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blender-archive/source/blender/blenkernel/intern/effect.c
Brecht Van Lommel 093ff8202c 2.5: Physics Buttons
All kinds of changes to get it ready for UI layouts. This means RNA
and operators should be working correct, but most buttons are still
not actually there yet.

* Added near empty soft body, fluid, field and collision panels,
  tweaks to cloth panels.
* Fluid bake works, but without escape or showing any progress.
* Fluid/Softbody/Cloth/Collision can now be both added as modifiers
  or in the physics panels.
* Missing: fields & soft body for particles.
* Missing: proper updating softbodies, guess this code still needs
  updates after pointcache refactor?
2009-07-02 19:41:31 +00:00

580 lines
14 KiB
C

/* effect.c
*
*
* $Id$
*
* ***** BEGIN GPL 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.
*
* 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 LICENSE BLOCK *****
*/
#include "BLI_storage.h" /* _LARGEFILE_SOURCE */
#include <math.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_ipo_types.h"
#include "DNA_key_types.h"
#include "DNA_lattice_types.h"
#include "DNA_listBase.h"
#include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h"
#include "DNA_material_types.h"
#include "DNA_object_types.h"
#include "DNA_object_force.h"
#include "DNA_texture_types.h"
#include "DNA_scene_types.h"
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_jitter.h"
#include "BLI_rand.h"
#include "PIL_time.h"
#include "BKE_action.h"
#include "BKE_anim.h" /* needed for where_on_path */
#include "BKE_armature.h"
#include "BKE_blender.h"
#include "BKE_collision.h"
#include "BKE_constraint.h"
#include "BKE_deform.h"
#include "BKE_depsgraph.h"
#include "BKE_displist.h"
#include "BKE_DerivedMesh.h"
#include "BKE_effect.h"
#include "BKE_global.h"
#include "BKE_group.h"
#include "BKE_ipo.h"
#include "BKE_key.h"
#include "BKE_lattice.h"
#include "BKE_mesh.h"
#include "BKE_material.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "RE_render_ext.h"
/* fluid sim particle import */
#ifndef DISABLE_ELBEEM
#include "DNA_object_fluidsim.h"
#include "LBM_fluidsim.h"
#include <zlib.h>
#include <string.h>
#endif // DISABLE_ELBEEM
//XXX #include "BIF_screen.h"
PartDeflect *object_add_collision_fields(void)
{
PartDeflect *pd;
pd= MEM_callocN(sizeof(PartDeflect), "PartDeflect");
pd->pdef_sbdamp = 0.1f;
pd->pdef_sbift = 0.2f;
pd->pdef_sboft = 0.02f;
pd->seed = ((unsigned int)(ceil(PIL_check_seconds_timer()))+1) % 128;
return pd;
}
/* temporal struct, used for reading return of mesh_get_mapped_verts_nors() */
typedef struct VeNoCo {
float co[3], no[3];
} VeNoCo;
/* ***************** PARTICLES ***************** */
/* deprecated, only keep this for readfile.c */
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 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;
}
}
/* -------------------------- Effectors ------------------ */
static void add_to_effectorcache(ListBase *lb, Scene *scene, 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(scene, 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) {
if(pd->forcefield == PFIELD_WIND)
{
pd->rng = rng_new(pd->seed);
}
ec= MEM_callocN(sizeof(pEffectorCache), "effector cache");
ec->ob= ob;
BLI_addtail(lb, ec);
}
}
/* returns ListBase handle with objects taking part in the effecting */
ListBase *pdInitEffectors(Scene *scene, Object *obsrc, Group *group)
{
static ListBase listb={NULL, NULL};
pEffectorCache *ec;
Base *base;
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, scene, go->ob, obsrc);
