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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Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
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#include "DNA_curve_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_effect_types.h"
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Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
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#include "DNA_group_types.h"
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#include "DNA_ipo_types.h"
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#include "DNA_key_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_listBase.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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Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
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#include "DNA_object_types.h"
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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_texture_types.h"
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#include "DNA_scene_types.h"
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#include "BLI_arithb.h"
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Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
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#include "BLI_blenlib.h"
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#include "BLI_jitter.h"
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2002-10-12 11:37:38 +00:00
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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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The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
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#include "BKE_anim.h" /* needed for where_on_path */
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2005-09-15 20:34:41 +00:00
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#include "BKE_armature.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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2006-04-08 18:13:47 +00:00
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#include "BKE_depsgraph.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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2006-06-17 15:14:43 +00:00
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#include "BKE_group.h"
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2004-12-03 20:22:37 +00:00
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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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2006-06-17 15:14:43 +00:00
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#include "BKE_scene.h"
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2004-12-03 20:22:37 +00:00
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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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The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
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#include "PIL_time.h"
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
#include "RE_render_ext.h"
|
|
|
|
|
2006-08-22 11:18:00 +00:00
|
|
|
/* fluid sim particle import */
|
|
|
|
#ifndef DISABLE_ELBEEM
|
|
|
|
#include "DNA_object_fluidsim.h"
|
|
|
|
#include "LBM_fluidsim.h"
|
|
|
|
#include "elbeem.h"
|
|
|
|
#include <zlib.h>
|
|
|
|
#include <string.h>
|
|
|
|
#endif // DISABLE_ELBEEM
|
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
/* temporal struct, used for reading return of mesh_get_mapped_verts_nors() */
|
|
|
|
typedef struct VeNoCo {
|
|
|
|
float co[3], no[3];
|
|
|
|
} VeNoCo;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
Effect *add_effect(int type)
|
|
|
|
{
|
|
|
|
Effect *eff=0;
|
|
|
|
PartEff *paf;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
switch(type) {
|
|
|
|
case EFF_PARTICLE:
|
|
|
|
paf= MEM_callocN(sizeof(PartEff), "neweff");
|
|
|
|
eff= (Effect *)paf;
|
|
|
|
|
|
|
|
paf->sta= 1.0;
|
|
|
|
paf->end= 100.0;
|
|
|
|
paf->lifetime= 50.0;
|
|
|
|
for(a=0; a<PAF_MAXMULT; a++) {
|
|
|
|
paf->life[a]= 50.0;
|
|
|
|
paf->child[a]= 4;
|
|
|
|
paf->mat[a]= 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
paf->totpart= 1000;
|
|
|
|
paf->totkey= 8;
|
|
|
|
paf->staticstep= 5;
|
|
|
|
paf->defvec[2]= 1.0f;
|
|
|
|
paf->nabla= 0.05f;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
paf->disp = 100;
|
|
|
|
paf->speedtex = 8;
|
2005-11-17 21:10:16 +00:00
|
|
|
paf->omat = 1;
|
|
|
|
paf->flag= PAF_FACE;
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
eff->type= eff->buttype= type;
|
|
|
|
eff->flag |= SELECT;
|
|
|
|
|
|
|
|
return eff;
|
|
|
|
}
|
|
|
|
|
|
|
|
void free_effect(Effect *eff)
|
|
|
|
{
|
|
|
|
PartEff *paf;
|
|
|
|
|
|
|
|
if(eff->type==EFF_PARTICLE) {
|
|
|
|
paf= (PartEff *)eff;
|
|
|
|
if(paf->keys) MEM_freeN(paf->keys);
|
|
|
|
}
|
|
|
|
MEM_freeN(eff);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void free_effects(ListBase *lb)
|
|
|
|
{
|
|
|
|
Effect *eff;
|
|
|
|
|
|
|
|
eff= lb->first;
|
|
|
|
while(eff) {
|
|
|
|
BLI_remlink(lb, eff);
|
|
|
|
free_effect(eff);
|
|
|
|
eff= lb->first;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Effect *copy_effect(Effect *eff)
|
|
|
|
{
|
|
|
|
Effect *effn;
|
2004-10-14 22:20:42 +00:00
|
|
|
|
2004-10-14 22:39:13 +00:00
|
|
|
effn= MEM_dupallocN(eff);
|
2002-10-12 11:37:38 +00:00
|
|
|
if(effn->type==EFF_PARTICLE) ((PartEff *)effn)->keys= 0;
|
|
|
|
|
|
|
|
return effn;
|
|
|
|
}
|
|
|
|
|
|
|
|
void copy_act_effect(Object *ob)
|
|
|
|
{
|
2003-04-25 15:48:11 +00:00
|
|
|
/* return a copy of the active effect */
|
2002-10-12 11:37:38 +00:00
|
|
|
Effect *effn, *eff;
|
|
|
|
|
|
|
|
eff= ob->effect.first;
|
|
|
|
while(eff) {
|
|
|
|
if(eff->flag & SELECT) {
|
|
|
|
|
|
|
|
effn= copy_effect(eff);
|
|
|
|
BLI_addtail(&ob->effect, effn);
|
|
|
|
|
|
|
|
eff->flag &= ~SELECT;
|
|
|
|
return;
|
|
|
|
|
|
|
|
}
|
|
|
|
eff= eff->next;
|
|
|
|
}
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* when it comes here: add new effect */
|
2005-07-20 04:14:21 +00:00
|
|
|
eff= add_effect(EFF_PARTICLE);
|
2002-10-12 11:37:38 +00:00
|
|
|
BLI_addtail(&ob->effect, eff);
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void copy_effects(ListBase *lbn, ListBase *lb)
|
|
|
|
{
|
|
|
|
Effect *eff, *effn;
|
|
|
|
|
|
|
|
lbn->first= lbn->last= 0;
|
|
|
|
|
|
|
|
eff= lb->first;
|
|
|
|
while(eff) {
|
|
|
|
effn= copy_effect(eff);
|
|
|
|
BLI_addtail(lbn, effn);
|
|
|
|
|
|
|
|
eff= eff->next;
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
void deselectall_eff(Object *ob)
|
|
|
|
{
|
|
|
|
Effect *eff= ob->effect.first;
|
|
|
|
|
|
|
|
while(eff) {
|
|
|
|
eff->flag &= ~SELECT;
|
|
|
|
eff= eff->next;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* ***************** PARTICLES ***************** */
|
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
static Particle *new_particle(PartEff *paf)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
static Particle *pa;
|
|
|
|
static int cur;
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* we agree: when paf->keys==0: alloc */
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(paf->keys==NULL) {
|
2002-10-12 11:37:38 +00:00
|
|
|
pa= paf->keys= MEM_callocN( paf->totkey*paf->totpart*sizeof(Particle), "particlekeys" );
|
|
|
|
cur= 0;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(cur && cur<paf->totpart) pa+=paf->totkey;
|
|
|
|
cur++;
|
|
|
|
}
|
|
|
|
return pa;
|
|
|
|
}
|
|
|
|
|
|
|
|
PartEff *give_parteff(Object *ob)
|
|
|
|
{
|
|
|
|
PartEff *paf;
|
|
|
|
|
|
|
|
paf= ob->effect.first;
|
|
|
|
while(paf) {
|
|
|
|
if(paf->type==EFF_PARTICLE) return paf;
|
|
|
|
paf= paf->next;
|
|
|
|
}
|
|
|
|
return 0;
|
|
|
|
}
|
|
|
|
|
|
|
|
void where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec)
|
|
|
|
{
|
|
|
|
Particle *p[4];
|
|
|
|
float dt, t[4];
|
|
|
|
int a;
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(paf->totkey==1 || ctime < pa->time) {
|
2002-10-12 11:37:38 +00:00
|
|
|
VECCOPY(vec, pa->co);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* first find the first particlekey */
|
2002-10-12 11:37:38 +00:00
|
|
|
a= (int)((paf->totkey-1)*(ctime-pa->time)/pa->lifetime);
|
|
|
|
if(a>=paf->totkey) a= paf->totkey-1;
|
2004-12-03 20:22:37 +00:00
|
|
|
else if(a<0) a= 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
pa+= a;
|
|
|
|
|
|
|
|
if(a>0) p[0]= pa-1; else p[0]= pa;
|
|
|
|
p[1]= pa;
|
|
|
|
|
|
|
|
if(a+1<paf->totkey) p[2]= pa+1; else p[2]= pa;
|
|
|
|
if(a+2<paf->totkey) p[3]= pa+2; else p[3]= p[2];
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(p[1]==p[2] || p[2]->time == p[1]->time) dt= 0.0;
|
2002-10-12 11:37:38 +00:00
|
|
|
else dt= (ctime-p[1]->time)/(p[2]->time - p[1]->time);
|
|
|
|
|
|
|
|
if(paf->flag & PAF_BSPLINE) set_four_ipo(dt, t, KEY_BSPLINE);
|
|
|
|
else set_four_ipo(dt, t, KEY_CARDINAL);
