Example #1
0
UT_Matrix3 RainData::computeRotationMatrix(UT_Vector3 rainDirection)
{
    static const UT_Vector3 up(0.0, -1.0, 0.0);
    UT_Matrix3 rotDirMatrix(1.0);
    rainDirection.normalize();
    UT_Vector3 axis = cross (up, rainDirection);
    axis.normalize();
    fpreal angle = acos (dot (up, rainDirection));
    rotDirMatrix.rotate (axis, -angle); // minus for proper generation
                                        // of the noise in
                                        // RainData::computeInitialPositions
    return rotDirMatrix;
}
OP_ERROR
SOP_Smoke_Source::cookMySop(OP_Context &context)
{
    // We must lock our inputs before we try to access their geometry.
    // OP_AutoLockInputs will automatically unlock our inputs when we return.
    // NOTE: Don't call unlockInputs yourself when using this!
    OP_AutoLockInputs inputs(this);
    if (inputs.lock(context) >= UT_ERROR_ABORT)
        return error();

    fpreal now = context.getTime();

    duplicateSource(0, context);

    // These three lines enable the local variable support.  This allows
    // $CR to get the red colour, for example, as well as supporting
    // any varmap created by the Attribute Create SOP.
    // Note that if you override evalVariableValue for your own
    // local variables (like SOP_Star does) it is essential you
    // still call the SOP_Node::evalVariableValue or you'll not
    // get any of the benefit of the built in local variables.

    // The variable order controls precedence for which attribute will be
    // be bound first if the same named variable shows up in multiple
    // places.  This ordering ensures point attributes get precedence.
    setVariableOrder(3, 2, 0, 1);

    // The setCur* functions track which part of the gdp is currently
    // being processed - it is what is used in the evalVariableValue
    // callback as the current point.  The 0 is for the first input,
    // you can have two inputs so $CR2 would get the second input's
    // value.
    setCurGdh(0, myGdpHandle);

    // Builds the lookup table matching attributes to the local variables.
    setupLocalVars();

    // Here we determine which groups we have to work on.  We only
    //	handle point groups.
    if (error() < UT_ERROR_ABORT && cookInputGroups(context) < UT_ERROR_ABORT &&
        (!myGroup || !myGroup->isEmpty()))
    {
        UT_AutoInterrupt progress("Flattening Points");

        // Handle all position, normal, and vector attributes.
        // It's not entirely clear what to do for quaternion or transform attributes.
        // We bump the data IDs of the attributes to modify in advance,
        // since we're already looping over them, and we want to avoid
        // bumping them all for each point, in case that's slow.
        UT_Array<GA_RWHandleV3> positionattribs(1);
        UT_Array<GA_RWHandleV3> normalattribs;
        UT_Array<GA_RWHandleV3> vectorattribs;
        GA_Attribute *attrib;
        GA_FOR_ALL_POINT_ATTRIBUTES(gdp, attrib)
        {
            // Skip non-transforming attributes
            if (!attrib->needsTransform())
                continue;

            GA_TypeInfo typeinfo = attrib->getTypeInfo();
            if (typeinfo == GA_TYPE_POINT || typeinfo == GA_TYPE_HPOINT)
            {
                GA_RWHandleV3 handle(attrib);
                if (handle.isValid())
                {
                    positionattribs.append(handle);
                    attrib->bumpDataId();
                }
            }
            else if (typeinfo == GA_TYPE_NORMAL)
            {
                GA_RWHandleV3 handle(attrib);
                if (handle.isValid())
                {
                    normalattribs.append(handle);
                    attrib->bumpDataId();
                }
            }
            else if (typeinfo == GA_TYPE_VECTOR)
            {
                GA_RWHandleV3 handle(attrib);
                if (handle.isValid())
                {
                    vectorattribs.append(handle);
                    attrib->bumpDataId();
                }
            }
        }

        // Iterate over points up to GA_PAGE_SIZE at a time using blockAdvance.
        GA_Offset start;
        GA_Offset end;
        for (GA_Iterator it(gdp->getPointRange(myGroup)); it.blockAdvance(start, end);)
        {
            // Check if user requested abort
            if (progress.wasInterrupted())
                break;

            for (GA_Offset ptoff = start; ptoff < end; ++ptoff)
            {
                // This sets the current point that is beint processed to
                // ptoff.  This means that ptoff will be used for any
                // local variable for any parameter evaluation that occurs
                // after this point.
                // NOTE: Local variables and repeated parameter evaluation
                //       is significantly slower and sometimes more complicated
                //       than having a string parameter that specifies the name
                //       of an attribute whose values should be used instead.
                //       That parameter would only need to be evaluated once,
                //       the attribute could be looked up once, and quickly
                //       accessed; however, a separate point attribute would
                //       be needed for each property that varies per point.
                //       Local variable evaluation isn't threadsafe either,
                //       whereas attributes can be read safely from multiple
                //       threads.
                //
                //       Long story short: *Local variables are terrible.*
                myCurPtOff[0] = ptoff;
                float dist = DIST(now);
                UT_Vector3 normal;
                if (!DIRPOP())
                {
                    switch (ORIENT())
                    {
                        case 0 : // XY Plane
                            normal.assign(0, 0, 1);
                            break;
                        case 1 : // YZ Plane
                            normal.assign(1, 0, 0);
                            break;
                        case 2 : // XZ Plane
                            normal.assign(0, 1, 0);
                            break;
                    }
                }
                else
                {
                    normal.assign(NX(now), NY(now), NZ(now));
                    normal.normalize();
                }

