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authorDaniel Genrich <daniel.genrich@gmx.net>2008-08-18 15:09:27 +0400
committerDaniel Genrich <daniel.genrich@gmx.net>2008-08-18 15:09:27 +0400
commitd5a890c078c770906e49239e3cbac89bf11ebd8d (patch)
treeece2f49e2ac4f3072c110ce79487c323550506e3 /source
parenta84d346939d2da10abc70c9e5670828f66f26437 (diff)
a) New unified effector system by Janne (jahka) + Me (genscher): particle and cloth/sb don't use different systems anymore. b) cloth wind corrected for new system c) Wind has noise option now d) @ Bjornmose: since the old factors are gone SB doesn't need to divide by 1000 etc. anymore. I didn't want to touch your code - you might like to take a look at it :)
Diffstat (limited to 'source')
-rw-r--r--source/blender/blenkernel/BKE_effect.h6
-rw-r--r--source/blender/blenkernel/intern/effect.c372
-rw-r--r--source/blender/blenkernel/intern/implicit.c131
-rw-r--r--source/blender/blenkernel/intern/particle_system.c175
-rw-r--r--source/blender/blenlib/BLI_rand.h1
-rw-r--r--source/blender/blenlib/intern/rand.c18
-rw-r--r--source/blender/blenloader/intern/readfile.c33
-rw-r--r--source/blender/makesdna/DNA_object_force.h3
-rw-r--r--source/blender/src/buttons_object.c2
9 files changed, 313 insertions, 428 deletions
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h
index 3763a659f2f..3b4c3198179 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -37,6 +37,7 @@ struct Effect;
struct ListBase;
struct Particle;
struct Group;
+struct RNG;
typedef struct pEffectorCache {
struct pEffectorCache *next, *prev;
@@ -64,6 +65,11 @@ struct ListBase *pdInitEffectors(struct Object *obsrc, struct Group *group);
void pdEndEffectors(struct ListBase *lb);
void pdDoEffectors(struct ListBase *lb, float *opco, float *force, float *speed, float cur_time, float loc_time, unsigned int flags);
+/* required for particle_system.c */
+void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise);
+float effector_falloff(struct PartDeflect *pd, float *eff_velocity, float *vec_to_part);
+
+
#endif
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index 4588ef800e1..7620edac126 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -157,6 +157,13 @@ static void add_to_effectorcache(ListBase *lb, Object *ob, Object *obsrc)
}
}
else if(pd->forcefield) {
+
+ if(pd->forcefield == PFIELD_WIND)
+ {
+ pd->rng = rng_new(1);
+ rng_srandom(pd->rng, (unsigned int)(ceil(PIL_check_seconds_timer()))); // use better seed
+ }
+
ec= MEM_callocN(sizeof(pEffectorCache), "effector cache");
ec->ob= ob;
BLI_addtail(lb, ec);
@@ -205,13 +212,189 @@ void pdEndEffectors(ListBase *lb)
pEffectorCache *ec;
/* restore full copy */
for(ec= lb->first; ec; ec= ec->next)
+ {
+ if(ec->ob->pd && (ec->ob->pd->forcefield == PFIELD_WIND))
+ rng_free(ec->ob->pd->rng);
+
*(ec->ob)= ec->obcopy;
+ }
BLI_freelistN(lb);
}
}
+/************************************************/
+/* Effectors */
+/************************************************/
+
+// noise function for wind e.g.
