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blender-archive/source/blender/blenkernel/intern/effect.c

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C

/* effect.c
*
*
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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/BL DUAL LICENSE BLOCK *****
*/
#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 "BKE_action.h"
#include "BKE_anim.h" /* needed for where_on_path */
#include "BKE_armature.h"
#include "BKE_blender.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 "PIL_time.h"
#include "RE_render_ext.h"
/* fluid sim particle import */
#ifndef DISABLE_ELBEEM
#include "DNA_object_fluidsim.h"
#include "LBM_fluidsim.h"
#include "elbeem.h"
#include <zlib.h>
#include <string.h>
#endif // DISABLE_ELBEEM
//XXX #include "BIF_screen.h"
/* temporal struct, used for reading return of mesh_get_mapped_verts_nors() */
typedef struct VeNoCo {
float co[3], no[3];
} VeNoCo;
Effect *add_effect(int type)
{
Effect *eff=0;
PartEff *paf;
int a;
switch(type) {
case EFF_PARTICLE:
paf= MEM_callocN(sizeof(PartEff), "neweff");
eff= (Effect *)paf;
paf->sta= 1.0;
paf->end= 100.0;
paf->lifetime= 50.0;
for(a=0; a<PAF_MAXMULT; a++) {
paf->life[a]= 50.0;
paf->child[a]= 4;
paf->mat[a]= 1;
}
paf->totpart= 1000;
paf->totkey= 8;
paf->staticstep= 5;
paf->defvec[2]= 1.0f;
paf->nabla= 0.05f;
paf->disp = 100;
paf->speedtex = 8;
paf->omat = 1;
paf->flag= PAF_FACE;
break;
}
eff->type= eff->buttype= type;
eff->flag |= SELECT;
return eff;
}
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;
}
}
Effect *copy_effect(Effect *eff)
{
Effect *effn;
effn= MEM_dupallocN(eff);
if(effn->type==EFF_PARTICLE) ((PartEff *)effn)->keys= 0;
return effn;
}
void copy_act_effect(Object *ob)
{
/* return a copy of the active effect */
Effect *effn, *eff;
eff= ob->effect.first;
while(eff) {
if(eff->flag & SELECT) {
effn= copy_effect(eff);
BLI_addtail(&ob->effect, effn);
eff->flag &= ~SELECT;
return;
}
eff= eff->next;
}
/* when it comes here: add new effect */
eff= add_effect(EFF_PARTICLE);
BLI_addtail(&ob->effect, eff);
}
void copy_effects(ListBase *lbn, ListBase *lb)
{
Effect *eff, *effn;
lbn->first= lbn->last= 0;
eff= lb->first;
while(eff) {
effn= copy_effect(eff);
BLI_addtail(lbn, effn);
eff= eff->next;
}
}
void deselectall_eff(Object *ob)
{
Effect *eff= ob->effect.first;
while(eff) {
eff->flag &= ~SELECT;
eff= eff->next;
}
}
/* ***************** PARTICLES ***************** */
static Particle *new_particle(PartEff *paf)
{
static Particle *pa;
static int cur;
/* we agree: when paf->keys==0: alloc */
if(paf->keys==NULL) {
pa= paf->keys= MEM_callocN( paf->totkey*paf->totpart*sizeof(Particle), "particlekeys" );
cur= 0;
}
else {
if(cur && cur<paf->totpart) pa+=paf->totkey;
cur++;
}
return pa;
}
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 where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec)
{
Particle *p[4];
float dt, t[4];
int a;
if(paf->totkey==1 || ctime < pa->time) {
VECCOPY(vec, pa->co);
return;
}
/* first find the first particlekey */
a= (int)((paf->totkey-1)*(ctime-pa->time)/pa->lifetime);
if(a>=paf->totkey) a= paf->totkey-1;
else if(a<0) a= 0;
pa+= a;
if(a>0) p[0]= pa-1; else p[0]= pa;
p[1]= pa;
if(a+1<paf->totkey) p[2]= pa+1; else p[2]= pa;
if(a+2<paf->totkey) p[3]= pa+2; else p[3]= p[2];
if(p[1]==p[2] || p[2]->time == p[1]->time) dt= 0.0;
else dt= (ctime-p[1]->time)/(p[2]->time - p[1]->time);
if(paf->flag & PAF_BSPLINE) set_four_ipo(dt, t, KEY_BSPLINE);
else set_four_ipo(dt, t, KEY_CARDINAL);
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];
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];
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];
}
static void particle_tex(MTex *mtex, PartEff *paf, float *co, float *no)
{
float tin, tr, tg, tb, ta;
float old;
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
if(paf->texmap==PAF_TEXINT) {
tin*= paf->texfac;
no[0]+= tin*paf->defvec[0];
no[1]+= tin*paf->defvec[1];
no[2]+= tin*paf->defvec[2];
}
else if(paf->texmap==PAF_TEXRGB) {
no[0]+= (tr-0.5f)*paf->texfac;
no[1]+= (tg-0.5f)*paf->texfac;
no[2]+= (tb-0.5f)*paf->texfac;
}
else { /* PAF_TEXGRAD */
old= tin;
co[0]+= paf->nabla;
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
no[0]+= (old-tin)*paf->texfac;
co[0]-= paf->nabla;
co[1]+= paf->nabla;
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
no[1]+= (old-tin)*paf->texfac;
co[1]-= paf->nabla;
co[2]+= paf->nabla;
externtex(mtex, co, &tin, &tr, &tg, &tb, &ta);
no[2]+= (old-tin)*paf->texfac;
}
}
/* -------------------------- Effectors ------------------ */
static void add_to_effectorcache(ListBase *lb, 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(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) {