|
|
|
|
|
|
|
|
vec[0]= t[0]*p[0]->co[0] + t[1]*p[1]->co[0] + t[2]*p[2]->co[0] + t[3]*p[3]->co[0];
|
|
|
|
vec[1]= t[0]*p[0]->co[1] + t[1]*p[1]->co[1] + t[2]*p[2]->co[1] + t[3]*p[3]->co[1];
|
|
|
|
vec[2]= t[0]*p[0]->co[2] + t[1]*p[1]->co[2] + t[2]*p[2]->co[2] + t[3]*p[3]->co[2];
|
|
|
|
|
|
|
|
}
|
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
static void particle_tex(MTex *mtex, PartEff *paf, float *co, float *no)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
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
|
|
|
|
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* -------------------------- Effectors ------------------ */
|
|
|
|
|
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
|
|
|
static void add_to_effectorcache(ListBase *lb, Object *ob, Object *obsrc)
|
|
|
|
{
|
|
|
|
pEffectorCache *ec;
|
|
|
|
PartDeflect *pd= ob->pd;
|
|
|
|
|
|
|
|
if(pd->forcefield == PFIELD_GUIDE) {
|
|
|
|
if(ob->type==OB_CURVE && obsrc->type==OB_MESH) { /* guides only do mesh particles */
|
|
|
|
Curve *cu= ob->data;
|
|
|
|
if(cu->flag & CU_PATH) {
|
|
|
|
if(cu->path==NULL || cu->path->data==NULL)
|
|
|
|
makeDispListCurveTypes(ob, 0);
|
|
|
|
if(cu->path && cu->path->data) {
|
|
|
|
ec= MEM_callocN(sizeof(pEffectorCache), "effector cache");
|
|
|
|
ec->ob= ob;
|
|
|
|
BLI_addtail(lb, ec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(pd->forcefield) {
|
|
|
|
ec= MEM_callocN(sizeof(pEffectorCache), "effector cache");
|
|
|
|
ec->ob= ob;
|
|
|
|
BLI_addtail(lb, ec);
|
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* returns ListBase handle with objects taking part in the effecting */
|
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
|
|
|
ListBase *pdInitEffectors(Object *obsrc, Group *group)
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
{
|
|
|
|
static ListBase listb={NULL, NULL};
|
2005-11-17 21:10:16 +00:00
|
|
|
pEffectorCache *ec;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
Base *base;
|
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
|
|
|
unsigned int layer= obsrc->lay;
|
|
|
|
|
|
|
|
if(group) {
|
|
|
|
GroupObject *go;
|
|
|
|
|
|
|
|
for(go= group->gobject.first; go; go= go->next) {
|
|
|
|
if( (go->ob->lay & layer) && go->ob->pd && go->ob!=obsrc) {
|
|
|
|
add_to_effectorcache(&listb, go->ob, obsrc);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
for(base = G.scene->base.first; base; base= base->next) {
|
|
|
|
if( (base->lay & layer) && base->object->pd && base->object!=obsrc) {
|
|
|
|
add_to_effectorcache(&listb, base->object, obsrc);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
|
|
|
|
2005-11-17 21:10:16 +00:00
|
|
|
/* make a full copy */
|
|
|
|
for(ec= listb.first; ec; ec= ec->next) {
|
|
|
|
ec->obcopy= *(ec->ob);
|
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(listb.first)
|
|
|
|
return &listb;
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
void pdEndEffectors(ListBase *lb)
|
|
|
|
{
|
2005-11-17 21:10:16 +00:00
|
|
|
if(lb) {
|
|
|
|
pEffectorCache *ec;
|
|
|
|
/* restore full copy */
|
|
|
|
for(ec= lb->first; ec; ec= ec->next)
|
|
|
|
*(ec->ob)= ec->obcopy;
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
BLI_freelistN(lb);
|
2005-11-17 21:10:16 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/* local for this c file, only for guides now */
|
|
|
|
static void precalc_effectors(Object *ob, PartEff *paf, Particle *pa, ListBase *lb)
|
|
|
|
{
|
|
|
|
pEffectorCache *ec;
|
|
|
|
|
|
|
|
for(ec= lb->first; ec; ec= ec->next) {
|
2005-11-27 18:17:02 +00:00
|
|
|
PartDeflect *pd= ec->ob->pd;
|
|
|
|
|
2005-11-27 17:27:32 +00:00
|
|
|
ec->oldspeed[0]= ec->oldspeed[1]= ec->oldspeed[2]= 0.0f;
|
|
|
|
|
2005-11-27 18:17:02 +00:00
|
|
|
if(pd->forcefield==PFIELD_GUIDE && ec->ob->type==OB_CURVE) {
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
float vec[4], dir[3];
|
2006-07-02 12:46:41 +00:00
|
|
|
|
|
|
|
if(!(paf->flag & PAF_STATIC))
|
|
|
|
where_is_object_time(ec->ob, pa->time);
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* scale corrects speed vector to curve size */
|
|
|
|
if(paf->totkey>1) ec->scale= (paf->totkey-1)/pa->lifetime;
|
|
|
|
else ec->scale= 1.0f;
|
|
|
|
|
|
|
|
/* time_scale is for random life */
|
|
|
|
if(pa->lifetime>paf->lifetime)
|
|
|
|
ec->time_scale= paf->lifetime/pa->lifetime;
|
|
|
|
else
|
|
|
|
ec->time_scale= pa->lifetime/paf->lifetime;
|
|
|
|
|
|
|
|
/* distance of first path point to particle origin */
|
|
|
|
where_on_path(ec->ob, 0.0f, vec, dir);
|
|
|
|
VECCOPY(ec->oldloc, vec); /* store local coord for differences */
|
|
|
|
Mat4MulVecfl(ec->ob->obmat, vec);
|
|
|
|
|
|
|
|
/* for static we need to move to global space */
|
|
|
|
if(paf->flag & PAF_STATIC) {
|
|
|
|
VECCOPY(dir, pa->co);
|
|
|
|
Mat4MulVecfl(ob->obmat, dir);
|
|
|
|
ec->guide_dist= VecLenf(vec, dir);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
ec->guide_dist= VecLenf(vec, pa->co);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/* -------- pdDoEffectors() --------
|
2005-04-04 18:09:47 +00:00
|
|
|
generic force/speed system, now used for particles and softbodies
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
lb = listbase with objects that take part in effecting
|
2005-04-04 18:09:47 +00:00
|
|
|
opco = global coord, as input
|
|
|
|
force = force accumulator
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
speed = actual current speed which can be altered
|
|
|
|
cur_time = "external" time in frames, is constant for static particles
|
|
|
|
loc_time = "local" time in frames, range <0-1> for the lifetime of particle
|
2005-04-04 18:09:47 +00:00
|
|
|
par_layer = layer the caller is in
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
flags = only used for softbody wind now
|
|
|
|
guide = old speed of particle
|
2005-04-04 18:09:47 +00:00
|
|
|
|
|
|
|
*/
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float cur_time, float loc_time, 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)
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
Guide: particles on a path
|
|
|
|
(particles are guided along a curve bezier or old nurbs)
|
|
|
|
(is independent of other effectors)
|
2004-07-10 09:17:25 +00:00
|
|
|
*/
|
2004-07-09 14:39:06 +00:00
|
|
|
Object *ob;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
pEffectorCache *ec;
|
2005-04-04 18:09:47 +00:00
|
|
|
PartDeflect *pd;
|
2004-07-09 14:39:06 +00:00
|
|
|
float vect_to_vert[3];
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
float f_force, force_vec[3];
|
2005-04-04 18:09:47 +00:00
|
|
|
float *obloc;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
float distance, force_val, ffall_val;
|
|
|
|
float guidecollect[3], guidedist= 0.0f;
|
2006-05-07 08:23:51 +00:00
|
|
|
int cur_frame;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
guidecollect[0]= guidecollect[1]= guidecollect[2]=0.0f;
|
2004-07-09 14:39:06 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* Cycle through collected 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) */
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
for(ec = lb->first; ec; ec= ec->next) {
|
|
|
|
/* object effectors were fully checked to be OK to evaluate! */
|
|
|
|
ob= ec->ob;
|
|
|
|
pd= ob->pd;
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* 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;
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* Need to set r.cfra for paths (investigate, ton) (uses ob->ctime now, ton) */
|
|
|
|
if(ob->ctime!=cur_time) {
|
|
|
|
cur_frame = G.scene->r.cfra;
|
2006-05-07 08:23:51 +00:00
|
|
|
G.scene->r.cfra = (int)cur_time;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
where_is_object_time(ob, cur_time);
|
|
|
|
G.scene->r.cfra = cur_frame;
|
|
|
|
}
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* use center of object for distance calculus */
|
|
|
|
obloc= ob->obmat[3];
|
|
|
|
VECSUB(vect_to_vert, obloc, opco);
|
|
|
|
distance = VecLength(vect_to_vert);
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist && pd->forcefield != PFIELD_GUIDE)
|
|
|
|
; /* don't do anything */
|
|
|
|
else if(pd->forcefield == PFIELD_WIND) {
|
|
|
|
VECCOPY(force_vec, ob->obmat[2]);
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* wind works harder perpendicular to normal, would be nice for softbody later (ton) */
|
|
|
|
|
|
|
|
/* Limit minimum distance to vertex so that */
|
|
|
|
/* the force is not too big */
|
|
|
|
if (distance < 0.001) distance = 0.001f;
|
|
|
|
f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
|
|
|
|
/* this option for softbody only */
|
|
|
|
if(flags && PE_WIND_AS_SPEED){
|
|
|
|
speed[0] -= (force_vec[0] * f_force );
|
|
|
|
speed[1] -= (force_vec[1] * f_force );
|
|
|
|
speed[2] -= (force_vec[2] * f_force );
|
|
|
|
}
|
|
|
|
else{
|
|
|
|
force[0] += force_vec[0]*f_force;
|
|
|
|
force[1] += force_vec[1]*f_force;
|
|
|
|
force[2] += force_vec[2]*f_force;
|
2005-04-04 18:09:47 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
else if(pd->forcefield == PFIELD_FORCE) {
