Revision: 16187
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16187
Author: genscher
Date: 2008-08-19 13:26:18 +0200 (Tue, 19 Aug 2008)
Log Message:
-----------
Particles now got that force-hiding feature, too --> jahka: please take a look
:)
Modified Paths:
--------------
trunk/blender/source/blender/blenkernel/BKE_effect.h
trunk/blender/source/blender/blenkernel/intern/effect.c
trunk/blender/source/blender/blenkernel/intern/implicit.c
trunk/blender/source/blender/blenkernel/intern/particle_system.c
trunk/blender/source/blender/makesdna/DNA_modifier_types.h
trunk/blender/source/blender/src/buttons_object.c
Modified: trunk/blender/source/blender/blenkernel/BKE_effect.h
===================================================================
--- trunk/blender/source/blender/blenkernel/BKE_effect.h 2008-08-19
04:00:22 UTC (rev 16186)
+++ trunk/blender/source/blender/blenkernel/BKE_effect.h 2008-08-19
11:26:18 UTC (rev 16187)
@@ -66,7 +66,7 @@
void pdDoEffectors(struct ListBase *lb, float *opco, float
*force, float *speed, float cur_time, float loc_time, unsigned int flags);
/* required for particle_system.c */
-void do_physical_effector(short type, float force_val, float distance, float
falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float
*velocity, float *field, int planar, struct RNG *rng, float noise_factor);
+void do_physical_effector(Object *ob, float *opco, short type, float
force_val, float distance, float falloff, float size, float damp, float
*eff_velocity, float *vec_to_part, float *velocity, float *field, int planar,
struct RNG *rng, float noise_factor);
float effector_falloff(struct PartDeflect *pd, float *eff_velocity, float
*vec_to_part);
Modified: trunk/blender/source/blender/blenkernel/intern/effect.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/effect.c 2008-08-19
04:00:22 UTC (rev 16186)
+++ trunk/blender/source/blender/blenkernel/intern/effect.c 2008-08-19
11:26:18 UTC (rev 16187)
@@ -229,6 +229,60 @@
/* Effectors */
/************************************************/
+// triangle - ray callback function
+static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray,
BVHTreeRayHit *hit)
+{
+ // whenever we hit a bounding box, we don't check further
+ hit->dist = -1;
+ hit->index = 1;
+}
+
+// get visibility of a wind ray
+static float eff_calc_visibility(Object *ob, float *co, float *dir)
+{
+ CollisionModifierData **collobjs = NULL;
+ int numcollobj = 0, i;
+ float norm[3], len = 0.0;
+ float visibility = 1.0;
+
+ collobjs = get_collisionobjects(ob, &numcollobj);
+
+ if(!collobjs)
+ return 0;
+
+ VECCOPY(norm, dir);
+ VecMulf(norm, -1.0);
+ len = Normalize(norm);
+
+ // check all collision objects
+ for(i = 0; i < numcollobj; i++)
+ {
+ CollisionModifierData *collmd = collobjs[i];
+
+ if(collmd->bvhtree)
+ {
+ BVHTreeRayHit hit;
+
+ hit.index = -1;
+ hit.dist = len + FLT_EPSILON;
+
+ // check if the way is blocked
+ if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm,
&hit, eff_tri_ray_hit, NULL)>=0)
+ {
+ // visibility is only between 0 and 1,
calculated from 1-absorption
+ visibility *= MAX2(0.0, MIN2(1.0,
(1.0-((float)collmd->absorption)*0.01)));
+
+ if(visibility <= 0.0f)
+ break;
+ }
+ }
+ }
+
+ MEM_freeN(collobjs);
+
+ return visibility;
+}
+
// noise function for wind e.g.
static float wind_func(struct RNG *rng, float strength)
{
@@ -315,12 +369,18 @@
return falloff;
}
-void do_physical_effector(short type, float force_val, float distance, float
falloff, float size, float damp, float *eff_velocity, float *vec_to_part, float
*velocity, float *field, int planar, struct RNG *rng, float noise_factor)
+void do_physical_effector(Object *ob, float *opco, short type, float
force_val, float distance, float falloff, float size, float damp, float
*eff_velocity, float *vec_to_part, float *velocity, float *field, int planar,
struct RNG *rng, float noise_factor)
{
float mag_vec[3]={0,0,0};
float temp[3], temp2[3];
float eff_vel[3];
- float noise = 0;
+ float noise = 0, visibility;
+
+ // calculate visibility
+ visibility = eff_calc_visibility(ob, opco, vec_to_part);
+ if(visibility <= 0.0)
+ return;
+ falloff *= visibility;
VecCopyf(eff_vel,eff_velocity);
Normalize(eff_vel);
@@ -330,7 +390,7 @@
VECCOPY(mag_vec,eff_vel);
// add wind noise here, only if we have wind
- if((noise_factor> 0.0f) && (force_val > FLT_EPSILON))
+ if((noise_factor > 0.0f) && (force_val > FLT_EPSILON))
noise = wind_func(rng, noise_factor);
VecMulf(mag_vec,(force_val+noise)*falloff);
@@ -393,56 +453,6 @@
}
}
-
-static void eff_tri_ray_hit(void *userdata, int index, const BVHTreeRay *ray,
BVHTreeRayHit *hit)
-{
- hit->dist = -1;
- hit->index = 1;
-}
-
-float eff_calc_visibility(Object *ob, float *co, float *dir, float cur_time)
-{
- CollisionModifierData **collobjs = NULL;
- int numcollobj = 0, i;
- float norm[3], len = 0.0;
- float visibility = 1.0;
-
- collobjs = get_collisionobjects(ob, &numcollobj);
-
- if(!collobjs)