+static float wind_func(struct RNG *rng, float strength)
+{
+ int random = (rng_getInt(rng)+1) % 65535; // max 2357
+ float force = rng_getFloat(rng) + 1.0f;
+ float ret;
+ float sign = 0;
+
+ sign = (random > 32000.0) ? 1.0: -1.0; // dividing by 2 is not giving equal sign distribution
+
+ ret = sign*((float)random / force)*strength/65535.0f;
+
+ return ret;
+}
+
+
+static float falloff_func(float fac, int usemin, float mindist, int usemax, float maxdist, float power)
+{
+ if(!usemin)
+ mindist= 0.0f;
+
+ if(fac < mindist) {
+ return 1.0f;
+ }
+ else if(usemax) {
+ if(fac>maxdist || (maxdist-mindist)<=0.0f)
+ return 0.0f;
+
+ fac= (fac-mindist)/(maxdist-mindist);
+ return 1.0f - (float)pow((double)fac, (double)power);
+ }
+ else
+ return pow((double)1.0f+fac-mindist, (double)-power);
+}
+
+static float falloff_func_dist(PartDeflect *pd, float fac)
+{
+ return falloff_func(fac, pd->flag&PFIELD_USEMIN, pd->mindist, pd->flag&PFIELD_USEMAX, pd->maxdist, pd->f_power);
+}
+
+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);
+}
+
+float effector_falloff(PartDeflect *pd, float *eff_velocity, float *vec_to_part)
+{
+ float eff_dir[3], temp[3];
+ float falloff=1.0, fac, r_fac;
+
+ VecCopyf(eff_dir,eff_velocity);
+ Normalize(eff_dir);
+
+ if(pd->flag & PFIELD_POSZ && Inpf(eff_dir,vec_to_part)<0.0f)
+ falloff=0.0f;
+ else switch(pd->falloff){
+ case PFIELD_FALL_SPHERE:
+ fac=VecLength(vec_to_part);
+ falloff= falloff_func_dist(pd, fac);
+ break;
+
+ case PFIELD_FALL_TUBE:
+ fac=Inpf(vec_to_part,eff_dir);
+ falloff= falloff_func_dist(pd, ABS(fac));
+ if(falloff == 0.0f)
+ break;
+
+ VECADDFAC(temp,vec_to_part,eff_dir,-fac);
+ r_fac=VecLength(temp);
+ falloff*= falloff_func_rad(pd, r_fac);
+ break;
+ case PFIELD_FALL_CONE:
+ fac=Inpf(vec_to_part,eff_dir);
+ falloff= falloff_func_dist(pd, ABS(fac));
+ if(falloff == 0.0f)
+ break;
+
+ r_fac=saacos(fac/VecLength(vec_to_part))*180.0f/(float)M_PI;
+ falloff*= falloff_func_rad(pd, r_fac);
+
+ break;
+ }
+
+ return falloff;
+}
+
+void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise)
+{
+ float mag_vec[3]={0,0,0};
+ float temp[3], temp2[3];
+ float eff_vel[3];
+ float wind = 0;
+
+ VecCopyf(eff_vel,eff_velocity);
+ Normalize(eff_vel);
+
+ switch(type){
+ case PFIELD_WIND:
+ VECCOPY(mag_vec,eff_vel);
+
+ // add wind noise here
+ if(noise> 0.0f)
+ wind = wind_func(rng, noise);
+
+ VecMulf(mag_vec,(force_val+wind)*falloff);
+ VecAddf(field,field,mag_vec);
+ break;
+
+ case PFIELD_FORCE:
+ if(planar)
+ Projf(mag_vec,vec_to_part,eff_vel);
+ else
+ VecCopyf(mag_vec,vec_to_part);
+
+ VecMulf(mag_vec,force_val*falloff);
+ VecAddf(field,field,mag_vec);
+ break;
+
+ case PFIELD_VORTEX:
+ Crossf(mag_vec,eff_vel,vec_to_part);
+ Normalize(mag_vec);
+
+ VecMulf(mag_vec,force_val*distance*falloff);
+ VecAddf(field,field,mag_vec);
+
+ break;
+ case PFIELD_MAGNET:
+ if(planar)
+ VecCopyf(temp,eff_vel);
+ else
+ /* magnetic field of a moving charge */
+ Crossf(temp,eff_vel,vec_to_part);
+
+ Crossf(temp2,velocity,temp);
+ VecAddf(mag_vec,mag_vec,temp2);
+
+ VecMulf(mag_vec,force_val*falloff);
+ VecAddf(field,field,mag_vec);
+ break;
+ case PFIELD_HARMONIC:
+ if(planar)
+ Projf(mag_vec,vec_to_part,eff_vel);
+ else
+ VecCopyf(mag_vec,vec_to_part);
+
+ VecMulf(mag_vec,force_val*falloff);
+ VecSubf(field,field,mag_vec);
+
+ VecCopyf(mag_vec,velocity);
+ /* 1.9 is an experimental value to get critical damping at damp=1.0 */
+ VecMulf(mag_vec,damp*1.9f*(float)sqrt(force_val));
+ VecSubf(field,field,mag_vec);
+ break;
+ case PFIELD_NUCLEAR:
+ /*pow here is root of cosine expression below*/
+ //rad=(float)pow(2.0,-1.0/power)*distance/size;
+ //VECCOPY(mag_vec,vec_to_part);
+ //Normalize(mag_vec);
+ //VecMulf(mag_vec,(float)cos(3.0*M_PI/2.0*(1.0-1.0/(pow(rad,power)+1.0)))/(rad+0.2f));