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(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, go->ob, obsrc);
}
}
}
else {
for(base = G.scene->base.first; base; base= base->next) {
if( (base->lay & layer) && base->object->pd && base->object!=obsrc) {
add_to_effectorcache(&listb, 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)
*(ec->ob)= ec->obcopy;
BLI_freelistN(lb);
}
}
/* local for this c file, only for guides now */
static void precalc_effectors(Object *ob, PartEff *paf, Particle *pa, ListBase *lb)
{
pEffectorCache *ec;
for(ec= lb->first; ec; ec= ec->next) {
PartDeflect *pd= ec->ob->pd;
ec->oldspeed[0]= ec->oldspeed[1]= ec->oldspeed[2]= 0.0f;
if(pd->forcefield==PFIELD_GUIDE && ec->ob->type==OB_CURVE) {
float vec[4], dir[3];
if(!(paf->flag & PAF_STATIC))
where_is_object_time(ec->ob, pa->time);
/* scale corrects speed vector to curve size */
if(paf->totkey>1) ec->scale= (paf->totkey-1)/pa->lifetime;
else ec->scale= 1.0f;
/* time_scale is for random life */
if(pa->lifetime>paf->lifetime)
ec->time_scale= paf->lifetime/pa->lifetime;
else
ec->time_scale= pa->lifetime/paf->lifetime;
/* distance of first path point to particle origin */
where_on_path(ec->ob, 0.0f, vec, dir);
VECCOPY(ec->oldloc, vec); /* store local coord for differences */
Mat4MulVecfl(ec->ob->obmat, vec);
/* for static we need to move to global space */
if(paf->flag & PAF_STATIC) {
VECCOPY(dir, pa->co);
Mat4MulVecfl(ob->obmat, dir);
ec->guide_dist= VecLenf(vec, dir);
}
else
ec->guide_dist= VecLenf(vec, pa->co);
}
}
}
/* -------- pdDoEffectors() --------
generic force/speed system, now used for particles and softbodies
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(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 vect_to_vert[3];
float f_force, force_vec[3];
float *obloc;
float distance, force_val, ffall_val;
float guidecollect[3], guidedist= 0.0f;
int cur_frame;
guidecollect[0]= guidecollect[1]= guidecollect[2]=0.0f;
/* 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 */
if (has_ipo_code(ob->ipo, OB_PD_FSTR))
force_val = IPO_GetFloatValue(ob->ipo, OB_PD_FSTR, cur_time);
else
force_val = pd->f_strength;
if (has_ipo_code(ob->ipo, OB_PD_FFALL))
ffall_val = IPO_GetFloatValue(ob->ipo, OB_PD_FFALL, cur_time);
else
ffall_val = pd->f_power;
/* Need to set r.cfra for paths (investigate, ton) (uses ob->ctime now, ton) */
if(ob->ctime!=cur_time) {
cur_frame = G.scene->r.cfra;
G.scene->r.cfra = (int)cur_time;
where_is_object_time(ob, cur_time);
G.scene->r.cfra = cur_frame;
}
/* use center of object for distance calculus */
obloc= ob->obmat[3];
VECSUB(vect_to_vert, obloc, opco);
distance = VecLength(vect_to_vert);
if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist && pd->forcefield != PFIELD_GUIDE)
; /* don't do anything */
else if(pd->forcefield == PFIELD_WIND) {
VECCOPY(force_vec, ob->obmat[2]);
/* wind works harder perpendicular to normal, would be nice for softbody later (ton) */
/* Limit minimum distance to vertex so that */
/* the force is not too big */
if (distance < 0.001) distance = 0.001f;
f_force = (force_val)*(1/(1000 * (float)pow((double)distance, (double)ffall_val)));
/* this option for softbody only */
if(flags && PE_WIND_AS_SPEED){
speed[0] -= (force_vec[0] * f_force );
speed[1] -= (force_vec[1] * f_force );
speed[2] -= (force_vec[2] * f_force );
}
else{
force[0] += force_vec[0]*f_force;
force[1] += force_vec[1]*f_force;
force[2] += force_vec[2]*f_force;
}
}
else if(pd->forcefield == PFIELD_FORCE) {
/* only use center of object */
obloc= ob->obmat[3];
/* Now calculate the gravitational force */
VECSUB(vect_to_vert, obloc, opco);
distance = VecLength(vect_to_vert);
/* Limit minimum distance to vertex so that */
/* the force is not too big */
if (distance < 0.001) distance = 0.001f;
f_force = (force_val)*(1.0/(1000.0 * (float)pow((double)distance, (double)ffall_val)));
force[0] += (vect_to_vert[0] * f_force );
force[1] += (vect_to_vert[1] * f_force );
force[2] += (vect_to_vert[2] * f_force );
}
else if(pd->forcefield == PFIELD_VORTEX) {
float vortexvec[3];
/* only use center of object */
obloc= ob->obmat[3];
/* Now calculate the vortex force */
VECSUB(vect_to_vert, obloc, opco);
distance = VecLength(vect_to_vert);
Crossf(force_vec, ob->obmat[2], vect_to_vert);
Normalize(force_vec);
/* Limit minimum distance to vertex so that */
/* the force is not too big */
if (distance < 0.001) distance = 0.001f;
f_force = (force_val)*(1.0/(100.0 * (float)pow((double)distance, (double)ffall_val)));
vortexvec[0]= -(force_vec[0] * f_force );
vortexvec[1]= -(force_vec[1] * f_force );
vortexvec[2]= -(force_vec[2] * f_force );
/* this option for softbody only */
if(flags &&PE_WIND_AS_SPEED) {
speed[0]+= vortexvec[0];
speed[1]+= vortexvec[1];
speed[2]+= vortexvec[2];
