } @@ -3644,6 +3656,8 @@ 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); } @@ -3684,6 +3698,9 @@ static void softbody_update_positions(Object *ob, SoftBody *sb, float (*vertexCo BodyPoint *bp; int a; + if(!sb || !sb->bpoint) + return; + for(a=0,bp=sb->bpoint; a<numVerts; a++, bp++) { /* store where goals are now */ VECCOPY(bp->origS, bp->origE); |