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blender-archive/source/blender/blenkernel/intern/particle_system.c

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2011-10-10 09:38:02 +00:00
/*
* 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.
*
* The Original Code is Copyright (C) 2007 by Janne Karhu.
* All rights reserved.
* Adaptive time step
* Classical SPH
* Copyright 2011-2012 AutoCRC
*/
/** \file
* \ingroup bke
2011-02-27 20:40:57 +00:00
*/
#include <stddef.h>
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_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_curve_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_force_types.h"
#include "DNA_object_types.h"
#include "DNA_particle_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "BLI_blenlib.h"
#include "BLI_edgehash.h"
#include "BLI_kdopbvh.h"
#include "BLI_kdtree.h"
2011-10-22 01:53:35 +00:00
#include "BLI_linklist.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_string_utils.h"
#include "BLI_task.h"
#include "BLI_threads.h"
#include "BLI_utildefines.h"
#include "BKE_animsys.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 "BKE_boids.h"
#include "BKE_collision.h"
#include "BKE_colortools.h"
#include "BKE_effect.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_particle.h"
#include "BKE_bvhutils.h"
#include "BKE_cloth.h"
#include "BKE_collection.h"
#include "BKE_lattice.h"
#include "BKE_material.h"
#include "BKE_mesh.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_pointcache.h"
#include "BKE_scene.h"
2017-11-09 13:11:20 -02:00
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_physics.h"
#include "DEG_depsgraph_query.h"
2017-11-09 13:11:20 -02:00
2008-09-02 20:53:07 +00:00
#include "PIL_time.h"
#include "RE_shader_ext.h"
/* FLUID sim particle import */
#ifdef WITH_FLUID
# include "DNA_fluid_types.h"
# include "manta_fluid_API.h"
#endif // WITH_FLUID
static ThreadRWMutex psys_bvhtree_rwlock = BLI_RWLOCK_INITIALIZER;
/************************************************/
/* Reacting to system events */
/************************************************/
2011-12-30 07:55:15 +00:00
static int particles_are_dynamic(ParticleSystem *psys)
{
if (psys->pointcache->flag & PTCACHE_BAKED) {
return 0;
}
if (psys->part->type == PART_HAIR) {
return psys->flag & PSYS_HAIR_DYNAMICS;
}
return ELEM(psys->part->phystype, PART_PHYS_NEWTON, PART_PHYS_BOIDS, PART_PHYS_FLUID);
}
float psys_get_current_display_percentage(ParticleSystem *psys, const bool use_render_params)
{
ParticleSettings *part = psys->part;
if ((use_render_params &&
!particles_are_dynamic(psys)) || /* non-dynamic particles can be rendered fully */
(part->child_nbr && part->childtype) || /* display percentage applies to children */
(psys->pointcache->flag & PTCACHE_BAKING)) /* baking is always done with full amount */
{
return 1.0f;
}
return psys->part->disp / 100.0f;
}
static int tot_particles(ParticleSystem *psys, PTCacheID *pid)
{
if (pid && psys->pointcache->flag & PTCACHE_EXTERNAL) {
return pid->cache->totpoint;
}
if (psys->part->distr == PART_DISTR_GRID && psys->part->from != PART_FROM_VERT) {
return psys->part->grid_res * psys->part->grid_res * psys->part->grid_res - psys->totunexist;
}
return psys->part->totpart - psys->totunexist;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
void psys_reset(ParticleSystem *psys, int mode)
{
PARTICLE_P;
if (ELEM(mode, PSYS_RESET_ALL, PSYS_RESET_DEPSGRAPH)) {
if (mode == PSYS_RESET_ALL || !(psys->flag & PSYS_EDITED)) {
/* don't free if not absolutely necessary */
if (psys->totpart != tot_particles(psys, NULL)) {
psys_free_particles(psys);
psys->totpart = 0;
}
psys->totkeyed = 0;
psys->flag &= ~(PSYS_HAIR_DONE | PSYS_KEYED);
if (psys->edit && psys->free_edit) {
psys->free_edit(psys->edit);
psys->edit = NULL;
psys->free_edit = NULL;
}
}
}
else if (mode == PSYS_RESET_CACHE_MISS) {
/* set all particles to be skipped */
LOOP_PARTICLES
{
pa->flag |= PARS_NO_DISP;
}
}
/* reset children */
if (psys->child) {
MEM_freeN(psys->child);
psys->child = NULL;
}
psys->totchild = 0;
/* reset path cache */
psys_free_path_cache(psys, psys->edit);
/* reset point cache */
BKE_ptcache_invalidate(psys->pointcache);
if (psys->fluid_springs) {
MEM_freeN(psys->fluid_springs);
psys->fluid_springs = NULL;
}
psys->tot_fluidsprings = psys->alloc_fluidsprings = 0;
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
}
void psys_unique_name(Object *object, ParticleSystem *psys, const char *defname)
{
BLI_uniquename(&object->particlesystem,
psys,
defname,
'.',
offsetof(ParticleSystem, name),
sizeof(psys->name));
}
static void realloc_particles(ParticleSimulationData *sim, int new_totpart)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
ParticleData *newpars = NULL;
BoidParticle *newboids = NULL;
PARTICLE_P;
int totpart, totsaved = 0;
if (new_totpart < 0) {
if ((part->distr == PART_DISTR_GRID) && (part->from != PART_FROM_VERT)) {
totpart = part->grid_res;
totpart *= totpart * totpart;
}
else {
totpart = part->totpart;
}
}
else {
totpart = new_totpart;
}
if (totpart != psys->totpart) {
if (psys->edit && psys->free_edit) {
psys->free_edit(psys->edit);
psys->edit = NULL;
psys->free_edit = NULL;
}
if (totpart) {
newpars = MEM_callocN(totpart * sizeof(ParticleData), "particles");
if (newpars == NULL) {
return;
}
if (psys->part->phystype == PART_PHYS_BOIDS) {
newboids = MEM_callocN(totpart * sizeof(BoidParticle), "boid particles");
if (newboids == NULL) {
/* allocation error! */
if (newpars) {
MEM_freeN(newpars);
}
return;
}
}
}
if (psys->particles) {
totsaved = MIN2(psys->totpart, totpart);
/*save old pars*/
if (totsaved) {
memcpy(newpars, psys->particles, totsaved * sizeof(ParticleData));
if (psys->particles->boid) {
memcpy(newboids, psys->particles->boid, totsaved * sizeof(BoidParticle));
}
}
if (psys->particles->keys) {
MEM_freeN(psys->particles->keys);
}
if (psys->particles->boid) {
MEM_freeN(psys->particles->boid);
}
for (p = 0, pa = newpars; p < totsaved; p++, pa++) {
if (pa->keys) {
pa->keys = NULL;
pa->totkey = 0;
}
}
for (p = totsaved, pa = psys->particles + totsaved; p < psys->totpart; p++, pa++) {
if (pa->hair) {
MEM_freeN(pa->hair);
}
}
MEM_freeN(psys->particles);
psys_free_pdd(psys);
}
psys->particles = newpars;
psys->totpart = totpart;
if (newboids) {
LOOP_PARTICLES
{
pa->boid = newboids++;
}
}
}
if (psys->child) {
MEM_freeN(psys->child);
psys->child = NULL;
psys->totchild = 0;
}
}
int psys_get_child_number(Scene *scene, ParticleSystem *psys, const bool use_render_params)
{
int nbr;
if (!psys->part->childtype) {
return 0;
}
if (use_render_params) {
nbr = psys->part->ren_child_nbr;
}
else {
nbr = psys->part->child_nbr;
}
return get_render_child_particle_number(&scene->r, nbr, use_render_params);
}
int psys_get_tot_child(Scene *scene, ParticleSystem *psys, const bool use_render_params)
{
return psys->totpart * psys_get_child_number(scene, psys, use_render_params);
}
/************************************************/
/* Distribution */
/************************************************/
void psys_calc_dmcache(Object *ob, Mesh *mesh_final, Mesh *mesh_original, ParticleSystem *psys)
{
/* use for building derived mesh mapping info:
*
* node: the allocated links - total derived mesh element count
* nodearray: the array of nodes aligned with the base mesh's elements, so
* each original elements can reference its derived elements
*/
Mesh *me = (Mesh *)ob->data;
bool use_modifier_stack = psys->part->use_modifier_stack;
PARTICLE_P;
/* CACHE LOCATIONS */
if (!mesh_final->runtime.deformed_only) {
/* Will use later to speed up subsurf/evaluated mesh. */
LinkNode *node, *nodedmelem, **nodearray;
int totdmelem, totelem, i, *origindex, *origindex_poly = NULL;
if (psys->part->from == PART_FROM_VERT) {
totdmelem = mesh_final->totvert;
if (use_modifier_stack) {
totelem = totdmelem;
origindex = NULL;
}
else {
totelem = me->totvert;
origindex = CustomData_get_layer(&mesh_final->vdata, CD_ORIGINDEX);
}
}
else { /* FROM_FACE/FROM_VOLUME */
totdmelem = mesh_final->totface;
if (use_modifier_stack) {
totelem = totdmelem;
origindex = NULL;
origindex_poly = NULL;
}
else {
totelem = mesh_original->totface;
origindex = CustomData_get_layer(&mesh_final->fdata, CD_ORIGINDEX);
/* for face lookups we need the poly origindex too */
origindex_poly = CustomData_get_layer(&mesh_final->pdata, CD_ORIGINDEX);
if (origindex_poly == NULL) {
origindex = NULL;
}
}
}
nodedmelem = MEM_callocN(sizeof(LinkNode) * totdmelem, "psys node elems");
nodearray = MEM_callocN(sizeof(LinkNode *) * totelem, "psys node array");
for (i = 0, node = nodedmelem; i < totdmelem; i++, node++) {
int origindex_final;
node->link = POINTER_FROM_INT(i);
/* may be vertex or face origindex */
if (use_modifier_stack) {
origindex_final = i;
}
else {
origindex_final = origindex ? origindex[i] : ORIGINDEX_NONE;
/* if we have a poly source, do an index lookup */
if (origindex_poly && origindex_final != ORIGINDEX_NONE) {
origindex_final = origindex_poly[origindex_final];
}
}
if (origindex_final != ORIGINDEX_NONE && origindex_final < totelem) {
if (nodearray[origindex_final]) {
/* prepend */
node->next = nodearray[origindex_final];
nodearray[origindex_final] = node;
}
else {
nodearray[origindex_final] = node;
}
}
}
/* cache the verts/faces! */
LOOP_PARTICLES
{
if (pa->num < 0) {
pa->num_dmcache = DMCACHE_NOTFOUND;
continue;
}
if (use_modifier_stack) {
if (pa->num < totelem) {
pa->num_dmcache = DMCACHE_ISCHILD;
}
else {
pa->num_dmcache = DMCACHE_NOTFOUND;
}
}
else {
if (psys->part->from == PART_FROM_VERT) {
if (pa->num < totelem && nodearray[pa->num]) {
pa->num_dmcache = POINTER_AS_INT(nodearray[pa->num]->link);
}
else {
pa->num_dmcache = DMCACHE_NOTFOUND;
}
}
else { /* FROM_FACE/FROM_VOLUME */
pa->num_dmcache = psys_particle_dm_face_lookup(
mesh_final, mesh_original, pa->num, pa->fuv, nodearray);
}
}
}
MEM_freeN(nodearray);
MEM_freeN(nodedmelem);
}
else {
/* TODO PARTICLE, make the following line unnecessary, each function
* should know to use the num or num_dmcache, set the num_dmcache to
* an invalid value, just in case */
LOOP_PARTICLES
{
pa->num_dmcache = DMCACHE_NOTFOUND;
}
}
}
/* threaded child particle distribution and path caching */
void psys_thread_context_init(ParticleThreadContext *ctx, ParticleSimulationData *sim)
{
memset(ctx, 0, sizeof(ParticleThreadContext));
ctx->sim = *sim;
ctx->mesh = ctx->sim.psmd->mesh_final;
ctx->ma = BKE_object_material_get(sim->ob, sim->psys->part->omat);
}
void psys_tasks_create(ParticleThreadContext *ctx,
int startpart,
int endpart,
ParticleTask **r_tasks,
int *r_numtasks)
{
ParticleTask *tasks;
int numtasks = min_ii(BLI_system_thread_count() * 4, endpart - startpart);
float particles_per_task = (float)(endpart - startpart) / (float)numtasks, p, pnext;
int i;
tasks = MEM_callocN(sizeof(ParticleTask) * numtasks, "ParticleThread");
*r_numtasks = numtasks;
*r_tasks = tasks;
p = (float)startpart;
for (i = 0; i < numtasks; i++, p = pnext) {
pnext = p + particles_per_task;
tasks[i].ctx = ctx;
tasks[i].begin = (int)p;
tasks[i].end = min_ii((int)pnext, endpart);
}
}
void psys_tasks_free(ParticleTask *tasks, int numtasks)
{
int i;
2018-06-17 17:05:51 +02:00
/* threads */
for (i = 0; i < numtasks; i++) {
if (tasks[i].rng) {
BLI_rng_free(tasks[i].rng);
}
if (tasks[i].rng_path) {
BLI_rng_free(tasks[i].rng_path);
}
}
MEM_freeN(tasks);
}
void psys_thread_context_free(ParticleThreadContext *ctx)
{
/* path caching */
if (ctx->vg_length) {
MEM_freeN(ctx->vg_length);
}
if (ctx->vg_clump) {
MEM_freeN(ctx->vg_clump);
}
if (ctx->vg_kink) {
MEM_freeN(ctx->vg_kink);
}
if (ctx->vg_rough1) {
MEM_freeN(ctx->vg_rough1);
}
if (ctx->vg_rough2) {
MEM_freeN(ctx->vg_rough2);
}
if (ctx->vg_roughe) {
MEM_freeN(ctx->vg_roughe);
}
if (ctx->vg_twist) {
MEM_freeN(ctx->vg_twist);
}
if (ctx->sim.psys->lattice_deform_data) {
BKE_lattice_deform_data_destroy(ctx->sim.psys->lattice_deform_data);
ctx->sim.psys->lattice_deform_data = NULL;
}
/* distribution */
if (ctx->jit) {
MEM_freeN(ctx->jit);
}
if (ctx->jitoff) {
MEM_freeN(ctx->jitoff);
}
if (ctx->weight) {
MEM_freeN(ctx->weight);
}
if (ctx->index) {
MEM_freeN(ctx->index);
}
if (ctx->seams) {
MEM_freeN(ctx->seams);
}
// if (ctx->vertpart) MEM_freeN(ctx->vertpart);
BLI_kdtree_3d_free(ctx->tree);
if (ctx->clumpcurve != NULL) {
BKE_curvemapping_free(ctx->clumpcurve);
}
if (ctx->roughcurve != NULL) {
BKE_curvemapping_free(ctx->roughcurve);
}
if (ctx->twistcurve != NULL) {
BKE_curvemapping_free(ctx->twistcurve);
}
}
static void init_particle_texture(ParticleSimulationData *sim, ParticleData *pa, int p)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
ParticleTexture ptex;
psys_get_texture(sim, pa, &ptex, PAMAP_INIT, 0.f);
switch (part->type) {
case PART_EMITTER:
if (ptex.exist < psys_frand(psys, p + 125)) {
pa->flag |= PARS_UNEXIST;
}
pa->time = part->sta + (part->end - part->sta) * ptex.time;
break;
case PART_HAIR:
if (ptex.exist < psys_frand(psys, p + 125)) {
pa->flag |= PARS_UNEXIST;
}
pa->time = 0.f;
break;
}
}
/* set particle parameters that don't change during particle's life */
void init_particle(ParticleSimulationData *sim, ParticleData *pa)
{
ParticleSettings *part = sim->psys->part;
float birth_time = (float)(pa - sim->psys->particles) / (float)sim->psys->totpart;
2018-06-17 17:05:51 +02:00
pa->flag &= ~PARS_UNEXIST;
pa->time = part->sta + (part->end - part->sta) * birth_time;
pa->hair_index = 0;
/* we can't reset to -1 anymore since we've figured out correct index in distribute_particles */
/* usage other than straight after distribute has to handle this index by itself - jahka*/
// pa->num_dmcache = DMCACHE_NOTFOUND; /* assume we don't have a derived mesh face */
}
2015-07-01 09:32:12 +02:00
static void initialize_all_particles(ParticleSimulationData *sim)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
/* Grid distributionsets UNEXIST flag, need to take care of
* it here because later this flag is being reset.
*
* We can't do it for any distribution, because it'll then
* conflict with texture influence, which does not free
* unexisting particles and only sets flag.
*
* It's not so bad, because only grid distribution sets
* UNEXIST flag.
*/
const bool emit_from_volume_grid = (part->distr == PART_DISTR_GRID) &&
(!ELEM(part->from, PART_FROM_VERT, PART_FROM_CHILD));
PARTICLE_P;
LOOP_PARTICLES
{
if (!(emit_from_volume_grid && (pa->flag & PARS_UNEXIST) != 0)) {
init_particle(sim, pa);
}
}
}
static void free_unexisting_particles(ParticleSimulationData *sim)
{
ParticleSystem *psys = sim->psys;
PARTICLE_P;
psys->totunexist = 0;
LOOP_PARTICLES
{
if (pa->flag & PARS_UNEXIST) {
psys->totunexist++;
}
}
if (psys->totpart && psys->totunexist == psys->totpart) {
if (psys->particles->boid) {
MEM_freeN(psys->particles->boid);
}
MEM_freeN(psys->particles);
psys->particles = NULL;
psys->totpart = psys->totunexist = 0;
}
if (psys->totunexist) {
int newtotpart = psys->totpart - psys->totunexist;
ParticleData *npa, *newpars;
npa = newpars = MEM_callocN(newtotpart * sizeof(ParticleData), "particles");
for (p = 0, pa = psys->particles; p < newtotpart; p++, pa++, npa++) {
while (pa->flag & PARS_UNEXIST) {
pa++;
}
memcpy(npa, pa, sizeof(ParticleData));
}
if (psys->particles->boid) {
MEM_freeN(psys->particles->boid);
}
MEM_freeN(psys->particles);
psys->particles = newpars;
psys->totpart -= psys->totunexist;
if (psys->particles->boid) {
BoidParticle *newboids = MEM_callocN(psys->totpart * sizeof(BoidParticle), "boid particles");
LOOP_PARTICLES
{
pa->boid = newboids++;
}
}
}
}
static void get_angular_velocity_vector(short avemode, ParticleKey *state, float vec[3])
{
switch (avemode) {
case PART_AVE_VELOCITY:
copy_v3_v3(vec, state->vel);
break;
case PART_AVE_HORIZONTAL: {
float zvec[3];
zvec[0] = zvec[1] = 0;
zvec[2] = 1.f;
cross_v3_v3v3(vec, state->vel, zvec);
break;
}
case PART_AVE_VERTICAL: {
float zvec[3], temp[3];
zvec[0] = zvec[1] = 0;
zvec[2] = 1.f;
cross_v3_v3v3(temp, state->vel, zvec);
cross_v3_v3v3(vec, temp, state->vel);
break;
}
case PART_AVE_GLOBAL_X:
vec[0] = 1.f;
vec[1] = vec[2] = 0;
break;
case PART_AVE_GLOBAL_Y:
vec[1] = 1.f;
vec[0] = vec[2] = 0;
break;
case PART_AVE_GLOBAL_Z:
vec[2] = 1.f;
vec[0] = vec[1] = 0;
break;
}
}
void psys_get_birth_coords(
ParticleSimulationData *sim, ParticleData *pa, ParticleKey *state, float dtime, float cfra)
{
Object *ob = sim->ob;
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
ParticleTexture ptex;
float fac, phasefac, nor[3] = {0, 0, 0}, loc[3], vel[3] = {0.0, 0.0, 0.0}, rot[4], q2[4];
float r_vel[3], r_ave[3], r_rot[4], vec[3], p_vel[3] = {0.0, 0.0, 0.0};
float x_vec[3] = {1.0, 0.0, 0.0}, utan[3] = {0.0, 1.0, 0.0}, vtan[3] = {0.0, 0.0, 1.0},
rot_vec[3] = {0.0, 0.0, 0.0};
float q_phase[4];
const bool use_boids = ((part->phystype == PART_PHYS_BOIDS) && (pa->boid != NULL));
const bool use_tangents = ((use_boids == false) &&
((part->tanfac != 0.0f) || (part->rotmode == PART_ROT_NOR_TAN)));
int p = pa - psys->particles;
/* get birth location from object */
if (use_tangents) {
psys_particle_on_emitter(sim->psmd,
part->from,
pa->num,
pa->num_dmcache,
pa->fuv,
pa->foffset,
loc,
nor,
utan,
vtan,
0);
}
else {
psys_particle_on_emitter(
sim->psmd, part->from, pa->num, pa->num_dmcache, pa->fuv, pa->foffset, loc, nor, 0, 0, 0);
}
/* get possible textural influence */
psys_get_texture(sim, pa, &ptex, PAMAP_IVEL, cfra);
/* particles live in global space so */
/* let's convert: */
/* -location */
mul_m4_v3(ob->obmat, loc);
/* -normal */
mul_mat3_m4_v3(ob->obmat, nor);
normalize_v3(nor);
/* -tangent */
if (use_tangents) {
#if 0
float phase = vg_rot ?
