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blender-archive/source/blender/makesrna/intern/rna_particle.c

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/*
* $Id$
*
* ***** 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,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Blender Foundation (2008).
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-27 20:20:01 +00:00
/** \file blender/makesrna/intern/rna_particle.c
* \ingroup RNA
*/
#include <stdio.h>
#include <stdlib.h>
#include "limits.h"
#include "RNA_define.h"
#include "rna_internal.h"
#include "DNA_material_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_cloth_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_force.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
#include "DNA_boid_types.h"
#include "DNA_texture_types.h"
#include "WM_types.h"
#include "WM_api.h"
EnumPropertyItem part_from_items[] = {
{PART_FROM_VERT, "VERT", 0, "Verts", ""},
{PART_FROM_FACE, "FACE", 0, "Faces", ""},
{PART_FROM_VOLUME, "VOLUME", 0, "Volume", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_reactor_from_items[] = {
{PART_FROM_VERT, "VERT", 0, "Verts", ""},
{PART_FROM_FACE, "FACE", 0, "Faces", ""},
{PART_FROM_VOLUME, "VOLUME", 0, "Volume", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_dist_items[] = {
{PART_DISTR_JIT, "JIT", 0, "Jittered", ""},
{PART_DISTR_RAND, "RAND", 0, "Random", ""},
{PART_DISTR_GRID, "GRID", 0, "Grid", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_hair_dist_items[] = {
{PART_DISTR_JIT, "JIT", 0, "Jittered", ""},
{PART_DISTR_RAND, "RAND", 0, "Random", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_draw_as_items[] = {
{PART_DRAW_NOT, "NONE", 0, "None", ""},
{PART_DRAW_REND, "RENDER", 0, "Rendered", ""},
{PART_DRAW_DOT, "DOT", 0, "Point", ""},
{PART_DRAW_CIRC, "CIRC", 0, "Circle", ""},
{PART_DRAW_CROSS, "CROSS", 0, "Cross", ""},
{PART_DRAW_AXIS, "AXIS", 0, "Axis", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_hair_draw_as_items[] = {
{PART_DRAW_NOT, "NONE", 0, "None", ""},
{PART_DRAW_REND, "RENDER", 0, "Rendered", ""},
{PART_DRAW_PATH, "PATH", 0, "Path", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_ren_as_items[] = {
{PART_DRAW_NOT, "NONE", 0, "None", ""},
{PART_DRAW_HALO, "HALO", 0, "Halo", ""},
{PART_DRAW_LINE, "LINE", 0, "Line", ""},
{PART_DRAW_PATH, "PATH", 0, "Path", ""},
{PART_DRAW_OB, "OBJECT", 0, "Object", ""},
{PART_DRAW_GR, "GROUP", 0, "Group", ""},
{PART_DRAW_BB, "BILLBOARD", 0, "Billboard", ""},
{0, NULL, 0, NULL, NULL}
};
EnumPropertyItem part_hair_ren_as_items[] = {
{PART_DRAW_NOT, "NONE", 0, "None", ""},
{PART_DRAW_PATH, "PATH", 0, "Path", ""},
{PART_DRAW_OB, "OBJECT", 0, "Object", ""},
{PART_DRAW_GR, "GROUP", 0, "Group", ""},
{0, NULL, 0, NULL, NULL}
};
#ifdef RNA_RUNTIME
#include "BLI_math.h"
#include "BLI_listbase.h"
#include "BKE_context.h"
#include "BKE_cloth.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_cdderivedmesh.h"
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
#include "BKE_effect.h"
#include "BKE_modifier.h"
#include "BKE_particle.h"
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
#include "BKE_pointcache.h"
#include "BKE_texture.h"
/* use for object space hair get/set */
static void rna_ParticleHairKey_location_object_info(PointerRNA *ptr, ParticleSystemModifierData **psmd_pt, ParticleData **pa_pt)
{
HairKey *hkey= (HairKey *)ptr->data;
Object *ob = (Object *)ptr->id.data;
ModifierData *md;
ParticleSystemModifierData *psmd=NULL;
ParticleSystem *psys;
ParticleData *pa;
int i;
*psmd_pt= NULL;
*pa_pt= NULL;
/* weak, what about multiple particle systems? */
for (md = ob->modifiers.first; md; md=md->next) {
if (md->type == eModifierType_ParticleSystem)
psmd= (ParticleSystemModifierData*) md;
}
if (!psmd || !psmd->dm || !psmd->psys) {
return;
}
psys= psmd->psys;
/* not a very efficient way of getting hair key location data,
* but it's the best we've got at the present */
/* find the particle that corresponds with this HairKey */
for(i=0, pa=psys->particles; i<psys->totpart; i++, pa++) {
/* hairkeys are stored sequentially in memory, so we can find if
* it's the same particle by comparing pointers, without having
* to iterate over them all */
if ((hkey >= pa->hair) && (hkey < pa->hair + pa->totkey))
break;
}
*psmd_pt= psmd;
*pa_pt= pa;
}
static void rna_ParticleHairKey_location_object_get(PointerRNA *ptr, float *values)
{
HairKey *hkey= (HairKey *)ptr->data;
Object *ob = (Object *)ptr->id.data;
ParticleSystemModifierData *psmd;
ParticleData *pa;
rna_ParticleHairKey_location_object_info(ptr, &psmd, &pa);
if(pa) {
DerivedMesh *hairdm = (psmd->psys->flag & PSYS_HAIR_DYNAMICS) ? psmd->psys->hair_out_dm : NULL;
if(hairdm) {
MVert *mvert = CDDM_get_vert(hairdm, pa->hair_index + (hkey - pa->hair));
copy_v3_v3(values, mvert->co);
}
else {
float hairmat[4][4];
psys_mat_hair_to_object(ob, psmd->dm, psmd->psys->part->from, pa, hairmat);
copy_v3_v3(values, hkey->co);
mul_m4_v3(hairmat, values);
}
}
else {
zero_v3(values);
}
}
static void rna_ParticleHairKey_location_object_set(PointerRNA *ptr, const float *values)
{
HairKey *hkey= (HairKey *)ptr->data;
Object *ob = (Object *)ptr->id.data;
ParticleSystemModifierData *psmd;
ParticleData *pa;
rna_ParticleHairKey_location_object_info(ptr, &psmd, &pa);
if(pa) {
DerivedMesh *hairdm = (psmd->psys->flag & PSYS_HAIR_DYNAMICS) ? psmd->psys->hair_out_dm : NULL;
if(hairdm) {
MVert *mvert = CDDM_get_vert(hairdm, pa->hair_index + (hkey - pa->hair));
copy_v3_v3(mvert->co, values);
}
else {
float hairmat[4][4];
float imat[4][4];
psys_mat_hair_to_object(ob, psmd->dm, psmd->psys->part->from, pa, hairmat);
invert_m4_m4(imat, hairmat);
copy_v3_v3(hkey->co, values);
mul_m4_v3(imat, hkey->co);
}
}
else {
zero_v3(hkey->co);
}
}
/* property update functions */
static void particle_recalc(Main *bmain, Scene *scene, PointerRNA *ptr, short flag)
{
if(ptr->type==&RNA_ParticleSystem) {
ParticleSystem *psys = (ParticleSystem*)ptr->data;
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
psys->recalc = flag;
DAG_id_tag_update(ptr->id.data, OB_RECALC_DATA);
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
else
DAG_id_tag_update(ptr->id.data, OB_RECALC_DATA|flag);
WM_main_add_notifier(NC_OBJECT|ND_PARTICLE|NA_EDITED, NULL);
}
static void rna_Particle_redo(Main *bmain, Scene *scene, PointerRNA *ptr)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
{
particle_recalc(bmain, scene, ptr, PSYS_RECALC_REDO);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
}
static void rna_Particle_redo_dependency(Main *bmain, Scene *scene, PointerRNA *ptr)
{
DAG_scene_sort(bmain, scene);
rna_Particle_redo(bmain, scene, ptr);
}
static void rna_Particle_reset(Main *bmain, Scene *scene, PointerRNA *ptr)
{
particle_recalc(bmain, scene, ptr, PSYS_RECALC_RESET);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
}
static void rna_Particle_change_type(Main *bmain, Scene *scene, PointerRNA *ptr)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
{
particle_recalc(bmain, scene, ptr, PSYS_RECALC_RESET|PSYS_RECALC_TYPE);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
}
static void rna_Particle_change_physics(Main *bmain, Scene *scene, PointerRNA *ptr)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
{
particle_recalc(bmain, scene, ptr, PSYS_RECALC_RESET|PSYS_RECALC_PHYS);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
}
static void rna_Particle_redo_child(Main *bmain, Scene *scene, PointerRNA *ptr)
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
{
particle_recalc(bmain, scene, ptr, PSYS_RECALC_CHILD);
}
static ParticleSystem *rna_particle_system_for_target(Object *ob, ParticleTarget *target)
{
ParticleSystem *psys;
ParticleTarget *pt;
for(psys=ob->particlesystem.first; psys; psys=psys->next)
for(pt=psys->targets.first; pt; pt=pt->next)
if(pt == target)
return psys;
return NULL;
}
static void rna_Particle_target_reset(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(ptr->type==&RNA_ParticleTarget) {
Object *ob = (Object*)ptr->id.data;
ParticleTarget *pt = (ParticleTarget*)ptr->data;
ParticleSystem *kpsys=NULL, *psys=rna_particle_system_for_target(ob, pt);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(pt->ob==ob || pt->ob==NULL) {
kpsys = BLI_findlink(&ob->particlesystem, pt->psys-1);
if(kpsys)
pt->flag |= PTARGET_VALID;
else
pt->flag &= ~PTARGET_VALID;
}
else {
if(pt->ob)
kpsys = BLI_findlink(&pt->ob->particlesystem, pt->psys-1);
if(kpsys)
pt->flag |= PTARGET_VALID;
else
pt->flag &= ~PTARGET_VALID;
}
psys->recalc = PSYS_RECALC_RESET;
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
DAG_scene_sort(bmain, scene);
}
WM_main_add_notifier(NC_OBJECT|ND_PARTICLE|NA_EDITED, NULL);
}
static void rna_Particle_target_redo(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(ptr->type==&RNA_ParticleTarget) {
Object *ob = (Object*)ptr->id.data;
ParticleTarget *pt = (ParticleTarget*)ptr->data;
ParticleSystem *psys = rna_particle_system_for_target(ob, pt);
psys->recalc = PSYS_RECALC_REDO;
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
WM_main_add_notifier(NC_OBJECT|ND_PARTICLE|NA_EDITED, NULL);
}
}
static void rna_Particle_hair_dynamics(Main *bmain, Scene *scene, PointerRNA *ptr)
{
Object *ob = (Object*)ptr->id.data;
ParticleSystem *psys = (ParticleSystem*)ptr->data;
if(psys && !psys->clmd) {
psys->clmd = (ClothModifierData*)modifier_new(eModifierType_Cloth);
psys->clmd->sim_parms->goalspring = 0.0f;
psys->clmd->sim_parms->flags |= CLOTH_SIMSETTINGS_FLAG_GOAL|CLOTH_SIMSETTINGS_FLAG_NO_SPRING_COMPRESS;
psys->clmd->coll_parms->flags &= ~CLOTH_COLLSETTINGS_FLAG_SELF;
rna_Particle_redo(bmain, scene, ptr);
}
else
WM_main_add_notifier(NC_OBJECT|ND_PARTICLE|NA_EDITED, NULL);
DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
}
static PointerRNA rna_particle_settings_get(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
ParticleSettings *part = psys->part;
return rna_pointer_inherit_refine(ptr, &RNA_ParticleSettings, part);
}
static void rna_particle_settings_set(PointerRNA *ptr, PointerRNA value)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
int old_type = 0;
if(psys->part) {
old_type = psys->part->type;
psys->part->id.us--;
}
psys->part = (ParticleSettings *)value.data;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(psys->part) {
psys->part->id.us++;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
psys_check_boid_data(psys);
if(old_type != psys->part->type)
psys->recalc |= PSYS_RECALC_TYPE;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
}
}
static void rna_Particle_abspathtime_update(Main *bmain, Scene *scene, PointerRNA *ptr)
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
float delta = settings->end + settings->lifetime - settings->sta;
if(settings->draw & PART_ABS_PATH_TIME) {
settings->path_start = settings->sta + settings->path_start * delta;
settings->path_end = settings->sta + settings->path_end * delta;
}
else {
settings->path_start = (settings->path_start - settings->sta)/delta;
settings->path_end = (settings->path_end - settings->sta)/delta;
}
rna_Particle_redo(bmain, scene, ptr);
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
}
static void rna_PartSettings_start_set(struct PointerRNA *ptr, float value)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
/* check for clipping */
if(value > settings->end)
value = settings->end;
//if(settings->type==PART_REACTOR && value < 1.0)
// value = 1.0;
//else
if (value < MINAFRAMEF)
value = MINAFRAMEF;
settings->sta = value;
}
static void rna_PartSettings_end_set(struct PointerRNA *ptr, float value)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
/* check for clipping */
if(value < settings->sta)
value = settings->sta;
settings->end = value;
}
static void rna_PartSetings_timestep_set(struct PointerRNA *ptr, float value)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
settings->timetweak = value/0.04f;
}
static float rna_PartSettings_timestep_get(struct PointerRNA *ptr)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
return settings->timetweak * 0.04f;
}
static void rna_PartSetting_hairlength_set(struct PointerRNA *ptr, float value)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
settings->normfac = value / 4.f;
}
static float rna_PartSetting_hairlength_get(struct PointerRNA *ptr)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
return settings->normfac * 4.f;
}
static void rna_PartSetting_linelentail_set(struct PointerRNA *ptr, float value)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
settings->draw_line[0] = value;
}
static float rna_PartSetting_linelentail_get(struct PointerRNA *ptr)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
return settings->draw_line[0];
}
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
static void rna_PartSetting_pathstartend_range(PointerRNA *ptr, float *min, float *max)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
if(settings->type==PART_HAIR) {
*min = 0.0f;
*max = (settings->draw & PART_ABS_PATH_TIME) ? 100.0f : 1.0f;
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
}
else {
*min = (settings->draw & PART_ABS_PATH_TIME) ? settings->sta : 0.0f;
*max= (settings->draw & PART_ABS_PATH_TIME) ? MAXFRAMEF : 1.0f;
}
}
static void rna_PartSetting_linelenhead_set(struct PointerRNA *ptr, float value)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
settings->draw_line[1] = value;
}
static float rna_PartSetting_linelenhead_get(struct PointerRNA *ptr)
{
ParticleSettings *settings = (ParticleSettings*)ptr->data;
return settings->draw_line[1];
}
static int rna_PartSettings_is_fluid_get(PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->data;
return part->type == PART_FLUID;
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static PointerRNA rna_ParticleSystem_active_particle_target_get(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt = psys->targets.first;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(; pt; pt=pt->next) {
if(pt->flag & PTARGET_CURRENT)
return rna_pointer_inherit_refine(ptr, &RNA_ParticleTarget, pt);
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
return rna_pointer_inherit_refine(ptr, &RNA_ParticleTarget, NULL);
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static void rna_ParticleSystem_active_particle_target_index_range(PointerRNA *ptr, int *min, int *max)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
*min= 0;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
*max= BLI_countlist(&psys->targets)-1;
*max= MAX2(0, *max);
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static int rna_ParticleSystem_active_particle_target_index_get(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt = psys->targets.first;
int i=0;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(; pt; pt=pt->next, i++)
if(pt->flag & PTARGET_CURRENT)
return i;
return 0;
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static void rna_ParticleSystem_active_particle_target_index_set(struct PointerRNA *ptr, int value)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt = psys->targets.first;
int i=0;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
for(; pt; pt=pt->next, i++) {
if(i==value)
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
pt->flag |= PTARGET_CURRENT;
else
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
pt->flag &= ~PTARGET_CURRENT;
}
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static int rna_ParticleTarget_name_length(PointerRNA *ptr)
{
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt= ptr->data;
if(pt->flag & PTARGET_VALID) {
ParticleSystem *psys = NULL;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(pt->ob)
psys = BLI_findlink(&pt->ob->particlesystem, pt->psys-1);
else {
Object *ob = (Object*) ptr->id.data;
psys = BLI_findlink(&ob->particlesystem, pt->psys-1);
}
if(psys) {
if(pt->ob)
return strlen(pt->ob->id.name+2) + 2 + strlen(psys->name);
else
return strlen(psys->name);
}
else
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
return 15;
}
else
return 15;