+ //VECADDFAC(field,field,mag_vec,force_val);
+ break;
+ }
+}
+
+
+
+
/* -------- pdDoEffectors() --------
generic force/speed system, now used for particles and softbodies
lb = listbase with objects that take part in effecting
@@ -244,13 +427,10 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
pEffectorCache *ec;
PartDeflect *pd;
float vect_to_vert[3];
- float f_force, force_vec[3];
float *obloc;
- float distance, force_val, ffall_val;
- float guidecollect[3], guidedist= 0.0f;
- int cur_frame;
- guidecollect[0]= guidecollect[1]= guidecollect[2]=0.0f;
+ float distance, vec_to_part[3];
+ float falloff;
/* 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) */
@@ -261,178 +441,32 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
pd= ob->pd;
/* Get IPO force strength and fall off values here */
- if (has_ipo_code(ob->ipo, OB_PD_FSTR))
- force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, cur_time);
- else
- force_val = pd->f_strength;
-
- if (has_ipo_code(ob->ipo, OB_PD_FFALL))
- ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, cur_time);
- else
- ffall_val = pd->f_power;
-
- /* Need to set r.cfra for paths (investigate, ton) (uses ob->ctime now, ton) */
- if(ob->ctime!=cur_time) {
- cur_frame = G.scene->r.cfra;
- G.scene->r.cfra = (int)cur_time;
- where_is_object_time(ob, cur_time);
- G.scene->r.cfra = cur_frame;
- }
+ where_is_object_time(ob,cur_time);
/* use center of object for distance calculus */
obloc= ob->obmat[3];
VECSUB(vect_to_vert, obloc, opco);
distance = VecLength(vect_to_vert);
-
- if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist && pd->forcefield != PFIELD_GUIDE)
- ; /* don't do anything */
- else if((pd->flag & PFIELD_USEMIN) && distance<pd->mindist && pd->forcefield != PFIELD_GUIDE)
+
+ VecSubf(vec_to_part, opco, ob->obmat[3]);
+ distance = VecLength(vec_to_part);
+
+ falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
+
+ if(falloff<=0.0f)
; /* don't do anything */
- else if(pd->forcefield == PFIELD_WIND) {
- VECCOPY(force_vec, ob->obmat[2]);
-
- /* wind works harder perpendicular to normal, would be nice for softbody later (ton) */
-
- /* Limit minimum distance to vertex so that */
- /* the force is not too big */
- if (distance < 0.001) distance = 0.001f;
- f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
- /* this option for softbody only */
- if(flags && PE_WIND_AS_SPEED){
- speed[0] -= (force_vec[0] * f_force );
- speed[1] -= (force_vec[1] * f_force );
- speed[2] -= (force_vec[2] * f_force );
- }
- else{
- force[0] += force_vec[0]*f_force;
- force[1] += force_vec[1]*f_force;
- force[2] += force_vec[2]*f_force;
- }
- }
- else if(pd->forcefield == PFIELD_FORCE) {
-
- /* only use center of object */
- obloc= ob->obmat[3];
-
- /* Now calculate the gravitational force */
- VECSUB(vect_to_vert, obloc, opco);
- distance = VecLength(vect_to_vert);
-
- /* Limit minimum distance to vertex so that */
- /* the force is not too big */
- if (distance < 0.001) distance = 0.001f;
- f_force = (force_val)*(1.0/(1000.0 * (float)pow((double)distance, (double)ffall_val)));
- force[0] += (vect_to_vert[0] * f_force );
- force[1] += (vect_to_vert[1] * f_force );
- force[2] += (vect_to_vert[2] * f_force );
- }
- else if(pd->forcefield == PFIELD_VORTEX) {
- float vortexvec[3];
-
- /* only use center of object */
- obloc= ob->obmat[3];
-
- /* Now calculate the vortex force */
- VECSUB(vect_to_vert, obloc, opco);
- distance = VecLength(vect_to_vert);
-
- Crossf(force_vec, ob->obmat[2], vect_to_vert);
- Normalize(force_vec);
-
- /* Limit minimum distance to vertex so that */
- /* the force is not too big */
- if (distance < 0.001) distance = 0.001f;
- f_force = (force_val)*(1.0/(100.0 * (float)pow((double)distance, (double)ffall_val)));