                // Project positions onto the plane by subtracting
                // off the normal component.
                for (exint i = 0; i < positionattribs.size(); ++i)
                {
                    UT_Vector3 p = positionattribs(i).get(ptoff);
                    p -= normal * (dot(normal, p) - dist);
                    positionattribs(i).set(ptoff, p);
                }

                // Normals will now all either be normal or -normal.
                for (exint i = 0; i < normalattribs.size(); ++i)
                {
                    UT_Vector3 n = normalattribs(i).get(ptoff);
                    if (dot(normal, n) < 0)
                        n = -normal;
                    else
                        n = normal;
                    normalattribs(i).set(ptoff, n);
                }

                // Project vectors onto the plane through the origin by
                // subtracting off the normal component.
                for (exint i = 0; i < vectorattribs.size(); ++i)
                {
                    UT_Vector3 v = vectorattribs(i).get(ptoff);
                    v -= normal * dot(normal, v);
                    vectorattribs(i).set(ptoff, v);
                }
            }
        }
    }
Example #3
0
void GR_rmanPtc::renderWire( GU_Detail *gdp,
    RE_Render &ren,
    const GR_AttribOffset &ptinfo,
    const GR_DisplayOption *dopt,
    float lod,
    const GU_PrimGroupClosure *hidden_geometry
    )
{
    int			 i, nprim;
    GEO_Primitive 	*prim;
    UT_Vector3		 v3;

    rmanPtcSop::rmanPtcDetail *detail = dynamic_cast<rmanPtcSop::rmanPtcDetail*>(gdp);
    if ( !detail )
        return;

    // rebuild our display list
    if ( detail->redraw )
    {
        srand(0);

        GEO_PointList &points = detail->points();
        int display_channel = detail->display_channel;
        // render as points
        GEO_Point *pt = 0;
        UT_Vector4 pos;
        float col[3] = {1.0,1.0,1.0};

        if ( !detail->use_disk )
        {
            ren.pushPointSize(detail->point_size);
            ren.beginPoint();
        }

        for ( unsigned int i=0; i<points.entries(); ++i )
        {
            if ( rand()/(float)RAND_MAX<=detail->display_probability )
            {
                // point position
                pt = points[i];
                pos = pt->getPos();

                // display colour
                
                float *ptr = NULL;
                if (detail->attributes.size() >0) {
                    ptr = pt->castAttribData<float>(
                            detail->attributes[display_channel] );
                    if (ptr) {
                        if ( detail->attribute_size[display_channel]==1)
                            col[0] = col[1] = col[2] = ptr[0];
                        else
                        {
                            col[0] = ptr[0];
                            col[1] = ptr[1];
                            col[2] = ptr[2];
                        }
                    }
                }
                // draw point
                if ( !detail->use_cull_bbox ||
                        detail->cull_bbox.isInside( pos ) )
                {
                    if ( !detail->use_disk )
                    {
                        // render as points
                        ren.setColor( col[0], col[1], col[2], 1 );
                        ren.vertex3DW( pos.x(), pos.y(), pos.z() );
                    }
                    else
                    {
                        // render as disks
                        UT_Vector3 n = *pt->castAttribData<UT_Vector3>(detail->N_attrib);
                        float r = *pt->castAttribData<float>(detail->R_attrib);
                        n.normalize();
                        UT_Vector3 ref(1,0,0);
                        UT_Vector3 up = ref;
                        up.cross(n);
                        up.normalize();
                        UT_Vector3 right = up;
                        right.cross(n);
                        right.normalize();
                        UT_DMatrix4 mat(
                                right.x(), right.y(), right.z(), 0,
                                up.x(), up.y(), up.z(), 0,
                                n.x(), n.y(), n.z(), 0,
                                pos.x(), pos.y(), pos.z(), 1 );
                        ren.pushMatrix();
                        ren.multiplyMatrix(mat);
                        ren.pushColor( UT_Color( UT_RGB, col[0], col[1], col[2] ) );
                        ren.circlefW( 0, 0, detail->point_size * r, 8 );
                        ren.popColor();
                        ren.popMatrix();
                    }
                }
            }
        }

        if ( !detail->use_disk )
        {
            ren.endPoint();
        }
    }
}