2004-06-26 18:18:11 +00:00
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/* effect.c
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2002-10-12 11:37:38 +00:00
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*
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*
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* $Id$
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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) 2001-2002 by NaN Holding BV.
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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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#include <math.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_listBase.h"
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#include "DNA_effect_types.h"
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#include "DNA_object_types.h"
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2005-05-02 13:28:13 +00:00
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#include "DNA_object_force.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_mesh_types.h"
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2004-03-20 22:55:42 +00:00
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#include "DNA_meshdata_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_material_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_key_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_lattice_types.h"
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2004-06-26 18:18:11 +00:00
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#include "DNA_ipo_types.h"
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2002-10-12 11:37:38 +00:00
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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2004-12-03 20:22:37 +00:00
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#include "BKE_action.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_bad_level_calls.h"
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#include "BKE_blender.h"
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2004-12-03 20:22:37 +00:00
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#include "BKE_constraint.h"
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#include "BKE_deform.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_displist.h"
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2005-03-27 22:42:57 +00:00
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#include "BKE_DerivedMesh.h"
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2004-12-03 20:22:37 +00:00
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#include "BKE_effect.h"
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#include "BKE_global.h"
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#include "BKE_ipo.h"
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#include "BKE_key.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_lattice.h"
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2004-06-26 18:18:11 +00:00
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#include "BKE_mesh.h"
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2004-12-03 20:22:37 +00:00
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#include "BKE_material.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_screen.h"
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#include "BKE_utildefines.h"
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Phew, a lot of work, and no new features...
Main target was to make the inner rendering loop using no globals anymore.
This is essential for proper usage while raytracing, it caused a lot of
hacks in the raycode as well, which even didn't work correctly for all
situations (textures especially).
Done this by creating a new local struct RenderInput, which replaces usage
of the global struct Render R. The latter now only is used to denote
image size, viewmatrix, and the like.
Making the inner render loops using no globals caused 1000s of vars to
be changed... but the result definitely is much nicer code, which enables
making 'real' shaders in a next stage.
It also enabled me to remove the hacks from ray.c
Then i went to the task of removing redundant code. Especially the calculus
of texture coords took place (identical) in three locations.
Most obvious is the change in the unified render part, which is much less
code now; it uses the same rendering routines as normal render now.
(Note; not for halos yet!)
I also removed 6 files called 'shadowbuffer' something. This was experimen-
tal stuff from NaN days. And again saved a lot of double used code.
Finally I went over the blenkernel and blender/src calls to render stuff.
Here the same local data is used now, resulting in less dependency.
I also moved render-texture to the render module, this was still in Kernel.
(new file: texture.c)
So! After this commit I will check on the autofiles, to try to fix that.
MSVC people have to do it themselves.
This commit will need quite some testing help, but I'm around!
2003-12-21 21:52:51 +00:00
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Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
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#include "render.h" // externtex, bad level call (ton)
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2002-11-25 12:02:15 +00:00
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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2002-10-12 11:37:38 +00:00
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Effect *add_effect(int type)
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{
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Effect *eff=0;
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PartEff *paf;
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WaveEff *wav;
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int a;
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switch(type) {
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case EFF_PARTICLE:
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paf= MEM_callocN(sizeof(PartEff), "neweff");
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eff= (Effect *)paf;
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paf->sta= 1.0;
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paf->end= 100.0;
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paf->lifetime= 50.0;
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for(a=0; a<PAF_MAXMULT; a++) {
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paf->life[a]= 50.0;
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paf->child[a]= 4;
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paf->mat[a]= 1;
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}
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paf->totpart= 1000;
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paf->totkey= 8;
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paf->staticstep= 5;
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paf->defvec[2]= 1.0f;
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paf->nabla= 0.05f;
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break;
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case EFF_WAVE:
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wav= MEM_callocN(sizeof(WaveEff), "neweff");
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eff= (Effect *)wav;
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wav->flag |= (WAV_X+WAV_Y+WAV_CYCL);
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wav->height= 0.5f;
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wav->width= 1.5f;
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wav->speed= 0.5f;
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wav->narrow= 1.5f;
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wav->lifetime= 0.0f;
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wav->damp= 10.0f;
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break;
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}
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eff->type= eff->buttype= type;
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eff->flag |= SELECT;
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return eff;
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}
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void free_effect(Effect *eff)
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{
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PartEff *paf;
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if(eff->type==EFF_PARTICLE) {
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paf= (PartEff *)eff;
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if(paf->keys) MEM_freeN(paf->keys);
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}
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MEM_freeN(eff);
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}
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void free_effects(ListBase *lb)
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{
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Effect *eff;
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eff= lb->first;
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while(eff) {
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BLI_remlink(lb, eff);
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free_effect(eff);
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eff= lb->first;
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}
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}
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Effect *copy_effect(Effect *eff)
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{
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Effect *effn;
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2004-10-14 22:20:42 +00:00
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2004-10-14 22:39:13 +00:00
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effn= MEM_dupallocN(eff);
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2002-10-12 11:37:38 +00:00
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if(effn->type==EFF_PARTICLE) ((PartEff *)effn)->keys= 0;
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return effn;
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}
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void copy_act_effect(Object *ob)
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{
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2003-04-25 15:48:11 +00:00
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/* return a copy of the active effect */
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2002-10-12 11:37:38 +00:00
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Effect *effn, *eff;
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eff= ob->effect.first;
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while(eff) {
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if(eff->flag & SELECT) {
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effn= copy_effect(eff);
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BLI_addtail(&ob->effect, effn);
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eff->flag &= ~SELECT;
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return;
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}
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eff= eff->next;
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}
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2003-04-25 15:48:11 +00:00
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/* when it comes here: add new effect */
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2005-07-20 04:14:21 +00:00
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eff= add_effect(EFF_PARTICLE);
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2002-10-12 11:37:38 +00:00
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BLI_addtail(&ob->effect, eff);
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}
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void copy_effects(ListBase *lbn, ListBase *lb)
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{
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Effect *eff, *effn;
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lbn->first= lbn->last= 0;
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eff= lb->first;
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while(eff) {
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effn= copy_effect(eff);
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BLI_addtail(lbn, effn);
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eff= eff->next;
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}
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}
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void deselectall_eff(Object *ob)
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{
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Effect *eff= ob->effect.first;
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while(eff) {
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eff->flag &= ~SELECT;
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eff= eff->next;
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}
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}
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/* ***************** PARTICLES ***************** */
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Particle *new_particle(PartEff *paf)
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{
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static Particle *pa;
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static int cur;
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2003-04-25 15:48:11 +00:00
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/* we agree: when paf->keys==0: alloc */
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2002-10-12 11:37:38 +00:00
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if(paf->keys==0) {
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pa= paf->keys= MEM_callocN( paf->totkey*paf->totpart*sizeof(Particle), "particlekeys" );
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cur= 0;
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}
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else {
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if(cur && cur<paf->totpart) pa+=paf->totkey;
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cur++;
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}
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return pa;
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}
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PartEff *give_parteff(Object *ob)
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{
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PartEff *paf;
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paf= ob->effect.first;
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while(paf) {
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if(paf->type==EFF_PARTICLE) return paf;
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paf= paf->next;
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}
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return 0;
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}
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void where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec)
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{
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Particle *p[4];
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float dt, t[4];
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int a;
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if(paf->totkey==1) {
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VECCOPY(vec, pa->co);
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return;
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}
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2003-04-25 15:48:11 +00:00
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/* first find the first particlekey */
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2002-10-12 11:37:38 +00:00
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a= (int)((paf->totkey-1)*(ctime-pa->time)/pa->lifetime);
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if(a>=paf->totkey) a= paf->totkey-1;
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2004-12-03 20:22:37 +00:00
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else if(a<0) a= 0;
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2002-10-12 11:37:38 +00:00
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pa+= a;
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if(a>0) p[0]= pa-1; else p[0]= pa;
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p[1]= pa;
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if(a+1<paf->totkey) p[2]= pa+1; else p[2]= pa;
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if(a+2<paf->totkey) p[3]= pa+2; else p[3]= p[2];
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if(p[1]==p[2]) dt= 0.0;
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else dt= (ctime-p[1]->time)/(p[2]->time - p[1]->time);
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if(paf->flag & PAF_BSPLINE) set_four_ipo(dt, t, KEY_BSPLINE);
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else set_four_ipo(dt, t, KEY_CARDINAL);
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vec[0]= t[0]*p[0]->co[0] + t[1]*p[1]->co[0] + t[2]*p[2]->co[0] + t[3]*p[3]->co[0];
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vec[1]= t[0]*p[0]->co[1] + t[1]*p[1]->co[1] + t[2]*p[2]->co[1] + t[3]*p[3]->co[1];
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vec[2]= t[0]*p[0]->co[2] + t[1]*p[1]->co[2] + t[2]*p[2]->co[2] + t[3]*p[3]->co[2];
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}
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void particle_tex(MTex *mtex, PartEff *paf, float *co, float *no)
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{
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
float tin, tr, tg, tb, ta;
|
2002-10-12 11:37:38 +00:00
|
|
|
float old;
|
|
|
|
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
|
2004-07-11 13:17:03 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(paf->texmap==PAF_TEXINT) {
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
tin*= paf->texfac;
|
|
|
|
no[0]+= tin*paf->defvec[0];
|
|
|
|
no[1]+= tin*paf->defvec[1];
|
|
|
|
no[2]+= tin*paf->defvec[2];
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else if(paf->texmap==PAF_TEXRGB) {
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
no[0]+= (tr-0.5f)*paf->texfac;
|
|
|
|
no[1]+= (tg-0.5f)*paf->texfac;
|
|
|
|
no[2]+= (tb-0.5f)*paf->texfac;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else { /* PAF_TEXGRAD */
|
|
|
|
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
old= tin;
|
2002-10-12 11:37:38 +00:00
|
|
|
co[0]+= paf->nabla;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
|
|
|
|
no[0]+= (old-tin)*paf->texfac;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
co[0]-= paf->nabla;
|
|
|
|
co[1]+= paf->nabla;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
|
|
|
|
no[1]+= (old-tin)*paf->texfac;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
co[1]-= paf->nabla;
|
|
|
|
co[2]+= paf->nabla;
|
Biiig commit! Thanks to 2-3 weeks of cvs freeze...