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static void rna_ParticleTarget_name_get(PointerRNA *ptr, char *str)
{
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
ParticleTarget *pt= ptr->data;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(pt->flag & PTARGET_VALID) {
ParticleSystem *psys = NULL;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
if(pt->ob)
psys = BLI_findlink(&pt->ob->particlesystem, pt->psys-1);
else {
Object *ob = (Object*) ptr->id.data;
psys = BLI_findlink(&ob->particlesystem, pt->psys-1);
}
if(psys) {
if(pt->ob)
sprintf(str, "%s: %s", pt->ob->id.name+2, psys->name);
else
strcpy(str, psys->name);
}
else
strcpy(str, "Invalid target!");
}
else
strcpy(str, "Invalid target!");
}
static int particle_id_check(PointerRNA *ptr)
{
ID *id= ptr->id.data;
return (GS(id->name) == ID_PA);
}
static char *rna_SPHFluidSettings_path(PointerRNA *ptr)
{
SPHFluidSettings *fluid = (SPHFluidSettings *)ptr->data;
if(particle_id_check(ptr)) {
ParticleSettings *part = (ParticleSettings*)ptr->id.data;
if (part->fluid == fluid)
return BLI_sprintfN("fluid");
}
return NULL;
}
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
static int rna_ParticleSystem_multiple_caches_get(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
return (psys->ptcaches.first != psys->ptcaches.last);
}
static int rna_ParticleSystem_editable_get(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
return psys_check_edited(psys);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
}
static int rna_ParticleSystem_edited_get(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
if(psys->part && psys->part->type==PART_HAIR)
return (psys->flag & PSYS_EDITED || (psys->edit && psys->edit->edited));
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
else
return (psys->pointcache->edit && psys->pointcache->edit->edited);
}
static PointerRNA rna_ParticleDupliWeight_active_get(PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->id.data;
ParticleDupliWeight *dw = part->dupliweights.first;
for(; dw; dw=dw->next) {
if(dw->flag & PART_DUPLIW_CURRENT)
return rna_pointer_inherit_refine(ptr, &RNA_ParticleDupliWeight, dw);
}
return rna_pointer_inherit_refine(ptr, &RNA_ParticleTarget, NULL);
}
static void rna_ParticleDupliWeight_active_index_range(PointerRNA *ptr, int *min, int *max)
{
ParticleSettings *part= (ParticleSettings*)ptr->id.data;
*min= 0;
*max= BLI_countlist(&part->dupliweights)-1;
*max= MAX2(0, *max);
}
static int rna_ParticleDupliWeight_active_index_get(PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->id.data;
ParticleDupliWeight *dw = part->dupliweights.first;
int i=0;
for(; dw; dw=dw->next, i++)
if(dw->flag & PART_DUPLIW_CURRENT)
return i;
return 0;
}
static void rna_ParticleDupliWeight_active_index_set(struct PointerRNA *ptr, int value)
{
ParticleSettings *part= (ParticleSettings*)ptr->id.data;
ParticleDupliWeight *dw = part->dupliweights.first;
int i=0;
for(; dw; dw=dw->next, i++) {
if(i==value)
dw->flag |= PART_DUPLIW_CURRENT;
else
dw->flag &= ~PART_DUPLIW_CURRENT;
}
}
static int rna_ParticleDupliWeight_name_length(PointerRNA *ptr)
{
ParticleDupliWeight *dw= ptr->data;
if(dw->ob)
return strlen(dw->ob->id.name+2) + 7;
else
return 9 + 7;
}
static void rna_ParticleDupliWeight_name_get(PointerRNA *ptr, char *str)
{
ParticleDupliWeight *dw= ptr->data;
if(dw->ob)
sprintf(str, "%s: %i", dw->ob->id.name+2, dw->count);
else
strcpy(str, "No object");
}
static EnumPropertyItem *rna_Particle_from_itemf(bContext *C, PointerRNA *ptr, int *free)
{
//if(part->type==PART_REACTOR)
// return part_reactor_from_items;
//else
return part_from_items;
}
static EnumPropertyItem *rna_Particle_dist_itemf(bContext *C, PointerRNA *ptr, int *free)
{
ParticleSettings *part = ptr->id.data;
if(part->type==PART_HAIR)
return part_hair_dist_items;
else
return part_dist_items;
}
static EnumPropertyItem *rna_Particle_draw_as_itemf(bContext *C, PointerRNA *ptr, int *free)
{
ParticleSettings *part = ptr->id.data;
if(part->type==PART_HAIR)
return part_hair_draw_as_items;
else
return part_draw_as_items;
}
static EnumPropertyItem *rna_Particle_ren_as_itemf(bContext *C, PointerRNA *ptr, int *free)
{
ParticleSettings *part = ptr->id.data;
if(part->type==PART_HAIR)
return part_hair_ren_as_items;
else
return part_ren_as_items;
}
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
static PointerRNA rna_Particle_field1_get(PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->id.data;
/* weak */
if(!part->pd)
part->pd= object_add_collision_fields(0);
return rna_pointer_inherit_refine(ptr, &RNA_FieldSettings, part->pd);
}
static PointerRNA rna_Particle_field2_get(PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->id.data;
/* weak */
if(!part->pd2)
part->pd2= object_add_collision_fields(0);
return rna_pointer_inherit_refine(ptr, &RNA_FieldSettings, part->pd2);
}
static void psys_vg_name_get__internal(PointerRNA *ptr, char *value, int index)
{
Object *ob= ptr->id.data;
ParticleSystem *psys= (ParticleSystem*)ptr->data;
if(psys->vgroup[index] > 0) {
bDeformGroup *defGroup= BLI_findlink(&ob->defbase, psys->vgroup[index]-1);
if(defGroup) {
strcpy(value, defGroup->name);
return;
}
}
value[0]= '\0';
}
static int psys_vg_name_len__internal(PointerRNA *ptr, int index)
{
Object *ob= ptr->id.data;
ParticleSystem *psys= (ParticleSystem*)ptr->data;
if(psys->vgroup[index] > 0) {
bDeformGroup *defGroup= BLI_findlink(&ob->defbase, psys->vgroup[index]-1);
if(defGroup) {
return strlen(defGroup->name);
}
}
return 0;
}
static void psys_vg_name_set__internal(PointerRNA *ptr, const char *value, int index)
{
Object *ob= ptr->id.data;
ParticleSystem *psys= (ParticleSystem*)ptr->data;
if(value[0]=='\0') {
psys->vgroup[index]= 0;
}
else {
int vgroup_num = defgroup_name_index(ob, (char*)value);
if(vgroup_num == -1)
return;
psys->vgroup[index]= vgroup_num + 1;
}
}
static char *rna_ParticleSystem_path(PointerRNA *ptr)
{
ParticleSystem *psys= (ParticleSystem*)ptr->data;
return BLI_sprintfN("particle_systems[\"%s\"]", psys->name);
}
static void rna_ParticleSettings_mtex_begin(CollectionPropertyIterator *iter, PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->data;
rna_iterator_array_begin(iter, (void*)part->mtex, sizeof(MTex*), MAX_MTEX, 0, NULL);
}
static PointerRNA rna_ParticleSettings_active_texture_get(PointerRNA *ptr)
{
ParticleSettings *part= (ParticleSettings*)ptr->data;
Tex *tex;
tex= give_current_particle_texture(part);
return rna_pointer_inherit_refine(ptr, &RNA_Texture, tex);
}
static void rna_ParticleSettings_active_texture_set(PointerRNA *ptr, PointerRNA value)
{
ParticleSettings *part= (ParticleSettings*)ptr->data;
set_current_particle_texture(part, value.data);
}
/* irritating string functions for each index :/ */
static void rna_ParticleVGroup_name_get_0(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 0); }
static void rna_ParticleVGroup_name_get_1(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 1); }
static void rna_ParticleVGroup_name_get_2(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 2); }
static void rna_ParticleVGroup_name_get_3(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 3); }
static void rna_ParticleVGroup_name_get_4(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 4); }
static void rna_ParticleVGroup_name_get_5(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 5); }
static void rna_ParticleVGroup_name_get_6(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 6); }
static void rna_ParticleVGroup_name_get_7(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 7); }
static void rna_ParticleVGroup_name_get_8(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 8); }
static void rna_ParticleVGroup_name_get_9(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 9); }
static void rna_ParticleVGroup_name_get_10(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 10); }
static void rna_ParticleVGroup_name_get_11(PointerRNA *ptr, char *value) { psys_vg_name_get__internal(ptr, value, 11); }
static int rna_ParticleVGroup_name_len_0(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 0); }
static int rna_ParticleVGroup_name_len_1(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 1); }
static int rna_ParticleVGroup_name_len_2(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 2); }
static int rna_ParticleVGroup_name_len_3(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 3); }
static int rna_ParticleVGroup_name_len_4(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 4); }
static int rna_ParticleVGroup_name_len_5(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 5); }
static int rna_ParticleVGroup_name_len_6(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 6); }
static int rna_ParticleVGroup_name_len_7(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 7); }
static int rna_ParticleVGroup_name_len_8(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 8); }
static int rna_ParticleVGroup_name_len_9(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 9); }
static int rna_ParticleVGroup_name_len_10(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 10); }
static int rna_ParticleVGroup_name_len_11(PointerRNA *ptr) { return psys_vg_name_len__internal(ptr, 11); }
static void rna_ParticleVGroup_name_set_0(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 0); }
static void rna_ParticleVGroup_name_set_1(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 1); }
static void rna_ParticleVGroup_name_set_2(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 2); }
static void rna_ParticleVGroup_name_set_3(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 3); }
static void rna_ParticleVGroup_name_set_4(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 4); }
static void rna_ParticleVGroup_name_set_5(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 5); }
static void rna_ParticleVGroup_name_set_6(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 6); }
static void rna_ParticleVGroup_name_set_7(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 7); }
static void rna_ParticleVGroup_name_set_8(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 8); }
static void rna_ParticleVGroup_name_set_9(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 9); }
static void rna_ParticleVGroup_name_set_10(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 10); }
static void rna_ParticleVGroup_name_set_11(PointerRNA *ptr, const char *value) { psys_vg_name_set__internal(ptr, value, 11); }
#else
static void rna_def_particle_hair_key(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "ParticleHairKey", NULL);
RNA_def_struct_sdna(srna, "HairKey");
RNA_def_struct_ui_text(srna, "Particle Hair Key", "Particle key for hair particle system");
prop= RNA_def_property(srna, "time", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_ui_text(prop, "Time", "Relative time of key over hair length");
prop= RNA_def_property(srna, "weight", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_range(prop, 0.0, 1.0);
RNA_def_property_ui_text(prop, "Weight", "Weight for cloth simulation");
prop= RNA_def_property(srna, "co", PROP_FLOAT, PROP_TRANSLATION);
RNA_def_property_array(prop, 3);
RNA_def_property_ui_text(prop, "Location (Object Space)", "Location of the hair key in object space");
RNA_def_property_float_funcs(prop, "rna_ParticleHairKey_location_object_get", "rna_ParticleHairKey_location_object_set", NULL);
prop= RNA_def_property(srna, "co_hair_space", PROP_FLOAT, PROP_TRANSLATION);
RNA_def_property_float_sdna(prop, NULL, "co");
RNA_def_property_ui_text(prop, "Location", "Location of the hair key in its internal coordinate system, relative to the emitting face");
}
static void rna_def_particle_key(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "ParticleKey", NULL);
RNA_def_struct_ui_text(srna, "Particle Key", "Key location for a particle over time");
prop= RNA_def_property(srna, "location", PROP_FLOAT, PROP_TRANSLATION);
RNA_def_property_float_sdna(prop, NULL, "co");
RNA_def_property_ui_text(prop, "Location", "Key location");
prop= RNA_def_property(srna, "velocity", PROP_FLOAT, PROP_VELOCITY);
RNA_def_property_float_sdna(prop, NULL, "vel");
RNA_def_property_ui_text(prop, "Velocity", "Key velocity");
prop= RNA_def_property(srna, "rotation", PROP_FLOAT, PROP_QUATERNION);
RNA_def_property_float_sdna(prop, NULL, "rot");
RNA_def_property_ui_text(prop, "Rotation", "Key rotation quaternion");
prop= RNA_def_property(srna, "angular_velocity", PROP_FLOAT, PROP_VELOCITY);
RNA_def_property_float_sdna(prop, NULL, "ave");
RNA_def_property_ui_text(prop, "Angular Velocity", "Key angular velocity");
prop= RNA_def_property(srna, "time", PROP_FLOAT, PROP_UNSIGNED);
RNA_def_property_ui_text(prop, "Time", "Time of key over the simulation");
}
static void rna_def_child_particle(BlenderRNA *brna)
{
StructRNA *srna;
//PropertyRNA *prop;
srna = RNA_def_struct(brna, "ChildParticle", NULL);
RNA_def_struct_ui_text(srna, "Child Particle", "Child particle interpolated from simulated or edited particles");
// int num, parent; /* num is face index on the final derived mesh */
// int pa[4]; /* nearest particles to the child, used for the interpolation */
// float w[4]; /* interpolation weights for the above particles */
// float fuv[4], foffset; /* face vertex weights and offset */
// float rand[3];
}
static void rna_def_particle(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem alive_items[] = {
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
//{PARS_KILLED, "KILLED", 0, "Killed", ""},
{PARS_DEAD, "DEAD", 0, "Dead", ""},
{PARS_UNBORN, "UNBORN", 0, "Unborn", ""},
{PARS_ALIVE, "ALIVE", 0, "Alive", ""},
{PARS_DYING, "DYING", 0, "Dying", ""},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "Particle", NULL);
RNA_def_struct_sdna(srna, "ParticleData");
RNA_def_struct_ui_text(srna, "Particle", "Particle in a particle system");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
/* Particle State & Previous State */
prop= RNA_def_property(srna, "location", PROP_FLOAT, PROP_TRANSLATION);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "state.co");
RNA_def_property_ui_text(prop, "Particle Location", "");
prop= RNA_def_property(srna, "velocity", PROP_FLOAT, PROP_VELOCITY);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "state.vel");
RNA_def_property_ui_text(prop, "Particle Velocity", "");
prop= RNA_def_property(srna, "angular_velocity", PROP_FLOAT, PROP_VELOCITY);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "state.ave");
RNA_def_property_ui_text(prop, "Angular Velocity", "");
prop= RNA_def_property(srna, "rotation", PROP_FLOAT, PROP_QUATERNION);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "state.rot");
RNA_def_property_ui_text(prop, "Rotation", "");
prop= RNA_def_property(srna, "prev_location", PROP_FLOAT, PROP_TRANSLATION);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "prev_state.co");
RNA_def_property_ui_text(prop, "Previous Particle Location", "");
prop= RNA_def_property(srna, "prev_velocity", PROP_FLOAT, PROP_VELOCITY);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "prev_state.vel");
RNA_def_property_ui_text(prop, "Previous Particle Velocity", "");
prop= RNA_def_property(srna, "prev_angular_velocity", PROP_FLOAT, PROP_VELOCITY);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "prev_state.ave");
RNA_def_property_ui_text(prop, "Previous Angular Velocity", "");
prop= RNA_def_property(srna, "prev_rotation", PROP_FLOAT, PROP_QUATERNION);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "prev_state.rot");
RNA_def_property_ui_text(prop, "Previous Rotation", "");
/* Hair & Keyed Keys */
prop= RNA_def_property(srna, "hair_keys", PROP_COLLECTION, PROP_NONE);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_collection_sdna(prop, NULL, "hair", "totkey");
RNA_def_property_struct_type(prop, "ParticleHairKey");
RNA_def_property_ui_text(prop, "Hair", "");
prop= RNA_def_property(srna, "particle_keys", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "keys", "totkey");
RNA_def_property_struct_type(prop, "ParticleKey");
RNA_def_property_ui_text(prop, "Keyed States", "");
