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Diffstat (limited to 'source/blender/blenkernel/intern/effect.c')
-rw-r--r--source/blender/blenkernel/intern/effect.c50
1 files changed, 36 insertions, 14 deletions
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index 4f4bafd00b4..1f6db19ac27 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -54,6 +54,7 @@
#include "BLI_math.h"
#include "BLI_blenlib.h"
+#include "BLI_noise.h"
#include "BLI_jitter.h"
#include "BLI_rand.h"
#include "BLI_utildefines.h"
@@ -84,6 +85,7 @@
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_scene.h"
+#include "BKE_smoke.h"
#include "RE_render_ext.h"
@@ -137,6 +139,9 @@ PartDeflect *object_add_collision_fields(int type)
case PFIELD_TEXTURE:
pd->f_size = 1.0f;
break;
+ case PFIELD_SMOKEFLOW:
+ pd->f_flow = 1.0f;
+ break;
}
pd->flag = PFIELD_DO_LOCATION|PFIELD_DO_ROTATION;
@@ -161,7 +166,7 @@ void free_partdeflect(PartDeflect *pd)
pd->tex->id.us--;
if (pd->rng)
- rng_free(pd->rng);
+ BLI_rng_free(pd->rng);
MEM_freeN(pd);
}
@@ -170,9 +175,9 @@ static void precalculate_effector(EffectorCache *eff)
{
unsigned int cfra = (unsigned int)(eff->scene->r.cfra >= 0 ? eff->scene->r.cfra : -eff->scene->r.cfra);
if (!eff->pd->rng)
- eff->pd->rng = rng_new(eff->pd->seed + cfra);
+ eff->pd->rng = BLI_rng_new(eff->pd->seed + cfra);
else
- rng_srandom(eff->pd->rng, eff->pd->seed + cfra);
+ BLI_rng_srandom(eff->pd->rng, eff->pd->seed + cfra);
if (eff->pd->forcefield == PFIELD_GUIDE && eff->ob->type==OB_CURVE) {
Curve *cu= eff->ob->data;
@@ -200,7 +205,7 @@ static void precalculate_effector(EffectorCache *eff)
float old_vel[3];
BKE_object_where_is_calc_time(eff->scene, eff->ob, cfra - 1.0f);
- copy_v3_v3(old_vel, eff->ob->obmat[3]);
+ copy_v3_v3(old_vel, eff->ob->obmat[3]);
BKE_object_where_is_calc_time(eff->scene, eff->ob, cfra);
sub_v3_v3v3(eff->velocity, eff->ob->obmat[3], old_vel);
}
@@ -450,8 +455,8 @@ static float eff_calc_visibility(ListBase *colliders, EffectorCache *eff, Effect
// noise function for wind e.g.
static float wind_func(struct RNG *rng, float strength)
{
- int random = (rng_getInt(rng)+1) % 128; // max 2357
- float force = rng_getFloat(rng) + 1.0f;
+ int random = (BLI_rng_get_int(rng)+1) % 128; // max 2357
+ float force = BLI_rng_get_float(rng) + 1.0f;
float ret;
float sign = 0;
@@ -713,8 +718,8 @@ static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoin
if (eff->pd->forcefield == PFIELD_CHARGE) {
/* Only the charge of the effected particle is used for
- * interaction, not fall-offs. If the fall-offs aren't the
- * same this will be unphysical, but for animation this
+ * interaction, not fall-offs. If the fall-offs aren't the
+ * same this will be unphysical, but for animation this
* could be the wanted behavior. If you want physical
* correctness the fall-off should be spherical 2.0 anyways.
*/
@@ -823,7 +828,7 @@ static void do_physical_effector(EffectorCache *eff, EffectorData *efd, Effected
{
PartDeflect *pd = eff->pd;
RNG *rng = pd->rng;
- float force[3]={0, 0, 0};
+ float force[3] = {0, 0, 0};
float temp[3];
float fac;
float strength = pd->f_strength;
@@ -922,12 +927,27 @@ static void do_physical_effector(EffectorCache *eff, EffectorData *efd, Effected
mul_v3_fl(force, -efd->falloff * fac * (strength * fac + damp));
break;
+ case PFIELD_SMOKEFLOW:
+ zero_v3(force);
+ if (pd->f_source) {
+ float density;
+ if ((density = smoke_get_velocity_at(pd->f_source, point->loc, force)) >= 0.0f) {
+ float influence = strength * efd->falloff;
+ if (pd->flag & PFIELD_SMOKE_DENSITY)
+ influence *= density;
+ mul_v3_fl(force, influence);
+ /* apply flow */
+ madd_v3_v3fl(total_force, point->vel, -pd->f_flow * influence);
+ }
+ }
+ break;
+
}
if (pd->flag & PFIELD_DO_LOCATION) {
madd_v3_v3fl(total_force, force, 1.0f/point->vel_to_sec);
- if (ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG)==0 && pd->f_flow != 0.0f) {
+ if (ELEM3(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG, PFIELD_SMOKEFLOW)==0 && pd->f_flow != 0.0f) {
madd_v3_v3fl(total_force, point->vel, -pd->f_flow * efd->falloff);
}
}
@@ -993,12 +1013,14 @@ void pdDoEffectors(ListBase *effectors, ListBase *colliders, EffectorWeights *we
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)
+ 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];
+ float temp1[3] = {0, 0, 0}, temp2[3];
copy_v3_v3(temp1, force);
do_physical_effector(eff, &efd, point, force);