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

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2002-10-12 11:37:38 +00:00
/* deform.c June 2001
*
* support for deformation groups
*
* Reevan McKay
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <string.h>
#include <math.h>
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#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_lattice_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
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#include "DNA_object_types.h"
#include "DNA_object_force.h"
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
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#include "DNA_scene_types.h"
#include "BKE_curve.h"
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#include "BKE_deform.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
#include "BKE_global.h"
#include "BKE_lattice.h"
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
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#include "BKE_object.h"
#include "BKE_softbody.h"
#include "BKE_utildefines.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
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#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
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void copy_defgroups(ListBase *outbase, ListBase *inbase)
{
bDeformGroup *defgroup, *defgroupn;
outbase->first= outbase->last= 0;
for (defgroup = inbase->first; defgroup; defgroup=defgroup->next){
defgroupn= copy_defgroup(defgroup);
BLI_addtail(outbase, defgroupn);
}
}
bDeformGroup* copy_defgroup (bDeformGroup *ingroup)
{
bDeformGroup *outgroup;
if (!ingroup)
return NULL;
outgroup=MEM_callocN(sizeof(bDeformGroup), "deformGroup");
/* For now, just copy everything over. */
memcpy (outgroup, ingroup, sizeof(bDeformGroup));
outgroup->next=outgroup->prev=NULL;
return outgroup;
}
bDeformGroup *get_named_vertexgroup(Object *ob, char *name)
{
/* return a pointer to the deform group with this name
* or return NULL otherwise.
*/
bDeformGroup *curdef;
for (curdef = ob->defbase.first; curdef; curdef=curdef->next){
if (!strcmp(curdef->name, name)){
return curdef;
}
}
return NULL;
}
int get_defgroup_num (Object *ob, bDeformGroup *dg)
{
/* Fetch the location of this deform group
* within the linked list of deform groups.
* (this number is stored in the deform
* weights of the deform verts to link them
* to this deform group) deform deform
* deform blah blah deform
*/
bDeformGroup *eg;
int def_nr;
eg = ob->defbase.first;
def_nr = 0;
/* loop through all deform groups
*/
while (eg != NULL){
/* if the current deform group is
* the one we are after, return
* def_nr
*/
if (eg == dg){
break;
}
++def_nr;
eg = eg->next;
}
/* if there was no deform group found then
* return -1 (should set up a nice symbolic
* constant for this)
*/
if (eg == NULL) return -1;
return def_nr;
}
/* *************** HOOK ****************** */
/* vec==NULL: init
vec is supposed to be local coord, deform happens in local space
*/
void hook_object_deform(Object *ob, int index, float *vec)
{
float totforce;
ObHook *hook;
float vect[3], vectot[3];
if(ob->hooks.first==NULL) return;
/* reinitialize if... */
if(vec==NULL) {
totforce= 0.0;
for(hook= ob->hooks.first; hook; hook= hook->next) {
if(hook->parent) {
hook->curindex= 0;
Mat4Invert(ob->imat, ob->obmat);
/* apparently this call goes from right to left... */
Mat4MulSerie(hook->mat, ob->imat, hook->parent->obmat, hook->parentinv, NULL,
NULL, NULL, NULL, NULL);
}
}
return;
}
totforce= 0.0;
vectot[0]= vectot[1]= vectot[2]= 0.0;
for(hook= ob->hooks.first; hook; hook= hook->next) {
if(hook->parent) {
/* is 'index' in hook array? */
while(hook->curindex < hook->totindex-1) {
if( hook->indexar[hook->curindex] < index ) hook->curindex++;
else break;
}
if( hook->indexar[hook->curindex]==index ) {
float fac= hook->force, len;
VecMat4MulVecfl(vect, hook->mat, vec);
if(hook->falloff!=0.0) {
/* hook->cent is in local coords */
len= VecLenf(vec, hook->cent);
if(len > hook->falloff) fac= 0.0;
else if(len>0.0) fac*= sqrt(1.0 - len/hook->falloff);
}
if(fac!=0.0) {
totforce+= fac;
vectot[0]+= fac*vect[0];
vectot[1]+= fac*vect[1];
vectot[2]+= fac*vect[2];
}
}
}
}
/* if totforce < 1.0, we take old position also into account */
if(totforce<1.0) {
vectot[0]+= (1.0-totforce)*vec[0];
vectot[1]+= (1.0-totforce)*vec[1];
vectot[2]+= (1.0-totforce)*vec[2];
}
else VecMulf(vectot, 1.0/totforce);
VECCOPY(vec, vectot);
}
/* modifiers: hooks, deform, softbody
mode=='s' is start, 'e' is end , 'a' is apply
*/
int mesh_modifier(Object *ob, char mode)
{
static MVert *mvert=NULL;
Mesh *me= ob->data;
MVert *mv;
int a, done=0;
/* conditions if it's needed */
if(ob->hooks.first);
else if(ob->effect.first); // weak... particles too
else if(ob->parent && ob->parent->type==OB_LATTICE);
else if(ob->parent && ob->partype==PARSKEL);