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
2004-12-27 19:28:52 +00:00
|
|
|
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
|
|
|
|
no[2]+= (old-tin)*paf->texfac;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
static int linetriangle(float p1[3], float p2[3], float v0[3], float v1[3], float v2[3], float *labda)
|
2004-06-26 18:18:11 +00:00
|
|
|
{
|
2004-07-11 13:17:03 +00:00
|
|
|
float p[3], s[3], d[3], e1[3], e2[3], q[3];
|
|
|
|
float a, f, u, v;
|
|
|
|
|
|
|
|
VECSUB(e1, v1, v0);
|
|
|
|
VECSUB(e2, v2, v0);
|
|
|
|
VECSUB(d, p2, p1);
|
|
|
|
|
|
|
|
Crossf(p, d, e2);
|
|
|
|
a = INPR(e1, p);
|
|
|
|
if ((a > -0.000001) && (a < 0.000001)) return 0;
|
2004-09-07 01:39:44 +00:00
|
|
|
f = 1.0f/a;
|
2004-07-11 13:17:03 +00:00
|
|
|
|
|
|
|
VECSUB(s, p1, v0);
|
|
|
|
|
|
|
|
Crossf(q, s, e1);
|
|
|
|
*labda = f * INPR(e2, q);
|
|
|
|
if ((*labda < 0.0)||(*labda > 1.0)) return 0;
|
|
|
|
|
|
|
|
u = f * INPR(s, p);
|
|
|
|
if ((u < 0.0)||(u > 1.0)) return 0;
|
|
|
|
|
|
|
|
v = f * INPR(d, q);
|
|
|
|
if ((v < 0.0)||((u + v) > 1.0)) return 0;
|
|
|
|
|
|
|
|
return 1;
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
|
|
|
|
2005-04-04 18:09:47 +00:00
|
|
|
/* -------- pdDoEffector() --------
|
|
|
|
generic force/speed system, now used for particles and softbodies
|
|
|
|
opco = global coord, as input
|
|
|
|
force = force accumulator
|
|
|
|
speed = speed accumulator
|
|
|
|
cur_time = in frames
|
|
|
|
par_layer = layer the caller is in
|
|
|
|
|
|
|
|
*/
|
2005-04-05 20:28:32 +00:00
|
|
|
void pdDoEffector(float *opco, float *force, float *speed, float cur_time, unsigned int par_layer,unsigned int flags)
|
2004-07-09 14:39:06 +00:00
|
|
|
{
|
2004-07-10 09:17:25 +00:00
|
|
|
/*
|
|
|
|
Modifies the force on a particle according to its
|
|
|
|
relation with the effector object
|
|
|
|
Different kind of effectors include:
|
|
|
|
Forcefields: Gravity-like attractor
|
|
|
|
(force power is related to the inverse of distance to the power of a falloff value)
|
|
|
|
Vortex fields: swirling effectors
|
|
|
|
(particles rotate around Z-axis of the object. otherwise, same relation as)
|
|
|
|
(Forcefields, but this is not done through a force/acceleration)
|
|
|
|
|
|
|
|
*/
|
2004-07-09 14:39:06 +00:00
|
|
|
Object *ob;
|
|
|
|
Base *base;
|
2005-04-04 18:09:47 +00:00
|
|
|
PartDeflect *pd;
|
2004-07-09 14:39:06 +00:00
|
|
|
float vect_to_vert[3];
|
|
|
|
float force_vec[3];
|
|
|
|
float f_force, distance;
|
2005-04-04 18:09:47 +00:00
|
|
|
float *obloc;
|
2004-07-09 14:39:06 +00:00
|
|
|
float force_val, ffall_val;
|
|
|
|
short cur_frame;
|
|
|
|
|
2004-07-10 09:17:25 +00:00
|
|
|
/* Cycle through objects, get total of (1/(gravity_strength * dist^gravity_power)) */
|
2005-04-04 18:09:47 +00:00
|
|
|
/* Check for min distance here? (yes would be cool to add that, ton) */
|
|
|
|
|
|
|
|
for(base = G.scene->base.first; base; base= base->next) {
|
|
|
|
if( (base->lay & par_layer) && base->object->pd) {
|
2004-07-09 14:39:06 +00:00
|
|
|
ob= base->object;
|
2005-04-04 18:09:47 +00:00
|
|
|
pd= ob->pd;
|
|
|
|
|
|
|
|
/* checking if to continue or not */
|
|
|
|
if(pd->forcefield==0) continue;
|
|
|
|
|
|
|
|
/* Get IPO force strength and fall off values here */
|
|
|
|
if (has_ipo_code(ob->ipo, OB_PD_FSTR))
|
|
|
|
force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, cur_time);
|
|
|
|
else
|
|
|
|
force_val = pd->f_strength;
|
|
|
|
|
|
|
|
if (has_ipo_code(ob->ipo, OB_PD_FFALL))
|
|
|
|
ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, cur_time);
|
|
|
|
else
|
|
|
|
ffall_val = pd->f_power;
|
|
|
|
|
|
|
|
|
|
|
|
/* Need to set r.cfra for paths (investigate, ton) (uses ob->ctime now, ton) */
|
|
|
|
if(ob->ctime!=cur_time) {
|
2004-07-09 14:39:06 +00:00
|
|
|
cur_frame = G.scene->r.cfra;
|
|
|
|
G.scene->r.cfra = (short)cur_time;
|
|
|
|
where_is_object_time(ob, cur_time);
|
|
|
|
G.scene->r.cfra = cur_frame;
|
2005-04-04 18:09:47 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* use center of object for distance calculus */
|
|
|
|
obloc= ob->obmat[3];
|
|
|
|
VECSUB(vect_to_vert, obloc, opco);
|
|
|
|
distance = VecLength(vect_to_vert);
|
|
|
|
|
|
|
|
if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist)
|
|
|
|
; /* don't do anything */
|
|
|
|
else if(pd->forcefield == PFIELD_WIND) {
|
|
|
|
VECCOPY(force_vec, ob->obmat[2]);
|
2004-07-09 14:39:06 +00:00
|
|
|
|
2005-04-04 18:09:47 +00:00
|
|
|
/* wind works harder perpendicular to normal, would be nice for softbody later (ton) */
|
2004-07-09 14:39:06 +00:00
|
|
|
|
2005-04-04 18:09:47 +00:00
|
|
|
/* Limit minimum distance to vertex so that */
|
|
|
|
/* the force is not too big */
|
|
|
|
if (distance < 0.001) distance = 0.001f;
|
|
|
|
f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
|
2005-04-05 20:28:32 +00:00
|
|
|
if(flags &&PE_WIND_AS_SPEED){
|
|
|
|
speed[0] -= (force_vec[0] * f_force );
|
|
|
|
speed[1] -= (force_vec[1] * f_force );
|
|
|
|
speed[2] -= (force_vec[2] * f_force );
|
|
|
|
}
|
|
|
|
else{
|
2005-04-04 18:09:47 +00:00
|
|
|
force[0] += force_vec[0]*f_force;
|
|
|
|
force[1] += force_vec[1]*f_force;
|
|
|
|
force[2] += force_vec[2]*f_force;
|
2005-04-05 20:28:32 +00:00
|
|
|
}
|
2005-04-04 18:09:47 +00:00
|
|
|
}
|
|
|
|
else if(pd->forcefield == PFIELD_FORCE) {
|
|
|
|
|
|
|
|
/* only use center of object */
|
|
|
|
obloc= ob->obmat[3];
|
2004-07-09 14:39:06 +00:00
|
|
|
|
2004-07-10 09:17:25 +00:00
|
|
|
/* Now calculate the gravitational force */
|
2004-07-11 13:17:03 +00:00
|
|
|
VECSUB(vect_to_vert, obloc, opco);
|
2005-04-04 18:09:47 +00:00
|
|
|
distance = VecLength(vect_to_vert);
|
2004-07-09 14:39:06 +00:00
|
|
|
|
|
|
|
/* Limit minimum distance to vertex so that */
|
|
|
|
/* the force is not too big */
|
2004-09-07 01:39:44 +00:00
|
|
|
if (distance < 0.001) distance = 0.001f;
|
|
|
|
f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
|
2004-07-10 09:17:25 +00:00
|
|
|
force[0] += (vect_to_vert[0] * f_force );
|
|
|
|
force[1] += (vect_to_vert[1] * f_force );
|
|
|
|
force[2] += (vect_to_vert[2] * f_force );
|
2004-07-09 14:39:06 +00:00
|
|
|
|
|
|
|
}
|
2005-04-04 18:09:47 +00:00
|
|
|
else if(pd->forcefield == PFIELD_VORTEX) {
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2005-04-04 18:09:47 +00:00
|
|
|
/* only use center of object */
|
|
|
|
obloc= ob->obmat[3];
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-07-10 09:17:25 +00:00
|
|
|
/* Now calculate the vortex force */
|
2004-07-11 13:17:03 +00:00
|
|
|
VECSUB(vect_to_vert, obloc, opco);
|
2005-04-04 18:09:47 +00:00
|
|
|
distance = VecLength(vect_to_vert);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-07-10 09:17:25 +00:00
|
|
|
Crossf(force_vec, ob->obmat[2], vect_to_vert);
|
|
|
|
Normalise(force_vec);
|
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
/* Limit minimum distance to vertex so that */
|
|
|
|
/* the force is not too big */
|
2004-09-07 01:39:44 +00:00
|
|
|
if (distance < 0.001) distance = 0.001f;
|
|
|
|
f_force = (force_val)*(1/(100 * (float)pow((double)distance, (double)ffall_val)));
|
2004-07-10 09:17:25 +00:00
|
|
|
speed[0] -= (force_vec[0] * f_force );
|
|
|
|
speed[1] -= (force_vec[1] * f_force );
|
|
|
|
speed[2] -= (force_vec[2] * f_force );
|
2004-06-26 18:18:11 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
static void cache_object_vertices(Object *ob)
|
|
|
|
{
|
|
|
|
Mesh *me;
|
|
|
|
MVert *mvert;
|
|
|
|
float *fp;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
me= ob->data;
|
|
|
|
if(me->totvert==0) return;
|
|
|
|
|
|
|
|
fp= ob->sumohandle= MEM_mallocN(3*sizeof(float)*me->totvert, "cache particles");
|
|
|
|
mvert= me->mvert;
|
|
|
|
a= me->totvert;
|
|
|
|
while(a--) {
|
|
|
|
VECCOPY(fp, mvert->co);
|
|
|
|
Mat4MulVecfl(ob->obmat, fp);
|
|
|
|
mvert++;
|
|
|
|
fp+= 3;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-04-04 18:09:47 +00:00
|
|
|
int pdDoDeflection(float opco[3], float npco[3], float opno[3],
