/* Used when canceling transforms - return rigidbody and object to initial states */ void BKE_rigidbody_aftertrans_update(Object *ob, float loc[3], float rot[3], float quat[4], float rotAxis[3], float rotAngle) { RigidBodyOb *rbo = ob->rigidbody_object; /* return rigid body and object to their initial states */ copy_v3_v3(rbo->pos, ob->loc); copy_v3_v3(ob->loc, loc); if (ob->rotmode > 0) { eulO_to_quat(rbo->orn, ob->rot, ob->rotmode); copy_v3_v3(ob->rot, rot); } else if (ob->rotmode == ROT_MODE_AXISANGLE) { axis_angle_to_quat(rbo->orn, ob->rotAxis, ob->rotAngle); copy_v3_v3(ob->rotAxis, rotAxis); ob->rotAngle = rotAngle; } else { copy_qt_qt(rbo->orn, ob->quat); copy_qt_qt(ob->quat, quat); } if (rbo->physics_object) { /* allow passive objects to return to original transform */ if (rbo->type == RBO_TYPE_PASSIVE) RB_body_set_kinematic_state(rbo->physics_object, TRUE); RB_body_set_loc_rot(rbo->physics_object, rbo->pos, rbo->orn); } // RB_TODO update rigid body physics object's loc/rot for dynamic objects here as well (needs to be done outside bullet's update loop) }
static int Quaternion_angle_set(QuaternionObject *self, PyObject *value, void *UNUSED(closure)) { float tquat[4]; float len; float axis[3], angle_dummy; float angle; if (BaseMath_ReadCallback(self) == -1) return -1; len = normalize_qt_qt(tquat, self->quat); quat_to_axis_angle(axis, &angle_dummy, tquat); angle = PyFloat_AsDouble(value); if (angle == -1.0f && PyErr_Occurred()) { /* parsed item not a number */ PyErr_SetString(PyExc_TypeError, "Quaternion.angle = value: float expected"); return -1; } angle = angle_wrap_rad(angle); quat__axis_angle_sanitize(axis, &angle); axis_angle_to_quat(self->quat, axis, angle); mul_qt_fl(self->quat, len); if (BaseMath_WriteCallback(self) == -1) return -1; return 0; }
//----------------------------------mathutils.Quaternion() -------------- static PyObject *Quaternion_new(PyTypeObject *type, PyObject *args, PyObject *kwds) { PyObject *seq = NULL; double angle = 0.0f; float quat[QUAT_SIZE] = {0.0f, 0.0f, 0.0f, 0.0f}; if (kwds && PyDict_Size(kwds)) { PyErr_SetString(PyExc_TypeError, "mathutils.Quaternion(): " "takes no keyword args"); return NULL; } if (!PyArg_ParseTuple(args, "|Od:mathutils.Quaternion", &seq, &angle)) return NULL; switch (PyTuple_GET_SIZE(args)) { case 0: break; case 1: if (mathutils_array_parse(quat, QUAT_SIZE, QUAT_SIZE, seq, "mathutils.Quaternion()") == -1) return NULL; break; case 2: if (mathutils_array_parse(quat, 3, 3, seq, "mathutils.Quaternion()") == -1) return NULL; angle = angle_wrap_rad(angle); /* clamp because of precision issues */ axis_angle_to_quat(quat, quat, angle); break; /* PyArg_ParseTuple assures no more then 2 */ } return Quaternion_CreatePyObject(quat, Py_NEW, type); }
static int Quaternion_axis_vector_set(QuaternionObject *self, PyObject *value, void *UNUSED(closure)) { float tquat[4]; float len; float axis[3]; float angle; if (BaseMath_ReadCallback(self) == -1) return -1; len = normalize_qt_qt(tquat, self->quat); quat_to_axis_angle(axis, &angle, tquat); /* axis value is unused */ if (mathutils_array_parse(axis, 3, 3, value, "quat.axis = other") == -1) return -1; quat__axis_angle_sanitize(axis, &angle); axis_angle_to_quat(self->quat, axis, angle); mul_qt_fl(self->quat, len); if (BaseMath_WriteCallback(self) == -1) return -1; return 0; }
void view3d_align_axis_to_vector(View3D *v3d, RegionView3D *rv3d, int axisidx, float vec[3]) { float alignaxis[3] = {0.0, 0.0, 0.0}; float norm[3], axis[3], angle, new_quat[4]; if(axisidx > 0) alignaxis[axisidx-1]= 1.0; else alignaxis[-axisidx-1]= -1.0; normalize_v3_v3(norm, vec); angle= (float)acos(dot_v3v3(alignaxis, norm)); cross_v3_v3v3(axis, alignaxis, norm); axis_angle_to_quat( new_quat,axis, -angle); rv3d->view= RV3D_VIEW_USER; if (rv3d->persp==RV3D_CAMOB && v3d->camera) { /* switch out of camera view */ float orig_ofs[3]; float orig_dist= rv3d->dist; float orig_lens= v3d->lens; copy_v3_v3(orig_ofs, rv3d->ofs); rv3d->persp= RV3D_PERSP; rv3d->dist= 0.0; ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens); smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX } else { if (rv3d->persp==RV3D_CAMOB) rv3d->persp= RV3D_PERSP; /* switch out of camera mode */ smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX } }
static DerivedMesh * applyModifier(ModifierData *md, Object *ob, DerivedMesh *derivedData, int UNUSED(useRenderParams), int UNUSED(isFinalCalc)) { DerivedMesh *dm = derivedData, *result; ParticleInstanceModifierData *pimd= (ParticleInstanceModifierData*) md; ParticleSimulationData sim; ParticleSystem *psys= NULL; ParticleData *pa= NULL, *pars= NULL; MFace *mface, *orig_mface; MVert *mvert, *orig_mvert; int i,totvert, totpart=0, totface, maxvert, maxface, first_particle=0; short track=ob->trackflag%3, trackneg, axis = pimd->axis; float max_co=0.0, min_co=0.0, temp_co[3], cross[3]; float *size=NULL; trackneg=((ob->trackflag>2)?1:0); if(pimd->ob==ob){ pimd->ob= NULL; return derivedData; } if(pimd->ob){ psys = BLI_findlink(&pimd->ob->particlesystem,pimd->psys-1); if(psys==NULL || psys->totpart==0) return derivedData; } else return derivedData; if(pimd->flag & eParticleInstanceFlag_Parents) totpart+=psys->totpart; if(pimd->flag & eParticleInstanceFlag_Children){ if(totpart==0) first_particle=psys->totpart; totpart+=psys->totchild; } if(totpart==0) return derivedData; sim.scene = md->scene; sim.ob = pimd->ob; sim.psys = psys; sim.psmd = psys_get_modifier(pimd->ob, psys); if(pimd->flag & eParticleInstanceFlag_UseSize) { int p; float *si; si = size = MEM_callocN(totpart * sizeof(float), "particle size array"); if(pimd->flag & eParticleInstanceFlag_Parents) { for(p=0, pa= psys->particles; p<psys->totpart; p++, pa++, si++) *si = pa->size; } if(pimd->flag & eParticleInstanceFlag_Children) { ChildParticle *cpa = psys->child; for(p=0; p<psys->totchild; p++, cpa++, si++) { *si = psys_get_child_size(psys, cpa, 0.0f, NULL); } } } pars=psys->particles; totvert=dm->getNumVerts(dm); totface=dm->getNumFaces(dm); maxvert=totvert*totpart; maxface=totface*totpart; psys->lattice=psys_get_lattice(&sim); if(psys->flag & (PSYS_HAIR_DONE|PSYS_KEYED) || psys->pointcache->flag & PTCACHE_BAKED){ float min_r[3], max_r[3]; INIT_MINMAX(min_r, max_r); dm->getMinMax(dm, min_r, max_r); min_co=min_r[track]; max_co=max_r[track]; } result = CDDM_from_template(dm, maxvert,dm->getNumEdges(dm)*totpart,maxface); mvert=result->getVertArray(result); orig_mvert=dm->getVertArray(dm); for(i=0; i<maxvert; i++){ MVert *inMV; MVert *mv = mvert + i; ParticleKey state; inMV = orig_mvert + i%totvert; DM_copy_vert_data(dm, result, i%totvert, i, 1); *mv = *inMV; /*change orientation based on object trackflag*/ copy_v3_v3(temp_co, mv->co); mv->co[axis]=temp_co[track]; mv->co[(axis+1)%3]=temp_co[(track+1)%3]; mv->co[(axis+2)%3]=temp_co[(track+2)%3]; if((psys->flag & (PSYS_HAIR_DONE|PSYS_KEYED) || psys->pointcache->flag & PTCACHE_BAKED) && pimd->flag & eParticleInstanceFlag_Path){ float ran = 0.0f; if(pimd->random_position != 0.0f) { BLI_srandom(psys->seed + (i/totvert)%totpart); ran = pimd->random_position * BLI_frand(); } if(pimd->flag & eParticleInstanceFlag_KeepShape) { state.time = pimd->position * (1.0f - ran); } else { state.time=(mv->co[axis]-min_co)/(max_co-min_co) * pimd->position * (1.0f - ran); if(trackneg) state.time=1.0f-state.time; mv->co[axis] = 0.0; } psys_get_particle_on_path(&sim, first_particle + i/totvert, &state,1); normalize_v3(state.vel); /* TODO: incremental rotations somehow */ if(state.vel[axis] < -0.9999f || state.vel[axis] > 