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* only use center of object */
|
2005-04-04 18:09:47 +00:00
|
|
|
obloc= ob->obmat[3];
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* Now calculate the gravitational force */
|
2005-04-04 18:09:47 +00:00
|
|
|
VECSUB(vect_to_vert, obloc, opco);
|
|
|
|
distance = VecLength(vect_to_vert);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* Limit minimum distance to vertex so that */
|
|
|
|
/* the force is not too big */
|
|
|
|
if (distance < 0.001) distance = 0.001f;
|
|
|
|
f_force = (force_val)*(1.0/(1000.0 * (float)pow((double)distance, (double)ffall_val)));
|
|
|
|
force[0] += (vect_to_vert[0] * f_force );
|
|
|
|
force[1] += (vect_to_vert[1] * f_force );
|
|
|
|
force[2] += (vect_to_vert[2] * f_force );
|
|
|
|
}
|
|
|
|
else if(pd->forcefield == PFIELD_VORTEX) {
|
|
|
|
float vortexvec[3];
|
2005-04-04 18:09:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* only use center of object */
|
|
|
|
obloc= ob->obmat[3];
|
2004-07-09 14:39:06 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* Now calculate the vortex force */
|
|
|
|
VECSUB(vect_to_vert, obloc, opco);
|
|
|
|
distance = VecLength(vect_to_vert);
|
2004-07-09 14:39:06 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
Crossf(force_vec, ob->obmat[2], vect_to_vert);
|
|
|
|
Normalise(force_vec);
|
2004-07-09 14:39:06 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* Limit minimum distance to vertex so that */
|
|
|
|
/* the force is not too big */
|
|
|
|
if (distance < 0.001) distance = 0.001f;
|
|
|
|
f_force = (force_val)*(1.0/(100.0 * (float)pow((double)distance, (double)ffall_val)));
|
|
|
|
vortexvec[0]= -(force_vec[0] * f_force );
|
|
|
|
vortexvec[1]= -(force_vec[1] * f_force );
|
|
|
|
vortexvec[2]= -(force_vec[2] * f_force );
|
|
|
|
|
|
|
|
/* this option for softbody only */
|
|
|
|
if(flags &&PE_WIND_AS_SPEED) {
|
|
|
|
speed[0]+= vortexvec[0];
|
|
|
|
speed[1]+= vortexvec[1];
|
|
|
|
speed[2]+= vortexvec[2];
|
2004-07-09 14:39:06 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
else {
|
|
|
|
/* since vortex alters the speed, we have to correct for the previous vortex result */
|
|
|
|
speed[0]+= vortexvec[0] - ec->oldspeed[0];
|
|
|
|
speed[1]+= vortexvec[1] - ec->oldspeed[1];
|
|
|
|
speed[2]+= vortexvec[2] - ec->oldspeed[2];
|
|
|
|
|
|
|
|
VECCOPY(ec->oldspeed, vortexvec);
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
else if(pd->forcefield == PFIELD_GUIDE) {
|
|
|
|
float guidevec[4], guidedir[3];
|
|
|
|
float mindist= force_val; /* force_val is actually mindist in the UI */
|
|
|
|
|
|
|
|
distance= ec->guide_dist;
|
|
|
|
|
|
|
|
/* WARNING: bails out with continue here */
|
|
|
|
if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist) continue;
|
|
|
|
|
|
|
|
/* calculate contribution factor for this guide */
|
|
|
|
if(distance<=mindist) f_force= 1.0f;
|
|
|
|
else if(pd->flag & PFIELD_USEMAX) {
|
|
|
|
if(distance>pd->maxdist || mindist>=pd->maxdist) f_force= 0.0f;
|
|
|
|
else {
|
|
|
|
f_force= 1.0f - (distance-mindist)/(pd->maxdist - mindist);
|
|
|
|
if(ffall_val!=0.0f)
|
|
|
|
f_force = (float)pow(f_force, ffall_val+1.0);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
f_force= 1.0f/(1.0f + distance-mindist);
|
|
|
|
if(ffall_val!=0.0f)
|
|
|
|
f_force = (float)pow(f_force, ffall_val+1.0);
|
|
|
|
}
|
|
|
|
|
2005-11-12 11:54:58 +00:00
|
|
|
/* now derive path point from loc_time */
|
|
|
|
if(pd->flag & PFIELD_GUIDE_PATH_ADD)
|
|
|
|
where_on_path(ob, f_force*loc_time*ec->time_scale, guidevec, guidedir);
|
|
|
|
else
|
|
|
|
where_on_path(ob, loc_time*ec->time_scale, guidevec, guidedir);
|
2005-11-12 16:22:10 +00:00
|
|
|
|
2005-11-12 11:54:58 +00:00
|
|
|
VECSUB(guidedir, guidevec, ec->oldloc);
|
|
|
|
VECCOPY(ec->oldloc, guidevec);
|
|
|
|
|
|
|
|
Mat4Mul3Vecfl(ob->obmat, guidedir);
|
|
|
|
VecMulf(guidedir, ec->scale); /* correction for lifetime and speed */
|
|
|
|
|
|
|
|
/* we subtract the speed we gave it previous step */
|
|
|
|
VECCOPY(guidevec, guidedir);
|
|
|
|
VECSUB(guidedir, guidedir, ec->oldspeed);
|
|
|
|
VECCOPY(ec->oldspeed, guidevec);
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* if it fully contributes, we stop */
|
|
|
|
if(f_force==1.0) {
|
|
|
|
VECCOPY(guidecollect, guidedir);
|
|
|
|
guidedist= 1.0f;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
else if(guidedist<1.0f) {
|
|
|
|
VecMulf(guidedir, f_force);
|
|
|
|
VECADD(guidecollect, guidecollect, guidedir);
|
|
|
|
guidedist += f_force;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* all guides are accumulated here */
|
|
|
|
if(guidedist!=0.0f) {
|
|
|
|
if(guidedist!=1.0f) VecMulf(guidecollect, 1.0f/guidedist);
|
|
|
|
VECADD(speed, speed, guidecollect);
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
static int pdDoDeflection(RNG *rng, 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];
|
2006-10-26 23:34:44 +00:00
|
|
|
float dv1[3] = {0}, dv2[3] = {0}, dv3[3] = {0};
|
2004-06-26 18:18:11 +00:00
|
|
|
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;
|
2006-10-26 23:34:44 +00:00
|
|
|
float mat[3][3], obloc[3] = {0};
|
2006-05-07 08:23:51 +00:00
|
|
|
int cur_frame;
|
2004-06-26 18:18:11 +00:00
|
|
|
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;
|
2006-05-07 08:23:51 +00:00
|
|
|
G.scene->r.cfra = (int)cur_time;
|
2004-07-11 13:17:03 +00:00
|
|
|
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)
|
2005-08-19 22:55:05 +00:00
|
|
|
if( LineIntersectsTriangle(opco, npco, nv1, nv2, nv3, &t) ) {
|
2004-07-11 13:17:03 +00:00
|
|
|
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) {
|
2005-08-19 22:55:05 +00:00
|
|
|
if( LineIntersectsTriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
|
2005-04-13 20:32:28 +00:00
|
|
|
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;
|
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
perm_thresh = rng_getFloat(rng) - 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;
|
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
damping = damping + ((1.0f - damping) * rng_getFloat(rng) *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;
|
|
|
|
}
|
|
|
|
|
2005-11-04 12:38:46 +00:00
|
|
|
/*
|
|
|
|
rng= random number generator
|
|
|
|
ob = object that spawns the particles
|
|
|
|
depth = for fireworks
|
|
|
|
nr = index nr of current particle
|
|
|
|
paf = the particle system
|
|
|
|
part = current particle
|
|
|
|
force = force vector
|
|
|
|
deform = flag to indicate lattice deform
|
|
|
|
*/
|
2005-11-11 19:41:58 +00:00
|
|
|
static void make_particle_keys(RNG *rng, Object *ob, int depth, int nr, PartEff *paf, Particle *part, float *force, int deform, MTex *mtex, ListBase *effectorbase)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
Particle *pa, *opa = NULL;
|
2004-06-26 18:18:11 +00:00
|
|
|
float damp, deltalife, life;
|
2006-11-16 20:23:00 +00:00
|
|
|
float cur_time, maxspeed= paf->maxlen/(float)paf->totkey;
|
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) {
|
2005-07-25 21:53:58 +00:00
|
|
|
pa->no[0]+= paf->randfac*(rng_getFloat(rng) - 0.5f);
|
|
|
|
pa->no[1]+= paf->randfac*(rng_getFloat(rng) - 0.5f);
|
|
|
|
pa->no[2]+= paf->randfac*(rng_getFloat(rng) - 0.5f);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
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
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* effectors here? */
|
|
|
|
if(effectorbase)
|
|
|
|
precalc_effectors(ob, paf, pa, effectorbase);
|
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
if(paf->totkey>1) deltalife= pa->lifetime/(paf->totkey-1);
|
|
|
|
else deltalife= pa->lifetime;
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* longer lifetime results in longer distance covered */
|
|
|
|
VecMulf(pa->no, deltalife);
|
|
|
|
|
2003-03-23 16:01:32 +00:00
|
|
|
opa= pa;
|
|
|
|
pa++;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
for(b=1; b<paf->totkey; b++) {
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* new time */
|
2003-03-23 16:01:32 +00:00
|
|
|
pa->time= opa->time+deltalife;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
cur_time = pa->time;
|
2003-03-23 16:01:32 +00:00
|
|
|
|
2004-06-26 18:18:11 +00:00
|
|
|
/* set initial variables */
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
VECCOPY(opco, opa->co);
|
|
|
|
VECCOPY(new_force, force);
|
|
|
|
VECCOPY(new_speed, opa->no);
|
|
|
|
VecMulf(new_speed, 1.0f/deltalife);
|
|
|
|
//new_speed[0] = new_speed[1] = new_speed[2] = 0.0f;
|
|
|
|
|
|
|
|
/* handle differences between static (local coords, fixed frame) and dynamic */
|
|
|
|
if(effectorbase) {
|
|
|
|
float loc_time= ((float)b)/(float)(paf->totkey-1);
|
2005-11-04 12:38:46 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(paf->flag & PAF_STATIC) {
|
|
|
|
float opco1[3], new_force1[3];
|
|
|
|
|
|
|
|
/* move co and force to global coords */
|
|
|
|
VECCOPY(opco1, opco);
|
|
|
|
Mat4MulVecfl(ob->obmat, opco1);
|
|
|
|
VECCOPY(new_force1, new_force);
|
|
|
|
Mat4Mul3Vecfl(ob->obmat, new_force1);
|