//
// float fuv[4], foffset; /* coordinates on face/edge number "num" and depth along*/
// /* face normal for volume emission */
prop= RNA_def_property(srna, "birth_time", PROP_FLOAT, PROP_TIME);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_float_sdna(prop, NULL, "time");
// RNA_def_property_range(prop, lowerLimitf, upperLimitf);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_ui_text(prop, "Birth Time", "");
prop= RNA_def_property(srna, "lifetime", PROP_FLOAT, PROP_TIME);
// RNA_def_property_range(prop, lowerLimitf, upperLimitf);
RNA_def_property_ui_text(prop, "Lifetime", "");
prop= RNA_def_property(srna, "die_time", PROP_FLOAT, PROP_TIME);
RNA_def_property_float_sdna(prop, NULL, "dietime");
// RNA_def_property_range(prop, lowerLimitf, upperLimitf);
RNA_def_property_ui_text(prop, "Die Time", "");
prop= RNA_def_property(srna, "size", PROP_FLOAT, PROP_NONE);
// RNA_def_property_range(prop, lowerLimitf, upperLimitf);
RNA_def_property_ui_text(prop, "Size", "");
//
// int num; /* index to vert/edge/face */
// int num_dmcache; /* index to derived mesh data (face) to avoid slow lookups */
// int pad;
//
// int totkey;
/* flag */
prop= RNA_def_property(srna, "is_exist", PROP_BOOLEAN, PROP_NONE);
2010-07-13 17:11:50 +00:00
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", PARS_UNEXIST);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Exists", "");
2010-07-13 17:11:50 +00:00
prop= RNA_def_property(srna, "is_visible", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", PARS_NO_DISP);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Visible", "");
prop= RNA_def_property(srna, "alive_state", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "alive");
RNA_def_property_enum_items(prop, alive_items);
RNA_def_property_ui_text(prop, "Alive State", "");
// short rt2;
}
static void rna_def_particle_dupliweight(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "ParticleDupliWeight", NULL);
RNA_def_struct_ui_text(srna, "Particle Dupliobject Weight", "Weight of a particle dupliobject in a group");
RNA_def_struct_sdna(srna, "ParticleDupliWeight");
prop= RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleDupliWeight_name_get", "rna_ParticleDupliWeight_name_length", NULL);
RNA_def_property_ui_text(prop, "Name", "Particle dupliobject name");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_struct_name_property(srna, prop);
prop= RNA_def_property(srna, "count", PROP_INT, PROP_UNSIGNED);
RNA_def_property_range(prop, 0, SHRT_MAX);
RNA_def_property_ui_text(prop, "Count", "The number of times this object is repeated with respect to other objects");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
}
static void rna_def_fluid_settings(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna = RNA_def_struct(brna, "SPHFluidSettings", NULL);
RNA_def_struct_path_func(srna, "rna_SPHFluidSettings_path");
RNA_def_struct_ui_text(srna, "SPH Fluid Settings", "Settings for particle fluids physics");
/* Fluid settings */
prop= RNA_def_property(srna, "spring_force", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "spring_k");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_ui_text(prop, "Spring Force", "Spring force");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "fluid_radius", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "radius");
RNA_def_property_range(prop, 0.0f, 20.0f);
RNA_def_property_ui_range(prop, 0.0f, 2.0f, 1, 3);
RNA_def_property_ui_text(prop, "Interaction Radius", "Fluid interaction radius");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "rest_length", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.0f, 2.0f);
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
RNA_def_property_ui_text(prop, "Rest Length", "Spring rest length (factor of particle radius)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_viscoelastic_springs", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_VISCOELASTIC_SPRINGS);
RNA_def_property_ui_text(prop, "Viscoelastic Springs", "Use viscoelastic springs instead of Hooke's springs");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_initial_rest_length", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_CURRENT_REST_LENGTH);
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
RNA_def_property_ui_text(prop, "Initial Rest Length", "Use the initial length as spring rest length instead of 2 * particle size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "plasticity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "plasticity_constant");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_text(prop, "Plasticity", "How much the spring rest length can change after the elastic limit is crossed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "yield_ratio", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "yield_ratio");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Elastic Limit", "How much the spring has to be stretched/compressed in order to change it's rest length");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "spring_frames", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_text(prop, "Spring Frames", "Create springs for this number of frames since particles birth (0 is always)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* Viscosity */
prop= RNA_def_property(srna, "linear_viscosity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "viscosity_omega");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_ui_text(prop, "Viscosity", "Linear viscosity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "stiff_viscosity", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "viscosity_beta");
RNA_def_property_range(prop, 0.0f, 100.0f);
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
RNA_def_property_ui_range(prop, 0.0f, 2.0f, 1, 3);
RNA_def_property_ui_text(prop, "Stiff viscosity", "Creates viscosity for expanding fluid)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* Double density relaxation */
prop= RNA_def_property(srna, "stiffness", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "stiffness_k");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_ui_text(prop, "Stiffness", "How incompressible the fluid is");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "repulsion", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "stiffness_knear");
RNA_def_property_range(prop, 0.0f, 100.0f);
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
RNA_def_property_ui_range(prop, 0.0f, 2.0f, 1, 3);
RNA_def_property_ui_text(prop, "Repulsion Factor", "How strongly the fluid tries to keep from clustering (factor of stiffness)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "rest_density", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rest_density");
RNA_def_property_range(prop, 0.0f, 100.0f);
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
RNA_def_property_ui_range(prop, 0.0f, 2.0f, 1, 3);
RNA_def_property_ui_text(prop, "Rest Density", "Fluid rest density");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* Buoyancy */
prop= RNA_def_property(srna, "buoyancy", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "buoyancy");
RNA_def_property_range(prop, 0.0f, 10.0f);
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
RNA_def_property_ui_range(prop, 0.0f, 1.0f, 1, 3);
RNA_def_property_ui_text(prop, "Buoyancy", "Artificial buoyancy force in negative gravity direction based on pressure differences inside the fluid");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
/* Factor flags */
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
prop= RNA_def_property(srna, "factor_repulsion", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_FAC_REPULSION);
RNA_def_property_ui_text(prop, "Factor Repulsion", "Repulsion is a factor of stiffness");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "factor_density", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_FAC_DENSITY);
RNA_def_property_ui_text(prop, "Factor Density", "Density is calculated as a factor of default density (depends on particle size)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "factor_radius", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_FAC_RADIUS);
RNA_def_property_ui_text(prop, "Factor Radius", "Interaction radius is a factor of 4 * particle size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "factor_stiff_viscosity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_FAC_VISCOSITY);
RNA_def_property_ui_text(prop, "Factor Stiff Viscosity", "Stiff viscosity is a factor of normal viscosity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "factor_rest_length", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", SPH_FAC_REST_LENGTH);
RNA_def_property_ui_text(prop, "Factor Rest Length", "Spring rest length is a factor of 2 * particle size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
}
static void rna_def_particle_settings_mtex(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem texco_items[] = {
{TEXCO_GLOB, "GLOBAL", 0, "Global", "Uses global coordinates for the texture coordinates"},
{TEXCO_OBJECT, "OBJECT", 0, "Object", "Uses linked object's coordinates for texture coordinates"},
{TEXCO_UV, "UV", 0, "UV", "Uses UV coordinates for texture coordinates"},
{TEXCO_ORCO, "ORCO", 0, "Generated", "Uses the original undeformed coordinates of the object"},
{TEXCO_STRAND, "STRAND", 0, "Strand / Particle", "Uses normalized strand texture coordinate (1D) or particle age (X) and trail position (Y)"},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem prop_mapping_items[] = {
{MTEX_FLAT, "FLAT", 0, "Flat", "Maps X and Y coordinates directly"},
{MTEX_CUBE, "CUBE", 0, "Cube", "Maps using the normal vector"},
{MTEX_TUBE, "TUBE", 0, "Tube", "Maps with Z as central axis"},
{MTEX_SPHERE, "SPHERE", 0, "Sphere", "Maps with Z as central axis"},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem prop_x_mapping_items[] = {
{0, "NONE", 0, "None", ""},
{1, "X", 0, "X", ""},
{2, "Y", 0, "Y", ""},
{3, "Z", 0, "Z", ""},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem prop_y_mapping_items[] = {
{0, "NONE", 0, "None", ""},
{1, "X", 0, "X", ""},
{2, "Y", 0, "Y", ""},
{3, "Z", 0, "Z", ""},
{0, NULL, 0, NULL, NULL}};
static EnumPropertyItem prop_z_mapping_items[] = {
{0, "NONE", 0, "None", ""},
{1, "X", 0, "X", ""},
{2, "Y", 0, "Y", ""},
{3, "Z", 0, "Z", ""},
{0, NULL, 0, NULL, NULL}};
srna= RNA_def_struct(brna, "ParticleSettingsTextureSlot", "TextureSlot");
RNA_def_struct_sdna(srna, "MTex");
RNA_def_struct_ui_text(srna, "Particle Settings Texture Slot", "Texture slot for textures in a Particle Settings datablock");
prop= RNA_def_property(srna, "texture_coords", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "texco");
RNA_def_property_enum_items(prop, texco_items);
RNA_def_property_ui_text(prop, "Texture Coordinates", "Texture coordinates used to map the texture onto the background");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "object");
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Object", "Object to use for mapping with Object texture coordinates");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "uv_layer", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "uvname");
RNA_def_property_ui_text(prop, "UV Layer", "UV layer to use for mapping with UV texture coordinates");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "mapping_x", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "projx");
RNA_def_property_enum_items(prop, prop_x_mapping_items);
RNA_def_property_ui_text(prop, "X Mapping", "");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "mapping_y", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "projy");
RNA_def_property_enum_items(prop, prop_y_mapping_items);
RNA_def_property_ui_text(prop, "Y Mapping", "");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "mapping_z", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "projz");
RNA_def_property_enum_items(prop, prop_z_mapping_items);
RNA_def_property_ui_text(prop, "Z Mapping", "");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "mapping", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, prop_mapping_items);
RNA_def_property_ui_text(prop, "Mapping", "");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* map to */
prop= RNA_def_property(srna, "use_map_time", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_TIME);
RNA_def_property_ui_text(prop, "Emission Time", "Affect the emission time of the particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_life", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_LIFE);
RNA_def_property_ui_text(prop, "Life Time", "Affect the life time of the particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_density", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_DENS);
RNA_def_property_ui_text(prop, "Density", "Affect the density of the particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_size", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_SIZE);
RNA_def_property_ui_text(prop, "Size", "Affect the particle size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_velocity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_IVEL);
RNA_def_property_ui_text(prop, "Initial Velocity", "Affect the particle initial velocity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_field", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_FIELD);
RNA_def_property_ui_text(prop, "Force Field", "Affect the particle force fields");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_gravity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_GRAVITY);
RNA_def_property_ui_text(prop, "Gravity", "Affect the particle gravity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_damp", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_DAMP);
RNA_def_property_ui_text(prop, "Damp", "Affect the particle velocity damping");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "use_map_clump", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_CLUMP);
RNA_def_property_ui_text(prop, "Clump", "Affect the child clumping");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_map_kink", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_KINK);
RNA_def_property_ui_text(prop, "Kink", "Affect the child kink");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "use_map_rough", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_ROUGH);
RNA_def_property_ui_text(prop, "Rough", "Affect the child rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "use_map_length", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "mapto", PAMAP_LENGTH);
RNA_def_property_ui_text(prop, "Length", "Affect the child hair length");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* influence factors */
