1349 lines
35 KiB
C
1349 lines
35 KiB
C
/* effect.c
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*
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*
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <math.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "DNA_listBase.h"
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#include "DNA_effect_types.h"
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#include "DNA_object_types.h"
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#include "DNA_object_force.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_material_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_key_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_ipo_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_rand.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_bad_level_calls.h"
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#include "BKE_blender.h"
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#include "BKE_constraint.h"
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#include "BKE_deform.h"
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#include "BKE_displist.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_effect.h"
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#include "BKE_global.h"
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#include "BKE_ipo.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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#include "BKE_mesh.h"
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#include "BKE_material.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_screen.h"
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#include "BKE_utildefines.h"
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#include "render.h" // externtex, bad level call (ton)
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Effect *add_effect(int type)
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{
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Effect *eff=0;
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PartEff *paf;
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int a;
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switch(type) {
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case EFF_PARTICLE:
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paf= MEM_callocN(sizeof(PartEff), "neweff");
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eff= (Effect *)paf;
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paf->sta= 1.0;
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paf->end= 100.0;
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paf->lifetime= 50.0;
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for(a=0; a<PAF_MAXMULT; a++) {
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paf->life[a]= 50.0;
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paf->child[a]= 4;
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paf->mat[a]= 1;
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}
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paf->totpart= 1000;
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paf->totkey= 8;
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paf->staticstep= 5;
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paf->defvec[2]= 1.0f;
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paf->nabla= 0.05f;
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break;
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}
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eff->type= eff->buttype= type;
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eff->flag |= SELECT;
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return eff;
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}
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void free_effect(Effect *eff)
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{
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PartEff *paf;
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if(eff->type==EFF_PARTICLE) {
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paf= (PartEff *)eff;
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if(paf->keys) MEM_freeN(paf->keys);
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}
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MEM_freeN(eff);
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}
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void free_effects(ListBase *lb)
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{
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Effect *eff;
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eff= lb->first;
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while(eff) {
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BLI_remlink(lb, eff);
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free_effect(eff);
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eff= lb->first;
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}
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}
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Effect *copy_effect(Effect *eff)
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{
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Effect *effn;
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effn= MEM_dupallocN(eff);
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if(effn->type==EFF_PARTICLE) ((PartEff *)effn)->keys= 0;
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return effn;
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}
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void copy_act_effect(Object *ob)
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{
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/* return a copy of the active effect */
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Effect *effn, *eff;
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eff= ob->effect.first;
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while(eff) {
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if(eff->flag & SELECT) {
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effn= copy_effect(eff);
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BLI_addtail(&ob->effect, effn);
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eff->flag &= ~SELECT;
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return;
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}
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eff= eff->next;
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}
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/* when it comes here: add new effect */
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eff= add_effect(EFF_PARTICLE);
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BLI_addtail(&ob->effect, eff);
