Commit Graph

24 Commits

Author SHA1 Message Date
f7b8e05f8e Bugfix on irc report;
Static-animated particles didn't recalculate on render
when used for duplicators (did work for halos). Allows material/texture ipo
for animated motion.
2004-11-22 18:13:56 +00:00
24cd65efb0 Typo in effect.c, bad testing :) 2004-10-14 22:39:13 +00:00
61f738e0f3 Bug fix & new feature;
http://www.blender3d.org/cms/Particle_duplicators.443.0.html

Static particle systems now can also duplicate children (Dupli Vert).
Even ipo's for children are evaluated correctly then, nice stuff :)
2004-10-14 22:20:42 +00:00
74cd2db337 Removed all calls to object_wave in code, and moved it into the
mesh_modifier() in deform.c.

Now wave works on top of hooks, before lattice/curve deform and armature.
But together!
2004-09-19 17:44:20 +00:00
521f37cc5c Got rid of quite a lot of warnings. Lot of them MSVC-ism dealing with const casting.
Some implicit cast warnings and more importantly, changed the parameter type to int for functions passing the particles random number seed around. No need to use floats there, it's an int anyway.

Effect.c is now warning free (on MSVC 6.0 at least)
2004-09-07 01:39:44 +00:00
b57167d3e4 Particles effector type #define
Different draw mode for Vortex effector ( http://www.clubinfo.bdeb.qc.ca/~theeth/Temp/vortex.jpg )
Use row buts for effector type (only one effector at a time per object).
Forcefield circle transparency in 3D view is controlled by falloff value (for coolness factor).

Please note that those only draws in the 3D view for Empty objects. I've tested with all other object types through a global call, but lamps (and only those) give problems. Since we go in release status soon, I prefer commiting something that works all the time.
2004-07-18 22:23:50 +00:00
612eb7c193 - Simple optimizing for deflected (collision) particles. It now caches
transformation (from vertex -> world space), used defines for vecadd and
  vecsub, and intersects quads more efficient.
  Result is about 2 times faster.

- Added draw mode for empty used as forcefield

- added defines VECADD and VECSUB
2004-07-11 13:17:03 +00:00
2a8abfc143 Compressed the two particles effectors loop into one. It was rather stupid of me to do it as two at first, but it was the first thing that came to mind. Fixed now, so it will calculate much faster. 2004-07-10 09:17:25 +00:00
c2a5da5cf7 Fixed for forcefield. It needed to add half of the acceleration as speed on each frame it affected.
Cleaned the GUI for effectors: Widen the panel and the buttons. Made the button text more conformed.
Added vortex field for particles.  Particles swirl around z-axis of the object. Little hackish, could be made better.
2004-07-09 14:39:06 +00:00
f77bc7eb7d Quite a large one this time... but now we have:
Edges in Mesh
- adds automatic when you use creases. For other situations; call the
  void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
  edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
  wireframe
- render for edges can't work... edges have no material nor tface nor col..
  so here still the faces are rendered in wire

Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
  wire color to edge-select color (as provided in Theme)

Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?

Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
2004-07-08 20:38:27 +00:00
b2d7f47b81 Made static particles working with a deformed Mesh, both for Lattice as
for Armature. Note: only works for subsurfed Mesh now!

Change in drawobject.c: Halo option on subsurf Mesh now draws points.
but using the original vertices...
2004-07-03 18:39:19 +00:00
5c543698c9 Three in one:
- textures: added support for new mixers (div, diff etc) to work on the
  other map-to channels too, like ref or spec
  Also it works on lamp and world textures
- brought back uncommented line of code that was removed by leon, to have
  particle motion based on textures
- recoded the glPylonOffset hack to be nice function, this for future
  testing.
2004-07-03 14:18:21 +00:00
b8f73db964 added fflush(stdout) for printf updates while calculating particles 2004-06-27 14:05:08 +00:00
e750478ce3 The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7

The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:

http://download.blender.org/demo/test/

Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
  So empty objects are typical for it.

Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
2004-06-26 18:18:11 +00:00
aedf456938 - split the data structures that actually constitute a mesh
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas
    of source that actually edit mesh *data* vs. areas that just edit
    mesh object information.
2004-03-20 22:55:42 +00:00
c7a71e4042 rwenzlaff: Added call to makeDispList() in test_all_displists() after
object_wave(ob) called so subsurf and wave will update 3D window for Alt-A
	and frame change.

	fixes other 1/2 of bug #1000.
2004-03-08 02:48:43 +00:00
4e9ac81f77 I modified it so that the particles on a face's position are affected
by the seed variable.  Requested by S68.

Basically they move slightly when you change the seed.  Might be
a good idea to split this up so there are two seed options in a
particle effect, however there are already quite a bit of them so I opted
for this.

Kent
2004-01-22 15:45:42 +00:00
26df64a691 - removed render.h from this file. 2003-12-21 22:23:20 +00:00
ec99255c27 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
e1d6502259 - first of a series of translated C comments. No dutchies get advantage anymore soon... :-) 2003-04-25 15:48:11 +00:00
e2d9d5de08 Didn't hear any complaints so I'm commiting the patch for bug:
http://projects.blender.org/tracker/index.php?func=detail&aid=76&group_id=9&atid
=125

Kent
2003-03-23 16:01:32 +00:00
d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00
f6c7a89357 some small optimizations 2002-10-30 00:37:19 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00