/* * ***** BEGIN GPL LICENSE BLOCK ***** * * 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. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file blender/blenkernel/intern/effect.c * \ingroup bke */ #include #include #include #include #include "MEM_guardedalloc.h" #include "DNA_curve_types.h" #include "DNA_group_types.h" #include "DNA_listBase.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_object_types.h" #include "DNA_object_force_types.h" #include "DNA_particle_types.h" #include "DNA_texture_types.h" #include "DNA_scene_types.h" #include "BLI_math.h" #include "BLI_blenlib.h" #include "BLI_noise.h" #include "BLI_rand.h" #include "BLI_utildefines.h" #include "BLI_ghash.h" #include "PIL_time.h" #include "BKE_anim.h" /* needed for where_on_path */ #include "BKE_bvhutils.h" #include "BKE_collection.h" #include "BKE_collision.h" #include "BKE_curve.h" #include "BKE_displist.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_layer.h" #include "BKE_library.h" #include "BKE_modifier.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_scene.h" #include "BKE_smoke.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_physics.h" #include "DEG_depsgraph_query.h" #include "RE_render_ext.h" #include "RE_shader_ext.h" /* fluid sim particle import */ #ifdef WITH_MOD_FLUID #include "LBM_fluidsim.h" #include #include #endif // WITH_MOD_FLUID EffectorWeights *BKE_add_effector_weights(Collection *collection) { EffectorWeights *weights = MEM_callocN(sizeof(EffectorWeights), "EffectorWeights"); int i; for (i=0; iweight[i] = 1.0f; weights->global_gravity = 1.0f; weights->group = collection; return weights; } PartDeflect *object_add_collision_fields(int type) { PartDeflect *pd; pd= MEM_callocN(sizeof(PartDeflect), "PartDeflect"); pd->forcefield = type; pd->pdef_sbdamp = 0.1f; pd->pdef_sbift = 0.2f; pd->pdef_sboft = 0.02f; pd->seed = ((unsigned int)(ceil(PIL_check_seconds_timer()))+1) % 128; pd->f_strength = 1.0f; pd->f_damp = 1.0f; /* set sensible defaults based on type */ switch (type) { case PFIELD_VORTEX: pd->shape = PFIELD_SHAPE_PLANE; break; case PFIELD_WIND: pd->shape = PFIELD_SHAPE_PLANE; pd->f_flow = 1.0f; /* realistic wind behavior */ break; 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; return pd; } /************************ PARTICLES ***************************/ void free_partdeflect(PartDeflect *pd) { if (!pd) return; if (pd->rng) BLI_rng_free(pd->rng); MEM_freeN(pd); } /******************** EFFECTOR RELATIONS ***********************/ static void precalculate_effector(struct Depsgraph *depsgraph, EffectorCache *eff) { float ctime = DEG_get_ctime(depsgraph); unsigned int cfra = (unsigned int)(ctime >= 0 ? ctime : -ctime); if (!eff->pd->rng) eff->pd->rng = BLI_rng_new(eff->pd->seed + cfra); else 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; if (cu->flag & CU_PATH) { if (eff->ob->runtime.curve_cache == NULL || eff->ob->runtime.curve_cache->path==NULL || eff->ob->runtime.curve_cache->path->data==NULL) BKE_displist_make_curveTypes(depsgraph, eff->scene, eff->ob, 0); if (eff->ob->runtime.curve_cache->path && eff->ob->runtime.curve_cache->path->data) { where_on_path(eff->ob, 0.0, eff->guide_loc, eff->guide_dir, NULL, &eff->guide_radius, NULL); mul_m4_v3(eff->ob->obmat, eff->guide_loc); mul_mat3_m4_v3(eff->ob->obmat, eff->guide_dir); } } } else if (eff->pd->shape == PFIELD_SHAPE_SURFACE) { eff->surmd = (SurfaceModifierData *)modifiers_findByType( eff->ob, eModifierType_Surface ); if (eff->ob->type == OB_CURVE) eff->flag |= PE_USE_NORMAL_DATA; } else if (eff->psys) psys_update_particle_tree(eff->psys, ctime); /* Store