2.0f *
(psys_particle_value_from_verts(sim->psmd->dm, part->from, pa, vg_rot) -
0.5f) :
0.0f;
#else
float phase = 0.0f;
#endif
mul_v3_fl(vtan, -cosf((float)M_PI * (part->tanphase + phase)));
fac = -sinf((float)M_PI * (part->tanphase + phase));
madd_v3_v3fl(vtan, utan, fac);
mul_mat3_m4_v3(ob->obmat, vtan);
copy_v3_v3(utan, nor);
mul_v3_fl(utan, dot_v3v3(vtan, nor));
sub_v3_v3(vtan, utan);
normalize_v3(vtan);
}
/* -velocity (boids need this even if there's no random velocity) */
if (part->randfac != 0.0f || (part->phystype == PART_PHYS_BOIDS && pa->boid)) {
r_vel[0] = 2.0f * (psys_frand(psys, p + 10) - 0.5f);
r_vel[1] = 2.0f * (psys_frand(psys, p + 11) - 0.5f);
r_vel[2] = 2.0f * (psys_frand(psys, p + 12) - 0.5f);
mul_mat3_m4_v3(ob->obmat, r_vel);
normalize_v3(r_vel);
}
/* -angular velocity */
if (part->avemode == PART_AVE_RAND) {
r_ave[0] = 2.0f * (psys_frand(psys, p + 13) - 0.5f);
r_ave[1] = 2.0f * (psys_frand(psys, p + 14) - 0.5f);
r_ave[2] = 2.0f * (psys_frand(psys, p + 15) - 0.5f);
mul_mat3_m4_v3(ob->obmat, r_ave);
normalize_v3(r_ave);
}
/* -rotation */
if (part->randrotfac != 0.0f) {
r_rot[0] = 2.0f * (psys_frand(psys, p + 16) - 0.5f);
r_rot[1] = 2.0f * (psys_frand(psys, p + 17) - 0.5f);
r_rot[2] = 2.0f * (psys_frand(psys, p + 18) - 0.5f);
r_rot[3] = 2.0f * (psys_frand(psys, p + 19) - 0.5f);
normalize_qt(r_rot);
mat4_to_quat(rot, ob->obmat);
mul_qt_qtqt(r_rot, r_rot, rot);
}
if (use_boids) {
float dvec[3], q[4], mat[3][3];
copy_v3_v3(state->co, loc);
/* boids don't get any initial velocity */
zero_v3(state->vel);
/* boids store direction in ave */
if (fabsf(nor[2]) == 1.0f) {
sub_v3_v3v3(state->ave, loc, ob->obmat[3]);
normalize_v3(state->ave);
}
else {
copy_v3_v3(state->ave, nor);
}
/* calculate rotation matrix */
project_v3_v3v3(dvec, r_vel, state->ave);
sub_v3_v3v3(mat[0], state->ave, dvec);
normalize_v3(mat[0]);
negate_v3_v3(mat[2], r_vel);
normalize_v3(mat[2]);
cross_v3_v3v3(mat[1], mat[2], mat[0]);
/* apply rotation */
mat3_to_quat_is_ok(q, mat);
copy_qt_qt(state->rot, q);
}
else {
/* conversion done so now we apply new: */
/* -velocity from: */
/* *reactions */
if (dtime > 0.f) {
sub_v3_v3v3(vel, pa->state.vel, pa->prev_state.vel);
}
/* *emitter velocity */
if (dtime != 0.f && part->obfac != 0.f) {
sub_v3_v3v3(vel, loc, state->co);
mul_v3_fl(vel, part->obfac / dtime);
}
/* *emitter normal */
if (part->normfac != 0.f) {
madd_v3_v3fl(vel, nor, part->normfac);
}
/* *emitter tangent */
if (sim->psmd && part->tanfac != 0.f) {
madd_v3_v3fl(vel, vtan, part->tanfac);
}
/* *emitter object orientation */
if (part->ob_vel[0] != 0.f) {
normalize_v3_v3(vec, ob->obmat[0]);
madd_v3_v3fl(vel, vec, part->ob_vel[0]);
}
if (part->ob_vel[1] != 0.f) {
normalize_v3_v3(vec, ob->obmat[1]);
madd_v3_v3fl(vel, vec, part->ob_vel[1]);
}
if (part->ob_vel[2] != 0.f) {
normalize_v3_v3(vec, ob->obmat[2]);
madd_v3_v3fl(vel, vec, part->ob_vel[2]);
}
/* *texture */
/* TODO */
/* *random */
if (part->randfac != 0.f) {
madd_v3_v3fl(vel, r_vel, part->randfac);
}
/* *particle */
if (part->partfac != 0.f) {
madd_v3_v3fl(vel, p_vel, part->partfac);
}
mul_v3_v3fl(state->vel, vel, ptex.ivel);
/* -location from emitter */
copy_v3_v3(state->co, loc);
/* -rotation */
unit_qt(state->rot);
if (part->rotmode) {
bool use_global_space;
/* create vector into which rotation is aligned */
switch (part->rotmode) {
case PART_ROT_NOR:
case PART_ROT_NOR_TAN:
copy_v3_v3(rot_vec, nor);
use_global_space = false;
break;
case PART_ROT_VEL:
copy_v3_v3(rot_vec, vel);
use_global_space = true;
break;
case PART_ROT_GLOB_X:
case PART_ROT_GLOB_Y:
case PART_ROT_GLOB_Z:
rot_vec[part->rotmode - PART_ROT_GLOB_X] = 1.0f;
use_global_space = true;
break;
case PART_ROT_OB_X:
case PART_ROT_OB_Y:
case PART_ROT_OB_Z:
copy_v3_v3(rot_vec, ob->obmat[part->rotmode - PART_ROT_OB_X]);
use_global_space = false;
break;
default:
use_global_space = true;
break;
}
/* create rotation quat */
if (use_global_space) {
negate_v3(rot_vec);
vec_to_quat(q2, rot_vec, OB_POSX, OB_POSZ);
/* randomize rotation quat */
if (part->randrotfac != 0.0f) {
interp_qt_qtqt(rot, q2, r_rot, part->randrotfac);
}
else {
copy_qt_qt(rot, q2);
}
}
else {
/* calculate rotation in local-space */
float q_obmat[4];
float q_imat[4];
mat4_to_quat(q_obmat, ob->obmat);
invert_qt_qt_normalized(q_imat, q_obmat);
if (part->rotmode != PART_ROT_NOR_TAN) {
float rot_vec_local[3];
/* rot_vec */
negate_v3(rot_vec);
copy_v3_v3(rot_vec_local, rot_vec);
mul_qt_v3(q_imat, rot_vec_local);
normalize_v3(rot_vec_local);
vec_to_quat(q2, rot_vec_local, OB_POSX, OB_POSZ);
}
else {
/* (part->rotmode == PART_ROT_NOR_TAN) */
float tmat[3][3];
/* note: utan_local is not taken from 'utan', we calculate from rot_vec/vtan */
/* note: it looks like rotation phase may be applied twice (once with vtan, again below)
* however this isn't the case - campbell */
float *rot_vec_local = tmat[0];
float *vtan_local = tmat[1];
float *utan_local = tmat[2];
/* use tangents */
BLI_assert(use_tangents == true);
/* rot_vec */
copy_v3_v3(rot_vec_local, rot_vec);
mul_qt_v3(q_imat, rot_vec_local);
/* vtan_local */
copy_v3_v3(vtan_local, vtan); /* flips, cant use */
mul_qt_v3(q_imat, vtan_local);
/* ensure orthogonal matrix (rot_vec aligned) */
cross_v3_v3v3(utan_local, vtan_local, rot_vec_local);
cross_v3_v3v3(vtan_local, utan_local, rot_vec_local);
/* note: no need to normalize */
mat3_to_quat(q2, tmat);
}
/* randomize rotation quat */
if (part->randrotfac != 0.0f) {
mul_qt_qtqt(r_rot, r_rot, q_imat);
interp_qt_qtqt(rot, q2, r_rot, part->randrotfac);
}
else {
copy_qt_qt(rot, q2);
}
mul_qt_qtqt(rot, q_obmat, rot);
}
/* rotation phase */
phasefac = part->phasefac;
if (part->randphasefac != 0.0f) {
phasefac += part->randphasefac * psys_frand(psys, p + 20);
}
axis_angle_to_quat(q_phase, x_vec, phasefac * (float)M_PI);
/* combine base rotation & phase */
mul_qt_qtqt(state->rot, rot, q_phase);
}
/* -angular velocity */
zero_v3(state->ave);
if (part->avemode) {
if (part->avemode == PART_AVE_RAND) {
copy_v3_v3(state->ave, r_ave);
}
else {
get_angular_velocity_vector(part->avemode, state, state->ave);
}
normalize_v3(state->ave);
mul_v3_fl(state->ave, part->avefac);
}
}
}
/* recursively evaluate emitter parent anim at cfra */
static void evaluate_emitter_anim(struct Depsgraph *depsgraph,
Scene *scene,
Object *ob,
float cfra)
{
if (ob->parent) {
evaluate_emitter_anim(depsgraph, scene, ob->parent, cfra);
}
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BKE_object_where_is_calc_time(depsgraph, scene, ob, cfra);
}
/* sets particle to the emitter surface with initial velocity & rotation */
void reset_particle(ParticleSimulationData *sim, ParticleData *pa, float dtime, float cfra)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part;
ParticleTexture ptex;
int p = pa - psys->particles;
part = psys->part;
/* get precise emitter matrix if particle is born */
if (part->type != PART_HAIR && dtime > 0.f && pa->time < cfra && pa->time >= sim->psys->cfra) {
evaluate_emitter_anim(sim->depsgraph, sim->scene, sim->ob, pa->time);
psys->flag |= PSYS_OB_ANIM_RESTORE;
}
psys_get_birth_coords(sim, pa, &pa->state, dtime, cfra);
/* Initialize particle settings which depends on texture.
*
* We could only do it now because we'll need to know coordinate
* before sampling the texture.
*/
init_particle_texture(sim, pa, p);
if (part->phystype == PART_PHYS_BOIDS && pa->boid) {
BoidParticle *bpa = pa->boid;
/* and gravity in r_ve */
bpa->gravity[0] = bpa->gravity[1] = 0.0f;
bpa->gravity[2] = -1.0f;
if ((sim->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) &&
(sim->scene->physics_settings.gravity[2] != 0.0f)) {
bpa->gravity[2] = sim->scene->physics_settings.gravity[2];
}
bpa->data.health = part->boids->health;
bpa->data.mode = eBoidMode_InAir;
bpa->data.state_id = ((BoidState *)part->boids->states.first)->id;
bpa->data.acc[0] = bpa->data.acc[1] = bpa->data.acc[2] = 0.0f;
}
if (part->type == PART_HAIR) {
pa->lifetime = 100.0f;
}
else {
/* initialize the lifetime, in case the texture coordinates
* are from Particles/Strands, which would cause undefined values
*/
pa->lifetime = part->lifetime * (1.0f - part->randlife * psys_frand(psys, p + 21));
pa->dietime = pa->time + pa->lifetime;
/* get possible textural influence */
psys_get_texture(sim, pa, &ptex, PAMAP_LIFE, cfra);
pa->lifetime = part->lifetime * ptex.life;
if (part->randlife != 0.0f) {
pa->lifetime *= 1.0f - part->randlife * psys_frand(psys, p + 21);
}
}
pa->dietime = pa->time + pa->lifetime;
if ((sim->psys->pointcache) && (sim->psys->pointcache->flag & PTCACHE_BAKED) &&
(sim->psys->pointcache->mem_cache.first)) {
float dietime = psys_get_dietime_from_cache(sim->psys->pointcache, p);
pa->dietime = MIN2(pa->dietime, dietime);
}
if (pa->time > cfra) {
pa->alive = PARS_UNBORN;
}
else if (pa->dietime <= cfra) {
pa->alive = PARS_DEAD;
}
else {
pa->alive = PARS_ALIVE;
}
pa->state.time = cfra;
}
static void reset_all_particles(ParticleSimulationData *sim, float dtime, float cfra, int from)
{
ParticleData *pa;
int p, totpart = sim->psys->totpart;
2018-06-17 17:05:51 +02:00
for (p = from, pa = sim->psys->particles + from; p < totpart; p++, pa++) {
reset_particle(sim, pa, dtime, cfra);
}
}
/************************************************/
/* Particle targets */
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
/************************************************/
ParticleSystem *psys_get_target_system(Object *ob, ParticleTarget *pt)
{
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 == NULL || pt->ob == ob) {
psys = BLI_findlink(&ob->particlesystem, pt->psys - 1);
}
else {
psys = BLI_findlink(&pt->ob->particlesystem, pt->psys - 1);
}
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) {
pt->flag |= PTARGET_VALID;
}
else {
pt->flag &= ~PTARGET_VALID;
}
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 psys;
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
}
/************************************************/
/* Keyed particles */
/************************************************/
/* Counts valid keyed targets */
void psys_count_keyed_targets(ParticleSimulationData *sim)
{
ParticleSystem *psys = sim->psys, *kpsys;
ParticleTarget *pt = psys->targets.first;
int keys_valid = 1;
psys->totkeyed = 0;
for (; pt; pt = pt->next) {
kpsys = psys_get_target_system(sim->ob, pt);
if (kpsys && kpsys->totpart) {
psys->totkeyed += keys_valid;
if (psys->flag & PSYS_KEYED_TIMING && pt->duration != 0.0f) {
psys->totkeyed += 1;
}
}
else {
keys_valid = 0;
}
}
psys->totkeyed *= psys->flag & PSYS_KEYED_TIMING ? 1 : psys->part->keyed_loops;
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
static void set_keyed_keys(ParticleSimulationData *sim)
{
ParticleSystem *psys = sim->psys;
ParticleSimulationData ksim = {0};
ParticleTarget *pt;
PARTICLE_P;
ParticleKey *key;
int totpart = psys->totpart, k, totkeys = psys->totkeyed;
int keyed_flag = 0;
ksim.depsgraph = sim->depsgraph;
ksim.scene = sim->scene;
/* no proper targets so let's clear and bail out */
if (psys->totkeyed == 0) {
free_keyed_keys(psys);
psys->flag &= ~PSYS_KEYED;
return;
}
if (totpart && psys->particles->totkey != totkeys) {
free_keyed_keys(psys);
key = MEM_callocN(totpart * totkeys * sizeof(ParticleKey), "Keyed keys");
LOOP_PARTICLES
{
pa->keys = key;
pa->totkey = totkeys;
key += totkeys;
}
}
psys->flag &= ~PSYS_KEYED;
pt = psys->targets.first;
for (k = 0; k < totkeys; k++) {
ksim.ob = pt->ob ? pt->ob : sim->ob;
ksim.psys = BLI_findlink(&ksim.ob->particlesystem, pt->psys - 1);
keyed_flag = (ksim.psys->flag & PSYS_KEYED);
ksim.psys->flag &= ~PSYS_KEYED;
LOOP_PARTICLES
{
key = pa->keys + k;
key->time = -1.0; /* use current time */
const int p_ksim = (ksim.psys->totpart) ? p % ksim.psys->totpart : 0;
psys_get_particle_state(&ksim, p_ksim, key, 1);
if (psys->flag & PSYS_KEYED_TIMING) {
key->time = pa->time + pt->time;
if (pt->duration != 0.0f && k + 1 < totkeys) {
copy_particle_key(key + 1, key, 1);
(key + 1)->time = pa->time + pt->time + pt->duration;
}
}
else if (totkeys > 1) {
key->time = pa->time + (float)k / (float)(totkeys - 1) * pa->lifetime;
}
else {
key->time = pa->time;
}
}
if (psys->flag & PSYS_KEYED_TIMING && pt->duration != 0.0f) {
k++;
}
ksim.psys->flag |= keyed_flag;
pt = (pt->next && pt->next->flag & PTARGET_VALID) ? pt->next : psys->targets.first;
}
psys->flag |= PSYS_KEYED;
}
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
/************************************************/
/* Point Cache */
/************************************************/
void psys_make_temp_pointcache(Object *ob, ParticleSystem *psys)
{
PointCache *cache = psys->pointcache;
if (cache->flag & PTCACHE_DISK_CACHE && BLI_listbase_is_empty(&cache->mem_cache)) {
PTCacheID pid;
BKE_ptcache_id_from_particles(&pid, ob, psys);
cache->flag &= ~PTCACHE_DISK_CACHE;
BKE_ptcache_disk_to_mem(&pid);
cache->flag |= PTCACHE_DISK_CACHE;
}
}
static void psys_clear_temp_pointcache(ParticleSystem *psys)
{
if (psys->pointcache->flag & PTCACHE_DISK_CACHE) {
BKE_ptcache_free_mem(&psys->pointcache->mem_cache);
}
}
void psys_get_pointcache_start_end(Scene *scene, ParticleSystem *psys, int *sfra, int *efra)
{
ParticleSettings *part = psys->part;
*sfra = max_ii(1, (int)part->sta);
*efra = min_ii((int)(part->end + part->lifetime + 1.0f), max_ii(scene->r.pefra, scene->r.efra));
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
/************************************************/
/* Effectors */
/************************************************/
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 void psys_update_particle_bvhtree(ParticleSystem *psys, float cfra)
{
if (psys) {
PARTICLE_P;
int totpart = 0;
bool need_rebuild;
BLI_rw_mutex_lock(&psys_bvhtree_rwlock, THREAD_LOCK_READ);
need_rebuild = !psys->bvhtree || psys->bvhtree_frame != cfra;
BLI_rw_mutex_unlock(&psys_bvhtree_rwlock);
if (need_rebuild) {
LOOP_SHOWN_PARTICLES
{
totpart++;
}
BLI_rw_mutex_lock(&psys_bvhtree_rwlock, THREAD_LOCK_WRITE);
BLI_bvhtree_free(psys->bvhtree);
psys->bvhtree = BLI_bvhtree_new(totpart, 0.0, 4, 6);
LOOP_SHOWN_PARTICLES
{
if (pa->alive == PARS_ALIVE) {
if (pa->state.time == cfra) {
BLI_bvhtree_insert(psys->bvhtree, p, pa->prev_state.co, 1);
}
else {
BLI_bvhtree_insert(psys->bvhtree, p, pa->state.co, 1);
}
}
}
BLI_bvhtree_balance(psys->bvhtree);
psys->bvhtree_frame = cfra;
BLI_rw_mutex_unlock(&psys_bvhtree_rwlock);
}
}
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
}
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
void psys_update_particle_tree(ParticleSystem *psys, float cfra)
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) {
PARTICLE_P;
int totpart = 0;
if (!psys->tree || psys->tree_frame != cfra) {
LOOP_SHOWN_PARTICLES
{
totpart++;
}
BLI_kdtree_3d_free(psys->tree);
psys->tree = BLI_kdtree_3d_new(psys->totpart);
LOOP_SHOWN_PARTICLES
{
if (pa->alive == PARS_ALIVE) {
if (pa->state.time == cfra) {
BLI_kdtree_3d_insert(psys->tree, p, pa->prev_state.co);
}
else {
BLI_kdtree_3d_insert(psys->tree, p, pa->state.co);
}
}
}
BLI_kdtree_3d_balance(psys->tree);
psys->tree_frame = cfra;
}
}
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
}
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 psys_update_effectors(ParticleSimulationData *sim)
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
{
BKE_effectors_free(sim->psys->effectors);
sim->psys->effectors = BKE_effectors_create(
sim->depsgraph, sim->ob, sim->psys, sim->psys->part->effector_weights);
precalc_guides(sim, sim->psys->effectors);
}
static void integrate_particle(
ParticleSettings *part,
ParticleData *pa,
float dtime,
float *external_acceleration,
void (*force_func)(void *forcedata, ParticleKey *state, float *force, float *impulse),
void *forcedata)
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
{
#define ZERO_F43 \
{ \
{0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, {0.0f, 0.0f, 0.0f}, \
{ \
0.0f, 0.0f, 0.0f \
} \
}
ParticleKey states[5];
float force[3], acceleration[3], impulse[3], dx[4][3] = ZERO_F43, dv[4][3] = ZERO_F43, oldpos[3];
float pa_mass = (part->flag & PART_SIZEMASS ? part->mass * pa->size : part->mass);
int i, steps = 1;
int integrator = part->integrator;
#undef ZERO_F43
copy_v3_v3(oldpos, pa->state.co);
/* Verlet integration behaves strangely with moving emitters, so do first step with euler. */
if (pa->prev_state.time < 0.f && integrator == PART_INT_VERLET) {
integrator = PART_INT_EULER;
}
switch (integrator) {
case PART_INT_EULER:
steps = 1;
break;
case PART_INT_MIDPOINT:
steps = 2;
break;
case PART_INT_RK4:
steps = 4;
break;
case PART_INT_VERLET:
steps = 1;
break;
}
for (i = 0; i < steps; i++) {
copy_particle_key(states + i, &pa->state, 1);
}
states->time = 0.f;
for (i = 0; i < steps; i++) {
zero_v3(force);
zero_v3(impulse);
force_func(forcedata, states + i, force, impulse);
/* force to acceleration*/
mul_v3_v3fl(acceleration, force, 1.0f / pa_mass);
if (external_acceleration) {
add_v3_v3(acceleration, external_acceleration);
}
/* calculate next state */
add_v3_v3(states[i].vel, impulse);
switch (integrator) {
case PART_INT_EULER:
madd_v3_v3v3fl(pa->state.co, states->co, states->vel, dtime);
madd_v3_v3v3fl(pa->state.vel, states->vel, acceleration, dtime);
break;
case PART_INT_MIDPOINT:
if (i == 0) {
madd_v3_v3v3fl(states[1].co, states->co, states->vel, dtime * 0.5f);
madd_v3_v3v3fl(states[1].vel, states->vel, acceleration, dtime * 0.5f);
states[1].time = dtime * 0.5f;
/*fra=sim->psys->cfra+0.5f*dfra;*/
}
else {
madd_v3_v3v3fl(pa->state.co, states->co, states[1].vel, dtime);
madd_v3_v3v3fl(pa->state.vel, states->vel, acceleration, dtime);
}
break;
case PART_INT_RK4:
switch (i) {
case 0:
copy_v3_v3(dx[0], states->vel);
mul_v3_fl(dx[0], dtime);
copy_v3_v3(dv[0], acceleration);
mul_v3_fl(dv[0], dtime);
madd_v3_v3v3fl(states[1].co, states->co, dx[0], 0.5f);
madd_v3_v3v3fl(states[1].vel, states->vel, dv[0], 0.5f);
states[1].time = dtime * 0.5f;
/*fra=sim->psys->cfra+0.5f*dfra;*/
break;
case 1:
madd_v3_v3v3fl(dx[1], states->vel, dv[0], 0.5f);
mul_v3_fl(dx[1], dtime);
copy_v3_v3(dv[1], acceleration);
mul_v3_fl(dv[1], dtime);
madd_v3_v3v3fl(states[2].co, states->co, dx[1], 0.5f);
madd_v3_v3v3fl(states[2].vel, states->vel, dv[1], 0.5f);
states[2].time = dtime * 0.5f;
break;
case 2:
madd_v3_v3v3fl(dx[2], states->vel, dv[1], 0.5f);
mul_v3_fl(dx[2], dtime);
copy_v3_v3(dv[2], acceleration);
mul_v3_fl(dv[2], dtime);
add_v3_v3v3(states[3].co, states->co, dx[2]);
add_v3_v3v3(states[3].vel, states->vel, dv[2]);
states[3].time = dtime;
/*fra=cfra;*/
break;
case 3:
add_v3_v3v3(dx[3], states->vel, dv[2]);
mul_v3_fl(dx[3], dtime);
copy_v3_v3(dv[3], acceleration);
mul_v3_fl(dv[3], dtime);
madd_v3_v3v3fl(pa->state.co, states->co, dx[0], 1.0f / 6.0f);
madd_v3_v3fl(pa->state.co, dx[1], 1.0f / 3.0f);
madd_v3_v3fl(pa->state.co, dx[2], 1.0f / 3.0f);
madd_v3_v3fl(pa->state.co, dx[3], 1.0f / 6.0f);
madd_v3_v3v3fl(pa->state.vel, states->vel, dv[0], 1.0f / 6.0f);
madd_v3_v3fl(pa->state.vel, dv[1], 1.0f / 3.0f);
madd_v3_v3fl(pa->state.vel, dv[2], 1.0f / 3.0f);
madd_v3_v3fl(pa->state.vel, dv[3], 1.0f / 6.0f);
}
break;
case PART_INT_VERLET: /* Verlet integration */
madd_v3_v3v3fl(pa->state.vel, pa->prev_state.vel, acceleration, dtime);
madd_v3_v3v3fl(pa->state.co, pa->prev_state.co, pa->state.vel, dtime);
sub_v3_v3v3(pa->state.vel, pa->state.co, oldpos);
mul_v3_fl(pa->state.vel, 1.0f / dtime);
break;
}
}
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
}
/* -------------------------------------------------------------------- */
/** \name SPH fluid physics
*
* In theory, there could be unlimited implementation of SPH simulators
*
* This code uses in some parts adapted algorithms
* from the pseudo code as outlined in the Research paper:
*
* Titled: Particle-based Viscoelastic Fluid Simulation.