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}
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void copy_effects(ListBase *lbn, ListBase *lb)
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{
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Effect *eff, *effn;
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lbn->first= lbn->last= 0;
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eff= lb->first;
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while(eff) {
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effn= copy_effect(eff);
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BLI_addtail(lbn, effn);
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eff= eff->next;
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}
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}
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void deselectall_eff(Object *ob)
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{
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Effect *eff= ob->effect.first;
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while(eff) {
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eff->flag &= ~SELECT;
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eff= eff->next;
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}
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}
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/* ***************** PARTICLES ***************** */
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static Particle *new_particle(PartEff *paf)
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{
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static Particle *pa;
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static int cur;
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/* we agree: when paf->keys==0: alloc */
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if(paf->keys==0) {
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pa= paf->keys= MEM_callocN( paf->totkey*paf->totpart*sizeof(Particle), "particlekeys" );
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cur= 0;
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}
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else {
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if(cur && cur<paf->totpart) pa+=paf->totkey;
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cur++;
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}
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return pa;
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}
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PartEff *give_parteff(Object *ob)
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{
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PartEff *paf;
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paf= ob->effect.first;
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while(paf) {
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if(paf->type==EFF_PARTICLE) return paf;
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paf= paf->next;
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}
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return 0;
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}
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void where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec)
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{
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Particle *p[4];
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float dt, t[4];
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int a;
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if(paf->totkey==1) {
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VECCOPY(vec, pa->co);
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return;
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}
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/* first find the first particlekey */
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a= (int)((paf->totkey-1)*(ctime-pa->time)/pa->lifetime);
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if(a>=paf->totkey) a= paf->totkey-1;
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else if(a<0) a= 0;
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pa+= a;
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if(a>0) p[0]= pa-1; else p[0]= pa;
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p[1]= pa;
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if(a+1<paf->totkey) p[2]= pa+1; else p[2]= pa;
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if(a+2<paf->totkey) p[3]= pa+2; else p[3]= p[2];
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if(p[1]==p[2]) dt= 0.0;
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else dt= (ctime-p[1]->time)/(p[2]->time - p[1]->time);
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if(paf->flag & PAF_BSPLINE) set_four_ipo(dt, t, KEY_BSPLINE);
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else set_four_ipo(dt, t, KEY_CARDINAL);
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vec[0]= t[0]*p[0]->co[0] + t[1]*p[1]->co[0] + t[2]*p[2]->co[0] + t[3]*p[3]->co[0];
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vec[1]= t[0]*p[0]->co[1] + t[1]*p[1]->co[1] + t[2]*p[2]->co[1] + t[3]*p[3]->co[1];
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vec[2]= t[0]*p[0]->co[2] + t[1]*p[1]->co[2] + t[2]*p[2]->co[2] + t[3]*p[3]->co[2];
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}
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static void particle_tex(MTex *mtex, PartEff *paf, float *co, float *no)
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{
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float tin, tr, tg, tb, ta;
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float old;
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externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
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if(paf->texmap==PAF_TEXINT) {
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tin*= paf->texfac;
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no[0]+= tin*paf->defvec[0];
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no[1]+= tin*paf->defvec[1];
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no[2]+= tin*paf->defvec[2];
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}
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else if(paf->texmap==PAF_TEXRGB) {
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no[0]+= (tr-0.5f)*paf->texfac;
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no[1]+= (tg-0.5f)*paf->texfac;
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no[2]+= (tb-0.5f)*paf->texfac;
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}
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else { /* PAF_TEXGRAD */