}
else {
/* since vortex alters the speed, we have to correct for the previous vortex result */
speed[0]+= vortexvec[0] - ec->oldspeed[0];
speed[1]+= vortexvec[1] - ec->oldspeed[1];
speed[2]+= vortexvec[2] - ec->oldspeed[2];
VECCOPY(ec->oldspeed, vortexvec);
}
}
else if(pd->forcefield == PFIELD_GUIDE) {
float guidevec[4], guidedir[3];
float mindist= force_val; /* force_val is actually mindist in the UI */
distance= ec->guide_dist;
/* WARNING: bails out with continue here */
if((pd->flag & PFIELD_USEMAX) && distance>pd->maxdist) continue;
/* calculate contribution factor for this guide */
if(distance<=mindist) f_force= 1.0f;
else if(pd->flag & PFIELD_USEMAX) {
if(distance>pd->maxdist || mindist>=pd->maxdist) f_force= 0.0f;
else {
f_force= 1.0f - (distance-mindist)/(pd->maxdist - mindist);
if(ffall_val!=0.0f)
f_force = (float)pow(f_force, ffall_val+1.0);
}
}
else {
f_force= 1.0f/(1.0f + distance-mindist);
if(ffall_val!=0.0f)
f_force = (float)pow(f_force, ffall_val+1.0);
}
/* now derive path point from loc_time */
if(pd->flag & PFIELD_GUIDE_PATH_ADD)
where_on_path(ob, f_force*loc_time*ec->time_scale, guidevec, guidedir);
else
where_on_path(ob, loc_time*ec->time_scale, guidevec, guidedir);
VECSUB(guidedir, guidevec, ec->oldloc);
VECCOPY(ec->oldloc, guidevec);
Mat4Mul3Vecfl(ob->obmat, guidedir);
VecMulf(guidedir, ec->scale); /* correction for lifetime and speed */
/* we subtract the speed we gave it previous step */
VECCOPY(guidevec, guidedir);
VECSUB(guidedir, guidedir, ec->oldspeed);
VECCOPY(ec->oldspeed, guidevec);
/* if it fully contributes, we stop */
if(f_force==1.0) {
VECCOPY(guidecollect, guidedir);
guidedist= 1.0f;
break;
}
else if(guidedist<1.0f) {
VecMulf(guidedir, f_force);
VECADD(guidecollect, guidecollect, guidedir);
guidedist += f_force;
}
}
}
/* all guides are accumulated here */
if(guidedist!=0.0f) {
if(guidedist!=1.0f) VecMulf(guidecollect, 1.0f/guidedist);
VECADD(speed, speed, guidecollect);
}
}
static void cache_object_vertices(Object *ob)
{
Mesh *me;
MVert *mvert;
float *fp;
int a;
me= ob->data;
if(me->totvert==0) return;
fp= ob->sumohandle= MEM_mallocN(3*sizeof(float)*me->totvert, "cache particles");
mvert= me->mvert;
a= me->totvert;
while(a--) {
VECCOPY(fp, mvert->co);
Mat4MulVecfl(ob->obmat, fp);
mvert++;
fp+= 3;
}
}
static int pdDoDeflection(RNG *rng, float opco[3], float npco[3], float opno[3],
float npno[3], float life, float force[3], int def_depth,
float cur_time, unsigned int par_layer, int *last_object,
int *last_face, int *same_face)
{
/* Particle deflection code */
/* The code is in two sections: the first part checks whether a particle has */
/* intersected a face of a deflector mesh, given its old and new co-ords, opco and npco */
/* and which face it hit first */
/* The second part calculates the new co-ordinates given that collision and updates */
/* the new co-ordinates accordingly */
Base *base;
Object *ob, *deflection_object = NULL;
Mesh *def_mesh;
MFace *mface, *deflection_face = NULL;
float *v1, *v2, *v3, *v4, *vcache=NULL;
float nv1[3], nv2[3], nv3[3], nv4[3], edge1[3], edge2[3];
float dv1[3] = {0}, dv2[3] = {0}, dv3[3] = {0};
float vect_to_int[3], refl_vel[3];
float d_intersect_co[3], d_intersect_vect[3], d_nvect[3], d_i_co_above[3];
float forcec[3];
float k_point3, dist_to_plane;
float first_dist, ref_plane_mag;
float dk_plane=0, dk_point1=0;
float icalctop, icalcbot, n_mag;
float mag_iv, x_m,y_m,z_m;
float damping, perm_thresh;
float perm_val, rdamp_val;
int a, deflected=0, deflected_now=0;
float t,t2, min_t;
float mat[3][3], obloc[3] = {0};
int cur_frame;
float time_before, time_after;
float force_mag_norm;
int d_object=0, d_face=0, ds_object=0, ds_face=0;
first_dist = 200000;
min_t = 200000;
/* 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 = (int)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, NULL) ) {
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, NULL) ) {
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 = Normalize(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 = Normalize(d_intersect_vect);
VECCOPY(npco, d_intersect_co);
VECSUB(vect_to_int, opco, d_intersect_co);
first_dist = Normalize(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;
}
/*
rng= random number generator
ob = object that spawns the particles
depth = for fireworks
nr = index nr of current particle
paf = the particle system
part = current particle
force = force vector
deform = flag to indicate lattice deform
*/
static void make_particle_keys(RNG *rng, Object *ob, int depth, int nr, PartEff *paf, Particle *part, float *force, int deform, MTex *mtex, ListBase *effectorbase)
{
Particle *pa, *opa = NULL;
float damp, deltalife, life;
float cur_time, maxspeed= paf->maxlen/(float)paf->totkey;