* Authors: Simon Clavet, Philippe Beaudoin and Pierre Poulin
* Website: http://www.iro.umontreal.ca/labs/infographie/papers/Clavet-2005-PVFS/
*
* Presented at Siggraph, (2005)
*
* \{ */
#define PSYS_FLUID_SPRINGS_INITIAL_SIZE 256
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 ParticleSpring *sph_spring_add(ParticleSystem *psys, ParticleSpring *spring)
{
/* Are more refs required? */
if (psys->alloc_fluidsprings == 0 || psys->fluid_springs == NULL) {
psys->alloc_fluidsprings = PSYS_FLUID_SPRINGS_INITIAL_SIZE;
psys->fluid_springs = (ParticleSpring *)MEM_callocN(
psys->alloc_fluidsprings * sizeof(ParticleSpring), "Particle Fluid Springs");
}
else if (psys->tot_fluidsprings == psys->alloc_fluidsprings) {
/* Double the number of refs allocated */
psys->alloc_fluidsprings *= 2;
psys->fluid_springs = (ParticleSpring *)MEM_reallocN(
psys->fluid_springs, psys->alloc_fluidsprings * sizeof(ParticleSpring));
}
memcpy(psys->fluid_springs + psys->tot_fluidsprings, spring, sizeof(ParticleSpring));
psys->tot_fluidsprings++;
return psys->fluid_springs + psys->tot_fluidsprings - 1;
}
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 void sph_spring_delete(ParticleSystem *psys, int j)
{
if (j != psys->tot_fluidsprings - 1) {
psys->fluid_springs[j] = psys->fluid_springs[psys->tot_fluidsprings - 1];
}
psys->tot_fluidsprings--;
if (psys->tot_fluidsprings < psys->alloc_fluidsprings / 2 &&
psys->alloc_fluidsprings > PSYS_FLUID_SPRINGS_INITIAL_SIZE) {
psys->alloc_fluidsprings /= 2;
psys->fluid_springs = (ParticleSpring *)MEM_reallocN(
psys->fluid_springs, psys->alloc_fluidsprings * sizeof(ParticleSpring));
}
}
2011-12-30 07:55:15 +00:00
static void sph_springs_modify(ParticleSystem *psys, float dtime)
{
SPHFluidSettings *fluid = psys->part->fluid;
ParticleData *pa1, *pa2;
ParticleSpring *spring = psys->fluid_springs;
2018-06-17 17:05:51 +02:00
float h, d, Rij[3], rij, Lij;
int i;
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
float yield_ratio = fluid->yield_ratio;
float plasticity = fluid->plasticity_constant;
/* scale things according to dtime */
float timefix = 25.f * dtime;
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
if ((fluid->flag & SPH_VISCOELASTIC_SPRINGS) == 0 || fluid->spring_k == 0.f) {
return;
}
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
/* Loop through the springs */
for (i = 0; i < psys->tot_fluidsprings; i++, spring++) {
pa1 = psys->particles + spring->particle_index[0];
pa2 = psys->particles + spring->particle_index[1];
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
sub_v3_v3v3(Rij, pa2->prev_state.co, pa1->prev_state.co);
rij = normalize_v3(Rij);
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
/* adjust rest length */
Lij = spring->rest_length;
d = yield_ratio * timefix * Lij;
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
if (rij > Lij + d) { // Stretch
spring->rest_length += plasticity * (rij - Lij - d) * timefix;
}
else if (rij < Lij - d) { // Compress
spring->rest_length -= plasticity * (Lij - d - rij) * timefix;
}
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
h = 4.f * pa1->size;
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
if (spring->rest_length > h) {
spring->delete_flag = 1;
}
}
/* Loop through springs backwaqrds - for efficient delete function */
for (i = psys->tot_fluidsprings - 1; i >= 0; i--) {
if (psys->fluid_springs[i].delete_flag) {
sph_spring_delete(psys, i);
}
}
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 EdgeHash *sph_springhash_build(ParticleSystem *psys)
{
EdgeHash *springhash = NULL;
ParticleSpring *spring;
int i = 0;
springhash = BLI_edgehash_new_ex(__func__, psys->tot_fluidsprings);
for (i = 0, spring = psys->fluid_springs; i < psys->tot_fluidsprings; i++, spring++) {
BLI_edgehash_insert(
springhash, spring->particle_index[0], spring->particle_index[1], POINTER_FROM_INT(i + 1));
}
return springhash;
}
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
#define SPH_NEIGHBORS 512
2012-06-06 22:38:39 +00:00
typedef struct SPHNeighbor {
ParticleSystem *psys;
int index;
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
} SPHNeighbor;
2012-06-06 22:38:39 +00:00
typedef struct SPHRangeData {
SPHNeighbor neighbors[SPH_NEIGHBORS];
int tot_neighbors;
float *data;
ParticleSystem *npsys;
ParticleData *pa;
float h;
float mass;
float massfac;
int use_size;
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
} SPHRangeData;
2012-04-21 13:37:26 +00:00
static void sph_evaluate_func(BVHTree *tree,
ParticleSystem **psys,
2019-09-14 08:10:50 +10:00
const float co[3],
SPHRangeData *pfr,
float interaction_radius,
BVHTree_RangeQuery callback)
2012-12-18 01:52:18 +00:00
{
int i;
pfr->tot_neighbors = 0;
for (i = 0; i < 10 && psys[i]; i++) {
pfr->npsys = psys[i];
pfr->massfac = psys[i]->part->mass / pfr->mass;
pfr->use_size = psys[i]->part->flag & PART_SIZEMASS;
if (tree) {
BLI_bvhtree_range_query(tree, co, interaction_radius, callback, pfr);
break;
}
2018-06-17 17:05:51 +02:00
BLI_rw_mutex_lock(&psys_bvhtree_rwlock, THREAD_LOCK_READ);
2018-06-17 17:05:51 +02:00
BLI_bvhtree_range_query(psys[i]->bvhtree, co, interaction_radius, callback, pfr);
BLI_rw_mutex_unlock(&psys_bvhtree_rwlock);
}
}
static void sph_density_accum_cb(void *userdata, int index, const float co[3], float squared_dist)
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
{
SPHRangeData *pfr = (SPHRangeData *)userdata;
ParticleData *npa = pfr->npsys->particles + index;
float q;
float dist;
UNUSED_VARS(co);
if (npa == pfr->pa || squared_dist < FLT_EPSILON) {
return;
}
/* Ugh! One particle has too many neighbors! If some aren't taken into
* account, the forces will be biased by the tree search order. This
* effectively adds energy to the system, and results in a churning motion.
* But, we have to stop somewhere, and it's not the end of the world.
* - jahka and z0r
*/
if (pfr->tot_neighbors >= SPH_NEIGHBORS) {
return;
}
pfr->neighbors[pfr->tot_neighbors].index = index;
pfr->neighbors[pfr->tot_neighbors].psys = pfr->npsys;
pfr->tot_neighbors++;
dist = sqrtf(squared_dist);
q = (1.f - dist / pfr->h) * pfr->massfac;
if (pfr->use_size) {
q *= npa->size;
}
pfr->data[0] += q * q;
pfr->data[1] += q * q * q;
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
}
/*
* Find the Courant number for an SPH particle (used for adaptive time step).
*/
static void sph_particle_courant(SPHData *sphdata, SPHRangeData *pfr)
{
ParticleData *pa, *npa;
int i;
float flow[3], offset[3], dist;
zero_v3(flow);
dist = 0.0f;
if (pfr->tot_neighbors > 0) {
pa = pfr->pa;
for (i = 0; i < pfr->tot_neighbors; i++) {
npa = pfr->neighbors[i].psys->particles + pfr->neighbors[i].index;
sub_v3_v3v3(offset, pa->prev_state.co, npa->prev_state.co);
dist += len_v3(offset);
add_v3_v3(flow, npa->prev_state.vel);
}
dist += sphdata->psys[0]->part->fluid->radius; // TODO: remove this? - z0r
sphdata->element_size = dist / pfr->tot_neighbors;
mul_v3_v3fl(sphdata->flow, flow, 1.0f / pfr->tot_neighbors);
}
else {
sphdata->element_size = FLT_MAX;
copy_v3_v3(sphdata->flow, flow);
}
}
2011-03-12 14:21:04 +00:00
static void sph_force_cb(void *sphdata_v, ParticleKey *state, float *force, float *UNUSED(impulse))
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
{
SPHData *sphdata = (SPHData *)sphdata_v;
ParticleSystem **psys = sphdata->psys;
ParticleData *pa = sphdata->pa;
SPHFluidSettings *fluid = psys[0]->part->fluid;
ParticleSpring *spring = NULL;
SPHRangeData pfr;
SPHNeighbor *pfn;
float *gravity = sphdata->gravity;
EdgeHash *springhash = sphdata->eh;
float q, u, rij, dv[3];
float pressure, near_pressure;
float visc = fluid->viscosity_omega;
float stiff_visc = fluid->viscosity_beta *
(fluid->flag & SPH_FAC_VISCOSITY ? fluid->viscosity_omega : 1.f);
float inv_mass = 1.0f / sphdata->mass;
float spring_constant = fluid->spring_k;
/* 4.0 seems to be a pretty good value */
float interaction_radius = fluid->radius *
(fluid->flag & SPH_FAC_RADIUS ? 4.0f * pa->size : 1.0f);
float h = interaction_radius * sphdata->hfac;
/* 4.77 is an experimentally determined density factor */
float rest_density = fluid->rest_density * (fluid->flag & SPH_FAC_DENSITY ? 4.77f : 1.f);
float rest_length = fluid->rest_length *
(fluid->flag & SPH_FAC_REST_LENGTH ? 2.588f * pa->size : 1.f);
float stiffness = fluid->stiffness_k;
float stiffness_near_fac = fluid->stiffness_knear *
(fluid->flag & SPH_FAC_REPULSION ? fluid->stiffness_k : 1.f);
ParticleData *npa;
float vec[3];
float vel[3];
float co[3];
float data[2];
float density, near_density;
int i, spring_index, index = pa - psys[0]->particles;
data[0] = data[1] = 0;
pfr.data = data;
pfr.h = h;
pfr.pa = pa;
pfr.mass = sphdata->mass;
sph_evaluate_func(NULL, psys, state->co, &pfr, interaction_radius, sph_density_accum_cb);
density = data[0];
near_density = data[1];
pressure = stiffness * (density - rest_density);
near_pressure = stiffness_near_fac * near_density;
pfn = pfr.neighbors;
for (i = 0; i < pfr.tot_neighbors; i++, pfn++) {
npa = pfn->psys->particles + pfn->index;
madd_v3_v3v3fl(co, npa->prev_state.co, npa->prev_state.vel, state->time);
sub_v3_v3v3(vec, co, state->co);
rij = normalize_v3(vec);
q = (1.f - rij / h) * pfn->psys->part->mass * inv_mass;
if (pfn->psys->part->flag & PART_SIZEMASS) {
q *= npa->size;
}
copy_v3_v3(vel, npa->prev_state.vel);
/* Double Density Relaxation */
madd_v3_v3fl(force, vec, -(pressure + near_pressure * q) * q);
/* Viscosity */
if (visc > 0.f || stiff_visc > 0.f) {
sub_v3_v3v3(dv, vel, state->vel);
u = dot_v3v3(vec, dv);
if (u < 0.f && visc > 0.f) {
madd_v3_v3fl(force, vec, 0.5f * q * visc * u);
}
if (u > 0.f && stiff_visc > 0.f) {
madd_v3_v3fl(force, vec, 0.5f * q * stiff_visc * u);
}
}
if (spring_constant > 0.f) {
/* Viscoelastic spring force */
if (pfn->psys == psys[0] && fluid->flag & SPH_VISCOELASTIC_SPRINGS && springhash) {
/* BLI_edgehash_lookup appears to be thread-safe. - z0r */
spring_index = POINTER_AS_INT(BLI_edgehash_lookup(springhash, index, pfn->index));
if (spring_index) {
spring = psys[0]->fluid_springs + spring_index - 1;
madd_v3_v3fl(
force, vec, -10.f * spring_constant * (1.f - rij / h) * (spring->rest_length - rij));
}
else if (fluid->spring_frames == 0 ||
(pa->prev_state.time - pa->time) <= fluid->spring_frames) {
ParticleSpring temp_spring;
temp_spring.particle_index[0] = index;
temp_spring.particle_index[1] = pfn->index;
temp_spring.rest_length = (fluid->flag & SPH_CURRENT_REST_LENGTH) ? rij : rest_length;
temp_spring.delete_flag = 0;
BLI_buffer_append(&sphdata->new_springs, ParticleSpring, temp_spring);
}
}
else { /* PART_SPRING_HOOKES - Hooke's spring force */
madd_v3_v3fl(force, vec, -10.f * spring_constant * (1.f - rij / h) * (rest_length - rij));
}
}
}
/* Artificial buoyancy force in negative gravity direction */
if (fluid->buoyancy > 0.f && gravity) {
madd_v3_v3fl(force, gravity, fluid->buoyancy * (density - rest_density));
}
if (sphdata->pass == 0 && psys[0]->part->time_flag & PART_TIME_AUTOSF) {
sph_particle_courant(sphdata, &pfr);
}
sphdata->pass++;
}
static void sphclassical_density_accum_cb(void *userdata,
int index,
const float co[3],
float UNUSED(squared_dist))
{
SPHRangeData *pfr = (SPHRangeData *)userdata;
ParticleData *npa = pfr->npsys->particles + index;
float q;
float qfac = 21.0f / (256.f * (float)M_PI);
float rij, rij_h;
float vec[3];
/* Exclude particles that are more than 2h away. Can't use squared_dist here
* because it is not accurate enough. Use current state, i.e. the output of
* basic_integrate() - z0r */
sub_v3_v3v3(vec, npa->state.co, co);
rij = len_v3(vec);
rij_h = rij / pfr->h;
if (rij_h > 2.0f) {
return;
}
2020-07-07 12:44:47 +10:00
/* Smoothing factor. Utilize the Wendland kernel. gnuplot:
* q1(x) = (2.0 - x)**4 * ( 1.0 + 2.0 * x)
* plot [0:2] q1(x) */
q = qfac / pow3f(pfr->h) * pow4f(2.0f - rij_h) * (1.0f + 2.0f * rij_h);
q *= pfr->npsys->part->mass;
if (pfr->use_size) {
q *= pfr->pa->size;
}
pfr->data[0] += q;
pfr->data[1] += q / npa->sphdensity;
}
2019-08-06 17:09:07 +10:00
static void sphclassical_neighbor_accum_cb(void *userdata,
int index,
const float co[3],
float UNUSED(squared_dist))
{
SPHRangeData *pfr = (SPHRangeData *)userdata;
ParticleData *npa = pfr->npsys->particles + index;
float rij, rij_h;
float vec[3];
if (pfr->tot_neighbors >= SPH_NEIGHBORS) {
return;
}
/* Exclude particles that are more than 2h away. Can't use squared_dist here
* because it is not accurate enough. Use current state, i.e. the output of
* basic_integrate() - z0r */
sub_v3_v3v3(vec, npa->state.co, co);
rij = len_v3(vec);
rij_h = rij / pfr->h;
if (rij_h > 2.0f) {
return;
}
pfr->neighbors[pfr->tot_neighbors].index = index;
pfr->neighbors[pfr->tot_neighbors].psys = pfr->npsys;
pfr->tot_neighbors++;
}
static void sphclassical_force_cb(void *sphdata_v,
ParticleKey *state,
float *force,
float *UNUSED(impulse))
{
SPHData *sphdata = (SPHData *)sphdata_v;
ParticleSystem **psys = sphdata->psys;
ParticleData *pa = sphdata->pa;
SPHFluidSettings *fluid = psys[0]->part->fluid;
SPHRangeData pfr;
SPHNeighbor *pfn;
float *gravity = sphdata->gravity;
float dq, u, rij, dv[3];
float pressure, npressure;
float visc = fluid->viscosity_omega;
float interaction_radius;
float h, hinv;
/* 4.77 is an experimentally determined density factor */
float rest_density = fluid->rest_density * (fluid->flag & SPH_FAC_DENSITY ? 4.77f : 1.0f);
// Use speed of sound squared
float stiffness = pow2f(fluid->stiffness_k);
ParticleData *npa;
float vec[3];
float co[3];
float pressureTerm;
int i;
float qfac2 = 42.0f / (256.0f * (float)M_PI);
float rij_h;
/* 4.0 here is to be consistent with previous formulation/interface */
interaction_radius = fluid->radius * (fluid->flag & SPH_FAC_RADIUS ? 4.0f * pa->size : 1.0f);
h = interaction_radius * sphdata->hfac;
hinv = 1.0f / h;
pfr.h = h;
pfr.pa = pa;
sph_evaluate_func(
2019-08-06 17:09:07 +10:00
NULL, psys, state->co, &pfr, interaction_radius, sphclassical_neighbor_accum_cb);
pressure = stiffness * (pow7f(pa->sphdensity / rest_density) - 1.0f);
/* multiply by mass so that we return a force, not accel */
qfac2 *= sphdata->mass / pow3f(pfr.h);
pfn = pfr.neighbors;
for (i = 0; i < pfr.tot_neighbors; i++, pfn++) {
npa = pfn->psys->particles + pfn->index;
if (npa == pa) {
/* we do not contribute to ourselves */
continue;
}
/* Find vector to neighbor. Exclude particles that are more than 2h
* away. Can't use current state here because it may have changed on
* another thread - so do own mini integration. Unlike basic_integrate,
* SPH integration depends on neighboring particles. - z0r */
madd_v3_v3v3fl(co, npa->prev_state.co, npa->prev_state.vel, state->time);
sub_v3_v3v3(vec, co, state->co);
rij = normalize_v3(vec);
rij_h = rij / pfr.h;
if (rij_h > 2.0f) {
continue;
}
npressure = stiffness * (pow7f(npa->sphdensity / rest_density) - 1.0f);
2020-07-07 12:44:47 +10:00
/* First derivative of smoothing factor. Utilize the Wendland kernel.