|
2004-06-26 18:18:11 +00:00
|
|
|
float npno[3], float life, float force[3], int def_depth,
|
|
|
|
float cur_time, unsigned int par_layer, int *last_object,
|
|
|
|
int *last_face, int *same_face)
|
|
|
|
{
|
|
|
|
/* Particle deflection code */
|
|
|
|
/* The code is in two sections: the first part checks whether a particle has */
|
|
|
|
/* intersected a face of a deflector mesh, given its old and new co-ords, opco and npco */
|
|
|
|
/* and which face it hit first */
|
|
|
|
/* The second part calculates the new co-ordinates given that collision and updates */
|
|
|
|
/* the new co-ordinates accordingly */
|
|
|
|
Base *base;
|
|
|
|
Object *ob, *deflection_object = NULL;
|
|
|
|
Mesh *def_mesh;
|
|
|
|
MFace *mface, *deflection_face = NULL;
|
2004-07-11 13:17:03 +00:00
|
|
|
float *v1, *v2, *v3, *v4, *vcache=NULL;
|
2004-06-26 18:18:11 +00:00
|
|
|
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3];
|
|
|
|
float dv1[3], dv2[3], dv3[3];
|
|
|
|
float vect_to_int[3], refl_vel[3];
|
|
|
|
float d_intersect_co[3], d_intersect_vect[3], d_nvect[3], d_i_co_above[3];
|
|
|
|
float forcec[3];
|
|
|
|
float k_point3, dist_to_plane;
|
|
|
|
float first_dist, ref_plane_mag;
|
|
|
|
float dk_plane=0, dk_point1=0;
|
|
|
|
float icalctop, icalcbot, n_mag;
|
|
|
|
float mag_iv, x_m,y_m,z_m;
|
|
|
|
float damping, perm_thresh;
|
|
|
|
float perm_val, rdamp_val;
|
|
|
|
int a, deflected=0, deflected_now=0;
|
2005-04-13 20:32:28 +00:00
|
|
|
float t,t2, min_t;
|
2004-06-26 18:18:11 +00:00
|
|
|
float mat[3][3], obloc[3];
|
|
|
|
short cur_frame;
|
|
|
|
float time_before, time_after;
|
|
|
|
float force_mag_norm;
|
|
|
|
int d_object=0, d_face=0, ds_object=0, ds_face=0;
|
|
|
|
|
|
|
|
first_dist = 200000;
|
|
|
|
min_t = 200000;
|
|
|
|
|
|
|
|
/* The first part of the code, finding the first intersected face*/
|
|
|
|
base= G.scene->base.first;
|
|
|
|
while (base) {
|
|
|
|
/*Only proceed for mesh object in same layer */
|
|
|
|
if(base->object->type==OB_MESH && (base->lay & par_layer)) {
|
|
|
|
ob= base->object;
|
|
|
|
/* only with deflecting set */
|
|
|
|
if(ob->pd && ob->pd->deflect) {
|
|
|
|
def_mesh= ob->data;
|
|
|
|
|
|
|
|
d_object = d_object + 1;
|
|
|
|
|
|
|
|
d_face = d_face + 1;
|
|
|
|
mface= def_mesh->mface;
|
|
|
|
a = def_mesh->totface;
|
2004-07-11 13:17:03 +00:00
|
|
|
|
|
|
|
|
|
|
|
if(ob->parent==NULL && ob->ipo==NULL) { // static
|
|
|
|
if(ob->sumohandle==NULL) cache_object_vertices(ob);
|
|
|
|
vcache= ob->sumohandle;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/*Find out where the object is at this time*/
|
|
|
|
cur_frame = G.scene->r.cfra;
|
|
|
|
G.scene->r.cfra = (short)cur_time;
|
|
|
|
where_is_object_time(ob, cur_time);
|
|
|
|
G.scene->r.cfra = cur_frame;
|
|
|
|
|
|
|
|
/*Pass the values from ob->obmat to mat*/
|
|
|
|
/*and the location values to obloc */
|
|
|
|
Mat3CpyMat4(mat,ob->obmat);
|
|
|
|
obloc[0] = ob->obmat[3][0];
|
|
|
|
obloc[1] = ob->obmat[3][1];
|
|
|
|
obloc[2] = ob->obmat[3][2];
|
2005-04-18 21:51:45 +00:00
|
|
|
vcache= NULL;
|
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
}
|
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
while (a--) {
|
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
if(vcache) {
|
|
|
|
v1= vcache+ 3*(mface->v1);
|
|
|
|
VECCOPY(nv1, v1);
|
|
|
|
v1= vcache+ 3*(mface->v2);
|
|
|
|
VECCOPY(nv2, v1);
|
|
|
|
v1= vcache+ 3*(mface->v3);
|
|
|
|
VECCOPY(nv3, v1);
|
|
|
|
v1= vcache+ 3*(mface->v4);
|
|
|
|
VECCOPY(nv4, v1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Calculate the global co-ordinates of the vertices*/
|
|
|
|
v1= (def_mesh->mvert+(mface->v1))->co;
|
|
|
|
v2= (def_mesh->mvert+(mface->v2))->co;
|
|
|
|
v3= (def_mesh->mvert+(mface->v3))->co;
|
|
|
|
v4= (def_mesh->mvert+(mface->v4))->co;
|
|
|
|
|
|
|
|
VECCOPY(nv1, v1);
|
|
|
|
VECCOPY(nv2, v2);
|
|
|
|
VECCOPY(nv3, v3);
|
|
|
|
VECCOPY(nv4, v4);
|
|
|
|
|
|
|
|
/*Apply the objects deformation matrix*/
|
|
|
|
Mat3MulVecfl(mat, nv1);
|
|
|
|
Mat3MulVecfl(mat, nv2);
|
|
|
|
Mat3MulVecfl(mat, nv3);
|
|
|
|
Mat3MulVecfl(mat, nv4);
|
|
|
|
|
|
|
|
VECADD(nv1, nv1, obloc);
|
|
|
|
VECADD(nv2, nv2, obloc);
|
|
|
|
VECADD(nv3, nv3, obloc);
|
|
|
|
VECADD(nv4, nv4, obloc);
|
|
|
|
}
|
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
deflected_now = 0;
|
2005-04-18 21:51:45 +00:00
|
|
|
|
|
|
|
|
|
|
|
|
2005-04-13 20:32:28 +00:00
|
|
|
// t= 0.5; // this is labda of line, can use it optimize quad intersection
|
|
|
|
// sorry but no .. see below (BM)
|
2004-07-11 13:17:03 +00:00
|
|
|
if( linetriangle(opco, npco, nv1, nv2, nv3, &t) ) {
|
|
|
|
if (t < min_t) {
|
|
|
|
deflected = 1;
|
|
|
|
deflected_now = 1;
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
2005-04-13 20:32:28 +00:00
|
|
|
// else if (mface->v4 && (t>=0.0 && t<=1.0)) {
|
|
|
|
// no, you can't skip testing the other triangle
|
|
|
|
// it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :)
|
|
|
|
// note: the 2 triangles don't need to share a plane ! (BM)
|
|
|
|
if (mface->v4) {
|
|
|
|
if( linetriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
|
|
|
|
if (t2 < min_t) {
|
2004-07-11 13:17:03 +00:00
|
|
|
deflected = 1;
|
|
|
|
deflected_now = 2;
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
|
|
|
}
|
2004-07-11 13:17:03 +00:00
|
|
|
|
2005-04-13 20:32:28 +00:00
|
|
|
if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) {
|
2004-06-26 18:18:11 +00:00
|
|
|
min_t = t;
|
|
|
|
ds_object = d_object;
|
|
|
|
ds_face = d_face;
|
|
|
|
deflection_object = ob;
|
|
|
|
deflection_face = mface;
|
|
|
|
if (deflected_now==1) {
|
2005-04-13 20:32:28 +00:00
|
|
|
min_t = t;
|
2004-06-26 18:18:11 +00:00
|
|
|
VECCOPY(dv1, nv1);
|
|
|
|
VECCOPY(dv2, nv2);
|
|
|
|
VECCOPY(dv3, nv3);
|
|
|
|
}
|
|
|
|
else {
|
2005-04-13 20:32:28 +00:00
|
|
|
min_t = t2;
|
2004-06-26 18:18:11 +00:00
|
|
|
VECCOPY(dv1, nv1);
|
|
|
|
VECCOPY(dv2, nv3);
|
|
|
|
VECCOPY(dv3, nv4);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
mface++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
base = base->next;
|
|
|
|
}
|
|
|
|
|
2005-04-12 21:36:21 +00:00
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
/* Here's the point to do the permeability calculation */
|
|
|
|
/* Set deflected to 0 if a random number is below the value */
|
|
|
|
/* Get the permeability IPO here*/
|
|
|
|
if (deflected) {
|
|
|
|
|
|
|
|
if (has_ipo_code(deflection_object->ipo, OB_PD_PERM))
|
|
|
|
perm_val = IPO_GetFloatValue(deflection_object->ipo, OB_PD_PERM, cur_time);
|
|
|
|
else
|
|
|
|
perm_val = deflection_object->pd->pdef_perm;
|
|
|
|
|
2004-09-07 01:39:44 +00:00
|
|
|
perm_thresh = (float)BLI_drand() - perm_val;
|
2004-06-26 18:18:11 +00:00
|
|
|
if (perm_thresh < 0 ) {
|
|
|
|
deflected = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Now for the second part of the deflection code - work out the new speed */
|
|
|
|
/* and position of the particle if a collision occurred */
|
|
|
|
if (deflected) {
|
2004-07-11 13:17:03 +00:00
|
|
|
VECSUB(edge1, dv1, dv2);
|
|
|
|
VECSUB(edge2, dv3, dv2);
|
2004-06-26 18:18:11 +00:00
|
|
|
Crossf(d_nvect, edge2, edge1);
|
|
|
|
n_mag = Normalise(d_nvect);
|
2004-07-11 13:17:03 +00:00
|
|
|
dk_plane = INPR(d_nvect, nv1);
|
|
|
|
dk_point1 = INPR(d_nvect,opco);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
VECSUB(d_intersect_vect, npco, opco);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
|
|
|
d_intersect_co[0] = opco[0] + (min_t * (npco[0] - opco[0]));
|
|
|
|
d_intersect_co[1] = opco[1] + (min_t * (npco[1] - opco[1]));
|
|
|
|
d_intersect_co[2] = opco[2] + (min_t * (npco[2] - opco[2]));
|
|
|
|
|
2004-09-07 01:39:44 +00:00
|
|
|
d_i_co_above[0] = (d_intersect_co[0] + (0.001f * d_nvect[0]));
|
|
|
|
d_i_co_above[1] = (d_intersect_co[1] + (0.001f * d_nvect[1]));
|
|
|
|
d_i_co_above[2] = (d_intersect_co[2] + (0.001f * d_nvect[2]));
|
2004-06-26 18:18:11 +00:00
|
|
|
