/* effect.c * * * $Id$ * * ***** BEGIN GPL/BL DUAL 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. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, 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/BL DUAL LICENSE BLOCK ***** */ #include #include #include "MEM_guardedalloc.h" #include "DNA_listBase.h" #include "DNA_effect_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_material_types.h" #include "DNA_curve_types.h" #include "DNA_key_types.h" #include "DNA_texture_types.h" #include "DNA_scene_types.h" #include "DNA_lattice_types.h" #include "DNA_ipo_types.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_rand.h" #include "BKE_action.h" #include "BKE_bad_level_calls.h" #include "BKE_blender.h" #include "BKE_constraint.h" #include "BKE_deform.h" #include "BKE_displist.h" #include "BKE_DerivedMesh.h" #include "BKE_effect.h" #include "BKE_global.h" #include "BKE_ipo.h" #include "BKE_key.h" #include "BKE_lattice.h" #include "BKE_mesh.h" #include "BKE_material.h" #include "BKE_main.h" #include "BKE_object.h" #include "BKE_screen.h" #include "BKE_utildefines.h" #include "render.h" // externtex, bad level call (ton) #ifdef HAVE_CONFIG_H #include #endif Effect *add_effect(int type) { Effect *eff=0; BuildEff *bld; PartEff *paf; WaveEff *wav; int a; switch(type) { case EFF_BUILD: bld= MEM_callocN(sizeof(BuildEff), "neweff"); eff= (Effect *)bld; bld->sfra= 1.0; bld->len= 100.0; break; case EFF_PARTICLE: paf= MEM_callocN(sizeof(PartEff), "neweff"); eff= (Effect *)paf; paf->sta= 1.0; paf->end= 100.0; paf->lifetime= 50.0; for(a=0; alife[a]= 50.0; paf->child[a]= 4; paf->mat[a]= 1; } paf->totpart= 1000; paf->totkey= 8; paf->staticstep= 5; paf->defvec[2]= 1.0f; paf->nabla= 0.05f; break; case EFF_WAVE: wav= MEM_callocN(sizeof(WaveEff), "neweff"); eff= (Effect *)wav; wav->flag |= (WAV_X+WAV_Y+WAV_CYCL); wav->height= 0.5f; wav->width= 1.5f; wav->speed= 0.5f; wav->narrow= 1.5f; wav->lifetime= 0.0f; wav->damp= 10.0f; break; } eff->type= eff->buttype= type; eff->flag |= SELECT; return eff; } void free_effect(Effect *eff) { PartEff *paf; if(eff->type==EFF_PARTICLE) { paf= (PartEff *)eff; if(paf->keys) MEM_freeN(paf->keys); } MEM_freeN(eff); } void free_effects(ListBase *lb) { Effect *eff; eff= lb->first; while(eff) { BLI_remlink(lb, eff); free_effect(eff); eff= lb->first; } } Effect *copy_effect(Effect *eff) { Effect *effn; effn= MEM_dupallocN(eff); if(effn->type==EFF_PARTICLE) ((PartEff *)effn)->keys= 0; return effn; } void copy_act_effect(Object *ob) { /* return a copy of the active effect */ Effect *effn, *eff; eff= ob->effect.first; while(eff) { if(eff->flag & SELECT) { effn= copy_effect(eff); BLI_addtail(&ob->effect, effn); eff->flag &= ~SELECT; return; } eff= eff->next; } /* when it comes here: add new effect */ eff= add_effect(EFF_BUILD); BLI_addtail(&ob->effect, eff); } void copy_effects(ListBase *lbn, ListBase *lb) { Effect *eff, *effn; lbn->first= lbn->last= 0; eff= lb->first; while(eff) { effn= copy_effect(eff); BLI_addtail(lbn, effn); eff= eff->next; } } void deselectall_eff(Object *ob) { Effect *eff= ob->effect.first; while(eff) { eff->flag &= ~SELECT; eff= eff->next; } } void set_buildvars(Object *ob, int *start, int *end) { BuildEff *bld; float ctime; bld= ob->effect.first; while(bld) { if(bld->type==EFF_BUILD) { ctime= bsystem_time(ob, 0, (float)G.scene->r.cfra, bld->sfra-1.0f); if(ctime < 0.0) { *end= *start; } else if(ctime < bld->len) { *end= *start+ (int)((*end - *start)*ctime/bld->len); } return; } bld= bld->next; } } /* ***************** PARTICLES ***************** */ Particle *new_particle(PartEff *paf) { static Particle *pa; static int cur; /* we agree: when paf->keys==0: alloc */ if(paf->keys==0) { pa= paf->keys= MEM_callocN( paf->totkey*paf->totpart*sizeof(Particle), "particlekeys" ); cur= 0; } else { if(cur && curtotpart) pa+=paf->totkey; cur++; } return pa; } PartEff *give_parteff(Object *ob) { PartEff *paf; paf= ob->effect.first; while(paf) { if(paf->type==EFF_PARTICLE) return paf; paf= paf->next; } return 0; } void where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec) { Particle *p[4]; float dt, t[4]; int a; if(paf->totkey==1) { VECCOPY(vec, pa->co); return; } /* first find the first particlekey */ a= (int)((paf->totkey-1)*(ctime-pa->time)/pa->lifetime); if(a>=paf->totkey) a= paf->totkey-1; else if(a<0) a= 0; pa+= a; if(a>0) p[0]= pa-1; else p[0]= pa; p[1]= pa; if(a+1totkey) p[2]= pa+1; else p[2]= pa; if(a+2totkey) p[3]= pa+2; else p[3]= p[2]; if(p[1]==p[2]) dt= 0.0; else dt= (ctime-p[1]->time)/(p[2]->time - p[1]->time); if(paf->flag & PAF_BSPLINE) set_four_ipo(dt, t, KEY_BSPLINE); else set_four_ipo(dt, t, KEY_CARDINAL); vec[0]= t[0]*p[0]->co[0] + t[1]*p[1]->co[0] + t[2]*p[2]->co[0] + t[3]*p[3]->co[0]; vec[1]= t[0]*p[0]->co[1] + t[1]*p[1]->co[1] + t[2]*p[2]->co[1] + t[3]*p[3]->co[1]; vec[2]= t[0]*p[0]->co[2] + t[1]*p[1]->co[2] + t[2]*p[2]->co[2] + t[3]*p[3]->co[2]; } void particle_tex(MTex *mtex, PartEff *paf, float *co, float *no) { float tin, tr, tg, tb, ta; float old; externtex(mtex, co, &tin, &tr, &tg, &tb, &ta); if(paf->texmap==PAF_TEXINT) { tin*= paf->texfac; no[0]+= tin*paf->defvec[0]; no[1]+= tin*paf->defvec[1]; no[2]+= tin*paf->defvec[2]; } else if(paf->texmap==PAF_TEXRGB) { no[0]+= (tr-0.5f)*paf->texfac; no[1]+= (tg-0.5f)*paf->texfac; no[2]+= (tb-0.5f)*paf->texfac; } else { /* PAF_TEXGRAD */ old= tin; co[0]+= paf->nabla; externtex(mtex, co, &tin, &tr, &tg, &tb, &ta); no[0]+= (old-tin)*paf->texfac; co[0]-= paf->nabla; co[1]+= paf->nabla; externtex(mtex, co, &tin, &tr, &tg, &tb, &ta); no[1]+= (old-tin)*paf->texfac; co[1]-= paf->nabla; co[2]+= paf->nabla; externtex(mtex, co, &tin, &tr, &tg, &tb, &ta); no[2]+= (old-tin)*paf->texfac; } } static int linetriangle(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *labda) { float p[3], s[3], d[3], e1[3], e2[3], q[3]; float a, f, u, v; VECSUB(e1, v1, v0); VECSUB(e2, v2, v0); VECSUB(d, p2, p1); Crossf(p, d, e2); a = INPR(e1, p); if ((a > -0.000001) && (a < 0.000001)) return 0; f = 1.0f/a; VECSUB(s, p1, v0); Crossf(q, s, e1); *labda = f * INPR(e2, q); if ((*labda < 0.0)||(*labda > 1.0)) return 0; u = f * INPR(s, p); if ((u < 0.0)||(u > 1.0)) return 0; v = f * INPR(d, q); if ((v < 0.0)||((u + v) > 1.0)) return 0; return 1; } /* -------- pdDoEffector() -------- generic force/speed system, now used for particles and softbodies opco = global coord, as input force = force accumulator speed = speed accumulator cur_time = in frames par_layer = layer the caller is in */ void pdDoEffector(float *opco, float *force, float *speed, float cur_time, unsigned int par_layer,unsigned int flags) { /* 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) */ Object *ob; Base *base; PartDeflect *pd; float vect_to_vert[3]; float force_vec[3]; float f_force, distance; float *obloc; float force_val, ffall_val; short cur_frame; /* Cycle through objects, get total of (1/(gravity_strength * dist^gravity_power)) */ /* Check for min distance here? (yes would be cool to add that, ton) */ for(base = G.scene->base.first; base; base= base->next) { if( (base->lay & par_layer) && base->object->pd) { ob= base->object; pd= ob->pd; /* checking if to continue or not */ if(pd->forcefield==0) continue; /* 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 = (short)cur_time; where_is_object_time(ob, cur_time); G.scene->r.cfra = cur_frame; } /* 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) ; /* 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))); 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/(1000 * (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) { /* 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); Normalise(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/(100 * (float)pow((double)distance, (double)ffall_val))); speed[0] -= (force_vec[0] * f_force ); speed[1] -= (force_vec[1] * f_force ); speed[2] -= (force_vec[2] * f_force ); } } } } static void cache_object_vertices(Object *ob) { Mesh *me; MVert *mvert; float *fp; int a; me= ob->data; if(me->totvert==0) return; fp= ob->sumohandle= MEM_mallocN(3*sizeof(float)*me->totvert, "cache particles"); mvert= me->mvert; a= me->totvert; while(a--) { VECCOPY(fp, mvert->co); Mat4MulVecfl(ob->obmat, fp); mvert++; fp+= 3; } } int pdDoDeflection(float opco[3], float npco[3], float opno[3], float npno[3], float life, float force[3], int def_depth, float cur_time, unsigned int par_layer, int *last_object, int *last_face, int *same_face) { /* Particle deflection code */ /* The code is in two sections: the first part checks whether a particle has */ /* intersected a face of a deflector mesh, given its old and new co-ords, opco and npco */ /* and which face it hit first */ /* The second part calculates the new co-ordinates given that collision and updates */ /* the new co-ordinates accordingly */ Base *base; Object *ob, *deflection_object = NULL; Mesh *def_mesh; MFace *mface, *deflection_face = NULL; float *v1, *v2, *v3, *v4, *vcache=NULL; float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3]; float dv1[3], dv2[3], dv3[3]; float vect_to_int[3], refl_vel[3]; float