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authorJanne Karhu <jhkarh@gmail.com>2009-10-01 02:10:14 +0400
committerJanne Karhu <jhkarh@gmail.com>2009-10-01 02:10:14 +0400
commitbff893a42047cfc92671f878109c1ff17ce5f8a2 (patch)
treef18bfc386773e1878fc4805a57618af481bc876e /source/blender/makesdna/DNA_object_force.h
parent7d9bfdc31ab179b4dd4a626bc8f9a873c59402b4 (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/makesdna/DNA_object_force.h')
-rw-r--r--source/blender/makesdna/DNA_object_force.h127
1 files changed, 87 insertions, 40 deletions
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h
index 468ad35de85..e7e785e605b 100644
--- a/source/blender/makesdna/DNA_object_force.h
+++ b/source/blender/makesdna/DNA_object_force.h
@@ -35,47 +35,91 @@ extern "C" {
#endif
#include "DNA_listBase.h"
+
+/* pd->forcefield: Effector Fields types */
+typedef enum PFieldType {
+ PFIELD_NULL = 0, /* (this is used for general effector weight) */
+ PFIELD_FORCE, /* Force away/towards a point depending on force strength */
+ PFIELD_VORTEX, /* Force around the effector normal */
+ PFIELD_MAGNET, /* Force from the cross product of effector normal and point velocity */
+ PFIELD_WIND, /* Force away and towards a point depending which side of the effector */
+ /* normal the point is */
+ PFIELD_GUIDE, /* Force along curve for dynamics, a shaping curve for hair paths */
+ PFIELD_TEXTURE, /* Force based on texture values calculated at point coordinates */
+ PFIELD_HARMONIC, /* Force of a harmonic (damped) oscillator */
+ PFIELD_CHARGE, /* Force away/towards a point depending on point charge */
+ PFIELD_LENNARDJ, /* Force due to a Lennard-Jones potential */
+ PFIELD_BOID, /* Defines predator / goal for boids */
+ PFIELD_TURBULENCE, /* Force defined by BLI_gTurbulence */
+ PFIELD_DRAG, /* Linear & quadratic drag */
+ NUM_PFIELD_TYPES
+} PFieldType;
typedef struct PartDeflect {
- short deflect; /* Deflection flag - does mesh deflect particles*/
- short forcefield; /* Force field type, do the vertices attract / repel particles ? */
- short flag; /* general settings flag */
- short falloff; /* fall-off type*/
+ short deflect; /* Deflection flag - does mesh deflect particles */
+ short forcefield; /* Force field type, do the vertices attract / repel particles? */
+ short flag; /* general settings flag */
+ short falloff; /* fall-off type */
+ short shape; /* point, plane or surface */
+ short tex_mode; /* texture effector */
+ short kink, kink_axis; /* for curve guide */
+ short zdir, rt;
+ /* Main effector values */
+ float f_strength; /* The strength of the force (+ or - ) */
+ float f_damp; /* Damping ratio of the harmonic effector. */
+ float f_flow; /* How much force is converted into "air flow", i.e. */
+ /* force used as the velocity of surrounding medium. */
+
+ float f_size;
+
+ /* fall-off */
+ float f_power; /* The power law - real gravitation is 2 (square) */
+ float maxdist; /* if indicated, use this maximum */
+ float mindist; /* if indicated, use this minimum */
+ float f_power_r; /* radial fall-off power */
+ float maxrad; /* radial versions of above */
+ float minrad;
+
+ /* particle collisions */
float pdef_damp; /* Damping factor for particle deflection */
float pdef_rdamp; /* Random element of damping for deflection */
float pdef_perm; /* Chance of particle passing through mesh */
float pdef_frict; /* Friction factor for particle deflection */
float pdef_rfrict; /* Random element of friction for deflection */
- float f_strength; /* The strength of the force (+ or - ) */
- float f_power; /* The power law - real gravitation is 2 (square) */
- float f_dist;
