Blender  V2.59
effect.c
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00001 /*  effect.c
00002  * 
00003  * 
00004  * $Id: effect.c 38663 2011-07-24 17:44:22Z jhk $
00005  *
00006  * ***** BEGIN GPL LICENSE BLOCK *****
00007  *
00008  * This program is free software; you can redistribute it and/or
00009  * modify it under the terms of the GNU General Public License
00010  * as published by the Free Software Foundation; either version 2
00011  * of the License, or (at your option) any later version.
00012  *
00013  * This program is distributed in the hope that it will be useful,
00014  * but WITHOUT ANY WARRANTY; without even the implied warranty of
00015  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00016  * GNU General Public License for more details.
00017  *
00018  * You should have received a copy of the GNU General Public License
00019  * along with this program; if not, write to the Free Software Foundation,
00020  * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
00021  *
00022  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
00023  * All rights reserved.
00024  *
00025  * The Original Code is: all of this file.
00026  *
00027  * Contributor(s): none yet.
00028  *
00029  * ***** END GPL LICENSE BLOCK *****
00030  */
00031 
00037 #include <stddef.h>
00038 #include "BLI_storage.h" /* _LARGEFILE_SOURCE */
00039 
00040 #include <math.h>
00041 #include <stdlib.h>
00042 
00043 #include "MEM_guardedalloc.h"
00044 
00045 #include "DNA_curve_types.h"
00046 #include "DNA_effect_types.h"
00047 #include "DNA_group_types.h"
00048 #include "DNA_ipo_types.h"
00049 #include "DNA_key_types.h"
00050 #include "DNA_lattice_types.h"
00051 #include "DNA_listBase.h"
00052 #include "DNA_mesh_types.h"
00053 #include "DNA_meshdata_types.h"
00054 #include "DNA_material_types.h"
00055 #include "DNA_object_types.h"
00056 #include "DNA_object_force.h"
00057 #include "DNA_particle_types.h"
00058 #include "DNA_texture_types.h"
00059 #include "DNA_scene_types.h"
00060 
00061 #include "BLI_math.h"
00062 #include "BLI_blenlib.h"
00063 #include "BLI_jitter.h"
00064 #include "BLI_listbase.h"
00065 #include "BLI_noise.h"
00066 #include "BLI_rand.h"
00067 #include "BLI_utildefines.h"
00068 
00069 #include "PIL_time.h"
00070 
00071 #include "BKE_action.h"
00072 #include "BKE_anim.h"           /* needed for where_on_path */
00073 #include "BKE_armature.h"
00074 #include "BKE_blender.h"
00075 #include "BKE_collision.h"
00076 #include "BKE_constraint.h"
00077 #include "BKE_deform.h"
00078 #include "BKE_depsgraph.h"
00079 #include "BKE_displist.h"
00080 #include "BKE_DerivedMesh.h"
00081 #include "BKE_cdderivedmesh.h"
00082 #include "BKE_effect.h"
00083 #include "BKE_global.h"
00084 #include "BKE_group.h"
00085 #include "BKE_ipo.h"
00086 #include "BKE_key.h"
00087 #include "BKE_lattice.h"
00088 #include "BKE_mesh.h"
00089 #include "BKE_material.h"
00090 #include "BKE_main.h"
00091 #include "BKE_modifier.h"
00092 #include "BKE_object.h"
00093 #include "BKE_particle.h"
00094 #include "BKE_scene.h"
00095 
00096 
00097 #include "RE_render_ext.h"
00098 #include "RE_shader_ext.h"
00099 
00100 /* fluid sim particle import */
00101 #ifndef DISABLE_ELBEEM
00102 #include "DNA_object_fluidsim.h"
00103 #include "LBM_fluidsim.h"
00104 #include <zlib.h>
00105 #include <string.h>
00106 #endif // DISABLE_ELBEEM
00107 
00108 //XXX #include "BIF_screen.h"
00109 
00110 EffectorWeights *BKE_add_effector_weights(Group *group)
00111 {
00112         EffectorWeights *weights = MEM_callocN(sizeof(EffectorWeights), "EffectorWeights");
00113         int i;
00114 
00115         for(i=0; i<NUM_PFIELD_TYPES; i++)
00116                 weights->weight[i] = 1.0f;
00117 
00118         weights->global_gravity = 1.0f;
00119 
00120         weights->group = group;
00121 
00122         return weights;
00123 }
00124 PartDeflect *object_add_collision_fields(int type)
00125 {
00126         PartDeflect *pd;
00127 
00128         pd= MEM_callocN(sizeof(PartDeflect), "PartDeflect");
00129 
00130         pd->forcefield = type;
00131         pd->pdef_sbdamp = 0.1f;
00132         pd->pdef_sbift  = 0.2f;
00133         pd->pdef_sboft  = 0.02f;
00134         pd->seed = ((unsigned int)(ceil(PIL_check_seconds_timer()))+1) % 128;
00135         pd->f_strength = 1.0f;
00136         pd->f_damp = 1.0f;
00137 
00138         /* set sensible defaults based on type */
00139         switch(type) {
00140                 case PFIELD_VORTEX:
00141                         pd->shape = PFIELD_SHAPE_PLANE;
00142                         break;
00143                 case PFIELD_WIND:
00144                         pd->shape = PFIELD_SHAPE_PLANE;
00145                         pd->f_flow = 1.0f; /* realistic wind behavior */
00146                         break;
00147                 case PFIELD_TEXTURE:
00148                         pd->f_size = 1.0f;
00149                         break;
00150         }
00151         pd->flag = PFIELD_DO_LOCATION|PFIELD_DO_ROTATION;
00152 
00153         return pd;
00154 }
00155 
00156 /* temporal struct, used for reading return of mesh_get_mapped_verts_nors() */
00157 
00158 typedef struct VeNoCo {
00159         float co[3], no[3];
00160 } VeNoCo;
00161 
00162 /* ***************** PARTICLES ***************** */
00163 
00164 /* deprecated, only keep this for readfile.c */
00165 PartEff *give_parteff(Object *ob)
00166 {
00167         PartEff *paf;
00168         
00169         paf= ob->effect.first;
00170         while(paf) {
00171                 if(paf->type==EFF_PARTICLE) return paf;
00172                 paf= paf->next;
00173         }
00174         return NULL;
00175 }
00176 
00177 void free_effect(Effect *eff)