mag_iv = Normalise(d_intersect_vect);
|
|
|
|
VECCOPY(npco, d_intersect_co);
|
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
VECSUB(vect_to_int, opco, d_intersect_co);
|
2004-06-26 18:18:11 +00:00
|
|
|
first_dist = Normalise(vect_to_int);
|
|
|
|
|
|
|
|
/* Work out the lengths of time before and after collision*/
|
|
|
|
time_before = (life*(first_dist / (mag_iv)));
|
|
|
|
time_after = (life*((mag_iv - first_dist) / (mag_iv)));
|
|
|
|
|
|
|
|
/* We have to recalculate what the speed would have been at the */
|
|
|
|
/* point of collision, not the key frame time */
|
|
|
|
npno[0]= opno[0] + time_before*force[0];
|
|
|
|
npno[1]= opno[1] + time_before*force[1];
|
|
|
|
npno[2]= opno[2] + time_before*force[2];
|
|
|
|
|
|
|
|
|
|
|
|
/* Reflect the speed vector in the face */
|
|
|
|
x_m = (2 * npno[0] * d_nvect[0]);
|
|
|
|
y_m = (2 * npno[1] * d_nvect[1]);
|
|
|
|
z_m = (2 * npno[2] * d_nvect[2]);
|
|
|
|
refl_vel[0] = npno[0] - (d_nvect[0] * (x_m + y_m + z_m));
|
|
|
|
refl_vel[1] = npno[1] - (d_nvect[1] * (x_m + y_m + z_m));
|
|
|
|
refl_vel[2] = npno[2] - (d_nvect[2] * (x_m + y_m + z_m));
|
|
|
|
|
|
|
|
/*A random variation in the damping factor........ */
|
|
|
|
/*Get the IPO values for damping here*/
|
|
|
|
|
|
|
|
if (has_ipo_code(deflection_object->ipo, OB_PD_SDAMP))
|
|
|
|
damping = IPO_GetFloatValue(deflection_object->ipo, OB_PD_SDAMP, cur_time);
|
|
|
|
else
|
|
|
|
damping = deflection_object->pd->pdef_damp;
|
|
|
|
|
|
|
|
if (has_ipo_code(deflection_object->ipo, OB_PD_RDAMP))
|
|
|
|
rdamp_val = IPO_GetFloatValue(deflection_object->ipo, OB_PD_RDAMP, cur_time);
|
|
|
|
else
|
|
|
|
rdamp_val = deflection_object->pd->pdef_rdamp;
|
|
|
|
|
2004-09-07 01:39:44 +00:00
|
|
|
damping = damping + ((1 - damping) * ((float)BLI_drand()*rdamp_val));
|
2004-06-26 18:18:11 +00:00
|
|
|
damping = damping * damping;
|
2004-07-11 13:17:03 +00:00
|
|
|
ref_plane_mag = INPR(refl_vel,d_nvect);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-09-07 01:39:44 +00:00
|
|
|
if (damping > 0.999) damping = 0.999f;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
|
|
|
/* Now add in the damping force - only damp in the direction of */
|
|
|
|
/* the faces normal vector */
|
|
|
|
npno[0] = (refl_vel[0] - (d_nvect[0] * ref_plane_mag * damping));
|
|
|
|
npno[1] = (refl_vel[1] - (d_nvect[1] * ref_plane_mag * damping));
|
|
|
|
npno[2] = (refl_vel[2] - (d_nvect[2] * ref_plane_mag * damping));
|
|
|
|
|
|
|
|
/* Now reset opno */
|
|
|
|
VECCOPY(opno,npno);
|
|
|
|
VECCOPY(forcec, force);
|
|
|
|
|
|
|
|
/* If the particle has bounced more than four times on the same */
|
|
|
|
/* face within this cycle (depth > 4, same face > 4 ) */
|
|
|
|
/* Then set the force to be only that component of the force */
|
|
|
|
/* in the same direction as the face normal */
|
|
|
|
/* i.e. subtract the component of the force in the direction */
|
|
|
|
/* of the face normal from the actual force */
|
|
|
|
if ((ds_object == *last_object) && (ds_face == *last_face)) {
|
|
|
|
/* Increment same_face */
|
|
|
|
*same_face = *same_face + 1;
|
|
|
|
if ((*same_face > 3) && (def_depth > 3)) {
|
2004-07-11 13:17:03 +00:00
|
|
|
force_mag_norm = INPR(forcec, d_nvect);
|
2004-06-26 18:18:11 +00:00
|
|
|
forcec[0] = forcec[0] - (d_nvect[0] * force_mag_norm);
|
|
|
|
forcec[1] = forcec[1] - (d_nvect[1] * force_mag_norm);
|
|
|
|
forcec[2] = forcec[2] - (d_nvect[2] * force_mag_norm);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else *same_face = 1;
|
|
|
|
|
|
|
|
*last_object = ds_object;
|
|
|
|
*last_face = ds_face;
|
|
|
|
|
|
|
|
/* We have the particles speed at the point of collision */
|
|
|
|
/* Now we want the particles speed at the current key frame */
|
|
|
|
|
|
|
|
npno[0]= npno[0] + time_after*forcec[0];
|
|
|
|
npno[1]= npno[1] + time_after*forcec[1];
|
|
|
|
npno[2]= npno[2] + time_after*forcec[2];
|
|
|
|
|
|
|
|
/* Now we have to recalculate pa->co for the remainder*/
|
|
|
|
/* of the time since the intersect*/
|
|
|
|
npco[0]= npco[0] + time_after*npno[0];
|
|
|
|
npco[1]= npco[1] + time_after*npno[1];
|
|
|
|
npco[2]= npco[2] + time_after*npno[2];
|
|
|
|
|
|
|
|
/* And set the old co-ordinates back to the point just above the intersection */
|
|
|
|
VECCOPY(opco, d_i_co_above);
|
|
|
|
|
|
|
|
/* Finally update the time */
|
|
|
|
life = time_after;
|
|
|
|
cur_time += time_before;
|
|
|
|
|
|
|
|
/* The particle may have fallen through the face again by now!!*/
|
|
|
|
/* So check if the particle has changed sides of the plane compared*/
|
|
|
|
/* the co-ordinates at the last keyframe*/
|
|
|
|
/* But only do this as a last resort, if we've got to the end of the */
|
|
|
|
/* number of collisions allowed */
|
|
|
|
if (def_depth==9) {
|
2004-07-11 13:17:03 +00:00
|
|
|
k_point3 = INPR(d_nvect,npco);
|
2004-06-26 18:18:11 +00:00
|
|
|
if (((dk_plane > k_point3) && (dk_plane < dk_point1))||((dk_plane < k_point3) && (dk_plane > dk_point1))) {
|
|
|
|
|
|
|
|
/* Yup, the pesky particle may have fallen through a hole!!! */
|
|
|
|
/* So we'll cheat a bit and move the particle along the normal vector */
|
|
|
|
/* until it's just the other side of the plane */
|
|
|
|
icalctop = (dk_plane - d_nvect[0]*npco[0] - d_nvect[1]*npco[1] - d_nvect[2]*npco[2]);
|
|
|
|
icalcbot = (d_nvect[0]*d_nvect[0] + d_nvect[1]*d_nvect[1] + d_nvect[2]*d_nvect[2]);
|
|
|
|
dist_to_plane = icalctop / icalcbot;
|
|
|
|
|
|
|
|
/* Now just increase the distance a little to place */
|
|
|
|
/* the point the other side of the plane */
|
2004-09-07 01:39:44 +00:00
|
|
|
dist_to_plane *= 1.1f;
|
2004-06-26 18:18:11 +00:00
|
|
|
npco[0]= npco[0] + (dist_to_plane * d_nvect[0]);
|
|
|
|
npco[1]= npco[1] + (dist_to_plane * d_nvect[1]);
|
|
|
|
npco[2]= npco[2] + (dist_to_plane * d_nvect[2]);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return deflected;
|
|
|
|
}
|
|
|
|
|
|
|
|
void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float *force, int deform, MTex *mtex, unsigned int par_layer)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
Particle *pa, *opa = NULL;
|
2004-06-26 18:18:11 +00:00
|
|
|
float damp, deltalife, life;
|
|
|
|
float cur_time;
|
2004-07-09 14:39:06 +00:00
|
|
|
float opco[3], opno[3], npco[3], npno[3], new_force[3], new_speed[3];
|
2004-06-26 18:18:11 +00:00
|
|
|
int b, rt1, rt2, deflected, deflection, finish_defs, def_count;
|
|
|
|
int last_ob, last_fc, same_fc;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
damp= 1.0f-paf->damp;
|
|
|
|
pa= part;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* start speed: random */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(paf->randfac!=0.0) {
|
|
|
|
pa->no[0]+= (float)(paf->randfac*( BLI_drand() -0.5));
|
|
|
|
pa->no[1]+= (float)(paf->randfac*( BLI_drand() -0.5));
|
|
|
|
pa->no[2]+= (float)(paf->randfac*( BLI_drand() -0.5));
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* start speed: texture */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(mtex && paf->texfac!=0.0) {
|
2004-07-03 14:18:21 +00:00
|
|
|
particle_tex(mtex, paf, pa->co, pa->no);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
if(paf->totkey>1) deltalife= pa->lifetime/(paf->totkey-1);
|
|
|
|
else deltalife= pa->lifetime;
|
|
|
|
|
|
|
|
opa= pa;
|
|
|
|
pa++;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
b= paf->totkey-1;
|
|
|
|
while(b--) {
|
2003-04-25 15:48:11 +00:00
|
|
|
/* new time */
|
2003-03-23 16:01:32 +00:00
|
|
|
pa->time= opa->time+deltalife;
|
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
/* set initial variables */
|
|
|
|
opco[0] = opa->co[0];
|
|
|
|
opco[1] = opa->co[1];
|
|
|
|
opco[2] = opa->co[2];
|
|
|
|
|
|
|
|
new_force[0] = force[0];
|
|
|
|
new_force[1] = force[1];
|
|
|
|
new_force[2] = force[2];
|
2004-07-09 14:39:06 +00:00
|
|
|
new_speed[0] = 0.0;
|
|
|
|
new_speed[1] = 0.0;
|
|
|
|
new_speed[2] = 0.0;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
|
|
|
/* Check force field */
