Initial code for boids v2
Too many new features to list! But here are the biggies: - Boids can move on air and/or land, or climb a goal object. - Proper interaction with collision objects. * Closest collision object in negative z direction is considered as ground. * Other collision objects are obstacles and boids collide with them. - Boid behavior rules are now added to a dynamic list. * Many new rules and many still not implemented. * Different rule evaluation modes (fuzzy, random, average). - Only particle systems defined by per system "boid relations" are considered for simulation of that system. * This is in addition to the boids own system of course. * Relations define other systems as "neutral", "friend" or "enemy". - All effectors now effect boid physics, not boid brains. * This allows forcing boids somewhere. * Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength). Known issue: - Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly. - Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code. Other new features: - Particle systems can now be named separately from particle settings. * Default name for particle settings is now "ParticleSettings" instead of "PSys" - Per particle system list of particle effector weights. * Enables different effection strengths for particles from different particle systems with without messing around with effector group setting. Other code changes: - KDTree now supports range search as it's needed for new boids. - "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles) Bug fixes: - Object & group visualizations didn't work. - Interpolating pointcache didn't do rotation.
This commit is contained in:
@@ -36,6 +36,7 @@
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#include "MEM_guardedalloc.h"
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#include "DNA_scene_types.h"
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#include "DNA_boid_types.h"
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#include "DNA_particle_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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@@ -58,6 +59,7 @@
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#include "BKE_anim.h"
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#include "BKE_boids.h"
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#include "BKE_global.h"
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#include "BKE_main.h"
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#include "BKE_lattice.h"
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@@ -355,10 +357,13 @@ void psys_free_settings(ParticleSettings *part)
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MEM_freeN(part->pd);
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part->pd = NULL;
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}
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if(part->pd2) {
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MEM_freeN(part->pd2);
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part->pd2 = NULL;
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}
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boid_free_settings(part->boids);
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}
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void free_hair(ParticleSystem *psys, int softbody)
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@@ -439,6 +444,9 @@ void psys_free(Object *ob, ParticleSystem * psys)
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psys->free_edit(psys);
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if(psys->particles){
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if(psys->particles->boid)
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MEM_freeN(psys->particles->boid);
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MEM_freeN(psys->particles);
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psys->particles = 0;
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psys->totpart = 0;
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@@ -479,8 +487,10 @@ void psys_free(Object *ob, ParticleSystem * psys)
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if(psys->pointcache)
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BKE_ptcache_free(psys->pointcache);
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if(psys->keyed_targets.first)
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BLI_freelistN(&psys->keyed_targets);
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if(psys->targets.first)
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BLI_freelistN(&psys->targets);
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BLI_kdtree_free(psys->tree);
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MEM_freeN(psys);
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}
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@@ -1043,21 +1053,21 @@ static void do_particle_interpolation(ParticleSystem *psys, int p, ParticleData
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real_t = pind->kkey[0]->time + t * (pind->kkey[0][pa->totkey-1].time - pind->kkey[0]->time);
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if(psys->part->phystype==PART_PHYS_KEYED && psys->flag & PSYS_KEYED_TIMING) {
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KeyedParticleTarget *kpt = psys->keyed_targets.first;
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ParticleTarget *pt = psys->targets.first;
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kpt=kpt->next;
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pt=pt->next;
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while(kpt && pa->time + kpt->time < real_t)
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kpt= kpt->next;
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while(pt && pa->time + pt->time < real_t)
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pt= pt->next;
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if(kpt) {
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kpt=kpt->prev;
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if(pt) {
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pt=pt->prev;
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if(pa->time + kpt->time + kpt->duration > real_t)
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real_t = pa->time + kpt->time;
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if(pa->time + pt->time + pt->duration > real_t)
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real_t = pa->time + pt->time;
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}
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else
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real_t = pa->time + ((KeyedParticleTarget*)psys->keyed_targets.last)->time;
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real_t = pa->time + ((ParticleTarget*)psys->targets.last)->time;
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}
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CLAMP(real_t, pa->time, pa->dietime);
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@@ -3028,7 +3038,12 @@ void object_add_particle_system(Scene *scene, Object *ob)
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psys->pointcache = BKE_ptcache_add();
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BLI_addtail(&ob->particlesystem, psys);
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psys->part = psys_new_settings("PSys", NULL);
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psys->part = psys_new_settings("ParticleSettings", NULL);
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if(BLI_countlist(&ob->particlesystem)>1)
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sprintf(psys->name, "ParticleSystem %i", BLI_countlist(&ob->particlesystem));
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else
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strcpy(psys->name, "ParticleSystem");
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md= modifier_new(eModifierType_ParticleSystem);
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sprintf(md->name, "ParticleSystem %i", BLI_countlist(&ob->particlesystem));
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@@ -3099,14 +3114,8 @@ static void default_particle_settings(ParticleSettings *part)
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part->reactevent= PART_EVENT_DEATH;
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part->disp=100;
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part->from= PART_FROM_FACE;
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part->nbetween= 4;
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part->boidneighbours= 5;
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part->normfac= 1.0f;
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part->max_vel = 10.0f;
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part->average_vel = 0.3f;
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part->max_tan_acc = 0.2f;
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part->max_lat_acc = 1.0f;
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part->reactshape=1.0f;
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@@ -3136,13 +3145,9 @@ static void default_particle_settings(ParticleSettings *part)
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part->keyed_loops = 1;
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part->banking=1.0;
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part->max_bank=1.0;
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for(i=0; i<10; i++)
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part->effector_weight[i]=1.0f;
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for(i=0; i<BOID_TOT_RULES; i++){
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part->boidrule[i]=(char)i;
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part->boidfac[i]=0.5;
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}
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#if 0 // XXX old animation system
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part->ipo = NULL;
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@@ -3176,6 +3181,8 @@ ParticleSettings *psys_copy_settings(ParticleSettings *part)
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partn= copy_libblock(part);
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if(partn->pd) partn->pd= MEM_dupallocN(part->pd);
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if(partn->pd2) partn->pd2= MEM_dupallocN(part->pd2);
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partn->boids = boid_copy_settings(part->boids);
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return partn;
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}
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