d_intersect_co[3], d_intersect_vect[3], d_nvect[3], d_i_co_above[3]; float forcec[3]; float k_point3, dist_to_plane; float first_dist, ref_plane_mag; float dk_plane=0, dk_point1=0; float icalctop, icalcbot, n_mag; float mag_iv, x_m,y_m,z_m; float damping, perm_thresh; float perm_val, rdamp_val; int a, deflected=0, deflected_now=0; float t,t2, min_t; float mat[3][3], obloc[3]; short cur_frame; float time_before, time_after; float force_mag_norm; int d_object=0, d_face=0, ds_object=0, ds_face=0; first_dist = 200000; min_t = 200000; /* The first part of the code, finding the first intersected face*/ base= G.scene->base.first; while (base) { /*Only proceed for mesh object in same layer */ if(base->object->type==OB_MESH && (base->lay & par_layer)) { ob= base->object; /* only with deflecting set */ if(ob->pd && ob->pd->deflect) { def_mesh= ob->data; d_object = d_object + 1; d_face = d_face + 1; mface= def_mesh->mface; a = def_mesh->totface; if(ob->parent==NULL && ob->ipo==NULL) { // static if(ob->sumohandle==NULL) cache_object_vertices(ob); vcache= ob->sumohandle; } else { /*Find out where the object is at this time*/ cur_frame = G.scene->r.cfra; G.scene->r.cfra = (short)cur_time; where_is_object_time(ob, cur_time); G.scene->r.cfra = cur_frame; /*Pass the values from ob->obmat to mat*/ /*and the location values to obloc */ Mat3CpyMat4(mat,ob->obmat); obloc[0] = ob->obmat[3][0]; obloc[1] = ob->obmat[3][1]; obloc[2] = ob->obmat[3][2]; vcache= NULL; } while (a--) { if(vcache) { v1= vcache+ 3*(mface->v1); VECCOPY(nv1, v1); v1= vcache+ 3*(mface->v2); VECCOPY(nv2, v1); v1= vcache+ 3*(mface->v3); VECCOPY(nv3, v1); v1= vcache+ 3*(mface->v4); VECCOPY(nv4, v1); } else { /* Calculate the global co-ordinates of the vertices*/ v1= (def_mesh->mvert+(mface->v1))->co; v2= (def_mesh->mvert+(mface->v2))->co; v3= (def_mesh->mvert+(mface->v3))->co; v4= (def_mesh->mvert+(mface->v4))->co; VECCOPY(nv1, v1); VECCOPY(nv2, v2); VECCOPY(nv3, v3); VECCOPY(nv4, v4); /*Apply the objects deformation matrix*/ Mat3MulVecfl(mat, nv1); Mat3MulVecfl(mat, nv2); Mat3MulVecfl(mat, nv3); Mat3MulVecfl(mat, nv4); VECADD(nv1, nv1, obloc); VECADD(nv2, nv2, obloc); VECADD(nv3, nv3, obloc); VECADD(nv4, nv4, obloc); } deflected_now = 0; // t= 0.5; // this is labda of line, can use it optimize quad intersection // sorry but no .. see below (BM) if( linetriangle(opco, npco, nv1, nv2, nv3, &t) ) { if (t < min_t) { deflected = 1; deflected_now = 1; } } // else if (mface->v4 && (t>=0.0 && t<=1.0)) { // no, you can't skip testing the other triangle // it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :) // note: the 2 triangles don't need to share a plane ! (BM) if (mface->v4) { if( linetriangle(opco, npco, nv1, nv3, nv4, &t2) ) { if (t2 < min_t) { deflected = 1; deflected_now = 2; } } } if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) { min_t = t; ds_object = d_object; ds_face = d_face; deflection_object = ob; deflection_face = mface; if (deflected_now==1) { min_t = t; VECCOPY(dv1, nv1); VECCOPY(dv2, nv2); VECCOPY(dv3, nv3); } else { min_t = t2; VECCOPY(dv1, nv1); VECCOPY(dv2, nv3); VECCOPY(dv3, nv4); } } mface++; } } } base = base->next; } /* Here's the point to do the permeability calculation */ /* Set deflected to 0 if a random number is below the value */ /* Get the permeability IPO here*/ if (deflected) { if (has_ipo_code(deflection_object->ipo, OB_PD_PERM)) perm_val = IPO_GetFloatValue(deflection_object->ipo, OB_PD_PERM, cur_time); else perm_val = deflection_object->pd->pdef_perm; perm_thresh = (float)BLI_drand() - perm_val; if (perm_thresh < 0 ) { deflected = 0; } } /* Now for the second part of the deflection code - work out the new speed */ /* and position of the particle if a collision occurred */ if (deflected) { VECSUB(edge1, dv1, dv2); VECSUB(edge2, dv3, dv2); Crossf(d_nvect, edge2, edge1); n_mag = Normalise(d_nvect); dk_plane = INPR(d_nvect, nv1); dk_point1 = INPR(d_nvect,opco); VECSUB(d_intersect_vect, npco, opco); d_intersect_co[0] = opco[0] + (min_t * (npco[0] - opco[0])); d_intersect_co[1] = opco[1] + (min_t * (npco[1] - opco[1])); d_intersect_co[2] = opco[2] + (min_t * (npco[2] - opco[2])); d_i_co_above[0] = (d_intersect_co[0] + (0.001f * d_nvect[0])); d_i_co_above[1] = (d_intersect_co[1] + (0.001f * d_nvect[1])); d_i_co_above[2] = (d_intersect_co[2] + (0.001f * d_nvect[2])); mag_iv = Normalise(d_intersect_vect); VECCOPY(npco, d_intersect_co); VECSUB(vect_to_int, opco, d_intersect_co); first_dist = Normalise(vect_to_int); /* Work out the lengths of time before and