|
|
|
|
cur_time = pa->time;
|
2005-04-05 20:28:32 +00:00
|
|
|
pdDoEffector(opco, new_force, new_speed, cur_time, par_layer,0);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* new location */
|
2004-09-07 01:39:44 +00:00
|
|
|
pa->co[0]= opa->co[0] + deltalife * (opa->no[0] + new_speed[0] + 0.5f*new_force[0]);
|
|
|
|
pa->co[1]= opa->co[1] + deltalife * (opa->no[1] + new_speed[1] + 0.5f*new_force[1]);
|
|
|
|
pa->co[2]= opa->co[2] + deltalife * (opa->no[2] + new_speed[2] + 0.5f*new_force[2]);
|
2003-03-23 16:01:32 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* new speed */
|
2004-06-26 18:18:11 +00:00
|
|
|
pa->no[0]= opa->no[0] + deltalife*new_force[0];
|
|
|
|
pa->no[1]= opa->no[1] + deltalife*new_force[1];
|
|
|
|
pa->no[2]= opa->no[2] + deltalife*new_force[2];
|
|
|
|
|
|
|
|
/* Particle deflection code */
|
|
|
|
deflection = 0;
|
|
|
|
finish_defs = 1;
|
|
|
|
def_count = 0;
|
|
|
|
|
|
|
|
VECCOPY(opno, opa->no);
|
|
|
|
VECCOPY(npco, pa->co);
|
|
|
|
VECCOPY(npno, pa->no);
|
|
|
|
|
|
|
|
life = deltalife;
|
|
|
|
cur_time -= deltalife;
|
|
|
|
|
|
|
|
last_ob = -1;
|
|
|
|
last_fc = -1;
|
|
|
|
same_fc = 0;
|
|
|
|
|
|
|
|
/* First call the particle deflection check for the particle moving */
|
|
|
|
/* between the old co-ordinates and the new co-ordinates */
|
|
|
|
/* If a deflection occurs, call the code again, this time between the */
|
|
|
|
/* intersection point and the updated new co-ordinates */
|
|
|
|
/* Bail out if we've done the calculation 10 times - this seems ok */
|
|
|
|
/* for most scenes I've tested */
|
|
|
|
while (finish_defs) {
|
2005-04-04 18:09:47 +00:00
|
|
|
deflected = pdDoDeflection(opco, npco, opno, npno, life, new_force,
|
2004-06-26 18:18:11 +00:00
|
|
|
def_count, cur_time, par_layer,
|
|
|
|
&last_ob, &last_fc, &same_fc);
|
|
|
|
if (deflected) {
|
|
|
|
def_count = def_count + 1;
|
|
|
|
deflection = 1;
|
|
|
|
if (def_count==10) finish_defs = 0;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
finish_defs = 0;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* Only update the particle positions and speed if we had a deflection */
|
|
|
|
if (deflection) {
|
|
|
|
pa->co[0] = npco[0];
|
|
|
|
pa->co[1] = npco[1];
|
|
|
|
pa->co[2] = npco[2];
|
|
|
|
pa->no[0] = npno[0];
|
|
|
|
pa->no[1] = npno[1];
|
|
|
|
pa->no[2] = npno[2];
|
|
|
|
}
|
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* speed: texture */
|
2003-03-23 16:01:32 +00:00
|
|
|
if(mtex && paf->texfac!=0.0) {
|
2004-07-11 13:17:03 +00:00
|
|
|
particle_tex(mtex, paf, pa->co, pa->no);
|
2003-03-23 16:01:32 +00:00
|
|
|
}
|
|
|
|
if(damp!=1.0) {
|
|
|
|
pa->no[0]*= damp;
|
|
|
|
pa->no[1]*= damp;
|
|
|
|
pa->no[2]*= damp;
|
|
|
|
}
|
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
opa= pa;
|
|
|
|
pa++;
|
2003-04-25 15:48:11 +00:00
|
|
|
/* opa is used later on too! */
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(deform) {
|
2003-04-25 15:48:11 +00:00
|
|
|
/* deform all keys */
|
2002-10-12 11:37:38 +00:00
|
|
|
pa= part;
|
|
|
|
b= paf->totkey;
|
|
|
|
while(b--) {
|
|
|
|
calc_latt_deform(pa->co);
|
|
|
|
pa++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
/* the big multiplication */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(depth<PAF_MAXMULT && paf->mult[depth]!=0.0) {
|
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
/* new 'child' emerges from an average 'mult' part from
|
|
|
|
the particles */
|
2002-10-12 11:37:38 +00:00
|
|
|
damp = (float)nr;
|
|
|
|
rt1= (int)(damp*paf->mult[depth]);
|
|
|
|
rt2= (int)((damp+1.0)*paf->mult[depth]);
|
|
|
|
if(rt1!=rt2) {
|
|
|
|
|
|
|
|
for(b=0; b<paf->child[depth]; b++) {
|
|
|
|
pa= new_particle(paf);
|
|
|
|
*pa= *opa;
|
|
|
|
pa->lifetime= paf->life[depth];
|
|
|
|
if(paf->randlife!=0.0) {
|
|
|
|
pa->lifetime*= 1.0f+ (float)(paf->randlife*( BLI_drand() - 0.5));
|
|
|
|
}
|
|
|
|
pa->mat_nr= paf->mat[depth];
|
2004-06-26 18:18:11 +00:00
|
|
|
|
|
|
|
make_particle_keys(depth+1, b, paf, pa, force, deform, mtex, par_layer);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2004-09-07 01:39:44 +00:00
|
|
|
void init_mv_jit(float *jit, int num,int seed2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
float *jit2, x, rad1, rad2, rad3;
|
2002-10-30 00:37:19 +00:00
|
|
|
int i, num2;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(num==0) return;
|
|
|
|
|
|
|
|
rad1= (float)(1.0/sqrt((float)num));
|
|
|
|
rad2= (float)(1.0/((float)num));
|
|
|
|
rad3= (float)sqrt((float)num)/((float)num);
|
|
|
|
|
2004-01-22 15:45:42 +00:00
|
|
|
BLI_srand(31415926 + num + seed2);
|
2002-10-12 11:37:38 +00:00
|
|
|
x= 0;
|
2002-10-30 00:37:19 +00:00
|
|
|
num2 = 2 * num;
|
|
|
|
for(i=0; i<num2; i+=2) {
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
jit[i]= x+ (float)(rad1*(0.5-BLI_drand()));
|
|
|
|
jit[i+1]= ((float)i/2)/num +(float)(rad1*(0.5-BLI_drand()));
|
|
|
|
|
|
|
|
jit[i]-= (float)floor(jit[i]);
|
|
|
|
jit[i+1]-= (float)floor(jit[i+1]);
|
|
|
|
|
|
|
|
x+= rad3;
|
|
|
|
x -= (float)floor(x);
|
|
|
|
}
|
|
|
|
|
|
|
|
jit2= MEM_mallocN(12 + 2*sizeof(float)*num, "initjit");
|
|
|
|
|
|
|
|
for (i=0 ; i<4 ; i++) {
|
|
|
|
RE_jitterate1(jit, jit2, num, rad1);
|
|
|
|
RE_jitterate1(jit, jit2, num, rad1);
|
|
|
|
RE_jitterate2(jit, jit2, num, rad2);
|
|
|
|
}
|
|
|
|
MEM_freeN(jit2);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
2005-03-27 22:42:57 +00:00
|
|
|
static void give_mesh_mvert(Mesh *me, DispListMesh *dlm, int nr, float *co, short *no, int seed2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
static float *jit=0;
|
|
|
|
static int jitlevel=1;
|
2004-07-03 18:39:19 +00:00
|
|
|
MVert *mvert, *mvertbase=NULL;
|
|
|
|
MFace *mface, *mfacebase=NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
float u, v, *v1, *v2, *v3, *v4;
|
2004-07-03 18:39:19 +00:00
|
|
|
int totface=0, totvert=0, curface, curjit;
|
2002-10-12 11:37:38 +00:00
|
|
|
short *n1, *n2, *n3, *n4;
|
|
|
|
|
|
|
|
/* signal */
|
|
|
|
if(me==0) {
|
|
|
|
if(jit) MEM_freeN(jit);
|
|
|
|
jit= 0;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2005-03-27 22:42:57 +00:00
|
|
|
if(dlm) {
|
|
|
|
mvertbase= dlm->mvert;
|
|
|
|
mfacebase= dlm->mface;
|
|
|
|
totface= dlm->totface;
|
|
|
|
totvert= dlm->totvert;
|
2004-07-03 18:39:19 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if(totvert==0) {
|
|
|
|
mvertbase= me->mvert;
|
|
|
|
mfacebase= me->mface;
|
|
|
|
totface= me->totface;
|
|
|
|
totvert= me->totvert;
|
|
|
|
}
|
|
|
|
|
|
|
|
if(totface==0 || nr<totvert) {
|
|
|
|
mvert= mvertbase + (nr % totvert);
|
2002-10-12 11:37:38 +00:00
|
|
|
VECCOPY(co, mvert->co);
|
|
|
|
VECCOPY(no, mvert->no);
|
|
|
|
}
|
|
|
|
else {
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-07-03 18:39:19 +00:00
|
|
|
nr-= totvert;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if(jit==0) {
|
2004-07-03 18:39:19 +00:00
|
|
|
jitlevel= nr/totface;
|
2002-10-12 11:37:38 +00:00
|
|
|
if(jitlevel==0) jitlevel= 1;
|
|
|
|
if(jitlevel>100) jitlevel= 100;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
jit= MEM_callocN(2+ jitlevel*2*sizeof(float), "jit");
|
2004-01-22 15:45:42 +00:00
|
|
|
init_mv_jit(jit, jitlevel,seed2);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
}
|
|
|
|
|
2004-07-03 18:39:19 +00:00
|
|
|
curjit= nr/totface;
|
2002-10-12 11:37:38 +00:00
|
|
|
curjit= curjit % jitlevel;
|
|
|
|
|
2004-07-03 18:39:19 +00:00
|
|
|
curface= nr % totface;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-07-03 18:39:19 +00:00
|
|
|
mface= mfacebase;
|
2002-10-12 11:37:38 +00:00
|
|
|
mface+= curface;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-07-03 18:39:19 +00:00
|
|
|
v1= (mvertbase+(mface->v1))->co;
|
|
|
|
v2= (mvertbase+(mface->v2))->co;
|
|
|
|
n1= (mvertbase+(mface->v1))->no;
|
|
|
|
n2= (mvertbase+(mface->v2))->no;
|
2002-10-12 11:37:38 +00:00
|
|
|
if(mface->v3==0) {
|
2004-07-03 18:39:19 +00:00
|
|
|
v3= (mvertbase+(mface->v2))->co;
|