- vortexvec[0]= -(force_vec[0] * f_force );
- vortexvec[1]= -(force_vec[1] * f_force );
- vortexvec[2]= -(force_vec[2] * f_force );
+ else {
+ float field[3]={0,0,0}, tmp[3];
+ VECCOPY(field, force);
+ do_physical_effector(pd->forcefield,pd->f_strength,distance,
+ falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
+ speed,force,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
- /* this option for softbody only */
- if(flags &&PE_WIND_AS_SPEED) {
- speed[0]+= vortexvec[0];
- speed[1]+= vortexvec[1];
- speed[2]+= vortexvec[2];
- }
- else {
- /* since vortex alters the speed, we have to correct for the previous vortex result */
- speed[0]+= vortexvec[0] - ec->oldspeed[0];
- speed[1]+= vortexvec[1] - ec->oldspeed[1];
- speed[2]+= vortexvec[2] - ec->oldspeed[2];
-
- VECCOPY(ec->oldspeed, vortexvec);
+ // for softbody backward compatibility
+ if(flags & PE_WIND_AS_SPEED){
+ VECSUB(tmp, force, field);
+ VECSUB(speed, speed, tmp);
}
}
- else if(pd->forcefield == PFIELD_GUIDE) {
- float guidevec[4], guidedir[3];
- float mindist= force_val; /* force_val is actually mindist in the UI */
-
- distance= ec->guide_dist;
-
- /* WARNING: bails out with continue here */
- if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist) continue;
-
- /* calculate contribution factor for this guide */
- if(distance<=mindist) f_force= 1.0f;
- else if(pd->flag & PFIELD_USEMAX) {
- if(distance>pd->maxdist || mindist>=pd->maxdist) f_force= 0.0f;
- else {
- f_force= 1.0f - (distance-mindist)/(pd->maxdist - mindist);
- if(ffall_val!=0.0f)
- f_force = (float)pow(f_force, ffall_val+1.0);
- }
- }
- else {
- f_force= 1.0f/(1.0f + distance-mindist);
- if(ffall_val!=0.0f)
- f_force = (float)pow(f_force, ffall_val+1.0);
- }
-
- /* now derive path point from loc_time */
- if(pd->flag & PFIELD_GUIDE_PATH_ADD)
- where_on_path(ob, f_force*loc_time*ec->time_scale, guidevec, guidedir);
- else
- where_on_path(ob, loc_time*ec->time_scale, guidevec, guidedir);
-
- VECSUB(guidedir, guidevec, ec->oldloc);
- VECCOPY(ec->oldloc, guidevec);
-
- Mat4Mul3Vecfl(ob->obmat, guidedir);
- VecMulf(guidedir, ec->scale); /* correction for lifetime and speed */
-
- /* we subtract the speed we gave it previous step */
- VECCOPY(guidevec, guidedir);
- VECSUB(guidedir, guidedir, ec->oldspeed);
- VECCOPY(ec->oldspeed, guidevec);
-
- /* if it fully contributes, we stop */
- if(f_force==1.0) {
- VECCOPY(guidecollect, guidedir);
- guidedist= 1.0f;
- break;
- }
- else if(guidedist<1.0f) {
- VecMulf(guidedir, f_force);
- VECADD(guidecollect, guidecollect, guidedir);
- guidedist += f_force;
- }
- }
- }
-
- /* all guides are accumulated here */
- if(guidedist!=0.0f) {
- if(guidedist!=1.0f) VecMulf(guidecollect, 1.0f/guidedist);
- VECADD(speed, speed, guidecollect);
}
}
-
-
-/* for paf start to end, store all matrices for objects */
-typedef struct pMatrixCache {
- float obmat[4][4];
- float imat[3][3];
-} pMatrixCache;
-
-/* for fluidsim win32 debug messages */
-#if defined(WIN32) && (!(defined snprintf))
-#define snprintf _snprintf
-#endif
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c
index bf3953f999b..0375ab22909 100644
--- a/source/blender/blenkernel/intern/implicit.c
+++ b/source/blender/blenkernel/intern/implicit.c
@@ -1354,9 +1354,43 @@ DO_INLINE void cloth_apply_spring_force(ClothModifierData *clmd, ClothSpring *s,
}
}
+
+static void CalcFloat( float *v1, float *v2, float *v3, float *n)
+{
+ float n1[3],n2[3];
+
+ n1[0]= v1[0]-v2[0];
+ n2[0]= v2[0]-v3[0];
+ n1[1]= v1[1]-v2[1];
+ n2[1]= v2[1]-v3[1];
+ n1[2]= v1[2]-v2[2];
+ n2[2]= v2[2]-v3[2];
+ n[0]= n1[1]*n2[2]-n1[2]*n2[1];
+ n[1]= n1[2]*n2[0]-n1[0]*n2[2];
+ n[2]= n1[0]*n2[1]-n1[1]*n2[0];
+}
+
+static void CalcFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
+{
+ /* real cross! */
+ float n1[3],n2[3];