- float f_damp; /* The dampening factor, currently only for harmonic force */
- float maxdist; /* if indicated, use this maximum */
- float mindist; /* if indicated, use this minimum */
- float maxrad; /* radial versions of above */
- float minrad;
- float f_power_r; /* radial fall-off power*/
+ float absorption, pad; /* used for forces */
+ /* softbody collisions */
float pdef_sbdamp; /* Damping factor for softbody deflection */
float pdef_sbift; /* inner face thickness for softbody deflection */
float pdef_sboft; /* outer face thickness for softbody deflection */
- float absorption, pad; /* used for forces */
-
- /* variables for guide curve */
+ /* guide curve, same as for particle child effects */
float clump_fac, clump_pow;
float kink_freq, kink_shape, kink_amp, free_end;
- float tex_nabla;
- short tex_mode, kink, kink_axis, rt2;
- struct Tex *tex; /* Texture of the texture effector */
- struct RNG *rng; /* random noise generator for e.g. wind */
- float f_noise; /* noise of force (currently used for wind) */
- int seed; /* wind noise random seed */
+ /* texture effector */
+ float tex_nabla; /* Used for calculating partial derivatives */
+ struct Tex *tex; /* Texture of the texture effector */
+
+ /* effector noise */
+ struct RNG *rng; /* random noise generator for e.g. wind */
+ float f_noise; /* noise of force */
+ int seed; /* noise random seed */
} PartDeflect;
+typedef struct EffectorWeights {
+ struct Group *group; /* only use effectors from this group of objects */
+
+ float weight[13]; /* effector type specific weights */
+ float global_gravity;
+ short flag, rt[3];
+} EffectorWeights;
+
+/* EffectorWeights->flag */
+#define EFF_WEIGHT_DO_HAIR 1
+
/* Point cache file data types:
* - used as (1<<flag) so poke jahka if you reach the limit of 15
* - to add new data types update:
@@ -256,48 +300,51 @@ typedef struct SoftBody {
struct PointCache *pointcache;
struct ListBase ptcaches;
-} SoftBody;
+ struct EffectorWeights *effector_weights;
-/* pd->forcefield: Effector Fields types */
-#define PFIELD_FORCE 1
-#define PFIELD_VORTEX 2
-#define PFIELD_MAGNET 3
-#define PFIELD_WIND 4
-#define PFIELD_GUIDE 5
-#define PFIELD_TEXTURE 6
-#define PFIELD_HARMONIC 7
-#define PFIELD_CHARGE 8
-#define PFIELD_LENNARDJ 9
-#define PFIELD_BOID 10
+} SoftBody;
/* pd->flag: various settings */
#define PFIELD_USEMAX 1
#define PDEFLE_DEFORM 2
-#define PFIELD_GUIDE_PATH_ADD 4
-#define PFIELD_PLANAR 8
+#define PFIELD_GUIDE_PATH_ADD 4 /* TODO: do_versions for below */
+#define PFIELD_PLANAR 8 /* used for do_versions */
#define PDEFLE_KILL_PART 16
-#define PFIELD_POSZ 32
+#define PFIELD_POSZ 32 /* used for do_versions */
#define PFIELD_TEX_OBJECT 64
+#define PFIELD_GLOBAL_CO 64 /* used for turbulence */
#define PFIELD_TEX_2D 128
#define PFIELD_USEMIN 256
#define PFIELD_USEMAXR 512
#define PFIELD_USEMINR 1024
#define PFIELD_TEX_ROOTCO 2048
-#define PFIELD_SURFACE 4096
+#define PFIELD_SURFACE (1<<12) /* used for do_versions */
+#define PFIELD_VISIBILITY (1<<13)
+#define PFIELD_DO_LOCATION (1<<14)
+#define PFIELD_DO_ROTATION (1<<15)
/* pd->falloff */
#define PFIELD_FALL_SPHERE 0
#define PFIELD_FALL_TUBE 1
#define PFIELD_FALL_CONE 2
-//reserved for near future
-//#define PFIELD_FALL_INSIDE 3
+
+/* pd->shape */
+#define PFIELD_SHAPE_POINT 0
+#define PFIELD_SHAPE_PLANE 1
+#define PFIELD_SHAPE_SURFACE 2
+#define PFIELD_SHAPE_POINTS 3
/* pd->tex_mode */
#define PFIELD_TEX_RGB 0
#define PFIELD_TEX_GRAD 1
#define PFIELD_TEX_CURL 2
+/* pd->zdir */
+#define PFIELD_Z_BOTH 0
+#define PFIELD_Z_POS 1
+#define PFIELD_Z_NEG 2
+
/* pointcache->flag */
#define PTCACHE_BAKED 1
#define PTCACHE_OUTDATED 2