after collision*/ time_before = (life*(first_dist / (mag_iv))); time_after = (life*((mag_iv - first_dist) / (mag_iv))); /* We have to recalculate what the speed would have been at the */ /* point of collision, not the key frame time */ npno[0]= opno[0] + time_before*force[0]; npno[1]= opno[1] + time_before*force[1]; npno[2]= opno[2] + time_before*force[2]; /* Reflect the speed vector in the face */ x_m = (2 * npno[0] * d_nvect[0]); y_m = (2 * npno[1] * d_nvect[1]); z_m = (2 * npno[2] * d_nvect[2]); refl_vel[0] = npno[0] - (d_nvect[0] * (x_m + y_m + z_m)); refl_vel[1] = npno[1] - (d_nvect[1] * (x_m + y_m + z_m)); refl_vel[2] = npno[2] - (d_nvect[2] * (x_m + y_m + z_m)); /*A random variation in the damping factor........ */ /*Get the IPO values for damping here*/ if (has_ipo_code(deflection_object->ipo, OB_PD_SDAMP)) damping = IPO_GetFloatValue(deflection_object->ipo, OB_PD_SDAMP, cur_time); else damping = deflection_object->pd->pdef_damp; if (has_ipo_code(deflection_object->ipo, OB_PD_RDAMP)) rdamp_val = IPO_GetFloatValue(deflection_object->ipo, OB_PD_RDAMP, cur_time); else rdamp_val = deflection_object->pd->pdef_rdamp; damping = damping + ((1 - damping) * ((float)BLI_drand()*rdamp_val)); damping = damping * damping; ref_plane_mag = INPR(refl_vel,d_nvect); if (damping > 0.999) damping = 0.999f; /* Now add in the damping force - only damp in the direction of */ /* the faces normal vector */ npno[0] = (refl_vel[0] - (d_nvect[0] * ref_plane_mag * damping)); npno[1] = (refl_vel[1] - (d_nvect[1] * ref_plane_mag * damping)); npno[2] = (refl_vel[2] - (d_nvect[2] * ref_plane_mag * damping)); /* Now reset opno */ VECCOPY(opno,npno); VECCOPY(forcec, force); /* If the particle has bounced more than four times on the same */ /* face within this cycle (depth > 4, same face > 4 ) */ /* Then set the force to be only that component of the force */ /* in the same direction as the face normal */ /* i.e. subtract the component of the force in the direction */ /* of the face normal from the actual force */ if ((ds_object == *last_object) && (ds_face == *last_face)) { /* Increment same_face */ *same_face = *same_face + 1; if ((*same_face > 3) && (def_depth > 3)) { force_mag_norm = INPR(forcec, d_nvect); forcec[0] = forcec[0] - (d_nvect[0] * force_mag_norm); forcec[1] = forcec[1] - (d_nvect[1] * force_mag_norm); forcec[2] = forcec[2] - (d_nvect[2] * force_mag_norm); } } else *same_face = 1; *last_object = ds_object; *last_face = ds_face; /* We have the particles speed at the point of collision */ /* Now we want the particles speed at the current key frame */ npno[0]= npno[0] + time_after*forcec[0]; npno[1]= npno[1] + time_after*forcec[1]; npno[2]= npno[2] + time_after*forcec[2]; /* Now we have to recalculate pa->co for the remainder*/ /* of the time since the intersect*/ npco[0]= npco[0] + time_after*npno[0]; npco[1]= npco[1] + time_after*npno[1]; npco[2]= npco[2] + time_after*npno[2]; /* And set the old co-ordinates back to the point just above the intersection */ VECCOPY(opco, d_i_co_above); /* Finally update the time */ life = time_after; cur_time += time_before; /* The particle may have fallen through the face again by now!!*/ /* So check if the particle has changed sides of the plane compared*/ /* the co-ordinates at the last keyframe*/ /* But only do this as a last resort, if we've got to the end of the */ /* number of collisions allowed */ if (def_depth==9) { k_point3 = INPR(d_nvect,npco); if (((dk_plane > k_point3) && (dk_plane < dk_point1))||((dk_plane < k_point3) && (dk_plane > dk_point1))) { /* Yup, the pesky particle may have fallen through a hole!!! */ /* So we'll cheat a bit and move the particle along the normal vector */ /* until it's just the other side of the plane */ icalctop = (dk_plane - d_nvect[0]*npco[0] - d_nvect[1]*npco[1] - d_nvect[2]*npco[2]); icalcbot = (d_nvect[0]*d_nvect[0] + d_nvect[1]*d_nvect[1] + d_nvect[2]*d_nvect[2]); dist_to_plane = icalctop / icalcbot; /* Now just increase the distance a little to place */ /* the point the other side of the plane */ dist_to_plane *= 1.1f; npco[0]= npco[0] + (dist_to_plane * d_nvect[0]); npco[1]= npco[1] + (dist_to_plane * d_nvect[1]); npco[2]= npco[2] + (dist_to_plane * d_nvect[2]); } } } return deflected; } void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float *force, int deform, MTex *mtex, unsigned int par_layer) { Particle *pa, *opa = NULL; float damp, deltalife, life; float cur_time; float opco[3], opno[3], npco[3], npno[3], new_force[3], new_speed[3]; int b, rt1, rt2, deflected, deflection, finish_defs, def_count; int last_ob, last_fc, same_fc; damp= 1.0f-paf->damp; pa= part; /* start speed: random */ if(paf->randfac!