00178 {
00179         PartEff *paf;
00180         
00181         if(eff->type==EFF_PARTICLE) {
00182                 paf= (PartEff *)eff;
00183                 if(paf->keys) MEM_freeN(paf->keys);
00184         }
00185         MEM_freeN(eff); 
00186 }
00187 
00188 
00189 void free_effects(ListBase *lb)
00190 {
00191         Effect *eff;
00192         
00193         eff= lb->first;
00194         while(eff) {
00195                 BLI_remlink(lb, eff);
00196                 free_effect(eff);
00197                 eff= lb->first;
00198         }
00199 }
00200 
00201 /* -------------------------- Effectors ------------------ */
00202 void free_partdeflect(PartDeflect *pd)
00203 {
00204         if(!pd)
00205                 return;
00206 
00207         if(pd->tex)
00208                 pd->tex->id.us--;
00209 
00210         if(pd->rng)
00211                 rng_free(pd->rng);
00212 
00213         MEM_freeN(pd);
00214 }
00215 
00216 static void precalculate_effector(EffectorCache *eff)
00217 {
00218         unsigned int cfra = (unsigned int)(eff->scene->r.cfra >= 0 ? eff->scene->r.cfra : -eff->scene->r.cfra);
00219         if(!eff->pd->rng)
00220                 eff->pd->rng = rng_new(eff->pd->seed + cfra);
00221         else
00222                 rng_srandom(eff->pd->rng, eff->pd->seed + cfra);
00223 
00224         if(eff->pd->forcefield == PFIELD_GUIDE && eff->ob->type==OB_CURVE) {
00225                 Curve *cu= eff->ob->data;
00226                 if(cu->flag & CU_PATH) {
00227                         if(cu->path==NULL || cu->path->data==NULL)
00228                                 makeDispListCurveTypes(eff->scene, eff->ob, 0);
00229 
00230                         if(cu->path && cu->path->data) {
00231                                 where_on_path(eff->ob, 0.0, eff->guide_loc, eff->guide_dir, NULL, &eff->guide_radius, NULL);
00232                                 mul_m4_v3(eff->ob->obmat, eff->guide_loc);
00233                                 mul_mat3_m4_v3(eff->ob->obmat, eff->guide_dir);
00234                         }
00235                 }
00236         }
00237         else if(eff->pd->shape == PFIELD_SHAPE_SURFACE) {
00238                 eff->surmd = (SurfaceModifierData *)modifiers_findByType ( eff->ob, eModifierType_Surface );
00239                 if(eff->ob->type == OB_CURVE)
00240                         eff->flag |= PE_USE_NORMAL_DATA;
00241         }
00242         else if(eff->psys)
00243                 psys_update_particle_tree(eff->psys, eff->scene->r.cfra);
00244 
00245         /* Store object velocity */
00246         if(eff->ob) {
00247                 float old_vel[3];
00248 
00249                 where_is_object_time(eff->scene, eff->ob, cfra - 1.0f);
00250                 copy_v3_v3(old_vel, eff->ob->obmat[3]); 
00251                 where_is_object_time(eff->scene, eff->ob, cfra);
00252                 sub_v3_v3v3(eff->velocity, eff->ob->obmat[3], old_vel);
00253         }
00254 }
00255 static EffectorCache *new_effector_cache(Scene *scene, Object *ob, ParticleSystem *psys, PartDeflect *pd)
00256 {
00257         EffectorCache *eff = MEM_callocN(sizeof(EffectorCache), "EffectorCache");
00258         eff->scene = scene;
00259         eff->ob = ob;
00260         eff->psys = psys;
00261         eff->pd = pd;
00262         eff->frame = -1;
00263 
00264         precalculate_effector(eff);
00265 
00266         return eff;
00267 }
00268 static void add_object_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, Object *ob_src)
00269 {
00270         EffectorCache *eff = NULL;
00271 
00272         if( ob == ob_src || weights->weight[ob->pd->forcefield] == 0.0f )
00273                 return;
00274 
00275         if (ob->pd->shape == PFIELD_SHAPE_POINTS && !ob->derivedFinal )
00276                 return;
00277 
00278         if(*effectors == NULL)
00279                 *effectors = MEM_callocN(sizeof(ListBase), "effectors list");
00280 
00281         eff = new_effector_cache(scene, ob, NULL, ob->pd);
00282 
00283         /* make sure imat is up to date */
00284         invert_m4_m4(ob->imat, ob->obmat);
00285 
00286         BLI_addtail(*effectors, eff);
00287 }
00288 static void add_particles_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, ParticleSystem *psys, ParticleSystem *psys_src)
00289 {
00290         ParticleSettings *part= psys->part;
00291 
00292         if( !psys_check_enabled(ob, psys) )
00293                 return;
00294 
00295         if( psys == psys_src && (part->flag & PART_SELF_EFFECT) == 0)
00296                 return;
00297 
00298         if( part->pd && part->pd->forcefield && weights->weight[part->pd->forcefield] != 0.0f) {
00299                 if(*effectors == NULL)
00300                         *effectors = MEM_callocN(sizeof(ListBase), "effectors list");
00301 
00302                 BLI_addtail(*effectors, new_effector_cache(scene, ob, psys, part->pd));
00303         }
00304 
00305         if (part->pd2 && part->pd2->forcefield && weights->weight[part->pd2->forcefield] != 0.0f) {
00306                 if(*effectors == NULL)
00307                         *effectors = MEM_callocN(sizeof(ListBase), "effectors list");
00308 
00309                 BLI_addtail(*effectors, new_effector_cache(scene, ob, psys, part->pd2));
00310         }
00311 }
00312 
00313 /* returns ListBase handle with objects taking part in the effecting */
00314 ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src, EffectorWeights *weights)
00315 {
00316         Base *base;
00317         unsigned int layer= ob_src->lay;
00318         ListBase *effectors = NULL;
00319         
00320         if(weights->group) {
00321                 GroupObject *go;