|
|
|
v4= (mvertbase+(mface->v1))->co;
|
|
|
|
n3= (mvertbase+(mface->v2))->no;
|
|
|
|
n4= (mvertbase+(mface->v1))->no;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else if(mface->v4==0) {
|
2004-07-03 18:39:19 +00:00
|
|
|
v3= (mvertbase+(mface->v3))->co;
|
|
|
|
v4= (mvertbase+(mface->v1))->co;
|
|
|
|
n3= (mvertbase+(mface->v3))->no;
|
|
|
|
n4= (mvertbase+(mface->v1))->no;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
2004-07-03 18:39:19 +00:00
|
|
|
v3= (mvertbase+(mface->v3))->co;
|
|
|
|
v4= (mvertbase+(mface->v4))->co;
|
|
|
|
n3= (mvertbase+(mface->v3))->no;
|
|
|
|
n4= (mvertbase+(mface->v4))->no;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
u= jit[2*curjit];
|
|
|
|
v= jit[2*curjit+1];
|
|
|
|
|
|
|
|
co[0]= (float)((1.0-u)*(1.0-v)*v1[0] + (1.0-u)*(v)*v2[0] + (u)*(v)*v3[0] + (u)*(1.0-v)*v4[0]);
|
|
|
|
co[1]= (float)((1.0-u)*(1.0-v)*v1[1] + (1.0-u)*(v)*v2[1] + (u)*(v)*v3[1] + (u)*(1.0-v)*v4[1]);
|
|
|
|
co[2]= (float)((1.0-u)*(1.0-v)*v1[2] + (1.0-u)*(v)*v2[2] + (u)*(v)*v3[2] + (u)*(1.0-v)*v4[2]);
|
|
|
|
|
|
|
|
no[0]= (short)((1.0-u)*(1.0-v)*n1[0] + (1.0-u)*(v)*n2[0] + (u)*(v)*n3[0] + (u)*(1.0-v)*n4[0]);
|
|
|
|
no[1]= (short)((1.0-u)*(1.0-v)*n1[1] + (1.0-u)*(v)*n2[1] + (u)*(v)*n3[1] + (u)*(1.0-v)*n4[1]);
|
|
|
|
no[2]= (short)((1.0-u)*(1.0-v)*n1[2] + (1.0-u)*(v)*n2[2] + (u)*(v)*n3[2] + (u)*(1.0-v)*n4[2]);
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void build_particle_system(Object *ob)
|
|
|
|
{
|
2004-07-11 13:17:03 +00:00
|
|
|
Base *base;
|
2002-10-12 11:37:38 +00:00
|
|
|
Object *par;
|
|
|
|
PartEff *paf;
|
|
|
|
Particle *pa;
|
|
|
|
Mesh *me;
|
|
|
|
MTex *mtexmove=0;
|
|
|
|
Material *ma;
|
2005-03-27 22:42:57 +00:00
|
|
|
DispListMesh *dlm;
|
2005-07-17 05:20:57 +00:00
|
|
|
int dmNeedsFree;
|
|
|
|
DerivedMesh *dm;
|
2002-10-12 11:37:38 +00:00
|
|
|
float framelenont, ftime, dtime, force[3], imat[3][3], vec[3];
|
|
|
|
float fac, prevobmat[4][4], sfraont, co[3];
|
2005-07-17 17:33:09 +00:00
|
|
|
int deform=0, a, cur, cfraont, cfralast, totpart, totvert;
|
2002-10-12 11:37:38 +00:00
|
|
|
short no[3];
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if(ob->type!=OB_MESH) return;
|
|
|
|
me= ob->data;
|
|
|
|
if(me->totvert==0) return;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
ma= give_current_material(ob, 1);
|
|
|
|
if(ma) {
|
|
|
|
mtexmove= ma->mtex[7];
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
paf= give_parteff(ob);
|
2004-07-03 18:39:19 +00:00
|
|
|
if(paf==NULL) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
waitcursor(1);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
disable_speed_curve(1);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* generate all particles */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(paf->keys) MEM_freeN(paf->keys);
|
2004-07-03 18:39:19 +00:00
|
|
|
paf->keys= NULL;
|
2004-06-26 18:18:11 +00:00
|
|
|
new_particle(paf);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
|
|
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
|
|
base->object->sumohandle= NULL;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
cfraont= G.scene->r.cfra;
|
|
|
|
cfralast= -1000;
|
|
|
|
framelenont= G.scene->r.framelen;
|
|
|
|
G.scene->r.framelen= 1.0;
|
|
|
|
sfraont= ob->sf;
|
|
|
|
ob->sf= 0.0;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* mult generations? */
|
2002-10-12 11:37:38 +00:00
|
|
|
totpart= paf->totpart;
|
|
|
|
for(a=0; a<PAF_MAXMULT; a++) {
|
|
|
|
if(paf->mult[a]!=0.0) {
|
2003-04-25 15:48:11 +00:00
|
|
|
/* interessant formula! this way after 'x' generations the total is paf->totpart */
|
2002-10-12 11:37:38 +00:00
|
|
|
totpart= (int)(totpart / (1.0+paf->mult[a]*paf->child[a]));
|
|
|
|
}
|
|
|
|
else break;
|
|
|
|
}
|
|
|
|
|
|
|
|
ftime= paf->sta;
|
|
|
|
dtime= (paf->end - paf->sta)/totpart;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* remember full hierarchy */
|
2002-10-12 11:37:38 +00:00
|
|
|
par= ob;
|
|
|
|
while(par) {
|
|
|
|
pushdata(par, sizeof(Object));
|
|
|
|
par= par->parent;
|
|
|
|
}
|
2004-11-22 18:13:56 +00:00
|
|
|
|
|
|
|
/* for static particles, calculate system on current frame */
|
2004-12-02 14:52:40 +00:00
|
|
|
if(ma) do_mat_ipo(ma);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* set it all at first frame */
|
2002-10-12 11:37:38 +00:00
|
|
|
G.scene->r.cfra= cfralast= (int)floor(ftime);
|
|
|
|
par= ob;
|
|
|
|
while(par) {
|
|
|
|
/* do_ob_ipo(par); */
|
|
|
|
do_ob_key(par);
|
|
|
|
par= par->parent;
|
|
|
|
}
|
2004-11-22 18:13:56 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
if((paf->flag & PAF_STATIC)==0) {
|
2004-12-02 14:52:40 +00:00
|
|
|
if(ma) do_mat_ipo(ma); // nor for static
|
2004-11-22 18:13:56 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
where_is_object(ob);
|
|
|
|
Mat4CpyMat4(prevobmat, ob->obmat);
|
|
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
|
|
Mat3CpyMat4(imat, ob->imat);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
Mat4One(prevobmat);
|
|
|
|
Mat3One(imat);
|
|
|
|
}
|
|
|
|
|
|
|
|
BLI_srand(paf->seed);
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* otherwise it goes way too fast */
|
2002-10-12 11:37:38 +00:00
|
|
|
force[0]= paf->force[0]*0.05f;
|
|
|
|
force[1]= paf->force[1]*0.05f;
|
|
|
|
force[2]= paf->force[2]*0.05f;
|
|
|
|
|
2004-07-03 18:39:19 +00:00
|
|
|
if( paf->flag & PAF_STATIC ) deform= 0;
|
|
|
|
else {
|
|
|
|
deform= (ob->parent && ob->parent->type==OB_LATTICE);
|
|
|
|
if(deform) init_latt_deform(ob->parent, 0);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
/* init */
|
2005-07-20 02:23:09 +00:00
|
|
|
|
|
|
|
/* this call returns NULL during editmode, just ignore it and
|
|
|
|
* particles should be recalc'd on exit.
|
|
|
|
*/
|
2005-07-17 05:20:57 +00:00
|
|
|
dm = mesh_get_derived_final(ob, &dmNeedsFree);
|
2005-07-20 02:23:09 +00:00
|
|
|
if (!dm) {
|
|
|
|
waitcursor(0);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2005-07-17 05:20:57 +00:00
|
|
|
dlm = dm->convertToDispListMesh(dm);
|
2005-07-17 17:33:09 +00:00
|
|
|
totvert = dlm->totvert;
|
2005-03-27 22:42:57 +00:00
|
|
|
|
|
|
|
give_mesh_mvert(me, dlm, totpart, co, no, paf->seed);
|
2004-12-03 20:22:37 +00:00
|
|
|
|
|
|
|
if(G.f & G_DEBUG) {
|
|
|
|
printf("\n");
|
|
|
|
printf("Calculating particles......... \n");
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
for(a=0; a<totpart; a++, ftime+=dtime) {
|
|
|
|
|
|
|
|
pa= new_particle(paf);
|
|
|
|
pa->time= ftime;
|
|
|
|
|
2004-12-03 20:22:37 +00:00
|
|
|
if(G.f & G_DEBUG) {
|
|
|
|
int b, c;
|
|
|
|
|
|
|
|
c = totpart/100;
|
|
|
|
if (c==0){
|
|
|
|
c = 1;
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2004-12-03 20:22:37 +00:00
|
|
|
b=(a%c);
|
|
|
|
if (b==0) {
|
|
|
|
printf("\r Particle: %d / %d ", a, totpart);
|
|
|
|
fflush(stdout);
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
2003-04-25 15:48:11 +00:00
|
|
|
/* set ob at correct time */
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
if((paf->flag & PAF_STATIC)==0) {
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
cur= (int)floor(ftime) + 1 ; /* + 1 has a reason: (obmat/prevobmat) otherwise comet-tails start too late */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(cfralast != cur) {
|
|
|
|
G.scene->r.cfra= cfralast= cur;
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* added later: blur? */
|
2002-10-12 11:37:38 +00:00
|
|
|
bsystem_time(ob, ob->parent, (float)G.scene->r.cfra, 0.0);
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
par= ob;
|
|
|
|
while(par) {
|
|
|
|
/* do_ob_ipo(par); */
|
|
|
|
par->ctime= -1234567.0;
|
|
|
|
do_ob_key(par);
|
2005-04-11 17:55:20 +00:00
|
|
|
if(par->type==OB_ARMATURE) {
|
2005-04-13 19:26:38 +00:00
|
|
|
do_all_actions(par); // only does this object actions
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
// clear_object_constraint_status(par); // mysterious call, otherwise do_actions doesnt work???