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old= tin;
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co[0]+= paf->nabla;
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externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
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no[0]+= (old-tin)*paf->texfac;
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co[0]-= paf->nabla;
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co[1]+= paf->nabla;
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externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
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no[1]+= (old-tin)*paf->texfac;
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co[1]-= paf->nabla;
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co[2]+= paf->nabla;
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externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
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no[2]+= (old-tin)*paf->texfac;
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}
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}
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/* -------- pdDoEffector() --------
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generic force/speed system, now used for particles and softbodies
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opco = global coord, as input
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force = force accumulator
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speed = speed accumulator
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cur_time = in frames
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par_layer = layer the caller is in
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*/
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void pdDoEffector(float *opco, float *force, float *speed, float cur_time, unsigned int par_layer,unsigned int flags)
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{
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/*
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Modifies the force on a particle according to its
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relation with the effector object
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Different kind of effectors include:
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Forcefields: Gravity-like attractor
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(force power is related to the inverse of distance to the power of a falloff value)
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Vortex fields: swirling effectors
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(particles rotate around Z-axis of the object. otherwise, same relation as)
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(Forcefields, but this is not done through a force/acceleration)
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*/
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Object *ob;
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Base *base;
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PartDeflect *pd;
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float vect_to_vert[3];
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float force_vec[3];
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float f_force, distance;
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float *obloc;
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float force_val, ffall_val;
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short cur_frame;
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/* Cycle through objects, get total of (1/(gravity_strength * dist^gravity_power)) */
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/* Check for min distance here? (yes would be cool to add that, ton) */
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for(base = G.scene->base.first; base; base= base->next) {
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if( (base->lay & par_layer) && base->object->pd) {
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ob= base->object;
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pd= ob->pd;
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/* checking if to continue or not */
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if(pd->forcefield==0) continue;
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/* Get IPO force strength and fall off values here */
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if (has_ipo_code(ob->ipo, OB_PD_FSTR))
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force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, cur_time);
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else
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force_val = pd->f_strength;
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if (has_ipo_code(ob->ipo, OB_PD_FFALL))
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ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, cur_time);
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else
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ffall_val = pd->f_power;
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/* Need to set r.cfra for paths (investigate, ton) (uses ob->ctime now, ton) */
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if(ob->ctime!=cur_time) {
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cur_frame = G.scene->r.cfra;
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G.scene->r.cfra = (short)cur_time;
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where_is_object_time(ob, cur_time);
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G.scene->r.cfra = cur_frame;
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}
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/* use center of object for distance calculus */
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obloc= ob->obmat[3];
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VECSUB(vect_to_vert, obloc, opco);
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distance = VecLength(vect_to_vert);
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if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist)
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; /* don't do anything */
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else if(pd->forcefield == PFIELD_WIND) {
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VECCOPY(force_vec, ob->obmat[2]);
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/* wind works harder perpendicular to normal, would be nice for softbody later (ton) */
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/* Limit minimum distance to vertex so that */
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/* the force is not too big */