=0.0) { pa->no[0]+= (float)(paf->randfac*( BLI_drand() -0.5)); pa->no[1]+= (float)(paf->randfac*( BLI_drand() -0.5)); pa->no[2]+= (float)(paf->randfac*( BLI_drand() -0.5)); } /* start speed: texture */ if(mtex && paf->texfac!=0.0) { particle_tex(mtex, paf, pa->co, pa->no); } if(paf->totkey>1) deltalife= pa->lifetime/(paf->totkey-1); else deltalife= pa->lifetime; opa= pa; pa++; b= paf->totkey-1; while(b--) { /* new time */ pa->time= opa->time+deltalife; /* set initial variables */ opco[0] = opa->co[0]; opco[1] = opa->co[1]; opco[2] = opa->co[2]; new_force[0] = force[0]; new_force[1] = force[1]; new_force[2] = force[2]; new_speed[0] = 0.0; new_speed[1] = 0.0; new_speed[2] = 0.0; /* Check force field */ cur_time = pa->time; pdDoEffector(opco, new_force, new_speed, cur_time, par_layer,0); /* new location */ pa->co[0]= opa->co[0] + deltalife * (opa->no[0] + new_speed[0] + 0.5f*new_force[0]); pa->co[1]= opa->co[1] + deltalife * (opa->no[1] + new_speed[1] + 0.5f*new_force[1]); pa->co[2]= opa->co[2] + deltalife * (opa->no[2] + new_speed[2] + 0.5f*new_force[2]); /* new speed */ pa->no[0]= opa->no[0] + deltalife*new_force[0]; pa->no[1]= opa->no[1] + deltalife*new_force[1]; pa->no[2]= opa->no[2] + deltalife*new_force[2]; /* Particle deflection code */ deflection = 0; finish_defs = 1; def_count = 0; VECCOPY(opno, opa->no); VECCOPY(npco, pa->co); VECCOPY(npno, pa->no); life = deltalife; cur_time -= deltalife; last_ob = -1; last_fc = -1; same_fc = 0; /* First call the particle deflection check for the particle moving */ /* between the old co-ordinates and the new co-ordinates */ /* If a deflection occurs, call the code again, this time between the */ /* intersection point and the updated new co-ordinates */ /* Bail out if we've done the calculation 10 times - this seems ok */ /* for most scenes I've tested */ while (finish_defs) { deflected = pdDoDeflection(opco, npco, opno, npno, life, new_force, def_count, cur_time, par_layer, &last_ob, &last_fc, &same_fc); if (deflected) { def_count = def_count + 1; deflection = 1; if (def_count==10) finish_defs = 0; } else { finish_defs = 0; } } /* Only update the particle positions and speed if we had a deflection */ if (deflection) { pa->co[0] = npco[0]; pa->co[1] = npco[1]; pa->co[2] = npco[2]; pa->no[0] = npno[0]; pa->no[1] = npno[1]; pa->no[2] = npno[2]; } /* speed: texture */ if(mtex && paf->texfac!=0.0) { particle_tex(mtex, paf, pa->co, pa->no); } if(damp!=1.0) { pa->no[0]*= damp; pa->no[1]*= damp; pa->no[2]*= damp; } opa= pa; pa++; /* opa is used later on too! */ } if(deform) { /* deform all keys */ pa= part; b= paf->totkey; while(b--) { calc_latt_deform(pa->co); pa++; } } /* the big multiplication */ if(depthmult[depth]!=0.0) { /* new 'child' emerges from an average 'mult' part from the particles */ damp = (float)nr; rt1= (int)(damp*paf->mult[depth]); rt2= (int)((damp+1.0)*paf->mult[depth]); if(rt1!=rt2) { for(b=0; bchild[depth]; b++) { pa= new_particle(paf); *pa= *opa; pa->lifetime= paf->life[depth]; if(paf->randlife!=0.0) { pa->lifetime*= 1.0f+ (float)(paf->randlife*( BLI_drand() - 0.5)); } pa->mat_nr= paf->mat[depth]; make_particle_keys(depth+1, b, paf, pa, force, deform, mtex, par_layer); } } } } void init_mv_jit(float *jit, int num,int seed2) { float *jit2, x, rad1, rad2, rad3; int i, num2; if(num==0) return; rad1= (float)(1.0/sqrt((float)num)); rad2= (float)(1.0/((float)num)); rad3= (float)sqrt((float)num)/((float)num); BLI_srand(31415926 + num + seed2); x= 0; num2 = 2 * num; for(i=0; imvert; mfacebase= dlm->mface; totface= dlm->totface; totvert= dlm->totvert; } if(totvert==0) { mvertbase= me->mvert; mfacebase= me->mface; totface= me->totface; totvert= me->totvert; } if(totface==0 || nrco); VECCOPY(no, mvert->no); } else { nr-= totvert; if(jit==0) { jitlevel= nr/totface; if(jitlevel==0) jitlevel= 1; if(jitlevel>100) jitlevel= 100; jit= MEM_callocN(2+ jitlevel*2*sizeof(float), "jit"); init_mv_jit(jit, jitlevel,seed2); } curjit= nr/totface; curjit= curjit % jitlevel; curface= nr % totface; mface= mfacebase; mface+= curface; v1= (mvertbase+(mface->v1))->co; v2= (mvertbase+(mface->v2))->co; n1= (mvertbase+(mface->v1))->no; n2= (mvertbase+(mface->v2))->no; if(mface->v3==0) { v3= (mvertbase+(mface->v2))->co; v4= (mvertbase+(mface->v1))->co; n3= (mvertbase+(mface->v2))->no; n4= (mvertbase+(mface->v1))->no; } else