prop= RNA_def_property(srna, "time_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "timefac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Emission Time Factor", "Amount texture affects particle emission time");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "life_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "lifefac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Life Time Factor", "Amount texture affects particle life time");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "density_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "padensfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Density Factor", "Amount texture affects particle density");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "size_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "sizefac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Size Factor", "Amount texture affects physical particle size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "velocity_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "ivelfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Velocity Factor", "Amount texture affects particle initial velocity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "field_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "fieldfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Field Factor", "Amount texture affects particle force fields");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "gravity_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "gravityfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Gravity Factor", "Amount texture affects particle gravity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "damp_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "dampfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Damp Factor", "Amount texture affects particle damping");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "length_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "lengthfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Length Factor", "Amount texture affects child hair length");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "clump_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "clumpfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Clump Factor", "Amount texture affects child clump");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "kink_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "kinkfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Kink Factor", "Amount texture affects child kink");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "rough_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "roughfac");
RNA_def_property_ui_range(prop, 0, 1, 10, 3);
RNA_def_property_ui_text(prop, "Rough Factor", "Amount texture affects child roughness");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
}
static void rna_def_particle_settings(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
static EnumPropertyItem type_items[] = {
{PART_EMITTER, "EMITTER", 0, "Emitter", ""},
//{PART_REACTOR, "REACTOR", 0, "Reactor", ""},
{PART_HAIR, "HAIR", 0, "Hair", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem phys_type_items[] = {
{PART_PHYS_NO, "NO", 0, "No", ""},
{PART_PHYS_NEWTON, "NEWTON", 0, "Newtonian", ""},
{PART_PHYS_KEYED, "KEYED", 0, "Keyed", ""},
{PART_PHYS_BOIDS, "BOIDS", 0, "Boids", ""},
{PART_PHYS_FLUID, "FLUID", 0, "Fluid", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem rot_mode_items[] = {
{0, "NONE", 0, "None", ""},
{PART_ROT_NOR, "NOR", 0, "Normal", ""},
{PART_ROT_VEL, "VEL", 0, "Velocity", ""},
{PART_ROT_GLOB_X, "GLOB_X", 0, "Global X", ""},
{PART_ROT_GLOB_Y, "GLOB_Y", 0, "Global Y", ""},
{PART_ROT_GLOB_Z, "GLOB_Z", 0, "Global Z", ""},
{PART_ROT_OB_X, "OB_X", 0, "Object X", ""},
{PART_ROT_OB_Y, "OB_Y", 0, "Object Y", ""},
{PART_ROT_OB_Z, "OB_Z", 0, "Object Z", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem ave_mode_items[] = {
{0, "NONE", 0, "None", ""},
{PART_AVE_SPIN, "SPIN", 0, "Spin", ""},
{PART_AVE_RAND, "RAND", 0, "Random", ""} ,
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem react_event_items[] = {
{PART_EVENT_DEATH, "DEATH", 0, "Death", ""},
{PART_EVENT_COLLIDE, "COLLIDE", 0, "Collision", ""},
{PART_EVENT_NEAR, "NEAR", 0, "Near", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem child_type_items[] = {
{0, "NONE", 0, "None", ""},
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
{PART_CHILD_PARTICLES, "SIMPLE", 0, "Simple", ""},
{PART_CHILD_FACES, "INTERPOLATED", 0, "Interpolated", ""},
{0, NULL, 0, NULL, NULL}
};
//TODO: names, tooltips
#if 0
static EnumPropertyItem rot_from_items[] = {
{PART_ROT_KEYS, "KEYS", 0, "keys", ""},
{PART_ROT_ZINCR, "ZINCR", 0, "zincr", ""},
{PART_ROT_IINCR, "IINCR", 0, "iincr", ""},
{0, NULL, 0, NULL, NULL}
};
#endif
static EnumPropertyItem integrator_type_items[] = {
{PART_INT_EULER, "EULER", 0, "Euler", ""},
{PART_INT_VERLET, "VERLET", 0, "Verlet", ""},
{PART_INT_MIDPOINT, "MIDPOINT", 0, "Midpoint", ""},
{PART_INT_RK4, "RK4", 0, "RK4", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem kink_type_items[] = {
{PART_KINK_NO, "NO", 0, "Nothing", ""},
{PART_KINK_CURL, "CURL", 0, "Curl", ""},
{PART_KINK_RADIAL, "RADIAL", 0, "Radial", ""},
{PART_KINK_WAVE, "WAVE", 0, "Wave", ""},
{PART_KINK_BRAID, "BRAID", 0, "Braid", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem kink_axis_items[] = {
{0, "X", 0, "X", ""},
{1, "Y", 0, "Y", ""},
{2, "Z", 0, "Z", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem bb_align_items[] = {
{PART_BB_X, "X", 0, "X", ""},
{PART_BB_Y, "Y", 0, "Y", ""},
{PART_BB_Z, "Z", 0, "Z", ""},
{PART_BB_VIEW, "VIEW", 0, "View", ""},
{PART_BB_VEL, "VEL", 0, "Velocity", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem bb_anim_items[] = {
{PART_BB_ANIM_NONE, "NONE", 0, "None", ""},
{PART_BB_ANIM_AGE, "AGE", 0, "Age", ""},
{PART_BB_ANIM_FRAME, "FRAME", 0, "Frame", ""},
{PART_BB_ANIM_ANGLE, "ANGLE", 0, "Angle", ""},
{0, NULL, 0, NULL, NULL}
};
static EnumPropertyItem bb_split_offset_items[] = {
{PART_BB_OFF_NONE, "NONE", 0, "None", ""},
{PART_BB_OFF_LINEAR, "LINEAR", 0, "Linear", ""},
{PART_BB_OFF_RANDOM, "RANDOM", 0, "Random", ""},
{0, NULL, 0, NULL, NULL}
};
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
static EnumPropertyItem draw_col_items[] = {
{PART_DRAW_COL_NONE, "NONE", 0, "None", ""},
{PART_DRAW_COL_MAT, "MATERIAL", 0, "Material", ""},
{PART_DRAW_COL_VEL, "VELOCITY", 0, "Velocity", ""},
{PART_DRAW_COL_ACC, "ACCELERATION", 0, "Acceleration", ""},
{0, NULL, 0, NULL, NULL}
};
srna= RNA_def_struct(brna, "ParticleSettings", "ID");
RNA_def_struct_ui_text(srna, "Particle Settings", "Particle settings, reusable by multiple particle systems");
RNA_def_struct_ui_icon(srna, ICON_PARTICLE_DATA);
rna_def_mtex_common(brna, srna, "rna_ParticleSettings_mtex_begin", "rna_ParticleSettings_active_texture_get",
"rna_ParticleSettings_active_texture_set", "ParticleSettingsTextureSlot", "ParticleSettingsTextureSlots", "rna_Particle_reset");
/* fluid particle type can't be checked from the type value in rna as it's not shown in the menu */
prop= RNA_def_property(srna, "is_fluid", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_boolean_funcs(prop, "rna_PartSettings_is_fluid_get", NULL);
RNA_def_property_ui_text(prop, "Fluid", "Particles were created by a fluid simulation");
/* flag */
prop= RNA_def_property(srna, "use_react_start_end", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_REACT_STA_END);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Start/End", "Give birth to unreacted particles eventually");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_react_multiple", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_REACT_MULTIPLE);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Multi React", "React multiple times");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "regrow_hair", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_HAIR_REGROW);
RNA_def_property_ui_text(prop, "Regrow", "Regrow hair for each frame");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "show_unborn", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_UNBORN);
RNA_def_property_ui_text(prop, "Unborn", "Show particles before they are emitted");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_dead", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_DIED);
RNA_def_property_ui_text(prop, "Died", "Show particles after they have died");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "use_emit_random", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_TRAND);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Random", "Emit in random order of elements");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_even_distribution", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_EDISTR);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Even Distribution", "Use even distribution from faces based on face areas or edge lengths");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_die_on_collision", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_DIE_ON_COL);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Die on hit", "Particles die when they collide with a deflector object");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_size_deflect", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_SIZE_DEFL);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Size Deflect", "Use particle's size in deflection");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_dynamic_rotation", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_ROT_DYN);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Dynamic", "Sets rotation to dynamic/constant");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_multiply_size_mass", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_SIZEMASS);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Mass from Size", "Multiply mass by particle size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_advanced_hair", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_negative_sdna(prop, NULL, "flag", PART_HIDE_ADVANCED_HAIR);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Advanced", "Use full physics calculations for growing hair");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "lock_boids_to_surface", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_BOIDS_2D);
RNA_def_property_ui_text(prop, "Boids 2D", "Constrain boids to a surface");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "use_hair_bspline", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_HAIR_BSPLINE);
RNA_def_property_ui_text(prop, "B-Spline", "Interpolate hair using B-Splines");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "invert_grid", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_GRID_INVERT);
RNA_def_property_ui_text(prop, "Invert Grid", "Invert what is considered object and what is not");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "hexagonal_grid", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_GRID_HEXAGONAL);
RNA_def_property_ui_text(prop, "Hexagonal Grid", "Create the grid in a hexagonal pattern");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "apply_effector_to_children", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_CHILD_EFFECT);
RNA_def_property_ui_text(prop, "Effect Children", "Apply effectors to children");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
prop= RNA_def_property(srna, "create_long_hair_children", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_CHILD_LONG_HAIR);
RNA_def_property_ui_text(prop, "Long Hair", "Calculate children that suit long hair well");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "apply_guide_to_children", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_CHILD_GUIDE);
RNA_def_property_ui_text(prop, "apply_guide_to_children", "");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_self_effect", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PART_SELF_EFFECT);
RNA_def_property_ui_text(prop, "Self Effect", "Particle effectors effect themselves");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, type_items);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Type", "Particle Type");
RNA_def_property_update(prop, 0, "rna_Particle_change_type");
prop= RNA_def_property(srna, "emit_from", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "from");
RNA_def_property_enum_items(prop, part_reactor_from_items);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_Particle_from_itemf");
RNA_def_property_ui_text(prop, "Emit From", "Where to emit particles from");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "distribution", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "distr");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, part_dist_items);
RNA_def_property_enum_items(prop, part_draw_as_items);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_Particle_dist_itemf");
RNA_def_property_ui_text(prop, "Distribution", "How to distribute particles on selected element");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* physics modes */
prop= RNA_def_property(srna, "physics_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "phystype");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, phys_type_items);
RNA_def_property_ui_text(prop, "Physics Type", "Particle physics type");
RNA_def_property_update(prop, 0, "rna_Particle_change_physics");
prop= RNA_def_property(srna, "rotation_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "rotmode");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, rot_mode_items);
RNA_def_property_ui_text(prop, "Rotation", "Particles initial rotation");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "angular_velocity_mode", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "avemode");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, ave_mode_items);
RNA_def_property_ui_text(prop, "Angular Velocity Mode", "Particle angular velocity mode");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "react_event", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "reactevent");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_enum_items(prop, react_event_items);
RNA_def_property_ui_text(prop, "React On", "The event of target particles to react on");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/*draw flag*/
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "show_velocity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_VEL);
RNA_def_property_ui_text(prop, "Velocity", "Show particle velocity");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "show_size", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_SIZE);
RNA_def_property_ui_text(prop, "Size", "Show particle size");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "use_render_emitter", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_EMITTER);
RNA_def_property_ui_text(prop, "Emitter", "Render emitter Object also");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "show_health", PROP_BOOLEAN, PROP_NONE);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_HEALTH);
RNA_def_property_ui_text(prop, "Health", "Draw boid health");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_absolute_path_time", PROP_BOOLEAN, PROP_NONE);
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_ABS_PATH_TIME);
RNA_def_property_ui_text(prop, "Absolute Path Time", "Path timing is in absolute frames");
RNA_def_property_update(prop, 0, "rna_Particle_abspathtime_update");
prop= RNA_def_property(srna, "lock_billboard", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_BB_LOCK);
RNA_def_property_ui_text(prop, "Lock Billboard", "Lock the billboards align axis");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "use_parent_particles", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_PARENT);
RNA_def_property_ui_text(prop, "Parents", "Render parent particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "show_number", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_NUM);
RNA_def_property_ui_text(prop, "Number", "Show particle number");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_group_pick_random", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_RAND_GR);
RNA_def_property_ui_text(prop, "Pick Random", "Pick objects from group randomly");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_group_count", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_COUNT_GR);
RNA_def_property_ui_text(prop, "Use Count", "Use object multiple times in the same group");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_global_dupli", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_GLOBAL_OB);
RNA_def_property_ui_text(prop, "Use Global", "Use object's global coordinates for duplication");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_render_adaptive", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_REN_ADAPT);
RNA_def_property_ui_text(prop, "Adaptive render", "Draw steps of the particle path");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_velocity_length", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_VEL_LENGTH);
RNA_def_property_ui_text(prop, "Speed", "Multiply line length by particle speed");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_whole_group", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_WHOLE_GR);