+
+ n1[0]= v1[0]-v3[0];
+ n1[1]= v1[1]-v3[1];
+ n1[2]= v1[2]-v3[2];
+
+ n2[0]= v2[0]-v4[0];
+ n2[1]= v2[1]-v4[1];
+ n2[2]= v2[2]-v4[2];
+
+ n[0]= n1[1]*n2[2]-n1[2]*n2[1];
+ n[1]= n1[2]*n2[0]-n1[0]*n2[2];
+ n[2]= n1[0]*n2[1]-n1[1]*n2[0];
+}
+
float calculateVertexWindForce(float wind[3], float vertexnormal[3])
{
- return fabs(INPR(wind, vertexnormal));
+ return (INPR(wind, vertexnormal));
}
void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVector *lV, fmatrix3x3 *dFdV, fmatrix3x3 *dFdX, ListBase *effectors, float time, fmatrix3x3 *M)
@@ -1368,11 +1402,9 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
float gravity[3];
float tm2[3][3] = {{-spring_air,0,0}, {0,-spring_air,0},{0,0,-spring_air}};
MFace *mfaces = cloth->mfaces;
- //ClothVertex *verts = cloth->verts;
- float wind_normalized[3];
unsigned int numverts = cloth->numverts;
LinkNode *search = cloth->springs;
-
+ lfVector *winvec;
VECCOPY(gravity, clmd->sim_parms->gravity);
mul_fvector_S(gravity, gravity, 0.001f); /* scale gravity force */
@@ -1399,70 +1431,61 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
/* handle external forces like wind */
if(effectors)
{
- for(i = 0; i < cloth->numfaces; i++)
+ // 0 = force, 1 = normalized force
+ winvec = create_lfvector(cloth->numverts);
+
+ if(!winvec)
+ printf("winvec: out of memory in implicit.c\n");
+
+ // precalculate wind forces
+ for(i = 0; i < cloth->numverts; i++)
{
- float vertexnormal[3]={0,0,0};
float speed[3] = {0.0f, 0.0f,0.0f};
- float force[3]= {0.0f, 0.0f, 0.0f};
+ pdDoEffectors(effectors, lX[i], winvec[i], speed, (float)G.scene->r.cfra, 0.0f, 0);
+ }
+
+ for(i = 0; i < cloth->numfaces; i++)
+ {
+ float trinormal[3]={0,0,0}; // normalized triangle normal
+ float triunnormal[3]={0,0,0}; // not-normalized-triangle normal
+ float tmp[3]={0,0,0};
+ float factor = (mfaces[i].v4) ? 0.25 : 1.0 / 3.0;
+ factor *= 0.05;
+
+ // calculate face normal
if(mfaces[i].v4)
- CalcNormFloat4(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],lX[mfaces[i].v4],vertexnormal);
+ CalcFloat4(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],lX[mfaces[i].v4],triunnormal);
else
- CalcNormFloat(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],vertexnormal);
+ CalcFloat(lX[mfaces[i].v1],lX[mfaces[i].v2],lX[mfaces[i].v3],triunnormal);
- pdDoEffectors(effectors, lX[mfaces[i].v1], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
- VECCOPY(wind_normalized, speed);
- Normalize(wind_normalized);
- VecMulf(wind_normalized, -calculateVertexWindForce(speed, vertexnormal));
+ VECCOPY(trinormal, triunnormal);
+ Normalize(trinormal);
- if(mfaces[i].v4)
- {
- VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], wind_normalized, 0.25);
- }
- else
- {
- VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], wind_normalized, 1.0 / 3.0);
- }
+ // add wind from v1
+ VECCOPY(tmp, trinormal);
+ VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v1], triunnormal));
+ VECADDS(lF[mfaces[i].v1], lF[mfaces[i].v1], tmp, factor);
- speed[0] = speed[1] = speed[2] = 0.0;
- pdDoEffectors(effectors, lX[mfaces[i].v2], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
- VECCOPY(wind_normalized, speed);
- Normalize(wind_normalized);
- VecMulf(wind_normalized, -calculateVertexWindForce(speed, vertexnormal));
- if(mfaces[i].v4)
- {
- VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], wind_normalized, 0.25);
- }
- else
- {
- VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], wind_normalized, 1.0 / 3.0);
- }
+ // add wind from v2
+ VECCOPY(tmp, trinormal);
+ VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v2], triunnormal));
+ VECADDS(lF[mfaces[i].v2], lF[mfaces[i].v2], tmp, factor);
- speed[0] = speed[1] = speed[2] = 0.0;
- pdDoEffectors(effectors, lX[mfaces[i].v3], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
