Exemple #1
0
static DerivedMesh *applyModifier(
        ModifierData *md, Object *ob,
        DerivedMesh *dm,
        ModifierApplyFlag UNUSED(flag))
{
	DerivedMesh *result;
	const SolidifyModifierData *smd = (SolidifyModifierData *) md;

	MVert *mv, *mvert, *orig_mvert;
	MEdge *ed, *medge, *orig_medge;
	MLoop *ml, *mloop, *orig_mloop;
	MPoly *mp, *mpoly, *orig_mpoly;
	const unsigned int numVerts = (unsigned int)dm->getNumVerts(dm);
	const unsigned int numEdges = (unsigned int)dm->getNumEdges(dm);
	const unsigned int numFaces = (unsigned int)dm->getNumPolys(dm);
	const unsigned int numLoops = (unsigned int)dm->getNumLoops(dm);
	unsigned int newLoops = 0, newFaces = 0, newEdges = 0, newVerts = 0, rimVerts = 0;

	/* only use material offsets if we have 2 or more materials  */
	const short mat_nr_max = ob->totcol > 1 ? ob->totcol - 1 : 0;
	const short mat_ofs = mat_nr_max ? smd->mat_ofs : 0;
	const short mat_ofs_rim = mat_nr_max ? smd->mat_ofs_rim : 0;

	/* use for edges */
	/* over-alloc new_vert_arr, old_vert_arr */
	unsigned int *new_vert_arr = NULL;
	STACK_DECLARE(new_vert_arr);

	unsigned int *new_edge_arr = NULL;
	STACK_DECLARE(new_edge_arr);

	unsigned int *old_vert_arr = MEM_callocN(sizeof(*old_vert_arr) * (size_t)numVerts, "old_vert_arr in solidify");

	unsigned int *edge_users = NULL;
	char *edge_order = NULL;

	float (*vert_nors)[3] = NULL;
	float (*face_nors)[3] = NULL;

	const bool need_face_normals = (smd->flag & MOD_SOLIDIFY_NORMAL_CALC) || (smd->flag & MOD_SOLIDIFY_EVEN);

	const float ofs_orig = -(((-smd->offset_fac + 1.0f) * 0.5f) * smd->offset);
	const float ofs_new  = smd->offset + ofs_orig;
	const float offset_fac_vg = smd->offset_fac_vg;
	const float offset_fac_vg_inv = 1.0f - smd->offset_fac_vg;
	const bool do_flip = (smd->flag & MOD_SOLIDIFY_FLIP) != 0;
	const bool do_clamp = (smd->offset_clamp != 0.0f);
	const bool do_shell = ((smd->flag & MOD_SOLIDIFY_RIM) && (smd->flag & MOD_SOLIDIFY_NOSHELL)) == 0;

	/* weights */
	MDeformVert *dvert;
	const bool defgrp_invert = (smd->flag & MOD_SOLIDIFY_VGROUP_INV) != 0;
	int defgrp_index;

	/* array size is doubled in case of using a shell */
	const unsigned int stride = do_shell ? 2 : 1;

	modifier_get_vgroup(ob, dm, smd->defgrp_name, &dvert, &defgrp_index);

	orig_mvert = dm->getVertArray(dm);
	orig_medge = dm->getEdgeArray(dm);
	orig_mloop = dm->getLoopArray(dm);
	orig_mpoly = dm->getPolyArray(dm);

	if (need_face_normals) {
		/* calculate only face normals */
		face_nors = MEM_mallocN(sizeof(*face_nors) * (size_t)numFaces, __func__);
		BKE_mesh_calc_normals_poly(
		            orig_mvert, NULL, (int)numVerts,
		            orig_mloop, orig_mpoly,
		            (int)numLoops, (int)numFaces,
		            face_nors, true);
	}

	STACK_INIT(new_vert_arr, numVerts * 2);
	STACK_INIT(new_edge_arr, numEdges * 2);

	if (smd->flag & MOD_SOLIDIFY_RIM) {
		BLI_bitmap *orig_mvert_tag = BLI_BITMAP_NEW(numVerts, __func__);
		unsigned int eidx;
		unsigned int i;