if(mface->v4==0) { v3= (mvertbase+(mface->v3))->co; v4= (mvertbase+(mface->v1))->co; n3= (mvertbase+(mface->v3))->no; n4= (mvertbase+(mface->v1))->no; } else { v3= (mvertbase+(mface->v3))->co; v4= (mvertbase+(mface->v4))->co; n3= (mvertbase+(mface->v3))->no; n4= (mvertbase+(mface->v4))->no; } u= jit[2*curjit]; v= jit[2*curjit+1]; co[0]= (float)((1.0-u)*(1.0-v)*v1[0] + (1.0-u)*(v)*v2[0] + (u)*(v)*v3[0] + (u)*(1.0-v)*v4[0]); co[1]= (float)((1.0-u)*(1.0-v)*v1[1] + (1.0-u)*(v)*v2[1] + (u)*(v)*v3[1] + (u)*(1.0-v)*v4[1]); co[2]= (float)((1.0-u)*(1.0-v)*v1[2] + (1.0-u)*(v)*v2[2] + (u)*(v)*v3[2] + (u)*(1.0-v)*v4[2]); no[0]= (short)((1.0-u)*(1.0-v)*n1[0] + (1.0-u)*(v)*n2[0] + (u)*(v)*n3[0] + (u)*(1.0-v)*n4[0]); no[1]= (short)((1.0-u)*(1.0-v)*n1[1] + (1.0-u)*(v)*n2[1] + (u)*(v)*n3[1] + (u)*(1.0-v)*n4[1]); no[2]= (short)((1.0-u)*(1.0-v)*n1[2] + (1.0-u)*(v)*n2[2] + (u)*(v)*n3[2] + (u)*(1.0-v)*n4[2]); } } void build_particle_system(Object *ob) { Base *base; Object *par; PartEff *paf; Particle *pa; Mesh *me; MTex *mtexmove=0; Material *ma; DispListMesh *dlm; int dmNeedsFree; DerivedMesh *dm; float framelenont, ftime, dtime, force[3], imat[3][3], vec[3]; float fac, prevobmat[4][4], sfraont, co[3]; int deform=0, a, cur, cfraont, cfralast, totpart, totvert; short no[3]; if(ob->type!=OB_MESH) return; me= ob->data; if(me->totvert==0) return; ma= give_current_material(ob, 1); if(ma) { mtexmove= ma->mtex[7]; } paf= give_parteff(ob); if(paf==NULL) return; waitcursor(1); disable_speed_curve(1); /* generate all particles */ if(paf->keys) MEM_freeN(paf->keys); paf->keys= NULL; new_particle(paf); /* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */ for(base= G.scene->base.first; base; base= base->next) { base->object->sumohandle= NULL; } cfraont= G.scene->r.cfra; cfralast= -1000; framelenont= G.scene->r.framelen; G.scene->r.framelen= 1.0; sfraont= ob->sf; ob->sf= 0.0; /* mult generations? */ totpart= paf->totpart; for(a=0; amult[a]!=0.0) { /* interessant formula! this way after 'x' generations the total is paf->totpart */ totpart= (int)(totpart / (1.0+paf->mult[a]*paf->child[a])); } else break; } ftime= paf->sta; dtime= (paf->end - paf->sta)/totpart; /* remember full hierarchy */ par= ob; while(par) { pushdata(par, sizeof(Object)); par= par->parent; } /* for static particles, calculate system on current frame */ if(ma) do_mat_ipo(ma); /* set it all at first frame */ G.scene->r.cfra= cfralast= (int)floor(ftime); par= ob; while(par) { /* do_ob_ipo(par); */ do_ob_key(par); par= par->parent; } if((paf->flag & PAF_STATIC)==0) { if(ma) do_mat_ipo(ma); // nor for static where_is_object(ob); Mat4CpyMat4(prevobmat, ob->obmat); Mat4Invert(ob->imat, ob->obmat); Mat3CpyMat4(imat, ob->imat); } else { Mat4One(prevobmat); Mat3One(imat); } BLI_srand(paf->seed); /* otherwise it goes way too fast */ force[0]= paf->force[0]*0.05f; force[1]= paf->force[1]*0.05f; force[2]= paf->force[2]*0.05f; if( paf->flag & PAF_STATIC ) deform= 0; else { deform= (ob->parent && ob->parent->type==OB_LATTICE); if(deform) init_latt_deform(ob->parent, 0); } /* init */ dm = mesh_get_derived_final(ob, &dmNeedsFree); dlm = dm->convertToDispListMesh(dm); totvert = dlm->totvert; give_mesh_mvert(me, dlm, totpart, co, no, paf->seed); if(G.f & G_DEBUG) { printf("\n"); printf("Calculating particles......... \n"); } for(a=0; atime= ftime; if(G.f & G_DEBUG) { int b, c; c = totpart/100; if (c==0){ c = 1; } b=(a%c); if (b==0) { printf("\r Particle: %d / %d ", a, totpart); fflush(stdout); } } /* set ob at correct time */ if((paf->flag & PAF_STATIC)==0) { cur= (int)floor(ftime) + 1 ; /* + 1 has a reason: (obmat/prevobmat) otherwise comet-tails start too late */ if(cfralast != cur) { G.scene->r.cfra= cfralast= cur; /* added later: blur? */ bsystem_time(ob, ob->parent, (float)G.scene->r.cfra, 0.0); par= ob; while(par) { /* do_ob_ipo(par); */ par->ctime= -1234567.0; do_ob_key(par); if(par->type==OB_ARMATURE) { do_all_actions(par); // only does this object actions // clear_object_constraint_status(par); // mysterious call, otherwise do_actions doesnt work??? } par= par->parent; } if(ma) do_mat_ipo(ma); Mat4CpyMat4(prevobmat, ob->obmat); where_is_object(ob); Mat4Invert(ob->imat, ob->obmat); Mat3CpyMat4(imat, ob->imat); } } /* get coordinates */ if(paf->flag & PAF_FACE) give_mesh_mvert(me, dlm, a, co, no, paf->seed); else { if (totvert) { VECCOPY(co, dlm->mvert[a%totvert].co); VECCOPY(no, dlm->mvert[a%totvert].no); } else { co[0] = co[1] = co[2] = 0.0f; no[0] = no[1] = no[2] = 0; } } VECCOPY(pa->co, co); if(paf->flag & PAF_STATIC); else { Mat4MulVecfl(ob->obmat, pa->co); VECCOPY(vec, co); Mat4MulVecfl(prevobmat, vec); /* first start speed: object */ VECSUB(pa->no, pa->co, vec); VecMulf(pa->no, paf->obfac); /* calculate the correct inter-frame */ fac= (ftime- (float)floor(ftime)); pa->co[0]= fac*pa->co[0] + (1.0f-fac)*vec[0]; pa->co[1]= fac*pa->co[1] + (1.0f-fac)*vec[1]; pa->co[2]= fac*pa->co[2] + (1.0f-fac)*vec[2]; } /* start speed: normal */ if(paf->normfac!