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if (distance < 0.001) distance = 0.001f;
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f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
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if(flags &&PE_WIND_AS_SPEED){
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speed[0] -= (force_vec[0] * f_force );
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speed[1] -= (force_vec[1] * f_force );
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speed[2] -= (force_vec[2] * f_force );
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}
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else{
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force[0] += force_vec[0]*f_force;
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force[1] += force_vec[1]*f_force;
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force[2] += force_vec[2]*f_force;
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}
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}
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else if(pd->forcefield == PFIELD_FORCE) {
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/* only use center of object */
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obloc= ob->obmat[3];
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/* Now calculate the gravitational force */
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VECSUB(vect_to_vert, obloc, opco);
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distance = VecLength(vect_to_vert);
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/* Limit minimum distance to vertex so that */
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/* the force is not too big */
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if (distance < 0.001) distance = 0.001f;
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f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
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force[0] += (vect_to_vert[0] * f_force );
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force[1] += (vect_to_vert[1] * f_force );
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force[2] += (vect_to_vert[2] * f_force );
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}
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else if(pd->forcefield == PFIELD_VORTEX) {
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/* only use center of object */
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obloc= ob->obmat[3];
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/* Now calculate the vortex force */
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VECSUB(vect_to_vert, obloc, opco);
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distance = VecLength(vect_to_vert);
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Crossf(force_vec, ob->obmat[2], vect_to_vert);
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Normalise(force_vec);
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/* Limit minimum distance to vertex so that */
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/* the force is not too big */
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if (distance < 0.001) distance = 0.001f;
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f_force = (force_val)*(1/(100 * (float)pow((double)distance, (double)ffall_val)));
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speed[0] -= (force_vec[0] * f_force );
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speed[1] -= (force_vec[1] * f_force );
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speed[2] -= (force_vec[2] * f_force );
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}
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}
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}
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}
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static void cache_object_vertices(Object *ob)
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{
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Mesh *me;
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MVert *mvert;
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float *fp;
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int a;
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me= ob->data;
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if(me->totvert==0) return;
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fp= ob->sumohandle= MEM_mallocN(3*sizeof(float)*me->totvert, "cache particles");
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mvert= me->mvert;
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a= me->totvert;
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while(a--) {
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VECCOPY(fp, mvert->co);
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Mat4MulVecfl(ob->obmat, fp);
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mvert++;
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fp+= 3;
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}
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}
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static int pdDoDeflection(RNG *rng, float opco[3], float npco[3], float opno[3],
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float npno[3], float life, float force[3], int def_depth,
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float cur_time, unsigned int par_layer, int *last_object,
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int *last_face, int *same_face)
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{
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/* Particle deflection code */
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/* The code is in two sections: the first part checks whether a particle has */
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/* intersected a face of a deflector mesh, given its old and new co-ords, opco and npco */
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/* and which face it hit first */
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/* The second part calculates the new co-ordinates given that collision and updates */
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/* the new co-ordinates accordingly */
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Base *base;
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Object *ob, *deflection_object = NULL;
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Mesh *def_mesh;
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MFace *mface, *deflection_face = NULL;
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float *v1, *v2, *v3, *v4, *vcache=NULL;
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float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3];