|
2005-04-11 17:55:20 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
par= par->parent;
|
|
|
|
}
|
2004-12-02 14:52:40 +00:00
|
|
|
if(ma) do_mat_ipo(ma);
|
2002-10-12 11:37:38 +00:00
|
|
|
Mat4CpyMat4(prevobmat, ob->obmat);
|
|
|
|
where_is_object(ob);
|
|
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
|
|
Mat3CpyMat4(imat, ob->imat);
|
|
|
|
}
|
|
|
|
}
|
2003-04-25 15:48:11 +00:00
|
|
|
/* get coordinates */
|
2005-04-11 17:55:20 +00:00
|
|
|
if(paf->flag & PAF_FACE) give_mesh_mvert(me, dlm, a, co, no, paf->seed);
|
2002-10-12 11:37:38 +00:00
|
|
|
else {
|
2005-07-17 17:33:09 +00:00
|
|
|
if (totvert) {
|
|
|
|
VECCOPY(co, dlm->mvert[a%totvert].co);
|
|
|
|
VECCOPY(no, dlm->mvert[a%totvert].no);
|
|
|
|
} else {
|
|
|
|
co[0] = co[1] = co[2] = 0.0f;
|
|
|
|
no[0] = no[1] = no[2] = 0;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
VECCOPY(pa->co, co);
|
|
|
|
|
|
|
|
if(paf->flag & PAF_STATIC);
|
|
|
|
else {
|
|
|
|
Mat4MulVecfl(ob->obmat, pa->co);
|
|
|
|
|
|
|
|
VECCOPY(vec, co);
|
|
|
|
Mat4MulVecfl(prevobmat, vec);
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* first start speed: object */
|
2004-07-11 13:17:03 +00:00
|
|
|
VECSUB(pa->no, pa->co, vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
VecMulf(pa->no, paf->obfac);
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* calculate the correct inter-frame */
|
2002-10-12 11:37:38 +00:00
|
|
|
fac= (ftime- (float)floor(ftime));
|
|
|
|
pa->co[0]= fac*pa->co[0] + (1.0f-fac)*vec[0];
|
|
|
|
pa->co[1]= fac*pa->co[1] + (1.0f-fac)*vec[1];
|
|
|
|
pa->co[2]= fac*pa->co[2] + (1.0f-fac)*vec[2];
|
|
|
|
}
|
2003-04-25 15:48:11 +00:00
|
|
|
|
|
|
|
/* start speed: normal */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(paf->normfac!=0.0) {
|
|
|
|
/* transpose ! */
|
|
|
|
vec[0]= imat[0][0]*no[0] + imat[0][1]*no[1] + imat[0][2]*no[2];
|
|
|
|
vec[1]= imat[1][0]*no[0] + imat[1][1]*no[1] + imat[1][2]*no[2];
|
|
|
|
vec[2]= imat[2][0]*no[0] + imat[2][1]*no[1] + imat[2][2]*no[2];
|
|
|
|
|
|
|
|
Normalise(vec);
|
|
|
|
VecMulf(vec, paf->normfac);
|
2004-07-11 13:17:03 +00:00
|
|
|
VECADD(pa->no, pa->no, vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
pa->lifetime= paf->lifetime;
|
|
|
|
if(paf->randlife!=0.0) {
|
|
|
|
pa->lifetime*= 1.0f+ (float)(paf->randlife*( BLI_drand() - 0.5));
|
|
|
|
}
|
|
|
|
pa->mat_nr= 1;
|
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
make_particle_keys(0, a, paf, pa, force, deform, mtexmove, ob->lay);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2004-12-03 20:22:37 +00:00
|
|
|
if(G.f & G_DEBUG) {
|
|
|
|
printf("\r Particle: %d / %d \n", totpart, totpart);
|
|
|
|
fflush(stdout);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
if(deform) end_latt_deform();
|
|
|
|
|
|
|
|
/* restore */
|
|
|
|
G.scene->r.cfra= cfraont;
|
|
|
|
G.scene->r.framelen= framelenont;
|
2005-03-27 22:42:57 +00:00
|
|
|
give_mesh_mvert(0, 0, 0, 0, 0,paf->seed);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* put hierarchy back */
|
2002-10-12 11:37:38 +00:00
|
|
|
par= ob;
|
|
|
|
while(par) {
|
|
|
|
popfirst(par);
|
2003-04-25 15:48:11 +00:00
|
|
|
/* do not do ob->ipo: keep insertkey */
|
2002-10-12 11:37:38 +00:00
|
|
|
do_ob_key(par);
|
2005-04-11 17:55:20 +00:00
|
|
|
|
|
|
|
if(par->type==OB_ARMATURE) {
|
2005-04-13 19:26:38 +00:00
|
|
|
do_all_actions(par); // only does this object actions
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
// clear_object_constraint_status(par); // mysterious call, otherwise do_actions doesnt work???
|
2005-04-11 17:55:20 +00:00
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
par= par->parent;
|
|
|
|
}
|
|
|
|
|
2004-07-11 13:17:03 +00:00
|
|
|
/* reset deflector cache */
|
|
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
|
|
if(base->object->sumohandle) {
|
|
|
|
MEM_freeN(base->object->sumohandle);
|
|
|
|
base->object->sumohandle= NULL;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* restore: AFTER popfirst */
|
2002-10-12 11:37:38 +00:00
|
|
|
ob->sf= sfraont;
|
|
|
|
|
2004-12-02 14:52:40 +00:00
|
|
|
if(ma) do_mat_ipo(ma); // set back on current time
|
2002-10-12 11:37:38 +00:00
|
|
|
disable_speed_curve(0);
|
2004-12-03 20:22:37 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
waitcursor(0);
|
|
|
|
|
2005-07-17 05:20:57 +00:00
|
|
|
displistmesh_free(dlm);
|
|
|
|
if (dmNeedsFree) dm->release(dm);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* ************* WAVE **************** */
|
|
|
|
|
2005-07-19 02:36:21 +00:00
|
|
|
void init_wave_deform(WaveEff *wav) {
|
|
|
|
wav->minfac= (float)(1.0/exp(wav->width*wav->narrow*wav->width*wav->narrow));
|
|
|
|
if(wav->damp==0) wav->damp= 10.0f;
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
void calc_wave_deform(WaveEff *wav, float ctime, float *co)
|
|
|
|
{
|
2003-04-25 15:48:11 +00:00
|
|
|
/* co is in local coords */
|
2002-10-12 11:37:38 +00:00
|
|
|
float lifefac, x, y, amplit;
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* actually this should not happen */
|
2002-10-12 11:37:38 +00:00
|
|
|
if((wav->flag & (WAV_X+WAV_Y))==0) return;
|
|
|
|
|
|
|
|
lifefac= wav->height;
|
|
|
|
|
|
|
|
if( wav->lifetime!=0.0) {
|
|
|
|
x= ctime - wav->timeoffs;
|
|
|
|
if(x>wav->lifetime) {
|
|
|
|
|
|
|
|
lifefac= x-wav->lifetime;
|
|
|
|
|
|
|
|
if(lifefac > wav->damp) lifefac= 0.0;
|
|
|
|
else lifefac= (float)(wav->height*(1.0 - sqrt(lifefac/wav->damp)));
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if(lifefac==0.0) return;
|
|
|
|
|
|
|
|
x= co[0]-wav->startx;
|
|
|
|
y= co[1]-wav->starty;
|
|
|
|
|
|
|
|
if(wav->flag & WAV_X) {
|
|
|
|
if(wav->flag & WAV_Y) amplit= (float)sqrt( (x*x + y*y));
|
|
|
|
else amplit= x;
|
|
|
|
}
|
|
|
|
else amplit= y;
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* this way it makes nice circles */
|
2002-10-12 11:37:38 +00:00
|
|
|
amplit-= (ctime-wav->timeoffs)*wav->speed;
|
|
|
|
|
|
|
|
if(wav->flag & WAV_CYCL) {
|
|
|
|
amplit = (float)fmod(amplit-wav->width, 2.0*wav->width) + wav->width;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* GAUSSIAN */
|
|
|
|
|
|
|
|
if(amplit> -wav->width && amplit<wav->width) {
|
|
|
|
|
|
|
|
amplit = amplit*wav->narrow;
|
|
|
|
amplit= (float)(1.0/exp(amplit*amplit) - wav->minfac);
|
|
|
|
|
|
|
|
co[2]+= lifefac*amplit;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
int SoftBodyDetectCollision(float opco[3], float npco[3], float colco[3],
|
2005-06-06 18:52:07 +00:00
|
|
|
float facenormal[3], float *damp, float force[3], int mode,
|
|
|
|
float cur_time, unsigned int par_layer,struct Object *vertexowner)
|
2005-04-18 21:51:45 +00:00
|
|
|
{
|
|
|
|
Base *base;
|
|
|
|
Object *ob, *deflection_object = NULL;
|
|
|
|
Mesh *def_mesh;
|
|
|
|
MFace *mface, *deflection_face = NULL;
|
|
|
|
float *v1, *v2, *v3, *v4, *vcache=NULL;
|
|
|
|
float mat[3][3];
|
|
|
|
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3],d_nvect[3], obloc[3];
|
|
|
|
float dv1[3], dv2[3], dv3[3];
|
|
|
|
float facedist,n_mag,t,t2, min_t,force_mag_norm;
|
|
|
|
int a, deflected=0, deflected_now=0;
|
|
|
|
short cur_frame;
|
|
|
|
int d_object=0, d_face=0, ds_object=0, ds_face=0;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
|
|
|
// i'm going to rearrange it to declaration rules when WIP is finished (BM)
|
2005-04-18 21:51:45 +00:00
|
|
|
float innerfacethickness = -0.5f;
|
|
|
|
float outerfacethickness = 0.2f;
|
|
|
|
float ee = 5.0f;
|
|
|
|
float ff = 0.1f;
|
|
|
|
float fa;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
min_t = 200000;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
/* The first part of the code, finding the first intersected face*/
|
|
|
|
base= G.scene->base.first;
|
|
|
|
while (base) {
|
|
|
|
/*Only proceed for mesh object in same layer */
|
|
|
|
if(base->object->type==OB_MESH && (base->lay & par_layer)) {
|
|
|
|
ob= base->object;
|
2005-04-24 20:51:47 +00:00
|
|
|
if((vertexowner) && (ob == vertexowner)){
|
2005-06-06 18:52:07 +00:00
|
|
|
/* if vertexowner is given
|
|
|
|
* we don't want to check collision with owner object */
|
2005-04-24 20:51:47 +00:00
|
|
|
base = base->next;
|
|
|
|
continue;
|
|
|
|
}
|
2005-04-18 21:51:45 +00:00
|
|
|
/* only with deflecting set */
|
|
|
|
if(ob->pd && ob->pd->deflect) {
|
|
|
|
def_mesh= ob->data;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
d_object = d_object + 1;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
d_face = d_face + 1;
|
|
|
|
mface= def_mesh->mface;
|
|
|
|
a = def_mesh->totface;
|
2005-06-06 18:52:07 +00:00
|
|
|
/* need to have user control for that since it depends on model scale */
|
2005-04-18 21:51:45 +00:00
|
|
|
|
2005-04-19 22:06:12 +00:00
|
|
|
innerfacethickness =-ob->pd->pdef_sbift;
|
|
|
|
outerfacethickness =ob->pd->pdef_sboft;
|
2005-06-06 18:52:07 +00:00
|
|
|
fa = (ff*outerfacethickness-outerfacethickness);
|
|
|
|
fa *= fa;
|
|
|
|
fa = 1.0f/fa;
|
2005-04-18 21:51:45 +00:00
|
|
|
|
|
|
|
if(ob->parent==NULL && ob->ipo==NULL) { // static
|
|
|
|
if(ob->sumohandle==NULL) cache_object_vertices(ob);
|
|
|
|
vcache= ob->sumohandle;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/*Find out where the object is at this time*/
|
|
|
|
cur_frame = G.scene->r.cfra;
|
|
|
|
G.scene->r.cfra = (short)cur_time;
|
|
|
|
where_is_object_time(ob, cur_time);
|
|
|
|
G.scene->r.cfra = cur_frame;
|
|
|
|
|
|
|
|
/*Pass the values from ob->obmat to mat*/
|
|
|
|
/*and the location values to obloc */
|
|
|
|
Mat3CpyMat4(mat,ob->obmat);
|
|
|
|
obloc[0] = ob->obmat[3][0];
|
|
|
|
obloc[1] = ob->obmat[3][1];
|
|
|
|
obloc[2] = ob->obmat[3][2];
|
|
|
|
/* not cachable */
|
|
|
|
vcache= NULL;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
while (a--) {
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
if(vcache) {
|
|
|
|
v1= vcache+ 3*(mface->v1);
|
|
|
|
VECCOPY(nv1, v1);
|
|
|
|
v1= vcache+ 3*(mface->v2);
|
|
|
|
VECCOPY(nv2, v1);
|
|
|
|
v1= vcache+ 3*(mface->v3);
|
|
|
|
VECCOPY(nv3, v1);
|
|
|
|
v1= vcache+ 3*(mface->v4);
|
|
|
|
VECCOPY(nv4, v1);
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
/* Calculate the global co-ordinates of the vertices*/
|
|
|
|
v1= (def_mesh->mvert+(mface->v1))->co;
|
|
|
|
v2= (def_mesh->mvert+(mface->v2))->co;
|
|
|
|
v3= (def_mesh->mvert+(mface->v3))->co;
|
|
|
|
v4= (def_mesh->mvert+(mface->v4))->co;
|
2005-06-06 18:52:07 +00:00
|
|
|
|
2005-04-18 21:51:45 +00:00
|
|
|
VECCOPY(nv1, v1);
|
|
|
|
VECCOPY(nv2, v2);
|
|
|
|
VECCOPY(nv3, v3);
|
|
|
|
VECCOPY(nv4, v4);
|
2005-06-06 18:52:07 +00:00
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2005-04-18 21:51:45 +00:00
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/*Apply the objects deformation matrix*/
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Mat3MulVecfl(mat, nv1);
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Mat3MulVecfl(mat, nv2);
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Mat3MulVecfl(mat, nv3);
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Mat3MulVecfl(mat, nv4);
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2005-06-06 18:52:07 +00:00
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2005-04-18 21:51:45 +00:00
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VECADD(nv1, nv1, obloc);