00322                 
00323                 for(go= weights->group->gobject.first; go; go= go->next) {
00324                         if( (go->ob->lay & layer) ) {
00325                                 if( go->ob->pd && go->ob->pd->forcefield )
00326                                         add_object_to_effectors(&effectors, scene, weights, go->ob, ob_src);
00327 
00328                                 if( go->ob->particlesystem.first ) {
00329                                         ParticleSystem *psys= go->ob->particlesystem.first;
00330 
00331                                         for( ; psys; psys=psys->next )
00332                                                 add_particles_to_effectors(&effectors, scene, weights, go->ob, psys, psys_src);
00333                                 }
00334                         }
00335                 }
00336         }
00337         else {
00338                 for(base = scene->base.first; base; base= base->next) {
00339                         if( (base->lay & layer) ) {
00340                                 if( base->object->pd && base->object->pd->forcefield )
00341                                 add_object_to_effectors(&effectors, scene, weights, base->object, ob_src);
00342 
00343                                 if( base->object->particlesystem.first ) {
00344                                         ParticleSystem *psys= base->object->particlesystem.first;
00345 
00346                                         for( ; psys; psys=psys->next )
00347                                                 add_particles_to_effectors(&effectors, scene, weights, base->object, psys, psys_src);
00348                                 }
00349                         }
00350                 }
00351         }
00352         return effectors;
00353 }
00354 
00355 void pdEndEffectors(ListBase **effectors)
00356 {
00357         if(*effectors) {
00358                 EffectorCache *eff = (*effectors)->first;
00359 
00360                 for(; eff; eff=eff->next) {
00361                         if(eff->guide_data)
00362                                 MEM_freeN(eff->guide_data);
00363                 }
00364 
00365                 BLI_freelistN(*effectors);
00366                 MEM_freeN(*effectors);
00367                 *effectors = NULL;
00368         }
00369 }
00370 
00371 
00372 void pd_point_from_particle(ParticleSimulationData *sim, ParticleData *pa, ParticleKey *state, EffectedPoint *point)
00373 {
00374         ParticleSettings *part = sim->psys->part;
00375         point->loc = state->co;
00376         point->vel = state->vel;
00377         point->index = pa - sim->psys->particles;
00378         point->size = pa->size;
00379         point->charge = 0.0f;
00380         
00381         if(part->pd && part->pd->forcefield == PFIELD_CHARGE)
00382                 point->charge += part->pd->f_strength;
00383 
00384         if(part->pd2 && part->pd2->forcefield == PFIELD_CHARGE)
00385                 point->charge += part->pd2->f_strength;
00386 
00387         point->vel_to_sec = 1.0f;
00388         point->vel_to_frame = psys_get_timestep(sim);
00389 
00390         point->flag = 0;
00391 
00392         if(sim->psys->part->flag & PART_ROT_DYN) {
00393                 point->ave = state->ave;
00394                 point->rot = state->rot;
00395         }
00396         else
00397                 point->ave = point->rot = NULL;
00398 
00399         point->psys = sim->psys;
00400 }
00401 
00402 void pd_point_from_loc(Scene *scene, float *loc, float *vel, int index, EffectedPoint *point)
00403 {
00404         point->loc = loc;
00405         point->vel = vel;
00406         point->index = index;
00407         point->size = 0.0f;
00408 
00409         point->vel_to_sec = (float)scene->r.frs_sec;
00410         point->vel_to_frame = 1.0f;
00411 
00412         point->flag = 0;
00413 
00414         point->ave = point->rot = NULL;
00415         point->psys = NULL;
00416 }
00417 void pd_point_from_soft(Scene *scene, float *loc, float *vel, int index, EffectedPoint *point)
00418 {
00419         point->loc = loc;
00420         point->vel = vel;
00421         point->index = index;
00422         point->size = 0.0f;
00423 
00424         point->vel_to_sec = (float)scene->r.frs_sec;
00425         point->vel_to_frame = 1.0f;
00426 
00427         point->flag = PE_WIND_AS_SPEED;
00428 
00429         point->ave = point->rot = NULL;
00430 
00431         point->psys = NULL;
00432 }
00433 /************************************************/
00434 /*                      Effectors               */
00435 /************************************************/
00436 
00437 // triangle - ray callback function
00438 static void eff_tri_ray_hit(void *UNUSED(userData), int UNUSED(index), const BVHTreeRay *UNUSED(ray), BVHTreeRayHit *hit)
00439 {       
00440         // whenever we hit a bounding box, we don't check further
00441         hit->dist = -1;
00442         hit->index = 1;
00443 }
00444 
00445 // get visibility of a wind ray
00446 static float eff_calc_visibility(ListBase *colliders, EffectorCache *eff, EffectorData *efd, EffectedPoint *point)
00447 {
00448         ListBase *colls = colliders;
00449         ColliderCache *col;
00450         float norm[3], len = 0.0;
00451         float visibility = 1.0, absorption = 0.0;
00452         
00453         if(!(eff->pd->flag & PFIELD_VISIBILITY))
00454                 return visibility;
00455 
00456         if(!colls)
00457                 colls = get_collider_cache(eff->scene, eff->ob, NULL);
00458 
00459         if(!colls)
00460                 return visibility;
00461 
00462         negate_v3_v3(norm, efd->vec_to_point);