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float dv1[3], dv2[3], dv3[3];
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float vect_to_int[3], refl_vel[3];
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float d_intersect_co[3], d_intersect_vect[3], d_nvect[3], d_i_co_above[3];
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float forcec[3];
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float k_point3, dist_to_plane;
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float first_dist, ref_plane_mag;
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float dk_plane=0, dk_point1=0;
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float icalctop, icalcbot, n_mag;
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float mag_iv, x_m,y_m,z_m;
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float damping, perm_thresh;
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float perm_val, rdamp_val;
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int a, deflected=0, deflected_now=0;
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float t,t2, min_t;
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float mat[3][3], obloc[3];
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short cur_frame;
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float time_before, time_after;
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float force_mag_norm;
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int d_object=0, d_face=0, ds_object=0, ds_face=0;
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first_dist = 200000;
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min_t = 200000;
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/* The first part of the code, finding the first intersected face*/
|
|
base= G.scene->base.first;
|
|
while (base) {
|
|
/*Only proceed for mesh object in same layer */
|
|
if(base->object->type==OB_MESH && (base->lay & par_layer)) {
|
|
ob= base->object;
|
|
/* only with deflecting set */
|
|
if(ob->pd && ob->pd->deflect) {
|
|
def_mesh= ob->data;
|
|
|
|
d_object = d_object + 1;
|
|
|
|
d_face = d_face + 1;
|
|
mface= def_mesh->mface;
|
|
a = def_mesh->totface;
|
|
|
|
|
|
if(ob->parent==NULL && ob->ipo==NULL) { // static
|
|
if(ob->sumohandle==NULL) cache_object_vertices(ob);
|
|
vcache= ob->sumohandle;
|
|
}
|
|
else {
|
|
/*Find out where the object is at this time*/
|
|
cur_frame = G.scene->r.cfra;
|
|
G.scene->r.cfra = (short)cur_time;
|
|
where_is_object_time(ob, cur_time);
|
|
G.scene->r.cfra = cur_frame;
|
|
|
|
/*Pass the values from ob->obmat to mat*/
|
|
/*and the location values to obloc */
|
|
Mat3CpyMat4(mat,ob->obmat);
|
|
obloc[0] = ob->obmat[3][0];
|
|
obloc[1] = ob->obmat[3][1];
|
|
obloc[2] = ob->obmat[3][2];
|
|
vcache= NULL;
|
|
|
|
}
|
|
|
|
while (a--) {
|
|
|
|
if(vcache) {
|
|
v1= vcache+ 3*(mface->v1);
|
|
VECCOPY(nv1, v1);
|
|
v1= vcache+ 3*(mface->v2);
|
|
VECCOPY(nv2, v1);
|
|
v1= vcache+ 3*(mface->v3);
|
|
VECCOPY(nv3, v1);
|
|
v1= vcache+ 3*(mface->v4);
|
|
VECCOPY(nv4, v1);
|
|
}
|
|
else {
|
|
/* Calculate the global co-ordinates of the vertices*/
|
|
v1= (def_mesh->mvert+(mface->v1))->co;
|
|
v2= (def_mesh->mvert+(mface->v2))->co;
|
|
v3= (def_mesh->mvert+(mface->v3))->co;
|
|
v4= (def_mesh->mvert+(mface->v4))->co;
|
|
|
|
VECCOPY(nv1, v1);
|
|
VECCOPY(nv2, v2);
|
|
VECCOPY(nv3, v3);
|
|
VECCOPY(nv4, v4);
|
|
|
|
/*Apply the objects deformation matrix*/
|
|
Mat3MulVecfl(mat, nv1);
|
|
Mat3MulVecfl(mat, nv2);
|
|
Mat3MulVecfl(mat, nv3);
|
|
Mat3MulVecfl(mat, nv4);
|
|
|
|
VECADD(nv1, nv1, obloc);
|
|
VECADD(nv2, nv2, obloc);
|
|
VECADD(nv3, nv3, obloc);
|
|
VECADD(nv4, nv4, obloc);
|
|
}
|
|
|
|
deflected_now = 0;
|
|
|
|
|
|
|
|
// t= 0.5; // this is labda of line, can use it optimize quad intersection
|
|
// sorry but no .. see below (BM)
|
|
if( LineIntersectsTriangle(opco, npco, nv1, nv2, nv3, &t) ) {
|
|
if (t < min_t) {
|
|
deflected = 1;
|
|
deflected_now = 1;
|
|
}
|
|
}
|
|
// else if (mface->v4 && (t>=0.0 && t<=1.0)) {
|
|
// no, you can't skip testing the other triangle
|
|
// it might give a smaller t on (close to) the edge .. this is numerics not esoteric maths :)
|
|
// note: the 2 triangles don't need to share a plane ! (BM)
|
|
if (mface->v4) {
|
|
if( LineIntersectsTriangle(opco, npco, nv1, nv3, nv4, &t2) ) {
|
|
if (t2 < min_t) {
|
|
deflected = 1;
|
|
deflected_now = 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
if ((deflected_now > 0) && ((t < min_t) ||(t2 < min_t))) {
|
|
min_t = t;
|
|
ds_object = d_object;
|
|
ds_face = d_face;
|
|
deflection_object = ob;
|
|
deflection_face = mface;
|
|
if (deflected_now==1) {
|
|
min_t = t;
|
|
VECCOPY(dv1, nv1);
|
|
VECCOPY(dv2, nv2);
|
|
VECCOPY(dv3, nv3);
|
|
}
|
|
else {
|
|
min_t = t2;
|
|
VECCOPY(dv1, nv1);
|
|
VECCOPY(dv2, nv3);
|
|
VECCOPY(dv3, nv4);
|
|
}
|
|
}
|
|
mface++;
|
|
}
|
|
}
|
|
}
|
|
base = base->next;
|
|
}
|
|
|
|
|
|
/* Here's the point to do the permeability calculation */
|
|
/* Set deflected to 0 if a random number is below the value */
|
|
/* Get the permeability IPO here*/
|
|
if (deflected) {
|
|
|
|
if (has_ipo_code(deflection_object->ipo, OB_PD_PERM))
|
|
perm_val = IPO_GetFloatValue(deflection_object->ipo, OB_PD_PERM, cur_time);
|
|
else
|
|
perm_val = deflection_object->pd->pdef_perm;
|
|
|
|
perm_thresh = rng_getFloat(rng) - perm_val;
|
|
if (perm_thresh < 0 ) {
|
|
deflected = 0;
|
|
}
|
|
}
|
|
|
|
/* Now for the second part of the deflection code - work out the new speed */
|
|
/* and position of the particle if a collision occurred */
|
|
if (deflected) {
|
|
VECSUB(edge1, dv1, dv2);
|
|
VECSUB(edge2, dv3, dv2);
|
|
Crossf(d_nvect, edge2, edge1);
|
|
n_mag = Normalise(d_nvect);
|
|
dk_plane = INPR(d_nvect, nv1);
|
|
dk_point1 = INPR(d_nvect,opco);
|
|
|
|
VECSUB(d_intersect_vect, npco, opco);
|
|
|
|
d_intersect_co[0] = opco[0] + (min_t * (npco[0] - opco[0]));
|
|
d_intersect_co[1] = opco[1] + (min_t * (npco[1] - opco[1]));
|
|
d_intersect_co[2] = opco[2] + (min_t * (npco[2] - opco[2]));
|
|
|
|
d_i_co_above[0] = (d_intersect_co[0] + (0.001f * d_nvect[0]));
|
|
d_i_co_above[1] = (d_intersect_co[1] + (0.001f * d_nvect[1]));
|
|
d_i_co_above[2] = (d_intersect_co[2] + (0.001f * d_nvect[2]));
|
|
mag_iv = Normalise(d_intersect_vect);
|
|
VECCOPY(npco, d_intersect_co);
|
|
|
|
VECSUB(vect_to_int, opco, d_intersect_co);
|
|
first_dist = Normalise(vect_to_int);
|
|
|
|
/* Work out the lengths of time before and after collision*/
|
|
time_before = (life*(first_dist / (mag_iv)));
|
|
time_after = (life*((mag_iv - first_dist) / (mag_iv)));
|
|
|
|
/* We have to recalculate what the speed would have been at the */
|
|
/* point of collision, not the key frame time */
|
|
npno[0]= opno[0] + time_before*force[0];
|
|
npno[1]= opno[1] + time_before*force[1];
|
|
npno[2]= opno[2] + time_before*force[2];
|
|
|
|
|
|
/* Reflect the speed vector in the face */