}
}
}
else {
for(base = scene->base.first; base; base= base->next) {
if( (base->lay & layer) && base->object->pd && base->object!=obsrc) {
add_to_effectorcache(&listb, scene, base->object, obsrc);
}
}
}
/* make a full copy */
for(ec= listb.first; ec; ec= ec->next) {
ec->obcopy= *(ec->ob);
}
if(listb.first)
return &listb;
return NULL;
}
void pdEndEffectors(ListBase *lb)
{
if(lb) {
pEffectorCache *ec;
/* restore full copy */
for(ec= lb->first; ec; ec= ec->next)
{
if(ec->ob->pd && (ec->ob->pd->forcefield == PFIELD_WIND))
rng_free(ec->ob->pd->rng);
*(ec->ob)= ec->obcopy;
}
BLI_freelistN(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(Scene *scene, 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(scene, ob, &numcollobj);
if(!collobjs)
return 0;
VECCOPY(norm, dir);
VecNegf(norm);
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, 0.0f, &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)
{
int random = (rng_getInt(rng)+1) % 128; // max 2357
float force = rng_getFloat(rng) + 1.0f;
float ret;
float sign = 0;
sign = ((float)random > 64.0) ? 1.0: -1.0; // dividing by 2 is not giving equal sign distribution
ret = sign*((float)random / force)*strength/128.0f;
return ret;
}
/* maxdist: zero effect from this distance outwards (if usemax) */
/* mindist: full effect up to this distance (if usemin) */
/* power: falloff with formula 1/r^power */
static float falloff_func(float fac, int usemin, float mindist, int usemax, float maxdist, float power)
{
/* first quick checks */
if(usemax && fac > maxdist)
return 0.0f;
if(usemin && fac < mindist)
return 1.0f;
if(!usemin)
mindist = 0.0;
return pow((double)1.0+fac-mindist, (double)-power);
}
static float falloff_func_dist(PartDeflect *pd, float fac)
{
return falloff_func(fac, pd->flag&PFIELD_USEMIN, pd->mindist, pd->flag&PFIELD_USEMAX, pd->maxdist, pd->f_power);
}
static float falloff_func_rad(PartDeflect *pd, float fac)
{
return falloff_func(fac, pd->flag&PFIELD_USEMINR, pd->minrad, pd->flag&PFIELD_USEMAXR, pd->maxrad, pd->f_power_r);
}
float effector_falloff(PartDeflect *pd, float *eff_velocity, float *vec_to_part)
{
float eff_dir[3], temp[3];
float falloff=1.0, fac, r_fac;
if(pd->forcefield==PFIELD_LENNARDJ)
return falloff; /* Lennard-Jones field has it's own falloff built in */
VecCopyf(eff_dir,eff_velocity);
Normalize(eff_dir);
if(pd->flag & PFIELD_POSZ && Inpf(eff_dir,vec_to_part)<0.0f)
falloff=0.0f;
else switch(pd->falloff){
case PFIELD_FALL_SPHERE:
fac=VecLength(vec_to_part);
falloff= falloff_func_dist(pd, fac);
break;
case PFIELD_FALL_TUBE:
fac=Inpf(vec_to_part,eff_dir);
falloff= falloff_func_dist(pd, ABS(fac));
if(falloff == 0.0f)
break;
VECADDFAC(temp,vec_to_part,eff_dir,-fac);
r_fac=VecLength(temp);
falloff*= falloff_func_rad(pd, r_fac);
break;
case PFIELD_FALL_CONE:
fac=Inpf(vec_to_part,eff_dir);
falloff= falloff_func_dist(pd, ABS(fac));
if(falloff == 0.0f)
break;
r_fac=saacos(fac/VecLength(vec_to_part))*180.0f/(float)M_PI;
falloff*= falloff_func_rad(pd, r_fac);
break;
}
return falloff;
}
void do_physical_effector(Scene *scene, 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 charge, float pa_size)
{
float mag_vec[3]={0,0,0};
float temp[3], temp2[3];
float eff_vel[3];
float noise = 0, visibility;
// calculate visibility
visibility = eff_calc_visibility(scene, ob, opco, vec_to_part);
if(visibility <= 0.0)
return;
falloff *= visibility;
VecCopyf(eff_vel,eff_velocity);
Normalize(eff_vel);
switch(type){
case PFIELD_WIND:
VECCOPY(mag_vec,eff_vel);
// add wind noise here, only if we have wind