2005-11-10 16:55:24 +00:00
|
|
|
Mat4Mul3Vecfl(ob->obmat, new_speed);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
cur_time = G.scene->r.cfra;
|
|
|
|
|
|
|
|
/* force fields */
|
|
|
|
pdDoEffectors(effectorbase, opco1, new_force1, new_speed, cur_time, loc_time, 0);
|
|
|
|
|
|
|
|
/* move co, force and newspeed back to local */
|
|
|
|
VECCOPY(opco, opco1);
|
|
|
|
Mat4MulVecfl(ob->imat, opco);
|
|
|
|
VECCOPY(new_force, new_force1);
|
|
|
|
Mat4Mul3Vecfl(ob->imat, new_force);
|
|
|
|
Mat4Mul3Vecfl(ob->imat, new_speed);
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
|
|
|
else {
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* force fields */
|
|
|
|
pdDoEffectors(effectorbase, opco, new_force, new_speed, cur_time, loc_time, 0);
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* new speed */
|
|
|
|
pa->no[0]= deltalife * (new_speed[0] + new_force[0]);
|
|
|
|
pa->no[1]= deltalife * (new_speed[1] + new_force[1]);
|
|
|
|
pa->no[2]= deltalife * (new_speed[2] + new_force[2]);
|
|
|
|
|
2006-11-16 20:23:00 +00:00
|
|
|
/* speed limitor */
|
|
|
|
if((paf->flag & PAF_STATIC) && maxspeed!=0.0f) {
|
|
|
|
float len= VecLength(pa->no);
|
|
|
|
if(len > maxspeed)
|
|
|
|
VecMulf(pa->no, maxspeed/len);
|
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* new location */
|
|
|
|
pa->co[0]= opa->co[0] + pa->no[0];
|
|
|
|
pa->co[1]= opa->co[1] + pa->no[1];
|
|
|
|
pa->co[2]= opa->co[2] + pa->no[2];
|
2004-06-26 18:18:11 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* Particle deflection code */
|
|
|
|
if((paf->flag & PAF_STATIC)==0) {
|
|
|
|
deflection = 0;
|
|
|
|
finish_defs = 1;
|
|
|
|
def_count = 0;
|
|
|
|
|
|
|
|
VECCOPY(opno, opa->no);
|
|
|
|
VECCOPY(npco, pa->co);
|
|
|
|
VECCOPY(npno, pa->no);
|
|
|
|
|
|
|
|
life = deltalife;
|
|
|
|
cur_time -= deltalife;
|
|
|
|
|
|
|
|
last_ob = -1;
|
|
|
|
last_fc = -1;
|
|
|
|
same_fc = 0;
|
|
|
|
|
|
|
|
/* First call the particle deflection check for the particle moving */
|
|
|
|
/* between the old co-ordinates and the new co-ordinates */
|
|
|
|
/* If a deflection occurs, call the code again, this time between the */
|
|
|
|
/* intersection point and the updated new co-ordinates */
|
|
|
|
/* Bail out if we've done the calculation 10 times - this seems ok */
|
|
|
|
/* for most scenes I've tested */
|
|
|
|
while (finish_defs) {
|
|
|
|
deflected = pdDoDeflection(rng, opco, npco, opno, npno, life, new_force,
|
2005-11-11 19:41:58 +00:00
|
|
|
def_count, cur_time, ob->lay,
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
&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;
|
|
|
|
}
|
|
|
|
}
|
2003-03-23 16:01:32 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* 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];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2003-04-25 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;
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
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--) {
|
2005-10-20 18:52:29 +00:00
|
|
|
calc_latt_deform(pa->co, 1.0f);
|
2002-10-12 11:37:38 +00:00
|
|
|
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) {
|
2005-07-25 21:53:58 +00:00
|
|
|
pa->lifetime*= 1.0f + paf->randlife*(rng_getFloat(rng) - 0.5f);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
pa->mat_nr= paf->mat[depth];
|
2004-06-26 18:18:11 +00:00
|
|
|
|
2005-11-11 19:41:58 +00:00
|
|
|
make_particle_keys(rng, ob, depth+1, b, paf, pa, force, deform, mtex, effectorbase);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
static void init_mv_jit(float *jit, int num, int seed2)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2005-07-25 21:53:58 +00:00
|
|
|
RNG *rng;
|
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);
|
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
rng = rng_new(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
|
|
|
|
2005-07-25 21:53:58 +00:00
|
|
|
jit[i]= x + rad1*(0.5f - rng_getFloat(rng));
|
|
|
|
jit[i+1]= i/(2.0f*num) + rad1*(0.5f - rng_getFloat(rng));
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
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++) {
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
BLI_jitterate1(jit, jit2, num, rad1);
|
|
|
|
BLI_jitterate1(jit, jit2, num, rad1);
|
|
|
|
BLI_jitterate2(jit, jit2, num, rad2);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
MEM_freeN(jit2);
|
2005-07-25 21:53:58 +00:00
|
|
|
rng_free(rng);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
#define JIT_RAND 32
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* for a position within a face, tot is total amount of faces */
|
2005-11-12 10:35:14 +00:00
|
|
|
static void give_mesh_particle_coord(PartEff *paf, VeNoCo *noco, MFace *mface, int partnr, int subnr, float *co, float *no)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
static float *jit= NULL;
|
|
|
|
static float *trands= NULL;
|
|
|
|
static int jitlevel= 1;
|
|
|
|
float *v1, *v2, *v3, *v4;
|
|
|
|
float u, v;
|
2005-11-12 10:35:14 +00:00
|
|
|
float *n1, *n2, *n3, *n4;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* free signal */
|
|
|
|
if(paf==NULL) {
|
2002-10-12 11:37:38 +00:00
|
|
|
if(jit) MEM_freeN(jit);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
jit= NULL;
|
|
|
|
if(trands) MEM_freeN(trands);
|
|
|
|
trands= NULL;
|
2002-10-12 11:37:38 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* first time initialize jitter or trand, partnr then is total amount of particles, subnr total amount of faces */
|
|
|
|
if(trands==NULL && jit==NULL) {
|
|
|
|
RNG *rng = rng_new(31415926 + paf->seed);
|
|
|
|
int i, tot;
|
|
|
|
|
|
|
|
if(paf->flag & PAF_TRAND)
|
|
|
|
tot= partnr;
|
|
|
|
else
|
|
|
|
tot= JIT_RAND; /* arbitrary... allows JIT_RAND times more particles in a face for jittered distro */
|
|
|
|
|
|
|
|
trands= MEM_callocN(2+2*tot*sizeof(float), "trands");
|
|
|
|
for(i=0; i<tot; i++) {
|
|
|
|
trands[2*i]= rng_getFloat(rng);
|
|
|
|
trands[2*i+1]= rng_getFloat(rng);
|
|
|
|
}
|
|
|
|
rng_free(rng);
|
|
|
|
|
|
|
|
if((paf->flag & PAF_TRAND)==0) {
|
|
|
|
jitlevel= paf->userjit;
|
|
|
|
|
|
|
|
if(jitlevel == 0) {
|
|
|
|
jitlevel= partnr/subnr;
|
|
|
|
if(paf->flag & PAF_EDISTR) jitlevel*= 2; /* looks better in general, not very scietific */
|
|
|
|
if(jitlevel<3) jitlevel= 3;
|
|
|
|
if(jitlevel>100) jitlevel= 100;
|
|
|
|
}
|
|
|
|
|
|
|
|
jit= MEM_callocN(2+ jitlevel*2*sizeof(float), "jit");
|
|
|
|
init_mv_jit(jit, jitlevel, paf->seed);
|
|
|
|
BLI_array_randomize(jit, 2*sizeof(float), jitlevel, paf->seed); /* for custom jit or even distribution */
|
|
|
|
}
|
|
|
|
return;
|
2004-07-03 18:39:19 +00:00
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(paf->flag & PAF_TRAND) {
|
|
|
|
u= trands[2*partnr];
|
|
|
|
v= trands[2*partnr+1];
|
2004-07-03 18:39:19 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
else {
|
|
|
|
/* jittered distribution gets fixed random offset */
|
|
|
|
if(subnr>=jitlevel) {
|
|
|
|
int jitrand= (subnr/jitlevel) % JIT_RAND;
|
|
|
|
|
|
|
|
subnr %= jitlevel;
|
|
|
|
u= jit[2*subnr] + trands[2*jitrand];
|
|
|
|
v= jit[2*subnr+1] + trands[2*jitrand+1];
|
|
|
|
if(u > 1.0f) u-= 1.0f;
|
|
|
|
if(v > 1.0f) v-= 1.0f;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
u= jit[2*subnr];
|
|
|
|
v= jit[2*subnr+1];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
v1= (noco+(mface->v1))->co;
|
|
|
|
v2= (noco+(mface->v2))->co;
|
|
|
|
v3= (noco+(mface->v3))->co;
|
|
|
|
n1= (noco+(mface->v1))->no;
|
|
|
|
n2= (noco+(mface->v2))->no;
|
|
|
|
n3= (noco+(mface->v3))->no;
|
2004-07-03 18:39:19 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(mface->v4) {
|
|
|
|
float uv= u*v;
|
|
|
|
float muv= (1.0f-u)*(v);
|
|
|
|
float umv= (u)*(1.0f-v);
|
|
|
|
float mumv= (1.0f-u)*(1.0f-v);
|
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
v4= (noco+(mface->v4))->co;
|
|
|
|
n4= (noco+(mface->v4))->no;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
co[0]= mumv*v1[0] + muv*v2[0] + uv*v3[0] + umv*v4[0];
|
|
|
|
co[1]= mumv*v1[1] + muv*v2[1] + uv*v3[1] + umv*v4[1];
|
|
|
|
co[2]= mumv*v1[2] + muv*v2[2] + uv*v3[2] + umv*v4[2];
|
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
no[0]= mumv*n1[0] + muv*n2[0] + uv*n3[0] + umv*n4[0];
|
|
|
|
no[1]= mumv*n1[1] + muv*n2[1] + uv*n3[1] + umv*n4[1];
|
|
|
|
no[2]= mumv*n1[2] + muv*n2[2] + uv*n3[2] + umv*n4[2];
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* mirror triangle uv coordinates when on other side */
|
|
|
|
if(u + v > 1.0f) {
|
|
|
|
u= 1.0f-u;
|
|
|
|
v= 1.0f-v;
|
|
|
|
}
|
|
|
|
co[0]= v1[0] + u*(v3[0]-v1[0]) + v*(v2[0]-v1[0]);
|
|
|
|
co[1]= v1[1] + u*(v3[1]-v1[1]) + v*(v2[1]-v1[1]);
|
|
|
|
co[2]= v1[2] + u*(v3[2]-v1[2]) + v*(v2[2]-v1[2]);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
no[0]= n1[0] + u*(n3[0]-n1[0]) + v*(n2[0]-n1[0]);
|
|
|
|
no[1]= n1[1] + u*(n3[1]-n1[1]) + v*(n2[1]-n1[1]);
|
|
|
|
no[2]= n1[2] + u*(n3[2]-n1[2]) + v*(n2[2]-n1[2]);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* Gets a MDeformVert's weight in group (0 if not in group) */