|
|
x_m = (2 * npno[0] * d_nvect[0]);
|
|
y_m = (2 * npno[1] * d_nvect[1]);
|
|
z_m = (2 * npno[2] * d_nvect[2]);
|
|
refl_vel[0] = npno[0] - (d_nvect[0] * (x_m + y_m + z_m));
|
|
refl_vel[1] = npno[1] - (d_nvect[1] * (x_m + y_m + z_m));
|
|
refl_vel[2] = npno[2] - (d_nvect[2] * (x_m + y_m + z_m));
|
|
|
|
/*A random variation in the damping factor........ */
|
|
/*Get the IPO values for damping here*/
|
|
|
|
if (has_ipo_code(deflection_object->ipo, OB_PD_SDAMP))
|
|
damping = IPO_GetFloatValue(deflection_object->ipo, OB_PD_SDAMP, cur_time);
|
|
else
|
|
damping = deflection_object->pd->pdef_damp;
|
|
|
|
if (has_ipo_code(deflection_object->ipo, OB_PD_RDAMP))
|
|
rdamp_val = IPO_GetFloatValue(deflection_object->ipo, OB_PD_RDAMP, cur_time);
|
|
else
|
|
rdamp_val = deflection_object->pd->pdef_rdamp;
|
|
|
|
damping = damping + ((1.0f - damping) * rng_getFloat(rng) *rdamp_val);
|
|
damping = damping * damping;
|
|
ref_plane_mag = INPR(refl_vel,d_nvect);
|
|
|
|
if (damping > 0.999) damping = 0.999f;
|
|
|
|
/* Now add in the damping force - only damp in the direction of */
|
|
/* the faces normal vector */
|
|
npno[0] = (refl_vel[0] - (d_nvect[0] * ref_plane_mag * damping));
|
|
npno[1] = (refl_vel[1] - (d_nvect[1] * ref_plane_mag * damping));
|
|
npno[2] = (refl_vel[2] - (d_nvect[2] * ref_plane_mag * damping));
|
|
|
|
/* Now reset opno */
|
|
VECCOPY(opno,npno);
|
|
VECCOPY(forcec, force);
|
|
|
|
/* If the particle has bounced more than four times on the same */
|
|
/* face within this cycle (depth > 4, same face > 4 ) */
|
|
/* Then set the force to be only that component of the force */
|
|
/* in the same direction as the face normal */
|
|
/* i.e. subtract the component of the force in the direction */
|
|
/* of the face normal from the actual force */
|
|
if ((ds_object == *last_object) && (ds_face == *last_face)) {
|
|
/* Increment same_face */
|
|
*same_face = *same_face + 1;
|
|
if ((*same_face > 3) && (def_depth > 3)) {
|
|
force_mag_norm = INPR(forcec, d_nvect);
|
|
forcec[0] = forcec[0] - (d_nvect[0] * force_mag_norm);
|
|
forcec[1] = forcec[1] - (d_nvect[1] * force_mag_norm);
|
|
forcec[2] = forcec[2] - (d_nvect[2] * force_mag_norm);
|
|
}
|
|
}
|
|
else *same_face = 1;
|
|
|
|
*last_object = ds_object;
|
|
*last_face = ds_face;
|
|
|
|
/* We have the particles speed at the point of collision */
|
|
/* Now we want the particles speed at the current key frame */
|
|
|
|
npno[0]= npno[0] + time_after*forcec[0];
|
|
npno[1]= npno[1] + time_after*forcec[1];
|
|
npno[2]= npno[2] + time_after*forcec[2];
|
|
|
|
/* Now we have to recalculate pa->co for the remainder*/
|
|
/* of the time since the intersect*/
|
|
npco[0]= npco[0] + time_after*npno[0];
|
|
npco[1]= npco[1] + time_after*npno[1];
|
|
npco[2]= npco[2] + time_after*npno[2];
|
|
|
|
/* And set the old co-ordinates back to the point just above the intersection */
|
|
VECCOPY(opco, d_i_co_above);
|
|
|
|
/* Finally update the time */
|
|
life = time_after;
|
|
cur_time += time_before;
|
|
|
|
/* The particle may have fallen through the face again by now!!*/
|
|
/* So check if the particle has changed sides of the plane compared*/
|
|
/* the co-ordinates at the last keyframe*/
|
|
/* But only do this as a last resort, if we've got to the end of the */
|
|
/* number of collisions allowed */
|
|
if (def_depth==9) {
|
|
k_point3 = INPR(d_nvect,npco);
|
|
if (((dk_plane > k_point3) && (dk_plane < dk_point1))||((dk_plane < k_point3) && (dk_plane > dk_point1))) {
|
|
|
|
/* Yup, the pesky particle may have fallen through a hole!!! */
|
|
/* So we'll cheat a bit and move the particle along the normal vector */
|
|
/* until it's just the other side of the plane */
|
|
icalctop = (dk_plane - d_nvect[0]*npco[0] - d_nvect[1]*npco[1] - d_nvect[2]*npco[2]);
|
|
icalcbot = (d_nvect[0]*d_nvect[0] + d_nvect[1]*d_nvect[1] + d_nvect[2]*d_nvect[2]);
|
|
dist_to_plane = icalctop / icalcbot;
|
|
|
|
/* Now just increase the distance a little to place */
|
|
/* the point the other side of the plane */
|
|
dist_to_plane *= 1.1f;
|
|
npco[0]= npco[0] + (dist_to_plane * d_nvect[0]);
|
|
npco[1]= npco[1] + (dist_to_plane * d_nvect[1]);
|
|
npco[2]= npco[2] + (dist_to_plane * d_nvect[2]);
|
|
|
|
}
|
|
}
|
|
}
|
|
return deflected;
|
|
}
|
|
|
|
static void make_particle_keys(RNG *rng, int depth, int nr, PartEff *paf, Particle *part, float *force, int deform, MTex *mtex, unsigned int par_layer)
|
|
{
|
|
Particle *pa, *opa = NULL;
|
|
float damp, deltalife, life;
|
|
float cur_time;
|
|
float opco[3], opno[3], npco[3], npno[3], new_force[3], new_speed[3];
|
|
int b, rt1, rt2, deflected, deflection, finish_defs, def_count;
|
|
int last_ob, last_fc, same_fc;
|
|
|
|
damp= 1.0f-paf->damp;
|
|
pa= part;
|
|
|
|
/* start speed: random */
|
|
if(paf->randfac!=0.0) {
|
|
pa->no[0]+= paf->randfac*(rng_getFloat(rng) - 0.5f);
|
|
pa->no[1]+= paf->randfac*(rng_getFloat(rng) - 0.5f);
|
|
pa->no[2]+= paf->randfac*(rng_getFloat(rng) - 0.5f);
|
|
}
|
|
|
|
/* start speed: texture */
|
|
if(mtex && paf->texfac!=0.0) {
|
|
particle_tex(mtex, paf, pa->co, pa->no);
|
|
}
|
|
|
|
if(paf->totkey>1) deltalife= pa->lifetime/(paf->totkey-1);
|
|
else deltalife= pa->lifetime;
|
|
|
|
opa= pa;
|
|
pa++;
|
|
|
|
b= paf->totkey-1;
|
|
while(b--) {
|
|
/* new time */
|
|
pa->time= opa->time+deltalife;
|
|
|
|
/* set initial variables */
|
|
opco[0] = opa->co[0];
|
|
opco[1] = opa->co[1];
|
|
opco[2] = opa->co[2];
|
|
|
|
new_force[0] = force[0];
|
|
new_force[1] = force[1];
|
|
new_force[2] = force[2];
|
|
new_speed[0] = 0.0;
|
|
new_speed[1] = 0.0;
|
|
new_speed[2] = 0.0;
|
|
|
|
/* Check force field */
|
|
cur_time = pa->time;
|
|
pdDoEffector(opco, new_force, new_speed, cur_time, par_layer,0);
|
|
|
|
/* new location */
|
|
pa->co[0]= opa->co[0] + deltalife * (opa->no[0] + new_speed[0] + 0.5f*new_force[0]);
|
|
pa->co[1]= opa->co[1] + deltalife * (opa->no[1] + new_speed[1] + 0.5f*new_force[1]);
|
|
pa->co[2]= opa->co[2] + deltalife * (opa->no[2] + new_speed[2] + 0.5f*new_force[2]);
|
|
|
|
/* new speed */
|
|
pa->no[0]= opa->no[0] + deltalife*new_force[0];
|
|
pa->no[1]= opa->no[1] + deltalife*new_force[1];
|
|
pa->no[2]= opa->no[2] + deltalife*new_force[2];
|
|
|
|
/* Particle deflection code */
|
|
deflection = 0;
|
|
finish_defs = 1;
|
|
def_count = 0;
|
|
|
|
VECCOPY(opno, opa->no);
|
|
VECCOPY(npco, pa->co);
|
|
VECCOPY(npno, pa->no);
|
|
|
|
life = deltalife;
|
|
cur_time -= deltalife;
|
|
|
|
last_ob = -1;
|
|
last_fc = -1;
|
|
same_fc = 0;
|
|
|
|
/* First call the particle deflection check for the particle moving */
|
|
/* between the old co-ordinates and the new co-ordinates */
|
|
/* If a deflection occurs, call the code again, this time between the */
|
|
/* intersection point and the updated new co-ordinates */
|
|
/* Bail out if we've done the calculation 10 times - this seems ok */
|
|
/* for most scenes I've tested */
|
|