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VECADD(nv2, nv2, obloc);
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VECADD(nv3, nv3, obloc);
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VECADD(nv4, nv4, obloc);
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}
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deflected_now = 0;
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2005-06-06 18:52:07 +00:00
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2005-04-18 21:51:45 +00:00
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if (mode == 1){ // face intrusion test
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// switch origin to be nv2
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VECSUB(edge1, nv1, nv2);
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VECSUB(edge2, nv3, nv2);
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VECSUB(dv1,opco,nv2); // abuse dv1 to have vertex in question at *origin* of triangle
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2005-06-06 18:52:07 +00:00
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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2005-04-18 21:51:45 +00:00
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2005-06-06 18:52:07 +00:00
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if ( linetriangle( opco, dv2, nv1, nv2, nv3, &t)){
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2005-04-24 20:51:47 +00:00
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force_mag_norm =(float)exp(-ee*facedist);
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2005-04-18 21:51:45 +00:00
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if (facedist > outerfacethickness*ff)
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2005-06-06 18:52:07 +00:00
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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2005-04-18 21:51:45 +00:00
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force[0] += force_mag_norm*d_nvect[0] ;
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force[1] += force_mag_norm*d_nvect[1] ;
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force[2] += force_mag_norm*d_nvect[2] ;
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2005-04-19 22:06:12 +00:00
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*damp=ob->pd->pdef_sbdamp;
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2005-04-18 21:51:45 +00:00
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deflected = 2;
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}
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}
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if (mface->v4){ // quad
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// switch origin to be nv4
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VECSUB(edge1, nv3, nv4);
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VECSUB(edge2, nv1, nv4);
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VECSUB(dv1,opco,nv4); // abuse dv1 to have vertex in question at *origin* of triangle
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2005-06-06 18:52:07 +00:00
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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facedist = Inpf(dv1,d_nvect);
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2005-04-18 21:51:45 +00:00
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2005-06-06 18:52:07 +00:00
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if ((facedist > innerfacethickness) && (facedist < outerfacethickness)){
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dv2[0] = opco[0] - 2.0f*facedist*d_nvect[0];
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dv2[1] = opco[1] - 2.0f*facedist*d_nvect[1];
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dv2[2] = opco[2] - 2.0f*facedist*d_nvect[2];
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if ( linetriangle( opco, dv2, nv1, nv3, nv4, &t)){
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force_mag_norm =(float)exp(-ee*facedist);
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if (facedist > outerfacethickness*ff)
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force_mag_norm =(float)force_mag_norm*fa*(facedist - outerfacethickness)*(facedist - outerfacethickness);
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2005-04-18 21:51:45 +00:00
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force[0] += force_mag_norm*d_nvect[0] ;
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force[1] += force_mag_norm*d_nvect[1] ;
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force[2] += force_mag_norm*d_nvect[2] ;
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2005-04-19 22:06:12 +00:00
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*damp=ob->pd->pdef_sbdamp;
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2005-04-18 21:51:45 +00:00
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deflected = 2;
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}
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}
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}
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}
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if (mode == 2){ // edge intrusion test
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2005-06-06 18:52:07 +00:00
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//t= 0.5; // this is labda of line, can use it optimize quad intersection
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// sorry but no .. see below (BM)
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if( linetriangle(opco, npco, nv1, nv2, nv3, &t) ) {
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if (t < min_t) {
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2005-04-18 21:51:45 +00:00
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deflected = 1;
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2005-06-06 18:52:07 +00:00
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deflected_now = 1;
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2005-04-18 21:51:45 +00:00
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}
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}
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2005-06-06 18:52:07 +00:00
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// else if (mface->v4 && (t>=0.0 && t<=1.0)) {
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// no, you can't skip testing the other triangle
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// it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :)
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// note: the 2 triangles don't need to share a plane ! (BM)
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if (mface->v4) {
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if( linetriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
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if (t2 < min_t) {
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deflected = 1;
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deflected_now = 2;
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}
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}
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2005-04-18 21:51:45 +00:00
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}
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2005-06-06 18:52:07 +00:00
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if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) {
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min_t = t;
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ds_object = d_object;
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ds_face = d_face;
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deflection_object = ob;
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deflection_face = mface;
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if (deflected_now==1) {
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min_t = t;
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VECCOPY(dv1, nv1);
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VECCOPY(dv2, nv2);
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VECCOPY(dv3, nv3);
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}
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else {
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min_t = t2;
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VECCOPY(dv1, nv1);
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VECCOPY(dv2, nv3);
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VECCOPY(dv3, nv4);
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}
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}
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}
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2005-04-18 21:51:45 +00:00
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mface++;
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}
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}
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}
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base = base->next;
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} // while (base)
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2005-06-06 18:52:07 +00:00
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2005-04-18 21:51:45 +00:00
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if (mode == 1){ // face
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return deflected;
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2005-06-06 18:52:07 +00:00
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}
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2005-04-18 21:51:45 +00:00
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if (mode == 2){ // edge intrusion test
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if (deflected) {
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VECSUB(edge1, dv1, dv2);
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VECSUB(edge2, dv3, dv2);
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Crossf(d_nvect, edge2, edge1);
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n_mag = Normalise(d_nvect);
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// return point of intersection
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colco[0] = opco[0] + (min_t * (npco[0] - opco[0]));
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colco[1] = opco[1] + (min_t * (npco[1] - opco[1]));
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colco[2] = opco[2] + (min_t * (npco[2] - opco[2]));
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2005-06-06 18:52:07 +00:00
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VECCOPY(facenormal,d_nvect);
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2005-04-18 21:51:45 +00:00
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}
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}
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return deflected;
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}
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