|
|
|
|
/* note; this call could be in mesh.c or deform.c, but OK... it's in armature.c too! (ton) */
|
|
|
|
static float vert_weight(MDeformVert *dvert, int group)
|
|
|
|
{
|
|
|
|
MDeformWeight *dw;
|
|
|
|
int i;
|
|
|
|
|
|
|
|
if(dvert) {
|
|
|
|
dw= dvert->dw;
|
|
|
|
for(i= dvert->totweight; i>0; i--, dw++) {
|
|
|
|
if(dw->def_nr == group) return dw->weight;
|
|
|
|
if(i==1) break; /*otherwise dw will point to somewhere it shouldn't*/
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
return 0.0;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* Gets a faces average weight in a group, helper for below, face and weights are always set */
|
|
|
|
static float face_weight(MFace *face, float *weights)
|
|
|
|
{
|
|
|
|
float tweight;
|
|
|
|
|
|
|
|
tweight = weights[face->v1] + weights[face->v2] + weights[face->v3];
|
|
|
|
|
|
|
|
if(face->v4) {
|
|
|
|
tweight += weights[face->v4];
|
|
|
|
tweight /= 4.0;
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
tweight /= 3.0;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
return tweight;
|
|
|
|
}
|
|
|
|
|
|
|
|
/* helper function for build_particle_system() */
|
2005-11-12 10:35:14 +00:00
|
|
|
static void make_weight_tables(PartEff *paf, Mesh *me, int totpart, VeNoCo *vertlist, int totvert, MFace *facelist, int totface, float **vweights, float **fweights)
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
{
|
|
|
|
MFace *mface;
|
|
|
|
float *foweights=NULL, *voweights=NULL;
|
|
|
|
float totvweight=0.0f, totfweight=0.0f;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
if((paf->flag & PAF_FACE)==0) totface= 0;
|
|
|
|
|
|
|
|
/* collect emitting vertices & faces if vert groups used */
|
|
|
|
if(paf->vertgroup && me->dvert) {
|
|
|
|
|
|
|
|
/* allocate weights array for all vertices, also for lookup of faces later on. note it's a malloc */
|
|
|
|
*vweights= voweights= MEM_mallocN( totvert*sizeof(float), "pafvoweights" );
|
|
|
|
totvweight= 0.0f;
|
|
|
|
for(a=0; a<totvert; a++) {
|
|
|
|
voweights[a]= vert_weight(me->dvert+a, paf->vertgroup-1);
|
|
|
|
totvweight+= voweights[a];
|
|
|
|
}
|
|
|
|
|
|
|
|
if(totface) {
|
|
|
|
/* allocate weights array for faces, note it's a malloc */
|
|
|
|
*fweights= foweights= MEM_mallocN(totface*sizeof(float), "paffoweights" );
|
|
|
|
for(a=0, mface=facelist; a<totface; a++, mface++) {
|
|
|
|
foweights[a] = face_weight(mface, voweights);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* make weights for faces or for even area distribution */
|
|
|
|
if(totface && (paf->flag & PAF_EDISTR)) {
|
|
|
|
float maxfarea= 0.0f, curfarea;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* two cases for area distro, second case we already have group weights */
|
|
|
|
if(foweights==NULL) {
|
|
|
|
/* allocate weights array for faces, note it's a malloc */
|
|
|
|
*fweights= foweights= MEM_mallocN(totface*sizeof(float), "paffoweights" );
|
|
|
|
|
|
|
|
for(a=0, mface=facelist; a<totface; a++, mface++) {
|
|
|
|
if (mface->v4)
|
|
|
|
curfarea= AreaQ3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co, vertlist[mface->v4].co);
|
|
|
|
else
|
|
|
|
curfarea= AreaT3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co);
|
|
|
|
if(curfarea>maxfarea)
|
|
|
|
maxfarea = curfarea;
|
|
|
|
foweights[a]= curfarea;
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
else {
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
for(a=0, mface=facelist; a<totface; a++, mface++) {
|
|
|
|
if(foweights[a]!=0.0f) {
|
|
|
|
if (mface->v4)
|
|
|
|
curfarea= AreaQ3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co, vertlist[mface->v4].co);
|
|
|
|
else
|
|
|
|
curfarea= AreaT3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co);
|
|
|
|
if(curfarea>maxfarea)
|
|
|
|
maxfarea = curfarea;
|
|
|
|
foweights[a]*= curfarea;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* normalize weights for max face area, calculate tot */
|
|
|
|
if(maxfarea!=0.0f) {
|
|
|
|
maxfarea= 1.0f/maxfarea;
|
|
|
|
for(a=0; a< totface; a++) {
|
|
|
|
if(foweights[a]!=0.0) {
|
|
|
|
foweights[a] *= maxfarea;
|
|
|
|
totfweight+= foweights[a];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else if(foweights) {
|
|
|
|
/* only add totfweight value */
|
|
|
|
for(a=0; a< totface; a++) {
|
|
|
|
if(foweights[a]!=0.0) {
|
|
|
|
totfweight+= foweights[a];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/* if weight arrays, we turn these arrays into the amount of particles */
|
|
|
|
if(totvert && voweights) {
|
|
|
|
float mult= (float)totpart/totvweight;
|
|
|
|
|
|
|
|
for(a=0; a< totvert; a++) {
|
|
|
|
if(voweights[a]!=0.0)
|
|
|
|
voweights[a] *= mult;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(totface && foweights) {
|
|
|
|
float mult= (float)totpart/totfweight;
|
|
|
|
|
|
|
|
for(a=0; a< totface; a++) {
|
|
|
|
if(foweights[a]!=0.0)
|
|
|
|
foweights[a] *= mult;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-11-10 21:23:08 +00:00
|
|
|
/* helper function for build_particle_system() */
|
|
|
|
static void make_length_tables(PartEff *paf, Mesh *me, int totvert, MFace *facelist, int totface, float **vlengths, float **flengths)
|
|
|
|
{
|
|
|
|
MFace *mface;
|
|
|
|
float *folengths=NULL, *volengths=NULL;
|
|
|
|
int a;
|
|
|
|
|
|
|
|
if((paf->flag & PAF_FACE)==0) totface= 0;
|
|
|
|
|
|
|
|
/* collect emitting vertices & faces if vert groups used */
|
|
|
|
if(paf->vertgroup_v && me->dvert) {
|
|
|
|
|
|
|
|
/* allocate lengths array for all vertices, also for lookup of faces later on. note it's a malloc */
|
|
|
|
*vlengths= volengths= MEM_mallocN( totvert*sizeof(float), "pafvolengths" );
|
|
|
|
for(a=0; a<totvert; a++) {
|
|
|
|
volengths[a]= vert_weight(me->dvert+a, paf->vertgroup_v-1);
|
|
|
|
}
|
|
|
|
|
|
|
|
if(totface) {
|
|
|
|
/* allocate lengths array for faces, note it's a malloc */
|
|
|
|
*flengths= folengths= MEM_mallocN(totface*sizeof(float), "paffolengths" );
|
|
|
|
for(a=0, mface=facelist; a<totface; a++, mface++) {
|
|
|
|
folengths[a] = face_weight(mface, volengths);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* for paf start to end, store all matrices for objects */
|
|
|
|
typedef struct pMatrixCache {
|
|
|
|
float obmat[4][4];
|
|
|
|
float imat[3][3];
|
|
|
|
} pMatrixCache;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2006-05-30 12:43:06 +00:00
|
|
|
|
|
|
|
/* WARN: this function stores data in ob->id.idnew! */
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
static pMatrixCache *cache_object_matrices(Object *ob, int start, int end)
|
|
|
|
{
|
|
|
|
pMatrixCache *mcache, *mc;
|
2006-06-17 15:14:43 +00:00
|
|
|
Group *group= NULL;
|
2006-05-30 12:43:06 +00:00
|
|
|
Object *obcopy;
|
2006-04-08 18:13:47 +00:00
|
|
|
Base *base;
|
2006-08-09 12:53:49 +00:00
|
|
|
float framelenold, cfrao, sfo;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
2006-06-17 15:14:43 +00:00
|
|
|
/* object can be linked in group... stupid exception */
|
|
|
|
if(NULL==object_in_scene(ob, G.scene))
|
|
|
|
group= find_group(ob);
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
mcache= mc= MEM_mallocN( (end-start+1)*sizeof(pMatrixCache), "ob matrix cache");
|
|
|
|
|
|
|
|
framelenold= G.scene->r.framelen;
|
|
|
|
G.scene->r.framelen= 1.0f;
|
|
|
|
cfrao= G.scene->r.cfra;
|
2006-08-09 12:53:49 +00:00
|
|
|
sfo= ob->sf;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
ob->sf= 0.0f;
|
2006-08-09 12:53:49 +00:00
|
|
|
|
2006-05-30 12:43:06 +00:00
|
|
|
/* clear storage */
|
|
|
|
for(obcopy= G.main->object.first; obcopy; obcopy= obcopy->id.next)
|
|
|
|
obcopy->id.newid= NULL;
|
|
|
|
|
2006-06-17 15:14:43 +00:00
|
|
|
/* all objects get tagged recalc that influence this object (does group too) */
|
2006-06-20 17:31:41 +00:00
|
|
|
/* another hack; while transform you cannot call this, it sets own recalc flags */
|
2006-09-17 13:12:57 +00:00
|
|
|
if(G.moving==0) {
|
|
|
|
ob->recalc |= OB_RECALC_OB; /* make sure a recalc gets flushed */
|
|
|
|
DAG_object_update_flags(G.scene, ob, -1);
|
|
|
|
}
|
2006-04-08 18:13:47 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
for(G.scene->r.cfra= start; G.scene->r.cfra<=end; G.scene->r.cfra++, mc++) {
|
2006-06-17 15:14:43 +00:00
|
|
|
|
|
|
|
if(group) {
|
|
|
|
GroupObject *go;
|
|
|
|
|
|
|
|
for(go= group->gobject.first; go; go= go->next) {
|
|
|
|
if(go->ob->recalc) {
|
|
|
|
where_is_object(go->ob);
|
|
|
|
|
|
|
|
do_ob_key(go->ob);
|
|
|
|
if(go->ob->type==OB_ARMATURE) {
|
|
|
|
do_all_pose_actions(go->ob); // only does this object actions
|
|
|
|
where_is_pose(go->ob);
|
|
|
|
}
|
2006-04-08 18:13:47 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
}
|
|
|
|
}
|
2006-06-17 15:14:43 +00:00
|
|
|
else {
|
|
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
|
|
if(base->object->recalc) {
|
|
|
|
if(base->object->id.newid==NULL)
|
|
|
|
base->object->id.newid= MEM_dupallocN(base->object);
|
|
|
|
|
|
|
|
where_is_object(base->object);
|
|
|
|
|
|
|
|
do_ob_key(base->object);
|
|
|
|