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);
}
/* effectors here? */
if(effectorbase)
precalc_effectors(ob, paf, pa, effectorbase);
if(paf->totkey>1) deltalife= pa->lifetime/(paf->totkey-1);
else deltalife= pa->lifetime;
/* longer lifetime results in longer distance covered */
VecMulf(pa->no, deltalife);
opa= pa;
pa++;
for(b=1; b<paf->totkey; b++) {
/* new time */
pa->time= opa->time+deltalife;
cur_time = pa->time;
/* set initial variables */
VECCOPY(opco, opa->co);
VECCOPY(new_force, force);
VECCOPY(new_speed, opa->no);
VecMulf(new_speed, 1.0f/deltalife);
//new_speed[0] = new_speed[1] = new_speed[2] = 0.0f;
/* handle differences between static (local coords, fixed frame) and dynamic */
if(effectorbase) {
float loc_time= ((float)b)/(float)(paf->totkey-1);
if(paf->flag & PAF_STATIC) {
float opco1[3], new_force1[3];
/* move co and force to global coords */
VECCOPY(opco1, opco);
Mat4MulVecfl(ob->obmat, opco1);
VECCOPY(new_force1, new_force);
Mat4Mul3Vecfl(ob->obmat, new_force1);
Mat4Mul3Vecfl(ob->obmat, new_speed);
cur_time = G.scene->r.cfra;
/* force fields */
pdDoEffectors(effectorbase, opco1, new_force1, new_speed, cur_time, loc_time, 0);
/* move co, force and newspeed back to local */
VECCOPY(opco, opco1);
Mat4MulVecfl(ob->imat, opco);
VECCOPY(new_force, new_force1);
Mat4Mul3Vecfl(ob->imat, new_force);
Mat4Mul3Vecfl(ob->imat, new_speed);
}
else {
/* force fields */
pdDoEffectors(effectorbase, opco, new_force, new_speed, cur_time, loc_time, 0);
}
}
/* new speed */
pa->no[0]= deltalife * (new_speed[0] + new_force[0]);
pa->no[1]= deltalife * (new_speed[1] + new_force[1]);
pa->no[2]= deltalife * (new_speed[2] + new_force[2]);
/* speed limitor */
if((paf->flag & PAF_STATIC) && maxspeed!=0.0f) {
float len= VecLength(pa->no);
if(len > maxspeed)
VecMulf(pa->no, maxspeed/len);
}
/* new location */
pa->co[0]= opa->co[0] + pa->no[0];
pa->co[1]= opa->co[1] + pa->no[1];
pa->co[2]= opa->co[2] + pa->no[2];
/* Particle deflection code */
if((paf->flag & PAF_STATIC)==0) {
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, ob->lay,
&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, 1.0f);
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, ob, depth+1, b, paf, pa, force, deform, mtex, effectorbase);
}
}
}
}
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++) {
BLI_jitterate1(jit, jit2, num, rad1);
BLI_jitterate1(jit, jit2, num, rad1);
BLI_jitterate2(jit, jit2, num, rad2);
}
MEM_freeN(jit2);
rng_free(rng);
}
#define JIT_RAND 32
/* for a position within a face, tot is total amount of faces */
static void give_mesh_particle_coord(PartEff *paf, VeNoCo *noco, MFace *mface, int partnr, int subnr, float *co, float *no)
{
static float *jit= NULL;
static float *trands= NULL;
static int jitlevel= 1;
float *v1, *v2, *v3, *v4;
float u, v;
float *n1, *n2, *n3, *n4;
/* free signal */
if(paf==NULL) {
if(jit) MEM_freeN(jit);
jit= NULL;
if(trands) MEM_freeN(trands);
trands= NULL;
return;
}
/* first time initialize jitter or trand, partnr then is total amount of particles, subnr total amount of faces */
if(trands==NULL && jit==NULL) {
RNG *rng = rng_new(31415926 + paf->seed);
int i, tot;
if(paf->flag & PAF_TRAND)
tot= partnr;
else
tot= JIT_RAND; /* arbitrary... allows JIT_RAND times more particles in a face for jittered distro */
trands= MEM_callocN(2+2*tot*sizeof(float), "trands");
for(i=0; i<tot; i++) {
trands[2*i]= rng_getFloat(rng);
trands[2*i+1]= rng_getFloat(rng);
}
rng_free(rng);
if((paf->flag & PAF_TRAND)==0) {
jitlevel= paf->userjit;
if(jitlevel == 0) {
jitlevel= partnr/subnr;
if(paf->flag & PAF_EDISTR) jitlevel*= 2; /* looks better in general, not very scietific */
if(jitlevel<3) jitlevel= 3;
if(jitlevel>100) jitlevel= 100;
}
jit= MEM_callocN(2+ jitlevel*2*sizeof(float), "jit");
init_mv_jit(jit, jitlevel, paf->seed);
BLI_array_randomize(jit, 2*sizeof(float), jitlevel, paf->seed); /* for custom jit or even distribution */
}
return;
}
if(paf->flag & PAF_TRAND) {
u= trands[2*partnr];
v= trands[2*partnr+1];
}
else {
/* jittered distribution gets fixed random offset */
if(subnr>=jitlevel) {
int jitrand= (subnr/jitlevel) % JIT_RAND;
subnr %= jitlevel;
u= jit[2*subnr] + trands[2*jitrand];
v= jit[2*subnr+1] + trands[2*jitrand+1];
if(u > 1.0f) u-= 1.0f;
if(v > 1.0f) v-= 1.0f;
}
else {
u= jit[2*subnr];
v= jit[2*subnr+1];
}
}
v1= (noco+(mface->v1))->co;
v2= (noco+(mface->v2))->co;
v3= (noco+(mface->v3))->co;
n1= (noco+(mface->v1))->no;
n2= (noco+(mface->v2))->no;
n3= (noco+(mface->v3))->no;
if(mface->v4) {
float uv= u*v;
float muv= (1.0f-u)*(v);
float umv= (u)*(1.0f-v);
float mumv= (1.0f-u)*(1.0f-v);
v4= (noco+(mface->v4))->co;
n4= (noco+(mface->v4))->no;
co[0]= mumv*v1[0] + muv*v2[0] + uv*v3[0] + umv*v4[0];
co[1]= mumv*v1[1] + muv*v2[1] + uv*v3[1] + umv*v4[1];