00463         len = normalize_v3(norm);
00464         
00465         // check all collision objects
00466         for(col = colls->first; col; col = col->next)
00467         {
00468                 CollisionModifierData *collmd = col->collmd;
00469 
00470                 if(col->ob == eff->ob)
00471                         continue;
00472                 
00473                 if(collmd->bvhtree)
00474                 {
00475                         BVHTreeRayHit hit;
00476                         
00477                         hit.index = -1;
00478                         hit.dist = len + FLT_EPSILON;
00479                         
00480                         // check if the way is blocked
00481                         if(BLI_bvhtree_ray_cast(collmd->bvhtree, point->loc, norm, 0.0f, &hit, eff_tri_ray_hit, NULL)>=0)
00482                         {
00483                                 absorption= col->ob->pd->absorption;
00484 
00485                                 // visibility is only between 0 and 1, calculated from 1-absorption
00486                                 visibility *= CLAMPIS(1.0f-absorption, 0.0f, 1.0f);
00487                                 
00488                                 if(visibility <= 0.0f)
00489                                         break;
00490                         }
00491                 }
00492         }
00493 
00494         if(!colliders)
00495                 free_collider_cache(&colls);
00496         
00497         return visibility;
00498 }
00499 
00500 // noise function for wind e.g.
00501 static float wind_func(struct RNG *rng, float strength)
00502 {
00503         int random = (rng_getInt(rng)+1) % 128; // max 2357
00504         float force = rng_getFloat(rng) + 1.0f;
00505         float ret;
00506         float sign = 0;
00507         
00508         sign = ((float)random > 64.0f) ? 1.0f: -1.0f; // dividing by 2 is not giving equal sign distribution
00509         
00510         ret = sign*((float)random / force)*strength/128.0f;
00511         
00512         return ret;
00513 }
00514 
00515 /* maxdist: zero effect from this distance outwards (if usemax) */
00516 /* mindist: full effect up to this distance (if usemin) */
00517 /* power: falloff with formula 1/r^power */
00518 static float falloff_func(float fac, int usemin, float mindist, int usemax, float maxdist, float power)
00519 {
00520         /* first quick checks */
00521         if(usemax && fac > maxdist)
00522                 return 0.0f;
00523 
00524         if(usemin && fac < mindist)
00525                 return 1.0f;
00526 
00527         if(!usemin)
00528                 mindist = 0.0;
00529 
00530         return pow((double)(1.0f+fac-mindist), (double)(-power));
00531 }
00532 
00533 static float falloff_func_dist(PartDeflect *pd, float fac)
00534 {
00535         return falloff_func(fac, pd->flag&PFIELD_USEMIN, pd->mindist, pd->flag&PFIELD_USEMAX, pd->maxdist, pd->f_power);
00536 }
00537 
00538 static float falloff_func_rad(PartDeflect *pd, float fac)
00539 {
00540         return falloff_func(fac, pd->flag&PFIELD_USEMINR, pd->minrad, pd->flag&PFIELD_USEMAXR, pd->maxrad, pd->f_power_r);
00541 }
00542 
00543 float effector_falloff(EffectorCache *eff, EffectorData *efd, EffectedPoint *UNUSED(point), EffectorWeights *weights)
00544 {
00545         float temp[3];
00546         float falloff = weights ? weights->weight[0] * weights->weight[eff->pd->forcefield] : 1.0f;
00547         float fac, r_fac;
00548 
00549         fac = dot_v3v3(efd->nor, efd->vec_to_point2);
00550 
00551         if(eff->pd->zdir == PFIELD_Z_POS && fac < 0.0f)
00552                 falloff=0.0f;
00553         else if(eff->pd->zdir == PFIELD_Z_NEG && fac > 0.0f)
00554                 falloff=0.0f;
00555         else switch(eff->pd->falloff){
00556                 case PFIELD_FALL_SPHERE:
00557                         falloff*= falloff_func_dist(eff->pd, efd->distance);
00558                         break;
00559 
00560                 case PFIELD_FALL_TUBE:
00561                         falloff*= falloff_func_dist(eff->pd, ABS(fac));
00562                         if(falloff == 0.0f)
00563                                 break;
00564 
00565                         VECADDFAC(temp, efd->vec_to_point, efd->nor, -fac);
00566                         r_fac= len_v3(temp);
00567                         falloff*= falloff_func_rad(eff->pd, r_fac);
00568                         break;
00569                 case PFIELD_FALL_CONE:
00570                         falloff*= falloff_func_dist(eff->pd, ABS(fac));
00571                         if(falloff == 0.0f)
00572                                 break;
00573 
00574                         r_fac=saacos(fac/len_v3(efd->vec_to_point))*180.0f/(float)M_PI;
00575                         falloff*= falloff_func_rad(eff->pd, r_fac);
00576 
00577                         break;
00578         }
00579 
00580         return falloff;
00581 }
00582 
00583 int closest_point_on_surface(SurfaceModifierData *surmd, float *co, float *surface_co, float *surface_nor, float *surface_vel)
00584 {
00585         BVHTreeNearest nearest;
00586 
00587         nearest.index = -1;
00588         nearest.dist = FLT_MAX;
00589 
00590         BLI_bvhtree_find_nearest(surmd->bvhtree->tree, co, &nearest, surmd->bvhtree->nearest_callback, surmd->bvhtree);
00591 
00592         if(nearest.index != -1) {
00593                 VECCOPY(surface_co, nearest.co);
00594 
00595                 if(surface_nor) {
00596                         VECCOPY(surface_nor, nearest.no);
00597                 }
00598 
00599                 if(surface_vel) {
00600                         MFace *mface = CDDM_get_face(surmd->dm, nearest.index);