if((noise_factor > 0.0f) && (force_val > FLT_EPSILON))
noise = wind_func(rng, noise_factor);
VecMulf(mag_vec,(force_val+noise)*falloff);
VecAddf(field,field,mag_vec);
break;
case PFIELD_FORCE:
if(planar)
Projf(mag_vec,vec_to_part,eff_vel);
else
VecCopyf(mag_vec,vec_to_part);
Normalize(mag_vec);
VecMulf(mag_vec,force_val*falloff);
VecAddf(field,field,mag_vec);
break;
case PFIELD_VORTEX:
Crossf(mag_vec,eff_vel,vec_to_part);
Normalize(mag_vec);
VecMulf(mag_vec,force_val*distance*falloff);
VecAddf(field,field,mag_vec);
break;
case PFIELD_MAGNET:
if(planar)
VecCopyf(temp,eff_vel);
else
/* magnetic field of a moving charge */
Crossf(temp,eff_vel,vec_to_part);
Normalize(temp);
Crossf(temp2,velocity,temp);
VecAddf(mag_vec,mag_vec,temp2);
VecMulf(mag_vec,force_val*falloff);
VecAddf(field,field,mag_vec);
break;
case PFIELD_HARMONIC:
if(planar)
Projf(mag_vec,vec_to_part,eff_vel);
else
VecCopyf(mag_vec,vec_to_part);
VecMulf(mag_vec,force_val*falloff);
VecSubf(field,field,mag_vec);
VecCopyf(mag_vec,velocity);
VecMulf(mag_vec,damp*2.0f*(float)sqrt(force_val));
VecSubf(field,field,mag_vec);
break;
case PFIELD_CHARGE:
if(planar)
Projf(mag_vec,vec_to_part,eff_vel);
else
VecCopyf(mag_vec,vec_to_part);
Normalize(mag_vec);
VecMulf(mag_vec,charge*force_val*falloff);
VecAddf(field,field,mag_vec);
break;
case PFIELD_LENNARDJ:
{
float fac;
if(planar) {
Projf(mag_vec,vec_to_part,eff_vel);
distance = VecLength(mag_vec);
}
else
VecCopyf(mag_vec,vec_to_part);
/* at this distance the field is 60 times weaker than maximum */
if(distance > 2.22 * (size+pa_size))
break;
fac = pow((size+pa_size)/distance,6.0);
fac = - fac * (1.0 - fac) / distance;
/* limit the repulsive term drastically to avoid huge forces */
fac = ((fac>2.0) ? 2.0 : fac);
/* 0.003715 is the fac value at 2.22 times (size+pa_size),
substracted to avoid discontinuity at the border
*/
VecMulf(mag_vec, force_val * (fac-0.0037315));
VecAddf(field,field,mag_vec);
break;
}
}
}
/* -------- pdDoEffectors() --------
generic force/speed system, now used for particles and softbodies
scene = scene where it runs in, for time and stuff
lb = listbase with objects that take part in effecting
opco = global coord, as input
force = force accumulator
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
par_layer = layer the caller is in
flags = only used for softbody wind now
guide = old speed of particle
*/
void pdDoEffectors(Scene *scene, ListBase *lb, float *opco, float *force, float *speed, float cur_time, float loc_time, unsigned int flags)
{
/*
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)
Guide: particles on a path
(particles are guided along a curve bezier or old nurbs)
(is independent of other effectors)
*/
Object *ob;
pEffectorCache *ec;
PartDeflect *pd;
float distance, vec_to_part[3];
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) */
for(ec = lb->first; ec; ec= ec->next) {
/* object effectors were fully checked to be OK to evaluate! */
ob= ec->ob;
pd= ob->pd;
/* Get IPO force strength and fall off values here */
where_is_object_time(scene, ob, cur_time);
/* use center of object for distance calculus */
VecSubf(vec_to_part, opco, ob->obmat[3]);
distance = VecLength(vec_to_part);
falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
if(falloff<=0.0f)
; /* don't do anything */
else {
float field[3]={0,0,0}, tmp[3];
VECCOPY(field, force);
do_physical_effector(scene, 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, 0.0f, 0.0f);
// for softbody backward compatibility
if(flags & PE_WIND_AS_SPEED){
VECSUB(tmp, force, field);
VECSUB(speed, speed, tmp);
}
}
}
}