0.9999f) { state.rot[0] = 1; state.rot[1] = state.rot[2] = state.rot[3] = 0.0f; } else { float temp[3] = {0.0f,0.0f,0.0f}; temp[axis] = 1.0f; cross_v3_v3v3(cross, temp, state.vel); /* state.vel[axis] is the only component surviving from a dot product with the axis */ axis_angle_to_quat(state.rot,cross,saacos(state.vel[axis])); } } else{ state.time=-1.0; psys_get_particle_state(&sim, first_particle + i/totvert, &state,1); } mul_qt_v3(state.rot,mv->co); if(pimd->flag & eParticleInstanceFlag_UseSize) mul_v3_fl(mv->co, size[i/totvert]); VECADD(mv->co,mv->co,state.co); } mface=result->getFaceArray(result); orig_mface=dm->getFaceArray(dm); for(i=0; i<maxface; i++){ MFace *inMF; MFace *mf = mface + i; if(pimd->flag & eParticleInstanceFlag_Parents){ if(i/totface>=psys->totpart){ if(psys->part->childtype==PART_CHILD_PARTICLES) pa=psys->particles+(psys->child+i/totface-psys->totpart)->parent; else pa= NULL; } else pa=pars+i/totface; } else{ if(psys->part->childtype==PART_CHILD_PARTICLES) pa=psys->particles+(psys->child+i/totface)->parent; else pa= NULL; } if(pa){ if(pa->alive==PARS_UNBORN && (pimd->flag&eParticleInstanceFlag_Unborn)==0) continue; if(pa->alive==PARS_ALIVE && (pimd->flag&eParticleInstanceFlag_Alive)==0) continue; if(pa->alive==PARS_DEAD && (pimd->flag&eParticleInstanceFlag_Dead)==0) continue; } inMF = orig_mface + i%totface; DM_copy_face_data(dm, result, i%totface, i, 1); *mf = *inMF; mf->v1+=(i/totface)*totvert; mf->v2+=(i/totface)*totvert; mf->v3+=(i/totface)*totvert; if(mf->v4) mf->v4+=(i/totface)*totvert; } CDDM_calc_edges(result); CDDM_calc_normals(result); if(psys->lattice){ end_latt_deform(psys->lattice); psys->lattice= NULL; } if(size) MEM_freeN(size); return result; }
static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg) { Scene *scene = CTX_data_scene(C); UnitSettings *unit = &scene->unit; RulerItem *ruler_item; RulerInfo *ruler_info = arg; RegionView3D *rv3d = ruler_info->ar->regiondata; // ARegion *ar = ruler_info->ar; const float cap_size = 4.0f; const float bg_margin = 4.0f * U.pixelsize; const float bg_radius = 4.0f * U.pixelsize; const float arc_size = 64.0f * U.pixelsize; #define ARC_STEPS 24 const int arc_steps = ARC_STEPS; int i; //unsigned int color_act = 0x666600; unsigned int color_act = 0xffffff; unsigned int color_base = 0x0; unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80}; unsigned char color_text[3]; unsigned char color_wire[3]; /* anti-aliased lines for more consistent appearance */ glEnable(GL_LINE_SMOOTH); BLF_enable(blf_mono_font, BLF_ROTATION); BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi); BLF_rotation(blf_mono_font, 0.0f); UI_GetThemeColor3ubv(TH_TEXT, color_text); UI_GetThemeColor3ubv(TH_WIRE, color_wire); for (ruler_item = ruler_info->items.first, i = 0; ruler_item; ruler_item = ruler_item->next, i++) { const bool is_act = (i == ruler_info->item_active); float dir_ruler[2]; float co_ss[3][2]; int j; /* should these be checked? - ok for now not to */ for (j = 0; j < 3; j++) { ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP); } glEnable(GL_BLEND); cpack(is_act ? color_act : color_base); if (ruler_item->flag & RULERITEM_USE_ANGLE) { glBegin(GL_LINE_STRIP); for (j = 0; j < 3; j++) { glVertex2fv(co_ss[j]); } glEnd(); cpack(0xaaaaaa); setlinestyle(3); glBegin(GL_LINE_STRIP); for (j = 0; j < 3; j++) { glVertex2fv(co_ss[j]); } glEnd(); setlinestyle(0); /* arc */ { float dir_tmp[3]; float co_tmp[3]; float arc_ss_coords[ARC_STEPS + 1][2]; float dir_a[3]; float dir_b[3]; float quat[4]; float axis[3]; float angle; const float px_scale = (ED_view3d_pixel_size(rv3d, ruler_item->co[1]) * min_fff(arc_size, len_v2v2(co_ss[0], co_ss[1]) / 2.0f, len_v2v2(co_ss[2], co_ss[1]) / 2.0f)); sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]); sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]); normalize_v3(dir_a); normalize_v3(dir_b); cross_v3_v3v3(axis, dir_a, dir_b); angle = angle_normalized_v3v3(dir_a, dir_b); axis_angle_to_quat(quat, axis, angle / arc_steps); copy_v3_v3(dir_tmp, dir_a); glColor3ubv(color_wire); for (j = 0; j <= arc_steps; j++) { madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale); ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP); mul_qt_v3(quat, dir_tmp); } glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords); glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1); glDisableClientState(GL_VERTEX_ARRAY); } /* text */ { char numstr[256]; float numstr_size[2]; float pos[2]; const int prec = 2; /* XXX, todo, make optional */ ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec); BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]); pos[0] = co_ss[1][0] + (cap_size * 2.0f); pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f); /* draw text (bg) */ glColor4ubv(color_back); uiSetRoundBox(UI_CNR_ALL); uiRoundBox(pos[0] - bg_margin, pos[1] - bg_margin, pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1], bg_radius); /* draw text */ glColor3ubv(color_text); BLF_position(blf_mono_font, pos[0], pos[1], 0.0f); BLF_rotation(blf_mono_font, 0.0f); BLF_draw(blf_mono_font, numstr, sizeof(numstr)); } /* capping */ { float rot_90_vec_a[2]; float rot_90_vec_b[2]; float cap[2]; sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]); rot_90_vec_a[0] = -dir_ruler[1]; rot_90_vec_a[1] = dir_ruler[0]; normalize_v2(rot_90_vec_a); sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]); rot_90_vec_b[0] = -dir_ruler[1]; rot_90_vec_b[1] = dir_ruler[0]; normalize_v2(rot_90_vec_b); glEnable(GL_BLEND); glColor3ubv(color_wire); glBegin(GL_LINES); madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size); glVertex2fv(cap); madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size); glVertex2fv(cap); madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size); glVertex2fv(cap); madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size); glVertex2fv(cap); /* angle vertex */ glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size); glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size); glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size); glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size); glEnd(); glDisable(GL_BLEND); } } else { glBegin(GL_LINE_STRIP); for (j = 0; j < 3; j += 2) { glVertex2fv(co_ss[j]); } glEnd(); cpack(0xaaaaaa); setlinestyle(3); glBegin(GL_LINE_STRIP); for (j = 0; j < 3; j += 2) { glVertex2fv(co_ss[j]); } glEnd(); setlinestyle(0); sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]); /* text */ { char numstr[256]; float numstr_size[2]; const int prec = 6; /* XXX, todo, make optional */ float pos[2]; ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec); BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]); mid_v2_v2v2(pos, co_ss[0], co_ss[2]); /* center text */ pos[0] -= numstr_size[0] / 2.0f; pos[1] -= numstr_size[1] / 2.0f; /* draw text (bg) */ glColor4ubv(color_back); uiSetRoundBox(UI_CNR_ALL); uiRoundBox(pos[0] - bg_margin, pos[1] - bg_margin, pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1], bg_radius); /* draw text */ glColor3ubv(color_text); BLF_position(blf_mono_font, pos[0], pos[1], 0.0f); BLF_draw(blf_mono_font, numstr, sizeof(numstr)); } /* capping */ { float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]}; float cap[2]; normalize_v2(rot_90_vec); glEnable(GL_BLEND); glColor3ubv(color_wire); glBegin(GL_LINES); madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size); glVertex2fv(cap); madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size); glVertex2fv(cap); madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size); glVertex2fv(cap); madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size); glVertex2fv(cap); glEnd(); glDisable(GL_BLEND); } } } glDisable(GL_LINE_SMOOTH); BLF_disable(blf_mono_font, BLF_ROTATION); #undef ARC_STEPS /* draw snap */ if ((ruler_info->snap_flag & RULER_SNAP_OK) && (ruler_info->state == RULER_STATE_DRAG)) { ruler_item = ruler_item_active_get(ruler_info); if (ruler_item) { /* size from drawSnapping */ const float size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE); float co_ss[3]; ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP); cpack(color_act); circ(co_ss[0], co_ss[1], size * U.pixelsize); } } }