* gnuplot:
* q2(x) = 2.0 * (2.0 - x)**4 - 4.0 * (2.0 - x)**3 * (1.0 + 2.0 * x)
* plot [0:2] q2(x)
* Particles > 2h away are excluded above. */
dq = qfac2 * (2.0f * pow4f(2.0f - rij_h) - 4.0f * pow3f(2.0f - rij_h) * (1.0f + 2.0f * rij_h));
if (pfn->psys->part->flag & PART_SIZEMASS) {
dq *= npa->size;
}
pressureTerm = pressure / pow2f(pa->sphdensity) + npressure / pow2f(npa->sphdensity);
/* Note that 'minus' is removed, because vec = vecBA, not vecAB.
* This applies to the viscosity calculation below, too. */
madd_v3_v3fl(force, vec, pressureTerm * dq);
/* Viscosity */
if (visc > 0.0f) {
sub_v3_v3v3(dv, npa->prev_state.vel, pa->prev_state.vel);
u = dot_v3v3(vec, dv);
/* Apply parameters */
u *= -dq * hinv * visc / (0.5f * npa->sphdensity + 0.5f * pa->sphdensity);
madd_v3_v3fl(force, vec, u);
}
}
/* Artificial buoyancy force in negative gravity direction */
if (fluid->buoyancy > 0.f && gravity) {
madd_v3_v3fl(force, gravity, fluid->buoyancy * (pa->sphdensity - rest_density));
}
if (sphdata->pass == 0 && psys[0]->part->time_flag & PART_TIME_AUTOSF) {
sph_particle_courant(sphdata, &pfr);
}
sphdata->pass++;
}
2012-12-18 01:52:18 +00:00
static void sphclassical_calc_dens(ParticleData *pa, float UNUSED(dfra), SPHData *sphdata)
{
ParticleSystem **psys = sphdata->psys;
SPHFluidSettings *fluid = psys[0]->part->fluid;
/* 4.0 seems to be a pretty good value */
float interaction_radius = fluid->radius *
(fluid->flag & SPH_FAC_RADIUS ? 4.0f * psys[0]->part->size : 1.0f);
SPHRangeData pfr;
float data[2];
data[0] = 0;
data[1] = 0;
pfr.data = data;
pfr.h = interaction_radius * sphdata->hfac;
pfr.pa = pa;
pfr.mass = sphdata->mass;
sph_evaluate_func(
NULL, psys, pa->state.co, &pfr, interaction_radius, sphclassical_density_accum_cb);
pa->sphdensity = min_ff(max_ff(data[0], fluid->rest_density * 0.9f), fluid->rest_density * 1.1f);
}
void psys_sph_init(ParticleSimulationData *sim, SPHData *sphdata)
{
ParticleTarget *pt;
int i;
BLI_buffer_field_init(&sphdata->new_springs, ParticleSpring);
// Add other coupled particle systems.
sphdata->psys[0] = sim->psys;
for (i = 1, pt = sim->psys->targets.first; i < 10; i++, pt = (pt ? pt->next : NULL)) {
sphdata->psys[i] = pt ? psys_get_target_system(sim->ob, pt) : NULL;
}
if (psys_uses_gravity(sim)) {
sphdata->gravity = sim->scene->physics_settings.gravity;
}
else {
sphdata->gravity = NULL;
}
sphdata->eh = sph_springhash_build(sim->psys);
// These per-particle values should be overridden later, but just for
// completeness we give them default values now.
sphdata->pa = NULL;
sphdata->mass = 1.0f;
if (sim->psys->part->fluid->solver == SPH_SOLVER_DDR) {
sphdata->force_cb = sph_force_cb;
sphdata->density_cb = sph_density_accum_cb;
sphdata->hfac = 1.0f;
}
else {
/* SPH_SOLVER_CLASSICAL */
sphdata->force_cb = sphclassical_force_cb;
sphdata->density_cb = sphclassical_density_accum_cb;
sphdata->hfac = 0.5f;
}
}
static void psys_sph_flush_springs(SPHData *sphdata)
{
for (int i = 0; i < sphdata->new_springs.count; i++) {
/* sph_spring_add is not thread-safe. - z0r */
sph_spring_add(sphdata->psys[0], &BLI_buffer_at(&sphdata->new_springs, ParticleSpring, i));
}
BLI_buffer_field_free(&sphdata->new_springs);
}
2020-05-28 16:42:31 +10:00
void psys_sph_finalize(SPHData *sphdata)
{
psys_sph_flush_springs(sphdata);
if (sphdata->eh) {
BLI_edgehash_free(sphdata->eh, NULL);
sphdata->eh = NULL;
}
}
/* Sample the density field at a point in space. */
2012-12-18 01:52:18 +00:00
void psys_sph_density(BVHTree *tree, SPHData *sphdata, float co[3], float vars[2])
{
ParticleSystem **psys = sphdata->psys;
SPHFluidSettings *fluid = psys[0]->part->fluid;
/* 4.0 seems to be a pretty good value */
float interaction_radius = fluid->radius *
(fluid->flag & SPH_FAC_RADIUS ? 4.0f * psys[0]->part->size : 1.0f);
SPHRangeData pfr;
float density[2];
density[0] = density[1] = 0.0f;
pfr.data = density;
pfr.h = interaction_radius * sphdata->hfac;
pfr.mass = sphdata->mass;
sph_evaluate_func(tree, psys, co, &pfr, interaction_radius, sphdata->density_cb);
vars[0] = pfr.data[0];
vars[1] = pfr.data[1];
}
static void sph_integrate(ParticleSimulationData *sim,
ParticleData *pa,
float dfra,
SPHData *sphdata)
{
ParticleSettings *part = sim->psys->part;
// float timestep = psys_get_timestep(sim); // UNUSED
float pa_mass = part->mass * (part->flag & PART_SIZEMASS ? pa->size : 1.f);
float dtime = dfra * psys_get_timestep(sim);
// int steps = 1; // UNUSED
float effector_acceleration[3];
sphdata->pa = pa;
sphdata->mass = pa_mass;
sphdata->pass = 0;
// sphdata.element_size and sphdata.flow are set in the callback.
/* restore previous state and treat gravity & effectors as external acceleration*/
sub_v3_v3v3(effector_acceleration, pa->state.vel, pa->prev_state.vel);
mul_v3_fl(effector_acceleration, 1.f / dtime);
copy_particle_key(&pa->state, &pa->prev_state, 0);
integrate_particle(part, pa, dtime, effector_acceleration, sphdata->force_cb, sphdata);
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
}
/** \} */
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
/************************************************/
/* Basic physics */
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
/************************************************/
2012-06-06 22:38:39 +00:00
typedef struct EfData {
ParticleTexture ptex;
ParticleSimulationData *sim;
ParticleData *pa;
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
} EfData;
static void basic_force_cb(void *efdata_v, ParticleKey *state, float *force, float *impulse)
{
EfData *efdata = (EfData *)efdata_v;
ParticleSimulationData *sim = efdata->sim;
ParticleSettings *part = sim->psys->part;
ParticleData *pa = efdata->pa;
EffectedPoint epoint;
RNG *rng = sim->rng;
/* add effectors */
pd_point_from_particle(efdata->sim, efdata->pa, state, &epoint);
if (part->type != PART_HAIR || part->effector_weights->flag & EFF_WEIGHT_DO_HAIR) {
BKE_effectors_apply(sim->psys->effectors,
sim->colliders,
part->effector_weights,
&epoint,
force,
NULL,
impulse);
}
mul_v3_fl(force, efdata->ptex.field);
mul_v3_fl(impulse, efdata->ptex.field);
/* calculate air-particle interaction */
if (part->dragfac != 0.0f) {
madd_v3_v3fl(force, state->vel, -part->dragfac * pa->size * pa->size * len_v3(state->vel));
}
/* brownian force */
if (part->brownfac != 0.0f) {
force[0] += (BLI_rng_get_float(rng) - 0.5f) * part->brownfac;
force[1] += (BLI_rng_get_float(rng) - 0.5f) * part->brownfac;
force[2] += (BLI_rng_get_float(rng) - 0.5f) * part->brownfac;
}
if (part->flag & PART_ROT_DYN && epoint.ave) {
copy_v3_v3(pa->state.ave, epoint.ave);
}
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
}
/* gathers all forces that effect particles and calculates a new state for the particle */
static void basic_integrate(ParticleSimulationData *sim, int p, float dfra, float cfra)
{
ParticleSettings *part = sim->psys->part;
ParticleData *pa = sim->psys->particles + p;
ParticleKey tkey;
float dtime = dfra * psys_get_timestep(sim), time;
float *gravity = NULL, gr[3];
EfData efdata;
psys_get_texture(sim, pa, &efdata.ptex, PAMAP_PHYSICS, cfra);
efdata.pa = pa;
efdata.sim = sim;
/* add global acceleration (gravitation) */
if (psys_uses_gravity(sim) &&
/* normal gravity is too strong for hair so it's disabled by default */
(part->type != PART_HAIR || part->effector_weights->flag & EFF_WEIGHT_DO_HAIR)) {
zero_v3(gr);
madd_v3_v3fl(gr,
sim->scene->physics_settings.gravity,
part->effector_weights->global_gravity * efdata.ptex.gravity);
gravity = gr;
}
/* maintain angular velocity */
copy_v3_v3(pa->state.ave, pa->prev_state.ave);
integrate_particle(part, pa, dtime, gravity, basic_force_cb, &efdata);
/* damp affects final velocity */
if (part->dampfac != 0.f) {
mul_v3_fl(pa->state.vel, 1.f - part->dampfac * efdata.ptex.damp * 25.f * dtime);
}
// copy_v3_v3(pa->state.ave, states->ave);
/* finally we do guides */
time = (cfra - pa->time) / pa->lifetime;
CLAMP(time, 0.0f, 1.0f);
copy_v3_v3(tkey.co, pa->state.co);
copy_v3_v3(tkey.vel, pa->state.vel);
tkey.time = pa->state.time;
if (part->type != PART_HAIR) {
if (do_guides(sim->depsgraph, sim->psys->part, sim->psys->effectors, &tkey, p, time)) {
copy_v3_v3(pa->state.co, tkey.co);
/* guides don't produce valid velocity */
sub_v3_v3v3(pa->state.vel, tkey.co, pa->prev_state.co);
mul_v3_fl(pa->state.vel, 1.0f / dtime);
pa->state.time = tkey.time;
}
}
}
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 void basic_rotate(ParticleSettings *part, ParticleData *pa, float dfra, float timestep)
{
float rotfac, rot1[4], rot2[4] = {1.0, 0.0, 0.0, 0.0}, dtime = dfra * timestep, extrotfac;
if ((part->flag & PART_ROTATIONS) == 0) {
unit_qt(pa->state.rot);
return;
}
if (part->flag & PART_ROT_DYN) {
extrotfac = len_v3(pa->state.ave);
}
else {
extrotfac = 0.0f;
}
if ((part->flag & PART_ROT_DYN) &&
ELEM(part->avemode, PART_AVE_VELOCITY, PART_AVE_HORIZONTAL, PART_AVE_VERTICAL)) {
float angle;
float len1 = len_v3(pa->prev_state.vel);
float len2 = len_v3(pa->state.vel);
float vec[3];
if (len1 == 0.0f || len2 == 0.0f) {
zero_v3(pa->state.ave);
}
else {
cross_v3_v3v3(pa->state.ave, pa->prev_state.vel, pa->state.vel);
normalize_v3(pa->state.ave);
angle = dot_v3v3(pa->prev_state.vel, pa->state.vel) / (len1 * len2);
mul_v3_fl(pa->state.ave, saacos(angle) / dtime);
}
get_angular_velocity_vector(part->avemode, &pa->state, vec);
axis_angle_to_quat(rot2, vec, dtime * part->avefac);
}
rotfac = len_v3(pa->state.ave);
if (rotfac == 0.0f || (part->flag & PART_ROT_DYN) == 0 || extrotfac == 0.0f) {
unit_qt(rot1);
}
else {
axis_angle_to_quat(rot1, pa->state.ave, rotfac * dtime);
}
mul_qt_qtqt(pa->state.rot, rot1, pa->prev_state.rot);
mul_qt_qtqt(pa->state.rot, rot2, pa->state.rot);
/* keep rotation quat in good health */
normalize_qt(pa->state.rot);
}
/************************************************
2018-11-14 12:53:15 +11:00
* Collisions
*
* The algorithm is roughly:
* 1. Use a BVH tree to search for faces that a particle may collide with.
* 2. Use Newton's method to find the exact time at which the collision occurs.