RNA_def_property_ui_text(prop, "Whole Group", "Use whole group at once");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "use_strand_primitive", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "draw", PART_DRAW_REN_STRAND);
RNA_def_property_ui_text(prop, "Strand render", "Use the strand primitive for rendering");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "draw_method", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "draw_as");
RNA_def_property_enum_items(prop, part_draw_as_items);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_Particle_draw_as_itemf");
RNA_def_property_ui_text(prop, "Particle Drawing", "How particles are drawn in viewport");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "render_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "ren_as");
RNA_def_property_enum_items(prop, part_ren_as_items);
RNA_def_property_enum_funcs(prop, NULL, NULL, "rna_Particle_ren_as_itemf");
RNA_def_property_ui_text(prop, "Particle Rendering", "How particles are rendered");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
prop= RNA_def_property(srna, "draw_color", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "draw_col");
RNA_def_property_enum_items(prop, draw_col_items);
RNA_def_property_ui_text(prop, "Draw Color", "Draw additional particle data as a color");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "draw_size", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 0, 1000);
RNA_def_property_ui_range(prop, 0, 100, 1, 0);
RNA_def_property_ui_text(prop, "Draw Size", "Size of particles on viewport in pixels (0=default)");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "child_type", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "childtype");
RNA_def_property_enum_items(prop, child_type_items);
RNA_def_property_ui_text(prop, "Children From", "Create child particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "draw_step", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 0, 7);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_ui_range(prop, 0, 10, 1, 0);
RNA_def_property_ui_text(prop, "Steps", "How many steps paths are drawn with (power of 2)");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "render_step", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "ren_step");
RNA_def_property_range(prop, 0, 9);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_ui_range(prop, 0, 20, 1, 0);
RNA_def_property_ui_text(prop, "Render", "How many steps paths are rendered with (power of 2)");
prop= RNA_def_property(srna, "hair_step", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 2, 50);
RNA_def_property_ui_text(prop, "Segments", "Number of hair segments");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
//TODO: not found in UI, readonly?
prop= RNA_def_property(srna, "keys_step", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 0, SHRT_MAX);//TODO:min,max
RNA_def_property_ui_text(prop, "Keys Step", "");
/* adaptive path rendering */
prop= RNA_def_property(srna, "adaptive_angle", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "adapt_angle");
RNA_def_property_range(prop, 0, 45);
RNA_def_property_ui_text(prop, "Degrees", "How many degrees path has to curve to make another render segment");
prop= RNA_def_property(srna, "adaptive_pixel", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "adapt_pix");
RNA_def_property_range(prop, 0, 50);
RNA_def_property_ui_text(prop, "Pixel", "How many pixels path has to cover to make another render segment");
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "draw_percentage", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "disp");
RNA_def_property_range(prop, 0, 100);
RNA_def_property_ui_text(prop, "Display", "Percentage of particles to display in 3D view");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "material", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "omat");
RNA_def_property_range(prop, 1, 32767);
RNA_def_property_ui_text(prop, "Material", "Specify material used for the particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
// not used anywhere, why is this in DNA???
#if 0
prop= RNA_def_property(srna, "rotate_from", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "rotfrom");
RNA_def_property_enum_items(prop, rot_from_items);
RNA_def_property_ui_text(prop, "Rotate From", "");
#endif
prop= RNA_def_property(srna, "integrator", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, integrator_type_items);
RNA_def_property_ui_text(prop, "Integration", "Algorithm used to calculate physics. Fastest to most stable/accurate: Midpoint, Euler, Verlet, RK4 (Old)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "kink", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, kink_type_items);
RNA_def_property_ui_text(prop, "Kink", "Type of periodic offset on the path");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "kink_axis", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_items(prop, kink_axis_items);
RNA_def_property_ui_text(prop, "Axis", "Which axis to use for offset");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* billboards */
prop= RNA_def_property(srna, "billboard_align", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "bb_align");
RNA_def_property_enum_items(prop, bb_align_items);
RNA_def_property_ui_text(prop, "Align to", "In respect to what the billboards are aligned");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "billboard_uv_split", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "bb_uv_split");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 1, 100);
RNA_def_property_ui_range(prop, 1, 10, 1, 0);
RNA_def_property_ui_text(prop, "UV Split", "Amount of rows/columns to split UV coordinates for billboards");
prop= RNA_def_property(srna, "billboard_animation", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "bb_anim");
RNA_def_property_enum_items(prop, bb_anim_items);
RNA_def_property_ui_text(prop, "Animate", "How to animate billboard textures");
prop= RNA_def_property(srna, "billboard_offset_split", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "bb_split_offset");
RNA_def_property_enum_items(prop, bb_split_offset_items);
RNA_def_property_ui_text(prop, "Offset", "How to offset billboard textures");
prop= RNA_def_property(srna, "billboard_tilt", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "bb_tilt");
RNA_def_property_range(prop, -1.0f, 1.0f);
RNA_def_property_ui_text(prop, "Tilt", "Tilt of the billboards");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
Completely refactored sph fluid particles. Only the very core of the algorithm remains the same, but big changes have happened both on the outside and on the inside. New UI: * The old parameters were quite true to the underlying algorithm, but were quite obscure from a users point of view. Now there are only a few intuitive basic parameters that define the basic fluid behavior. ** By default particle size is now used to determine the interaction radius, rest density and spring rest lengths so that it's easy to get stable simulations by simply emitting particles for a few frames and adjusting the particle size (easy when the particle size is drawn) so that the fluid appears continuous (particles are touching eachother). ** Stiffness - in reality most fluids are very incompressible, but this is a very hard problem to solve with particle based fluid simulation so some compromises have to be made. So the bigger the stiffness parameter is the less the fluid will compress under stress, but the more substeps are needed for stable simulation. ** Viscosity - how much internal friction there is in the fluid. Large viscosities also smooth out instabilities, so less viscous fluids again need more substeps to remain stable. ** Buoancy - with high buoancy low pressure areas inside the fluid start to rise against gravity, and high pressure areas start to come down. * In addition to these basic parameters there are separate advanced parameters that can either be tweaked relative to the basic parameters (or particle size) or defined independently. ** Repulsion - the stiffness parameter tries to keep the fluid density constant, but this can lead to small clumps of particles, so the repulsion keeps the particles better separated. ** Stiff viscosity - the normal viscosity only applies when particles are moving closer to eachother to allow free flowing fluids. Stiff viscosity also applies smoothing to particles that are moving away from eachother. ** Interaction radius - by default this is 4 * particle size. ** Rest density - by default this is a density that the particles have when they're packed densely next to eachother. ** Spring rest length - by default this is 2 * particle size. * There are also new options for 3d view particle coloring in the display panel to show particle velocity and acceleration. These make it easier to see what's happening in the fluid simulations, but can of course be used with other particles as well. * Viscoelastic springs have some new options too. The plasticity can now be set to much higher values for instant deletion of springs as the elastic limit is exeeded. In addition to that there is an option to only create springs for a certain number of frames when a particle is born. These options give new possibilities for breaking viscoelastic fluids. New in the code: * Most of the fluids code is now thread safe, so when particle dynamics go threaded there will be a nice speed boost to fluids as well. * Fluids now use a bvh-tree instead of a kd-tree for the neighbor lookups. The bvh-tree implementation makes the code quite a bit cleaner and should also give a slight speed boost to the simulation too. * Previously only force fields were calculated with the different integration methods, but now the fluid calculations are also done using the selected integration method, so there are again more choices in effecting simulation accuracy and stability. This change also included a nice cleanup of the whole particle integration code. As the internals are pretty stirred up old particle fluid simulations will probably not work correctly straight away, but with some tweaking the same level of control is still available by not using the "relative versions" of the advanced parameters (by default these are not used when loading old files).
2011-03-12 12:38:11 +00:00
prop= RNA_def_property(srna, "color_maximum", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "color_vec_max");
RNA_def_property_range(prop, 0.01f, 100.0f);
RNA_def_property_ui_text(prop, "Color Maximum", "Maximum length of the particle color vector");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "billboard_tilt_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "bb_rand_tilt");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random Tilt", "Random tilt of the billboards");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "billboard_offset", PROP_FLOAT, PROP_TRANSLATION);
RNA_def_property_float_sdna(prop, NULL, "bb_offset");
RNA_def_property_array(prop, 2);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, -100.0f, 100.0f);
RNA_def_property_ui_range(prop, -1.0, 1.0, 0.1, 3);
RNA_def_property_ui_text(prop, "Billboard Offset", "");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
/* simplification */
prop= RNA_def_property(srna, "use_simplify", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "simplify_flag", PART_SIMPLIFY_ENABLE);
RNA_def_property_ui_text(prop, "Child Simplification", "Remove child strands as the object becomes smaller on the screen");
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "use_simplify_viewport", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "simplify_flag", PART_SIMPLIFY_VIEWPORT);
RNA_def_property_ui_text(prop, "Viewport", "");
prop= RNA_def_property(srna, "simplify_refsize", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "simplify_refsize");
RNA_def_property_range(prop, 1, 32768);
RNA_def_property_ui_text(prop, "Reference Size", "Reference size in pixels, after which simplification begins");
prop= RNA_def_property(srna, "simplify_rate", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Rate", "Speed of simplification");
prop= RNA_def_property(srna, "simplify_transition", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Transition", "Transition period for fading out strands");
prop= RNA_def_property(srna, "simplify_viewport", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.0f, 0.999f);
RNA_def_property_ui_text(prop, "Rate", "Speed of Simplification");
/* general values */
prop= RNA_def_property(srna, "frame_start", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "sta");//optional if prop names are the same
RNA_def_property_range(prop, MINAFRAMEF, MAXFRAMEF);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_float_funcs(prop, NULL, "rna_PartSettings_start_set", NULL);
RNA_def_property_ui_text(prop, "Start", "Frame # to start emitting particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "frame_end", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "end");
RNA_def_property_range(prop, MINAFRAMEF, MAXFRAMEF);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_float_funcs(prop, NULL, "rna_PartSettings_end_set", NULL);
RNA_def_property_ui_text(prop, "End", "Frame # to stop emitting particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "lifetime", PROP_FLOAT, PROP_TIME);
RNA_def_property_range(prop, 1.0f, MAXFRAMEF);
RNA_def_property_ui_text(prop, "Lifetime", "Specify the life span of the particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "lifetime_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "randlife");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random", "Give the particle life a random variation");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "time_tweak", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "timetweak");
RNA_def_property_range(prop, 0.0f, 100.0f);
RNA_def_property_ui_range(prop, 0, 10, 1, 3);
RNA_def_property_ui_text(prop, "Tweak", "A multiplier for physics timestep (1.0 means one frame = 1/25 seconds)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "timestep", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_PartSettings_timestep_get", "rna_PartSetings_timestep_set", NULL);
RNA_def_property_range(prop, 0.0001, 100.0);
RNA_def_property_ui_range(prop, 0.01, 10, 1, 3);
RNA_def_property_ui_text(prop, "Timestep", "The simulation timestep per frame (in seconds)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "subframes", PROP_INT, PROP_NONE);
RNA_def_property_range(prop, 0, 1000);
RNA_def_property_ui_text(prop, "Subframes", "Subframes to simulate for improved stability and finer granularity simulations");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "jitter_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_float_sdna(prop, NULL, "jitfac");
RNA_def_property_range(prop, 0.0f, 2.0f);
RNA_def_property_ui_text(prop, "Amount", "Amount of jitter applied to the sampling");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "effect_hair", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "eff_hair");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Stiffness", "Hair stiffness for effectors");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
2010-08-21 04:51:00 +00:00
prop= RNA_def_property(srna, "count", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "totpart");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
/* This limit is for those freaks who have the machine power to handle it. */
/* 10M particles take around 2.2 Gb of memory / disk space in saved file and */
/* each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. */
RNA_def_property_range(prop, 0, 10000000);
RNA_def_property_ui_range(prop, 0, 100000, 1, 0);
RNA_def_property_ui_text(prop, "Amount", "Total number of particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "userjit", PROP_INT, PROP_UNSIGNED);//TODO: can we get a better name for userjit?