if(base->object->type==OB_ARMATURE) {
|
|
|
|
do_all_pose_actions(base->object); // only does this object actions
|
|
|
|
where_is_pose(base->object);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
Mat4CpyMat4(mc->obmat, ob->obmat);
|
|
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
|
|
Mat3CpyMat4(mc->imat, ob->imat);
|
|
|
|
Mat3Transp(mc->imat);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* restore */
|
|
|
|
G.scene->r.cfra= cfrao;
|
|
|
|
G.scene->r.framelen= framelenold;
|
2006-08-09 12:53:49 +00:00
|
|
|
ob->sf= sfo;
|
|
|
|
|
2006-06-17 15:14:43 +00:00
|
|
|
if(group) {
|
|
|
|
GroupObject *go;
|
|
|
|
|
|
|
|
for(go= group->gobject.first; go; go= go->next) {
|
|
|
|
if(go->ob->recalc) {
|
|
|
|
where_is_object(go->ob);
|
|
|
|
|
|
|
|
do_ob_key(go->ob);
|
|
|
|
if(go->ob->type==OB_ARMATURE) {
|
|
|
|
do_all_pose_actions(go->ob); // only does this object actions
|
|
|
|
where_is_pose(go->ob);
|
|
|
|
}
|
2006-04-08 18:13:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2006-06-17 15:14:43 +00:00
|
|
|
else {
|
|
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
|
|
if(base->object->recalc) {
|
|
|
|
|
|
|
|
if(base->object->id.newid) {
|
|
|
|
obcopy= (Object *)base->object->id.newid;
|
|
|
|
*(base->object) = *(obcopy);
|
|
|
|
MEM_freeN(obcopy);
|
|
|
|
base->object->id.newid= NULL;
|
|
|
|
}
|
|
|
|
|
|
|
|
do_ob_key(base->object);
|
|
|
|
if(base->object->type==OB_ARMATURE) {
|
|
|
|
do_all_pose_actions(base->object); // only does this object actions
|
|
|
|
where_is_pose(base->object);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
return mcache;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
2006-03-29 07:35:54 +00:00
|
|
|
/* for fluidsim win32 debug messages */
|
|
|
|
#if defined(WIN32) && (!(defined snprintf))
|
|
|
|
#define snprintf _snprintf
|
|
|
|
#endif
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* main particle building function
|
|
|
|
one day particles should become dynamic (realtime) with the current method as a 'bake' (ton) */
|
2002-10-12 11:37:38 +00:00
|
|
|
void build_particle_system(Object *ob)
|
|
|
|
{
|
2005-07-25 21:53:58 +00:00
|
|
|
RNG *rng;
|
2002-10-12 11:37:38 +00:00
|
|
|
PartEff *paf;
|
|
|
|
Particle *pa;
|
|
|
|
Mesh *me;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
Base *base;
|
|
|
|
MTex *mtexmove=0, *mtextime=0;
|
2002-10-12 11:37:38 +00:00
|
|
|
Material *ma;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
MFace *facelist= NULL;
|
|
|
|
pMatrixCache *mcache=NULL, *mcnow, *mcprev;
|
2005-11-11 19:41:58 +00:00
|
|
|
ListBase *effectorbase;
|
2005-11-12 10:35:14 +00:00
|
|
|
VeNoCo *vertexcosnos;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
double startseconds= PIL_check_seconds_timer();
|
2005-11-12 10:35:14 +00:00
|
|
|
float ftime, dtime, force[3], vec[3], fac, co[3], no[3];
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
float *voweights= NULL, *foweights= NULL, maxw=1.0f;
|
2005-11-10 21:23:08 +00:00
|
|
|
float *volengths= NULL, *folengths= NULL;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
int deform=0, a, totpart, paf_sta, paf_end;
|
2005-11-12 10:35:14 +00:00
|
|
|
int waitcursor_set= 0, totvert, totface, curface, curvert;
|
2006-03-29 07:35:54 +00:00
|
|
|
int readMask, activeParts, fileParts;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* return conditions */
|
2002-10-12 11:37:38 +00:00
|
|
|
if(ob->type!=OB_MESH) return;
|
|
|
|
me= ob->data;
|
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;
|
2006-06-11 09:43:05 +00:00
|
|
|
|
|
|
|
if(G.rendering==0 && paf->disp==0) return;
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(paf->keys) MEM_freeN(paf->keys); /* free as early as possible, for returns */
|
|
|
|
paf->keys= NULL;
|
|
|
|
|
- bugfixes
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
|
|
|
//printf("build particles\n");
|
2006-05-30 12:43:06 +00:00
|
|
|
|
- bugfixes
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
|
|
|
/* fluid sim particle import handling, actual loading of particles from file */
|
2006-08-22 11:18:00 +00:00
|
|
|
#ifndef DISABLE_ELBEEM
|
- bugfixes
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
|
|
|
if( (1) && (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && // broken, disabled for now!
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
(ob->fluidsimSettings) &&
|
|
|
|
(ob->fluidsimSettings->type == OB_FLUIDSIM_PARTICLE)) {
|
|
|
|
char *suffix = "fluidsurface_particles_#";
|
|
|
|
char *suffix2 = ".gz";
|
|
|
|
char filename[256];
|
2006-03-29 07:35:54 +00:00
|
|
|
char debugStrBuffer[256];
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
int curFrame = G.scene->r.cfra -1; // warning - sync with derived mesh fsmesh loading
|
|
|
|
int j, numFileParts;
|
|
|
|
gzFile gzf;
|
|
|
|
float vel[3];
|
|
|
|
|
|
|
|
if(ob==G.obedit) { // off...
|
- bugfixes
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
|
|
|
paf->totpart = 0; // 1 or 0?
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
// ok, start loading
|
|
|
|
strcpy(filename, ob->fluidsimSettings->surfdataPath);
|
|
|
|
strcat(filename, suffix);
|
|
|
|
BLI_convertstringcode(filename, G.sce, curFrame); // fixed #frame-no
|
|
|
|
strcat(filename, suffix2);
|
|
|
|
|
|
|
|
gzf = gzopen(filename, "rb");
|
|
|
|
if (!gzf) {
|
2006-03-29 07:35:54 +00:00
|
|
|
snprintf(debugStrBuffer,256,"readFsPartData::error - Unable to open file for reading '%s' \n", filename);
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
//elbeemDebugOut(debugStrBuffer);
|
- bugfixes
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
2006-11-05 16:30:29 +00:00
|
|
|
paf->totpart = 0;
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
gzread(gzf, &totpart, sizeof(totpart));
|
|
|
|
numFileParts = totpart;
|
|
|
|
totpart = (G.rendering)?totpart:(paf->disp*totpart)/100;
|
|
|
|
paf->totpart= totpart;
|
|
|
|
paf->totkey= 1;
|
|
|
|
/* initialize particles */
|
2006-03-29 07:35:54 +00:00
|
|
|
new_particle(paf);
|
|
|
|
ftime = 0.0; // unused...
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
|
|
|
|
// set up reading mask
|
2006-03-29 07:35:54 +00:00
|
|
|
readMask = ob->fluidsimSettings->typeFlags;
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
activeParts=0;
|
2006-03-29 07:35:54 +00:00
|
|
|
fileParts=0;
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
|
2006-03-29 07:35:54 +00:00
|
|
|
for(a=0; a<totpart; a++) {
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
int ptype=0;
|
|
|
|
short shsize=0;
|
|
|
|
float convertSize=0.0;
|
|
|
|
gzread(gzf, &ptype, sizeof( ptype ));
|
|
|
|
if(ptype&readMask) {
|
|
|
|
activeParts++;
|
|
|
|
pa= new_particle(paf);
|
|
|
|
pa->time= ftime;
|
2006-03-29 07:35:54 +00:00
|
|
|
pa->lifetime= ftime + 10000.; // add large number to make sure they are displayed, G.scene->r.efra +1.0;
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
pa->co[0] = 0.0;
|
|
|
|
pa->co[1] =
|
|
|
|
pa->co[2] = 1.0*(float)a / (float)totpart;
|
|
|
|
pa->no[0] = pa->no[1] = pa->no[2] = 0.0;
|
|
|
|
pa->mat_nr= paf->omat;
|
|
|
|
gzread(gzf, &convertSize, sizeof( float ));
|
|
|
|
// convert range of 1.0-10.0 to shorts 1000-10000)
|
|
|
|
shsize = (short)(convertSize*1000.0);
|
|
|
|
pa->rt = shsize;
|
|
|
|
|
|
|
|
for(j=0; j<3; j++) {
|
|
|
|
float wrf;
|
|
|
|
gzread(gzf, &wrf, sizeof( wrf ));
|
|
|
|
pa->co[j] = wrf;
|
|
|
|
//fprintf(stderr,"Rj%d ",j);
|
|
|
|
}
|
|
|
|
for(j=0; j<3; j++) {
|
|
|
|
float wrf;
|
|
|
|
gzread(gzf, &wrf, sizeof( wrf ));
|
|
|
|
vel[j] = wrf;
|
|
|
|
}
|
2006-03-29 07:35:54 +00:00
|
|
|
//if(a<25) fprintf(stderr,"FSPARTICLE debug set %s , a%d = %f,%f,%f , life=%f \n", filename, a, pa->co[0],pa->co[1],pa->co[2], pa->lifetime );
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
} else {
|
|
|
|
// skip...
|
|
|
|
for(j=0; j<2*3+1; j++) {
|
|
|
|
float wrf; gzread(gzf, &wrf, sizeof( wrf ));
|
|
|
|
}
|
|
|
|
}
|
2006-03-29 07:35:54 +00:00
|
|
|
fileParts++;
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
}
|
|
|
|
gzclose( gzf );
|
|
|
|
|
|
|
|
totpart = paf->totpart = activeParts;
|
2006-03-29 07:35:54 +00:00
|
|
|
snprintf(debugStrBuffer,256,"readFsPartData::done - particles:%d, active:%d, file:%d, mask:%d \n", paf->totpart,activeParts,fileParts,readMask);
|
|
|
|
elbeemDebugOut(debugStrBuffer);
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
return;
|
2006-08-22 11:18:00 +00:00
|
|
|
} // fluid sim particles done
|
|
|
|
#endif // DISABLE_ELBEEM
|
Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
2006-02-27 11:45:42 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(paf->end < paf->sta) return;
|
|
|
|
|
|
|
|
if( (paf->flag & PAF_OFACE) && (paf->flag & PAF_FACE)==0) return;
|
|
|
|
|
|
|
|
if(me->totvert==0) return;
|
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
if(ob==G.obedit) return;
|
Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:
Render:
- Full cleanup of render code, removing *all* globals and bad level calls
all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.
Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
easier use of movies in Blender
PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)
3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
(pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!
Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
window. (yes, output nodes to render-result, and to files, is on the list!)
The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
system should be built from scratch. I can't really understand this code...
I expect it is not much needed, especially with advanced layer/passes
control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
to check first the option to render to a Image window, so Blender can become
a true single-window application. :)
For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again
OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
|
|
|
totpart= (G.rendering)?paf->totpart:(paf->disp*paf->totpart)/100;
|
2005-11-11 19:41:58 +00:00
|
|
|
if(totpart==0) return;
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* No returns after this line! */
|
|
|
|
|
|
|
|
/* material */
|
|
|
|
ma= give_current_material(ob, paf->omat);
|
|
|
|
if(ma) {
|
|
|
|
if(paf->speedtex)
|
|
|
|
mtexmove= ma->mtex[paf->speedtex-1];
|
|
|
|
mtextime= ma->mtex[paf->timetex-1];
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
disable_speed_curve(1); /* check this... */
|
2004-06-26 18:18:11 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* initialize particles */
|
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) */
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
for(base= G.scene->base.first; base; base= base->next)
|
2004-07-11 13:17:03 +00:00
|
|
|
base->object->sumohandle= NULL;
|
2004-06-26 18:18:11 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* all object positions from start to end */
|
|
|
|
paf_sta= (int)floor(paf->sta);
|
|
|
|
paf_end= (int)ceil(paf->end);
|
|
|
|
if((paf->flag & PAF_STATIC)==0)
|
|
|
|
mcache= cache_object_matrices(ob, paf_sta, paf_end);
|
|
|
|
|
2003-04-25 15:48:11 +00:00
|
|
|
/* mult generations? */
|
2002-10-12 11:37:38 +00:00
|
|
|
for(a=0; a<PAF_MAXMULT; a++) {
|
|
|
|
if(paf->mult[a]!=0.0) {
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* interesting 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;
|
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* for static particles, calculate system on current frame (? ton) */
|
2004-12-02 14:52:40 +00:00
|
|
|
if(ma) do_mat_ipo(ma);
|
2004-11-22 18:13:56 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* matrix invert for static too */
|
2005-11-04 12:38:46 +00:00
|
|
|
Mat4Invert(ob->imat, ob->obmat);
|
2005-12-11 14:28:22 +00:00
|
|
|
Mat4CpyMat4(paf->imat, ob->imat); /* used for duplicators */
|
2005-11-04 12:38:46 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* new random generator */
|
2005-07-25 21:53:58 +00:00
|
|
|
rng = rng_new(paf->seed);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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 {
|
2005-08-14 10:35:58 +00:00
|
|
|
deform= (ob->parent && ob->parent->type==OB_LATTICE && ob->partype==PARSKEL);
|
2004-07-03 18:39:19 +00:00
|
|
|
if(deform) init_latt_deform(ob->parent, 0);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-11-11 19:41:58 +00:00
|
|
|
/* get the effectors */
|
Orange branch: Revived hidden treasure, the Groups!
Previous experiment (in 2000) didn't satisfy, it had even some primitive
NLA option in groups... so, cleaned up the old code (removed most) and
integrated it back in a more useful way.
Usage:
- CTRL+G gives menu to add group, add to existing group, or remove from
groups.
- In Object buttons, a new (should become first) Panel was added, showing
not only Object "ID button" and Parent, but also the Groups the Object
Belongs to. These buttons also allow rename, assigning or removing.
- To indicate Objects are grouped, they're drawn in a (not theme yet, so
temporal?) green wire color.
- Use ALT+SHIFT mouse-select to (de)select an entire group
But, the real power of groups is in the following features:
-> Particle Force field and Guide control
In the "Particle Motion" Panel, you can indicate a Group name, this then
limits force fields or guides to members of that Group. (Note that layers
still work on top of that... not sure about that).
-> Light Groups
In the Material "Shaders" Panel, you can indicate a Group name to limit
lighting for the Material to lamps in this group. The Lights in a Group do
need to be 'visible' for the Scene to be rendered (as usual).
-> Group Duplicator
In the Object "Anim" Panel, you can set any Object (use Empty!) to
duplicate an entire Group. It will make copies of all Objects in that Group.
Also works for animated Objects, but it will copy the current positions or
deforms. Control over 'local timing' (so we can do Massive anims!) will be
added later.
(Note; this commit won't render Group duplicators yet, a fix in bf-blender
will enable that, next commit will sync)
-> Library Appending
In the SHIFT-F1 or SHIFT+F4 browsers, you can also find the Groups listed.
By appending or linking the Group itself, and use the Group Duplicator, you
now can animate and position linked Objects. The nice thing is that the
local saved file itself will only store the Group name that was linked, so
on a next file read, the Group Objects will be re-read as stored (changed)
in the Library file.
(Note; current implementation also "gives a base" to linked Group Objects,
to show them as Objects in the current Scene. Need that now for testing
purposes, but probably will be removed later).
-> Outliner
Outliner now shows Groups as optio too, nice to organize your data a bit too!
In General, Groups have a very good potential... for example, it could
become default for MetaBall Objects too (jiri, I can help you later on how
this works). All current 'layer relationships' in Blender should be dropped
in time, I guess...
2005-12-06 10:55:30 +00:00
|
|
|
effectorbase= pdInitEffectors(ob, paf->group);
|
2005-11-11 19:41:58 +00:00
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
/* init geometry, return is 6 x float * me->totvert in size */
|
|
|
|
vertexcosnos= (VeNoCo *)mesh_get_mapped_verts_nors(ob);
|
|
|
|
facelist= me->mface;
|
|
|
|
totvert= me->totvert;
|
|
|
|
totface= me->totface;
|
2004-12-03 20:22:37 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* if vertexweights or even distribution, it makes weight tables, also checks where it emits from */
|
2005-11-12 10:35:14 +00:00
|
|
|
make_weight_tables(paf, me, totpart, vertexcosnos, totvert, facelist, totface, &voweights, &foweights);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
2005-11-10 21:23:08 +00:00
|
|
|
/* vertexweights can define lengths too */
|
|
|
|
make_length_tables(paf, me, totvert, facelist, totface, &volengths, &folengths);
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* now define where to emit from, if there are face weights we skip vertices */
|
|
|
|
if(paf->flag & PAF_OFACE) totvert= 0;
|
|
|
|
if((paf->flag & PAF_FACE)==0) totface= 0;
|
|
|
|
if(foweights) totvert= 0;
|
|
|
|
|
|
|
|
/* initialize give_mesh_particle_coord */
|
|
|
|
if(totface)
|
2005-11-12 10:35:14 +00:00
|
|
|
give_mesh_particle_coord(paf, vertexcosnos, facelist, totpart, totface, NULL, NULL);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* correction for face timing when using weighted average */
|
|
|
|
if(totface && foweights) {
|
|
|
|
maxw= (paf->end-paf->sta)/foweights[0];
|
|
|
|
}
|
|
|
|
else if(totvert && voweights) {
|
|
|
|
maxw= (paf->end-paf->sta)/voweights[0];
|
|
|
|
}
|
|
|
|
|
|
|
|
/* for loop below */
|
|
|
|
if (paf->flag & PAF_STATIC) {
|
|
|
|
ftime = G.scene->r.cfra;
|
|
|
|
dtime= 0.0f;
|
|
|
|
} else {
|
|
|
|
ftime= paf->sta;
|
|
|
|
dtime= (paf->end - paf->sta)/(float)totpart;
|
2004-12-03 20:22:37 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
curface= curvert= 0;
|
2002-10-12 11:37:38 +00:00
|
|
|
for(a=0; a<totpart; a++, ftime+=dtime) {
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* we set waitcursor only when a half second expired, particles now are realtime updated */
|
|
|
|
if(waitcursor_set==0 && (a % 256)==255) {
|
|
|
|
double seconds= PIL_check_seconds_timer();
|
|
|
|
if(seconds - startseconds > 0.5) {
|
|
|
|
waitcursor(1);
|
|
|
|
waitcursor_set= 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
pa= new_particle(paf);
|
|
|
|
pa->time= ftime;
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* get coordinates from faces, only when vertices set to zero */
|
|
|
|
if(totvert==0 && totface) {
|
|
|
|
int curjit;
|
2004-12-03 20:22:37 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* use weight table, we have to do faces in order to be able to use jitter table... */
|
|
|
|
if(foweights) {
|
|
|
|
|
|
|
|
if(foweights[curface] < 1.0f) {
|
|
|
|
float remainder= 0.0f;
|
|
|
|
|
|
|
|
while(remainder + foweights[curface] < 1.0f && curface<totface-1) {
|
|
|
|
remainder += foweights[curface];
|
|
|
|
curface++;
|
|
|
|
}
|
2006-08-27 11:55:32 +00:00
|
|
|
/* if this is the last face, the foweights[] can be zero, so we don't add a particle extra */
|
|
|
|
if(curface!=totface-1)
|
|
|
|
foweights[curface] += remainder;
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
maxw= (paf->end-paf->sta)/foweights[curface];
|
|
|
|
}
|
2006-06-13 20:33:45 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(foweights[curface]==0.0f)