* https://en.wikipedia.org/wiki/Newton's_method
*
************************************************/
#define COLLISION_MIN_RADIUS 0.001f
#define COLLISION_MIN_DISTANCE 0.0001f
#define COLLISION_ZERO 0.00001f
#define COLLISION_INIT_STEP 0.00008f
typedef float (*NRDistanceFunc)(float *p, float radius, ParticleCollisionElement *pce, float *nor);
static float nr_signed_distance_to_plane(float *p,
float radius,
ParticleCollisionElement *pce,
float *nor)
{
float p0[3], e1[3], e2[3], d;
sub_v3_v3v3(e1, pce->x1, pce->x0);
sub_v3_v3v3(e2, pce->x2, pce->x0);
sub_v3_v3v3(p0, p, pce->x0);
cross_v3_v3v3(nor, e1, e2);
normalize_v3(nor);
d = dot_v3v3(p0, nor);
if (pce->inv_nor == -1) {
if (d < 0.f) {
pce->inv_nor = 1;
}
else {
pce->inv_nor = 0;
}
}
if (pce->inv_nor == 1) {
negate_v3(nor);
d = -d;
}
return d - radius;
}
static float nr_distance_to_edge(float *p,
float radius,
ParticleCollisionElement *pce,
float *UNUSED(nor))
{
float v0[3], v1[3], v2[3], c[3];
sub_v3_v3v3(v0, pce->x1, pce->x0);
sub_v3_v3v3(v1, p, pce->x0);
sub_v3_v3v3(v2, p, pce->x1);
cross_v3_v3v3(c, v1, v2);
return fabsf(len_v3(c) / len_v3(v0)) - radius;
}
static float nr_distance_to_vert(float *p,
float radius,
ParticleCollisionElement *pce,
float *UNUSED(nor))
{
return len_v3v3(p, pce->x0) - radius;
}
static void collision_interpolate_element(ParticleCollisionElement *pce,
float t,
float fac,
ParticleCollision *col)
{
/* t is the current time for newton rhapson */
/* fac is the starting factor for current collision iteration */
/* The col->fac's are factors for the particle subframe step start
* and end during collision modifier step. */
float f = fac + t * (1.f - fac);
float mul = col->fac1 + f * (col->fac2 - col->fac1);
if (pce->tot > 0) {
madd_v3_v3v3fl(pce->x0, pce->x[0], pce->v[0], mul);
if (pce->tot > 1) {
madd_v3_v3v3fl(pce->x1, pce->x[1], pce->v[1], mul);
if (pce->tot > 2) {
madd_v3_v3v3fl(pce->x2, pce->x[2], pce->v[2], mul);
}
}
}
}
static void collision_point_velocity(ParticleCollisionElement *pce)
{
float v[3];
copy_v3_v3(pce->vel, pce->v[0]);
if (pce->tot > 1) {
sub_v3_v3v3(v, pce->v[1], pce->v[0]);
madd_v3_v3fl(pce->vel, v, pce->uv[0]);
if (pce->tot > 2) {
sub_v3_v3v3(v, pce->v[2], pce->v[0]);
madd_v3_v3fl(pce->vel, v, pce->uv[1]);
}
}
}
static float collision_point_distance_with_normal(
float p[3], ParticleCollisionElement *pce, float fac, ParticleCollision *col, float *nor)
{
if (fac >= 0.f) {
collision_interpolate_element(pce, 0.f, fac, col);
}
switch (pce->tot) {
case 1: {
sub_v3_v3v3(nor, p, pce->x0);
return normalize_v3(nor);
}
case 2: {
float u, e[3], vec[3];
sub_v3_v3v3(e, pce->x1, pce->x0);
sub_v3_v3v3(vec, p, pce->x0);
u = dot_v3v3(vec, e) / dot_v3v3(e, e);
madd_v3_v3v3fl(nor, vec, e, -u);
return normalize_v3(nor);
}
case 3:
return nr_signed_distance_to_plane(p, 0.f, pce, nor);
}
return 0;
}
static void collision_point_on_surface(
2019-09-14 08:10:50 +10:00
const float p[3], ParticleCollisionElement *pce, float fac, ParticleCollision *col, float *co)
{
collision_interpolate_element(pce, 0.f, fac, col);
switch (pce->tot) {
case 1: {
sub_v3_v3v3(co, p, pce->x0);
normalize_v3(co);
madd_v3_v3v3fl(co, pce->x0, co, col->radius);
break;
}
case 2: {
float u, e[3], vec[3], nor[3];
sub_v3_v3v3(e, pce->x1, pce->x0);
sub_v3_v3v3(vec, p, pce->x0);
u = dot_v3v3(vec, e) / dot_v3v3(e, e);
madd_v3_v3v3fl(nor, vec, e, -u);
normalize_v3(nor);
madd_v3_v3v3fl(co, pce->x0, e, pce->uv[0]);
madd_v3_v3fl(co, nor, col->radius);
break;
}
case 3: {
float p0[3], e1[3], e2[3], nor[3];
sub_v3_v3v3(e1, pce->x1, pce->x0);
sub_v3_v3v3(e2, pce->x2, pce->x0);
sub_v3_v3v3(p0, p, pce->x0);
cross_v3_v3v3(nor, e1, e2);
normalize_v3(nor);
if (pce->inv_nor == 1) {
negate_v3(nor);
}
madd_v3_v3v3fl(co, pce->x0, nor, col->radius);
madd_v3_v3fl(co, e1, pce->uv[0]);
madd_v3_v3fl(co, e2, pce->uv[1]);
break;
}
}
}
/* find first root in range [0-1] starting from 0 */
static float collision_newton_rhapson(ParticleCollision *col,
float radius,
ParticleCollisionElement *pce,
NRDistanceFunc distance_func)
{
float t0, t1, dt_init, d0, d1, dd, n[3];
int iter;
pce->inv_nor = -1;
if (col->inv_total_time > 0.0f) {
/* Initial step size should be small, but not too small or floating point
* precision errors will appear. - z0r */
dt_init = COLLISION_INIT_STEP * col->inv_total_time;
}
else {
dt_init = 0.001f;
}
/* start from the beginning */
t0 = 0.f;
collision_interpolate_element(pce, t0, col->f, col);
d0 = distance_func(col->co1, radius, pce, n);
t1 = dt_init;
d1 = 0.f;
for (iter = 0; iter < 10; iter++) { //, itersum++) {
/* get current location */
collision_interpolate_element(pce, t1, col->f, col);
interp_v3_v3v3(pce->p, col->co1, col->co2, t1);
d1 = distance_func(pce->p, radius, pce, n);
/* particle already inside face, so report collision */
if (iter == 0 && d0 < 0.f && d0 > -radius) {
copy_v3_v3(pce->p, col->co1);
copy_v3_v3(pce->nor, n);
pce->inside = 1;
return 0.f;
}
/* Zero gradient (no movement relative to element). Can't step from
* here. */
if (d1 == d0) {
/* If first iteration, try from other end where the gradient may be
* greater. Note: code duplicated below. */
if (iter == 0) {
t0 = 1.f;
collision_interpolate_element(pce, t0, col->f, col);
d0 = distance_func(col->co2, radius, pce, n);
t1 = 1.0f - dt_init;
d1 = 0.f;
continue;
}
return -1.f;
}
dd = (t1 - t0) / (d1 - d0);
t0 = t1;
d0 = d1;
t1 -= d1 * dd;
/* Particle moving away from plane could also mean a strangely rotating
* face, so check from end. Note: code duplicated above. */
if (iter == 0 && t1 < 0.f) {
t0 = 1.f;
collision_interpolate_element(pce, t0, col->f, col);
d0 = distance_func(col->co2, radius, pce, n);
t1 = 1.0f - dt_init;
d1 = 0.f;
continue;
}
if (iter == 1 && (t1 < -COLLISION_ZERO || t1 > 1.f)) {
return -1.f;
}
if (d1 <= COLLISION_ZERO && d1 >= -COLLISION_ZERO) {
if (t1 >= -COLLISION_ZERO && t1 <= 1.f) {
if (distance_func == nr_signed_distance_to_plane) {
copy_v3_v3(pce->nor, n);
}
CLAMP(t1, 0.f, 1.f);
return t1;
}
return -1.f;
}
}
return -1.0;
}
static int collision_sphere_to_tri(ParticleCollision *col,
float radius,
ParticleCollisionElement *pce,
float *t)
{
ParticleCollisionElement *result = &col->pce;
float ct, u, v;
pce->inv_nor = -1;
pce->inside = 0;
ct = collision_newton_rhapson(col, radius, pce, nr_signed_distance_to_plane);
if (ct >= 0.f && ct < *t && (result->inside == 0 || pce->inside == 1)) {
float e1[3], e2[3], p0[3];
float e1e1, e1e2, e1p0, e2e2, e2p0, inv;
sub_v3_v3v3(e1, pce->x1, pce->x0);
sub_v3_v3v3(e2, pce->x2, pce->x0);
/* XXX: add radius correction here? */
sub_v3_v3v3(p0, pce->p, pce->x0);
e1e1 = dot_v3v3(e1, e1);
e1e2 = dot_v3v3(e1, e2);
e1p0 = dot_v3v3(e1, p0);
e2e2 = dot_v3v3(e2, e2);
e2p0 = dot_v3v3(e2, p0);
inv = 1.f / (e1e1 * e2e2 - e1e2 * e1e2);
u = (e2e2 * e1p0 - e1e2 * e2p0) * inv;
v = (e1e1 * e2p0 - e1e2 * e1p0) * inv;
if (u >= 0.f && u <= 1.f && v >= 0.f && u + v <= 1.f) {
*result = *pce;
/* normal already calculated in pce */
result->uv[0] = u;
result->uv[1] = v;
*t = ct;
return 1;
}
}
return 0;
}
static int collision_sphere_to_edges(ParticleCollision *col,
float radius,
ParticleCollisionElement *pce,
float *t)
{
ParticleCollisionElement edge[3], *cur = NULL, *hit = NULL;
ParticleCollisionElement *result = &col->pce;
float ct;
int i;
for (i = 0; i < 3; i++) {
cur = edge + i;
cur->x[0] = pce->x[i];
cur->x[1] = pce->x[(i + 1) % 3];
cur->v[0] = pce->v[i];
cur->v[1] = pce->v[(i + 1) % 3];
cur->tot = 2;
cur->inside = 0;
ct = collision_newton_rhapson(col, radius, cur, nr_distance_to_edge);
if (ct >= 0.f && ct < *t) {
float u, e[3], vec[3];
sub_v3_v3v3(e, cur->x1, cur->x0);
sub_v3_v3v3(vec, cur->p, cur->x0);
u = dot_v3v3(vec, e) / dot_v3v3(e, e);
if (u < 0.f || u > 1.f) {
break;
}
*result = *cur;
madd_v3_v3v3fl(result->nor, vec, e, -u);
normalize_v3(result->nor);
result->uv[0] = u;
hit = cur;
*t = ct;
}
}
2018-06-17 17:05:51 +02:00
return hit != NULL;
}
static int collision_sphere_to_verts(ParticleCollision *col,
float radius,
ParticleCollisionElement *pce,
float *t)
{
ParticleCollisionElement vert[3], *cur = NULL, *hit = NULL;
ParticleCollisionElement *result = &col->pce;
float ct;
int i;
for (i = 0; i < 3; i++) {
cur = vert + i;
cur->x[0] = pce->x[i];
cur->v[0] = pce->v[i];
cur->tot = 1;
cur->inside = 0;
2018-06-17 17:05:51 +02:00
ct = collision_newton_rhapson(col, radius, cur, nr_distance_to_vert);
if (ct >= 0.f && ct < *t) {
*result = *cur;
sub_v3_v3v3(result->nor, cur->p, cur->x0);
normalize_v3(result->nor);
hit = cur;
*t = ct;
}
}
return hit != NULL;
}
/* Callback for BVHTree near test */
void BKE_psys_collision_neartest_cb(void *userdata,
int index,
const BVHTreeRay *ray,
BVHTreeRayHit *hit)
{
ParticleCollision *col = (ParticleCollision *)userdata;
ParticleCollisionElement pce;
const MVertTri *vt = &col->md->tri[index];
MVert *x = col->md->x;
MVert *v = col->md->current_v;
float t = hit->dist / col->original_ray_length;
int collision = 0;
pce.x[0] = x[vt->tri[0]].co;
pce.x[1] = x[vt->tri[1]].co;
pce.x[2] = x[vt->tri[2]].co;
pce.v[0] = v[vt->tri[0]].co;
pce.v[1] = v[vt->tri[1]].co;
pce.v[2] = v[vt->tri[2]].co;
pce.tot = 3;
pce.inside = 0;
pce.index = index;
collision = collision_sphere_to_tri(col, ray->radius, &pce, &t);
if (col->pce.inside == 0) {
collision += collision_sphere_to_edges(col, ray->radius, &pce, &t);
collision += collision_sphere_to_verts(col, ray->radius, &pce, &t);
}
if (collision) {
hit->dist = col->original_ray_length * t;
hit->index = index;
collision_point_velocity(&col->pce);
col->hit = col->current;
}
}
static int collision_detect(ParticleData *pa,
ParticleCollision *col,
BVHTreeRayHit *hit,
ListBase *colliders)
{
const int raycast_flag = BVH_RAYCAST_DEFAULT & ~(BVH_RAYCAST_WATERTIGHT);
ColliderCache *coll;
float ray_dir[3];
if (BLI_listbase_is_empty(colliders)) {
return 0;
}
sub_v3_v3v3(ray_dir, col->co2, col->co1);
hit->index = -1;
hit->dist = col->original_ray_length = normalize_v3(ray_dir);
col->pce.inside = 0;
/* even if particle is stationary we want to check for moving colliders */
/* if hit.dist is zero the bvhtree_ray_cast will just ignore everything */
if (hit->dist == 0.0f) {
hit->dist = col->original_ray_length = 0.000001f;
}
for (coll = colliders->first; coll; coll = coll->next) {
/* for boids: don't check with current ground object; also skip if permeated */
bool skip = false;
for (int i = 0; i < col->skip_count; i++) {
if (coll->ob == col->skip[i]) {
skip = true;
break;
}
}
if (skip) {
continue;
}
/* particles should not collide with emitter at birth */
if (coll->ob == col->emitter && pa->time < col->cfra && pa->time >= col->old_cfra) {
continue;
}
col->current = coll->ob;
col->md = coll->collmd;
col->fac1 = (col->old_cfra - coll->collmd->time_x) /
(coll->collmd->time_xnew - coll->collmd->time_x);
col->fac2 = (col->cfra - coll->collmd->time_x) /
(coll->collmd->time_xnew - coll->collmd->time_x);
if (col->md && col->md->bvhtree) {
BLI_bvhtree_ray_cast_ex(col->md->bvhtree,
col->co1,
ray_dir,
col->radius,
hit,
BKE_psys_collision_neartest_cb,
col,
raycast_flag);
}
}
return hit->index >= 0;
}
static int collision_response(ParticleSimulationData *sim,
ParticleData *pa,
ParticleCollision *col,
BVHTreeRayHit *hit,
int kill,
int dynamic_rotation)
{
ParticleCollisionElement *pce = &col->pce;
PartDeflect *pd = col->hit->pd;
RNG *rng = sim->rng;
/* point of collision */
float co[3];
/* location factor of collision between this iteration */
float x = hit->dist / col->original_ray_length;
/* time factor of collision between timestep */
float f = col->f + x * (1.0f - col->f);
/* time since previous collision (in seconds) */
float dt1 = (f - col->f) * col->total_time;
/* time left after collision (in seconds) */
float dt2 = (1.0f - f) * col->total_time;
/* did particle pass through the collision surface? */
int through = (BLI_rng_get_float(rng) < pd->pdef_perm) ? 1 : 0;
/* calculate exact collision location */
interp_v3_v3v3(co, col->co1, col->co2, x);
/* particle dies in collision */
if (through == 0 && (kill || pd->flag & PDEFLE_KILL_PART)) {
pa->alive = PARS_DYING;
pa->dietime = col->old_cfra + (col->cfra - col->old_cfra) * f;
copy_v3_v3(pa->state.co, co);
interp_v3_v3v3(pa->state.vel, pa->prev_state.vel, pa->state.vel, f);
interp_qt_qtqt(pa->state.rot, pa->prev_state.rot, pa->state.rot, f);
interp_v3_v3v3(pa->state.ave, pa->prev_state.ave, pa->state.ave, f);
/* particle is dead so we don't need to calculate further */
return 0;
}
/* figure out velocity and other data after collision */
/* velocity directly before collision to be modified into velocity directly after collision */
float v0[3];
/* normal component of v0 */
float v0_nor[3];
/* tangential component of v0 */
float v0_tan[3];
/* tangential component of collision surface velocity */
float vc_tan[3];
float v0_dot, vc_dot;
float damp = pd->pdef_damp + pd->pdef_rdamp * 2 * (BLI_rng_get_float(rng) - 0.5f);
float frict = pd->pdef_frict + pd->pdef_rfrict * 2 * (BLI_rng_get_float(rng) - 0.5f);
float distance, nor[3], dot;
CLAMP(damp, 0.0f, 1.0f);
CLAMP(frict, 0.0f, 1.0f);
/* get exact velocity right before collision */
madd_v3_v3v3fl(v0, col->ve1, col->acc, dt1);
/* Convert collider velocity from `1/frame_step` to `1/s` TODO:
* here we assume 1 frame step for collision modifier. */
mul_v3_fl(pce->vel, col->inv_timestep);
/* calculate tangential particle velocity */
v0_dot = dot_v3v3(pce->nor, v0);
madd_v3_v3v3fl(v0_tan, v0, pce->nor, -v0_dot);
/* calculate tangential collider velocity */
vc_dot = dot_v3v3(pce->nor, pce->vel);
madd_v3_v3v3fl(vc_tan, pce->vel, pce->nor, -vc_dot);
/* handle friction effects (tangential and angular velocity) */
if (frict > 0.0f) {
/* angular <-> linear velocity */
if (dynamic_rotation) {
float vr_tan[3], v1_tan[3], ave[3];
/* linear velocity of particle surface */
cross_v3_v3v3(vr_tan, pce->nor, pa->state.ave);
mul_v3_fl(vr_tan, pa->size);
/* change to coordinates that move with the collision plane */
sub_v3_v3v3(v1_tan, v0_tan, vc_tan);
/* The resulting velocity is a weighted average of particle cm & surface
* velocity. This weight (related to particle's moment of inertia) could
* be made a parameter for angular <-> linear conversion.
*/
madd_v3_v3fl(v1_tan, vr_tan, -0.4);
mul_v3_fl(v1_tan, 1.0f / 1.4f); /* 1/(1+0.4) */
/* rolling friction is around 0.01 of sliding friction
* (could be made a parameter) */
mul_v3_fl(v1_tan, 1.0f - 0.01f * frict);
/* surface_velocity is opposite to cm velocity */
negate_v3_v3(vr_tan, v1_tan);
/* get back to global coordinates */
add_v3_v3(v1_tan, vc_tan);
/* convert to angular velocity*/
cross_v3_v3v3(ave, vr_tan, pce->nor);
mul_v3_fl(ave, 1.0f / MAX2(pa->size, 0.001f));
/* only friction will cause change in linear & angular velocity */
interp_v3_v3v3(pa->state.ave, pa->state.ave, ave, frict);
interp_v3_v3v3(v0_tan, v0_tan, v1_tan, frict);
}
else {
/* just basic friction (unphysical due to the friction model used in Blender) */
interp_v3_v3v3(v0_tan, v0_tan, vc_tan, frict);
}
}
/* Stickiness was possibly added before,
* so cancel that before calculating new normal velocity.
* Otherwise particles go flying out of the surface
* because of high reversed sticky velocity. */
if (v0_dot < 0.0f) {
v0_dot += pd->pdef_stickness;
if (v0_dot > 0.0f) {
v0_dot = 0.0f;
}
}
/* damping and flipping of velocity around normal */
v0_dot *= 1.0f - damp;
vc_dot *= through ? damp : 1.0f;
/* calculate normal particle velocity */
/* special case for object hitting the particle from behind */
if (through == 0 && ((vc_dot > 0.0f && v0_dot > 0.0f && vc_dot > v0_dot) ||
(vc_dot < 0.0f && v0_dot < 0.0f && vc_dot < v0_dot))) {
mul_v3_v3fl(v0_nor, pce->nor, vc_dot);
}
else if (v0_dot > 0.f) {
mul_v3_v3fl(v0_nor, pce->nor, vc_dot + v0_dot);
}
else {
mul_v3_v3fl(v0_nor, pce->nor, vc_dot + (through ? 1.0f : -1.0f) * v0_dot);
}
/* combine components together again */
add_v3_v3v3(v0, v0_nor, v0_tan);
if (col->boid) {
/* keep boids above ground */
BoidParticle *bpa = pa->boid;
if (bpa->data.mode == eBoidMode_OnLand || co[2] <= col->boid_z) {
co[2] = col->boid_z;
v0[2] = 0.0f;
}
}
/* re-apply acceleration to final location and velocity */
madd_v3_v3v3fl(pa->state.co, co, v0, dt2);
madd_v3_v3fl(pa->state.co, col->acc, 0.5f * dt2 * dt2);
madd_v3_v3v3fl(pa->state.vel, v0, col->acc, dt2);
/* make sure particle stays on the right side of the surface */
if (!through) {
distance = collision_point_distance_with_normal(co, pce, -1.f, col, nor);
if (distance < col->radius + COLLISION_MIN_DISTANCE) {
madd_v3_v3fl(co, nor, col->radius + COLLISION_MIN_DISTANCE - distance);
}
dot = dot_v3v3(nor, v0);
if (dot < 0.f) {
madd_v3_v3fl(v0, nor, -dot);
}
distance = collision_point_distance_with_normal(pa->state.co, pce, 1.f, col, nor);
if (distance < col->radius + COLLISION_MIN_DISTANCE) {
madd_v3_v3fl(pa->state.co, nor, col->radius + COLLISION_MIN_DISTANCE - distance);
}
dot = dot_v3v3(nor, pa->state.vel);
if (dot < 0.f) {
madd_v3_v3fl(pa->state.vel, nor, -dot);
}
}
/* add stickiness to surface */
madd_v3_v3fl(pa->state.vel, pce->nor, -pd->pdef_stickness);
/* set coordinates for next iteration */
copy_v3_v3(col->co1, co);
copy_v3_v3(col->co2, pa->state.co);
copy_v3_v3(col->ve1, v0);
copy_v3_v3(col->ve2, pa->state.vel);
col->f = f;
/* if permeability random roll succeeded, disable collider for this sim step */
if (through) {
col->skip[col->skip_count++] = col->hit;
}
return 1;
}
static void collision_fail(ParticleData *pa, ParticleCollision *col)
{
/* final chance to prevent total failure, so stick to the surface and hope for the best */
collision_point_on_surface(col->co1, &col->pce, 1.f, col, pa->state.co);
copy_v3_v3(pa->state.vel, col->pce.vel);
mul_v3_fl(pa->state.vel, col->inv_timestep);
/* printf("max iterations\n"); */
}
/* Particle - Mesh collision detection and response
* Features:
* -friction and damping
* -angular momentum <-> linear momentum
* -high accuracy by re-applying particle acceleration after collision
* -handles moving, rotating and deforming meshes
* -uses Newton-Rhapson iteration to find the collisions
* -handles spherical particles and (nearly) point like particles
*/
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static void collision_check(ParticleSimulationData *sim, int p, float dfra, float cfra)
{
ParticleSettings *part = sim->psys->part;
ParticleData *pa = sim->psys->particles + p;
ParticleCollision col;
BVHTreeRayHit hit;
int collision_count = 0;
float timestep = psys_get_timestep(sim);
memset(&col, 0, sizeof(ParticleCollision));
col.total_time = timestep * dfra;
col.inv_total_time = 1.0f / col.total_time;
col.inv_timestep = 1.0f / timestep;
col.cfra = cfra;
col.old_cfra = sim->psys->cfra;
/* get acceleration (from gravity, forcefields etc. to be re-applied in collision response) */
sub_v3_v3v3(col.acc, pa->state.vel, pa->prev_state.vel);
mul_v3_fl(col.acc, 1.f / col.total_time);
/* set values for first iteration */
copy_v3_v3(col.co1, pa->prev_state.co);
copy_v3_v3(col.co2, pa->state.co);
copy_v3_v3(col.ve1, pa->prev_state.vel);
copy_v3_v3(col.ve2, pa->state.vel);
col.f = 0.0f;
col.radius = ((part->flag & PART_SIZE_DEFL) || (part->phystype == PART_PHYS_BOIDS)) ?
pa->size :
COLLISION_MIN_RADIUS;
/* override for boids */
if (part->phystype == PART_PHYS_BOIDS && part->boids->options & BOID_ALLOW_LAND) {
col.boid = 1;
col.boid_z = pa->state.co[2];
col.skip[col.skip_count++] = pa->boid->ground;
}
/* 10 iterations to catch multiple collisions */
while (collision_count < PARTICLE_COLLISION_MAX_COLLISIONS) {
if (collision_detect(pa, &col, &hit, sim->colliders)) {
collision_count++;
if (collision_count == PARTICLE_COLLISION_MAX_COLLISIONS) {
collision_fail(pa, &col);
}
else if (collision_response(
sim, pa, &col, &hit, part->flag & PART_DIE_ON_COL, part->flag & PART_ROT_DYN) ==
0) {
return;
}
}
else {
return;
}
}
}
/************************************************/
/* Hair */
/************************************************/
/* check if path cache or children need updating and do it if needed */
static void psys_update_path_cache(ParticleSimulationData *sim,
float cfra,
const bool use_render_params)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
ParticleEditSettings *pset = &sim->scene->toolsettings->particle;
int distr = 0, alloc = 0, skip = 0;
if ((psys->part->childtype &&
psys->totchild != psys_get_tot_child(sim->scene, psys, use_render_params)) ||
psys->recalc & ID_RECALC_PSYS_RESET) {
alloc = 1;
}
if (alloc || psys->recalc & ID_RECALC_PSYS_CHILD ||
(psys->vgroup[PSYS_VG_DENSITY] && (sim->ob && sim->ob->mode & OB_MODE_WEIGHT_PAINT))) {
distr = 1;
}
if (distr) {
if (alloc) {
realloc_particles(sim, sim->psys->totpart);
}
if (psys_get_tot_child(sim->scene, psys, use_render_params)) {
/* don't generate children while computing the hair keys */
if (!(psys->part->type == PART_HAIR) || (psys->flag & PSYS_HAIR_DONE)) {
distribute_particles(sim, PART_FROM_CHILD);
if (part->childtype == PART_CHILD_FACES && part->parents != 0.0f) {
psys_find_parents(sim, use_render_params);
}
}
}
else {
psys_free_children(psys);
}
}
if ((part->type == PART_HAIR || psys->flag & PSYS_KEYED ||
psys->pointcache->flag & PTCACHE_BAKED) == 0) {
skip = 1; /* only hair, keyed and baked stuff can have paths */
}
else if (part->ren_as != PART_DRAW_PATH &&
!(part->type == PART_HAIR && ELEM(part->ren_as, PART_DRAW_OB, PART_DRAW_GR))) {
skip = 1; /* particle visualization must be set as path */
}
else if (DEG_get_mode(sim->depsgraph) != DAG_EVAL_RENDER) {
if (part->draw_as != PART_DRAW_REND) {
skip = 1; /* draw visualization */
}
else if (psys->pointcache->flag & PTCACHE_BAKING) {
skip = 1; /* no need to cache paths while baking dynamics */
}
else if (psys_in_edit_mode(sim->depsgraph, psys)) {
if ((pset->flag & PE_DRAW_PART) == 0) {
skip = 1;
}
else if (part->childtype == 0 &&
(psys->flag & PSYS_HAIR_DYNAMICS && psys->pointcache->flag & PTCACHE_BAKED) == 0) {
skip = 1; /* in edit mode paths are needed for child particles and dynamic hair */
}
}
}
if (!skip) {
psys_cache_paths(sim, cfra, use_render_params);
/* for render, child particle paths are computed on the fly */
if (part->childtype) {
if (!psys->totchild) {
skip = 1;
}
else if (psys->part->type == PART_HAIR && (psys->flag & PSYS_HAIR_DONE) == 0) {
skip = 1;
}
if (!skip) {
psys_cache_child_paths(sim, cfra, 0, use_render_params);
}
}
}
else if (psys->pathcache) {
psys_free_path_cache(psys, NULL);
}
}
static bool psys_hair_use_simulation(ParticleData *pa, float max_length)
{
/* Minimum segment length relative to average length.