RNA_def_property_int_sdna(prop, NULL, "userjit");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 0, 1000);
RNA_def_property_ui_text(prop, "P/F", "Emission locations / face (0 = automatic)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "grid_resolution", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "grid_res");
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_range(prop, 1, 250); /* ~15M particles in a cube (ouch!), but could be very usable in a plane */
RNA_def_property_ui_range(prop, 1, 50, 1, 0); /* ~100k particles in a cube */
RNA_def_property_ui_text(prop, "Resolution", "The resolution of the particle grid");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "grid_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "grid_rand");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Grid Randomness", "Add random offset to the grid locations");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "effector_amount", PROP_INT, PROP_UNSIGNED);
/* in theory PROP_ANIMATABLE perhaps should be cleared, but animating this can give some interesting results! */
RNA_def_property_range(prop, 0, 10000); /* 10000 effectors will bel SLOW, but who knows */
RNA_def_property_ui_range(prop, 0, 100, 1, 0);
RNA_def_property_ui_text(prop, "Effector Amount", "How many particles are effectors (0 is all particles)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* initial velocity factors */
prop= RNA_def_property(srna, "normal_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "normfac");//optional if prop names are the same
RNA_def_property_range(prop, -1000.0f, 1000.0f);
RNA_def_property_ui_range(prop, 0, 100, 1, 3);
RNA_def_property_ui_text(prop, "Normal", "Let the surface normal give the particle a starting speed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "object_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "obfac");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, -200.0f, 200.0f);
RNA_def_property_ui_range(prop, -1.0f, 1.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Object", "Let the object give the particle a starting speed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "factor_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "randfac");//optional if prop names are the same
RNA_def_property_range(prop, 0.0f, 200.0f);
RNA_def_property_ui_range(prop, 0, 100, 1, 3);
RNA_def_property_ui_text(prop, "Random", "Give the starting speed a random variation");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "particle_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "partfac");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, -200.0f, 200.0f);
RNA_def_property_ui_range(prop, -1.0f, 1.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Particle", "Let the target particle give the particle a starting speed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "tangent_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "tanfac");
RNA_def_property_range(prop, -1000.0f, 1000.0f);
RNA_def_property_ui_range(prop, -100, 100, 1, 2);
RNA_def_property_ui_text(prop, "Tangent", "Let the surface tangent give the particle a starting speed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "tangent_phase", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "tanphase");
RNA_def_property_range(prop, -1.0f, 1.0f);
RNA_def_property_ui_text(prop, "Rot", "Rotate the surface tangent");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "reactor_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "reactfac");
RNA_def_property_range(prop, -10.0f, 10.0f);
RNA_def_property_ui_text(prop, "Reactor", "Let the vector away from the target particles location give the particle a starting speed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "object_align_factor", PROP_FLOAT, PROP_VELOCITY);
RNA_def_property_float_sdna(prop, NULL, "ob_vel");
RNA_def_property_array(prop, 3);
RNA_def_property_range(prop, -200.0f, 200.0f);
RNA_def_property_ui_range(prop, -100, 100, 1, 3);
RNA_def_property_ui_text(prop, "Object Aligned", "Let the emitter object orientation give the particle a starting speed");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "angular_velocity_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "avefac");
RNA_def_property_range(prop, -200.0f, 200.0f);
RNA_def_property_ui_range(prop, -100, 100, 10, 3);
RNA_def_property_ui_text(prop, "Angular Velocity", "Angular velocity amount");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "phase_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "phasefac");
RNA_def_property_range(prop, -1.0f, 1.0f);
RNA_def_property_ui_text(prop, "Phase", "Initial rotation phase");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "rotation_factor_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "randrotfac");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random Rotation", "Randomize rotation");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "phase_factor_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "randphasefac");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random Phase", "Randomize rotation phase");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "hair_length", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_PartSetting_hairlength_get", "rna_PartSetting_hairlength_set", NULL);
RNA_def_property_range(prop, 0.0f, 1000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 1, 3);
RNA_def_property_ui_text(prop, "Hair Length", "Length of the hair");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* physical properties */
prop= RNA_def_property(srna, "mass", PROP_FLOAT, PROP_NONE);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.001f, 100000.0f);
RNA_def_property_ui_range(prop, 0.01, 100, 1, 3);
RNA_def_property_ui_text(prop, "Mass", "Specify the mass of the particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "particle_size", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "size");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.001f, 100000.0f);
RNA_def_property_ui_range(prop, 0.01, 100, 1, 3);
RNA_def_property_ui_text(prop, "Size", "The size of the particles");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "size_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "randsize");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random Size", "Give the particle size a random variation");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* global physical properties */
prop= RNA_def_property(srna, "drag_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "dragfac");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Drag", "Specify the amount of air-drag");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "brownian_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "brownfac");
RNA_def_property_range(prop, 0.0f, 200.0f);
RNA_def_property_ui_range(prop, 0, 20, 1, 3);
RNA_def_property_ui_text(prop, "Brownian", "Specify the amount of Brownian motion");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "damping", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "dampfac");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Damp", "Specify the amount of damping");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* random length */
prop= RNA_def_property(srna, "length_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "randlength");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random Length", "Give path length a random variation");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
/* children */
prop= RNA_def_property(srna, "child_nbr", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "child_nbr");//optional if prop names are the same
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0, 100000);
RNA_def_property_ui_range(prop, 0, 1000, 1, 0);
RNA_def_property_ui_text(prop, "Children Per Parent", "Amount of children/parent");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "rendered_child_count", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "ren_child_nbr");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0, 100000);
RNA_def_property_ui_range(prop, 0, 10000, 1, 0);
RNA_def_property_ui_text(prop, "Rendered Children", "Amount of children/parent for rendering");
prop= RNA_def_property(srna, "virtual_parents", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "parents");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Virtual Parents", "Relative amount of virtual parents");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_size", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "childsize");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.001f, 100000.0f);
RNA_def_property_ui_range(prop, 0.01f, 100.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Child Size", "A multiplier for the child particle size");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_size_random", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "childrandsize");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Random Child Size", "Random variation to the size of the child particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_radius", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "childrad");
RNA_def_property_range(prop, 0.0f, 10.0f);
RNA_def_property_ui_text(prop, "Child Radius", "Radius of children around parent");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_roundness", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "childflat");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Child Roundness", "Roundness of children around parent");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* clumping */
prop= RNA_def_property(srna, "clump_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "clumpfac");
RNA_def_property_range(prop, -1.0f, 1.0f);
RNA_def_property_ui_text(prop, "Clump", "Amount of clumping");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "clump_shape", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "clumppow");
RNA_def_property_range(prop, -0.999f, 0.999f);
RNA_def_property_ui_text(prop, "Shape", "Shape of clumping");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* kink */
prop= RNA_def_property(srna, "kink_amplitude", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "kink_amp");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, -100000.0f, 100000.0f);
RNA_def_property_ui_range(prop, -10.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Amplitude", "The amplitude of the offset");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
prop= RNA_def_property(srna, "kink_amplitude_clump", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "kink_amp_clump");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Amplitude Clump", "How much clump effects kink amplitude");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "kink_frequency", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "kink_freq");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, -100000.0f, 100000.0f);
RNA_def_property_ui_range(prop, -10.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Frequency", "The frequency of the offset (1/total length)");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "kink_shape", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, -0.999f, 0.999f);
RNA_def_property_ui_text(prop, "Shape", "Adjust the offset to the beginning/end");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
prop= RNA_def_property(srna, "kink_flat", PROP_FLOAT, PROP_NONE);
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Flatness", "How flat the hairs are");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* rough */
prop= RNA_def_property(srna, "roughness_1", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough1");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Rough1", "Amount of location dependent rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "roughness_1_size", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough1_size");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.01f, 100000.0f);
RNA_def_property_ui_range(prop, 0.01f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Size1", "Size of location dependent rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "roughness_2", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough2");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Rough2", "Amount of random rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "roughness_2_size", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough2_size");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.01f, 100000.0f);
RNA_def_property_ui_range(prop, 0.01f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Size2", "Size of random rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "roughness_2_threshold", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough2_thres");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Threshold", "Amount of particles left untouched by random rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "roughness_endpoint", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough_end");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Rough Endpoint", "Amount of end point rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "roughness_end_shape", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "rough_end_shape");
RNA_def_property_range(prop, 0.0f, 10.0f);
RNA_def_property_ui_text(prop, "Shape", "Shape of end point rough");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_length", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "clength");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Length", "Length of child paths");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_length_threshold", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "clength_thres");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Threshold", "Amount of particles left untouched by child path length");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
/* parting */
prop= RNA_def_property(srna, "child_parting_factor", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "parting_fac");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Parting Factor", "Create parting in the children based on parent strands");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_parting_min", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "parting_min");
RNA_def_property_range(prop, 0.0f, 180.0f);
RNA_def_property_ui_text(prop, "Parting Minimum", "Minimum root to tip angle (tip distance/root distance for long hair)");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "child_parting_max", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "parting_max");
RNA_def_property_range(prop, 0.0f, 180.0f);
RNA_def_property_ui_text(prop, "Parting Maximum", "Maximum root to tip angle (tip distance/root distance for long hair)");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* branching */
prop= RNA_def_property(srna, "branch_threshold", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "branch_thres");
RNA_def_property_range(prop, 0.0f, 1.0f);
RNA_def_property_ui_text(prop, "Threshold", "Threshold of branching");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* drawing stuff */
prop= RNA_def_property(srna, "line_length_tail", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_PartSetting_linelentail_get", "rna_PartSetting_linelentail_set", NULL);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Back", "Length of the line's tail");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "line_length_head", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_funcs(prop, "rna_PartSetting_linelenhead_get", "rna_PartSetting_linelenhead_set", NULL);
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 0.0f, 100000.0f);
RNA_def_property_ui_range(prop, 0.0f, 10.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Head", "Length of the line's head");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
prop= RNA_def_property(srna, "path_start", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "path_start");
RNA_def_property_float_funcs(prop, NULL, NULL, "rna_PartSetting_pathstartend_range");
RNA_def_property_ui_text(prop, "Path Start", "Starting time of drawn path");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
prop= RNA_def_property(srna, "path_end", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "path_end");
RNA_def_property_float_funcs(prop, NULL, NULL, "rna_PartSetting_pathstartend_range");
RNA_def_property_ui_text(prop, "Path End", "End time of drawn path");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
A bunch of fun stuff now possible because of new pointcache code: * Baked normal particles can now use the "Path" visualization. * Path "max length" & "abs length" are now history: - New option to set path start & end times + random variation to length. - Much more flexible (and calculated better) than previous options. - This works with parents, children, hair & normal particles unlike old length option. - Only known issue for now is that children from faces don't get calculated correctly when using path start time. * New option "trails" for "halo", "line" and "billboard" visualizations: - Draws user controllable number of particle instances along particles path backwards from current position. - Works with children too for cool/weird visualizations that weren't possible before. * Normal particle children's velocities are now approximated better when needed so that "line" visualization trails will look nice. * New particle instance modifier options: - "path"-option works better and has controllable (max)position along path (with random variation possible). - "keep shape"-option for hair, keyed, or baked particles allows to place the instances to a single point (with random variation possible) along particle path. - "axis" option to make rotation handling better (still not perfect, but will have to do for now). Some fixes & cleanup done along the way: * Random path length didn't work for non-child particles. * Cached & unborn particles weren't reset to emit locations. * Particle numbers weren't drawn in the correct place. * Setting proper render & draw visualizations was lost somewhere when initializing new particle settings. * Changing child mode wasn't working correctly. * Some cleanup & modularization of particle child effector code and particle drawing & rendering code. * Object & group visualizations didn't work. * Child simplification didn't work.
