/* * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. */ #pragma once /** \file * \ingroup bke */ #include "BLI_utildefines.h" #ifdef __cplusplus extern "C" { #endif struct Collection; struct Depsgraph; struct ListBase; struct Object; struct ParticleData; struct ParticleKey; struct ParticleSimulationData; struct Scene; struct ViewLayer; struct EffectorWeights *BKE_effector_add_weights(struct Collection *collection); /* Input to effector code */ typedef struct EffectedPoint { float *loc; float *vel; float *ave; /* angular velocity for particles with dynamic rotation */ float *rot; /* rotation quaternion for particles with dynamic rotation */ float vel_to_frame; float vel_to_sec; /* only for particles */ float size, charge; unsigned int flag; int index; struct ParticleSystem *psys; /* particle system the point belongs to */ } EffectedPoint; typedef struct GuideEffectorData { float vec_to_point[3]; float strength; } GuideEffectorData; typedef struct EffectorData { /* Effector point */ float loc[3]; float nor[3]; float vel[3]; float vec_to_point[3]; float distance, falloff; /* only for effector particles */ float size, charge; /* only for vortex effector with surface falloff */ float nor2[3], vec_to_point2[3]; int *index; /* point index */ } EffectorData; /* used for calculating the effector force */ typedef struct EffectorCache { struct EffectorCache *next, *prev; struct Depsgraph *depsgraph; struct Scene *scene; struct Object *ob; struct ParticleSystem *psys; struct SurfaceModifierData *surmd; struct PartDeflect *pd; /* precalculated for guides */ struct GuideEffectorData *guide_data; float guide_loc[4], guide_dir[3], guide_radius; float frame; int flag; } EffectorCache; typedef struct EffectorRelation { struct EffectorRelation *next, *prev; struct Object *ob; struct ParticleSystem *psys; struct PartDeflect *pd; } EffectorRelation; struct PartDeflect *BKE_partdeflect_new(int type); struct PartDeflect *BKE_partdeflect_copy(const struct PartDeflect *pd_src); void BKE_partdeflect_free(struct PartDeflect *pd); /** * Create list of effector relations in the collection or entire scene. * This is used by the depsgraph to build relations, as well as faster * lookup of effectors during evaluation. */ struct ListBase *BKE_effector_relations_create(struct Depsgraph *depsgraph, struct ViewLayer *view_layer, struct Collection *collection); void BKE_effector_relations_free(struct ListBase *lb); /** * Create effective list of effectors from relations built beforehand. */ struct ListBase *BKE_effectors_create(struct Depsgraph *depsgraph, struct Object *ob_src, struct ParticleSystem *psys_src, struct EffectorWeights *weights, bool use_rotation); /** * Generic force/speed system, now used for particles, soft-bodies & dynamic-paint. */ void BKE_effectors_apply(struct ListBase *effectors, struct ListBase *colliders, struct EffectorWeights *weights, struct EffectedPoint *point, float *force, float *wind_force, float *impulse); void BKE_effectors_free(struct ListBase *lb); void pd_point_from_particle(struct ParticleSimulationData *sim, struct ParticleData *pa, struct ParticleKey *state, struct EffectedPoint *point); void pd_point_from_loc( struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point); void pd_point_from_soft( struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point); /* needed for boids */ float effector_falloff(struct EffectorCache *eff, struct EffectorData *efd, struct EffectedPoint *point, struct EffectorWeights *weights); bool closest_point_on_surface(struct SurfaceModifierData *surmd, const float co[3], float surface_co[3], float surface_nor[3], float surface_vel[3]); bool get_effector_data(struct EffectorCache *eff, struct EffectorData *efd, struct EffectedPoint *point, int