2005-05-02 13:28:13 +00:00
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/**
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*
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2005-08-11 02:23:52 +00:00
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* $Id$
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2005-05-02 13:28:13 +00:00
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2004-2005 by Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#ifndef DNA_OBJECT_FORCE_H
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#define DNA_OBJECT_FORCE_H
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef struct PartDeflect {
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short deflect; /* Deflection flag - does mesh deflect particles*/
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short forcefield; /* Force field type, do the vertices attract / repel particles ? */
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short flag; /* general settings flag */
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short pad;
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float pdef_damp; /* Damping factor for particle deflection */
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float pdef_rdamp; /* Random element of damping for deflection */
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float pdef_perm; /* Chance of particle passing through mesh */
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float f_strength; /* The strength of the force (+ or - ) */
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float f_power; /* The power law - real gravitation is 2 (square) */
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float maxdist; /* if indicated, use this maximum */
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float pdef_sbdamp; /* Damping factor for softbody deflection */
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float pdef_sbift; /* inner face thickness for softbody deflection */
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float pdef_sboft; /* outer face thickness for softbody deflection */
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} PartDeflect;
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typedef struct SBVertex {
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float vec[4];
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} SBVertex;
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typedef struct SoftBody {
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/* dynamic data */
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int totpoint, totspring;
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struct BodyPoint *bpoint; /* not saved in file */
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struct BodySpring *bspring; /* not saved in file */
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float ctime; /* last time calculated */
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/* part of UI: */
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/* general options */
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float nodemass; /* softbody mass of *vertex* */
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float grav; /* softbody amount of gravitaion to apply */
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float mediafrict; /* friction to env */
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float rklimit; /* error limit for ODE solver */
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float physics_speed;/* user control over simulation speed */
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/* goal */
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float goalspring; /* softbody goal springs */
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float goalfrict; /* softbody goal springs friction */
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float mingoal; /* quick limits for goal */
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float maxgoal;
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float defgoal; /* default goal for vertices without vgroup */
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short vertgroup; /* index starting at 1 */
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short pad1;
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/* springs */
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float inspring; /* softbody inner springs */
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float infrict; /* softbody inner springs friction */
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/* baking */
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2006-02-05 19:18:55 +00:00
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int sfra, efra;
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2006-03-01 23:45:25 +00:00
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int interval;
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short local, pad2; /* local==1: use local coords for baking */
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2005-05-02 13:28:13 +00:00
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SBVertex **keys; /* array of size totpointkey */
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int totpointkey, totkey; /* if totpointkey != totpoint or totkey!- (efra-sfra)/interval -> free keys */
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2006-09-26 12:53:57 +00:00
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float secondspring;
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float pad3; /* local==1: use local coords for baking */
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2005-05-02 13:28:13 +00:00
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} SoftBody;
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/* pd->forcefield: Effector Fields types */
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#define PFIELD_FORCE 1
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#define PFIELD_VORTEX 2
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#define PFIELD_MAGNET 3
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#define PFIELD_WIND 4
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The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
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#define PFIELD_GUIDE 5
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2005-05-02 13:28:13 +00:00
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/* pd->flag: various settings */
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2005-11-12 11:54:58 +00:00
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#define PFIELD_USEMAX 1
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#define PDEFLE_DEFORM 2
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#define PFIELD_GUIDE_PATH_ADD 4
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2005-05-02 13:28:13 +00:00
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/* ob->softflag */
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#define OB_SB_ENABLE 1
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#define OB_SB_GOAL 2
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#define OB_SB_EDGES 4
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#define OB_SB_QUADS 8
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#define OB_SB_POSTDEF 16
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#define OB_SB_REDO 32
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#define OB_SB_BAKESET 64
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#define OB_SB_BAKEDO 128
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2005-08-15 10:30:53 +00:00
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#define OB_SB_RESET 256
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2005-05-02 13:28:13 +00:00
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#ifdef __cplusplus
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}
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#endif
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#endif
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