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blender-archive/source/blender/blenkernel/BKE_effect.h
Alexander Gavrilov 78ff852680 Force Fields: implement early filtering by the Affect flags.
Most fields have Affect Location and Rotation options that switch
off their effect, but they are only checked as the last step after
the force is already computed. It is more efficient to check it
when building the list of field objects, just like zero weight.
It is also possible to check the strength-related fields for 0.

As an aside, this adds Location to Texture fields (they don't
handle rotation) and both Location & Rotation checkboxes to
Fluid Flow. Boid and Curve Guide remain without options for
now as they are completely different from others.

Differential Revision: https://developer.blender.org/D10087
2021-02-02 23:03:16 +03:00

284 lines
9.3 KiB
C++

/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*/
#pragma once
/** \file
* \ingroup bke
*/
#include "BLI_utildefines.h"
#ifdef __cplusplus
extern "C" {
#endif
struct Collection;
struct Depsgraph;
struct ListBase;
struct Object;
struct ParticleData;
struct ParticleKey;
struct ParticleSimulationData;
struct Scene;
struct ViewLayer;
struct EffectorWeights *BKE_effector_add_weights(struct Collection *collection);
/* Input to effector code */
typedef struct EffectedPoint {
float *loc;
float *vel;
float *ave; /* angular velocity for particles with dynamic rotation */
float *rot; /* rotation quaternion for particles with dynamic rotation */
float vel_to_frame;
float vel_to_sec;
/* only for particles */
float size, charge;
unsigned int flag;
int index;
struct ParticleSystem *psys; /* particle system the point belongs to */
} EffectedPoint;
typedef struct GuideEffectorData {
float vec_to_point[3];
float strength;
} GuideEffectorData;
typedef struct EffectorData {
/* Effector point */
float loc[3];
float nor[3];
float vel[3];
float vec_to_point[3];
float distance, falloff;
/* only for effector particles */
float size, charge;
/* only for vortex effector with surface falloff */
float nor2[3], vec_to_point2[3];
int *index; /* point index */
} EffectorData;
/* used for calculating the effector force */
typedef struct EffectorCache {
struct EffectorCache *next, *prev;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct Object *ob;
struct ParticleSystem *psys;
struct SurfaceModifierData *surmd;
struct PartDeflect *pd;
/* precalculated for guides */
struct GuideEffectorData *guide_data;
float guide_loc[4], guide_dir[3], guide_radius;
float frame;
int flag;
} EffectorCache;
typedef struct EffectorRelation {
struct EffectorRelation *next, *prev;
struct Object *ob;
struct ParticleSystem *psys;
struct PartDeflect *pd;
} EffectorRelation;
struct PartDeflect *BKE_partdeflect_new(int type);
struct PartDeflect *BKE_partdeflect_copy(const struct PartDeflect *pd_src);
void BKE_partdeflect_free(struct PartDeflect *pd);
struct ListBase *BKE_effector_relations_create(struct Depsgraph *depsgraph,
struct ViewLayer *view_layer,
struct Collection *collection);
void BKE_effector_relations_free(struct ListBase *lb);
struct ListBase *BKE_effectors_create(struct Depsgraph *depsgraph,
struct Object *ob_src,
struct ParticleSystem *psys_src,
struct EffectorWeights *weights,
bool use_rotation);
void BKE_effectors_apply(struct ListBase *effectors,
struct ListBase *colliders,
struct EffectorWeights *weights,
struct EffectedPoint *point,
float *force,
float *wind_force,
float *impulse);
void BKE_effectors_free(struct ListBase *lb);
void pd_point_from_particle(struct ParticleSimulationData *sim,
struct ParticleData *pa,
struct ParticleKey *state,
struct EffectedPoint *point);
void pd_point_from_loc(
struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point);
void pd_point_from_soft(
struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point);
/* needed for boids */
float effector_falloff(struct EffectorCache *eff,