while (finish_defs) {
|
|
deflected = pdDoDeflection(rng, opco, npco, opno, npno, life, new_force,
|
|
def_count, cur_time, par_layer,
|
|
&last_ob, &last_fc, &same_fc);
|
|
if (deflected) {
|
|
def_count = def_count + 1;
|
|
deflection = 1;
|
|
if (def_count==10) finish_defs = 0;
|
|
}
|
|
else {
|
|
finish_defs = 0;
|
|
}
|
|
}
|
|
|
|
/* Only update the particle positions and speed if we had a deflection */
|
|
if (deflection) {
|
|
pa->co[0] = npco[0];
|
|
pa->co[1] = npco[1];
|
|
pa->co[2] = npco[2];
|
|
pa->no[0] = npno[0];
|
|
pa->no[1] = npno[1];
|
|
pa->no[2] = npno[2];
|
|
}
|
|
|
|
|
|
/* speed: texture */
|
|
if(mtex && paf->texfac!=0.0) {
|
|
particle_tex(mtex, paf, pa->co, pa->no);
|
|
}
|
|
if(damp!=1.0) {
|
|
pa->no[0]*= damp;
|
|
pa->no[1]*= damp;
|
|
pa->no[2]*= damp;
|
|
}
|
|
|
|
|
|
|
|
opa= pa;
|
|
pa++;
|
|
/* opa is used later on too! */
|
|
}
|
|
|
|
if(deform) {
|
|
/* deform all keys */
|
|
pa= part;
|
|
b= paf->totkey;
|
|
while(b--) {
|
|
calc_latt_deform(pa->co);
|
|
pa++;
|
|
}
|
|
}
|
|
|
|
/* the big multiplication */
|
|
if(depth<PAF_MAXMULT && paf->mult[depth]!=0.0) {
|
|
|
|
/* new 'child' emerges from an average 'mult' part from
|
|
the particles */
|
|
damp = (float)nr;
|
|
rt1= (int)(damp*paf->mult[depth]);
|
|
rt2= (int)((damp+1.0)*paf->mult[depth]);
|
|
if(rt1!=rt2) {
|
|
|
|
for(b=0; b<paf->child[depth]; b++) {
|
|
pa= new_particle(paf);
|
|
*pa= *opa;
|
|
pa->lifetime= paf->life[depth];
|
|
if(paf->randlife!=0.0) {
|
|
pa->lifetime*= 1.0f + paf->randlife*(rng_getFloat(rng) - 0.5f);
|
|
}
|
|
pa->mat_nr= paf->mat[depth];
|
|
|
|
make_particle_keys(rng, depth+1, b, paf, pa, force, deform, mtex, par_layer);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void init_mv_jit(float *jit, int num,int seed2)
|
|
{
|
|
RNG *rng;
|
|
float *jit2, x, rad1, rad2, rad3;
|
|
int i, num2;
|
|
|
|
if(num==0) return;
|
|
|
|
rad1= (float)(1.0/sqrt((float)num));
|
|
rad2= (float)(1.0/((float)num));
|
|
rad3= (float)sqrt((float)num)/((float)num);
|
|
|
|
rng = rng_new(31415926 + num + seed2);
|
|
x= 0;
|
|
num2 = 2 * num;
|
|
for(i=0; i<num2; i+=2) {
|
|
|
|
jit[i]= x + rad1*(0.5f - rng_getFloat(rng));
|
|
jit[i+1]= i/(2.0f*num) + rad1*(0.5f - rng_getFloat(rng));
|
|
|
|
jit[i]-= (float)floor(jit[i]);
|
|
jit[i+1]-= (float)floor(jit[i+1]);
|
|
|
|
x+= rad3;
|
|
x -= (float)floor(x);
|
|
}
|
|
|
|
jit2= MEM_mallocN(12 + 2*sizeof(float)*num, "initjit");
|
|
|
|
for (i=0 ; i<4 ; i++) {
|
|
RE_jitterate1(jit, jit2, num, rad1);
|
|
RE_jitterate1(jit, jit2, num, rad1);
|
|
RE_jitterate2(jit, jit2, num, rad2);
|
|
}
|
|
MEM_freeN(jit2);
|
|
rng_free(rng);
|
|
}
|
|
|
|
|
|
static void give_mesh_mvert(Mesh *me, DispListMesh *dlm, int nr, float *co, short *no, int seed2)
|
|
{
|
|
static float *jit=0;
|
|
static int jitlevel=1;
|
|
MVert *mvert, *mvertbase=NULL;
|
|
MFace *mface, *mfacebase=NULL;
|
|
float u, v, *v1, *v2, *v3, *v4;
|
|
int totface=0, totvert=0, curface, curjit;
|
|
short *n1, *n2, *n3, *n4;
|
|
|
|
/* signal */
|
|
if(me==0) {
|
|
if(jit) MEM_freeN(jit);
|
|
jit= 0;
|
|
return;
|
|
}
|
|
|
|
if(dlm) {
|
|
mvertbase= dlm->mvert;
|
|
mfacebase= dlm->mface;
|
|
totface= dlm->totface;
|
|
totvert= dlm->totvert;
|
|
}
|
|
|
|
if(totvert==0) {
|
|
mvertbase= me->mvert;
|
|
mfacebase= me->mface;
|
|
totface= me->totface;
|
|
totvert= me->totvert;
|
|
}
|
|
|
|
if(totface==0 || nr<totvert) {
|
|
mvert= mvertbase + (nr % totvert);
|
|
VECCOPY(co, mvert->co);
|
|
VECCOPY(no, mvert->no);
|
|
}
|
|
else {
|
|
|
|
nr-= totvert;
|
|
|
|
if(jit==0) {
|
|
jitlevel= nr/totface;
|
|
if(jitlevel==0) jitlevel= 1;
|
|
if(jitlevel>100) jitlevel= 100;
|
|
|
|
jit= MEM_callocN(2+ jitlevel*2*sizeof(float), "jit");
|
|
init_mv_jit(jit, jitlevel,seed2);
|
|
|
|
}
|
|
|
|
curjit= nr/totface;
|
|
curjit= curjit % jitlevel;
|
|
|
|
curface= nr % totface;
|
|
|
|
mface= mfacebase;
|
|
mface+= curface;
|
|
|
|
v1= (mvertbase+(mface->v1))->co;
|
|
v2= (mvertbase+(mface->v2))->co;
|
|
n1= (mvertbase+(mface->v1))->no;
|
|
n2= (mvertbase+(mface->v2))->no;
|
|
v3= (mvertbase+(mface->v3))->co;
|
|
n3= (mvertbase+(mface->v3))->no;
|
|
if(mface->v4==0) {
|
|
v4= (mvertbase+(mface->v1))->co;
|
|
n4= (mvertbase+(mface->v1))->no;
|
|
}
|
|
else {
|
|
v4= (mvertbase+(mface->v4))->co;
|
|
n4= (mvertbase+(mface->v4))->no;
|
|
}
|
|
|
|
u= jit[2*curjit];
|
|
v= jit[2*curjit+1];
|
|
|
|
co[0]= (float)((1.0-u)*(1.0-v)*v1[0] + (1.0-u)*(v)*v2[0] + (u)*(v)*v3[0] + (u)*(1.0-v)*v4[0]);
|
|
co[1]= (float)((1.0-u)*(1.0-v)*v1[1] + (1.0-u)*(v)*v2[1] + (u)*(v)*v3[1] + (u)*(1.0-v)*v4[1]);
|
|
co[2]= (float)((1.0-u)*(1.0-v)*v1[2] + (1.0-u)*(v)*v2[2] + (u)*(v)*v3[2] + (u)*(1.0-v)*v4[2]);
|
|
|
|
no[0]= (short)((1.0-u)*(1.0-v)*n1[0] + (1.0-u)*(v)*n2[0] + (u)*(v)*n3[0] + (u)*(1.0-v)*n4[0]);
|
|
no[1]= (short)((1.0-u)*(1.0-v)*n1[1] + (1.0-u)*(v)*n2[1] + (u)*(v)*n3[1] + (u)*(1.0-v)*n4[1]);
|
|
no[2]= (short)((1.0-u)*(1.0-v)*n1[2] + (1.0-u)*(v)*n2[2] + (u)*(v)*n3[2] + (u)*(1.0-v)*n4[2]);
|
|
|
|
}
|
|
}
|
|
|
|
|
|
void build_particle_system(Object *ob)
|
|
{
|
|
RNG *rng;
|
|
Base *base;
|
|
Object *par;
|
|
PartEff *paf;
|
|
Particle *pa;
|
|
Mesh *me;
|
|
MTex *mtexmove=0;
|
|
Material *ma;
|
|
DispListMesh *dlm;
|
|
int dmNeedsFree;
|
|
DerivedMesh *dm;
|
|
float framelenont, ftime, dtime, force[3], imat[3][3], vec[3];
|
|
float fac, prevobmat[4][4], sfraont, co[3];
|
|
int deform=0, a, cur, cfraont, cfralast, totpart, totvert;
|
|
short no[3];
|
|
|
|
if(ob->type!=OB_MESH) return;
|
|
me= ob->data;
|
|
if(me->totvert==0) return;
|
|
|
|
ma= give_current_material(ob, 1);
|
|
if(ma) {
|
|
mtexmove= ma->mtex[7];
|
|
}
|
|
|
|
paf= give_parteff(ob);
|
|
if(paf==NULL) return;
|
|
|
|
waitcursor(1);
|
|
|
|
disable_speed_curve(1);
|
|
|
|
/* generate all particles */
|
|
if(paf->keys) MEM_freeN(paf->keys);
|
|
paf->keys= NULL;
|
|
new_particle(paf);
|
|
|
|
/* reset deflector cache, sumohandle is free, but its still sorta abuse... (ton) */
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
base->object->sumohandle= NULL;
|
|
}
|
|
|
|
cfraont= G.scene->r.cfra;
|
|
cfralast= -1000;
|
|
framelenont= G.scene->r.framelen;
|
|
G.scene->r.framelen= 1.0;
|
|
sfraont= ob->sf;
|
|
ob->sf= 0.0;
|
|
|
|
/* mult generations? */
|
|
totpart= paf->totpart;
|
|
for(a=0; a<PAF_MAXMULT; a++) {
|
|
if(paf->mult[a]!=0.0) {
|
|
/* interessant formula! this way after 'x' generations the total is paf->totpart */
|
|
totpart= (int)(totpart / (1.0+paf->mult[a]*paf->child[a]));
|
|
}
|
|
else break;
|
|
}
|
|
|
|
ftime= paf->sta;
|
|
dtime= (paf->end - paf->sta)/totpart;
|
|
|
|
/* this call returns NULL during editmode, just ignore it and
|
|
* particles should be recalc'd on exit.
|
|
*/
|
|
dm = mesh_get_derived_final(ob, &dmNeedsFree);
|
|
if (!dm) {
|
|
waitcursor(0);
|
|
return;
|
|
}
|
|
|
|
/* WARNING!!!! pushdata and popdata actually copy object memory!!!!
|
|
* Changes between these calls will be lost!!!