static int walkApply(bContext *C, wmOperator *op, WalkInfo *walk) { #define WALK_ROTATE_FAC 2.2f /* more is faster */ #define WALK_TOP_LIMIT DEG2RADF(85.0f) #define WALK_BOTTOM_LIMIT DEG2RADF(-80.0f) #define WALK_MOVE_SPEED base_speed #define WALK_BOOST_FACTOR ((void)0, walk->speed_factor) /* walk mode - Ctrl+Shift+F * a walk loop where the user can move move the view as if they are in a walk game */ RegionView3D *rv3d = walk->rv3d; ARegion *ar = walk->ar; float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */ float dvec[3] = {0.0f, 0.0f, 0.0f}; /* this is the direction that's added to the view offset per redraw */ /* Camera Uprighting variables */ float upvec[3] = {0.0f, 0.0f, 0.0f}; /* stores the view's up vector */ int moffset[2]; /* mouse offset from the views center */ float tmp_quat[4]; /* used for rotating the view */ #ifdef NDOF_WALK_DEBUG { static unsigned int iteration = 1; printf("walk timer %d\n", iteration++); } #endif { /* mouse offset from the center */ copy_v2_v2_int(moffset, walk->moffset); /* apply moffset so we can re-accumulate */ walk->moffset[0] = 0; walk->moffset[1] = 0; /* revert mouse */ if (walk->is_reversed) { moffset[1] = -moffset[1]; } /* Should we redraw? */ if ((walk->active_directions) || moffset[0] || moffset[1] || walk->teleport.state == WALK_TELEPORT_STATE_ON || walk->gravity_state != WALK_GRAVITY_STATE_OFF) { float dvec_tmp[3]; /* time how fast it takes for us to redraw, * this is so simple scenes don't walk too fast */ double time_current; float time_redraw; #ifdef NDOF_WALK_DRAW_TOOMUCH walk->redraw = 1; #endif time_current = PIL_check_seconds_timer(); time_redraw = (float)(time_current - walk->time_lastdraw); walk->time_lastdraw = time_current; /* base speed in m/s */ walk->speed = WALK_MOVE_SPEED; if (walk->is_fast) { walk->speed *= WALK_BOOST_FACTOR; } else if (walk->is_slow) { walk->speed *= 1.0f / WALK_BOOST_FACTOR; } copy_m3_m4(mat, rv3d->viewinv); { /* rotate about the X axis- look up/down */ if (moffset[1]) { float angle; float y; /* relative offset */ y = (float) moffset[1] / ar->winy; /* speed factor */ y *= WALK_ROTATE_FAC; /* user adjustement factor */ y *= walk->mouse_speed; /* clamp the angle limits */ /* it ranges from 90.0f to -90.0f */ angle = -asinf(rv3d->viewmat[2][2]); if (angle > WALK_TOP_LIMIT && y > 0.0f) y = 0.0f; else if (angle < WALK_BOTTOM_LIMIT && y < 0.0f) y = 0.0f; copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f); mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, -y); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); } /* rotate about the Y axis- look left/right */ if (moffset[0]) { float x; /* if we're upside down invert the moffset */ copy_v3_fl3(upvec, 0.0f, 1.0f, 0.0f); mul_m3_v3(mat, upvec); if (upvec[2] < 0.0f) moffset[0] = -moffset[0]; /* relative offset */ x = (float) moffset[0] / ar->winx; /* speed factor */ x *= WALK_ROTATE_FAC; /* user adjustement factor */ x *= walk->mouse_speed; copy_v3_fl3(upvec, 0.0f, 0.0f, 1.0f); /* Rotate about the relative up vec */ axis_angle_normalized_to_quat(tmp_quat, upvec, x); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); } } /* WASD - 'move' translation code */ if ((walk->active_directions) && (walk->gravity_state == WALK_GRAVITY_STATE_OFF)) { short direction; zero_v3(dvec); if ((walk->active_directions & WALK_BIT_FORWARD) || (walk->active_directions & WALK_BIT_BACKWARD)) { direction = 0; if ((walk->active_directions & WALK_BIT_FORWARD)) direction += 1; if ((walk->active_directions & WALK_BIT_BACKWARD)) direction -= 1; copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction); mul_m3_v3(mat, dvec_tmp); if (walk->navigation_mode == WALK_MODE_GRAVITY) { dvec_tmp[2] = 0.0f; } normalize_v3(dvec_tmp); add_v3_v3(dvec, dvec_tmp); } if ((walk->active_directions & WALK_BIT_LEFT) || (walk->active_directions & WALK_BIT_RIGHT)) { direction = 0; if ((walk->active_directions & WALK_BIT_LEFT)) direction += 1; if ((walk->active_directions & WALK_BIT_RIGHT)) direction -= 1; dvec_tmp[0] = direction * rv3d->viewinv[0][0]; dvec_tmp[1] = direction * rv3d->viewinv[0][1]; dvec_tmp[2] = 0.0f; normalize_v3(dvec_tmp); add_v3_v3(dvec, dvec_tmp); } if ((walk->active_directions & WALK_BIT_UP) || (walk->active_directions & WALK_BIT_DOWN)) { if (walk->navigation_mode == WALK_MODE_FREE) { direction = 0; if ((walk->active_directions & WALK_BIT_UP)) direction -= 1; if ((walk->active_directions & WALK_BIT_DOWN)) direction = 1; copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction); add_v3_v3(dvec, dvec_tmp); } } /* apply movement */ mul_v3_fl(dvec, walk->speed * time_redraw); } /* stick to the floor */ if (walk->navigation_mode == WALK_MODE_GRAVITY && ELEM(walk->gravity_state, WALK_GRAVITY_STATE_OFF, WALK_GRAVITY_STATE_START)) { bool ret; float ray_distance; float difference = -100.0f; float fall_distance; ret = walk_floor_distance_get(C, rv3d, walk, dvec, &ray_distance); if (ret) { difference = walk->view_height - ray_distance; } /* the distance we would fall naturally smoothly enough that we * can manually drop the object without activating gravity */ fall_distance = time_redraw * walk->speed * WALK_BOOST_FACTOR; if (fabsf(difference) < fall_distance) { /* slope/stairs */ dvec[2] -= difference; /* in case we switched from FREE to GRAVITY too close to the ground */ if (walk->gravity_state == WALK_GRAVITY_STATE_START) walk->gravity_state = WALK_GRAVITY_STATE_OFF; } else { /* hijack the teleport variables */ walk->teleport.initial_time = PIL_check_seconds_timer(); walk->gravity_state = WALK_GRAVITY_STATE_ON; walk->teleport.duration = 0.0f; copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]); copy_v2_v2(walk->teleport.direction, dvec); } } /* Falling or jumping) */ if (ELEM(walk->gravity_state, WALK_GRAVITY_STATE_ON, WALK_GRAVITY_STATE_JUMP)) { float t; float z_cur, z_new; bool ret; float ray_distance, difference = -100.0f; /* delta time */ t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time); /* keep moving if we were moving */ copy_v2_v2(dvec, walk->teleport.direction); z_cur = walk->rv3d->viewinv[3][2]; z_new = walk->teleport.origin[2] - getFreeFallDistance(walk->gravity, t) * walk->grid; /* jump */ z_new += t * walk->speed_jump * walk->grid; /* duration is the jump duration */ if (t > walk->teleport.duration) { /* check to see if we are landing */ ret = walk_floor_distance_get(C, rv3d, walk, dvec, &ray_distance); if (ret) { difference = walk->view_height - ray_distance; } if (difference > 0.0f) { /* quit falling, lands at "view_height" from the floor */ dvec[2] -= difference; walk->gravity_state = WALK_GRAVITY_STATE_OFF; walk->speed_jump = 0.0f; } else { /* keep falling */ dvec[2] = z_cur - z_new; } } else { /* keep going up (jump) */ dvec[2] = z_cur - z_new; } } /* Teleport */ else if (walk->teleport.state == WALK_TELEPORT_STATE_ON) { float t; /* factor */ float new_loc[3]; float