* Hairs with segments below this length will be excluded from the simulation,
* because otherwise the solver will become unstable.
* The hair system should always make sure the hair segments have reasonable length ratios,
* but this can happen in old files when e.g. cutting hair.
*/
const float min_length = 0.1f * max_length;
HairKey *key;
int k;
if (pa->totkey < 2) {
return false;
}
for (k = 1, key = pa->hair + 1; k < pa->totkey; k++, key++) {
float length = len_v3v3(key->co, (key - 1)->co);
if (length < min_length) {
return false;
}
}
return true;
}
static MDeformVert *hair_set_pinning(MDeformVert *dvert, float weight)
{
if (dvert) {
if (!dvert->totweight) {
dvert->dw = MEM_callocN(sizeof(MDeformWeight), "deformWeight");
dvert->totweight = 1;
}
dvert->dw->weight = weight;
dvert++;
}
return dvert;
}
static void hair_create_input_mesh(ParticleSimulationData *sim,
int totpoint,
int totedge,
Mesh **r_mesh,
ClothHairData **r_hairdata)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
Mesh *mesh;
ClothHairData *hairdata;
MVert *mvert;
MEdge *medge;
MDeformVert *dvert;
HairKey *key;
PARTICLE_P;
int k, hair_index;
float hairmat[4][4];
float max_length;
float hair_radius;
mesh = *r_mesh;
if (!mesh) {
*r_mesh = mesh = BKE_mesh_new_nomain(totpoint, totedge, 0, 0, 0);
CustomData_add_layer(&mesh->vdata, CD_MDEFORMVERT, CD_CALLOC, NULL, mesh->totvert);
BKE_mesh_update_customdata_pointers(mesh, false);
}
mvert = mesh->mvert;
medge = mesh->medge;
dvert = mesh->dvert;
hairdata = *r_hairdata;
if (!hairdata) {
*r_hairdata = hairdata = MEM_mallocN(sizeof(ClothHairData) * totpoint, "hair data");
}
/* calculate maximum segment length */
max_length = 0.0f;
LOOP_PARTICLES
{
if (!(pa->flag & PARS_UNEXIST)) {
for (k = 1, key = pa->hair + 1; k < pa->totkey; k++, key++) {
float length = len_v3v3(key->co, (key - 1)->co);
if (max_length < length) {
max_length = length;
}
}
}
}
psys->clmd->sim_parms->vgroup_mass = 1;
/* XXX placeholder for more flexible future hair settings */
hair_radius = part->size;
/* make vgroup for pin roots etc.. */
hair_index = 1;
LOOP_PARTICLES
{
if (!(pa->flag & PARS_UNEXIST)) {
float root_mat[4][4];
float bending_stiffness;
bool use_hair;
pa->hair_index = hair_index;
use_hair = psys_hair_use_simulation(pa, max_length);
psys_mat_hair_to_object(sim->ob, sim->psmd->mesh_final, psys->part->from, pa, hairmat);
mul_m4_m4m4(root_mat, sim->ob->obmat, hairmat);
normalize_m4(root_mat);
bending_stiffness = CLAMPIS(
1.0f - part->bending_random * psys_frand(psys, p + 666), 0.0f, 1.0f);
for (k = 0, key = pa->hair; k < pa->totkey; k++, key++) {
ClothHairData *hair;
float *co, *co_next;
co = key->co;
co_next = (key + 1)->co;
/* create fake root before actual root to resist bending */
if (k == 0) {
hair = &psys->clmd->hairdata[pa->hair_index - 1];
copy_v3_v3(hair->loc, root_mat[3]);
copy_m3_m4(hair->rot, root_mat);
hair->radius = hair_radius;
hair->bending_stiffness = bending_stiffness;
add_v3_v3v3(mvert->co, co, co);
sub_v3_v3(mvert->co, co_next);
mul_m4_v3(hairmat, mvert->co);
medge->v1 = pa->hair_index - 1;
medge->v2 = pa->hair_index;
dvert = hair_set_pinning(dvert, 1.0f);
mvert++;
medge++;
}
/* store root transform in cloth data */
hair = &psys->clmd->hairdata[pa->hair_index + k];
copy_v3_v3(hair->loc, root_mat[3]);
copy_m3_m4(hair->rot, root_mat);
hair->radius = hair_radius;
hair->bending_stiffness = bending_stiffness;
copy_v3_v3(mvert->co, co);
mul_m4_v3(hairmat, mvert->co);
if (k) {
medge->v1 = pa->hair_index + k - 1;
medge->v2 = pa->hair_index + k;
}
/* roots and disabled hairs should be 1.0, the rest can be anything from 0.0 to 1.0 */
if (use_hair) {
dvert = hair_set_pinning(dvert, key->weight);
}
else {
dvert = hair_set_pinning(dvert, 1.0f);
}
mvert++;
if (k) {
medge++;
}
}
hair_index += pa->totkey + 1;
}
}
}
static void do_hair_dynamics(ParticleSimulationData *sim)
{
ParticleSystem *psys = sim->psys;
PARTICLE_P;
EffectorWeights *clmd_effweights;
int totpoint;
int totedge;
float(*deformedVerts)[3];
bool realloc_roots;
if (!psys->clmd) {
psys->clmd = (ClothModifierData *)BKE_modifier_new(eModifierType_Cloth);
psys->clmd->sim_parms->goalspring = 0.0f;
psys->clmd->sim_parms->flags |= CLOTH_SIMSETTINGS_FLAG_RESIST_SPRING_COMPRESS;
psys->clmd->coll_parms->flags &= ~CLOTH_COLLSETTINGS_FLAG_SELF;
}
/* count simulated points */
totpoint = 0;
totedge = 0;
LOOP_PARTICLES
{
if (!(pa->flag & PARS_UNEXIST)) {
/* "out" dm contains all hairs */
totedge += pa->totkey;
totpoint += pa->totkey + 1; /* +1 for virtual root point */
}
}
/* whether hair root info array has to be reallocated */
realloc_roots = false;
if (psys->hair_in_mesh) {
Mesh *mesh = psys->hair_in_mesh;
if (totpoint != mesh->totvert || totedge != mesh->totedge) {
BKE_id_free(NULL, mesh);
psys->hair_in_mesh = NULL;
realloc_roots = true;
}
}
if (!psys->hair_in_mesh || !psys->clmd->hairdata || realloc_roots) {
if (psys->clmd->hairdata) {
MEM_freeN(psys->clmd->hairdata);
psys->clmd->hairdata = NULL;
}
}
hair_create_input_mesh(sim, totpoint, totedge, &psys->hair_in_mesh, &psys->clmd->hairdata);
if (psys->hair_out_mesh) {
BKE_id_free(NULL, psys->hair_out_mesh);
}
psys->clmd->point_cache = psys->pointcache;
/* for hair sim we replace the internal cloth effector weights temporarily
* to use the particle settings
*/
clmd_effweights = psys->clmd->sim_parms->effector_weights;
psys->clmd->sim_parms->effector_weights = psys->part->effector_weights;
BKE_id_copy_ex(NULL, &psys->hair_in_mesh->id, (ID **)&psys->hair_out_mesh, LIB_ID_COPY_LOCALIZE);
deformedVerts = BKE_mesh_vert_coords_alloc(psys->hair_out_mesh, NULL);
clothModifier_do(
psys->clmd, sim->depsgraph, sim->scene, sim->ob, psys->hair_in_mesh, deformedVerts);
BKE_mesh_vert_coords_apply(psys->hair_out_mesh, deformedVerts);
MEM_freeN(deformedVerts);
/* restore cloth effector weights */
psys->clmd->sim_parms->effector_weights = clmd_effweights;
}
static void hair_step(ParticleSimulationData *sim, float cfra, const bool use_render_params)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
PARTICLE_P;
float disp = psys_get_current_display_percentage(psys, use_render_params);
LOOP_PARTICLES
{
pa->size = part->size;
if (part->randsize > 0.0f) {
pa->size *= 1.0f - part->randsize * psys_frand(psys, p + 1);
}
if (psys_frand(psys, p) > disp) {
pa->flag |= PARS_NO_DISP;
}
else {
pa->flag &= ~PARS_NO_DISP;
}
}
if (psys->recalc & ID_RECALC_PSYS_RESET) {
/* need this for changing subsurf levels */
psys_calc_dmcache(sim->ob, sim->psmd->mesh_final, sim->psmd->mesh_original, psys);
if (psys->clmd) {
cloth_free_modifier(psys->clmd);
}
}
/* dynamics with cloth simulation, psys->particles can be NULL with 0 particles T25519. */
if (psys->part->type == PART_HAIR && psys->flag & PSYS_HAIR_DYNAMICS && psys->particles) {
do_hair_dynamics(sim);
}
/* following lines were removed r29079 but cause bug T22811, see report for details */
psys_update_effectors(sim);
psys_update_path_cache(sim, cfra, use_render_params);
psys->flag |= PSYS_HAIR_UPDATED;
}
2011-12-30 07:55:15 +00:00
static void save_hair(ParticleSimulationData *sim, float UNUSED(cfra))
{
Object *ob = sim->ob;
ParticleSystem *psys = sim->psys;
HairKey *key, *root;
PARTICLE_P;
2018-06-17 17:05:51 +02:00
invert_m4_m4(ob->imat, ob->obmat);
psys->lattice_deform_data = psys_create_lattice_deform_data(sim);
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if (psys->totpart == 0) {
return;
}
/* save new keys for elements if needed */
LOOP_PARTICLES
{
/* first time alloc */
if (pa->totkey == 0 || pa->hair == NULL) {
pa->hair = MEM_callocN((psys->part->hair_step + 1) * sizeof(HairKey), "HairKeys");
pa->totkey = 0;
}
key = root = pa->hair;
key += pa->totkey;
/* convert from global to geometry space */
copy_v3_v3(key->co, pa->state.co);
mul_m4_v3(ob->imat, key->co);
if (pa->totkey) {
sub_v3_v3(key->co, root->co);
psys_vec_rot_to_face(sim->psmd->mesh_final, pa, key->co);
}
key->time = pa->state.time;
key->weight = 1.0f - key->time / 100.0f;
pa->totkey++;
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/* Root is always in the origin of hair space
* so we set it to be so after the last key is saved. */
if (pa->totkey == psys->part->hair_step + 1) {
zero_v3(root->co);
}
}
}
/* Code for an adaptive time step based on the Courant-Friedrichs-Lewy
* condition. */
static const float MIN_TIMESTEP = 1.0f / 101.0f;
/* Tolerance of 1.5 means the last subframe neither favors growing nor
* shrinking (e.g if it were 1.3, the last subframe would tend to be too
* small). */
static const float TIMESTEP_EXPANSION_FACTOR = 0.1f;
static const float TIMESTEP_EXPANSION_TOLERANCE = 1.5f;
/* Calculate the speed of the particle relative to the local scale of the
* simulation. This should be called once per particle during a simulation
* step, after the velocity has been updated. element_size defines the scale of
2012-09-26 20:05:38 +00:00
* the simulation, and is typically the distance to neighboring particles. */
static void update_courant_num(
ParticleSimulationData *sim, ParticleData *pa, float dtime, SPHData *sphdata, SpinLock *spin)
{
float relative_vel[3];
sub_v3_v3v3(relative_vel, pa->prev_state.vel, sphdata->flow);
const float courant_num = len_v3(relative_vel) * dtime / sphdata->element_size;
if (sim->courant_num < courant_num) {
BLI_spin_lock(spin);
if (sim->courant_num < courant_num) {
sim->courant_num = courant_num;
}
BLI_spin_unlock(spin);
}
}
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static float get_base_time_step(ParticleSettings *part)
{
return 1.0f / (float)(part->subframes + 1);
}
/* Update time step size to suit current conditions. */
static void update_timestep(ParticleSystem *psys, ParticleSimulationData *sim)
{
float dt_target;
if (sim->courant_num == 0.0f) {
dt_target = 1.0f;
}
else {
dt_target = psys->dt_frac * (psys->part->courant_target / sim->courant_num);
}
/* Make sure the time step is reasonable. For some reason, the CLAMP macro
* doesn't work here. The time step becomes too large. - z0r */
if (dt_target < MIN_TIMESTEP) {
dt_target = MIN_TIMESTEP;
}
else if (dt_target > get_base_time_step(psys->part)) {
dt_target = get_base_time_step(psys->part);
}
/* Decrease time step instantly, but increase slowly. */
if (dt_target > psys->dt_frac) {
psys->dt_frac = interpf(dt_target, psys->dt_frac, TIMESTEP_EXPANSION_FACTOR);
}
else {
psys->dt_frac = dt_target;
}
}
static float sync_timestep(ParticleSystem *psys, float t_frac)
{
/* Sync with frame end if it's close. */
if (t_frac == 1.0f) {
return psys->dt_frac;
}
if (t_frac + (psys->dt_frac * TIMESTEP_EXPANSION_TOLERANCE) >= 1.0f) {
return 1.0f - t_frac;
}
return psys->dt_frac;
}
/************************************************/
/* System Core */
/************************************************/
typedef struct DynamicStepSolverTaskData {
ParticleSimulationData *sim;
float cfra;
float timestep;
float dtime;
SpinLock spin;
} DynamicStepSolverTaskData;
static void dynamics_step_sphdata_reduce(const void *__restrict UNUSED(userdata),
void *__restrict UNUSED(join_v),
void *__restrict chunk_v)
{
SPHData *sphdata = chunk_v;
psys_sph_flush_springs(sphdata);
}
static void dynamics_step_sph_ddr_task_cb_ex(void *__restrict userdata,
const int p,
const TaskParallelTLS *__restrict tls)
{
DynamicStepSolverTaskData *data = userdata;
ParticleSimulationData *sim = data->sim;
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
SPHData *sphdata = tls->userdata_chunk;
ParticleData *pa;
if ((pa = psys->particles + p)->state.time <= 0.0f) {
return;
}
/* do global forces & effectors */
basic_integrate(sim, p, pa->state.time, data->cfra);
/* actual fluids calculations */
sph_integrate(sim, pa, pa->state.time, sphdata);
if (sim->colliders) {
collision_check(sim, p, pa->state.time, data->cfra);
}
/* SPH particles are not physical particles, just interpolation
* particles, thus rotation has not a direct sense for them */
basic_rotate(part, pa, pa->state.time, data->timestep);
if (part->time_flag & PART_TIME_AUTOSF) {
update_courant_num(sim, pa, data->dtime, sphdata, &data->spin);
}
}
static void dynamics_step_sph_classical_basic_integrate_task_cb_ex(
void *__restrict userdata, const int p, const TaskParallelTLS *__restrict UNUSED(tls))
{
DynamicStepSolverTaskData *data = userdata;
ParticleSimulationData *sim = data->sim;
ParticleSystem *psys = sim->psys;
ParticleData *pa;
if ((pa = psys->particles + p)->state.time <= 0.0f) {
return;
}
basic_integrate(sim, p, pa->state.time, data->cfra);
}
static void dynamics_step_sph_classical_calc_density_task_cb_ex(
void *__restrict userdata, const int p, const TaskParallelTLS *__restrict tls)
{
DynamicStepSolverTaskData *data = userdata;
ParticleSimulationData *sim = data->sim;
ParticleSystem *psys = sim->psys;
SPHData *sphdata = tls->userdata_chunk;
ParticleData *pa;
if ((pa = psys->particles + p)->state.time <= 0.0f) {
return;
}
sphclassical_calc_dens(pa, pa->state.time, sphdata);
}
static void dynamics_step_sph_classical_integrate_task_cb_ex(void *__restrict userdata,
const int p,
const TaskParallelTLS *__restrict tls)
{
DynamicStepSolverTaskData *data = userdata;
ParticleSimulationData *sim = data->sim;
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
SPHData *sphdata = tls->userdata_chunk;
ParticleData *pa;
if ((pa = psys->particles + p)->state.time <= 0.0f) {
return;
}
/* actual fluids calculations */
sph_integrate(sim, pa, pa->state.time, sphdata);
if (sim->colliders) {
collision_check(sim, p, pa->state.time, data->cfra);
}
/* SPH particles are not physical particles, just interpolation
* particles, thus rotation has not a direct sense for them */
basic_rotate(part, pa, pa->state.time, data->timestep);
if (part->time_flag & PART_TIME_AUTOSF) {
update_courant_num(sim, pa, data->dtime, sphdata, &data->spin);
}
}
/* unbaked particles are calculated dynamically */
static void dynamics_step(ParticleSimulationData *sim, float cfra)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
BoidBrainData bbd;
ParticleTexture ptex;
PARTICLE_P;
float timestep;
/* frame & time changes */
float dfra, dtime;
float birthtime, dietime;
/* where have we gone in time since last time */
dfra = cfra - psys->cfra;
timestep = psys_get_timestep(sim);
dtime = dfra * timestep;
if (dfra < 0.0f) {
LOOP_EXISTING_PARTICLES
{
psys_get_texture(sim, pa, &ptex, PAMAP_SIZE, cfra);
pa->size = part->size * ptex.size;
if (part->randsize > 0.0f) {
pa->size *= 1.0f - part->randsize * psys_frand(psys, p + 1);
}
reset_particle(sim, pa, dtime, cfra);
}
return;
}
/* for now do both, boids us 'rng' */
sim->rng = BLI_rng_new_srandom(31415926 + (int)cfra + psys->seed);
psys_update_effectors(sim);
if (part->type != PART_HAIR) {
sim->colliders = BKE_collider_cache_create(sim->depsgraph, sim->ob, part->collision_group);
}
/* initialize physics type specific stuff */
switch (part->phystype) {
case PART_PHYS_BOIDS: {
ParticleTarget *pt = psys->targets.first;
bbd.sim = sim;
bbd.part = part;
bbd.cfra = cfra;
bbd.dfra = dfra;
bbd.timestep = timestep;
bbd.rng = sim->rng;
psys_update_particle_tree(psys, cfra);
boids_precalc_rules(part, cfra);
for (; pt; pt = pt->next) {
ParticleSystem *psys_target = psys_get_target_system(sim->ob, pt);
if (psys_target && psys_target != psys) {
psys_update_particle_tree(psys_target, cfra);
}
}
break;
}
case PART_PHYS_FLUID: {
ParticleTarget *pt = psys->targets.first;
psys_update_particle_bvhtree(psys, cfra);
for (; pt;
pt = pt->next) { /* Updating others systems particle tree for fluid-fluid interaction */
if (pt->ob) {
psys_update_particle_bvhtree(BLI_findlink(&pt->ob->particlesystem, pt->psys - 1), cfra);
}
}
break;
}
}
/* initialize all particles for dynamics */
LOOP_SHOWN_PARTICLES
{
copy_particle_key(&pa->prev_state, &pa->state, 1);
psys_get_texture(sim, pa, &ptex, PAMAP_SIZE, cfra);
pa->size = part->size * ptex.size;
if (part->randsize > 0.0f) {
pa->size *= 1.0f - part->randsize * psys_frand(psys, p + 1);
}
birthtime = pa->time;
dietime = pa->dietime;
/* store this, so we can do multiple loops over particles */
pa->state.time = dfra;
if (dietime <= cfra && psys->cfra < dietime) {
/* particle dies some time between this and last step */
pa->state.time = dietime - ((birthtime > psys->cfra) ? birthtime : psys->cfra);
pa->alive = PARS_DYING;
}
else if (birthtime <= cfra && birthtime >= psys->cfra) {