00601                         
00602                         VECCOPY(surface_vel, surmd->v[mface->v1].co);
00603                         add_v3_v3(surface_vel, surmd->v[mface->v2].co);
00604                         add_v3_v3(surface_vel, surmd->v[mface->v3].co);
00605                         if(mface->v4)
00606                                 add_v3_v3(surface_vel, surmd->v[mface->v4].co);
00607 
00608                         mul_v3_fl(surface_vel, mface->v4 ? 0.25f : 0.333f);
00609                 }
00610                 return 1;
00611         }
00612 
00613         return 0;
00614 }
00615 int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int real_velocity)
00616 {
00617         float cfra = eff->scene->r.cfra;
00618         int ret = 0;
00619 
00620         if(eff->pd && eff->pd->shape==PFIELD_SHAPE_SURFACE && eff->surmd) {
00621                 /* closest point in the object surface is an effector */
00622                 float vec[3];
00623 
00624                 /* using velocity corrected location allows for easier sliding over effector surface */
00625                 copy_v3_v3(vec, point->vel);
00626                 mul_v3_fl(vec, point->vel_to_frame);
00627                 add_v3_v3(vec, point->loc);
00628 
00629                 ret = closest_point_on_surface(eff->surmd, vec, efd->loc, efd->nor, real_velocity ? efd->vel : NULL);
00630 
00631                 efd->size = 0.0f;
00632         }
00633         else if(eff->pd && eff->pd->shape==PFIELD_SHAPE_POINTS) {
00634 
00635                 if(eff->ob->derivedFinal) {
00636                         DerivedMesh *dm = eff->ob->derivedFinal;
00637 
00638                         dm->getVertCo(dm, *efd->index, efd->loc);
00639                         dm->getVertNo(dm, *efd->index, efd->nor);
00640 
00641                         mul_m4_v3(eff->ob->obmat, efd->loc);
00642                         mul_mat3_m4_v3(eff->ob->obmat, efd->nor);
00643 
00644                         normalize_v3(efd->nor);
00645 
00646                         efd->size = 0.0f;
00647 
00648                         
00649                         ret = 1;
00650                 }
00651         }
00652         else if(eff->psys) {
00653                 ParticleData *pa = eff->psys->particles + *efd->index;
00654                 ParticleKey state;
00655 
00656                 /* exclude the particle itself for self effecting particles */
00657                 if(eff->psys == point->psys && *efd->index == point->index)
00658                         ;
00659                 else {
00660                         ParticleSimulationData sim= {NULL};
00661                         sim.scene= eff->scene;
00662                         sim.ob= eff->ob;
00663                         sim.psys= eff->psys;
00664 
00665                         /* TODO: time from actual previous calculated frame (step might not be 1) */
00666                         state.time = cfra - 1.0f;
00667                         ret = psys_get_particle_state(&sim, *efd->index, &state, 0);
00668 
00669                         /* TODO */
00670                         //if(eff->pd->forcefiled == PFIELD_HARMONIC && ret==0) {
00671                         //      if(pa->dietime < eff->psys->cfra)
00672                         //              eff->flag |= PE_VELOCITY_TO_IMPULSE;
00673                         //}
00674 
00675                         copy_v3_v3(efd->loc, state.co);
00676 
00677                         /* rather than use the velocity use rotated x-axis (defaults to velocity) */
00678                         efd->nor[0] = 1.f;
00679                         efd->nor[1] = efd->nor[2] = 0.f;
00680                         mul_qt_v3(state.rot, efd->nor);
00681                 
00682                         if(real_velocity)
00683                                 copy_v3_v3(efd->vel, state.vel);
00684 
00685                         efd->size = pa->size;
00686                 }
00687         }
00688         else {
00689                 /* use center of object for distance calculus */
00690                 Object *ob = eff->ob;
00691                 Object obcopy = *ob;
00692 
00693                 /* use z-axis as normal*/
00694                 normalize_v3_v3(efd->nor, ob->obmat[2]);
00695 
00696                 if(eff->pd && eff->pd->shape == PFIELD_SHAPE_PLANE) {
00697                         float temp[3], translate[3];
00698                         sub_v3_v3v3(temp, point->loc, ob->obmat[3]);
00699                         project_v3_v3v3(translate, temp, efd->nor);
00700 
00701                         /* for vortex the shape chooses between old / new force */
00702                         if(eff->pd->forcefield == PFIELD_VORTEX)
00703                                 add_v3_v3v3(efd->loc, ob->obmat[3], translate);
00704                         else /* normally efd->loc is closest point on effector xy-plane */
00705                                 sub_v3_v3v3(efd->loc, point->loc, translate);
00706                 }
00707                 else {
00708                         VECCOPY(efd->loc, ob->obmat[3]);
00709                 }
00710 
00711                 if(real_velocity)
00712                         copy_v3_v3(efd->vel, eff->velocity);
00713 
00714                 *eff->ob = obcopy;
00715 
00716                 efd->size = 0.0f;
00717 
00718                 ret = 1;
00719         }
00720 
00721         if(ret) {
00722                 sub_v3_v3v3(efd->vec_to_point, point->loc, efd->loc);
00723                 efd->distance = len_v3(efd->vec_to_point);
00724 
00725                 /* rest length for harmonic effector, will have to see later if this could be extended to other effectors */
