Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorMatt Ebb <matt@mke3.net>2008-09-29 08:19:24 +0400
committerMatt Ebb <matt@mke3.net>2008-09-29 08:19:24 +0400
commitbab94c46e07563c65e7a1b0392d70814ddf0de28 (patch)
tree8d541a890698ec4bbd707763e6e424d063a24d6a /source/blender
parent345dc8eb9464efdf6cccac8dddc2cd24e1fe3dbb (diff)
Point Density texture
The Point Density texture now has some additional options for how the point locations are cached. Previously it was all relative to worldspace, but there are now some other options that make things a lot more convenient for mapping the texture to Local (or Orco). Thanks to theeth for helping with the space conversions! The new Object space options allow this sort of thing to be possible - a particle system, instanced on a transformed renderable object: http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov It's also a lot easier to use multiple instances, just duplicate the renderable objects and move them around. The new particle cache options are: * Emit Object space This caches the particles relative to the emitter object's coordinate space (i.e. relative to the emitter's object center). This makes it possible to map the Texture to Local or Orco easily, so you can easily move, rotate or scale the rendering object that has the Point Density texture. It's relative to the emitter's location, rotation and scale, so if the object you're rendering the texture on is aligned differently to the emitter, the results will be rotated etc. * Emit Object Location This offsets the particles to the emitter object's location in 3D space. It's similar to Emit Object Space, however the emitter object's rotation and scale are ignored. This is probably the easiest to use, since you don't need to worry about the rotation and scale of the emitter object (just the rendered object), so it's the default. * Global Space This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenkernel/intern/texture.c6
-rw-r--r--source/blender/makesdna/DNA_texture_types.h13
-rw-r--r--source/blender/render/intern/source/pointdensity.c32
-rw-r--r--source/blender/src/buttons_shading.c48
4 files changed, 71 insertions, 28 deletions
diff --git a/source/blender/blenkernel/intern/texture.c b/source/blender/blenkernel/intern/texture.c
index 62bab45dd50..45fd11faa32 100644
--- a/source/blender/blenkernel/intern/texture.c
+++ b/source/blender/blenkernel/intern/texture.c
@@ -43,6 +43,7 @@
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
+#include "BLI_kdtree.h"
#include "DNA_texture_types.h"
#include "DNA_key_types.h"
@@ -874,7 +875,7 @@ PointDensity *BKE_add_pointdensity(void)
pd= MEM_callocN(sizeof(PointDensity), "pointdensity");
pd->radius = 0.3f;
pd->nearest = 5;
- pd->type = TEX_PD_PSYS;
+ pd->source = TEX_PD_PSYS;
pd->point_tree = NULL;
return pd;
@@ -883,8 +884,7 @@ PointDensity *BKE_add_pointdensity(void)
PointDensity *BKE_copy_pointdensity(PointDensity *pd)
{
PointDensity *pdn;
- int a;
-
+
pdn= MEM_dupallocN(pd);
pdn->point_tree = NULL;
diff --git a/source/blender/makesdna/DNA_texture_types.h b/source/blender/makesdna/DNA_texture_types.h
index ed172c24474..aef8bd95ee4 100644
--- a/source/blender/makesdna/DNA_texture_types.h
+++ b/source/blender/makesdna/DNA_texture_types.h
@@ -133,12 +133,14 @@ typedef struct PointDensity {
short nearest;
float radius;
- short type;
+ short source;
short pdpad[3];
struct Object *object; /* for 'Particle system' type - source object */
short psysindex; /* and object's psys number */
- short pdpad2[3];
+ short psys_cache_space; /* cache particles in worldspace, object space, ... ? */
+
+ short pdpad2[2];
void *point_tree; /* the kd-tree containing points */
} PointDensity;
@@ -406,14 +408,15 @@ typedef struct TexMapping {
/* **************** PointDensity ********************* */
-/* type */
+/* source */
#define TEX_PD_PSYS 0
#define TEX_PD_OBJECT 1
#define TEX_PD_FILE 2
-/* psys_space */
-#define TEX_PD_PSYS_WORLDSPACE 0
+/* psys_cache_space */
+#define TEX_PD_PSYS_OBJECTLOC 0
#define TEX_PD_PSYS_OBJECTSPACE 1
+#define TEX_PD_PSYS_WORLDSPACE 2
#endif
diff --git a/source/blender/render/intern/source/pointdensity.c b/source/blender/render/intern/source/pointdensity.c
index 00dbbd34f96..e589e579565 100644
--- a/source/blender/render/intern/source/pointdensity.c
+++ b/source/blender/render/intern/source/pointdensity.c
@@ -26,11 +26,14 @@
#include <stdlib.h>
#include <stdio.h>
+#include "BLI_arithb.h"