|
|
|
|
break; /* WARN skips here out of particle generating */
|
|
|
|
else {
|
2006-06-13 20:33:45 +00:00
|
|
|
if(foweights[curface] >= 1.0f) /* note the >= here, this because of the < 1.0f above, it otherwise will stick to 1 face forever */
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
foweights[curface] -= 1.0f;
|
|
|
|
|
|
|
|
curjit= (int) foweights[curface];
|
2005-11-12 10:35:14 +00:00
|
|
|
give_mesh_particle_coord(paf, vertexcosnos, facelist+curface, a, curjit, co, no);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
|
|
|
/* time correction to make particles appear evenly, maxw does interframe (0-1) */
|
|
|
|
pa->time= paf->sta + maxw*foweights[curface];
|
|
|
|
}
|
2004-12-03 20:22:37 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
else {
|
|
|
|
curface= a % totface;
|
|
|
|
curjit= a/totface;
|
2005-11-12 10:35:14 +00:00
|
|
|
give_mesh_particle_coord(paf, vertexcosnos, facelist+curface, a, curjit, co, no);
|
2004-12-03 20:22:37 +00:00
|
|
|
}
|
2004-06-26 18:18:11 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* get coordinates from vertices */
|
|
|
|
if(totvert) {
|
|
|
|
/* use weight table */
|
|
|
|
if(voweights) {
|
|
|
|
|
|
|
|
if(voweights[curvert] < 1.0f) {
|
|
|
|
float remainder= 0.0f;
|
|
|
|
|
|
|
|
while(remainder + voweights[curvert] < 1.0f && curvert<totvert-1) {
|
|
|
|
remainder += voweights[curvert];
|
|
|
|
curvert++;
|
2005-04-11 17:55:20 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
voweights[curvert] += remainder;
|
|
|
|
maxw= (paf->end-paf->sta)/voweights[curvert];
|
|
|
|
}
|
|
|
|
|
|
|
|
if(voweights[curvert]==0.0f)
|
|
|
|
break; /* WARN skips here out of particle generating */
|
|
|
|
else {
|
|
|
|
if(voweights[curvert] > 1.0f)
|
|
|
|
voweights[curvert] -= 1.0f;
|
|
|
|
|
|
|
|
/* time correction to make particles appear evenly */
|
|
|
|
pa->time= paf->sta + maxw*voweights[curvert];
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
else {
|
|
|
|
curvert= a % totvert;
|
|
|
|
if(a >= totvert && totface)
|
|
|
|
totvert= 0;
|
2005-07-17 17:33:09 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
2005-11-12 10:35:14 +00:00
|
|
|
VECCOPY(co, vertexcosnos[curvert].co);
|
|
|
|
VECCOPY(no, vertexcosnos[curvert].no);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
VECCOPY(pa->co, co);
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* dynamic options */
|
|
|
|
if((paf->flag & PAF_STATIC)==0) {
|
|
|
|
int cur;
|
|
|
|
|
|
|
|
/* particle retiming with texture */
|
|
|
|
if(mtextime && (paf->flag2 & PAF_TEXTIME)) {
|
|
|
|
float tin, tr, tg, tb, ta, orco[3];
|
|
|
|
|
|
|
|
/* calculate normalized orco */
|
|
|
|
orco[0] = (co[0]-me->loc[0])/me->size[0];
|
|
|
|
orco[1] = (co[1]-me->loc[1])/me->size[1];
|
|
|
|
orco[2] = (co[2]-me->loc[2])/me->size[2];
|
|
|
|
externtex(mtextime, orco, &tin, &tr, &tg, &tb, &ta);
|
|
|
|
|
|
|
|
if(paf->flag2neg & PAF_TEXTIME)
|
|
|
|
pa->time = paf->sta + (paf->end - paf->sta)*tin;
|
|
|
|
else
|
|
|
|
pa->time = paf->sta + (paf->end - paf->sta)*(1.0f-tin);
|
|
|
|
}
|
|
|
|
|
|
|
|
/* set ob at correct time, we use cached matrices */
|
|
|
|
cur= (int)floor(pa->time) + 1 ; /* + 1 has a reason: (obmat/prevobmat) otherwise comet-tails start too late */
|
|
|
|
|
|
|
|
if(cur <= paf_end) mcnow= mcache + cur - paf_sta;
|
|
|
|
else mcnow= mcache + paf_end - paf_sta + 1;
|
|
|
|
|
|
|
|
if(cur > paf_sta) mcprev= mcnow-1;
|
|
|
|
else mcprev= mcache;
|
|
|
|
|
|
|
|
/* move to global space */
|
|
|
|
Mat4MulVecfl(mcnow->obmat, pa->co);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
VECCOPY(vec, co);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
Mat4MulVecfl(mcprev->obmat, vec);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
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);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
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 */
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
fac= (pa->time- (float)floor(pa->time));
|
2002-10-12 11:37:38 +00:00
|
|
|
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
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* start speed: normal */
|
|
|
|
if(paf->normfac!=0.0) {
|
|
|
|
/* imat is transpose ! */
|
|
|
|
VECCOPY(vec, no);
|
|
|
|
Mat3MulVecfl(mcnow->imat, vec);
|
|
|
|
|
|
|
|
Normalise(vec);
|
|
|
|
VecMulf(vec, paf->normfac);
|
|
|
|
VECADD(pa->no, pa->no, vec);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
else {
|
|
|
|
if(paf->normfac!=0.0) {
|
|
|
|
VECCOPY(pa->no, no);
|
|
|
|
Normalise(pa->no);
|
|
|
|
VecMulf(pa->no, paf->normfac);
|
|
|
|
}
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
pa->lifetime= paf->lifetime;
|
|
|
|
if(paf->randlife!=0.0) {
|
2005-07-25 21:53:58 +00:00
|
|
|
pa->lifetime*= 1.0f + paf->randlife*(rng_getFloat(rng) - 0.5f);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
pa->mat_nr= paf->omat;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-11-10 21:23:08 +00:00
|
|
|
if(folengths)
|
|
|
|
pa->lifetime*= folengths[curface];
|
2005-11-27 17:27:32 +00:00
|
|
|
|
2005-11-11 19:41:58 +00:00
|
|
|
make_particle_keys(rng, ob, 0, a, paf, pa, force, deform, mtexmove, effectorbase);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
/* free stuff */
|
|
|
|
give_mesh_particle_coord(NULL, NULL, NULL, 0, 0, NULL, NULL);
|
2005-11-12 10:35:14 +00:00
|
|
|
MEM_freeN(vertexcosnos);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(voweights) MEM_freeN(voweights);
|
|
|
|
if(foweights) MEM_freeN(foweights);
|
2005-11-10 21:23:08 +00:00
|
|
|
if(volengths) MEM_freeN(volengths);
|
|
|
|
if(folengths) MEM_freeN(folengths);
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(mcache) MEM_freeN(mcache);
|
2005-11-12 10:35:14 +00:00
|
|
|
rng_free(rng);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
The long awaited Particle patch from Janne Karhu
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html
There's no doubt this patch had a lot of good ideas for features, and I
want to compliment Janne again for getting it all to work even!
A more careful review of the features and code did show however quite some
flaws and bugs... partially because the current particle code was very much
polluted already, but also because of the implementation lacked quality.
However, the patch was too good to reject, so I've fixed and recoded the
parts that needed it most. :)
Here's a list of of most evident changes in the patch;
- Guides support recoded. It was implemented as a true 'force field',
checking all Curve path points for each particle to find the closest. Was
just far too slow, and didn't support looping or bends well.
The new implementation is fast (real time) and treats the paths as actual
trajectory for the particle.
- Guides didn't integrate in the physics/speed system either, was added as
exception. Now it's integrated and can be combined with other velocities
or forces
- Use of Fields was slow code in general, made it use a Cache instead.
- The "even" distribution didn't work for Jittered sample patterns.
- The "even" or "vertexgroup" code in the main loops were badly constructed,
giving too much cpu for a simple task. Instead of going over all faces
many times, it now only does it once.
Same part of the code used a lot of temporal unneeded mallocs.
- Use of DerivedMesh or Mesh was confused, didn't work for Subsurfs in all
cases
- Support for vertex groups was slow, evaluating vertexgroups too often
- When a vertexgroup failed to read, it was wrongly handled (set to zero).
VertexGroup support now is with a name.
- Split up the too huge build_particle() call in some parts (moving new code)
- The "texture re-timing" option failed for moving Objects. The old code used
the convention that particles were added with increasing time steps.
Solved by creating a object Matrix Cache.
Also: the texture coordinates had to be corrected to become "OrCo".
- The "Disp" option only was used to draw less particles. Changed it to
actually calculate fewer particles for 3D viewing, but render all still.
So now it can be used to keep editing realtime.
Removed;
The "speed threshold" and "Tight" features were not copied over. This
resembled too much to feature overkill. Needs re-evaluation.
Also the "Deform" option was not added, I prefer to first check if the
current particle system really works for the Modifier system.
And:
- Added integration for particle force fields in the dependency graph
- Added TAB completion for vertexgroup names!
- Made the 'wait cursor' only appear when particles take more than 0.5 sec
- The particle jitter table order now is randomized too, giving much
nicer emitting of particles in large faces.
- Vortex field didn't correctly use speed/forces, so it didn't work for
collisions.
- Triangle distribution was wrong
- Removed ancient bug that applied in a *very* weird way speed and forces.
(location changes got the half force, speed the full...???)
So much... might have forgotten some notes! :)
2005-11-10 16:01:56 +00:00
|
|
|
if(deform) end_latt_deform();
|
|
|
|
|
2005-11-11 19:41:58 +00:00
|
|
|
if(effectorbase)
|
|
|
|
pdEndEffectors(effectorbase);
|
|
|
|
|
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;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2002-10-12 11:37:38 +00:00
|
|
|
disable_speed_curve(0);
|
2004-12-03 20:22:37 +00:00
|
|
|
|
2005-11-12 16:22:10 +00:00
|
|
|
if(waitcursor_set) waitcursor(0);
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|