00726                 if(eff->pd && eff->pd->forcefield == PFIELD_HARMONIC && eff->pd->f_size)
00727                         mul_v3_fl(efd->vec_to_point, (efd->distance-eff->pd->f_size)/efd->distance);
00728 
00729                 if(eff->flag & PE_USE_NORMAL_DATA) {
00730                         VECCOPY(efd->vec_to_point2, efd->vec_to_point);
00731                         VECCOPY(efd->nor2, efd->nor);
00732                 }
00733                 else {
00734                         /* for some effectors we need the object center every time */
00735                         sub_v3_v3v3(efd->vec_to_point2, point->loc, eff->ob->obmat[3]);
00736                         normalize_v3_v3(efd->nor2, eff->ob->obmat[2]);
00737                 }
00738         }
00739 
00740         return ret;
00741 }
00742 static void get_effector_tot(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int *tot, int *p, int *step)
00743 {
00744         if(eff->pd->shape == PFIELD_SHAPE_POINTS) {
00745                 efd->index = p;
00746 
00747                 *p = 0;
00748                 *tot = eff->ob->derivedFinal ? eff->ob->derivedFinal->numVertData : 1;
00749 
00750                 if(*tot && eff->pd->forcefield == PFIELD_HARMONIC && point->index >= 0) {
00751                         *p = point->index % *tot;
00752                         *tot = *p+1;
00753                 }
00754         }
00755         else if(eff->psys) {
00756                 efd->index = p;
00757 
00758                 *p = 0;
00759                 *tot = eff->psys->totpart;
00760                 
00761                 if(eff->pd->forcefield == PFIELD_CHARGE) {
00762                         /* Only the charge of the effected particle is used for 
00763                         interaction, not fall-offs. If the fall-offs aren't the 
00764                         same this will be unphysical, but for animation this            
00765                         could be the wanted behavior. If you want physical
00766                         correctness the fall-off should be spherical 2.0 anyways.
00767                         */
00768                         efd->charge = eff->pd->f_strength;
00769                 }
00770                 else if(eff->pd->forcefield == PFIELD_HARMONIC && (eff->pd->flag & PFIELD_MULTIPLE_SPRINGS)==0) {
00771                         /* every particle is mapped to only one harmonic effector particle */
00772                         *p= point->index % eff->psys->totpart;
00773                         *tot= *p + 1;
00774                 }
00775 
00776                 if(eff->psys->part->effector_amount) {
00777                         int totpart = eff->psys->totpart;
00778                         int amount = eff->psys->part->effector_amount;
00779 
00780                         *step = (totpart > amount) ? totpart/amount : 1;
00781                 }
00782         }
00783         else {
00784                 *p = 0;
00785                 *tot = 1;
00786         }
00787 }
00788 static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force)
00789 {
00790         TexResult result[4];
00791         float tex_co[3], strength, force[3];
00792         float nabla = eff->pd->tex_nabla;
00793         int hasrgb;
00794         short mode = eff->pd->tex_mode;
00795 
00796         if(!eff->pd->tex)
00797                 return;
00798 
00799         result[0].nor = result[1].nor = result[2].nor = result[3].nor = NULL;
00800 
00801         strength= eff->pd->f_strength * efd->falloff;
00802 
00803         VECCOPY(tex_co,point->loc);
00804 
00805         if(eff->pd->flag & PFIELD_TEX_2D) {
00806                 float fac=-dot_v3v3(tex_co, efd->nor);
00807                 VECADDFAC(tex_co, tex_co, efd->nor, fac);
00808         }
00809 
00810         if(eff->pd->flag & PFIELD_TEX_OBJECT) {
00811                 mul_m4_v3(eff->ob->imat, tex_co);
00812         }
00813 
00814         hasrgb = multitex_ext(eff->pd->tex, tex_co, NULL,NULL, 0, result);
00815 
00816         if(hasrgb && mode==PFIELD_TEX_RGB) {
00817                 force[0] = (0.5f - result->tr) * strength;
00818                 force[1] = (0.5f - result->tg) * strength;
00819                 force[2] = (0.5f - result->tb) * strength;
00820         }
00821         else {
00822                 strength/=nabla;
00823 
00824                 tex_co[0] += nabla;
00825                 multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+1);
00826 
00827                 tex_co[0] -= nabla;
00828                 tex_co[1] += nabla;
00829                 multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+2);
00830 
00831                 tex_co[1] -= nabla;
00832                 tex_co[2] += nabla;
00833                 multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+3);
00834 
00835                 if(mode == PFIELD_TEX_GRAD || !hasrgb) { /* if we dont have rgb fall back to grad */
00836                         force[0] = (result[0].tin - result[1].tin) * strength;
00837                         force[1] = (result[0].tin - result[2].tin) * strength;
00838                         force[2] = (result[0].tin - result[3].tin) * strength;
00839                 }
00840                 else { /*PFIELD_TEX_CURL*/
00841                         float dbdy, dgdz, drdz, dbdx, dgdx, drdy;
00842 
00843                         dbdy = result[2].tb - result[0].tb;
00844                         dgdz = result[3].tg - result[0].tg;
00845                         drdz = result[3].tr - result[0].tr;
00846                         dbdx = result[1].tb - result[0].tb;