cur_loc[3]; /* linear interpolation */ t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time); t /= walk->teleport.duration; /* clamp so we don't go past our limit */ if (t >= 1.0f) { t = 1.0f; walk->teleport.state = WALK_TELEPORT_STATE_OFF; walk_navigation_mode_set(C, op, walk, walk->teleport.navigation_mode); } mul_v3_v3fl(new_loc, walk->teleport.direction, t); add_v3_v3(new_loc, walk->teleport.origin); copy_v3_v3(cur_loc, walk->rv3d->viewinv[3]); sub_v3_v3v3(dvec, cur_loc, new_loc); } if (rv3d->persp == RV3D_CAMOB) { Object *lock_ob = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control); if (lock_ob->protectflag & OB_LOCK_LOCX) dvec[0] = 0.0f; if (lock_ob->protectflag & OB_LOCK_LOCY) dvec[1] = 0.0f; if (lock_ob->protectflag & OB_LOCK_LOCZ) dvec[2] = 0.0f; } /* scale the movement to the scene size */ mul_v3_v3fl(dvec_tmp, dvec, walk->grid); add_v3_v3(rv3d->ofs, dvec_tmp); if (rv3d->persp == RV3D_CAMOB) { const bool do_rotate = (moffset[0] || moffset[1]); const bool do_translate = (walk->speed != 0.0f); walkMoveCamera(C, walk, do_rotate, do_translate); } } else { /* we're not redrawing but we need to update the time else the view will jump */ walk->time_lastdraw = PIL_check_seconds_timer(); } /* end drawing */ copy_v3_v3(walk->dvec_prev, dvec); } return OPERATOR_FINISHED; #undef WALK_ROTATE_FAC #undef WALK_ZUP_CORRECT_FAC #undef WALK_ZUP_CORRECT_ACCEL #undef WALK_SMOOTH_FAC #undef WALK_TOP_LIMIT #undef WALK_BOTTOM_LIMIT #undef WALK_MOVE_SPEED #undef WALK_BOOST_FACTOR }
static int walkApply_ndof(bContext *C, WalkInfo *walk) { /* shorthand for oft-used variables */ wmNDOFMotionData *ndof = walk->ndof; const float dt = ndof->dt; RegionView3D *rv3d = walk->rv3d; const int flag = U.ndof_flag; #if 0 bool do_rotate = (flag & NDOF_SHOULD_ROTATE) && (walk->pan_view == false); bool do_translate = (flag & (NDOF_SHOULD_PAN | NDOF_SHOULD_ZOOM)) != 0; #endif bool do_rotate = true; bool do_translate = true; float view_inv[4]; invert_qt_qt(view_inv, rv3d->viewquat); rv3d->rot_angle = 0.0f; /* disable onscreen rotation doo-dad */ if (do_translate) { const float forward_sensitivity = 1.0f; const float vertical_sensitivity = 0.4f; const float lateral_sensitivity = 0.6f; float speed = 10.0f; /* blender units per second */ /* ^^ this is ok for default cube scene, but should scale with.. something */ float trans[3] = {lateral_sensitivity * ndof->tvec[0], vertical_sensitivity * ndof->tvec[1], forward_sensitivity * ndof->tvec[2]}; if (walk->is_slow) speed *= 0.2f; mul_v3_fl(trans, speed * dt); /* transform motion from view to world coordinates */ mul_qt_v3(view_inv, trans); if (flag & NDOF_FLY_HELICOPTER) { /* replace world z component with device y (yes it makes sense) */ trans[2] = speed * dt * vertical_sensitivity * ndof->tvec[1]; } if (rv3d->persp == RV3D_CAMOB) { /* respect camera position locks */ Object *lock_ob = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control); if (lock_ob->protectflag & OB_LOCK_LOCX) trans[0] = 0.0f; if (lock_ob->protectflag & OB_LOCK_LOCY) trans[1] = 0.0f; if (lock_ob->protectflag & OB_LOCK_LOCZ) trans[2] = 0.0f; } if (!is_zero_v3(trans)) { /* move center of view opposite of hand motion (this is camera mode, not object mode) */ sub_v3_v3(rv3d->ofs, trans); do_translate = true; } else { do_translate = false; } } if (do_rotate) { const float turn_sensitivity = 1.0f; float rotation[4]; float axis[3]; float angle = turn_sensitivity * ndof_to_axis_angle(ndof, axis); if (fabsf(angle) > 0.0001f) { do_rotate = true; if (walk->is_slow) angle *= 0.2f; /* transform rotation axis from view to world coordinates */ mul_qt_v3(view_inv, axis); /* apply rotation to view */ axis_angle_to_quat(rotation, axis, angle); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rotation); if (flag & NDOF_LOCK_HORIZON) { /* force an upright viewpoint * TODO: make this less... sudden */ float view_horizon[3] = {1.0f, 0.0f, 0.0f}; /* view +x */ float view_direction[3] = {0.0f, 0.0f, -1.0f}; /* view -z (into screen) */ /* find new inverse since viewquat has changed */ invert_qt_qt(view_inv, rv3d->viewquat); /* could apply reverse rotation to existing view_inv to save a few cycles */ /* transform view vectors to world coordinates */ mul_qt_v3(view_inv, view_horizon); mul_qt_v3(view_inv, view_direction); /* find difference between view & world horizons * true horizon lives in world xy plane, so look only at difference in z */ angle = -asinf(view_horizon[2]); #ifdef NDOF_WALK_DEBUG printf("lock horizon: adjusting %.1f degrees\n\n", RAD2DEG(angle)); #endif /* rotate view so view horizon = world horizon */ axis_angle_to_quat(rotation, view_direction, angle); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rotation); } rv3d->view = RV3D_VIEW_USER; } else { do_rotate = false; } } if (do_translate || do_rotate) { walk->redraw = true; if (rv3d->persp == RV3D_CAMOB) { walkMoveCamera(C, walk, do_rotate, do_translate); } } return OPERATOR_FINISHED; }
static int flyApply(bContext *C, FlyInfo *fly) { #define FLY_ROTATE_FAC 2.5f /* more is faster */ #define FLY_ZUP_CORRECT_FAC 0.1f /* amount to correct per step */ #define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each step */ /* fly mode - Shift+F * a fly loop where the user can move move the view as if they are flying */ RegionView3D *rv3d = fly->rv3d; ARegion *ar = fly->ar; float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */ float dvec[3] = {0, 0, 0}; /* this is the direction thast added to the view offset per redraw */ /* Camera Uprighting variables */ float upvec[3] = {0, 0, 0}; /* stores the view's up vector */ float moffset[2]; /* mouse offset from the views center */ float tmp_quat[4]; /* used for rotating the view */ // int cent_orig[2], /* view center */ //XXX- can avoid using // cent[2], /* view center modified */ int xmargin, ymargin; /* x and y margin are define the safe area where the mouses movement wont rotate the view */ #ifdef NDOF_FLY_DEBUG { static unsigned int iteration = 1; printf("fly timer %d\n", iteration++); } #endif xmargin = ar->winx / 20.0f; ymargin = ar->winy / 20.0f; // UNUSED // cent_orig[0] = ar->winrct.xmin + ar->winx / 2; // cent_orig[1] = ar->winrct.ymin + ar->winy / 2; { /* mouse offset from the center */ moffset[0] = fly->mval[0] - ar->winx / 2; moffset[1] = fly->mval[1] - ar->winy / 2; /* enforce a view margin */ if (moffset[0] > xmargin) moffset[0] -= xmargin; else if (moffset[0] < -xmargin) moffset[0] += xmargin; else moffset[0] = 0; if (moffset[1] > ymargin) moffset[1] -= ymargin; else if (moffset[1] < -ymargin) moffset[1] += ymargin; else moffset[1] = 0; /* scale the mouse movement by this value - scales mouse movement to the view size * moffset[0] / (ar->winx-xmargin * 2) - window size minus margin (same for y) * * the mouse moves isn't linear */ if (moffset[0]) { moffset[0] /= ar->winx - (xmargin * 2); moffset[0] *= fabsf(moffset[0]); } if (moffset[1]) { moffset[1] /= ar->winy - (ymargin * 2); moffset[1] *= fabsf(moffset[1]); } /* Should we redraw? */ if ((fly->speed != 0.0f) || moffset[0] || moffset[1] || (fly->zlock != FLY_AXISLOCK_STATE_OFF) || (fly->xlock != FLY_AXISLOCK_STATE_OFF) || dvec[0] || dvec[1] || dvec[2]) { float dvec_tmp[3]; /* time how fast it takes for us to redraw, * this is so simple scenes don't fly too fast */ double time_current; float time_redraw; float time_redraw_clamped; #ifdef NDOF_FLY_DRAW_TOOMUCH fly->redraw = 1; #endif time_current = PIL_check_seconds_timer(); time_redraw = (float)(time_current - fly->time_lastdraw); time_redraw_clamped = min_ff(0.05f, time_redraw); /* clamp redraw time to avoid jitter in roll correction */ fly->time_lastdraw = time_current; /* Scale the time to use shift to scale the speed down- just like * shift slows many other areas of blender down */ if (fly->use_precision) fly->speed = fly->speed * (1.0f - time_redraw_clamped); copy_m3_m4(mat, rv3d->viewinv); if (fly->pan_view == true) { /* pan only */ dvec_tmp[0] = -moffset[0]; dvec_tmp[1] = -moffset[1]; dvec_tmp[2] = 0; if (fly->use_precision) { dvec_tmp[0] *= 0.1f; dvec_tmp[1] *= 0.1f; } mul_m3_v3(mat, dvec_tmp); mul_v3_fl(dvec_tmp, time_redraw * 200.0f * fly->grid); } else { float roll; /* similar to the angle between the camera's up and the Z-up, * but its very rough so just roll */ /* rotate about the X axis- look up/down */ if (moffset[1]) { upvec[0] = 1; upvec[1] = 0; upvec[2] = 0; mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, (float)moffset[1] * time_redraw * -FLY_ROTATE_FAC); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); if (fly->xlock != FLY_AXISLOCK_STATE_OFF) fly->xlock = FLY_AXISLOCK_STATE_ACTIVE; /* check for rotation */ if (fly->zlock != FLY_AXISLOCK_STATE_OFF) fly->zlock = FLY_AXISLOCK_STATE_ACTIVE; fly->xlock_momentum = 0.0f; } /* rotate about the Y axis- look left/right */ if (moffset[0]) { /* if we're upside down invert the moffset */ upvec[0] = 0.0f; upvec[1] = 1.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); if (upvec[2] < 0.0f) moffset[0] = -moffset[0]; /* make the lock vectors */ if (fly->zlock) { upvec[0] = 0.0f; upvec[1] = 0.0f; upvec[2] = 1.0f; } else { upvec[0] = 0.0f; upvec[1] = 1.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); } /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, (float)moffset[0] * time_redraw * FLY_ROTATE_FAC); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); if (fly->xlock != FLY_AXISLOCK_STATE_OFF) fly->xlock = FLY_AXISLOCK_STATE_ACTIVE; /* check for rotation */ if (fly->zlock != FLY_AXISLOCK_STATE_OFF) fly->zlock = FLY_AXISLOCK_STATE_ACTIVE; } if (fly->zlock == FLY_AXISLOCK_STATE_ACTIVE) { upvec[0] = 1.0f; upvec[1] = 0.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); /* make sure we have some z rolling */ if (fabsf(upvec[2]) > 0.00001f) { roll = upvec[2] * 5.0f; upvec[0] = 0.0f; /* rotate the view about this axis */ upvec[1] = 0.0f; upvec[2] = 1.0f; mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, roll * time_redraw_clamped * fly->zlock_momentum * FLY_ZUP_CORRECT_FAC); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); fly->zlock_momentum += FLY_ZUP_CORRECT_ACCEL; } else { fly->zlock = FLY_AXISLOCK_STATE_IDLE; /* don't check until the view rotates again */ fly->zlock_momentum = 0.0f; } } /* only apply xcorrect when mouse isn't applying x rot */ if (fly->xlock == FLY_AXISLOCK_STATE_ACTIVE && moffset[1] == 0) { upvec[0] = 0; upvec[1] = 0; upvec[2] = 1; mul_m3_v3(mat, upvec); /* make sure we have some z rolling */ if (fabsf(upvec[2]) > 0.00001f) { roll = upvec[2] * -5.0f; upvec[0] = 1.0f; /* rotate the view about this axis */ upvec[1] = 0.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, roll * time_redraw_clamped * fly->xlock_momentum * 0.1f); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); fly->xlock_momentum += 0.05f; } else { fly->xlock = FLY_AXISLOCK_STATE_IDLE; /* see above */ fly->xlock_momentum = 0.0f; } } if (fly->axis == -1) { /* pause */ zero_v3(dvec_tmp); } else if (!fly->use_freelook) { /* Normal operation */ /* define dvec, view direction vector */ zero_v3(dvec_tmp); /* move along the current axis */ dvec_tmp[fly->axis] = 1.0f; mul_m3_v3(mat, dvec_tmp); } else { normalize_v3_v3(dvec_tmp, fly->dvec_prev); if (fly->speed < 0.0f) { negate_v3(dvec_tmp); } } mul_v3_fl(dvec_tmp, fly->speed * time_redraw * 0.25f); } /* impose a directional lag */ interp_v3_v3v3(dvec, dvec_tmp, fly->dvec_prev, (1.0f / (1.0f + (time_redraw * 5.0f)))); if (rv3d->persp == RV3D_CAMOB) { Object *lock_ob = fly->root_parent ? fly->root_parent : fly->v3d->camera; if (lock_ob->protectflag & OB_LOCK_LOCX) dvec[0] = 0.0; if (lock_ob->protectflag & OB_LOCK_LOCY) dvec[1] = 0.0; if (lock_ob->protectflag & OB_LOCK_LOCZ) dvec[2] = 0.0; } add_v3_v3(rv3d->ofs, dvec); if (rv3d->persp == RV3D_CAMOB) { const bool do_rotate = ((fly->xlock != FLY_AXISLOCK_STATE_OFF) || (fly->zlock != FLY_AXISLOCK_STATE_OFF) || ((moffset[0] || moffset[1]) && !fly->pan_view)); const bool do_translate = (fly->speed != 0.0f || fly->pan_view); flyMoveCamera(C, rv3d, fly, do_rotate, do_translate); } } else { /* we're not redrawing but we need to update the time else the view will jump */ fly->time_lastdraw = PIL_check_seconds_timer(); } /* end drawing */ copy_v3_v3(fly->dvec_prev, dvec); } return OPERATOR_FINISHED; }
int BL_ArmatureChannel::py_attr_set_joint_rotation(void *self_v, const struct KX_PYATTRIBUTE_DEF *attrdef, PyObject *value) { BL_ArmatureChannel* self= static_cast<BL_ArmatureChannel*>(self_v); bPoseChannel* pchan = self->m_posechannel; PyObject *item; float joints[3]; float quat[4]; if (!PySequence_Check(value) || PySequence_Size(value) != 3) { PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats"); return PY_SET_ATTR_FAIL; } for (int i=0; i<3; i++) { item = PySequence_GetItem(value, i); /* new ref */ joints[i] = PyFloat_AsDouble(item); Py_DECREF(item); if (joints[i] == -1.0f && PyErr_Occurred()) { PyErr_SetString(PyExc_AttributeError, "expected a sequence of [3] floats"); return PY_SET_ATTR_FAIL; } } int flag = 0; if (!(pchan->ikflag & BONE_IK_NO_XDOF)) flag |= 1; if (!(pchan->ikflag & BONE_IK_NO_YDOF)) flag |= 2; if (!(pchan->ikflag & BONE_IK_NO_ZDOF)) flag |= 4; unit_qt(quat); switch (flag) { case 0: // fixed joint break; case 1: // X only joints[1] = joints[2] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 2: // Y only joints[0] = joints[2] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 3: // X+Y joints[2] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_ZYX); break; case 4: // Z only joints[0] = joints[1] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 5: // X+Z // X and Z are components of an equivalent rotation axis joints[1] = 0; axis_angle_to_quat( quat,joints, len_v3(joints)); break; case 6: // Y+Z joints[0] = 0.f; eulO_to_quat( quat,joints, EULER_ORDER_XYZ); break; case 7: // X+Y+Z // equivalent axis axis_angle_to_quat( quat,joints, len_v3(joints)); break; } if (pchan->rotmode > 0) { quat_to_eulO( joints, pchan->rotmode,quat); copy_v3_v3(pchan->eul, joints); } else copy_qt_qt(pchan->quat, quat); return PY_SET_ATTR_SUCCESS; }