- VECCOPY(wind_normalized, speed);
- Normalize(wind_normalized);
- VecMulf(wind_normalized, -calculateVertexWindForce(speed, vertexnormal));
- if(mfaces[i].v4)
- {
- VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], wind_normalized, 0.25);
- }
- else
- {
- VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], wind_normalized, 1.0 / 3.0);
- }
+ // add wind from v3
+ VECCOPY(tmp, trinormal);
+ VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v3], triunnormal));
+ VECADDS(lF[mfaces[i].v3], lF[mfaces[i].v3], tmp, factor);
- speed[0] = speed[1] = speed[2] = 0.0;
+ // add wind from v4
if(mfaces[i].v4)
{
- pdDoEffectors(effectors, lX[mfaces[i].v4], force, speed, (float)G.scene->r.cfra, 0.0f, PE_WIND_AS_SPEED);
- VECCOPY(wind_normalized, speed);
- Normalize(wind_normalized);
- VecMulf(wind_normalized, -calculateVertexWindForce(speed, vertexnormal));
- VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], wind_normalized, 0.25);
+ VECCOPY(tmp, trinormal);
+ VecMulf(tmp, calculateVertexWindForce(winvec[mfaces[i].v4], triunnormal));
+ VECADDS(lF[mfaces[i].v4], lF[mfaces[i].v4], tmp, factor);
}
-
}
+ del_lfvector(winvec);
}
// calculate spring forces
diff --git a/source/blender/blenkernel/intern/particle_system.c b/source/blender/blenkernel/intern/particle_system.c
index 942c6505975..60fdbca2021 100644
--- a/source/blender/blenkernel/intern/particle_system.c
+++ b/source/blender/blenkernel/intern/particle_system.c
@@ -2205,177 +2205,6 @@ static int get_particles_from_cache(Object *ob, ParticleSystem *psys, int cfra)
return 1;
}
-/************************************************/
-/* Effectors */
-/************************************************/
-static float falloff_func(float fac, int usemin, float mindist, int usemax, float maxdist, float power)
-{
- if(!usemin)
- mindist= 0.0f;
-
- if(fac < mindist) {
- return 1.0f;
- }
- else if(usemax) {
- if(fac>maxdist || (maxdist-mindist)<=0.0f)
- return 0.0f;
-
- fac= (fac-mindist)/(maxdist-mindist);
- return 1.0f - (float)pow((double)fac, (double)power);
- }
- else
- return pow((double)1.0f+fac-mindist, (double)-power);
-}
-
-static float falloff_func_dist(PartDeflect *pd, float fac)
-{
- return falloff_func(fac, pd->flag&PFIELD_USEMIN, pd->mindist, pd->flag&PFIELD_USEMAX, pd->maxdist, pd->f_power);
-}
-
-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(PartDeflect *pd, float *eff_velocity, float *vec_to_part)
-{
- float eff_dir[3], temp[3];
- float falloff=1.0, fac, r_fac;
-
- VecCopyf(eff_dir,eff_velocity);
- Normalize(eff_dir);
-
- if(pd->flag & PFIELD_POSZ && Inpf(eff_dir,vec_to_part)<0.0f)
- falloff=0.0f;
- else switch(pd->falloff){
- case PFIELD_FALL_SPHERE:
- fac=VecLength(vec_to_part);
- falloff= falloff_func_dist(pd, fac);
- break;
-
- case PFIELD_FALL_TUBE:
- fac=Inpf(vec_to_part,eff_dir);
- falloff= falloff_func_dist(pd, ABS(fac));
- if(falloff == 0.0f)
- break;
-
- VECADDFAC(temp,vec_to_part,eff_dir,-fac);
- r_fac=VecLength(temp);
- falloff*= falloff_func_rad(pd, r_fac);
- break;
- case PFIELD_FALL_CONE:
- fac=Inpf(vec_to_part,eff_dir);
- falloff= falloff_func_dist(pd, ABS(fac));
- if(falloff == 0.0f)
- break;
-
- r_fac=saacos(fac/VecLength(vec_to_part))*180.0f/(float)M_PI;
- falloff*= falloff_func_rad(pd, r_fac);
-
- break;
-// case PFIELD_FALL_INSIDE:
- //for(i=0; i<totface; i++,mface++){
- // VECCOPY(v1,mvert[mface->v1].co);
- // VECCOPY(v2,mvert[mface->v2].co);
- // VECCOPY(v3,mvert[mface->v3].co);
-
- // if(AxialLineIntersectsTriangle(a,co1, co2, v2, v3, v1, &lambda)){
- // if(from==PART_FROM_FACE)
- // (pa+(int)(lambda*size[a])*a0mul)->flag &= ~PARS_UNEXIST;
- // else /* store number of intersections */
- // (pa+(int)(lambda*size[a])*a0mul)->loop++;
- // }
- //
- // if(mface->v4){