- return 0;
-
- VECCOPY(norm, dir);
- VecMulf(norm, -1.0);
- len = Normalize(norm);
-
- // check all collision objects
- for(i = 0; i < numcollobj; i++)
- {
- CollisionModifierData *collmd = collobjs[i];
-
- if(collmd->bvhtree)
- {
- BVHTreeRayHit hit;
-
- hit.index = -1;
- hit.dist = len + FLT_EPSILON;
-
-
- // check if the way is blocked
- if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm,
&hit, eff_tri_ray_hit, NULL)>=0)
- {
- visibility *= MAX2(0.0, MIN2(1.0,
(1.0-((float)collmd->absorbation)*0.01)));
- }
- }
- }
-
- MEM_freeN(collobjs);
-
- return visibility;
-}
-
-
/* -------- pdDoEffectors() --------
generic force/speed system, now used for particles and softbodies
lb = listbase with objects that take part in
effecting
@@ -478,7 +488,7 @@
float *obloc;
float distance, vec_to_part[3];
- float falloff, visibility;
+ float falloff;
/* Cycle through collected objects, get total of (1/(gravity_strength *
dist^gravity_power)) */
/* Check for min distance here? (yes would be cool to add that, ton) */
@@ -499,20 +509,15 @@
VecSubf(vec_to_part, opco, ob->obmat[3]);
distance = VecLength(vec_to_part);
- falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
+ falloff=effector_falloff(pd,ob->obmat[2],vec_to_part);
if(falloff<=0.0f)
- continue;
-
- visibility = eff_calc_visibility(ob, opco, vec_to_part,
cur_time);
-
- if((visibility*falloff)<=0.0f)
; /* don't do anything */
else {
float field[3]={0,0,0}, tmp[3];
VECCOPY(field, force);
-
do_physical_effector(pd->forcefield,pd->f_strength,distance,
-
visibility*falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
+ do_physical_effector(ob, opco,
pd->forcefield,pd->f_strength,distance,
+
falloff,pd->f_dist,pd->f_damp,ob->obmat[2],vec_to_part,
speed,force,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
// for softbody backward compatibility
Modified: trunk/blender/source/blender/blenkernel/intern/implicit.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/implicit.c 2008-08-19
04:00:22 UTC (rev 16186)
+++ trunk/blender/source/blender/blenkernel/intern/implicit.c 2008-08-19
11:26:18 UTC (rev 16187)
@@ -1405,7 +1405,6 @@
unsigned int numverts = cloth->numverts;
LinkNode *search = cloth->springs;
lfVector *winvec;
- ClothVertex *verts = cloth->verts;
VECCOPY(gravity, clmd->sim_parms->gravity);
mul_fvector_S(gravity, gravity, 0.001f); /* scale gravity force */
Modified: trunk/blender/source/blender/blenkernel/intern/particle_system.c
===================================================================
--- trunk/blender/source/blender/blenkernel/intern/particle_system.c
2008-08-19 04:00:22 UTC (rev 16186)
+++ trunk/blender/source/blender/blenkernel/intern/particle_system.c
2008-08-19 11:26:18 UTC (rev 16187)
@@ -2616,7 +2616,7 @@
pd->flag & PFIELD_TEX_OBJECT, (pd->flag & PFIELD_TEX_ROOTCO) ? rootco :
state->co, eob->obmat,
pd->f_strength, falloff, force_field);
} else {
-
do_physical_effector(pd->forcefield,pd->f_strength,distance,
+ do_physical_effector(eob, state->co,
pd->forcefield,pd->f_strength,distance,
falloff,pd->f_dist,pd->f_damp,eob->obmat[2],vec_to_part,
pa->state.vel,force_field,pd->flag&PFIELD_PLANAR, pd->rng, pd->f_noise);
}
@@ -2665,7 +2665,7 @@
if(falloff<=0.0f)
; /* don't do
anything */
else
-
do_physical_effector(pd->forcefield,pd->f_strength,distance,
+
do_physical_effector(eob, state->co, pd->forcefield,pd->f_strength,distance,
falloff,epart->size,pd->f_damp,estate.vel,vec_to_part,
state->vel,force_field,0, pd->rng, pd->f_noise);
}
Modified: trunk/blender/source/blender/makesdna/DNA_modifier_types.h
===================================================================
--- trunk/blender/source/blender/makesdna/DNA_modifier_types.h 2008-08-19
04:00:22 UTC (rev 16186)
+++ trunk/blender/source/blender/makesdna/DNA_modifier_types.h 2008-08-19
11:26:18 UTC (rev 16187)
@@ -390,7 +390,7 @@
unsigned int numverts;
unsigned int numfaces;
- short absorbation; /* used for forces, in % */
+ short absorption; /* used for forces, in % */
short pad;
float time; /* cfra time of modifier */
struct BVHTree *bvhtree; /* bounding volume hierarchy for this cloth
object */
Modified: trunk/blender/source/blender/src/buttons_object.c
===================================================================
--- trunk/blender/source/blender/src/buttons_object.c 2008-08-19 04:00:22 UTC
(rev 16186)
+++ trunk/blender/source/blender/src/buttons_object.c 2008-08-19 11:26:18 UTC
(rev 16187)
@@ -3306,7 +3306,7 @@
// collision options
if(collmd)
{
- uiDefButS(block, NUM, B_FIELD_CHANGE,
"Absoption: ", 10,0,150,20, &collmd->absorbation, 0.0, 100, 1, 2, "How much
of effector force gets lost during collision with this object (in percent).");
+ uiDefButS(block, NUM, B_FIELD_CHANGE,
"Absorption: ", 10,0,150,20, &collmd->absorption, 0.0, 100, 1, 2, "How much
of effector force gets lost during collision with this object (in percent).");
}
}
}
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