/* tries to realize the wanted velocity taking all constraints into account */ void boid_body(BoidBrainData *bbd, ParticleData *pa) { BoidSettings *boids = bbd->part->boids; BoidParticle *bpa = pa->boid; BoidValues val; EffectedPoint epoint; float acc[3] = {0.0f, 0.0f, 0.0f}, tan_acc[3], nor_acc[3]; float dvec[3], bvec[3]; float new_dir[3], new_speed; float old_dir[3], old_speed; float wanted_dir[3]; float q[4], mat[3][3]; /* rotation */ float ground_co[3] = {0.0f, 0.0f, 0.0f}, ground_nor[3] = {0.0f, 0.0f, 1.0f}; float force[3] = {0.0f, 0.0f, 0.0f}; float pa_mass=bbd->part->mass, dtime=bbd->dfra*bbd->timestep; set_boid_values(&val, boids, pa); /* make sure there's something in new velocity, location & rotation */ copy_particle_key(&pa->state, &pa->prev_state, 0); if (bbd->part->flag & PART_SIZEMASS) pa_mass*=pa->size; /* if boids can't fly they fall to the ground */ if ((boids->options & BOID_ALLOW_FLIGHT)==0 && ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)==0 && psys_uses_gravity(bbd->sim)) bpa->data.mode = eBoidMode_Falling; if (bpa->data.mode == eBoidMode_Falling) { /* Falling boids are only effected by gravity. */ acc[2] = bbd->sim->scene->physics_settings.gravity[2]; } else { /* figure out acceleration */ float landing_level = 2.0f; float level = landing_level + 1.0f; float new_vel[3]; if (bpa->data.mode == eBoidMode_Liftoff) { bpa->data.mode = eBoidMode_InAir; bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); } else if (bpa->data.mode == eBoidMode_InAir && boids->options & BOID_ALLOW_LAND) { /* auto-leveling & landing if close to ground */ bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); /* level = how many particle sizes above ground */ level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5f; landing_level = - boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass; if (pa->prev_state.vel[2] < 0.0f) { if (level < 1.0f) { bbd->wanted_co[0] = bbd->wanted_co[1] = bbd->wanted_co[2] = 0.0f; bbd->wanted_speed = 0.0f; bpa->data.mode = eBoidMode_Falling; } else if (level < landing_level) { bbd->wanted_speed *= (level - 1.0f)/landing_level; bbd->wanted_co[2] *= (level - 1.0f)/landing_level; } } } copy_v3_v3(old_dir, pa->prev_state.ave); new_speed = normalize_v3_v3(wanted_dir, bbd->wanted_co); /* first check if we have valid direction we want to go towards */ if (new_speed == 0.0f) { copy_v3_v3(new_dir, old_dir); } else { float old_dir2[2], wanted_dir2[2], nor[3], angle; copy_v2_v2(old_dir2, old_dir); normalize_v2(old_dir2); copy_v2_v2(wanted_dir2, wanted_dir); normalize_v2(wanted_dir2); /* choose random direction to turn if wanted velocity */ /* is directly behind regardless of z-coordinate */ if (dot_v2v2(old_dir2, wanted_dir2) < -0.99f) { wanted_dir[0] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); wanted_dir[1] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); wanted_dir[2] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); normalize_v3(wanted_dir); } /* constrain direction with maximum angular velocity */ angle = saacos(dot_v3v3(old_dir, wanted_dir)); angle = min_ff(angle, val.max_ave); cross_v3_v3v3(nor, old_dir, wanted_dir); axis_angle_to_quat(q, nor, angle); copy_v3_v3(new_dir, old_dir); mul_qt_v3(q, new_dir); normalize_v3(new_dir); /* save direction in case resulting velocity too small */ axis_angle_to_quat(q, nor, angle*dtime); copy_v3_v3(pa->state.ave, old_dir); mul_qt_v3(q, pa->state.ave); normalize_v3(pa->state.ave); } /* constrain speed with maximum acceleration */ old_speed = len_v3(pa->prev_state.vel); if (bbd->wanted_speed < old_speed) new_speed = MAX2(bbd->wanted_speed, old_speed - val.max_acc); else new_speed = MIN2(bbd->wanted_speed, old_speed + val.max_acc); /* combine direction and speed */ copy_v3_v3(new_vel, new_dir); mul_v3_fl(new_vel, new_speed); /* maintain minimum flying velocity if not landing */ if (level >= landing_level) { float len2 = dot_v2v2(new_vel, new_vel); float root; len2 = MAX2(len2, val.min_speed*val.min_speed); root = sasqrt(new_speed*new_speed - len2); new_vel[2] = new_vel[2] < 0.0f ? -root : root; normalize_v2(new_vel); mul_v2_fl(new_vel, sasqrt(len2)); } /* finally constrain speed to max speed */ new_speed = normalize_v3(new_vel); mul_v3_fl(new_vel, MIN2(new_speed, val.max_speed)); /* get acceleration from difference of velocities */ sub_v3_v3v3(acc, new_vel, pa->prev_state.vel); /* break acceleration to components */ project_v3_v3v3(tan_acc, acc, pa->prev_state.ave); sub_v3_v3v3(nor_acc, acc, tan_acc); } /* account for effectors */ pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint); pdDoEffectors(bbd->sim->psys->effectors, bbd->sim->colliders, bbd->part->effector_weights, &epoint, force, NULL); if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) { float length = normalize_v3(force); length = MAX2(0.0f, length - boids->land_stick_force); mul_v3_fl(force, length); } add_v3_v3(acc, force); /* store smoothed acceleration for nice banking etc. */ madd_v3_v3fl(bpa->data.acc, acc, dtime); mul_v3_fl(bpa->data.acc, 1.0f / (1.0f + dtime)); /* integrate new location & velocity */ /* by regarding the acceleration as a force at this stage we*/ /* can get better control allthough it's a bit unphysical */ mul_v3_fl(acc, 1.0f/pa_mass); copy_v3_v3(dvec, acc); mul_v3_fl(dvec, dtime*dtime*0.5f); copy_v3_v3(bvec, pa->prev_state.vel); mul_v3_fl(bvec, dtime); add_v3_v3(dvec, bvec); add_v3_v3(pa->state.co, dvec); madd_v3_v3fl(pa->state.vel, acc, dtime); //if (bpa->data.mode != eBoidMode_InAir) bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); /* change modes, constrain movement & keep track of down vector */ switch (bpa->data.mode) { case eBoidMode_InAir: { float grav[3]; grav[0] = 0.0f; grav[1] = 0.0f; grav[2] = bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f; /* don't take forward acceleration into account (better banking) */ if (dot_v3v3(bpa->data.acc, pa->state.vel) > 0.0f) { project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel); sub_v3_v3v3(dvec, bpa->data.acc, dvec); } else { copy_v3_v3(dvec, bpa->data.acc); } /* gather apparent gravity */ madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking); normalize_v3(bpa->gravity); /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } else if (pa->state.co[2] <= ground_co[2] + pa->size * boids->height) { /* land boid when below ground */ if (boids->options & BOID_ALLOW_LAND) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; } /* fly above ground */ else if (bpa->ground) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; } } break; } case eBoidMode_Falling: { float grav[3]; grav[0] = 0.0f; grav[1] = 0.0f; grav[2] = bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f; /* gather apparent gravity */ madd_v3_v3fl(bpa->gravity, grav, dtime); normalize_v3(bpa->gravity); if (boids->options & BOID_ALLOW_LAND) { /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } /* land boid when really near ground */ else if (pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; } /* if we're falling, can fly and want to go upwards lets fly */ else if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) bpa->data.mode = eBoidMode_InAir; } else bpa->data.mode = eBoidMode_InAir; break; } case eBoidMode_Climbing: { boid_climb(boids, pa, ground_co, ground_nor); //float nor[3]; //copy_v3_v3(nor, ground_nor); ///* gather apparent gravity to r_ve */ //madd_v3_v3fl(pa->r_ve, ground_nor, -1.0); //normalize_v3(pa->r_ve); ///* raise boid it's size from surface */ //mul_v3_fl(nor, pa->size * boids->height); //add_v3_v3v3(pa->state.co, ground_co, nor); ///* remove normal component from velocity */ //project_v3_v3v3(v, pa->state.vel, ground_nor); //sub_v3_v3v3(pa->state.vel, pa->state.vel, v); break; } case eBoidMode_OnLand: { /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } /* ground is too far away so boid falls */ else if (pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height) bpa->data.mode = eBoidMode_Falling; else { /* constrain to surface */ pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; } if (boids->banking > 0.0f) { float grav[3]; /* Don't take gravity's strength in to account, */ /* otherwise amount of banking is hard to control. */ negate_v3_v3(grav, ground_nor); project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel); sub_v3_v3v3(dvec, bpa->data.acc, dvec); /* gather apparent gravity */ madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking); normalize_v3(bpa->gravity); } else { /* gather negative surface normal */ madd_v3_v3fl(bpa->gravity, ground_nor, -1.0f); normalize_v3(bpa->gravity); } break; } } /* save direction to state.ave unless the boid is falling */ /* (boids can't effect their direction when falling) */ if (bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) { copy_v3_v3(pa->state.ave, pa->state.vel); pa->state.ave[2] *= bbd->part->boids->pitch; normalize_v3(pa->state.ave); } /* apply damping */ if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) mul_v3_fl(pa->state.vel, 1.0f - 0.2f*bbd->part->dampfac); /* calculate rotation matrix based on forward & down vectors */ if (bpa->data.mode == eBoidMode_InAir) { copy_v3_v3(mat[0], pa->state.ave); project_v3_v3v3(dvec, bpa->gravity, pa->state.ave); sub_v3_v3v3(mat[2], bpa->gravity, dvec); normalize_v3(mat[2]); } else { project_v3_v3v3(dvec, pa->state.ave, bpa->gravity); sub_v3_v3v3(mat[0], pa->state.ave, dvec); normalize_v3(mat[0]); copy_v3_v3(mat[2], bpa->gravity); } negate_v3(mat[2]); cross_v3_v3v3(mat[1], mat[2], mat[0]); /* apply rotation */ mat3_to_quat_is_ok(q, mat); copy_qt_qt(pa->state.rot, q); }