#define INVALID_UNUSED ((unsigned int)-1)
#define INVALID_PAIR ((unsigned int)-2)

		new_vert_arr = MEM_mallocN(sizeof(*new_vert_arr) * (size_t)(numVerts * 2), __func__);
		new_edge_arr = MEM_mallocN(sizeof(*new_edge_arr) * (size_t)((numEdges * 2) + numVerts), __func__);

		edge_users = MEM_mallocN(sizeof(*edge_users) * (size_t)numEdges, "solid_mod edges");
		edge_order = MEM_mallocN(sizeof(*edge_order) * (size_t)numEdges, "solid_mod eorder");


		/* save doing 2 loops here... */
#if 0
		copy_vn_i(edge_users, numEdges, INVALID_UNUSED);
#endif

		for (eidx = 0, ed = orig_medge; eidx < numEdges; eidx++, ed++) {
			edge_users[eidx] = INVALID_UNUSED;
		}

		for (i = 0, mp = orig_mpoly; i < numFaces; i++, mp++) {
			MLoop *ml_prev;
			int j;

			ml = orig_mloop + mp->loopstart;
			ml_prev = ml + (mp->totloop - 1);

			for (j = 0; j < mp->totloop; j++, ml++) {
				/* add edge user */
				eidx = ml_prev->e;
				if (edge_users[eidx] == INVALID_UNUSED) {
					ed = orig_medge + eidx;
					BLI_assert(ELEM(ml_prev->v,    ed->v1, ed->v2) &&
					           ELEM(ml->v, ed->v1, ed->v2));
					edge_users[eidx] = (ml_prev->v > ml->v) == (ed->v1 < ed->v2) ? i : (i + numFaces);
					edge_order[eidx] = j;
				}
				else {
					edge_users[eidx] = INVALID_PAIR;
				}
				ml_prev = ml;
			}
		}

		for (eidx = 0, ed = orig_medge; eidx < numEdges; eidx++, ed++) {
			if (!ELEM(edge_users[eidx], INVALID_UNUSED, INVALID_PAIR)) {
				BLI_BITMAP_ENABLE(orig_mvert_tag, ed->v1);
				BLI_BITMAP_ENABLE(orig_mvert_tag, ed->v2);
				STACK_PUSH(new_edge_arr, eidx);
				newFaces++;
				newLoops += 4;
			}
		}

		for (i = 0; i < numVerts; i++) {
			if (BLI_BITMAP_TEST(orig_mvert_tag, i)) {
				old_vert_arr[i] = STACK_SIZE(new_vert_arr);
				STACK_PUSH(new_vert_arr, i);
				rimVerts++;
			}
			else {
				old_vert_arr[i] = INVALID_UNUSED;
			}
		}

		MEM_freeN(orig_mvert_tag);
	}

	if (do_shell == false) {
		/* only add rim vertices */
		newVerts = rimVerts;
		/* each extruded face needs an opposite edge */
		newEdges = newFaces;
	}
	else {
		/* (stride == 2) in this case, so no need to add newVerts/newEdges */
		BLI_assert(newVerts == 0);
		BLI_assert(newEdges == 0);
	}

	if (smd->flag & MOD_SOLIDIFY_NORMAL_CALC) {
		vert_nors = MEM_callocN(sizeof(float) * (size_t)numVerts * 3, "mod_solid_vno_hq");
		dm_calc_normal(dm, face_nors, vert_nors);
	}

	result = CDDM_from_template(dm,
	                            (int)((numVerts * stride) + newVerts),
	                            (int)((numEdges * stride) + newEdges + rimVerts), 0,
	                            (int)((numLoops * stride) + newLoops),
	                            (int)((numFaces * stride) + newFaces));

	mpoly = CDDM_get_polys(result);
	mloop = CDDM_get_loops(result);
	medge = CDDM_get_edges(result);
	mvert = CDDM_get_verts(result);

	if (do_shell) {
		DM_copy_vert_data(dm, result, 0, 0, (int)numVerts);
		DM_copy_vert_data(dm, result, 0, (int)numVerts, (int)numVerts);

		DM_copy_edge_data(dm, result, 0, 0, (int)numEdges);
		DM_copy_edge_data(dm, result, 0, (int)numEdges, (int)numEdges);

		DM_copy_loop_data(dm, result, 0, 0, (int)numLoops);
		DM_copy_loop_data(dm, result, 0, (int)numLoops, (int)numLoops);

