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Diffstat (limited to 'source/blender/blenkernel/intern/effect.c')
-rw-r--r--source/blender/blenkernel/intern/effect.c42
1 files changed, 25 insertions, 17 deletions
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index fe2c9ed51b8..235c834fde9 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -108,7 +108,8 @@ PartDeflect *BKE_partdeflect_new(int type)
break;
case PFIELD_WIND:
pd->shape = PFIELD_SHAPE_PLANE;
- pd->f_flow = 1.0f; /* realistic wind behavior */
+ pd->f_flow = 1.0f; /* realistic wind behavior */
+ pd->f_wind_factor = 1.0f; /* only act perpendicularly to a surface */
break;
case PFIELD_TEXTURE:
pd->f_size = 1.0f;
@@ -428,7 +429,7 @@ static float eff_calc_visibility(ListBase *colliders,
EffectorData *efd,
EffectedPoint *point)
{
- const int raycast_flag = BVH_RAYCAST_DEFAULT & ~(BVH_RAYCAST_WATERTIGHT);
+ const int raycast_flag = BVH_RAYCAST_DEFAULT & ~BVH_RAYCAST_WATERTIGHT;
ListBase *colls = colliders;
ColliderCache *col;
float norm[3], len = 0.0;
@@ -1072,7 +1073,8 @@ static void do_physical_effector(EffectorCache *eff,
* scene = scene where it runs in, for time and stuff
* lb = listbase with objects that take part in effecting
* opco = global coord, as input
- * force = force accumulator
+ * force = accumulator for force
+ * wind_force = accumulator for force only acting perpendicular to a surface
* speed = actual current speed which can be altered
* cur_time = "external" time in frames, is constant for static particles
* loc_time = "local" time in frames, range <0-1> for the lifetime of particle
@@ -1085,6 +1087,7 @@ void BKE_effectors_apply(ListBase *effectors,
EffectorWeights *weights,
EffectedPoint *point,
float *force,
+ float *wind_force,
float *impulse)
{
/*
@@ -1120,22 +1123,27 @@ void BKE_effectors_apply(ListBase *effectors,
if (efd.falloff > 0.0f) {
efd.falloff *= eff_calc_visibility(colliders, eff, &efd, point);
}
- if (efd.falloff <= 0.0f) {
- /* don't do anything */
- }
- else if (eff->pd->forcefield == PFIELD_TEXTURE) {
- do_texture_effector(eff, &efd, point, force);
- }
- else {
- float temp1[3] = {0, 0, 0}, temp2[3];
- copy_v3_v3(temp1, force);
+ if (efd.falloff > 0.0f) {
+ float out_force[3] = {0, 0, 0};
- do_physical_effector(eff, &efd, point, force);
+ if (eff->pd->forcefield == PFIELD_TEXTURE) {
+ do_texture_effector(eff, &efd, point, out_force);
+ }
+ else {
+ do_physical_effector(eff, &efd, point, out_force);
- /* for softbody backward compatibility */
- if (point->flag & PE_WIND_AS_SPEED && impulse) {
- sub_v3_v3v3(temp2, force, temp1);
- sub_v3_v3v3(impulse, impulse, temp2);
+ /* for softbody backward compatibility */
+ if (point->flag & PE_WIND_AS_SPEED && impulse) {
+ sub_v3_v3v3(impulse, impulse, out_force);
+ }
+ }
+
+ if (wind_force) {
+ madd_v3_v3fl(force, out_force, 1.0f - eff->pd->f_wind_factor);
+ madd_v3_v3fl(wind_force, out_force, eff->pd->f_wind_factor);
+ }
+ else {
+ add_v3_v3(force, out_force);
}
}
}