static DerivedMesh *applyModifier(ModifierData *md, Object *ob, DerivedMesh *derivedData, ModifierApplyFlag UNUSED(flag)) { DerivedMesh *dm = derivedData, *result; ParticleInstanceModifierData *pimd = (ParticleInstanceModifierData *) md; ParticleSimulationData sim; ParticleSystem *psys = NULL; ParticleData *pa = NULL; MPoly *mpoly, *orig_mpoly; MLoop *mloop, *orig_mloop; MVert *mvert, *orig_mvert; int totvert, totpoly, totloop /* , totedge */; int maxvert, maxpoly, maxloop, totpart = 0, first_particle = 0; int k, p, p_skip; short track = ob->trackflag % 3, trackneg, axis = pimd->axis; float max_co = 0.0, min_co = 0.0, temp_co[3]; float *size = NULL; trackneg = ((ob->trackflag > 2) ? 1 : 0); if (pimd->ob == ob) { pimd->ob = NULL; return derivedData; } if (pimd->ob) { psys = BLI_findlink(&pimd->ob->particlesystem, pimd->psys - 1); if (psys == NULL || psys->totpart == 0) return derivedData; } else { return derivedData; } if (pimd->flag & eParticleInstanceFlag_Parents) totpart += psys->totpart; if (pimd->flag & eParticleInstanceFlag_Children) { if (totpart == 0) first_particle = psys->totpart; totpart += psys->totchild; } if (totpart == 0) return derivedData; sim.scene = md->scene; sim.ob = pimd->ob; sim.psys = psys; sim.psmd = psys_get_modifier(pimd->ob, psys); if (pimd->flag & eParticleInstanceFlag_UseSize) { float *si; si = size = MEM_callocN(totpart * sizeof(float), "particle size array"); if (pimd->flag & eParticleInstanceFlag_Parents) { for (p = 0, pa = psys->particles; p < psys->totpart; p++, pa++, si++) *si = pa->size; } if (pimd->flag & eParticleInstanceFlag_Children) { ChildParticle *cpa = psys->child; for (p = 0; p < psys->totchild; p++, cpa++, si++) { *si = psys_get_child_size(psys, cpa, 0.0f, NULL); } } } totvert = dm->getNumVerts(dm); totpoly = dm->getNumPolys(dm); totloop = dm->getNumLoops(dm); /* totedge = dm->getNumEdges(dm); */ /* UNUSED */ /* count particles */ maxvert = 0; maxpoly = 0; maxloop = 0; for (p = 0; p < totpart; p++) { if (particle_skip(pimd, psys, p)) continue; maxvert += totvert; maxpoly += totpoly; maxloop += totloop; } psys->lattice_deform_data = psys_create_lattice_deform_data(&sim); if (psys->flag & (PSYS_HAIR_DONE | PSYS_KEYED) || psys->pointcache->flag & PTCACHE_BAKED) { float min[3], max[3]; INIT_MINMAX(min, max); dm->getMinMax(dm, min, max); min_co = min[track]; max_co = max[track]; } result = CDDM_from_template(dm, maxvert, 0, 0, maxloop, maxpoly); mvert = result->getVertArray(result); orig_mvert = dm->getVertArray(dm); mpoly = result->getPolyArray(result); orig_mpoly = dm->getPolyArray(dm); mloop = result->getLoopArray(result); orig_mloop = dm->getLoopArray(dm); for (p = 0, p_skip = 0; p < totpart; p++) { float prev_dir[3]; float frame[4]; /* frame orientation quaternion */ /* skip particle? */ if (particle_skip(pimd, psys, p)) continue; /* set vertices coordinates */ for (k = 0; k < totvert; k++) { ParticleKey state; MVert *inMV; MVert *mv = mvert + p_skip * totvert + k; inMV = orig_mvert + k; DM_copy_vert_data(dm, result, k, p_skip * totvert + k, 1); *mv = *inMV; /*change orientation based on object trackflag*/ copy_v3_v3(temp_co, mv->co); mv->co[axis] = temp_co[track]; mv->co[(axis + 1) % 3] = temp_co[(track + 1) % 3]; mv->co[(axis + 2) % 3] = temp_co[(track + 2) % 3]; /* get particle state */ if ((psys->flag & (PSYS_HAIR_DONE | PSYS_KEYED) || psys->pointcache->flag & PTCACHE_BAKED) && (pimd->flag & eParticleInstanceFlag_Path)) { float ran = 0.0f; if (pimd->random_position != 0.0f) { ran = pimd->random_position * BLI_hash_frand(psys->seed + p); } if (pimd->flag & eParticleInstanceFlag_KeepShape) { state.time = pimd->position * (1.0f - ran); } else { state.time = (mv->co[axis] - min_co) / (max_co - min_co) * pimd->position * (1.0f - ran); if (trackneg) state.time = 1.0f - state.time; mv->co[axis] = 0.0; } psys_get_particle_on_path(&sim, first_particle + p, &state, 1); normalize_v3(state.vel); /* Incrementally Rotating Frame (Bishop Frame) */ if (k == 0) { float hairmat[4][4]; float mat[3][3]; if (first_particle + p < psys->totpart) pa = psys->particles + first_particle + p; else { ChildParticle *cpa = psys->child + (p - psys->totpart); pa = psys->particles + cpa->parent; } psys_mat_hair_to_global(sim.ob, sim.psmd->dm, sim.psys->part->from, pa, hairmat); copy_m3_m4(mat, hairmat); /* to quaternion */ mat3_to_quat(frame, mat); /* note: direction is same as normal vector currently, * but best to keep this separate so the frame can be * rotated later if necessary */ copy_v3_v3(prev_dir, state.vel); } else { float rot[4]; /* incrementally rotate along bend direction */ rotation_between_vecs_to_quat(rot, prev_dir, state.vel); mul_qt_qtqt(frame, rot, frame); copy_v3_v3(prev_dir, state.vel); } copy_qt_qt(state.rot, frame); #if 0 /* Absolute Frame (Frenet Frame) */ if (state.vel[axis] < -0.9999f || state.vel[axis] > 0.9999f) { unit_qt(state.rot); } else { float cross[3]; float temp[3] = {0.0f, 0.0f, 0.0f}; temp[axis] = 1.0f; cross_v3_v3v3(cross, temp, state.vel); /* state.vel[axis] is the only component surviving from a dot product with the axis */ axis_angle_to_quat(state.rot, cross, saacos(state.vel[axis])); } #endif } else { state.time = -1.0; psys_get_particle_state(&sim, first_particle + p, &state, 1); } mul_qt_v3(state.rot, mv->co); if (pimd->flag & eParticleInstanceFlag_UseSize) mul_v3_fl(mv->co, size[p]); add_v3_v3(mv->co, state.co); } /* create polys and loops */ for (k = 0; k < totpoly; k++) { MPoly *inMP = orig_mpoly + k; MPoly *mp = mpoly + p_skip * totpoly + k; DM_copy_poly_data(dm, result, k, p_skip * totpoly + k, 1); *mp = *inMP; mp->loopstart += p_skip * totloop; { MLoop *inML = orig_mloop + inMP->loopstart; MLoop *ml = mloop + mp->loopstart; int j = mp->totloop; DM_copy_loop_data(dm, result, inMP->loopstart, mp->loopstart, j); for (; j; j--, ml++, inML++) { ml->v = inML->v + (p_skip * totvert); } } } p_skip++; } CDDM_calc_edges(result); if (psys->lattice_deform_data) { end_latt_deform(psys->lattice_deform_data); psys->lattice_deform_data = NULL; } if (size) MEM_freeN(size); result->dirty |= DM_DIRTY_NORMALS; return result; }