2009-07-04 03:50:12 +00:00
prop= RNA_def_property(srna, "trail_count", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "trail_count");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 1, 100000);
RNA_def_property_ui_range(prop, 1, 100, 1, 0);
RNA_def_property_ui_text(prop, "Trail Count", "Number of trail particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
/* keyed particles */
prop= RNA_def_property(srna, "keyed_loops", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "keyed_loops");
External cache Particle point cache can now be loaded from external files. - Activated by "external" checkbox in cache panel and giving proper folder path and file name identifier. - External cache panel has controls for particle emission start, end, lifetime and random lifetime. These should be set according to the external data for correct playback. - External files should be named "identifier_frame_index.bphys" or "identifier_frame.bphys" where: * "identifier" is a freely choseable name. * "frame" is the cached frame number. ** Six digits padded with zeros!, for example "000024". * "index" can be used to tell caches with the same identifier apart. ** Two digits starting from zero. ** The index and the underscore before are optional. If no index is present the index number in ui should be set to -1. - Cache file format is pure floating point numbers (in binary, not text!) with each particle's data one after the other with the following data members: * 3 floats: particle's location vector * 3 floats: particle's velocity vector (per second) * 4 floats: particle's rotation quaternion * 3 floats: particle's angular velocity vector (per second) * 1 float: frame of the actual data (this can be non-integer for particles that are born or die between two integer frames, but otherwise should be the same as the "frame" in the file name) - Cache files don't have to exist for each frame. * Frames without actual data are interpolated from surrounding frames that have data (extrapolation is not supported). - Cache file formats with extended (or reduced even) data members are in future plans for easier usage. - Current code only does particles, don't yet know if it's applicable to cloth or sb. - Known issue: endianness can't yet be handled in any way. Other changes: New hard limits for many particle parameters. Some examples: - Maximum amount of particles: 10M particles :) And before you all go and crash your Blender trying this out remember that this limit is only for those freaks who really have the machine power to handle it. 10M particles alone take around 2.2 Gb of memory / disk space in saved file and each cached frame takes around 0.5 Gb of memory / disk space depending on cache mode. * Known issue: To actually use this many particles they most likely need to be allocated in parts as taking hold of a 2.2Gb chunk of memory at once is probably not ok with any operating system. - Maximum amount of children: 100k children/particle (1T childparticles here we come :D) - Kink frequency: -100k to 100k half-rotations (really strange the previous limit was only from zero upwards) - Path draw steps: 10 (power of 2 remember) - Path render steps: 20 (power of 2 also!! If over 1M segments doesn't get you smooth paths then I think nothing will!)
2009-07-23 00:19:01 +00:00
RNA_def_property_range(prop, 1.0f, 10000.0f);
RNA_def_property_ui_range(prop, 1.0f, 100.0f, 0.1, 3);
RNA_def_property_ui_text(prop, "Loop count", "Number of times the keys are looped");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
/* draw objects & groups */
prop= RNA_def_property(srna, "dupli_group", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "dup_group");
RNA_def_property_struct_type(prop, "Group");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Dupli Group", "Show Objects in this Group in place of particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
2010-08-18 08:26:18 +00:00
prop= RNA_def_property(srna, "dupli_weights", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "dupliweights", NULL);
RNA_def_property_struct_type(prop, "ParticleDupliWeight");
RNA_def_property_ui_text(prop, "Dupli Group Weights", "Weights for all of the objects in the dupli group");
prop= RNA_def_property(srna, "active_dupliweight", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "ParticleDupliWeight");
RNA_def_property_pointer_funcs(prop, "rna_ParticleDupliWeight_active_get", NULL, NULL, NULL);
RNA_def_property_ui_text(prop, "Active Dupli Object", "");
prop= RNA_def_property(srna, "active_dupliweight_index", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_funcs(prop, "rna_ParticleDupliWeight_active_index_get", "rna_ParticleDupliWeight_active_index_set", "rna_ParticleDupliWeight_active_index_range");
RNA_def_property_ui_text(prop, "Active Dupli Object Index", "");
prop= RNA_def_property(srna, "dupli_object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "dup_ob");
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Dupli Object", "Show this Object in place of particles");
RNA_def_property_update(prop, 0, "rna_Particle_redo_dependency");
prop= RNA_def_property(srna, "billboard_object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "bb_ob");
RNA_def_property_struct_type(prop, "Object");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Billboard Object", "Billboards face this object (default is active camera)");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
/* boids */
prop= RNA_def_property(srna, "boids", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "BoidSettings");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Boid Settings", "");
/* Fluid particles */
prop= RNA_def_property(srna, "fluid", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "SPHFluidSettings");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "SPH Fluid Settings", "");
/* Effector weights */
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
prop= RNA_def_property(srna, "effector_weights", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "EffectorWeights");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Effector Weights", "");
/* animation here? */
rna_def_animdata_common(srna);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
prop= RNA_def_property(srna, "force_field_1", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "pd");
RNA_def_property_struct_type(prop, "FieldSettings");
RNA_def_property_pointer_funcs(prop, "rna_Particle_field1_get", NULL, NULL, NULL);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
RNA_def_property_ui_text(prop, "Force Field 1", "");
prop= RNA_def_property(srna, "force_field_2", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "pd2");
RNA_def_property_struct_type(prop, "FieldSettings");
RNA_def_property_pointer_funcs(prop, "rna_Particle_field2_get", NULL, NULL, NULL);
Unified effector functionality for particles, cloth and softbody * Unified scene wide gravity (currently in scene buttons) instead of each simulation having it's own gravity. * Weight parameters for all effectors and an effector group setting. * Every effector can use noise. * Most effectors have "shapes" point, plane, surface, every point. - "Point" is most like the old effectors and uses the effector location as the effector point. - "Plane" uses the closest point on effectors local xy-plane as the effector point. - "Surface" uses the closest point on an effector object's surface as the effector point. - "Every Point" uses every point in a mesh effector object as an effector point. - The falloff is calculated from this point, so for example with "surface" shape and "use only negative z axis" it's possible to apply force only "inside" the effector object. * Spherical effector is now renamed as "force" as it's no longer just spherical. * New effector parameter "flow", which makes the effector act as surrounding air velocity, so the resulting force is proportional to the velocity difference of the point and "air velocity". For example a wind field with flow=1.0 results in proper non-accelerating wind. * New effector fields "turbulence", which creates nice random flow paths, and "drag", which slows the points down. * Much improved vortex field. * Effectors can now effect particle rotation as well as location. * Use full, or only positive/negative z-axis to apply force (note. the z-axis is the surface normal in the case of effector shape "surface") * New "force field" submenu in add menu, which adds an empty with the chosen effector (curve object for corve guides). * Other dynamics should be quite easy to add to the effector system too if wanted. * "Unified" doesn't mean that force fields give the exact same results for particles, softbody & cloth, since their final effect depends on many external factors, like for example the surface area of the effected faces. Code changes * Subversion bump for correct handling of global gravity. * Separate ui py file for common dynamics stuff. * Particle settings updating is flushed with it's id through DAG_id_flush_update(..). Known issues * Curve guides don't yet have all ui buttons in place, but they should work none the less. * Hair dynamics don't yet respect force fields. Other changes * Particle emission defaults now to frames 1-200 with life of 50 frames to fill the whole default timeline. * Many particles drawing related crashes fixed. * Sometimes particles didn't update on first frame properly. * Hair with object/group visualization didn't work properly. * Memory leaks with PointCacheID lists (Genscher, remember to free pidlists after use :).
2009-09-30 22:10:14 +00:00
RNA_def_property_ui_text(prop, "Force Field 2", "");
}
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static void rna_def_particle_target(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
static EnumPropertyItem mode_items[] = {
{PTARGET_MODE_FRIEND, "FRIEND", 0, "Friend", ""},
{PTARGET_MODE_NEUTRAL, "NEUTRAL", 0, "Neutral", ""},
{PTARGET_MODE_ENEMY, "ENEMY", 0, "Enemy", ""},
{0, NULL, 0, NULL, NULL}
};
srna = RNA_def_struct(brna, "ParticleTarget", NULL);
RNA_def_struct_ui_text(srna, "Particle Target", "Target particle system");
prop= RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
RNA_def_property_string_funcs(prop, "rna_ParticleTarget_name_get", "rna_ParticleTarget_name_length", NULL);
RNA_def_property_ui_text(prop, "Name", "Particle target name");
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_struct_name_property(srna, prop);
prop= RNA_def_property(srna, "object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "ob");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Target Object", "The object that has the target particle system (empty if same object)");
RNA_def_property_update(prop, 0, "rna_Particle_target_reset");
prop= RNA_def_property(srna, "system", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "psys");
RNA_def_property_range(prop, 1, INT_MAX);
RNA_def_property_ui_text(prop, "Target Particle System", "The index of particle system on the target object");
RNA_def_property_update(prop, 0, "rna_Particle_target_reset");
prop= RNA_def_property(srna, "time", PROP_FLOAT, PROP_TIME);
RNA_def_property_float_sdna(prop, NULL, "time");
RNA_def_property_range(prop, 0.0, 30000.0f); //TODO: replace 30000 with MAXFRAMEF when available in 2.5
RNA_def_property_ui_text(prop, "Time", "");
RNA_def_property_update(prop, 0, "rna_Particle_target_redo");
prop= RNA_def_property(srna, "duration", PROP_FLOAT, PROP_NONE);
RNA_def_property_float_sdna(prop, NULL, "duration");
RNA_def_property_range(prop, 0.0, 30000.0f); //TODO: replace 30000 with MAXFRAMEF when available in 2.5
RNA_def_property_ui_text(prop, "Duration", "");
RNA_def_property_update(prop, 0, "rna_Particle_target_redo");
prop= RNA_def_property(srna, "is_valid", PROP_BOOLEAN, PROP_NONE);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
RNA_def_property_boolean_sdna(prop, NULL, "flag", PTARGET_VALID);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Valid", "Keyed particles target is valid");
prop= RNA_def_property(srna, "alliance", PROP_ENUM, PROP_NONE);
RNA_def_property_enum_sdna(prop, NULL, "mode");
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
RNA_def_property_enum_items(prop, mode_items);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
RNA_def_property_ui_text(prop, "Mode", "");
RNA_def_property_update(prop, 0, "rna_Particle_target_reset");
}
static void rna_def_particle_system(BlenderRNA *brna)
{
StructRNA *srna;
PropertyRNA *prop;
srna= RNA_def_struct(brna, "ParticleSystem", NULL);
RNA_def_struct_ui_text(srna, "Particle System", "Particle system in an object");
RNA_def_struct_ui_icon(srna, ICON_PARTICLE_DATA);
prop= RNA_def_property(srna, "name", PROP_STRING, PROP_NONE);
RNA_def_property_ui_text(prop, "Name", "Particle system name");
RNA_def_property_update(prop, NC_OBJECT|ND_MODIFIER|NA_RENAME, NULL);
RNA_def_struct_name_property(srna, prop);
/* access to particle settings is redirected through functions */
/* to allow proper id-buttons functionality */
prop= RNA_def_property(srna, "settings", PROP_POINTER, PROP_NONE);
//RNA_def_property_pointer_sdna(prop, NULL, "part");
RNA_def_property_struct_type(prop, "ParticleSettings");
RNA_def_property_flag(prop, PROP_EDITABLE|PROP_NEVER_NULL);
RNA_def_property_pointer_funcs(prop, "rna_particle_settings_get", "rna_particle_settings_set", NULL, NULL);
RNA_def_property_ui_text(prop, "Settings", "Particle system settings");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "particles", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "particles", "totpart");
RNA_def_property_struct_type(prop, "Particle");
RNA_def_property_ui_text(prop, "Particles", "Particles generated by the particle system");
prop= RNA_def_property(srna, "child_particles", PROP_COLLECTION, PROP_NONE);
RNA_def_property_collection_sdna(prop, NULL, "child", "totchild");
RNA_def_property_struct_type(prop, "ChildParticle");
RNA_def_property_ui_text(prop, "Child Particles", "Child particles generated by the particle system");
prop= RNA_def_property(srna, "seed", PROP_INT, PROP_UNSIGNED);
RNA_def_property_ui_text(prop, "Seed", "Offset in the random number table, to get a different randomized result");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
New hair child options: * Renamed children to "simple" and "interpolated" as this is easier to explain and more descriptive than "from particles" and "from faces". * Also shuffled the child ui around a bit to make it clearer. * Child seed parameter allows to change the seed for children independent of the main seed value. * Long hair mode for interpolated children: - Making even haircuts was impossible before as the child strand lengths were even, but their root coordinates were not similar in relation to the parent strands. - The "long hair" option uses the tips of the parent strands to calculate the child strand tips. * Hair parting options: - Hair parting can now be calculated dynamically on the fly when in 2.49 there was a cumbersome way of using emitter mesh seams to define parting lines. - For long hair parting can be created by a tip distance/root distance threshold. For example setting the minimum threshold to 2.0 creates partings between children belonging to parents with tip distance of three times the root distance ((1+2)*root distance). - For short hair the parting thresholds are used as angles between the root directions. * New kink parameters: - Kink flatness calculates kink into a shape that would have been achieved with an actual curling iron. - Kink amplitude clump determines how much the main clump value effects the kink amplitude. - The beginning of kink is now smoothed to make the hair look more natural close to the roots. * Some bugs fixed along the way too: - Child parent's were not determined correctly in some cases. - Children didn't always look correct in particle mode. - Changing child parameters caused actual particles to be recalculated. * Also cleaned up some deprecated code. All in all there should be no real changes to how old files look (except perhaps a bit better!), but the new options should make hair/fur creation a bit more enjoyable. I'll try to make a video demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