co[2]= mumv*v1[2] + muv*v2[2] + uv*v3[2] + umv*v4[2];
no[0]= mumv*n1[0] + muv*n2[0] + uv*n3[0] + umv*n4[0];
no[1]= mumv*n1[1] + muv*n2[1] + uv*n3[1] + umv*n4[1];
no[2]= mumv*n1[2] + muv*n2[2] + uv*n3[2] + umv*n4[2];
}
else {
/* mirror triangle uv coordinates when on other side */
if(u + v > 1.0f) {
u= 1.0f-u;
v= 1.0f-v;
}
co[0]= v1[0] + u*(v3[0]-v1[0]) + v*(v2[0]-v1[0]);
co[1]= v1[1] + u*(v3[1]-v1[1]) + v*(v2[1]-v1[1]);
co[2]= v1[2] + u*(v3[2]-v1[2]) + v*(v2[2]-v1[2]);
no[0]= n1[0] + u*(n3[0]-n1[0]) + v*(n2[0]-n1[0]);
no[1]= n1[1] + u*(n3[1]-n1[1]) + v*(n2[1]-n1[1]);
no[2]= n1[2] + u*(n3[2]-n1[2]) + v*(n2[2]-n1[2]);
}
}
/* Gets a MDeformVert's weight in group (0 if not in group) */
/* note; this call could be in mesh.c or deform.c, but OK... it's in armature.c too! (ton) */
static float vert_weight(MDeformVert *dvert, int group)
{
MDeformWeight *dw;
int i;
if(dvert) {
dw= dvert->dw;
for(i= dvert->totweight; i>0; i--, dw++) {
if(dw->def_nr == group) return dw->weight;
if(i==1) break; /*otherwise dw will point to somewhere it shouldn't*/
}
}
return 0.0;
}
/* Gets a faces average weight in a group, helper for below, face and weights are always set */
static float face_weight(MFace *face, float *weights)
{
float tweight;
tweight = weights[face->v1] + weights[face->v2] + weights[face->v3];
if(face->v4) {
tweight += weights[face->v4];
tweight /= 4.0;
}
else {
tweight /= 3.0;
}
return tweight;
}
/* helper function for build_particle_system() */
static void make_weight_tables(PartEff *paf, Mesh *me, int totpart, VeNoCo *vertlist, int totvert, MFace *facelist, int totface, float **vweights, float **fweights)
{
MFace *mface;
float *foweights=NULL, *voweights=NULL;
float totvweight=0.0f, totfweight=0.0f;
int a;
if((paf->flag & PAF_FACE)==0) totface= 0;
/* collect emitting vertices & faces if vert groups used */
if(paf->vertgroup && me->dvert) {
/* allocate weights array for all vertices, also for lookup of faces later on. note it's a malloc */
*vweights= voweights= MEM_mallocN( totvert*sizeof(float), "pafvoweights" );
totvweight= 0.0f;
for(a=0; a<totvert; a++) {
voweights[a]= vert_weight(me->dvert+a, paf->vertgroup-1);
totvweight+= voweights[a];
}
if(totface) {
/* allocate weights array for faces, note it's a malloc */
*fweights= foweights= MEM_mallocN(totface*sizeof(float), "paffoweights" );
for(a=0, mface=facelist; a<totface; a++, mface++) {
foweights[a] = face_weight(mface, voweights);
}
}
}
/* make weights for faces or for even area distribution */
if(totface && (paf->flag & PAF_EDISTR)) {
float maxfarea= 0.0f, curfarea;
/* two cases for area distro, second case we already have group weights */
if(foweights==NULL) {
/* allocate weights array for faces, note it's a malloc */
*fweights= foweights= MEM_mallocN(totface*sizeof(float), "paffoweights" );
for(a=0, mface=facelist; a<totface; a++, mface++) {
if (mface->v4)
curfarea= AreaQ3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co, vertlist[mface->v4].co);
else
curfarea= AreaT3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co);
if(curfarea>maxfarea)
maxfarea = curfarea;
foweights[a]= curfarea;
}
}
else {
for(a=0, mface=facelist; a<totface; a++, mface++) {
if(foweights[a]!=0.0f) {
if (mface->v4)
curfarea= AreaQ3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co, vertlist[mface->v4].co);
else
curfarea= AreaT3Dfl(vertlist[mface->v1].co, vertlist[mface->v2].co, vertlist[mface->v3].co);
if(curfarea>maxfarea)
maxfarea = curfarea;
foweights[a]*= curfarea;
}
}
}
/* normalize weights for max face area, calculate tot */
if(maxfarea!=0.0f) {
maxfarea= 1.0f/maxfarea;
for(a=0; a< totface; a++) {
if(foweights[a]!=0.0) {
foweights[a] *= maxfarea;
totfweight+= foweights[a];
}
}
}
}
else if(foweights) {
/* only add totfweight value */
for(a=0; a< totface; a++) {
if(foweights[a]!=0.0) {
totfweight+= foweights[a];
}
}
}
/* if weight arrays, we turn these arrays into the amount of particles */
if(totvert && voweights) {
float mult= (float)totpart/totvweight;
for(a=0; a< totvert; a++) {
if(voweights[a]!=0.0)
voweights[a] *= mult;
}
}
if(totface && foweights) {
float mult= (float)totpart/totfweight;
for(a=0; a< totface; a++) {
if(foweights[a]!=0.0)
foweights[a] *= mult;
}
}
}
/* helper function for build_particle_system() */
static void make_length_tables(PartEff *paf, Mesh *me, int totvert, MFace *facelist, int totface, float **vlengths, float **flengths)
{
MFace *mface;
float *folengths=NULL, *volengths=NULL;
int a;
if((paf->flag & PAF_FACE)==0) totface= 0;
/* collect emitting vertices & faces if vert groups used */
if(paf->vertgroup_v && me->dvert) {
/* allocate lengths array for all vertices, also for lookup of faces later on. note it's a malloc */