|
|
*/
|
|
|
|
/* remember full hierarchy */
|
|
par= ob;
|
|
while(par) {
|
|
pushdata(par, sizeof(Object));
|
|
par= par->parent;
|
|
}
|
|
|
|
/* for static particles, calculate system on current frame */
|
|
if(ma) do_mat_ipo(ma);
|
|
|
|
/* set it all at first frame */
|
|
G.scene->r.cfra= cfralast= (int)floor(ftime);
|
|
par= ob;
|
|
while(par) {
|
|
/* do_ob_ipo(par); */
|
|
do_ob_key(par);
|
|
par= par->parent;
|
|
}
|
|
|
|
if((paf->flag & PAF_STATIC)==0) {
|
|
if(ma) do_mat_ipo(ma); // nor for static
|
|
|
|
where_is_object(ob);
|
|
Mat4CpyMat4(prevobmat, ob->obmat);
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
Mat3CpyMat4(imat, ob->imat);
|
|
}
|
|
else {
|
|
Mat4One(prevobmat);
|
|
Mat3One(imat);
|
|
}
|
|
|
|
rng = rng_new(paf->seed);
|
|
|
|
/* otherwise it goes way too fast */
|
|
force[0]= paf->force[0]*0.05f;
|
|
force[1]= paf->force[1]*0.05f;
|
|
force[2]= paf->force[2]*0.05f;
|
|
|
|
if( paf->flag & PAF_STATIC ) deform= 0;
|
|
else {
|
|
deform= (ob->parent && ob->parent->type==OB_LATTICE && ob->partype==PARSKEL);
|
|
if(deform) init_latt_deform(ob->parent, 0);
|
|
}
|
|
|
|
/* init */
|
|
|
|
dlm = dm->convertToDispListMesh(dm, 1);
|
|
totvert = dlm->totvert;
|
|
|
|
give_mesh_mvert(me, dlm, totpart, co, no, paf->seed);
|
|
|
|
if(G.f & G_DEBUG) {
|
|
printf("\n");
|
|
printf("Calculating particles......... \n");
|
|
}
|
|
for(a=0; a<totpart; a++, ftime+=dtime) {
|
|
|
|
pa= new_particle(paf);
|
|
pa->time= ftime;
|
|
|
|
if(G.f & G_DEBUG) {
|
|
int b, c;
|
|
|
|
c = totpart/100;
|
|
if (c==0){
|
|
c = 1;
|
|
}
|
|
|
|
b=(a%c);
|
|
if (b==0) {
|
|
printf("\r Particle: %d / %d ", a, totpart);
|
|
fflush(stdout);
|
|
}
|
|
}
|
|
/* set ob at correct time */
|
|
|
|
if((paf->flag & PAF_STATIC)==0) {
|
|
|
|
cur= (int)floor(ftime) + 1 ; /* + 1 has a reason: (obmat/prevobmat) otherwise comet-tails start too late */
|
|
if(cfralast != cur) {
|
|
G.scene->r.cfra= cfralast= cur;
|
|
|
|
/* added later: blur? */
|
|
bsystem_time(ob, ob->parent, (float)G.scene->r.cfra, 0.0);
|
|
|
|
par= ob;
|
|
while(par) {
|
|
/* do_ob_ipo(par); */
|
|
par->ctime= -1234567.0;
|
|
do_ob_key(par);
|
|
if(par->type==OB_ARMATURE) {
|
|
do_all_actions(par); // only does this object actions
|
|
where_is_pose(par);
|
|
}
|
|
par= par->parent;
|
|
}
|
|
if(ma) do_mat_ipo(ma);
|
|
Mat4CpyMat4(prevobmat, ob->obmat);
|
|
where_is_object(ob);
|
|
Mat4Invert(ob->imat, ob->obmat);
|
|
Mat3CpyMat4(imat, ob->imat);
|
|
}
|
|
}
|
|
/* get coordinates */
|
|
if(paf->flag & PAF_FACE) give_mesh_mvert(me, dlm, a, co, no, paf->seed);
|
|
else {
|
|
if (totvert) {
|
|
VECCOPY(co, dlm->mvert[a%totvert].co);
|
|
VECCOPY(no, dlm->mvert[a%totvert].no);
|
|
} else {
|
|
co[0] = co[1] = co[2] = 0.0f;
|
|
no[0] = no[1] = no[2] = 0;
|
|
}
|
|
}
|
|
|
|
VECCOPY(pa->co, co);
|
|
|
|
if(paf->flag & PAF_STATIC);
|
|
else {
|
|
Mat4MulVecfl(ob->obmat, pa->co);
|
|
|
|
VECCOPY(vec, co);
|
|
Mat4MulVecfl(prevobmat, vec);
|
|
|
|
/* first start speed: object */
|
|
VECSUB(pa->no, pa->co, vec);
|
|
VecMulf(pa->no, paf->obfac);
|
|
|
|
/* calculate the correct inter-frame */
|
|
fac= (ftime- (float)floor(ftime));
|
|
pa->co[0]= fac*pa->co[0] + (1.0f-fac)*vec[0];
|
|
pa->co[1]= fac*pa->co[1] + (1.0f-fac)*vec[1];
|
|
pa->co[2]= fac*pa->co[2] + (1.0f-fac)*vec[2];
|
|
}
|
|
|
|
/* start speed: normal */
|
|
if(paf->normfac!=0.0) {
|
|
/* transpose ! */
|
|
vec[0]= imat[0][0]*no[0] + imat[0][1]*no[1] + imat[0][2]*no[2];
|
|
vec[1]= imat[1][0]*no[0] + imat[1][1]*no[1] + imat[1][2]*no[2];
|
|
vec[2]= imat[2][0]*no[0] + imat[2][1]*no[1] + imat[2][2]*no[2];
|
|
|
|
Normalise(vec);
|
|
VecMulf(vec, paf->normfac);
|
|
VECADD(pa->no, pa->no, vec);
|
|
}
|
|
pa->lifetime= paf->lifetime;
|
|
if(paf->randlife!=0.0) {
|
|
pa->lifetime*= 1.0f + paf->randlife*(rng_getFloat(rng) - 0.5f);
|
|
}
|
|
pa->mat_nr= 1;
|
|
|
|
make_particle_keys(rng, 0, a, paf, pa, force, deform, mtexmove, ob->lay);
|
|
}
|
|
|
|
if(G.f & G_DEBUG) {
|
|
printf("\r Particle: %d / %d \n", totpart, totpart);
|
|
fflush(stdout);
|
|
}
|
|
if(deform) end_latt_deform();
|
|
|
|
/* restore */
|
|
G.scene->r.cfra= cfraont;
|
|
G.scene->r.framelen= framelenont;
|
|
give_mesh_mvert(0, 0, 0, 0, 0,paf->seed);
|
|
|
|
/* put hierarchy back */
|
|
par= ob;
|
|
while(par) {
|
|
popfirst(par);
|
|
/* do not do ob->ipo: keep insertkey */
|
|
do_ob_key(par);
|
|
|
|
if(par->type==OB_ARMATURE) {
|
|
do_all_actions(par); // only does this object actions
|
|
where_is_pose(par);
|
|
}
|
|
par= par->parent;
|
|
}
|
|
|
|
/* reset deflector cache */
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
if(base->object->sumohandle) {
|
|
MEM_freeN(base->object->sumohandle);
|
|
base->object->sumohandle= NULL;
|
|
}
|
|
}
|
|
|
|
/* restore: AFTER popfirst */
|
|
ob->sf= sfraont;
|
|
|
|
if(ma) do_mat_ipo(ma); // set back on current time
|
|
disable_speed_curve(0);
|
|
|
|
waitcursor(0);
|
|
|
|
displistmesh_free(dlm);
|
|
if (dmNeedsFree) dm->release(dm);
|
|
|
|
rng_free(rng);
|
|
}
|
|
|