real_velocity); /* required for particle_system.c */ #if 0 void do_physical_effector(struct EffectorData *eff, struct EffectorPoint *point, float *total_force); float effector_falloff(struct EffectorData *eff, struct EffectorPoint *point, struct EffectorWeights *weights); #endif /* EffectedPoint->flag */ #define PE_WIND_AS_SPEED 1 #define PE_USE_NORMAL_DATA 4 /* EffectorData->flag */ #define PE_VELOCITY_TO_IMPULSE 1 /* ======== Simulation Debugging ======== */ unsigned int BKE_sim_debug_data_hash(int i); unsigned int BKE_sim_debug_data_hash_combine(unsigned int kx, unsigned int ky); /* _VA_SIM_DEBUG_HASH#(i, ...): combined hash value of multiple integers */ /* Internal helpers. */ #define _VA_SIM_DEBUG_HASH1(a) (BKE_sim_debug_data_hash(a)) #define _VA_SIM_DEBUG_HASH2(a, b) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH1(b))) #define _VA_SIM_DEBUG_HASH3(a, b, c) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH2(b, c))) #define _VA_SIM_DEBUG_HASH4(a, b, c, d) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH3(b, c, d))) #define _VA_SIM_DEBUG_HASH5(a, b, c, d, e) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH4(b, c, d, e))) #define _VA_SIM_DEBUG_HASH6(a, b, c, d, e, f) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH5(b, c, d, e, f))) #define _VA_SIM_DEBUG_HASH7(a, b, c, d, e, f, g) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), \ _VA_SIM_DEBUG_HASH6(b, c, d, e, f, g))) #define _VA_SIM_DEBUG_HASH8(a, b, c, d, e, f, g, h) \ (BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), \ _VA_SIM_DEBUG_HASH7(b, c, d, e, f, g, h))) #define SIM_DEBUG_HASH(...) VA_NARGS_CALL_OVERLOAD(_VA_SIM_DEBUG_HASH, __VA_ARGS__) typedef struct SimDebugElement { unsigned int category_hash; unsigned int hash; int type; float color[3]; float v1[3], v2[3]; char str[64]; } SimDebugElement; typedef enum eSimDebugElement_Type { SIM_DEBUG_ELEM_DOT, SIM_DEBUG_ELEM_CIRCLE, SIM_DEBUG_ELEM_LINE, SIM_DEBUG_ELEM_VECTOR, SIM_DEBUG_ELEM_STRING, } eSimDebugElement_Type; typedef struct SimDebugData { struct GHash *gh; } SimDebugData; extern SimDebugData *_sim_debug_data; void BKE_sim_debug_data_set_enabled(bool enable); bool BKE_sim_debug_data_get_enabled(void); void BKE_sim_debug_data_free(void); void BKE_sim_debug_data_add_element(int type, const float v1[3], const float v2[3], const char *str, float r, float g, float b, const char *category, unsigned int hash); void BKE_sim_debug_data_remove_element(unsigned int hash); #define BKE_sim_debug_data_add_dot(p, r, g, b, category, ...) \ { \ const float v2[3] = {0.0f, 0.0f, 0.0f}; \ BKE_sim_debug_data_add_element( \ SIM_DEBUG_ELEM_DOT, p, v2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \ } #define BKE_sim_debug_data_add_circle(p, radius, r, g, b, category, ...) \ { \ const float v2[3] = {radius, 0.0f, 0.0f}; \ BKE_sim_debug_data_add_element( \ SIM_DEBUG_ELEM_CIRCLE, p, v2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \ } #define BKE_sim_debug_data_add_line(p1, p2, r, g, b, category, ...) \ { \ BKE_sim_debug_data_add_element( \ SIM_DEBUG_ELEM_LINE, p1, p2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \ } #define BKE_sim_debug_data_add_vector(p, d, r, g, b, category, ...) \ { \ BKE_sim_debug_data_add_element( \ SIM_DEBUG_ELEM_VECTOR, p, d, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \ } #define BKE_sim_debug_data_add_string(p, str, r, g, b, category, ...) \ { \ BKE_sim_debug_data_add_element( \ SIM_DEBUG_ELEM_STRING, p, NULL, str, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \ } #define BKE_sim_debug_data_remove(...) \ BKE_sim_debug_data_remove_element(SIM_DEBUG_HASH(__VA_ARGS__)) void BKE_sim_debug_data_clear(void); void BKE_sim_debug_data_clear_category(const char *category); #ifdef __cplusplus } #endif