/* particle is born some time between this and last step*/
reset_particle(sim, pa, dfra * timestep, cfra);
pa->alive = PARS_ALIVE;
pa->state.time = cfra - birthtime;
}
else if (dietime < cfra) {
/* nothing to be done when particle is dead */
}
/* only reset unborn particles if they're shown or if the particle is born soon*/
if (pa->alive == PARS_UNBORN &&
(part->flag & PART_UNBORN || (cfra + psys->pointcache->step > pa->time))) {
reset_particle(sim, pa, dtime, cfra);
}
else if (part->phystype == PART_PHYS_NO) {
reset_particle(sim, pa, dtime, cfra);
}
if (ELEM(pa->alive, PARS_ALIVE, PARS_DYING) == 0 ||
(pa->flag & (PARS_UNEXIST | PARS_NO_DISP))) {
pa->state.time = -1.f;
}
}
switch (part->phystype) {
case PART_PHYS_NEWTON: {
LOOP_DYNAMIC_PARTICLES
{
/* do global forces & effectors */
basic_integrate(sim, p, pa->state.time, cfra);
/* deflection */
if (sim->colliders) {
collision_check(sim, p, pa->state.time, cfra);
}
/* rotations */
basic_rotate(part, pa, pa->state.time, timestep);
}
break;
}
case PART_PHYS_BOIDS: {
LOOP_DYNAMIC_PARTICLES
{
bbd.goal_ob = NULL;
boid_brain(&bbd, p, pa);
if (pa->alive != PARS_DYING) {
boid_body(&bbd, pa);
/* deflection */
if (sim->colliders) {
collision_check(sim, p, pa->state.time, cfra);
}
}
}
break;
}
case PART_PHYS_FLUID: {
SPHData sphdata;
psys_sph_init(sim, &sphdata);
DynamicStepSolverTaskData task_data = {
.sim = sim,
.cfra = cfra,
.timestep = timestep,
.dtime = dtime,
};
BLI_spin_init(&task_data.spin);
if (part->fluid->solver == SPH_SOLVER_DDR) {
/* Apply SPH forces using double-density relaxation algorithm
* (Clavat et. al.) */
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.use_threading = (psys->totpart > 100);
settings.userdata_chunk = &sphdata;
settings.userdata_chunk_size = sizeof(sphdata);
settings.func_reduce = dynamics_step_sphdata_reduce;
BLI_task_parallel_range(
0, psys->totpart, &task_data, dynamics_step_sph_ddr_task_cb_ex, &settings);
sph_springs_modify(psys, timestep);
}
else {
/* SPH_SOLVER_CLASSICAL */
/* Apply SPH forces using classical algorithm (due to Gingold
* and Monaghan). Note that, unlike double-density relaxation,
* this algorithm is separated into distinct loops. */
{
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.use_threading = (psys->totpart > 100);
BLI_task_parallel_range(0,
psys->totpart,
&task_data,
dynamics_step_sph_classical_basic_integrate_task_cb_ex,
&settings);
}
/* calculate summation density */
/* Note that we could avoid copying sphdata for each thread here (it's only read here),
* but doubt this would gain us anything except confusion... */
{
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.use_threading = (psys->totpart > 100);
settings.userdata_chunk = &sphdata;
settings.userdata_chunk_size = sizeof(sphdata);
settings.func_reduce = dynamics_step_sphdata_reduce;
BLI_task_parallel_range(0,
psys->totpart,
&task_data,
dynamics_step_sph_classical_calc_density_task_cb_ex,
&settings);
}
/* do global forces & effectors */
{
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.use_threading = (psys->totpart > 100);
settings.userdata_chunk = &sphdata;
settings.userdata_chunk_size = sizeof(sphdata);
settings.func_reduce = dynamics_step_sphdata_reduce;
BLI_task_parallel_range(0,
psys->totpart,
&task_data,
dynamics_step_sph_classical_integrate_task_cb_ex,
&settings);
}
}
BLI_spin_end(&task_data.spin);
2020-05-28 16:42:31 +10:00
psys_sph_finalize(&sphdata);
break;
}
}
/* finalize particle state and time after dynamics */
LOOP_DYNAMIC_PARTICLES
{
if (pa->alive == PARS_DYING) {
pa->alive = PARS_DEAD;
pa->state.time = pa->dietime;
}
else {
pa->state.time = cfra;
}
}
BKE_collider_cache_free(&sim->colliders);
BLI_rng_free(sim->rng);
sim->rng = NULL;
}
static void update_children(ParticleSimulationData *sim, const bool use_render_params)
{
if ((sim->psys->part->type == PART_HAIR) && (sim->psys->flag & PSYS_HAIR_DONE) == 0) {
/* don't generate children while growing hair - waste of time */
psys_free_children(sim->psys);
}
else if (sim->psys->part->childtype) {
if (sim->psys->totchild != psys_get_tot_child(sim->scene, sim->psys, use_render_params)) {
distribute_particles(sim, PART_FROM_CHILD);
}
else {
/* Children are up to date, nothing to do. */
}
}
else {
psys_free_children(sim->psys);
}
}
/* updates cached particles' alive & other flags etc..*/
static void cached_step(ParticleSimulationData *sim, float cfra, const bool use_render_params)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
ParticleTexture ptex;
PARTICLE_P;
float disp, dietime;
psys_update_effectors(sim);
disp = psys_get_current_display_percentage(psys, use_render_params);
LOOP_PARTICLES
{
psys_get_texture(sim, pa, &ptex, PAMAP_SIZE, cfra);
pa->size = part->size * ptex.size;
if (part->randsize > 0.0f) {
pa->size *= 1.0f - part->randsize * psys_frand(psys, p + 1);
}
psys->lattice_deform_data = psys_create_lattice_deform_data(sim);
dietime = pa->dietime;
/* update alive status and push events */
if (pa->time > cfra) {
pa->alive = PARS_UNBORN;
if (part->flag & PART_UNBORN && (psys->pointcache->flag & PTCACHE_EXTERNAL) == 0) {
reset_particle(sim, pa, 0.0f, cfra);
}
}
else if (dietime <= cfra) {
pa->alive = PARS_DEAD;
}
else {
pa->alive = PARS_ALIVE;
}
if (psys->lattice_deform_data) {
BKE_lattice_deform_data_destroy(psys->lattice_deform_data);
psys->lattice_deform_data = NULL;
}
if (psys_frand(psys, p) > disp) {
pa->flag |= PARS_NO_DISP;
}
else {
pa->flag &= ~PARS_NO_DISP;
}
}
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
static bool particles_has_flip(short parttype)
{
return (parttype == PART_FLUID_FLIP);
}
static bool particles_has_tracer(short parttype)
{
return (parttype == PART_FLUID_TRACER);
}
static bool particles_has_spray(short parttype)
{
return ((parttype == PART_FLUID_SPRAY) || (parttype == PART_FLUID_SPRAYFOAM) ||
(parttype == PART_FLUID_SPRAYFOAMBUBBLE));
}
static bool particles_has_bubble(short parttype)
{
return ((parttype == PART_FLUID_BUBBLE) || (parttype == PART_FLUID_FOAMBUBBLE) ||
(parttype == PART_FLUID_SPRAYFOAMBUBBLE));
}
static bool particles_has_foam(short parttype)
{
return ((parttype == PART_FLUID_FOAM) || (parttype == PART_FLUID_SPRAYFOAM) ||
(parttype == PART_FLUID_SPRAYFOAMBUBBLE));
}
static void particles_fluid_step(ParticleSimulationData *sim,
int cfra,
const bool use_render_params)
2018-06-02 11:58:01 +02:00
{
ParticleSystem *psys = sim->psys;
if (psys->particles) {
MEM_freeN(psys->particles);
psys->particles = 0;
psys->totpart = 0;
}
2019-12-19 00:19:01 +11:00
#ifndef WITH_FLUID
UNUSED_VARS(use_render_params, cfra);
#else
{
Object *ob = sim->ob;
FluidModifierData *fmd = (FluidModifierData *)BKE_modifiers_findby_type(ob,
2020-05-08 19:02:03 +10:00
eModifierType_Fluid);
if (fmd && fmd->domain && fmd->domain->fluid) {
FluidDomainSettings *fds = fmd->domain;
ParticleSettings *part = psys->part;
ParticleData *pa = NULL;
int p, totpart = 0, tottypepart = 0;
int flagActivePart, activeParts = 0;
float posX, posY, posZ, velX, velY, velZ;
float resX, resY, resZ;
int upres = 1;
char debugStrBuffer[256];
float tmp[3] = {0}, tmp2[3] = {0};
/* Helper variables for scaling. */
float min[3], max[3], size[3], cell_size_scaled[3], max_size;
/* Sanity check: parts also enabled in fluid domain? */
if ((particles_has_flip(part->type) &&
(fds->particle_type & FLUID_DOMAIN_PARTICLE_FLIP) == 0) ||
(particles_has_spray(part->type) &&
(fds->particle_type & FLUID_DOMAIN_PARTICLE_SPRAY) == 0) ||
(particles_has_bubble(part->type) &&
(fds->particle_type & FLUID_DOMAIN_PARTICLE_BUBBLE) == 0) ||
(particles_has_foam(part->type) &&
(fds->particle_type & FLUID_DOMAIN_PARTICLE_FOAM) == 0) ||
(particles_has_tracer(part->type) &&
(fds->particle_type & FLUID_DOMAIN_PARTICLE_TRACER) == 0)) {
BLI_snprintf(debugStrBuffer,
sizeof(debugStrBuffer),
"particles_fluid_step::error - found particle system that is not enabled in "
"fluid domain\n");
return;
}
/* Count particle amount. tottypepart is only important for snd particles. */
2019-12-17 11:39:23 +01:00
if (part->type == PART_FLUID_FLIP) {
tottypepart = totpart = manta_liquid_get_num_flip_particles(fds->fluid);
}
if (particles_has_spray(part->type) || particles_has_bubble(part->type) ||
particles_has_foam(part->type) || particles_has_tracer(part->type)) {
totpart = manta_liquid_get_num_snd_particles(fds->fluid);
/* tottypepart is the amount of particles of a snd particle type. */
for (p = 0; p < totpart; p++) {
flagActivePart = manta_liquid_get_snd_particle_flag_at(fds->fluid, p);
if (particles_has_spray(part->type) && (flagActivePart & PARTICLE_TYPE_SPRAY)) {
tottypepart++;
2019-12-17 09:51:38 +11:00
}
if (particles_has_bubble(part->type) && (flagActivePart & PARTICLE_TYPE_BUBBLE)) {
tottypepart++;
2019-12-17 09:51:38 +11:00
}
if (particles_has_foam(part->type) && (flagActivePart & PARTICLE_TYPE_FOAM)) {
tottypepart++;
2019-12-17 09:51:38 +11:00
}
if (particles_has_tracer(part->type) && (flagActivePart & PARTICLE_TYPE_TRACER)) {
tottypepart++;
2019-12-17 09:51:38 +11:00
}
}
}
/* Sanity check: no particles present. */
2019-12-17 09:51:38 +11:00
if (!totpart || !tottypepart) {
return;
2019-12-17 09:51:38 +11:00
}
/* How many particles to display? */
tottypepart = (use_render_params) ? tottypepart : (part->disp * tottypepart) / 100;
part->totpart = tottypepart;
part->sta = part->end = 1.0f;
part->lifetime = sim->scene->r.efra + 1;
/* Allocate particles. */
realloc_particles(sim, part->totpart);
/* Set some randomness when choosing which particles to display. */
sim->rng = BLI_rng_new_srandom(31415926 + (int)cfra + psys->seed);
double r, dispProb = (double)part->disp / 100.0;
/* Loop over *all* particles. Will break out of loop before tottypepart amount exceeded. */
for (p = 0, pa = psys->particles; p < totpart; p++) {
/* Apply some randomness and determine which particles to skip. */
r = BLI_rng_get_double(sim->rng);
2019-12-17 09:51:38 +11:00
if (r > dispProb) {
continue;
2019-12-17 09:51:38 +11:00
}
/* flag, res, upres, pos, vel for FLIP and snd particles have different getters. */
2019-12-17 11:39:23 +01:00
if (part->type == PART_FLUID_FLIP) {
flagActivePart = manta_liquid_get_flip_particle_flag_at(fds->fluid, p);
resX = (float)manta_get_res_x(fds->fluid);
resY = (float)manta_get_res_y(fds->fluid);
resZ = (float)manta_get_res_z(fds->fluid);
upres = 1;
posX = manta_liquid_get_flip_particle_position_x_at(fds->fluid, p);
posY = manta_liquid_get_flip_particle_position_y_at(fds->fluid, p);
posZ = manta_liquid_get_flip_particle_position_z_at(fds->fluid, p);
velX = manta_liquid_get_flip_particle_velocity_x_at(fds->fluid, p);
velY = manta_liquid_get_flip_particle_velocity_y_at(fds->fluid, p);
velZ = manta_liquid_get_flip_particle_velocity_z_at(fds->fluid, p);
}
else if (particles_has_spray(part->type) || particles_has_bubble(part->type) ||
particles_has_foam(part->type) || particles_has_tracer(part->type)) {
flagActivePart = manta_liquid_get_snd_particle_flag_at(fds->fluid, p);
resX = (float)manta_liquid_get_particle_res_x(fds->fluid);
resY = (float)manta_liquid_get_particle_res_y(fds->fluid);
resZ = (float)manta_liquid_get_particle_res_z(fds->fluid);
upres = manta_liquid_get_particle_upres(fds->fluid);
posX = manta_liquid_get_snd_particle_position_x_at(fds->fluid, p);
posY = manta_liquid_get_snd_particle_position_y_at(fds->fluid, p);
posZ = manta_liquid_get_snd_particle_position_z_at(fds->fluid, p);
velX = manta_liquid_get_snd_particle_velocity_x_at(fds->fluid, p);
velY = manta_liquid_get_snd_particle_velocity_y_at(fds->fluid, p);
velZ = manta_liquid_get_snd_particle_velocity_z_at(fds->fluid, p);
}
else {
BLI_snprintf(debugStrBuffer,
sizeof(debugStrBuffer),
"particles_fluid_step::error - unknown particle system type\n");
return;
}
# if 0
/* Debugging: Print type of particle system and current particles. */
printf("system type is %d and particle type is %d\n", part->type, flagActivePart);
# endif
2019-12-17 16:28:28 +11:00
/* Type of particle must match current particle system type
* (only important for snd particles). */
if ((flagActivePart & PARTICLE_TYPE_SPRAY) && !particles_has_spray(part->type)) {
continue;
2019-12-17 09:51:38 +11:00
}
if ((flagActivePart & PARTICLE_TYPE_BUBBLE) && !particles_has_bubble(part->type)) {
continue;
2019-12-17 09:51:38 +11:00
}
if ((flagActivePart & PARTICLE_TYPE_FOAM) && !particles_has_foam(part->type)) {
continue;
2019-12-17 09:51:38 +11:00
}
if ((flagActivePart & PARTICLE_TYPE_TRACER) && !particles_has_tracer(part->type)) {
continue;
2019-12-17 09:51:38 +11:00
}
# if 0
/* Debugging: Print type of particle system and current particles. */
printf("system type is %d and particle type is %d\n", part->type, flagActivePart);
# endif
2019-12-17 16:28:28 +11:00
/* Particle system has allocated 'tottypepart' particles - so break early before exceeded.
*/
2019-12-17 09:51:38 +11:00
if (activeParts >= tottypepart) {
break;
2019-12-17 09:51:38 +11:00
}
/* Only show active particles, i.e. filter out dead particles that just Mantaflow needs.
* Mantaflow convention: PARTICLE_TYPE_DELETE == inactive particle. */
if ((flagActivePart & PARTICLE_TYPE_DELETE) == 0) {
activeParts++;
/* Use particle system settings for particle size. */
pa->size = part->size;
2019-12-17 09:51:38 +11:00
if (part->randsize > 0.0f) {
pa->size *= 1.0f - part->randsize * psys_frand(psys, p + 1);
2019-12-17 09:51:38 +11:00
}
/* Get size (dimension) but considering scaling */
copy_v3_v3(cell_size_scaled, fds->cell_size);
mul_v3_v3(cell_size_scaled, ob->scale);
madd_v3fl_v3fl_v3fl_v3i(min, fds->p0, cell_size_scaled, fds->res_min);
madd_v3fl_v3fl_v3fl_v3i(max, fds->p0, cell_size_scaled, fds->res_max);
sub_v3_v3v3(size, max, min);
2019-12-17 16:28:28 +11:00
/* Biggest dimension will be used for up-scaling. */
max_size = MAX3(size[0] / (float)upres, size[1] / (float)upres, size[2] / (float)upres);
/* Set particle position. */
const float posParticle[3] = {posX, posY, posZ};
copy_v3_v3(pa->state.co, posParticle);
/* Normalize to unit cube around 0. */
float resDomain[3] = {resX, resY, resZ};
mul_v3_fl(resDomain, 0.5f);
sub_v3_v3(pa->state.co, resDomain);
mul_v3_fl(pa->state.co, fds->dx);
/* Match domain dimension / size. */
float scaleAbs[3] = {
1. / fabsf(ob->scale[0]), 1. / fabsf(ob->scale[1]), 1. / fabsf(ob->scale[2])};
mul_v3_fl(scaleAbs, max_size);
mul_v3_v3(pa->state.co, scaleAbs);
/* Match domain scale. */
mul_m4_v3(ob->obmat, pa->state.co);
/* Add origin offset to particle position. */
zero_v3(tmp);
zero_v3(tmp2);
sub_v3_v3v3(tmp2, fds->p1, fds->p0);
mul_v3_fl(tmp2, 0.5f);
add_v3_v3v3(tmp, tmp, fds->p1);
sub_v3_v3(tmp, tmp2);
mul_v3_v3(tmp, ob->scale);
add_v3_v3(pa->state.co, tmp);
# if 0
/* Debugging: Print particle coordinates. */
printf("pa->state.co[0]: %f, pa->state.co[1]: %f, pa->state.co[2]: %f\n",
pa->state.co[0], pa->state.co[1], pa->state.co[2]);
# endif
/* Set particle velocity. */
const float velParticle[3] = {velX, velY, velZ};
copy_v3_v3(pa->state.vel, velParticle);
mul_v3_fl(pa->state.vel, fds->dx);
# if 0
/* Debugging: Print particle velocity. */
printf("pa->state.vel[0]: %f, pa->state.vel[1]: %f, pa->state.vel[2]: %f\n",
pa->state.vel[0], pa->state.vel[1], pa->state.vel[2]);
# endif
/* Set default angular velocity and particle rotation. */
zero_v3(pa->state.ave);
unit_qt(pa->state.rot);
pa->time = 1.f;
pa->dietime = sim->scene->r.efra + 1;
pa->lifetime = sim->scene->r.efra;
pa->alive = PARS_ALIVE;
/* Increasing particle settings pointer only for active particles. */
pa++;
}
}
# if 0
/* Debugging: Print number of active particles. */
printf("active parts: %d\n", activeParts);
# endif
totpart = psys->totpart = part->totpart = activeParts;
BLI_rng_free(sim->rng);
sim->rng = NULL;
} /* Fluid sim particles done. */
}
2019-12-19 00:19:01 +11:00
#endif /* WITH_FLUID */
}
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
static int emit_particles(ParticleSimulationData *sim, PTCacheID *pid, float UNUSED(cfra))
{
ParticleSystem *psys = sim->psys;
int oldtotpart = psys->totpart;
int totpart = tot_particles(psys, pid);
if (totpart != oldtotpart) {
realloc_particles(sim, totpart);
}
return totpart - oldtotpart;
}
2019-12-17 16:28:28 +11:00
/**
* Calculates the next state for all particles of the system.
* In particles code most 'cfra - ending' are frames,
* 'time - ending' are 'cfra * timestep' (seconds).
