Particles now got that force-hiding feature, too --> jahka: please take a look :)

This commit is contained in:
2008-08-19 11:26:18 +00:00
parent a7f5109f23
commit 7f49f67352
6 changed files with 72 additions and 68 deletions

View File

@@ -66,7 +66,7 @@ void pdEndEffectors(struct ListBase *lb);
void pdDoEffectors(struct ListBase *lb, float *opco, float *force, float *speed, float cur_time, float loc_time, unsigned int flags);
/* required for particle_system.c */
void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor);
void do_physical_effector(Object *ob, float *opco, short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor);
float effector_falloff(struct PartDeflect *pd, float *eff_velocity, float *vec_to_part);

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@@ -229,6 +229,60 @@ void pdEndEffectors(ListBase *lb)
/* Effectors */
/************************************************/
// triangle - ray callback function
static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
// whenever we hit a bounding box, we don't check further
hit->dist = -1;
hit->index = 1;
}
// get visibility of a wind ray
static float eff_calc_visibility(Object *ob, float *co, float *dir)
{
CollisionModifierData **collobjs = NULL;
int numcollobj = 0, i;
float norm[3], len = 0.0;
float visibility = 1.0;
collobjs = get_collisionobjects(ob, &numcollobj);
if(!collobjs)
return 0;
VECCOPY(norm, dir);
VecMulf(norm, -1.0);
len = Normalize(norm);
// check all collision objects
for(i = 0; i < numcollobj; i++)
{
CollisionModifierData *collmd = collobjs[i];
if(collmd->bvhtree)
{
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = len + FLT_EPSILON;
// check if the way is blocked
if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, &hit, eff_tri_ray_hit, NULL)>=0)
{
// visibility is only between 0 and 1, calculated from 1-absorption
visibility *= MAX2(0.0, MIN2(1.0, (1.0-((float)collmd->absorption)*0.01)));
if(visibility <= 0.0f)
break;
}
}
}
MEM_freeN(collobjs);
return visibility;
}
// noise function for wind e.g.
static float wind_func(struct RNG *rng, float strength)
{
@@ -315,12 +369,18 @@ float effector_falloff(PartDeflect *pd, float *eff_velocity, float *vec_to_part)
return falloff;
}
void do_physical_effector(short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor)
void do_physical_effector(Object *ob, float *opco, short type, float force_val, float distance, float falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float *velocity, float *field, int planar, struct RNG *rng, float noise_factor)
{
float mag_vec[3]={0,0,0};
float temp[3], temp2[3];
float eff_vel[3];
float noise = 0;
float noise = 0, visibility;
// calculate visibility
visibility = eff_calc_visibility(ob, opco, vec_to_part);
if(visibility <= 0.0)
return;
falloff *= visibility;
VecCopyf(eff_vel,eff_velocity);
Normalize(eff_vel);
@@ -330,7 +390,7 @@ void do_physical_effector(short type, float force_val, float distance, float fal
VECCOPY(mag_vec,eff_vel);
// add wind noise here, only if we have wind
if((noise_factor> 0.0f) && (force_val > FLT_EPSILON))
if((noise_factor > 0.0f) && (force_val > FLT_EPSILON))
noise = wind_func(rng, noise_factor);
VecMulf(mag_vec,(force_val+noise)*falloff);
@@ -393,56 +453,6 @@ void do_physical_effector(short type, float force_val, float distance, float fal
}
}
static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
hit->dist = -1;
hit->index = 1;
}
float eff_calc_visibility(Object *ob, float *co, float *dir, float cur_time)
{
CollisionModifierData **collobjs = NULL;
int numcollobj = 0, i;
float norm[3], len = 0.0;
float visibility = 1.0;
collobjs = get_collisionobjects(ob, &numcollobj);
if(!collobjs)
return 0;
VECCOPY(norm, dir);
VecMulf(norm, -1.0);
len = Normalize(norm);
// check all collision objects
for(i = 0; i < numcollobj; i++)
{
CollisionModifierData *collmd = collobjs[i];
if(collmd->bvhtree)
{
BVHTreeRayHit hit;
hit.index = -1;
hit.dist = len + FLT_EPSILON;
// check if the way is blocked
if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, &hit, eff_tri_ray_hit, NULL)>=0)
{
visibility *= MAX2(0.0, MIN2(1.0, (1.0-((float)collmd->absorbation)*0.01)));
}
}
}
MEM_freeN(collobjs);
return visibility;
}
/* -------- pdDoEffectors() --------
generic force/speed system, now used for particles and softbodies
lb = listbase with objects that take part in effecting
@@ -478,7 +488,7 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
float *obloc;
float distance, vec_to_part[3];
float falloff, visibility;
float falloff;
/* Cycle through collected objects, get total of (1/(gravity_strength * dist^gravity_power)) */
/* Check for min distance here? (yes would be cool to add that, ton) */
@@ -502,17 +512,12 @@ void pdDoEffectors(ListBase *lb, float *opco, float *force, float *speed, float
falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
if(falloff<=0.0f)
continue;
visibility = eff_calc_visibility(ob, opco, vec_to_part, cur_time);
if((visibility*falloff)<=0.0f)
; /* don't do anything */
else {
float field[3]={0,0,0}, tmp[3];
VECCOPY(field, force);
do_physical_effector(pd->forcefield,pd->f_strength,distance,
visibility*falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
do_physical_effector(ob, opco, pd->forcefield,pd->f_strength,distance,
falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
speed,force,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
// for softbody backward compatibility