static void v3d_posearmature_buts(uiLayout *layout, Object *ob) { // uiBlock *block= uiLayoutGetBlock(layout); // bArmature *arm; bPoseChannel *pchan; // TransformProperties *tfp= v3d->properties_storage; PointerRNA pchanptr; uiLayout *col; // uiLayout *row; // uiBut *but; pchan= get_active_posechannel(ob); // row= uiLayoutRow(layout, 0); if (!pchan) { uiItemL(layout, "No Bone Active", ICON_NONE); return; } RNA_pointer_create(&ob->id, &RNA_PoseBone, pchan, &pchanptr); col= uiLayoutColumn(layout, 0); /* XXX: RNA buts show data in native types (i.e. quats, 4-component axis/angle, etc.) * but oldskool UI shows in eulers always. Do we want to be able to still display in Eulers? * Maybe needs RNA/ui options to display rotations as different types... */ v3d_transform_butsR(col, &pchanptr); #if 0 uiLayoutAbsoluteBlock(layout); if (pchan->rotmode == ROT_MODE_AXISANGLE) { float quat[4]; /* convert to euler, passing through quats... */ axis_angle_to_quat(quat, pchan->rotAxis, pchan->rotAngle); quat_to_eul( tfp->ob_eul,quat); } else if (pchan->rotmode == ROT_MODE_QUAT) quat_to_eul( tfp->ob_eul,pchan->quat); else copy_v3_v3(tfp->ob_eul, pchan->eul); tfp->ob_eul[0]*= 180.0/M_PI; tfp->ob_eul[1]*= 180.0/M_PI; tfp->ob_eul[2]*= 180.0/M_PI; uiDefBut(block, LABEL, 0, "Location:", 0, 240, 100, 20, 0, 0, 0, 0, 0, ""); uiBlockBeginAlign(block); but= uiDefButF(block, NUM, B_ARMATUREPANEL2, "X:", 0, 220, 120, 19, pchan->loc, -lim, lim, 100, 3, ""); uiButSetUnitType(but, PROP_UNIT_LENGTH); but= uiDefButF(block, NUM, B_ARMATUREPANEL2, "Y:", 0, 200, 120, 19, pchan->loc+1, -lim, lim, 100, 3, ""); uiButSetUnitType(but, PROP_UNIT_LENGTH); but= uiDefButF(block, NUM, B_ARMATUREPANEL2, "Z:", 0, 180, 120, 19, pchan->loc+2, -lim, lim, 100, 3, ""); uiButSetUnitType(but, PROP_UNIT_LENGTH); uiBlockEndAlign(block); uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, B_REDR, ICON_UNLOCKED, 125, 220, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects X Location value from being Transformed"); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, B_REDR, ICON_UNLOCKED, 125, 200, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects Y Location value from being Transformed"); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, B_REDR, ICON_UNLOCKED, 125, 180, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects Z Location value from being Transformed"); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Rotation:", 0, 160, 100, 20, 0, 0, 0, 0, 0, ""); uiBlockBeginAlign(block); uiDefButF(block, NUM, B_ARMATUREPANEL3, "X:", 0, 140, 120, 19, tfp->ob_eul, -1000.0, 1000.0, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL3, "Y:", 0, 120, 120, 19, tfp->ob_eul+1, -1000.0, 1000.0, 100, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL3, "Z:", 0, 100, 120, 19, tfp->ob_eul+2, -1000.0, 1000.0, 100, 3, ""); uiBlockEndAlign(block); uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, B_REDR, ICON_UNLOCKED, 125, 140, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects X Rotation value from being Transformed"); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, B_REDR, ICON_UNLOCKED, 125, 120, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects Y Rotation value from being Transformed"); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, B_REDR, ICON_UNLOCKED, 125, 100, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects Z Rotation value from being Transformed"); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Scale:", 0, 80, 100, 20, 0, 0, 0, 0, 0, ""); uiBlockBeginAlign(block); uiDefButF(block, NUM, B_ARMATUREPANEL2, "X:", 0, 60, 120, 19, pchan->size, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "Y:", 0, 40, 120, 19, pchan->size+1, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL2, "Z:", 0, 20, 120, 19, pchan->size+2, -lim, lim, 10, 3, ""); uiBlockEndAlign(block); uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEX, B_REDR, ICON_UNLOCKED, 125, 60, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects X Scale value from being Transformed"); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEY, B_REDR, ICON_UNLOCKED, 125, 40, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects Y Scale value from being Transformed"); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SCALEZ, B_REDR, ICON_UNLOCKED, 125, 20, 25, 19, &(pchan->protectflag), 0, 0, 0, 0, "Protects z Scale value from being Transformed"); uiBlockEndAlign(block); #endif }
void do_kink(ParticleKey *state, const float par_co[3], const float par_vel[3], const float par_rot[4], float time, float freq, float shape, float amplitude, float flat, short type, short axis, float obmat[4][4], int smooth_start) { float kink[3] = {1.f, 0.f, 0.f}, par_vec[3], q1[4] = {1.f, 0.f, 0.f, 0.f}; float t, dt = 1.f, result[3]; if (ELEM(type, PART_KINK_NO, PART_KINK_SPIRAL)) return; CLAMP(time, 0.f, 1.f); if (shape != 0.0f && !ELEM(type, PART_KINK_BRAID)) { if (shape < 0.0f) time = (float)pow(time, 1.f + shape); else time = (float)pow(time, 1.f / (1.f - shape)); } t = time * freq * (float)M_PI; if (smooth_start) { dt = fabsf(t); /* smooth the beginning of kink */ CLAMP(dt, 0.f, (float)M_PI); dt = sinf(dt / 2.f); } if (!ELEM(type, PART_KINK_RADIAL)) { float temp[3]; kink[axis] = 1.f; if (obmat) mul_mat3_m4_v3(obmat, kink); mul_qt_v3(par_rot, kink); /* make sure kink is normal to strand */ project_v3_v3v3(temp, kink, par_vel); sub_v3_v3(kink, temp); normalize_v3(kink); } copy_v3_v3(result, state->co); sub_v3_v3v3(par_vec, par_co, state->co); switch (type) { case PART_KINK_CURL: { float curl_offset[3]; /* rotate kink vector around strand tangent */ mul_v3_v3fl(curl_offset, kink, amplitude); axis_angle_to_quat(q1, par_vel, t); mul_qt_v3(q1, curl_offset); interp_v3_v3v3(par_vec, state->co, par_co, flat); add_v3_v3v3(result, par_vec, curl_offset); break; } case PART_KINK_RADIAL: { if (flat > 0.f) { float proj[3]; /* flatten along strand */ project_v3_v3v3(proj, par_vec, par_vel); madd_v3_v3fl(result, proj, flat); } madd_v3_v3fl(result, par_vec, -amplitude * sinf(t)); break; } case PART_KINK_WAVE: { madd_v3_v3fl(result, kink, amplitude * sinf(t)); if (flat > 0.f) { float proj[3]; /* flatten along wave */ project_v3_v3v3(proj, par_vec, kink); madd_v3_v3fl(result, proj, flat); /* flatten along strand */ project_v3_v3v3(proj, par_vec, par_vel); madd_v3_v3fl(result, proj, flat); } break; } case PART_KINK_BRAID: { float y_vec[3] = {0.f, 1.f, 0.f}; float z_vec[3] = {0.f, 0.f, 1.f}; float vec_one[3], state_co[3]; float inp_y, inp_z, length; if (par_rot) { mul_qt_v3(par_rot, y_vec); mul_qt_v3(par_rot, z_vec); } negate_v3(par_vec); normalize_v3_v3(vec_one, par_vec); inp_y = dot_v3v3(y_vec, vec_one); inp_z = dot_v3v3(z_vec, vec_one); if (inp_y > 0.5f) { copy_v3_v3(state_co, y_vec); mul_v3_fl(y_vec, amplitude * cosf(t)); mul_v3_fl(z_vec, amplitude / 2.f * sinf(2.f * t)); } else if (inp_z > 0.0f) { mul_v3_v3fl(state_co, z_vec, sinf((float)M_PI / 3.f)); madd_v3_v3fl(state_co, y_vec, -0.5f); mul_v3_fl(y_vec, -amplitude * cosf(t + (float)M_PI / 3.f)); mul_v3_fl(z_vec, amplitude / 2.f * cosf(2.f * t + (float)M_PI / 6.f)); } else { mul_v3_v3fl(state_co, z_vec, -sinf((float)M_PI / 3.f)); madd_v3_v3fl(state_co, y_vec, -0.5f); mul_v3_fl(y_vec, amplitude * -sinf(t + (float)M_PI / 6.f)); mul_v3_fl(z_vec, amplitude / 2.f * -sinf(2.f * t + (float)M_PI / 3.f)); } mul_v3_fl(state_co, amplitude); add_v3_v3(state_co, par_co); sub_v3_v3v3(par_vec, state->co, state_co); length = normalize_v3(par_vec); mul_v3_fl(par_vec, MIN2(length, amplitude / 2.f)); add_v3_v3v3(state_co, par_co, y_vec); add_v3_v3(state_co, z_vec); add_v3_v3(state_co, par_vec); shape = 2.f * (float)M_PI * (1.f + shape); if (t < shape) { shape = t / shape; shape = (float)sqrt((double)shape); interp_v3_v3v3(result, result, state_co, shape); } else { copy_v3_v3(result, state_co); } break; } } /* blend the start of the kink */ if (dt < 1.f) interp_v3_v3v3(state->co, state->co, result, dt); else copy_v3_v3(state->co, result); }