- // VECCOPY(v4,mvert[mface->v4].co);
-
- // if(AxialLineIntersectsTriangle(a,co1, co2, v4, v1, v3, &lambda)){
- // if(from==PART_FROM_FACE)
- // (pa+(int)(lambda*size[a])*a0mul)->flag &= ~PARS_UNEXIST;
- // else
- // (pa+(int)(lambda*size[a])*a0mul)->loop++;
- // }
- // }
- //}
-
-// break;
- }
-
- return falloff;
-}
-static void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp,
- float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar)
-{
- float mag_vec[3]={0,0,0};
- float temp[3], temp2[3];
- float eff_vel[3];
-
- VecCopyf(eff_vel,eff_velocity);
- Normalize(eff_vel);
-
- switch(type){
- case PFIELD_WIND:
- VECCOPY(mag_vec,eff_vel);
-
- VecMulf(mag_vec,force_val*falloff);
- VecAddf(field,field,mag_vec);
- break;
-
- case PFIELD_FORCE:
- if(planar)
- Projf(mag_vec,vec_to_part,eff_vel);
- else
- VecCopyf(mag_vec,vec_to_part);
-
- VecMulf(mag_vec,force_val*falloff);
- VecAddf(field,field,mag_vec);
- break;
-
- case PFIELD_VORTEX:
- Crossf(mag_vec,eff_vel,vec_to_part);
- Normalize(mag_vec);
-
- VecMulf(mag_vec,force_val*distance*falloff);
- VecAddf(field,field,mag_vec);
-
- break;
- case PFIELD_MAGNET:
- if(planar)
- VecCopyf(temp,eff_vel);
- else
- /* magnetic field of a moving charge */
- Crossf(temp,eff_vel,vec_to_part);
-
- Crossf(temp2,velocity,temp);
- VecAddf(mag_vec,mag_vec,temp2);
-
- VecMulf(mag_vec,force_val*falloff);
- VecAddf(field,field,mag_vec);
- break;
- case PFIELD_HARMONIC:
- if(planar)
- Projf(mag_vec,vec_to_part,eff_vel);
- else
- VecCopyf(mag_vec,vec_to_part);
-
- VecMulf(mag_vec,force_val*falloff);
- VecSubf(field,field,mag_vec);
-
- VecCopyf(mag_vec,velocity);
- /* 1.9 is an experimental value to get critical damping at damp=1.0 */
- VecMulf(mag_vec,damp*1.9f*(float)sqrt(force_val));
- VecSubf(field,field,mag_vec);
- break;
- case PFIELD_NUCLEAR:
- /*pow here is root of cosine expression below*/
- //rad=(float)pow(2.0,-1.0/power)*distance/size;
- //VECCOPY(mag_vec,vec_to_part);
- //Normalize(mag_vec);
- //VecMulf(mag_vec,(float)cos(3.0*M_PI/2.0*(1.0-1.0/(pow(rad,power)+1.0)))/(rad+0.2f));
- //VECADDFAC(field,field,mag_vec,force_val);
- break;
- }
-}
static void do_texture_effector(Tex *tex, short mode, short is_2d, float nabla, short object, float *pa_co, float obmat[4][4], float force_val, float falloff, float *field)
{
TexResult result[4];
@@ -2788,7 +2617,7 @@ void do_effectors(int pa_no, ParticleData *pa, ParticleKey *state, Object *ob, P
} else {
do_physical_effector(pd->forcefield,pd->f_strength,distance,
falloff,pd->f_dist,pd->f_damp,eob->obmat[2],vec_to_part,
- pa->state.vel,force_field,pd->flag&PFIELD_PLANAR);
+ pa->state.vel,force_field,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
}
}
if(ec->type & PSYS_EC_PARTICLE){
@@ -2837,7 +2666,7 @@ void do_effectors(int pa_no, ParticleData *pa, ParticleKey *state, Object *ob, P
else
do_physical_effector(pd->forcefield,pd->f_strength,distance,
falloff,epart->size,pd->f_damp,estate.vel,vec_to_part,
- state->vel,force_field,0);
+ state->vel,force_field,0, pd->rng, pd->f_noise);
}
else if(pd->forcefield==PFIELD_HARMONIC && cfra-framestep <= epa->dietime && cfra>epa->dietime){
/* first step after key release */
diff --git a/source/blender/blenlib/BLI_rand.h b/source/blender/blenlib/BLI_rand.h
index 0e534783c17..266aa347aff 100644
--- a/source/blender/blenlib/BLI_rand.h
+++ b/source/blender/blenlib/BLI_rand.h
@@ -44,6 +44,7 @@ struct RNG* rng_new (unsigned int seed);
void rng_free (struct RNG* rng);
void rng_seed (struct RNG* rng, unsigned int seed);
+void rng_srandom(struct RNG *rng, unsigned int seed);
int rng_getInt (struct RNG* rng);
double rng_getDouble (struct RNG* rng);
float rng_getFloat (struct RNG* rng);
diff --git a/source/blender/blenlib/intern/rand.c b/source/blender/blenlib/intern/rand.c