object velocity */ if (eff->ob) { float old_vel[3]; BKE_object_where_is_calc_time(depsgraph, eff->scene, eff->ob, cfra - 1.0f); copy_v3_v3(old_vel, eff->ob->obmat[3]); BKE_object_where_is_calc_time(depsgraph, eff->scene, eff->ob, cfra); sub_v3_v3v3(eff->velocity, eff->ob->obmat[3], old_vel); } } static void add_effector_relation(ListBase *relations, Object *ob, ParticleSystem *psys, PartDeflect *pd) { EffectorRelation *relation = MEM_callocN(sizeof(EffectorRelation), "EffectorRelation"); relation->ob = ob; relation->psys = psys; relation->pd = pd; BLI_addtail(relations, relation); } static void add_effector_evaluation(ListBase **effectors, Depsgraph *depsgraph, Scene *scene, Object *ob, ParticleSystem *psys, PartDeflect *pd) { if (*effectors == NULL) { *effectors = MEM_callocN(sizeof(ListBase), "effector effectors"); } EffectorCache *eff = MEM_callocN(sizeof(EffectorCache), "EffectorCache"); eff->depsgraph = depsgraph; eff->scene = scene; eff->ob = ob; eff->psys = psys; eff->pd = pd; eff->frame = -1; BLI_addtail(*effectors, eff); precalculate_effector(depsgraph, eff); } /* 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. */ ListBase *BKE_effector_relations_create( Depsgraph *depsgraph, ViewLayer *view_layer, Collection *collection) { Base *base = BKE_collection_or_layer_objects(view_layer, collection); const bool for_render = (DEG_get_mode(depsgraph) == DAG_EVAL_RENDER); const int base_flag = (for_render) ? BASE_ENABLED_RENDER : BASE_ENABLED_VIEWPORT; ListBase *relations = MEM_callocN(sizeof(ListBase), "effector relations"); for (; base; base = base->next) { if (!(base->flag & base_flag)) { continue; } Object *ob = base->object; if (ob->pd && ob->pd->forcefield) { add_effector_relation(relations, ob, NULL, ob->pd); } for (ParticleSystem *psys = ob->particlesystem.first; psys; psys = psys->next) { ParticleSettings *part = psys->part; if (psys_check_enabled(ob, psys, for_render)) { if (part->pd && part->pd->forcefield) { add_effector_relation(relations, ob, psys, part->pd); } if (part->pd2 && part->pd2->forcefield) { add_effector_relation(relations, ob, psys, part->pd2); } } } } return relations; } void BKE_effector_relations_free(ListBase *lb) { if (lb) { BLI_freelistN(lb); MEM_freeN(lb); } } /* Create effective list of effectors from relations built beforehand. */ ListBase *BKE_effectors_create( Depsgraph *depsgraph, Object *ob_src, ParticleSystem *psys_src, EffectorWeights *weights) { Scene *scene = DEG_get_evaluated_scene(depsgraph); ListBase *relations = DEG_get_effector_relations(depsgraph, weights->group); ListBase *effectors = NULL; if (!relations) { return NULL; } for (EffectorRelation *relation = relations->first; relation; relation = relation->next) { /* Get evaluated object. */ Object *ob = (Object*)DEG_get_evaluated_id(depsgraph, &relation->ob->id); if (relation->psys) { /* Get evaluated particle system. */ ParticleSystem *psys = BLI_findstring(&ob->particlesystem, relation->psys->name, offsetof(ParticleSystem, name)); ParticleSettings *part = psys->part; if (psys == psys_src && (part->flag & PART_SELF_EFFECT) == 0) { continue; } PartDeflect *pd = (relation->pd == relation->psys->part->pd) ? part->pd : part->pd2; if (weights->weight[pd->forcefield] == 0.0f) { continue; } add_effector_evaluation(&effectors, depsgraph, scene, ob, psys, pd); } else { /* Object effector. */ if (ob == ob_src) { continue; } else if (weights->weight[ob->pd->forcefield] == 0.0f) { continue; } else if (ob->pd->shape == PFIELD_SHAPE_POINTS && ob->runtime.mesh_eval == NULL) { continue; } add_effector_evaluation(&effectors, depsgraph, scene, ob, NULL, ob->pd); } } return effectors; } void BKE_effectors_free(ListBase *lb) { if (lb) { for (EffectorCache *eff = lb->first; eff; eff = eff->next) { if (eff->guide_data) { MEM_freeN(eff->guide_data); } } BLI_freelistN(lb); MEM_freeN(lb); } } void pd_point_from_particle(ParticleSimulationData *sim, ParticleData *pa, ParticleKey *state, EffectedPoint *point) { ParticleSettings *part = sim->psys->part; point->loc = state->co; point->vel = state->vel; point->index = pa - sim->psys->particles; point->size = pa->size; point->charge = 0.0f; if (part->pd && part->pd->forcefield == PFIELD_CHARGE) point->charge += part->pd->f_strength; if (part->pd2 && part->pd2->forcefield == PFIELD_CHARGE) point->charge += part->pd2->f_strength; point->vel_to_sec = 1.0f; point->vel_to_frame = psys_get_timestep(sim); point->flag = 0; if (sim->psys->part->flag & PART_ROT_DYN) { point->ave = state->ave; point->rot = state->rot; } else point->ave = point->rot = NULL; point->psys = sim->psys; } void pd_point_from_loc(Scene *scene, float *loc, float *vel, int index, EffectedPoint *point) { point->loc = loc; point->vel = vel; point->index = index; point->size = 0.0f; point->vel_to_sec = (float)scene->r.frs_sec; point->vel_to_frame = 1.0f; point->flag = 0; point->ave = point->rot = NULL; point->psys = NULL; } void pd_point_from_soft(Scene *scene, float *loc, float *vel, int index, EffectedPoint *point) { point->loc = loc; point->vel = vel; point->index = index; point->size = 0.0f; point->vel_to_sec = (float)scene->r.frs_sec; point->vel_to_frame = 1.0f; point->flag = PE_WIND_AS_SPEED; point->ave = point->rot = NULL; point->psys = NULL; } /************************************************/ /* Effectors */ /************************************************/ // triangle - ray callback function static void eff_tri_ray_hit(void *UNUSED(userData), int UNUSED(index), const BVHTreeRay *UNUSED(ray), BVHTreeRayHit *hit) { /* whenever we hit a bounding box, we don't check further */ hit->dist = -1; hit->index = 1; } // get visibility of a wind ray static float eff_calc_visibility(ListBase *colliders, EffectorCache *eff, EffectorData *efd, EffectedPoint *point) { const int raycast_flag = BVH_RAYCAST_DEFAULT & ~(BVH_RAYCAST_WATERTIGHT); ListBase *colls = colliders; ColliderCache *col; float norm[3], len = 0.0; float visibility = 1.0, absorption = 0.0; if (!(eff->pd->flag & PFIELD_VISIBILITY)) return visibility; if (!colls) colls = BKE_collider_cache_create(eff->depsgraph, eff->ob, NULL); if (!colls) return visibility; negate_v3_v3(norm, efd->vec_to_point); len = normalize_v3(norm); /* check all collision objects */ for (col = colls->first; col; col = col->next) { CollisionModifierData *collmd = col->collmd; if (col->ob == eff->ob) continue; if (collmd->bvhtree) { BVHTreeRayHit hit; hit.index = -1; hit.dist = len + FLT_EPSILON; /* check if the way is blocked */ if (BLI_bvhtree_ray_cast_ex( collmd->bvhtree, point->loc, norm, 0.0f, &hit, eff_tri_ray_hit, NULL, raycast_flag) != -1) { absorption= col->ob->pd->absorption; /* visibility is only between 0 and 1, calculated from 1-absorption */ visibility *= CLAMPIS(1.0f-absorption, 0.0f, 1.0f); if (visibility <= 0.0f) break; } } } if (!colliders) BKE_collider_cache_free(&colls); return visibility; } // noise function for wind e.g. static float wind_func(struct RNG *rng, float strength) { 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; sign = ((float)random > 64.0f) ? 