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/editors/object/object_add.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/editors/object/object_add.c')
-rw-r--r-- | source/blender/editors/object/object_add.c | 88 |
1 files changed, 88 insertions, 0 deletions
diff --git a/source/blender/editors/object/object_add.c b/source/blender/editors/object/object_add.c index 05905cd42a4..7188368a95f 100644 --- a/source/blender/editors/object/object_add.c +++ b/source/blender/editors/object/object_add.c @@ -38,6 +38,7 @@ #include "DNA_meta_types.h" #include "DNA_object_fluidsim.h" #include "DNA_object_types.h" +#include "DNA_object_force.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_userdef_types.h" @@ -56,6 +57,7 @@ #include "BKE_depsgraph.h" #include "BKE_DerivedMesh.h" #include "BKE_displist.h" +#include "BKE_effect.h" #include "BKE_global.h" #include "BKE_group.h" #include "BKE_lattice.h" @@ -190,6 +192,90 @@ void OBJECT_OT_add(wmOperatorType *ot) RNA_def_enum(ot->srna, "type", object_type_items, 0, "Type", ""); } +/********************* Add Effector Operator ********************/ +/* copy from rna_object_force.c*/ +static EnumPropertyItem field_type_items[] = { + {0, "NONE", 0, "None", ""}, + {PFIELD_FORCE, "FORCE", 0, "Force", ""}, + {PFIELD_WIND, "WIND", 0, "Wind", ""}, + {PFIELD_VORTEX, "VORTEX", 0, "Vortex", ""}, + {PFIELD_MAGNET, "MAGNET", 0, "Magnetic", ""}, + {PFIELD_HARMONIC, "HARMONIC", 0, "Harmonic", ""}, + {PFIELD_CHARGE, "CHARGE", 0, "Charge", ""}, + {PFIELD_LENNARDJ, "LENNARDJ", 0, "Lennard-Jones", ""}, + {PFIELD_TEXTURE, "TEXTURE", 0, "Texture", ""}, + {PFIELD_GUIDE, "GUIDE", 0, "Curve Guide", ""}, + {PFIELD_BOID, "BOID", 0, "Boid", ""}, + {PFIELD_TURBULENCE, "TURBULENCE", 0, "Turbulence", ""}, + {PFIELD_DRAG, "DRAG", 0, "Drag", ""}, + {0, NULL, 0, NULL, NULL}}; + +void add_effector_draw(Scene *scene, View3D *v3d, int type) /* for toolbox or menus, only non-editmode stuff */ +{ + /* keep here to get things compile, remove later */ +} + +/* for effector add primitive operators */ +static Object *effector_add_type(bContext *C, int type) +{ + Scene *scene= CTX_data_scene(C); + Object *ob; + + /* for as long scene has editmode... */ + if (CTX_data_edit_object(C)) + ED_object_exit_editmode(C, EM_FREEDATA|EM_FREEUNDO|EM_WAITCURSOR); /* freedata, and undo */ + + /* deselects all, sets scene->basact */ + if(type==PFIELD_GUIDE) { + ob = add_object(scene, OB_CURVE); + ((Curve*)ob->data)->flag |= CU_PATH|CU_3D; + ED_object_enter_editmode(C, 0); + BLI_addtail(curve_get_editcurve(ob), add_nurbs_primitive(C, CU_NURBS|CU_PRIM_PATH, 1)); + ED_object_exit_editmode(C, EM_FREEDATA); + } + else + ob= add_object(scene, OB_EMPTY); + + ob->pd= object_add_collision_fields(type); + + /* editor level activate, notifiers */ + ED_base_object_activate(C, BASACT); + + /* more editor stuff */ + ED_object_base_init_from_view(C, BASACT); + + DAG_scene_sort(scene); + + return ob; +} + +/* for object add operator */ +static int effector_add_exec(bContext *C, wmOperator *op) +{ + effector_add_type(C, RNA_int_get(op->ptr, "type")); + + return OPERATOR_FINISHED; +} + +void OBJECT_OT_effector_add(wmOperatorType *ot) +{ + /* identifiers */ + ot->name= "Add Effector"; + ot->description = "Add an empty object with a physics effector to the scene."; + ot->idname= "OBJECT_OT_effector_add"; + + /* api callbacks */ + ot->invoke= WM_menu_invoke; + ot->exec= effector_add_exec; + + ot->poll= ED_operator_scene_editable; + + /* flags */ + ot->flag= OPTYPE_REGISTER|OPTYPE_UNDO; + + RNA_def_enum(ot->srna, "type", field_type_items, 0, "Type", ""); +} + /* ***************** add primitives *************** */ /* ****** work both in and outside editmode ****** */ @@ -616,6 +702,8 @@ static int object_primitive_add_invoke(bContext *C, wmOperator *op, wmEvent *eve uiItemS(layout); uiItemEnumO(layout, NULL, ICON_OUTLINER_OB_CAMERA, "OBJECT_OT_add", "type", OB_CAMERA); uiItemMenuEnumO(layout, "Lamp", ICON_OUTLINER_OB_LAMP, "OBJECT_OT_lamp_add", "type"); + uiItemS(layout); + uiItemMenuEnumO(layout, "Force Field", ICON_OUTLINER_OB_EMPTY, "OBJECT_OT_effector_add", "type"); uiPupMenuEnd(C, pup); |