=0.0) { /* transpose ! */ vec[0]= imat[0][0]*no[0] + imat[0][1]*no[1] + imat[0][2]*no[2]; vec[1]= imat[1][0]*no[0] + imat[1][1]*no[1] + imat[1][2]*no[2]; vec[2]= imat[2][0]*no[0] + imat[2][1]*no[1] + imat[2][2]*no[2]; Normalise(vec); VecMulf(vec, paf->normfac); VECADD(pa->no, pa->no, vec); } pa->lifetime= paf->lifetime; if(paf->randlife!=0.0) { pa->lifetime*= 1.0f+ (float)(paf->randlife*( BLI_drand() - 0.5)); } pa->mat_nr= 1; make_particle_keys(0, a, paf, pa, force, deform, mtexmove, ob->lay); } if(G.f & G_DEBUG) { printf("\r Particle: %d / %d \n", totpart, totpart); fflush(stdout); } if(deform) end_latt_deform(); /* restore */ G.scene->r.cfra= cfraont; G.scene->r.framelen= framelenont; give_mesh_mvert(0, 0, 0, 0, 0,paf->seed); /* put hierarchy back */ par= ob; while(par) { popfirst(par); /* do not do ob->ipo: keep insertkey */ do_ob_key(par); if(par->type==OB_ARMATURE) { do_all_actions(par); // only does this object actions // clear_object_constraint_status(par); // mysterious call, otherwise do_actions doesnt work??? } par= par->parent; } /* reset deflector cache */ for(base= G.scene->base.first; base; base= base->next) { if(base->object->sumohandle) { MEM_freeN(base->object->sumohandle); base->object->sumohandle= NULL; } } /* restore: AFTER popfirst */ ob->sf= sfraont; if(ma) do_mat_ipo(ma); // set back on current time disable_speed_curve(0); waitcursor(0); displistmesh_free(dlm); if (dmNeedsFree) dm->release(dm); } /* ************* WAVE **************** */ void init_wave_deform(WaveEff *wav) { wav->minfac= (float)(1.0/exp(wav->width*wav->narrow*wav->width*wav->narrow)); if(wav->damp==0) wav->damp= 10.0f; } void calc_wave_deform(WaveEff *wav, float ctime, float *co) { /* co is in local coords */ float lifefac, x, y, amplit; /* actually this should not happen */ if((wav->flag & (WAV_X+WAV_Y))==0) return; lifefac= wav->height; if( wav->lifetime!=0.0) { x= ctime - wav->timeoffs; if(x>wav->lifetime) { lifefac= x-wav->lifetime; if(lifefac > wav->damp) lifefac= 0.0; else lifefac= (float)(wav->height*(1.0 - sqrt(lifefac/wav->damp))); } } if(lifefac==0.0) return; x= co[0]-wav->startx; y= co[1]-wav->starty; if(wav->flag & WAV_X) { if(wav->flag & WAV_Y) amplit= (float)sqrt( (x*x + y*y)); else amplit= x; } else amplit= y; /* this way it makes nice circles */ amplit-= (ctime-wav->timeoffs)*wav->speed; if(wav->flag & WAV_CYCL) { amplit = (float)fmod(amplit-wav->width, 2.0*wav->width) + wav->width; } /* GAUSSIAN */ if(amplit> -wav->width && amplitwidth) { amplit = amplit*wav->narrow; amplit= (float)(1.0/exp(amplit*amplit) - wav->minfac); co[2]+= lifefac*amplit; } } int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3], float facenormal[3], float *damp, float force[3], int mode, float cur_time, unsigned int par_layer,struct Object *vertexowner) { Base *base; Object *ob, *deflection_object = NULL; Mesh *def_mesh; MFace *mface, *deflection_face = NULL; float *v1, *v2, *v3, *v4, *vcache=NULL; float mat[3][3]; float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], obloc[3]; float dv1[3], dv2[3], dv3[3]; float facedist,n_mag,t,t2, min_t,force_mag_norm; int a, deflected=0, deflected_now=0; short cur_frame; int d_object=0, d_face=0, ds_object=0, ds_face=0; // i'm going to rearrange it to declaration rules when WIP is finished (BM) float innerfacethickness = -0.5f; float outerfacethickness = 0.2f; float ee = 5.0f; float ff = 0.1f; float fa; min_t = 200000; /* The first part of the code, finding the first intersected face*/ base= G.scene->base.first; while (base) { /*Only proceed for mesh object in same layer */ if(base->object->type==OB_MESH && (base->lay & par_layer)) { ob= base->object; if((vertexowner) && (ob == vertexowner)){ /* if vertexowner is given * we don't want to check collision with owner object */ base = base->next; continue; } /* only with deflecting set */ if(ob->pd && ob->pd->deflect) { def_mesh= ob->data; d_object = d_object + 1; d_face = d_face + 1; mface= def_mesh->mface; a = def_mesh->totface; /* need to have user control for that since it depends on model scale */ innerfacethickness =-ob->pd->pdef_sbift; outerfacethickness =ob->pd->pdef_sboft; fa = (ff*outerfacethickness-outerfacethickness); fa *= fa; fa = 1.0f/fa; if(ob->parent==NULL && ob->ipo==NULL) { // static if(ob->sumohandle==NULL) cache_object_vertices(ob); vcache= ob->sumohandle; } else { /*Find out where the object is at this time*/ cur_frame = G.scene->r.cfra; G.scene->r.cfra = (short)cur_time; where_is_object_time(ob, cur_time); G.scene->r.cfra = cur_frame; /*Pass the values from ob->obmat to mat*/ /*and the location values to obloc */ Mat3CpyMat4(mat,ob->obmat); obloc[0] = ob->obmat[3][0]; obloc[1] = ob->obmat[3][1]; obloc[2] = ob->obmat[3][2]; /* not cachable */ vcache= NULL; } while (a--) { if(vcache) { v1= vcache+ 3*(mface->v1); VECCOPY(nv1, v1); v1= vcache+ 3*(mface->v2); VECCOPY(nv2, v1); v1= vcache+ 3*(mface->v3); VECCOPY(nv3, v1); v1= vcache+ 3*(mface->v4); VECCOPY(nv4, v1); } else { /* Calculate the global co-ordinates of the vertices*/ v1= (def_mesh->mvert+(mface->v1))->co; v2= (def_mesh->mvert+(mface->v2))->co; v3= (def_mesh->mvert+(mface->v3))->co; v4= (def_mesh->mvert+(mface->v4))->co; VECCOPY(nv1, v1); VECCOPY(nv2, v2); VECCOPY(nv3, v3); VECCOPY(nv4, v4); /*Apply the objects deformation matrix*/ Mat3MulVecfl(mat, nv1); Mat3MulVecfl(mat, nv2); Mat3MulVecfl(mat, nv3); Mat3MulVecfl(mat, nv4); VECADD(nv1, nv1, obloc); VECADD(nv2, nv2, obloc); VECADD(nv3, nv3, obloc); VECADD(nv4, nv4, obloc); } deflected_now = 0; if (mode == 1){ // face intrusion test // switch origin to be nv2 VECSUB(edge1, nv1, nv2); VECSUB(edge2, nv3, nv2); VECSUB(dv1,opco,nv2); // abuse dv1 to have vertex in question at *origin* of triangle Crossf(d_nvect, edge2, edge1); n_mag = Normalise(d_nvect); facedist = Inpf(dv1,d_nvect); if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){ dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0]; dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1]; dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2]; if ( linetriangle( opco, dv2, nv1, nv2, nv3, &t)){ force_mag_norm =(float)exp(-ee*facedist); if (facedist > outerfacethickness*ff) force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness); force[0] += force_mag_norm*d_nvect[0] ; force[1] += force_mag_norm*d_nvect[1] ; force[2] += force_mag_norm*d_nvect[2] ; *damp=ob->pd->pdef_sbdamp; deflected = 2; } } if (mface->v4){ // quad // switch origin to be nv4 VECSUB(edge1, nv3, nv4); VECSUB(edge2, nv1, nv4); VECSUB(dv1,opco,nv4); // abuse dv1 to have vertex in question at *origin* of triangle Crossf(d_nvect, edge2, edge1); n_mag = Normalise(d_nvect); facedist = Inpf(dv1,d_nvect); if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){ dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0]; dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1]; dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2]; if ( linetriangle( opco, dv2, nv1, nv3, nv4, &t)){ force_mag_norm =(float)exp(-ee*facedist); if (facedist > outerfacethickness*ff) force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness); force[0] += force_mag_norm*d_nvect[0] ; force[1] += force_mag_norm*d_nvect[1] ; force[2] += force_mag_norm*d_nvect[2] ; *damp=ob->pd->pdef_sbdamp; deflected = 2; } } } } if (mode == 2){ // edge intrusion test //t= 0.5; // this is labda of line, can use it optimize quad intersection // sorry but no .. see below (BM) if( linetriangle(opco, npco, nv1, nv2, nv3, &t) ) { if (t < min_t) { deflected = 1; deflected_now = 1; } } // else if (mface->v4 && (t>=0.0 && t<=1.0)) { // no, you can't skip testing the other triangle // it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :) // note: the 2 triangles don't need to share a plane ! (BM) if (mface->v4) { if( linetriangle(opco, npco, nv1, nv3, nv4, &t2) ) { if (t2 < min_t) { deflected = 1; deflected_now = 2; } } } if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) { min_t = t; ds_object = d_object; ds_face = d_face; deflection_object = ob; deflection_face = mface; if (deflected_now==1) { min_t = t; VECCOPY(dv1, nv1); VECCOPY(dv2, nv2); VECCOPY(dv3, nv3); } else { min_t = t2; VECCOPY(dv1, nv1); VECCOPY(dv2, nv3); VECCOPY(dv3, nv4); } } } mface++; } } } base = base->next; } // while (base) if (mode == 1){ // face return deflected; } if (mode == 2){ // edge intrusion test if (deflected) { VECSUB(edge1, dv1, dv2); VECSUB(edge2, dv3, dv2); Crossf(d_nvect, edge2, edge1); n_mag = Normalise(d_nvect); // return point of intersection colco[0] = opco[0] + (min_t * (npco[0] - opco[0])); colco[1] = opco[1] + (min_t * (npco[1] - opco[1])); colco[2] = opco[2] + (min_t * (npco[2] - opco[2])); VECCOPY(facenormal,d_nvect); } } return deflected; }