*vlengths= volengths= MEM_mallocN( totvert*sizeof(float), "pafvolengths" );
for(a=0; a<totvert; a++) {
volengths[a]= vert_weight(me->dvert+a, paf->vertgroup_v-1);
}
if(totface) {
/* allocate lengths array for faces, note it's a malloc */
*flengths= folengths= MEM_mallocN(totface*sizeof(float), "paffolengths" );
for(a=0, mface=facelist; a<totface; a++, mface++) {
folengths[a] = face_weight(mface, volengths);
}
}
}
}
/* for paf start to end, store all matrices for objects */
typedef struct pMatrixCache {
float obmat[4][4];
float imat[3][3];
} pMatrixCache;
/* WARN: this function stores data in ob->id.idnew! */
/* error: this function changes ob->recalc of other objects... */
static pMatrixCache *cache_object_matrices(Object *ob, int start, int end)
{
pMatrixCache *mcache, *mc;
Group *group= NULL;
Object *obcopy;
Base *base;
float framelenold, cfrao, sfo;
/* object can be linked in group... stupid exception */
if(NULL==object_in_scene(ob, G.scene))
group= find_group(ob);
mcache= mc= MEM_mallocN( (end-start+1)*sizeof(pMatrixCache), "ob matrix cache");
framelenold= G.scene->r.framelen;
G.scene->r.framelen= 1.0f;
cfrao= G.scene->r.cfra;
sfo= ob->sf;
ob->sf= 0.0f;
/* clear storage, copy recalc tag (bad loop) */
for(obcopy= G.main->object.first; obcopy; obcopy= obcopy->id.next) {
obcopy->id.newid= NULL;
obcopy->recalco= obcopy->recalc;
obcopy->recalc= 0;
}
/* all objects get tagged recalc that influence this object (does group too) */
/* note that recalco has the real recalc tags, set by callers of this function */
ob->recalc |= OB_RECALC_OB; /* make sure a recalc gets flushed */
DAG_object_update_flags(G.scene, ob, -1);
for(G.scene->r.cfra= start; G.scene->r.cfra<=end; G.scene->r.cfra++, mc++) {
if(group) {
GroupObject *go;
for(go= group->gobject.first; go; go= go->next) {
if(go->ob->recalc) {
where_is_object(go->ob);
do_ob_key(go->ob);
if(go->ob->type==OB_ARMATURE) {
do_all_pose_actions(go->ob); // only does this object actions
where_is_pose(go->ob);
}
}
}
}
else {
for(base= G.scene->base.first; base; base= base->next) {
if(base->object->recalc) {
if(base->object->id.newid==NULL)
base->object->id.newid= MEM_dupallocN(base->object);
where_is_object(base->object);
do_ob_key(base->object);
if(base->object->type==OB_ARMATURE) {
do_all_pose_actions(base->object); // only does this object actions
where_is_pose(base->object);
}
}
}
}
Mat4CpyMat4(mc->obmat, ob->obmat);
Mat4Invert(ob->imat, ob->obmat);
Mat3CpyMat4(mc->imat, ob->imat);
Mat3Transp(mc->imat);
}
/* restore */
G.scene->r.cfra= cfrao;
G.scene->r.framelen= framelenold;
ob->sf= sfo;
if(group) {
GroupObject *go;
for(go= group->gobject.first; go; go= go->next) {
if(go->ob->recalc) {
where_is_object(go->ob);
do_ob_key(go->ob);
if(go->ob->type==OB_ARMATURE) {
do_all_pose_actions(go->ob); // only does this object actions
where_is_pose(go->ob);
}
}
}
}
else {
for(base= G.scene->base.first; base; base= base->next) {
if(base->object->recalc) {
if(base->object->id.newid) {
obcopy= (Object *)base->object->id.newid;
*(base->object) = *(obcopy);
MEM_freeN(obcopy);
base->object->id.newid= NULL;
}
do_ob_key(base->object);
if(base->object->type==OB_ARMATURE) {
do_all_pose_actions(base->object); // only does this object actions
where_is_pose(base->object);
}
}
}
}
/* copy recalc tag (bad loop) */
for(obcopy= G.main->object.first; obcopy; obcopy= obcopy->id.next)
obcopy->recalc= obcopy->recalco;
return mcache;
}
/* for fluidsim win32 debug messages */
#if defined(WIN32) && (!(defined snprintf))
#define snprintf _snprintf
#endif
/* main particle building function
one day particles should become dynamic (realtime) with the current method as a 'bake' (ton) */
void build_particle_system(Object *ob)
{
RNG *rng;
PartEff *paf;
Particle *pa;
Mesh *me;
Base *base;
MTex *mtexmove=0, *mtextime=0;
Material *ma;
MFace *facelist= NULL;
pMatrixCache *mcache=NULL, *mcnow, *mcprev;
ListBase *effectorbase;
VeNoCo *vertexcosnos;
double startseconds= PIL_check_seconds_timer();
float ftime, dtime, force[3], vec[3], fac, co[3], no[3];
float *voweights= NULL, *foweights= NULL, maxw=1.0f;
float *volengths= NULL, *folengths= NULL;
int deform=0, a, totpart, paf_sta, paf_end;
int waitcursor_set= 0, totvert, totface, curface, curvert;
#ifndef DISABLE_ELBEEM
int readMask, activeParts, fileParts;
#endif
/* return conditions */
if(ob->type!=OB_MESH) return;
me= ob->data;
paf= give_parteff(ob);
if(paf==NULL) return;
if(G.rendering==0 && paf->disp==0) return;
if(paf->keys) MEM_freeN(paf->keys); /* free as early as possible, for returns */
paf->keys= NULL;
//printf("build particles\n");
/* fluid sim particle import handling, actual loading of particles from file */
#ifndef DISABLE_ELBEEM
if( (1) && (ob->fluidsimFlag & OB_FLUIDSIM_ENABLE) && // broken, disabled for now!