*
* 1. Emit particles
* 2. Check cache (if used) and return if frame is cached
* 3. Do dynamics
2019-12-17 16:28:28 +11:00
* 4. Save to cache
*/
static void system_step(ParticleSimulationData *sim, float cfra, const bool use_render_params)
{
ParticleSystem *psys = sim->psys;
ParticleSettings *part = psys->part;
PointCache *cache = psys->pointcache;
PTCacheID ptcacheid, *pid = NULL;
PARTICLE_P;
float disp, cache_cfra = cfra; /*, *vg_vel= 0, *vg_tan= 0, *vg_rot= 0, *vg_size= 0; */
int startframe = 0, endframe = 100, oldtotpart = 0;
/* cache shouldn't be used for hair or "continue physics" */
if (part->type != PART_HAIR) {
psys_clear_temp_pointcache(psys);
/* set suitable cache range automatically */
if ((cache->flag & (PTCACHE_BAKING | PTCACHE_BAKED)) == 0) {
psys_get_pointcache_start_end(sim->scene, psys, &cache->startframe, &cache->endframe);
}
pid = &ptcacheid;
BKE_ptcache_id_from_particles(pid, sim->ob, psys);
BKE_ptcache_id_time(pid, sim->scene, 0.0f, &startframe, &endframe, NULL);
/* clear everything on start frame, or when psys needs full reset! */
if ((cfra == startframe) || (psys->recalc & ID_RECALC_PSYS_RESET)) {
BKE_ptcache_id_reset(sim->scene, pid, PTCACHE_RESET_OUTDATED);
BKE_ptcache_validate(cache, startframe);
cache->flag &= ~PTCACHE_REDO_NEEDED;
}
CLAMP(cache_cfra, startframe, endframe);
}
/* 1. emit particles and redo particles if needed */
oldtotpart = psys->totpart;
if (emit_particles(sim, pid, cfra) || psys->recalc & ID_RECALC_PSYS_RESET) {
distribute_particles(sim, part->from);
initialize_all_particles(sim);
/* reset only just created particles (on startframe all particles are recreated) */
reset_all_particles(sim, 0.0, cfra, oldtotpart);
free_unexisting_particles(sim);
if (psys->fluid_springs) {
MEM_freeN(psys->fluid_springs);
psys->fluid_springs = NULL;
}
psys->tot_fluidsprings = psys->alloc_fluidsprings = 0;
/* flag for possible explode modifiers after this system */
sim->psmd->flag |= eParticleSystemFlag_Pars;
BKE_ptcache_id_clear(pid, PTCACHE_CLEAR_AFTER, cfra);
}
/* 2. try to read from the cache */
if (pid) {
int cache_result = BKE_ptcache_read(pid, cache_cfra, true);
if (ELEM(cache_result, PTCACHE_READ_EXACT, PTCACHE_READ_INTERPOLATED)) {
cached_step(sim, cfra, use_render_params);
update_children(sim, use_render_params);
psys_update_path_cache(sim, cfra, use_render_params);
BKE_ptcache_validate(cache, (int)cache_cfra);
if (cache_result == PTCACHE_READ_INTERPOLATED && cache->flag & PTCACHE_REDO_NEEDED) {
BKE_ptcache_write(pid, (int)cache_cfra);
}
return;
}
/* Cache is supposed to be baked, but no data was found so bail out */
if (cache->flag & PTCACHE_BAKED) {
psys_reset(psys, PSYS_RESET_CACHE_MISS);
return;
}
if (cache_result == PTCACHE_READ_OLD) {
psys->cfra = (float)cache->simframe;
cached_step(sim, psys->cfra, use_render_params);
}
/* if on second frame, write cache for first frame */
if (psys->cfra == startframe && (cache->flag & PTCACHE_OUTDATED || cache->last_exact == 0)) {
BKE_ptcache_write(pid, startframe);
}
}
else {
BKE_ptcache_invalidate(cache);
}
/* 3. do dynamics */
/* set particles to be not calculated TODO: can't work with pointcache */
disp = psys_get_current_display_percentage(psys, use_render_params);
LOOP_PARTICLES
{
if (psys_frand(psys, p) > disp) {
pa->flag |= PARS_NO_DISP;
}
else {
pa->flag &= ~PARS_NO_DISP;
}
}
if (psys->totpart) {
int dframe, totframesback = 0;
float t_frac, dt_frac;
/* handle negative frame start at the first frame by doing
* all the steps before the first frame */
if ((int)cfra == startframe && part->sta < startframe) {
totframesback = (startframe - (int)part->sta);
}
if (!(part->time_flag & PART_TIME_AUTOSF)) {
/* Constant time step */
psys->dt_frac = get_base_time_step(part);
}
else if ((int)cfra == startframe) {
2020-08-01 13:18:47 +10:00
/* Variable time step; initialize to sub-frames. */
psys->dt_frac = get_base_time_step(part);
}
else if (psys->dt_frac < MIN_TIMESTEP) {
/* Variable time step; subsequent frames */
psys->dt_frac = MIN_TIMESTEP;
}
for (dframe = -totframesback; dframe <= 0; dframe++) {
/* simulate each subframe */
dt_frac = psys->dt_frac;
for (t_frac = dt_frac; t_frac <= 1.0f; t_frac += dt_frac) {
sim->courant_num = 0.0f;
dynamics_step(sim, cfra + dframe + t_frac - 1.f);
psys->cfra = cfra + dframe + t_frac - 1.f;
if (part->time_flag & PART_TIME_AUTOSF) {
update_timestep(psys, sim);
}
/* Even without AUTOSF dt_frac may not add up to 1.0 due to float precision. */
dt_frac = sync_timestep(psys, t_frac);
}
}
}
/* 4. only write cache starting from second frame */
if (pid) {
BKE_ptcache_validate(cache, (int)cache_cfra);
if ((int)cache_cfra != startframe) {
BKE_ptcache_write(pid, (int)cache_cfra);
}
}
update_children(sim, use_render_params);
/* cleanup */
if (psys->lattice_deform_data) {
BKE_lattice_deform_data_destroy(psys->lattice_deform_data);
psys->lattice_deform_data = NULL;
}
}
/* system type has changed so set sensible defaults and clear non applicable flags */
void psys_changed_type(Object *ob, ParticleSystem *psys)
{
ParticleSettings *part = psys->part;
PTCacheID pid;
BKE_ptcache_id_from_particles(&pid, ob, psys);
if (part->phystype != PART_PHYS_KEYED) {
psys->flag &= ~PSYS_KEYED;
}
if (part->type == PART_HAIR) {
if (ELEM(part->ren_as, PART_DRAW_NOT, PART_DRAW_PATH, PART_DRAW_OB, PART_DRAW_GR) == 0) {
part->ren_as = PART_DRAW_PATH;
}
if (part->distr == PART_DISTR_GRID) {
part->distr = PART_DISTR_JIT;
}
if (ELEM(part->draw_as, PART_DRAW_NOT, PART_DRAW_REND, PART_DRAW_PATH) == 0) {
part->draw_as = PART_DRAW_REND;
}
CLAMP(part->path_start, 0.0f, 100.0f);
CLAMP(part->path_end, 0.0f, 100.0f);
BKE_ptcache_id_clear(&pid, PTCACHE_CLEAR_ALL, 0);
}
else {
free_hair(ob, psys, 1);
CLAMP(part->path_start, 0.0f, MAX2(100.0f, part->end + part->lifetime));
CLAMP(part->path_end, 0.0f, MAX2(100.0f, part->end + part->lifetime));
}
psys_reset(psys, PSYS_RESET_ALL);
}
void psys_check_boid_data(ParticleSystem *psys)
{
BoidParticle *bpa;
PARTICLE_P;
pa = psys->particles;
if (!pa) {
return;
}
if (psys->part && psys->part->phystype == PART_PHYS_BOIDS) {
if (!pa->boid) {
bpa = MEM_callocN(psys->totpart * sizeof(BoidParticle), "Boid Data");
LOOP_PARTICLES
{
pa->boid = bpa++;
}
}
}
else if (pa->boid) {
MEM_freeN(pa->boid);
LOOP_PARTICLES
{
pa->boid = NULL;
}
}
}
void BKE_particlesettings_fluid_default_settings(ParticleSettings *part)
2011-12-30 07:55:15 +00:00
{
SPHFluidSettings *fluid = part->fluid;
fluid->spring_k = 0.f;
fluid->plasticity_constant = 0.1f;
fluid->yield_ratio = 0.1f;
fluid->rest_length = 1.f;
fluid->viscosity_omega = 2.f;
fluid->viscosity_beta = 0.1f;
fluid->stiffness_k = 1.f;
fluid->stiffness_knear = 1.f;
fluid->rest_density = 1.f;
fluid->buoyancy = 0.f;
fluid->radius = 1.f;
fluid->flag |= SPH_FAC_REPULSION | SPH_FAC_DENSITY | SPH_FAC_RADIUS | SPH_FAC_VISCOSITY |
SPH_FAC_REST_LENGTH;
}
static void psys_prepare_physics(ParticleSimulationData *sim)
{
ParticleSettings *part = sim->psys->part;
if (ELEM(part->phystype, PART_PHYS_NO, PART_PHYS_KEYED)) {
PTCacheID pid;
BKE_ptcache_id_from_particles(&pid, sim->ob, sim->psys);
BKE_ptcache_id_clear(&pid, PTCACHE_CLEAR_ALL, 0);
}
else {
free_keyed_keys(sim->psys);
sim->psys->flag &= ~PSYS_KEYED;
}
/* RNA Update must ensure this is true. */
if (part->phystype == PART_PHYS_BOIDS) {
BLI_assert(part->boids != NULL);
}
else if (part->phystype == PART_PHYS_FLUID) {
BLI_assert(part->fluid != NULL);
}
psys_check_boid_data(sim->psys);
}
static int hair_needs_recalc(ParticleSystem *psys)
{
if (!(psys->flag & PSYS_EDITED) && (!psys->edit || !psys->edit->edited) &&
((psys->flag & PSYS_HAIR_DONE) == 0 || psys->recalc & ID_RECALC_PSYS_RESET ||
(psys->part->flag & PART_HAIR_REGROW && !psys->edit))) {
return 1;
}
return 0;
}
static ParticleSettings *particle_settings_localize(ParticleSettings *particle_settings)
{
ParticleSettings *particle_settings_local;
BKE_id_copy_ex(
NULL, (ID *)&particle_settings->id, (ID **)&particle_settings_local, LIB_ID_COPY_LOCALIZE);
return particle_settings_local;
}
static void particle_settings_free_local(ParticleSettings *particle_settings)
{
BKE_libblock_free_datablock(&particle_settings->id, 0);
BKE_libblock_free_data(&particle_settings->id, false);
MEM_freeN(particle_settings);
}
/* main particle update call, checks that things are ok on the large scale and
* then advances in to actual particle calculations depending on particle type */
void particle_system_update(struct Depsgraph *depsgraph,
Scene *scene,
Object *ob,
ParticleSystem *psys,
const bool use_render_params)
Point Cache Refactoring ======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-10 11:39:20 +00:00
{
ParticleSimulationData sim = {0};
ParticleSettings *part = psys->part;
ParticleSystem *psys_orig = psys_orig_get(psys);
float cfra;
ParticleSystemModifierData *psmd = psys_get_modifier(ob, psys);
/* drawdata is outdated after ANY change */
if (psys->pdd) {
psys->pdd->flag &= ~PARTICLE_DRAW_DATA_UPDATED;
}
if (!psys_check_enabled(ob, psys, use_render_params)) {
return;
}
cfra = DEG_get_ctime(depsgraph);
sim.depsgraph = depsgraph;
sim.scene = scene;
sim.ob = ob;
sim.psys = psys;
sim.psmd = psmd;
/* system was already updated from modifier stack */
if (sim.psmd->flag & eParticleSystemFlag_psys_updated) {
sim.psmd->flag &= ~eParticleSystemFlag_psys_updated;
/* make sure it really was updated to cfra */
if (psys->cfra == cfra) {
return;
}
}
if (!sim.psmd->mesh_final) {
return;
}
if (part->from != PART_FROM_VERT) {
BKE_mesh_tessface_ensure(sim.psmd->mesh_final);
}
/* to verify if we need to restore object afterwards */
psys->flag &= ~PSYS_OB_ANIM_RESTORE;
if (psys->recalc & ID_RECALC_PSYS_RESET) {
psys->totunexist = 0;
}
/* setup necessary physics type dependent additional data if it doesn't yet exist */
psys_prepare_physics(&sim);
2019-12-17 11:39:23 +01:00
if (part->type == PART_HAIR) {
/* nothing to do so bail out early */
if (psys->totpart == 0 && part->totpart == 0) {
psys_free_path_cache(psys, NULL);
free_hair(ob, psys, 0);
psys->flag |= PSYS_HAIR_DONE;
}
/* (re-)create hair */
else if (hair_needs_recalc(psys)) {
float hcfra = 0.0f;
int i, recalc = psys->recalc;
free_hair(ob, psys, 0);
if (psys_orig->edit && psys_orig->free_edit) {
psys_orig->free_edit(psys_orig->edit);
psys_orig->edit = NULL;
psys_orig->free_edit = NULL;
}
/* first step is negative so particles get killed and reset */
psys->cfra = 1.0f;
ParticleSettings *part_local = part;
if ((part->flag & PART_HAIR_REGROW) == 0) {
part_local = particle_settings_localize(part);
psys->part = part_local;
}
for (i = 0; i <= part->hair_step; i++) {
hcfra = 100.0f * (float)i / (float)psys->part->hair_step;
if ((part->flag & PART_HAIR_REGROW) == 0) {
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
const AnimationEvalContext anim_eval_context = BKE_animsys_eval_context_construct(
depsgraph, hcfra);
BKE_animsys_evaluate_animdata(
T77086 Animation: Passing Dependency Graph to Drivers Custom driver functions need access to the dependency graph that is triggering the evaluation of the driver. This patch passes the dependency graph pointer through all the animation-related calls. Instead of passing the evaluation time to functions, the code now passes an `AnimationEvalContext` pointer: ``` typedef struct AnimationEvalContext { struct Depsgraph *const depsgraph; const float eval_time; } AnimationEvalContext; ``` These structs are read-only, meaning that the code cannot change the evaluation time. Note that the `depsgraph` pointer itself is const, but it points to a non-const depsgraph. FCurves and Drivers can be evaluated at a different time than the current scene time, for example when evaluating NLA strips. This means that, even though the current time is stored in the dependency graph, we need an explicit evaluation time. There are two functions that allow creation of `AnimationEvalContext` objects: - `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float eval_time)`, which creates a new context object from scratch, and - `BKE_animsys_eval_context_construct_at(AnimationEvalContext *anim_eval_context, float eval_time)`, which can be used to create a `AnimationEvalContext` with the same depsgraph, but at a different time. This makes it possible to later add fields without changing any of the code that just want to change the eval time. This also provides a fix for T75553, although it does require a change to the custom driver function. The driver should call `custom_function(depsgraph)`, and the function should use that depsgraph instead of information from `bpy.context`. Reviewed By: brecht, sergey Differential Revision: https://developer.blender.org/D8047
2020-07-17 17:38:09 +02:00
&part_local->id, part_local->adt, &anim_eval_context, ADT_RECALC_ANIM, false);
}
system_step(&sim, hcfra, use_render_params);
psys->cfra = hcfra;
psys->recalc = 0;
save_hair(&sim, hcfra);
}
if (part_local != part) {
particle_settings_free_local(part_local);
psys->part = part;
}
psys->flag |= PSYS_HAIR_DONE;
psys->recalc = recalc;
}
else if (psys->flag & PSYS_EDITED) {
psys->flag |= PSYS_HAIR_DONE;
}
if (psys->flag & PSYS_HAIR_DONE) {
hair_step(&sim, cfra, use_render_params);
}
}
else if (particles_has_flip(part->type) || particles_has_spray(part->type) ||
particles_has_bubble(part->type) || particles_has_foam(part->type) ||
particles_has_tracer(part->type)) {
particles_fluid_step(&sim, (int)cfra, use_render_params);
}
else {
switch (part->phystype) {
case PART_PHYS_NO:
case PART_PHYS_KEYED: {
PARTICLE_P;
float disp = psys_get_current_display_percentage(psys, use_render_params);
bool free_unexisting = false;
/* Particles without dynamics haven't been reset yet because they don't use pointcache */
if (psys->recalc & ID_RECALC_PSYS_RESET) {
psys_reset(psys, PSYS_RESET_ALL);
}
if (emit_particles(&sim, NULL, cfra) || (psys->recalc & ID_RECALC_PSYS_RESET)) {
free_keyed_keys(psys);
distribute_particles(&sim, part->from);
initialize_all_particles(&sim);
free_unexisting = true;
/* flag for possible explode modifiers after this system */
sim.psmd->flag |= eParticleSystemFlag_Pars;
}
LOOP_EXISTING_PARTICLES
{
pa->size = part->size;
if (part->randsize > 0.0f) {
pa->size *= 1.0f - part->randsize * psys_frand(psys, p + 1);
}
reset_particle(&sim, pa, 0.0, cfra);
if (psys_frand(psys, p) > disp) {
pa->flag |= PARS_NO_DISP;
}
else {
pa->flag &= ~PARS_NO_DISP;
}
}
/* free unexisting after resetting particles */
if (free_unexisting) {
free_unexisting_particles(&sim);
}
if (part->phystype == PART_PHYS_KEYED) {
psys_count_keyed_targets(&sim);
set_keyed_keys(&sim);
psys_update_path_cache(&sim, (int)cfra, use_render_params);
}
break;
}
default: {
/* the main dynamic particle system step */
system_step(&sim, cfra, use_render_params);
break;
}
}
}
/* make sure emitter is left at correct time (particle emission can change this) */
if (psys->flag & PSYS_OB_ANIM_RESTORE) {
evaluate_emitter_anim(depsgraph, scene, ob, cfra);
psys->flag &= ~PSYS_OB_ANIM_RESTORE;
}
if (psys_orig->edit) {
psys_orig->edit->flags |= PT_CACHE_EDIT_UPDATE_PARTICLE_FROM_EVAL;
}
psys->cfra = cfra;
psys->recalc = 0;
if (DEG_is_active(depsgraph)) {
if (psys_orig != psys) {
if (psys_orig->edit != NULL && psys_orig->edit->psys == psys_orig) {
psys_orig->edit->psys_eval = psys;
psys_orig->edit->psmd_eval = psmd;
}
psys_orig->flag = (psys->flag & ~PSYS_SHARED_CACHES);
psys_orig->cfra = psys->cfra;
psys_orig->recalc = psys->recalc;
psys_orig->part->totpart = part->totpart;
}
}
/* Save matrix for duplicators,
* at rendertime the actual dupliobject's matrix is used so don't update! */
invert_m4_m4(psys->imat, ob->obmat);
BKE_particle_batch_cache_dirty_tag(psys, BKE_PARTICLE_BATCH_DIRTY_ALL);
}
2015-10-08 14:56:20 +02:00
/* ID looper */
void BKE_particlesystem_id_loop(ParticleSystem *psys, ParticleSystemIDFunc func, void *userdata)
{
ParticleTarget *pt;
func(psys, (ID **)&psys->part, userdata, IDWALK_CB_USER | IDWALK_CB_NEVER_NULL);
func(psys, (ID **)&psys->target_ob, userdata, IDWALK_CB_NOP);
func(psys, (ID **)&psys->parent, userdata, IDWALK_CB_NOP);
for (pt = psys->targets.first; pt; pt = pt->next) {
func(psys, (ID **)&pt->ob, userdata, IDWALK_CB_NOP);
}
/* Even though psys->part should never be NULL, this can happen as an exception during deletion.
* See ID_REMAP_SKIP/FORCE/FLAG_NEVER_NULL_USAGE in BKE_library_remap. */
if (psys->part && psys->part->phystype == PART_PHYS_BOIDS) {
ParticleData *pa;
int p;
for (p = 0, pa = psys->particles; p < psys->totpart; p++, pa++) {
func(psys, (ID **)&pa->boid->ground, userdata, IDWALK_CB_NOP);
}
}
2015-10-08 14:56:20 +02:00
}
void BKE_particlesystem_reset_all(struct Object *object)
{
for (ModifierData *md = object->modifiers.first; md != NULL; md = md->next) {
if (md->type != eModifierType_ParticleSystem) {
continue;
}
ParticleSystemModifierData *psmd = (ParticleSystemModifierData *)md;
ParticleSystem *psys = psmd->psys;
psys->recalc |= ID_RECALC_PSYS_RESET;
}
}
/* **** Depsgraph evaluation **** */
void BKE_particle_settings_eval_reset(struct Depsgraph *depsgraph,
ParticleSettings *particle_settings)
{
DEG_debug_print_eval(depsgraph, __func__, particle_settings->id.name, particle_settings);
particle_settings->id.recalc |= ID_RECALC_PSYS_RESET;
}
void BKE_particle_system_eval_init(struct Depsgraph *depsgraph, Object *object)
{
DEG_debug_print_eval(depsgraph, __func__, object->id.name, object);
for (ParticleSystem *psys = object->particlesystem.first; psys != NULL; psys = psys->next) {
psys->recalc |= (psys->part->id.recalc & ID_RECALC_PSYS_ALL);
}
}