struct EffectorData *efd,
struct EffectedPoint *point,
struct EffectorWeights *weights);
int closest_point_on_surface(struct SurfaceModifierData *surmd,
const float co[3],
float surface_co[3],
float surface_nor[3],
float surface_vel[3]);
int get_effector_data(struct EffectorCache *eff,
struct EffectorData *efd,
struct EffectedPoint *point,
int real_velocity);
/* required for particle_system.c */
#if 0
void do_physical_effector(struct EffectorData *eff,
struct EffectorPoint *point,
float *total_force);
float effector_falloff(struct EffectorData *eff,
struct EffectorPoint *point,
struct EffectorWeights *weights);
#endif
/* EffectedPoint->flag */
#define PE_WIND_AS_SPEED 1
#define PE_USE_NORMAL_DATA 4
/* EffectorData->flag */
#define PE_VELOCITY_TO_IMPULSE 1
/* ======== Simulation Debugging ======== */
unsigned int BKE_sim_debug_data_hash(int i);
unsigned int BKE_sim_debug_data_hash_combine(unsigned int kx, unsigned int ky);
/* _VA_SIM_DEBUG_HASH#(i, ...): combined hash value of multiple integers */
/* internal helpers*/
#define _VA_SIM_DEBUG_HASH1(a) (BKE_sim_debug_data_hash(a))
#define _VA_SIM_DEBUG_HASH2(a, b) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH1(b)))
#define _VA_SIM_DEBUG_HASH3(a, b, c) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH2(b, c)))
#define _VA_SIM_DEBUG_HASH4(a, b, c, d) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH3(b, c, d)))
#define _VA_SIM_DEBUG_HASH5(a, b, c, d, e) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH4(b, c, d, e)))
#define _VA_SIM_DEBUG_HASH6(a, b, c, d, e, f) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH5(b, c, d, e, f)))
#define _VA_SIM_DEBUG_HASH7(a, b, c, d, e, f, g) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), \
_VA_SIM_DEBUG_HASH6(b, c, d, e, f, g)))
#define _VA_SIM_DEBUG_HASH8(a, b, c, d, e, f, g, h) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), \
_VA_SIM_DEBUG_HASH7(b, c, d, e, f, g, h)))
#define SIM_DEBUG_HASH(...) VA_NARGS_CALL_OVERLOAD(_VA_SIM_DEBUG_HASH, __VA_ARGS__)
typedef struct SimDebugElement {
unsigned int category_hash;
unsigned int hash;
int type;
float color[3];
float v1[3], v2[3];
char str[64];
} SimDebugElement;
typedef enum eSimDebugElement_Type {
SIM_DEBUG_ELEM_DOT,
SIM_DEBUG_ELEM_CIRCLE,
SIM_DEBUG_ELEM_LINE,
SIM_DEBUG_ELEM_VECTOR,
SIM_DEBUG_ELEM_STRING,
} eSimDebugElement_Type;
typedef struct SimDebugData {
struct GHash *gh;
} SimDebugData;
extern SimDebugData *_sim_debug_data;
void BKE_sim_debug_data_set_enabled(bool enable);
bool BKE_sim_debug_data_get_enabled(void);
void BKE_sim_debug_data_free(void);
void BKE_sim_debug_data_add_element(int type,
const float v1[3],
const float v2[3],
const char *str,
float r,
float g,
float b,
const char *category,
unsigned int hash);
void BKE_sim_debug_data_remove_element(unsigned int hash);
#define BKE_sim_debug_data_add_dot(p, r, g, b, category, ...) \
{ \
const float v2[3] = {0.0f, 0.0f, 0.0f}; \
BKE_sim_debug_data_add_element( \
SIM_DEBUG_ELEM_DOT, p, v2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_circle(p, radius, r, g, b, category, ...) \
{ \
const float v2[3] = {radius, 0.0f, 0.0f}; \
BKE_sim_debug_data_add_element( \
SIM_DEBUG_ELEM_CIRCLE, p, v2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_line(p1, p2, r, g, b, category, ...) \
{ \
BKE_sim_debug_data_add_element( \
SIM_DEBUG_ELEM_LINE, p1, p2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_vector(p, d, r, g, b, category, ...) \
{ \
BKE_sim_debug_data_add_element( \
SIM_DEBUG_ELEM_VECTOR, p, d, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_string(p, str, r, g, b, category, ...) \
{ \
BKE_sim_debug_data_add_element( \
SIM_DEBUG_ELEM_STRING, p, NULL, str, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_remove(...) \
BKE_sim_debug_data_remove_element(SIM_DEBUG_HASH(__VA_ARGS__))
void BKE_sim_debug_data_clear(void);
void BKE_sim_debug_data_clear_category(const char *category);
#ifdef __cplusplus
}
#endif