00847                         dgdx = result[1].tg - result[0].tg;
00848                         drdy = result[2].tr - result[0].tr;
00849 
00850                         force[0] = (dbdy - dgdz) * strength;
00851                         force[1] = (drdz - dbdx) * strength;
00852                         force[2] = (dgdx - drdy) * strength;
00853                 }
00854         }
00855 
00856         if(eff->pd->flag & PFIELD_TEX_2D){
00857                 float fac = -dot_v3v3(force, efd->nor);
00858                 VECADDFAC(force, force, efd->nor, fac);
00859         }
00860 
00861         add_v3_v3(total_force, force);
00862 }
00863 static void do_physical_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force)
00864 {
00865         PartDeflect *pd = eff->pd;
00866         RNG *rng = pd->rng;
00867         float force[3]={0,0,0};
00868         float temp[3];
00869         float fac;
00870         float strength = pd->f_strength;
00871         float damp = pd->f_damp;
00872         float noise_factor = pd->f_noise;
00873 
00874         if(noise_factor > 0.0f) {
00875                 strength += wind_func(rng, noise_factor);
00876 
00877                 if(ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG))
00878                         damp += wind_func(rng, noise_factor);
00879         }
00880 
00881         VECCOPY(force, efd->vec_to_point);
00882 
00883         switch(pd->forcefield){
00884                 case PFIELD_WIND:
00885                         VECCOPY(force, efd->nor);
00886                         mul_v3_fl(force, strength * efd->falloff);
00887                         break;
00888                 case PFIELD_FORCE:
00889                         normalize_v3(force);
00890                         mul_v3_fl(force, strength * efd->falloff);
00891                         break;
00892                 case PFIELD_VORTEX:
00893                         /* old vortex force */
00894                         if(pd->shape == PFIELD_SHAPE_POINT) {
00895                                 cross_v3_v3v3(force, efd->nor, efd->vec_to_point);
00896                                 normalize_v3(force);
00897                                 mul_v3_fl(force, strength * efd->distance * efd->falloff);
00898                         }
00899                         else {
00900                                 /* new vortex force */
00901                                 cross_v3_v3v3(temp, efd->nor2, efd->vec_to_point2);
00902                                 mul_v3_fl(temp, strength * efd->falloff);
00903                                 
00904                                 cross_v3_v3v3(force, efd->nor2, temp);
00905                                 mul_v3_fl(force, strength * efd->falloff);
00906                                 
00907                                 VECADDFAC(temp, temp, point->vel, -point->vel_to_sec);
00908                                 add_v3_v3(force, temp);
00909                         }
00910                         break;
00911                 case PFIELD_MAGNET:
00912                         if(eff->pd->shape == PFIELD_SHAPE_POINT)
00913                                 /* magnetic field of a moving charge */
00914                                 cross_v3_v3v3(temp, efd->nor, efd->vec_to_point);
00915                         else
00916                                 copy_v3_v3(temp, efd->nor);
00917 
00918                         normalize_v3(temp);
00919                         mul_v3_fl(temp, strength * efd->falloff);
00920                         cross_v3_v3v3(force, point->vel, temp);
00921                         mul_v3_fl(force, point->vel_to_sec);
00922                         break;
00923                 case PFIELD_HARMONIC:
00924                         mul_v3_fl(force, -strength * efd->falloff);
00925                         copy_v3_v3(temp, point->vel);
00926                         mul_v3_fl(temp, -damp * 2.0f * (float)sqrt(fabs(strength)) * point->vel_to_sec);
00927                         add_v3_v3(force, temp);
00928                         break;
00929                 case PFIELD_CHARGE:
00930                         mul_v3_fl(force, point->charge * strength * efd->falloff);
00931                         break;
00932                 case PFIELD_LENNARDJ:
00933                         fac = pow((efd->size + point->size) / efd->distance, 6.0);
00934                         
00935                         fac = - fac * (1.0f - fac) / efd->distance;
00936 
00937                         /* limit the repulsive term drastically to avoid huge forces */
00938                         fac = ((fac>2.0f) ? 2.0f : fac);
00939 
00940                         mul_v3_fl(force, strength * fac);
00941                         break;
00942                 case PFIELD_BOID:
00943                         /* Boid field is handled completely in boids code. */
00944                         return;
00945                 case PFIELD_TURBULENCE:
00946                         if(pd->flag & PFIELD_GLOBAL_CO) {
00947                                 VECCOPY(temp, point->loc);
00948                         }
00949                         else {
00950                                 VECADD(temp, efd->vec_to_point2, efd->nor2);
00951                         }
00952                         force[0] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[0], temp[1], temp[2], 2,0,2);
00953                         force[1] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[1], temp[2], temp[0], 2,0,2);
00954                         force[2] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[2], temp[0], temp[1], 2,0,2);
00955                         mul_v3_fl(force, strength * efd->falloff);