1.0f: -1.0f; // dividing by 2 is not giving equal sign distribution ret = sign*((float)random / force)*strength/128.0f; return ret; } /* maxdist: zero effect from this distance outwards (if usemax) */ /* mindist: full effect up to this distance (if usemin) */ /* power: falloff with formula 1/r^power */ static float falloff_func(float fac, int usemin, float mindist, int usemax, float maxdist, float power) { /* first quick checks */ if (usemax && fac > maxdist) return 0.0f; if (usemin && fac < mindist) return 1.0f; if (!usemin) mindist = 0.0; 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(EffectorCache *eff, EffectorData *efd, EffectedPoint *UNUSED(point), EffectorWeights *weights) { float temp[3]; float falloff = weights ? weights->weight[0] * weights->weight[eff->pd->forcefield] : 1.0f; float fac, r_fac; fac = dot_v3v3(efd->nor, efd->vec_to_point2); if (eff->pd->zdir == PFIELD_Z_POS && fac < 0.0f) falloff=0.0f; else if (eff->pd->zdir == PFIELD_Z_NEG && fac > 0.0f) falloff=0.0f; else { switch (eff->pd->falloff) { case PFIELD_FALL_SPHERE: falloff*= falloff_func_dist(eff->pd, efd->distance); break; case PFIELD_FALL_TUBE: falloff*= falloff_func_dist(eff->pd, ABS(fac)); if (falloff == 0.0f) break; madd_v3_v3v3fl(temp, efd->vec_to_point2, efd->nor, -fac); r_fac= len_v3(temp); falloff*= falloff_func_rad(eff->pd, r_fac); break; case PFIELD_FALL_CONE: falloff*= falloff_func_dist(eff->pd, ABS(fac)); if (falloff == 0.0f) break; r_fac= RAD2DEGF(saacos(fac/len_v3(efd->vec_to_point))); falloff*= falloff_func_rad(eff->pd, r_fac); break; } } return falloff; } int closest_point_on_surface(SurfaceModifierData *surmd, const float co[3], float surface_co[3], float surface_nor[3], float surface_vel[3]) { BVHTreeNearest nearest; nearest.index = -1; nearest.dist_sq = FLT_MAX; BLI_bvhtree_find_nearest(surmd->bvhtree->tree, co, &nearest, surmd->bvhtree->nearest_callback, surmd->bvhtree); if (nearest.index != -1) { copy_v3_v3(surface_co, nearest.co); if (surface_nor) { copy_v3_v3(surface_nor, nearest.no); } if (surface_vel) { const MLoop *mloop = surmd->bvhtree->loop; const MLoopTri *lt = &surmd->bvhtree->looptri[nearest.index]; copy_v3_v3(surface_vel, surmd->v[mloop[lt->tri[0]].v].co); add_v3_v3(surface_vel, surmd->v[mloop[lt->tri[1]].v].co); add_v3_v3(surface_vel, surmd->v[mloop[lt->tri[2]].v].co); mul_v3_fl(surface_vel, (1.0f / 3.0f)); } return 1; } return 0; } int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int real_velocity) { float cfra = DEG_get_ctime(eff->depsgraph); int ret = 0; /* In case surface object is in Edit mode when loading the .blend, surface modifier is never executed * and bvhtree never built, see T48415. */ if (eff->pd && eff->pd->shape==PFIELD_SHAPE_SURFACE && eff->surmd && eff->surmd->bvhtree) { /* closest point in the object surface is an effector */ float vec[3]; /* using velocity corrected location allows for easier sliding over effector surface */ copy_v3_v3(vec, point->vel); mul_v3_fl(vec, point->vel_to_frame); add_v3_v3(vec, point->loc); ret = closest_point_on_surface(eff->surmd, vec, efd->loc, efd->nor, real_velocity ? efd->vel : NULL); efd->size = 0.0f; } else if (eff->pd && eff->pd->shape==PFIELD_SHAPE_POINTS) { Mesh *me_eval = eff->ob->runtime.mesh_eval; if (me_eval != NULL) { copy_v3_v3(efd->loc, me_eval->mvert[*efd->index].co); normal_short_to_float_v3(efd->nor, me_eval->mvert[*efd->index].no); mul_m4_v3(eff->ob->obmat, efd->loc); mul_mat3_m4_v3(eff->ob->obmat, efd->nor); normalize_v3(efd->nor); efd->size = 0.0f; /**/ ret = 1; } } else if (eff->psys) { ParticleData *pa = eff->psys->particles + *efd->index; ParticleKey state; /* exclude the particle itself for self effecting particles */ if (eff->psys == point->psys && *efd->index == point->index) { /* pass */ } else { ParticleSimulationData sim= {NULL}; sim.depsgraph = eff->depsgraph; sim.scene= eff->scene; sim.ob= eff->ob; sim.psys= eff->psys; /* TODO: time from actual previous calculated frame (step might not be 1) */ state.time = cfra - 1.0f; ret = psys_get_particle_state(&sim, *efd->index, &state, 0); /* TODO */ //if (eff->pd->forcefiled == PFIELD_HARMONIC && ret==0) { // if (pa->dietime < eff->psys->cfra) // eff->flag |= PE_VELOCITY_TO_IMPULSE; //} copy_v3_v3(efd->loc, state.co); /* rather than use the velocity use rotated x-axis (defaults to velocity) */ efd->nor[0] = 1.f; efd->nor[1] = efd->nor[2] = 0.f; mul_qt_v3(state.rot, efd->nor); if (real_velocity) copy_v3_v3(efd->vel, state.vel); efd->size = pa->size; } } else { /* use center of object for distance calculus */ const Object *ob = eff->ob; /* use z-axis as normal*/ normalize_v3_v3(efd->nor, ob->obmat[2]); if (eff->pd && eff->pd->shape == PFIELD_SHAPE_PLANE) { float temp[3], translate[3]; sub_v3_v3v3(temp, point->loc, ob->obmat[3]); project_v3_v3v3(translate, temp, efd->nor); /* for vortex the shape chooses between old / new force */ if (eff->pd->forcefield == PFIELD_VORTEX) add_v3_v3v3(efd->loc, ob->obmat[3], translate); else /* normally efd->loc is closest point on effector xy-plane */ sub_v3_v3v3(efd->loc, point->loc, translate); } else { copy_v3_v3(efd->loc, ob->obmat[3]); } if (real_velocity) copy_v3_v3(efd->vel, eff->velocity); efd->size = 0.0f; ret = 1; } if (ret) { sub_v3_v3v3(efd->vec_to_point, point->loc, efd->loc); efd->distance = len_v3(efd->vec_to_point); /* rest length for harmonic effector, will have to see later if this could be extended to other effectors */ if (eff->pd && eff->pd->forcefield == PFIELD_HARMONIC && eff->pd->f_size) mul_v3_fl(efd->vec_to_point, (efd->distance-eff->pd->f_size)/efd->distance); if (eff->flag & PE_USE_NORMAL_DATA) { copy_v3_v3(efd->vec_to_point2, efd->vec_to_point); copy_v3_v3(efd->nor2, efd->nor); } else { /* for some effectors we need the object center every time */ sub_v3_v3v3(efd->vec_to_point2, point->loc, eff->ob->obmat[3]); normalize_v3_v3(efd->nor2, eff->ob->obmat[2]); } } return ret; } static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int *tot, int *p, int *step) { *p = 0; efd->index = p; if (eff->pd->shape == PFIELD_SHAPE_POINTS) { Mesh *me_eval = eff->ob->runtime.mesh_eval; *tot = me_eval != NULL ? me_eval->totvert : 1; if (*tot && eff->pd->forcefield == PFIELD_HARMONIC && point->index >= 0) { *p = point->index % *tot; *tot = *p+1; } } else if (eff->psys) { *tot = eff->psys->totpart; 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 * could be the wanted behavior. If you want physical * correctness the fall-off should be spherical 2.0 anyways. */ efd->charge = eff->pd->f_strength; } else if (eff->pd->forcefield == PFIELD_HARMONIC && (eff->pd->flag & PFIELD_MULTIPLE_SPRINGS)==0) { /* every particle is mapped to only one harmonic effector particle */ *p= point->index % eff->psys->totpart; *tot= *p + 1; } if (eff->psys->part->effector_amount) { int totpart = eff->psys->totpart; int amount = eff->psys->part->effector_amount; *step = (totpart > amount) ? totpart/amount : 1; } } else { *tot = 1; } } static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force) { TexResult result[4]; float tex_co[3], strength, force[3]; float nabla = eff->pd->tex_nabla; int hasrgb; short mode = eff->pd->tex_mode; bool scene_color_manage; if (!eff->pd->tex) return; result[0].nor = result[1].nor = result[2].nor = result[3].nor = NULL; strength= eff->pd->f_strength * efd->falloff; copy_v3_v3(tex_co, point->loc); if (eff->pd->flag & PFIELD_TEX_OBJECT) { mul_m4_v3(eff->ob->imat, tex_co); if (eff->pd->flag & PFIELD_TEX_2D) tex_co[2] = 0.0f; } else if (eff->pd->flag & PFIELD_TEX_2D) { float fac=-dot_v3v3(tex_co, efd->nor); madd_v3_v3fl(tex_co, efd->nor, fac); } scene_color_manage = BKE_scene_check_color_management_enabled(eff->scene); hasrgb = multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result, 0, NULL, scene_color_manage, false); if (hasrgb && mode==PFIELD_TEX_RGB) { force[0] = (0.5f - result->tr) * strength; force[1] = (0.5f - result->tg) * strength; force[2] = (0.5f - result->tb) * strength; } else if (nabla != 0) { strength/=nabla; tex_co[0] += nabla; multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+1, 0, NULL, scene_color_manage, false); tex_co[0] -= nabla; tex_co[1] += nabla; multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+2, 0, NULL, scene_color_manage, false); tex_co[1] -= nabla; tex_co[2] += nabla; multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+3, 0, NULL, scene_color_manage, false); if (mode == PFIELD_TEX_GRAD || !hasrgb) { /* if we don't have rgb fall back to grad */ /* generate intensity if texture only has rgb value */ if (hasrgb & TEX_RGB) { int i; for (i=0; i<4; i++) result[i].tin = (1.0f / 3.0f) * (result[i].tr + result[i].tg + result[i].tb); } force[0] = (result[0].tin - result[1].tin) * strength; force[1] = (result[0].tin - result[2].tin) * strength; force[2] = (result[0].tin - result[3].tin) * strength; } else { /*PFIELD_TEX_CURL*/ float dbdy, dgdz, drdz, dbdx, dgdx, drdy; dbdy = result[2].tb - result[0].tb; dgdz = result[3].tg - result[0].tg; drdz = result[3].tr - result[0].tr; dbdx = result[1].tb - result[0].tb; dgdx = result[1].tg - result[0].tg; drdy = result[2].tr - result[0].tr; force[0] = (dbdy - dgdz) * strength; force[1] = (drdz - dbdx) * strength; force[2] = (dgdx - drdy) * strength; } } else { zero_v3(force); } if (eff->pd->flag & PFIELD_TEX_2D) { float fac = -dot_v3v3(force, efd->nor); madd_v3_v3fl(force, efd->nor, fac); } add_v3_v3(total_force, force); } static void do_physical_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force) { PartDeflect *pd = eff->pd; RNG *rng = pd->rng; float force[3] = {0, 0, 0}; float temp[3]; float fac; float strength = pd->f_strength; float damp = pd->f_damp; float noise_factor = pd->f_noise; if (noise_factor > 0.0f) { strength += wind_func(rng, noise_factor); if (ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG)) damp += wind_func(rng, noise_factor); } copy_v3_v3(force, efd->vec_to_point); switch (pd->forcefield) { case PFIELD_WIND: copy_v3_v3(force, efd->nor); mul_v3_fl(force, strength * efd->falloff); break; case PFIELD_FORCE: normalize_v3(force); if (pd->flag & PFIELD_GRAVITATION){ /* Option: Multiply by 1/distance^2 */ if (efd->distance < FLT_EPSILON){ strength = 0.0f; } else { strength *= powf(efd->distance, -2.0f); } } mul_v3_fl(force, strength * efd->falloff); break; case PFIELD_VORTEX: /* old vortex force */ if (pd->shape == PFIELD_SHAPE_POINT) { cross_v3_v3v3(force, efd->nor, efd->vec_to_point); normalize_v3(force); mul_v3_fl(force, strength * efd->distance * efd->falloff); } else { /* new vortex force */ cross_v3_v3v3(temp, efd->nor2, efd->vec_to_point2); mul_v3_fl(temp, strength * efd->falloff); cross_v3_v3v3(force, efd->nor2, temp); mul_v3_fl(force, strength * efd->falloff); madd_v3_v3fl(temp, point->vel, -point->vel_to_sec); add_v3_v3(force, temp); } break; case PFIELD_MAGNET: if (eff->pd->shape == PFIELD_SHAPE_POINT) /* magnetic