(ob->fluidsimSettings) &&
(ob->fluidsimSettings->type == OB_FLUIDSIM_PARTICLE)) {
char *suffix = "fluidsurface_particles_#";
char *suffix2 = ".gz";
char filename[256];
char debugStrBuffer[256];
int curFrame = G.scene->r.cfra -1; // warning - sync with derived mesh fsmesh loading
int j, numFileParts;
gzFile gzf;
float vel[3];
if(ob==G.obedit) { // off...
paf->totpart = 0; // 1 or 0?
return;
}
// ok, start loading
strcpy(filename, ob->fluidsimSettings->surfdataPath);
strcat(filename, suffix);
BLI_convertstringcode(filename, G.sce, curFrame); // fixed #frame-no
strcat(filename, suffix2);
gzf = gzopen(filename, "rb");
if (!gzf) {
snprintf(debugStrBuffer,256,"readFsPartData::error - Unable to open file for reading '%s' \n", filename);
//elbeemDebugOut(debugStrBuffer);
paf->totpart = 0;
return;
}
gzread(gzf, &totpart, sizeof(totpart));
numFileParts = totpart;
totpart = (G.rendering)?totpart:(paf->disp*totpart)/100;
paf->totpart= totpart;
paf->totkey= 1;
/* initialize particles */
new_particle(paf);
ftime = 0.0; // unused...
// set up reading mask
readMask = ob->fluidsimSettings->typeFlags;
activeParts=0;
fileParts=0;
for(a=0; a<totpart; a++) {
int ptype=0;
short shsize=0;
float convertSize=0.0;
gzread(gzf, &ptype, sizeof( ptype ));
if(ptype&readMask) {
activeParts++;
pa= new_particle(paf);
pa->time= ftime;
pa->lifetime= ftime + 10000.; // add large number to make sure they are displayed, G.scene->r.efra +1.0;
pa->co[0] = 0.0;
pa->co[1] =
pa->co[2] = 1.0*(float)a / (float)totpart;
pa->no[0] = pa->no[1] = pa->no[2] = 0.0;
pa->mat_nr= paf->omat;
gzread(gzf, &convertSize, sizeof( float ));
// convert range of 1.0-10.0 to shorts 1000-10000)
shsize = (short)(convertSize*1000.0);
pa->rt = shsize;
for(j=0; j<3; j++) {
float wrf;
gzread(gzf, &wrf, sizeof( wrf ));
pa->co[j] = wrf;
//fprintf(stderr,"Rj%d ",j);
}
for(j=0; j<3; j++) {
float wrf;
gzread(gzf, &wrf, sizeof( wrf ));
vel[j] = wrf;
}
//if(a<25) fprintf(stderr,"FSPARTICLE debug set %s , a%d = %f,%f,%f , life=%f \n", filename, a, pa->co[0],pa->co[1],pa->co[2], pa->lifetime );
} else {
// skip...
for(j=0; j<2*3+1; j++) {
float wrf; gzread(gzf, &wrf, sizeof( wrf ));
}
}
fileParts++;
}
gzclose( gzf );
totpart = paf->totpart = activeParts;
snprintf(debugStrBuffer,256,"readFsPartData::done - particles:%d, active:%d, file:%d, mask:%d \n", paf->totpart,activeParts,fileParts,readMask);
elbeemDebugOut(debugStrBuffer);
return;
} // fluid sim particles done
#endif // DISABLE_ELBEEM
if(paf->end < paf->sta) return;
if( (paf->flag & PAF_OFACE) && (paf->flag & PAF_FACE)==0) return;
if(me->totvert==0) return;
if(ob==G.obedit) return;
totpart= (G.rendering)?paf->totpart:(paf->disp*paf->totpart)/100;
if(totpart==0) return;
/* No returns after this line! */
/* material */
ma= give_current_material(ob, paf->omat);
if(ma) {
if(paf->speedtex)
mtexmove= ma->mtex[paf->speedtex-1];
mtextime= ma->mtex[paf->timetex-1];
}
disable_speed_curve(1); /* check this... */
/* initialize particles */
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;
/* all object positions from start to end */
paf_sta= (int)floor(paf->sta);
paf_end= (int)ceil(paf->end);
if((paf->flag & PAF_STATIC)==0)
mcache= cache_object_matrices(ob, paf_sta, paf_end);
/* mult generations? */
for(a=0; a<PAF_MAXMULT; a++) {
if(paf->mult[a]!=0.0) {
/* interesting formula! this way after 'x' generations the total is paf->totpart */
totpart= (int)(totpart / (1.0+paf->mult[a]*paf->child[a]));
}
else break;
}
/* for static particles, calculate system on current frame (? ton) */
if(ma) do_mat_ipo(ma);
/* matrix invert for static too */
Mat4Invert(ob->imat, ob->obmat);
Mat4CpyMat4(paf->imat, ob->imat); /* used for duplicators */
/* new random generator */
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 {
Object *parlatt= modifiers_isDeformedByLattice(ob);
if(parlatt) {
deform= 1;
init_latt_deform(parlatt, 0);
}
}
/* get the effectors */
effectorbase= pdInitEffectors(ob, paf->group);
/* init geometry, return is 6 x float * me->totvert in size */
vertexcosnos= (VeNoCo *)mesh_get_mapped_verts_nors(ob);
facelist= me->mface;
totvert= me->totvert;
totface= me->totface;
/* if vertexweights or even distribution, it makes weight tables, also checks where it emits from */
make_weight_tables(paf, me, totpart, vertexcosnos, totvert, facelist, totface, &voweights, &foweights);
/* vertexweights can define lengths too */
make_length_tables(paf, me, totvert, facelist, totface, &volengths, &folengths);
/* now define where to emit from, if there are face weights we skip vertices */
if(paf->flag & PAF_OFACE) totvert= 0;
if((paf->flag & PAF_FACE)==0) totface= 0;
if(foweights) totvert= 0;
/* initialize give_mesh_particle_coord */
if(totface)
give_mesh_particle_coord(paf, vertexcosnos, facelist, totpart, totface, NULL, NULL);
/* correction for face timing when using weighted average */
if(totface && foweights) {