00956                         break;
00957                 case PFIELD_DRAG:
00958                         VECCOPY(force, point->vel);
00959                         fac = normalize_v3(force) * point->vel_to_sec;
00960 
00961                         strength = MIN2(strength, 2.0f);
00962                         damp = MIN2(damp, 2.0f);
00963 
00964                         mul_v3_fl(force, -efd->falloff * fac * (strength * fac + damp));
00965                         break;
00966         }
00967 
00968         if(pd->flag & PFIELD_DO_LOCATION) {
00969                 VECADDFAC(total_force, total_force, force, 1.0f/point->vel_to_sec);
00970 
00971                 if(ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG)==0 && pd->f_flow != 0.0f) {
00972                         VECADDFAC(total_force, total_force, point->vel, -pd->f_flow * efd->falloff);
00973                 }
00974         }
00975 
00976         if(pd->flag & PFIELD_DO_ROTATION && point->ave && point->rot) {
00977                 float xvec[3] = {1.0f, 0.0f, 0.0f};
00978                 float dave[3];
00979                 mul_qt_v3(point->rot, xvec);
00980                 cross_v3_v3v3(dave, xvec, force);
00981                 if(pd->f_flow != 0.0f) {
00982                         VECADDFAC(dave, dave, point->ave, -pd->f_flow * efd->falloff);
00983                 }
00984                 add_v3_v3(point->ave, dave);
00985         }
00986 }
00987 
00988 /*  -------- pdDoEffectors() --------
00989         generic force/speed system, now used for particles and softbodies
00990         scene       = scene where it runs in, for time and stuff
00991         lb                      = listbase with objects that take part in effecting
00992         opco            = global coord, as input
00993         force           = force accumulator
00994         speed           = actual current speed which can be altered
00995         cur_time        = "external" time in frames, is constant for static particles
00996         loc_time        = "local" time in frames, range <0-1> for the lifetime of particle
00997         par_layer       = layer the caller is in
00998         flags           = only used for softbody wind now
00999         guide           = old speed of particle
01000 
01001 */
01002 void pdDoEffectors(ListBase *effectors, ListBase *colliders, EffectorWeights *weights, EffectedPoint *point, float *force, float *impulse)
01003 {
01004 /*
01005         Modifies the force on a particle according to its
01006         relation with the effector object
01007         Different kind of effectors include:
01008                 Forcefields: Gravity-like attractor
01009                 (force power is related to the inverse of distance to the power of a falloff value)
01010                 Vortex fields: swirling effectors
01011                 (particles rotate around Z-axis of the object. otherwise, same relation as)
01012                 (Forcefields, but this is not done through a force/acceleration)
01013                 Guide: particles on a path
01014                 (particles are guided along a curve bezier or old nurbs)
01015                 (is independent of other effectors)
01016 */
01017         EffectorCache *eff;
01018         EffectorData efd;
01019         int p=0, tot = 1, step = 1;
01020 
01021         /* Cycle through collected objects, get total of (1/(gravity_strength * dist^gravity_power)) */
01022         /* Check for min distance here? (yes would be cool to add that, ton) */
01023         
01024         if(effectors) for(eff = effectors->first; eff; eff=eff->next) {
01025                 /* object effectors were fully checked to be OK to evaluate! */
01026 
01027                 get_effector_tot(eff, &efd, point, &tot, &p, &step);
01028 
01029                 for(; p<tot; p+=step) {
01030                         if(get_effector_data(eff, &efd, point, 0)) {
01031                                 efd.falloff= effector_falloff(eff, &efd, point, weights);
01032                                 
01033                                 if(efd.falloff > 0.0f)
01034                                         efd.falloff *= eff_calc_visibility(colliders, eff, &efd, point);
01035 
01036                                 if(efd.falloff <= 0.0f)
01037                                         ;       /* don't do anything */
01038                                 else if(eff->pd->forcefield == PFIELD_TEXTURE)
01039                                         do_texture_effector(eff, &efd, point, force);
01040                                 else {
01041                                         float temp1[3]={0,0,0}, temp2[3];
01042                                         VECCOPY(temp1, force);
01043 
01044                                         do_physical_effector(eff, &efd, point, force);
01045                                         
01046                                         // for softbody backward compatibility
01047                                         if(point->flag & PE_WIND_AS_SPEED && impulse){
01048                                                 VECSUB(temp2, force, temp1);
01049                                                 VECSUB(impulse, impulse, temp2);
01050                                         }
01051                                 }
01052                         }
01053                         else if(eff->flag & PE_VELOCITY_TO_IMPULSE && impulse) {
01054                                 /* special case for harmonic effector */
01055                                 VECADD(impulse, impulse, efd.vel);
01056                         }
01057                 }
01058         }
01059 }