else if(ob->softflag & OB_SB_ENABLE);
else return 0;
if(me->totvert==0) return 0;
if(mode=='s') { // "start"
/* copy */
mvert= MEM_dupallocN(me->mvert);
/* hooks */
if(ob->hooks.first) {
done= 1;
/* NULL signals initialize */
hook_object_deform(ob, 0, NULL);
for(a=0, mv= me->mvert; a<me->totvert; a++, mv++) {
hook_object_deform(ob, a, mv->co);
}
}
if(ob->effect.first) done |= object_wave(ob);
if((ob->softflag & OB_SB_ENABLE) && !(ob->softflag & OB_SB_POSTDEF)) {
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
done= 1;
sbObjectStep(ob, (float)G.scene->r.cfra);
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called from within mesh_modifiers (kernel deform.c). It copies vertices to a temporal particle system (struct SoftBody with BodyPoint structs) to do physics tricks with it. For each frame change the delta movements (based on standard ipo anim or even other deforms (later) are applied to the physics system. How to apply and calculate satisfying results is not my thing... so here I'll commu- nicate with others for. Since it's in the modifier stack, the SoftBody code can run entirely on original data (no displists!). Right now I've implemented 2 things; - "Goal" which is a per vertex value for how much the current position should take into account (goal=1 is without physics). This is a powerful method for artists to get control over what moves and not. Right now i read the vertex color for it. - And some spring stuff, which now only works based on force moving it to the originial location. This doesnt work with 'goal'... erhm. - You can re-use physics vars from engine, used right now is (in Object) - damping - springf (spring factor) - softflag (to set types, or activate softbody for it - The SoftBody pointer in struct Object is only runtime, nothing saved in file To prevent all users going to complain it doesn't work, I've hidden the functionality. :) The buttons to set softbody 'on' only show now (psst psst) when the object has name "soft" as first 4 characters. You can find the buttons in the F7 Particle Interaction Panel (which should be renamed 'physics properties' later or so. Demo file: http://www.blender.org/bf/softbody.blend
2004-10-01 14:04:17 +00:00
}
/* object_deform: output for mesh is in mesh->mvert */
done |= object_deform(ob);
if((ob->softflag & OB_SB_ENABLE) && (ob->softflag & OB_SB_POSTDEF)) {
done= 1;
sbObjectStep(ob, (float)G.scene->r.cfra);
}
/* put deformed vertices in dl->verts, optional subsurf will replace that */
if(done) {
DispList *dl= find_displist_create(&ob->disp, DL_VERTS);
float *fp;
if(dl->verts) MEM_freeN(dl->verts);
if(dl->nors) MEM_freeN(dl->nors);
dl->nr= me->totvert;
if(dl->nr) {
/* make disp array */
dl->verts= fp= MEM_mallocN(3*sizeof(float)*me->totvert, "deform1");
mv= me->mvert;
for(a=0; a<me->totvert; a++, mv++, fp+=3) {
VECCOPY(fp, mv->co);
}
}
}
}
else if(mode=='e') { // end
if(mvert) {
if(me->mvert) MEM_freeN(me->mvert);
me->mvert= mvert;
mvert= NULL;
}
}
else if(mode=='a') { // apply
if(mvert) MEM_freeN(mvert);
mvert= NULL;
}
return done;
}
int curve_modifier(Object *ob, char mode)
{
static ListBase nurb={NULL, NULL};
Curve *cu= ob->data;
Nurb *nu, *newnu;
BezTriple *bezt;
BPoint *bp;
int a, index, done= 0;
/* conditions if it's needed */
if(ob->hooks.first);
else if(ob->parent && ob->partype==PARSKEL);
else if(ob->parent && ob->parent->type==OB_LATTICE);
else return 0;
if(mode=='s') { // "start"
/* copy */
nurb.first= nurb.last= NULL;
nu= cu->nurb.first;
while(nu) {
newnu= duplicateNurb(nu);
BLI_addtail(&nurb, newnu);
nu= nu->next;
}
/* hooks */
if(ob->hooks.first) {
done= 1;
/* NULL signals initialize */
hook_object_deform(ob, 0, NULL);
index= 0;
nu= cu->nurb.first;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
hook_object_deform(ob, index++, bezt->vec[0]);
hook_object_deform(ob, index++, bezt->vec[1]);
hook_object_deform(ob, index++, bezt->vec[2]);
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
hook_object_deform(ob, index++, bp->vec);
bp++;
}
}
nu= nu->next;
}
}
}
else if(mode=='e') {
/* paste */
freeNurblist(&cu->nurb);
cu->nurb= nurb;
}
else if(mode=='a') {
freeNurblist(&nurb);
}
return done;
}
int lattice_modifier(Object *ob, char mode)
{
static BPoint *bpoint;
Lattice *lt= ob->data;
BPoint *bp;
int a, index, done= 0;
/* conditions if it's needed */
if(ob->hooks.first);
else if(ob->parent && ob->partype==PARSKEL);
else if((ob->softflag & OB_SB_ENABLE));
else return 0;
if(mode=='s') { // "start"
/* copy */
bpoint= MEM_dupallocN(lt->def);
/* hooks */
if(ob->hooks.first) {
done= 1;
/* NULL signals initialize */
hook_object_deform(ob, 0, NULL);
index= 0;
bp= lt->def;
a= lt->pntsu*lt->pntsv*lt->pntsw;
while(a--) {
hook_object_deform(ob, index++, bp->vec);
bp++;
}
}
if((ob->softflag & OB_SB_ENABLE)) {
sbObjectStep(ob, (float)G.scene->r.cfra);
}
}
else { // end
MEM_freeN(lt->def);
lt->def= bpoint;
bpoint= NULL;
}
return done;
}