#include "BLI_kdtree.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_particle.h"
#include "DNA_texture_types.h"
#include "DNA_particle_types.h"
@@ -45,10 +48,15 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
ParticleKey state;
float cfra=bsystem_time(ob,(float)G.scene->r.cfra,0.0);
int i, childexists;
-
+ float partco[3];
+ float obview[4][4];
+
/* init crap */
if (!psys || !ob || !pd) return;
+ //Mat4CpyMat4(obview, ob->obmat);
+ Mat4MulMat4(obview, re->viewinv, ob->obmat);
+
/* Just to create a valid rendering context */
psys_render_set(ob, psys, re->viewmat, re->winmat, re->winx, re->winy, 0);
@@ -60,6 +68,9 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
return;
}
+ /* in case ob->imat isn't up-to-date */
+ Mat4Invert(ob->imat, ob->obmat);
+
/* finally do something */
pd->point_tree = BLI_kdtree_new(psys->totpart+psys->totchild);
@@ -70,7 +81,20 @@ static void pointdensity_cache_psys(Render *re, PointDensity *pd, Object *ob, Pa
state.time = cfra;
if(psys_get_particle_state(ob, psys, i, &state, 0)) {
- BLI_kdtree_insert(pd->point_tree, 0, state.co, NULL);
+
+ VECCOPY(partco, state.co);
+
+ if (pd->psys_cache_space == TEX_PD_PSYS_OBJECTSPACE)
+ Mat4MulVecfl(ob->imat, partco);
+ else if (pd->psys_cache_space == TEX_PD_PSYS_OBJECTLOC) {
+ float obloc[3];
+ VECCOPY(obloc, ob->loc);
+ VecSubf(partco, partco, obloc);
+ } else {
+ /* TEX_PD_PSYS_WORLDSPACE */
+ }
+
+ BLI_kdtree_insert(pd->point_tree, 0, partco, NULL);
}
}
@@ -88,7 +112,7 @@ static void cache_pointdensity(Render *re, Tex *tex)
pd->point_tree = NULL;
}
- if (pd->type == TEX_PD_PSYS) {
+ if (pd->source == TEX_PD_PSYS) {
ParticleSystem *psys;
Object *ob = pd->object;
int i;
@@ -192,4 +216,4 @@ int pointdensitytex(Tex *tex, float *texvec, TexResult *texres)
BRICONT;
return rv;
-} \ No newline at end of file
+}
diff --git a/source/blender/src/buttons_shading.c b/source/blender/src/buttons_shading.c
index 002c62c1a17..5397ab84f1c 100644
--- a/source/blender/src/buttons_shading.c
+++ b/source/blender/src/buttons_shading.c
@@ -748,18 +748,9 @@ static void texture_panel_pointdensity(Tex *tex)
if(tex->pd) {
pd= tex->pd;
- uiBlockBeginAlign(block);
- uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_REDR, "Ob:",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->object), "Object that has the particle system");
-
- if (pd->object->particlesystem.first) {
- uiDefButS(block, NUM, B_REDR, "PSys:",
- X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->psysindex), 1, 10, 10, 3, "Particle system number in the object");
- }
- uiBlockEndAlign(block);
-
- yco -= YSPACE;
-
+ uiDefBut(block, LABEL, B_NOP, "Density estimation:",
+ X2CLM1, yco-=BUTH, BUTW2, BUTH, 0, 0, 0, 0, 0, "");
+
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_REDR, "Radius: ",
X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->radius), 0.001, 100.0, 10, 2, "Radius to look for nearby particles within");
@@ -767,11 +758,36 @@ static void texture_panel_pointdensity(Tex *tex)
X2CLM1, yco-=BUTH, BUTW2, BUTH, &(pd->nearest), 2.0, 30.0, 10, 2, "The number of nearby particles to check for density");
uiBlockEndAlign(block);
- uiDefBut(block, LABEL, B_NOP, " ",
- X2CLM2, yco-=BUTH, BUTW2, BUTH, 0, 0, 0, 0, 0, "");
+ yco = PANEL_YMAX;
+
+ uiDefBut(block, LABEL, B_NOP, "Point data source:",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, 0, 0, 0, 0, 0, "");
+
+ uiDefButS(block, MENU, B_TEXREDR_PRV, "Particle System %x0",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &pd->source, 0.0, 0.0, 0, 0, "Source");
+
+ yco -= YSPACE;
+
+ if (pd->source == TEX_PD_PSYS) {
+ uiBlockBeginAlign(block);
+ uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_REDR, "Ob:",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &(pd->object), "Object that has the particle system");
+
+ if (pd->object->particlesystem.first) {
+ uiDefButS(block, NUM, B_REDR, "PSys:",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &(pd->psysindex), 1, 10, 10, 3, "Particle system number in the object");
+ }
+ uiBlockEndAlign(block);
+
+ yco -= YSPACE;
+
+ uiDefBut(block, LABEL, B_NOP, "Cache particles in:",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, 0, 0, 0, 0, 0, "");
+ uiDefButS(block, MENU, B_TEXREDR_PRV, "Emit Object Location %x0|Emit Object Space %x1|Global Space %x2",
+ X2CLM2, yco-=BUTH, BUTW2, BUTH, &pd->psys_cache_space, 0.0, 0.0, 0, 0, "Co-ordinate system to cache particles in");
+ }
}
-
-
+
}