field of a moving charge */ cross_v3_v3v3(temp, efd->nor, efd->vec_to_point); else copy_v3_v3(temp, efd->nor); normalize_v3(temp); mul_v3_fl(temp, strength * efd->falloff); cross_v3_v3v3(force, point->vel, temp); mul_v3_fl(force, point->vel_to_sec); break; case PFIELD_HARMONIC: mul_v3_fl(force, -strength * efd->falloff); copy_v3_v3(temp, point->vel); mul_v3_fl(temp, -damp * 2.0f * sqrtf(fabsf(strength)) * point->vel_to_sec); add_v3_v3(force, temp); break; case PFIELD_CHARGE: mul_v3_fl(force, point->charge * strength * efd->falloff); break; case PFIELD_LENNARDJ: fac = pow((efd->size + point->size) / efd->distance, 6.0); fac = - fac * (1.0f - fac) / efd->distance; /* limit the repulsive term drastically to avoid huge forces */ fac = ((fac>2.0f) ? 2.0f : fac); mul_v3_fl(force, strength * fac); break; case PFIELD_BOID: /* Boid field is handled completely in boids code. */ return; case PFIELD_TURBULENCE: if (pd->flag & PFIELD_GLOBAL_CO) { copy_v3_v3(temp, point->loc); } else { add_v3_v3v3(temp, efd->vec_to_point2, efd->nor2); } force[0] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[0], temp[1], temp[2], 2, 0, 2); force[1] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[1], temp[2], temp[0], 2, 0, 2); force[2] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[2], temp[0], temp[1], 2, 0, 2); mul_v3_fl(force, strength * efd->falloff); break; case PFIELD_DRAG: copy_v3_v3(force, point->vel); fac = normalize_v3(force) * point->vel_to_sec; strength = MIN2(strength, 2.0f); damp = MIN2(damp, 2.0f); 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, PFIELD_SMOKEFLOW)==0 && pd->f_flow != 0.0f) { madd_v3_v3fl(total_force, point->vel, -pd->f_flow * efd->falloff); } } if (point->ave) zero_v3(point->ave); if (pd->flag & PFIELD_DO_ROTATION && point->ave && point->rot) { float xvec[3] = {1.0f, 0.0f, 0.0f}; float dave[3]; mul_qt_v3(point->rot, xvec); cross_v3_v3v3(dave, xvec, force); if (pd->f_flow != 0.0f) { madd_v3_v3fl(dave, point->ave, -pd->f_flow * efd->falloff); } add_v3_v3(point->ave, dave); } } /* -------- BKE_effectors_apply() -------- * generic force/speed system, now used for particles and softbodies * 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 * 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 * par_layer = layer the caller is in * flags = only used for softbody wind now * guide = old speed of particle */ void BKE_effectors_apply(ListBase *effectors, ListBase *colliders, EffectorWeights *weights, EffectedPoint *point, float *force, float *impulse) { /* * Modifies the force on a particle according to its * relation with the effector object * Different kind of effectors include: * Forcefields: Gravity-like attractor * (force power is related to the inverse of distance to the power of a falloff value) * Vortex fields: swirling effectors * (particles rotate around Z-axis of the object. otherwise, same relation as) * (Forcefields, but this is not done through a force/acceleration) * Guide: particles on a path * (particles are guided along a curve bezier or old nurbs) * (is independent of other effectors) */ EffectorCache *eff; EffectorData efd; int p=0, tot = 1, step = 1; /* 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) */ if (effectors) for (eff = effectors->first; eff; eff=eff->next) { /* object effectors were fully checked to be OK to evaluate! */ get_effector_tot(eff, &efd, point, &tot, &p, &step); for (; p 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); do_physical_effector(eff, &efd, point, 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); } } } else if (eff->flag & PE_VELOCITY_TO_IMPULSE && impulse) { /* special case for harmonic effector */ add_v3_v3v3(impulse, impulse, efd.vel); } } } } /* ======== Simulation Debugging ======== */ SimDebugData *_sim_debug_data = NULL; unsigned int BKE_sim_debug_data_hash(int i) { return BLI_ghashutil_uinthash((unsigned int)i); } unsigned int BKE_sim_debug_data_hash_combine(unsigned int kx, unsigned int ky) { #define rot(x,k) (((x)<<(k)) | ((x)>>(32-(k)))) unsigned int a, b, c; a = b = c = 0xdeadbeef + (2 << 2) + 13; a += kx; b += ky; c ^= b; c -= rot(b,14); a ^= c; a -= rot(c,11); b ^= a; b -= rot(a,25); c ^= b; c -= rot(b,16); a ^= c; a -= rot(c,4); b ^= a; b -= rot(a,14); c ^= b; c -= rot(b,24); return c; #undef rot } static unsigned int debug_element_hash(const void *key) { const SimDebugElement *elem = key; return elem->hash; } static bool debug_element_compare(const void *a, const void *b) { const SimDebugElement *elem1 = a; const SimDebugElement *elem2 = b; if (elem1->hash == elem2->hash) { return 0; } return 1; } static void debug_element_free(void *val) { SimDebugElement *elem = val; MEM_freeN(elem); } void BKE_sim_debug_data_set_enabled(bool enable) { if (enable) { if (!_sim_debug_data) { _sim_debug_data = MEM_callocN(sizeof(SimDebugData), "sim debug data"); _sim_debug_data->gh = BLI_ghash_new(debug_element_hash, debug_element_compare, "sim debug element hash"); } } else { BKE_sim_debug_data_free(); } } bool BKE_sim_debug_data_get_enabled(void) { return _sim_debug_data != NULL; } void BKE_sim_debug_data_free(void) { if (_sim_debug_data) { if (_sim_debug_data->gh) BLI_ghash_free(_sim_debug_data->gh, NULL, debug_element_free); MEM_freeN(_sim_debug_data); } } static void debug_data_insert(SimDebugData *debug_data, SimDebugElement *elem) { SimDebugElement *old_elem = BLI_ghash_lookup(debug_data->gh, elem); if (old_elem) { *old_elem = *elem; MEM_freeN(elem); } else BLI_ghash_insert(debug_data->gh, elem, elem); } 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) { unsigned int category_hash = BLI_ghashutil_strhash_p(category); SimDebugElement *elem; if (!_sim_debug_data) { if (G.debug & G_DEBUG_SIMDATA) BKE_sim_debug_data_set_enabled(true); else return; } elem = MEM_callocN(sizeof(SimDebugElement), "sim debug data element"); elem->type = type; elem->category_hash = category_hash; elem->hash = hash; elem->color[0] = r; elem->color[1] = g; elem->color[2] = b; if (v1) copy_v3_v3(elem->v1, v1); else zero_v3(elem->v1); if (v2) copy_v3_v3(elem->v2, v2); else zero_v3(elem->v2); if (str) BLI_strncpy(elem->str, str, sizeof(elem->str)); else elem->str[0] = '\0'; debug_data_insert(_sim_debug_data, elem); } void BKE_sim_debug_data_remove_element(unsigned int hash) { SimDebugElement dummy; if (!_sim_debug_data) return; dummy.hash = hash; BLI_ghash_remove(_sim_debug_data->gh, &dummy, NULL, debug_element_free); } void BKE_sim_debug_data_clear(void) { if (!_sim_debug_data) return; if (_sim_debug_data->gh) BLI_ghash_clear(_sim_debug_data->gh, NULL, debug_element_free); } void BKE_sim_debug_data_clear_category(const char *category) { int category_hash = (int)BLI_ghashutil_strhash_p(category); if (!_sim_debug_data) return; if (_sim_debug_data->gh) { GHashIterator iter; BLI_ghashIterator_init(&iter, _sim_debug_data->gh); while (!BLI_ghashIterator_done(&iter)) { const SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); BLI_ghashIterator_step(&iter); /* removing invalidates the current iterator, so step before removing */ if (elem->category_hash == category_hash) BLI_ghash_remove(_sim_debug_data->gh, elem, NULL, debug_element_free); } } }