prop= RNA_def_property(srna, "child_seed", PROP_INT, PROP_UNSIGNED);
RNA_def_property_ui_text(prop, "Child Seed", "Offset in the random number table for child particles, to get a different randomized result");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
/* hair */
2010-08-18 08:26:18 +00:00
prop= RNA_def_property(srna, "is_global_hair", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PSYS_GLOBAL_HAIR);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Global Hair", "Hair keys are in global coordinate space");
prop= RNA_def_property(srna, "use_hair_dynamics", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PSYS_HAIR_DYNAMICS);
RNA_def_property_ui_text(prop, "Hair Dynamics", "Enable hair dynamics using cloth simulation");
RNA_def_property_update(prop, 0, "rna_Particle_hair_dynamics");
prop= RNA_def_property(srna, "cloth", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "clmd");
RNA_def_property_struct_type(prop, "ClothModifier");
RNA_def_property_flag(prop, PROP_NEVER_NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Cloth", "Cloth dynamics for hair");
/* reactor */
prop= RNA_def_property(srna, "reactor_target_object", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "target_ob");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Reactor Target Object", "For reactor systems, the object that has the target particle system (empty if same object)");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "reactor_target_particle_system", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_sdna(prop, NULL, "target_psys");
RNA_def_property_range(prop, 1, SHRT_MAX);
RNA_def_property_ui_text(prop, "Reactor Target Particle System", "For reactor systems, index of particle system on the target object");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* keyed */
prop= RNA_def_property(srna, "use_keyed_timing", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "flag", PSYS_KEYED_TIMING);
RNA_def_property_clear_flag(prop, PROP_ANIMATABLE);
RNA_def_property_ui_text(prop, "Keyed timing", "Use key times");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
prop= RNA_def_property(srna, "targets", PROP_COLLECTION, PROP_NONE);
RNA_def_property_struct_type(prop, "ParticleTarget");
RNA_def_property_ui_text(prop, "Targets", "Target particle systems");
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
prop= RNA_def_property(srna, "active_particle_target", PROP_POINTER, PROP_NONE);
RNA_def_property_struct_type(prop, "ParticleTarget");
RNA_def_property_pointer_funcs(prop, "rna_ParticleSystem_active_particle_target_get", NULL, NULL, NULL);
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
RNA_def_property_ui_text(prop, "Active Particle Target", "");
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
prop= RNA_def_property(srna, "active_particle_target_index", PROP_INT, PROP_UNSIGNED);
RNA_def_property_int_funcs(prop, "rna_ParticleSystem_active_particle_target_index_get", "rna_ParticleSystem_active_particle_target_index_set", "rna_ParticleSystem_active_particle_target_index_range");
RNA_def_property_ui_text(prop, "Active Particle Target Index", "");
/* billboard */
prop= RNA_def_property(srna, "billboard_normal_uv", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "bb_uvname[0]");
RNA_def_property_string_maxlength(prop, 32);
RNA_def_property_ui_text(prop, "Billboard Normal UV", "UV Layer to control billboard normals");
prop= RNA_def_property(srna, "billboard_time_index_uv", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "bb_uvname[1]");
RNA_def_property_string_maxlength(prop, 32);
RNA_def_property_ui_text(prop, "Billboard Time Index UV", "UV Layer to control billboard time index (X-Y)");
prop= RNA_def_property(srna, "billboard_split_uv", PROP_STRING, PROP_NONE);
RNA_def_property_string_sdna(prop, NULL, "bb_uvname[2]");
RNA_def_property_string_maxlength(prop, 32);
RNA_def_property_ui_text(prop, "Billboard Split UV", "UV Layer to control billboard splitting");
/* vertex groups */
/* note, internally store as ints, access as strings */
#if 0 // int access. works ok but isnt useful for the UI
prop= RNA_def_property(srna, "vertex_group_density", PROP_INT, PROP_NONE);
RNA_def_property_int_sdna(prop, NULL, "vgroup[0]");
RNA_def_property_ui_text(prop, "Vertex Group Density", "Vertex group to control density");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
#endif
prop= RNA_def_property(srna, "vertex_group_density", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_0", "rna_ParticleVGroup_name_len_0", "rna_ParticleVGroup_name_set_0");
RNA_def_property_ui_text(prop, "Vertex Group Density", "Vertex group to control density");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "invert_vertex_group_density", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_DENSITY));
RNA_def_property_ui_text(prop, "Vertex Group Density Negate", "Negate the effect of the density vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "vertex_group_velocity", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_1", "rna_ParticleVGroup_name_len_1", "rna_ParticleVGroup_name_set_1");
RNA_def_property_ui_text(prop, "Vertex Group Velocity", "Vertex group to control velocity");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "invert_vertex_group_velocity", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_VEL));
RNA_def_property_ui_text(prop, "Vertex Group Velocity Negate", "Negate the effect of the velocity vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "vertex_group_length", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_2", "rna_ParticleVGroup_name_len_2", "rna_ParticleVGroup_name_set_2");
RNA_def_property_ui_text(prop, "Vertex Group Length", "Vertex group to control length");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "invert_vertex_group_length", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_LENGTH));
RNA_def_property_ui_text(prop, "Vertex Group Length Negate", "Negate the effect of the length vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
prop= RNA_def_property(srna, "vertex_group_clump", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_3", "rna_ParticleVGroup_name_len_3", "rna_ParticleVGroup_name_set_3");
RNA_def_property_ui_text(prop, "Vertex Group Clump", "Vertex group to control clump");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "invert_vertex_group_clump", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_CLUMP));
RNA_def_property_ui_text(prop, "Vertex Group Clump Negate", "Negate the effect of the clump vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "vertex_group_kink", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_4", "rna_ParticleVGroup_name_len_4", "rna_ParticleVGroup_name_set_4");
RNA_def_property_ui_text(prop, "Vertex Group Kink", "Vertex group to control kink");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "invert_vertex_group_kink", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_KINK));
RNA_def_property_ui_text(prop, "Vertex Group Kink Negate", "Negate the effect of the kink vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "vertex_group_roughness_1", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_5", "rna_ParticleVGroup_name_len_5", "rna_ParticleVGroup_name_set_5");
RNA_def_property_ui_text(prop, "Vertex Group Roughness 1", "Vertex group to control roughness 1");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "invert_vertex_group_roughness_1", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_ROUGH1));
RNA_def_property_ui_text(prop, "Vertex Group Roughness 1 Negate", "Negate the effect of the roughness 1 vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "vertex_group_roughness_2", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_6", "rna_ParticleVGroup_name_len_6", "rna_ParticleVGroup_name_set_6");
RNA_def_property_ui_text(prop, "Vertex Group Roughness 2", "Vertex group to control roughness 2");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "invert_vertex_group_roughness_2", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_ROUGH2));
RNA_def_property_ui_text(prop, "Vertex Group Roughness 2 Negate", "Negate the effect of the roughness 2 vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "vertex_group_roughness_end", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_7", "rna_ParticleVGroup_name_len_7", "rna_ParticleVGroup_name_set_7");
RNA_def_property_ui_text(prop, "Vertex Group Roughness End", "Vertex group to control roughness end");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "invert_vertex_group_roughness_end", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_ROUGHE));
RNA_def_property_ui_text(prop, "Vertex Group Roughness End Negate", "Negate the effect of the roughness end vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_redo_child");
prop= RNA_def_property(srna, "vertex_group_size", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_8", "rna_ParticleVGroup_name_len_8", "rna_ParticleVGroup_name_set_8");
RNA_def_property_ui_text(prop, "Vertex Group Size", "Vertex group to control size");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "invert_vertex_group_size", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_SIZE));
RNA_def_property_ui_text(prop, "Vertex Group Size Negate", "Negate the effect of the size vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "vertex_group_tangent", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_9", "rna_ParticleVGroup_name_len_9", "rna_ParticleVGroup_name_set_9");
RNA_def_property_ui_text(prop, "Vertex Group Tangent", "Vertex group to control tangent");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "invert_vertex_group_tangent", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_TAN));
RNA_def_property_ui_text(prop, "Vertex Group Tangent Negate", "Negate the effect of the tangent vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "vertex_group_rotation", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_10", "rna_ParticleVGroup_name_len_10", "rna_ParticleVGroup_name_set_10");
RNA_def_property_ui_text(prop, "Vertex Group Rotation", "Vertex group to control rotation");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "invert_vertex_group_rotation", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_ROT));
RNA_def_property_ui_text(prop, "Vertex Group Rotation Negate", "Negate the effect of the rotation vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "vertex_group_field", PROP_STRING, PROP_NONE);
RNA_def_property_string_funcs(prop, "rna_ParticleVGroup_name_get_11", "rna_ParticleVGroup_name_len_11", "rna_ParticleVGroup_name_set_11");
RNA_def_property_ui_text(prop, "Vertex Group Field", "Vertex group to control field");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
prop= RNA_def_property(srna, "invert_vertex_group_field", PROP_BOOLEAN, PROP_NONE);
RNA_def_property_boolean_sdna(prop, NULL, "vg_neg", (1 << PSYS_VG_EFFECTOR));
RNA_def_property_ui_text(prop, "Vertex Group Field Negate", "Negate the effect of the field vertex group");
RNA_def_property_update(prop, 0, "rna_Particle_reset");
/* pointcache */
prop= RNA_def_property(srna, "point_cache", PROP_POINTER, PROP_NONE);
RNA_def_property_flag(prop, PROP_NEVER_NULL);
RNA_def_property_pointer_sdna(prop, NULL, "pointcache");
RNA_def_property_struct_type(prop, "PointCache");
RNA_def_property_ui_text(prop, "Point Cache", "");
2010-08-18 08:26:18 +00:00
prop= RNA_def_property(srna, "has_multiple_caches", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_funcs(prop, "rna_ParticleSystem_multiple_caches_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Multiple Caches", "Particle system has multiple point caches");
/* offset ob */
prop= RNA_def_property(srna, "parent", PROP_POINTER, PROP_NONE);
RNA_def_property_pointer_sdna(prop, NULL, "parent");
RNA_def_property_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Parent", "Use this object's coordinate system instead of global coordinate system");
RNA_def_property_update(prop, 0, "rna_Particle_redo");
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
/* hair or cache editing */
2010-08-18 08:26:18 +00:00
prop= RNA_def_property(srna, "is_editable", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_funcs(prop, "rna_ParticleSystem_editable_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Editable", "Particle system can be edited in particle mode");
2010-08-18 08:26:18 +00:00
prop= RNA_def_property(srna, "is_edited", PROP_BOOLEAN, PROP_NONE);
Point cache editing: - Baked point caches for particles, cloth and softbody can now be edited in particle mode. * This overwrites the old cloth/sb cache editmode editing. * The type of editable system is chosen from a menu. * For particles the current particle system and it's current cache are used. - Currently this only works for caches that are in memory, but some automatic conversion from disk to memory and back can be implemented later. - All tools from hair editing can't be applied to point caches and are hidden in the tool panel and specials menu. Some functionality like subdividing paths can be later implemented in a slightly different way from how it works for hair. - Code is not yet optimized for speed, so editing might be slow sometimes. Known issues: - Cloth doesn't update properly while in particle mode, due to the way cloth modifier currently works. Daniel can you check on this? - As "particle mode" is not only for particles any more some other name would be in place? - Better icons are needed for the path, point, and tip-modes as the current icons from mesh edit mode are quite misleading. - Direct editing of point velocities is not yet implemented, but will be in the future. Other changes: - Hair editing doesn't require a "make editable" button press any more. - Multiple caches in single particle system disables changing emission properties. - Unified ui code for all point cache panels. * Defined in buttons_particle.py and imported for cloth, smoke & softbody. - Proper disabling of properties in ui after baking point caches. (Daniel could you please make needed disable code for smoke panels as their functionality is not familiar to me.) - Hair weight brush has been removed. Once hair dynamics is re-implemented I'll code a more useable alternative to the functionality. Bug fixes: - Unlinking particle settings crashed. - Deleting the active object with particles in the scene crashed. - Softbody didn't write point caches correctly on save.
2009-08-29 15:20:36 +00:00
RNA_def_property_boolean_funcs(prop, "rna_ParticleSystem_edited_get", NULL);
RNA_def_property_clear_flag(prop, PROP_EDITABLE);
RNA_def_property_ui_text(prop, "Edited", "Particle system has been edited in particle mode");
RNA_def_struct_path_func(srna, "rna_ParticleSystem_path");
}
void RNA_def_particle(BlenderRNA *brna)
{
Initial code for boids v2 Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
2009-07-20 23:52:53 +00:00
rna_def_particle_target(brna);
rna_def_fluid_settings(brna);
rna_def_particle_hair_key(brna);
rna_def_particle_key(brna);
rna_def_child_particle(brna);
rna_def_particle(brna);
rna_def_particle_dupliweight(brna);
rna_def_particle_system(brna);
rna_def_particle_settings_mtex(brna);
rna_def_particle_settings(brna);
}
#endif