maxw= (paf->end-paf->sta)/foweights[0];
}
else if(totvert && voweights) {
maxw= (paf->end-paf->sta)/voweights[0];
}
/* for loop below */
if (paf->flag & PAF_STATIC) {
ftime = G.scene->r.cfra;
dtime= 0.0f;
} else {
ftime= paf->sta;
dtime= (paf->end - paf->sta)/(float)totpart;
}
curface= curvert= 0;
for(a=0; a<totpart; a++, ftime+=dtime) {
/* we set waitcursor only when a half second expired, particles now are realtime updated */
if(waitcursor_set==0 && (a % 256)==255) {
double seconds= PIL_check_seconds_timer();
if(seconds - startseconds > 0.5) {
//XXX waitcursor(1);
waitcursor_set= 1;
}
}
pa= new_particle(paf);
pa->time= ftime;
/* get coordinates from faces, only when vertices set to zero */
if(totvert==0 && totface) {
int curjit;
/* use weight table, we have to do faces in order to be able to use jitter table... */
if(foweights) {
if(foweights[curface] < 1.0f) {
float remainder= 0.0f;
while(remainder + foweights[curface] < 1.0f && curface<totface-1) {
remainder += foweights[curface];
curface++;
}
/* if this is the last face, the foweights[] can be zero, so we don't add a particle extra */
if(curface!=totface-1)
foweights[curface] += remainder;
maxw= (paf->end-paf->sta)/foweights[curface];
}
if(foweights[curface]==0.0f)
break; /* WARN skips here out of particle generating */
else {
if(foweights[curface] >= 1.0f) /* note the >= here, this because of the < 1.0f above, it otherwise will stick to 1 face forever */
foweights[curface] -= 1.0f;
curjit= (int) foweights[curface];
give_mesh_particle_coord(paf, vertexcosnos, facelist+curface, a, curjit, co, no);
/* time correction to make particles appear evenly, maxw does interframe (0-1) */
pa->time= paf->sta + maxw*foweights[curface];
}
}
else {
curface= a % totface;
curjit= a/totface;
give_mesh_particle_coord(paf, vertexcosnos, facelist+curface, a, curjit, co, no);
}
}
/* get coordinates from vertices */
if(totvert) {
/* use weight table */
if(voweights) {
if(voweights[curvert] < 1.0f) {
float remainder= 0.0f;
while(remainder + voweights[curvert] < 1.0f && curvert<totvert-1) {
remainder += voweights[curvert];
curvert++;
}
voweights[curvert] += remainder;
maxw= (paf->end-paf->sta)/voweights[curvert];
}
if(voweights[curvert]==0.0f)
break; /* WARN skips here out of particle generating */
else {
if(voweights[curvert] > 1.0f)
voweights[curvert] -= 1.0f;
/* time correction to make particles appear evenly */
pa->time= paf->sta + maxw*voweights[curvert];
}
}
else {
curvert= a % totvert;
if(a >= totvert && totface)
totvert= 0;
}
VECCOPY(co, vertexcosnos[curvert].co);
VECCOPY(no, vertexcosnos[curvert].no);
}
VECCOPY(pa->co, co);
/* dynamic options */
if((paf->flag & PAF_STATIC)==0) {
int cur;
/* particle retiming with texture */
if(mtextime && (paf->flag2 & PAF_TEXTIME)) {
float tin, tr, tg, tb, ta, orco[3];
/* calculate normalized orco */
orco[0] = (co[0]-me->loc[0])/me->size[0];
orco[1] = (co[1]-me->loc[1])/me->size[1];
orco[2] = (co[2]-me->loc[2])/me->size[2];
externtex(mtextime, orco, &tin, &tr, &tg, &tb, &ta);
if(paf->flag2neg & PAF_TEXTIME)
pa->time = paf->sta + (paf->end - paf->sta)*tin;
else
pa->time = paf->sta + (paf->end - paf->sta)*(1.0f-tin);
}
/* set ob at correct time, we use cached matrices */
cur= (int)floor(pa->time) + 1 ; /* + 1 has a reason: (obmat/prevobmat) otherwise comet-tails start too late */
if(cur <= paf_end) mcnow= mcache + cur - paf_sta;
else mcnow= mcache + paf_end - paf_sta;
if(cur > paf_sta) mcprev= mcnow-1;
else mcprev= mcache;
/* move to global space */
Mat4MulVecfl(mcnow->obmat, pa->co);
VECCOPY(vec, co);
Mat4MulVecfl(mcprev->obmat, vec);
/* first start speed: object */
VECSUB(pa->no, pa->co, vec);
VecMulf(pa->no, paf->obfac);
/* calculate the correct inter-frame */
fac= (pa->time- (float)floor(pa->time));
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) {
/* imat is transpose ! */
VECCOPY(vec, no);
Mat3MulVecfl(mcnow->imat, vec);
Normalize(vec);
VecMulf(vec, paf->normfac);
VECADD(pa->no, pa->no, vec);
}
}
else {
if(paf->normfac!=0.0) {
VECCOPY(pa->no, no);
Normalize(pa->no);
VecMulf(pa->no, paf->normfac);
}
}
pa->lifetime= paf->lifetime;
if(paf->randlife!=0.0) {
pa->lifetime*= 1.0f + paf->randlife*(rng_getFloat(rng) - 0.5f);
}
pa->mat_nr= paf->omat;
if(folengths)
pa->lifetime*= folengths[curface];
make_particle_keys(rng, ob, 0, a, paf, pa, force, deform, mtexmove, effectorbase);
}
/* free stuff */
give_mesh_particle_coord(NULL, NULL, NULL, 0, 0, NULL, NULL);
MEM_freeN(vertexcosnos);
if(voweights) MEM_freeN(voweights);
if(foweights) MEM_freeN(foweights);
if(volengths) MEM_freeN(volengths);
if(folengths) MEM_freeN(folengths);
if(mcache) MEM_freeN(mcache);
rng_free(rng);
if(deform) end_latt_deform();
if(effectorbase)
pdEndEffectors(effectorbase);
/* 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;
}
}
disable_speed_curve(0);
//XXX if(waitcursor_set) waitcursor(0);
}