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@@ -1405,7 +1405,6 @@ void cloth_calc_force(ClothModifierData *clmd, lfVector *lF, lfVector *lX, lfVec
unsigned int numverts = cloth->numverts;
LinkNode *search = cloth->springs;
lfVector *winvec;
ClothVertex *verts = cloth->verts;
VECCOPY(gravity, clmd->sim_parms->gravity);
mul_fvector_S(gravity, gravity, 0.001f); /* scale gravity force */

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@@ -2616,7 +2616,7 @@ void do_effectors(int pa_no, ParticleData *pa, ParticleKey *state, Object *ob, P
pd->flag & PFIELD_TEX_OBJECT, (pd->flag & PFIELD_TEX_ROOTCO) ? rootco : state->co, eob->obmat,
pd->f_strength, falloff, force_field);
} else {
do_physical_effector(pd->forcefield,pd->f_strength,distance,
do_physical_effector(eob, state->co, pd->forcefield,pd->f_strength,distance,
falloff,pd->f_dist,pd->f_damp,eob->obmat[2],vec_to_part,
pa->state.vel,force_field,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
}
@@ -2665,7 +2665,7 @@ void do_effectors(int pa_no, ParticleData *pa, ParticleKey *state, Object *ob, P
if(falloff<=0.0f)
; /* don't do anything */
else
do_physical_effector(pd->forcefield,pd->f_strength,distance,
do_physical_effector(eob, state->co, pd->forcefield,pd->f_strength,distance,
falloff,epart->size,pd->f_damp,estate.vel,vec_to_part,
state->vel,force_field,0, pd->rng, pd->f_noise);
}

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@@ -390,7 +390,7 @@ typedef struct CollisionModifierData {
unsigned int numverts;
unsigned int numfaces;
short absorbation; /* used for forces, in % */
short absorption; /* used for forces, in % */
short pad;
float time; /* cfra time of modifier */
struct BVHTree *bvhtree; /* bounding volume hierarchy for this cloth object */

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@@ -3306,7 +3306,7 @@ static void object_panel_collision(Object *ob)
// collision options
if(collmd)
{
uiDefButS(block, NUM, B_FIELD_CHANGE, "Absoption: ", 10,0,150,20, &collmd->absorbation, 0.0, 100, 1, 2, "How much of effector force gets lost during collision with this object (in percent).");
uiDefButS(block, NUM, B_FIELD_CHANGE, "Absorption: ", 10,0,150,20, &collmd->absorption, 0.0, 100, 1, 2, "How much of effector force gets lost during collision with this object (in percent).");
}
}
}