index ccc478203fe..c484a307393 100644
--- a/source/blender/blenlib/intern/rand.c
+++ b/source/blender/blenlib/intern/rand.c
@@ -81,6 +81,16 @@ void rng_seed(RNG *rng, unsigned int seed) {
rng->X= (((r_uint64) seed)<<16) | LOWSEED;
}
+void rng_srandom(RNG *rng, unsigned int seed) {
+ extern unsigned char hash[]; // noise.c
+
+ rng_seed(rng, seed + hash[seed & 255]);
+ seed= rng_getInt(rng);
+ rng_seed(rng, seed + hash[seed & 255]);
+ seed= rng_getInt(rng);
+ rng_seed(rng, seed + hash[seed & 255]);
+}
+
int rng_getInt(RNG *rng) {
rng->X= (MULTIPLIER*rng->X + ADDEND)&MASK;
return (int) (rng->X>>17);
@@ -132,13 +142,7 @@ void BLI_srand(unsigned int seed) {
/* using hash table to create better seed */
void BLI_srandom(unsigned int seed) {
- extern unsigned char hash[]; // noise.c
-
- rng_seed(&theBLI_rng, seed + hash[seed & 255]);
- seed= rng_getInt(&theBLI_rng);
- rng_seed(&theBLI_rng, seed + hash[seed & 255]);
- seed= rng_getInt(&theBLI_rng);
- rng_seed(&theBLI_rng, seed + hash[seed & 255]);
+ rng_srandom(&theBLI_rng, seed);
}
int BLI_rand(void) {
diff --git a/source/blender/blenloader/intern/readfile.c b/source/blender/blenloader/intern/readfile.c
index 495a35bbe4c..62e048dc2ee 100644
--- a/source/blender/blenloader/intern/readfile.c
+++ b/source/blender/blenloader/intern/readfile.c
@@ -7730,31 +7730,6 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
idproperties_fix_group_lengths(main->brush);
idproperties_fix_group_lengths(main->particle);
}
-
- /* only needed until old bad svn/RC1,2 files are saved with a > 17 version -dg */
- if(main->versionfile == 245 && main->subversionfile < 17) {
- ModifierData *md;
- Object *ob;
-
- for(ob = main->object.first; ob; ob= ob->id.next) {
- for(md=ob->modifiers.first; md; ) {
- if(md->type==eModifierType_Cloth) {
- ModifierData *next;
- MEM_freeN(((ClothModifierData *)md)->sim_parms);
- MEM_freeN(((ClothModifierData *)md)->coll_parms);
- MEM_freeN(((ClothModifierData *)md)->point_cache);
- ((ClothModifierData *)md)->sim_parms = NULL;
- ((ClothModifierData *)md)->coll_parms = NULL;
- ((ClothModifierData *)md)->point_cache = NULL;
- next=md->next;
- BLI_remlink(&ob->modifiers, md);
- md = next;
- }
- else
- md = md->next;
- }
- }
- }
/* sun/sky */
if(main->versionfile < 246) {
@@ -7781,6 +7756,14 @@ static void do_versions(FileData *fd, Library *lib, Main *main)
for(me=main->mesh.first; me; me= me->id.next)
alphasort_version_246(fd, lib, me);
}
+
+ if(main->versionfile <= 246 && main->subversionfile < 1){
+ Object *ob;
+ for(ob = main->object.first; ob; ob= ob->id.next) {
+ if(ob->pd && (ob->pd->forcefield == PFIELD_WIND))
+ ob->pd->f_noise = 0.0;
+ }
+ }
/* WATCH IT!!!: pointers from libdata have not been converted yet here! */
/* WATCH IT 2!: Userdef struct init has to be in src/usiblender.c! */
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h
index dc6c2bcbcc0..5f6ae7c7f06 100644
--- a/source/blender/makesdna/DNA_object_force.h
+++ b/source/blender/makesdna/DNA_object_force.h
@@ -67,6 +67,9 @@ typedef struct PartDeflect {
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 pad;
} PartDeflect;
typedef struct PointCache {
diff --git a/source/blender/src/buttons_object.c b/source/blender/src/buttons_object.c
index 58f3bff09c8..71b29478f89 100644
--- a/source/blender/src/buttons_object.c
+++ b/source/blender/src/buttons_object.c
@@ -3411,6 +3411,8 @@ static void object_panel_fields(Object *ob)
}
else if(pd->forcefield == PFIELD_HARMONIC)
uiDefButF(block, NUM, B_FIELD_CHANGE, "Damp: ", 10,120,140,20, &pd->f_damp, 0, 10, 10, 0, "Damping of the harmonic force");
+ else if(pd->forcefield == PFIELD_WIND)
+ uiDefButF(block, NUM, B_FIELD_CHANGE, "Noise: ",10,120,140,20, &pd->f_noise, 0, 10, 100, 0, "Noise of the wind force");
}
uiBlockEndAlign(block);