		DM_copy_poly_data(dm, result, 0, 0, (int)numFaces);
		DM_copy_poly_data(dm, result, 0, (int)numFaces, (int)numFaces);
	}
	else {
		int i, j;
		DM_copy_vert_data(dm, result, 0, 0, (int)numVerts);
		for (i = 0, j = (int)numVerts; i < numVerts; i++) {
			if (old_vert_arr[i] != INVALID_UNUSED) {
				DM_copy_vert_data(dm, result, i, j, 1);
				j++;
			}
		}

		DM_copy_edge_data(dm, result, 0, 0, (int)numEdges);

		for (i = 0, j = (int)numEdges; i < numEdges; i++) {
			if (!ELEM(edge_users[i], INVALID_UNUSED, INVALID_PAIR)) {
				MEdge *ed_src, *ed_dst;
				DM_copy_edge_data(dm, result, i, j, 1);

				ed_src = &medge[i];
				ed_dst = &medge[j];
				ed_dst->v1 = old_vert_arr[ed_src->v1] + numVerts;
				ed_dst->v2 = old_vert_arr[ed_src->v2] + numVerts;
				j++;
			}
		}

		/* will be created later */
		DM_copy_loop_data(dm, result, 0, 0, (int)numLoops);
		DM_copy_poly_data(dm, result, 0, 0, (int)numFaces);
	}

#undef INVALID_UNUSED
#undef INVALID_PAIR


	/* initializes: (i_end, do_shell_align, mv)  */
#define INIT_VERT_ARRAY_OFFSETS(test) \
	if (((ofs_new >= ofs_orig) == do_flip) == test) { \
		i_end = numVerts; \
		do_shell_align = true; \
		mv = mvert; \
	} \
	else { \
		if (do_shell) { \
			i_end = numVerts; \
			do_shell_align = true; \
		} \
		else { \
			i_end = newVerts ; \
			do_shell_align = false; \
		} \
		mv = &mvert[numVerts]; \
	} (void)0


	/* flip normals */

	if (do_shell) {
		unsigned int i;

		mp = mpoly + numFaces;
		for (i = 0; i < dm->numPolyData; i++, mp++) {
			MLoop *ml2;
			unsigned int e;
			int j;

			/* reverses the loop direction (MLoop.v as well as custom-data)
			 * MLoop.e also needs to be corrected too, done in a separate loop below. */
			ml2 = mloop + mp->loopstart + dm->numLoopData;
			for (j = 0; j < mp->totloop; j++) {
				CustomData_copy_data(&dm->loopData, &result->loopData, mp->loopstart + j,
				                     mp->loopstart + (mp->totloop - j - 1) + dm->numLoopData, 1);
			}

			if (mat_ofs) {
				mp->mat_nr += mat_ofs;
				CLAMP(mp->mat_nr, 0, mat_nr_max);
			}

			e = ml2[0].e;
			for (j = 0; j < mp->totloop - 1; j++) {
				ml2[j].e = ml2[j + 1].e;
			}
			ml2[mp->totloop - 1].e = e;

			mp->loopstart += dm->numLoopData;

			for (j = 0; j < mp->totloop; j++) {
				ml2[j].e += numEdges;
				ml2[j].v += numVerts;
			}
		}

		for (i = 0, ed = medge + numEdges; i < numEdges; i++, ed++) {
			ed->v1 += numVerts;
			ed->v2 += numVerts;
		}
	}

	/* note, copied vertex layers don't have flipped normals yet. do this after applying offset */
	if ((smd->flag & MOD_SOLIDIFY_EVEN) == 0) {
		/* no even thickness, very simple */
		float scalar_short;
		float scalar_short_vgroup;

		/* for clamping */
		float *vert_lens = NULL;
		const float offset    = fabsf(smd->offset) * smd->offset_clamp;
		const float offset_sq = offset * offset;

		if (do_clamp) {
			unsigned int i;

			vert_lens = MEM_mallocN(sizeof(float) * numVerts, "vert_lens");
			copy_vn_fl(vert_lens, (int)numVerts, FLT_MAX);
			for (i = 0; i < numEdges; i++) {
				const float ed_len_sq = len_squared_v3v3(mvert[medge[i].v1].co, mvert[medge[i].v2].co);
				vert_lens[medge[i].v1] = min_ff(vert_lens[medge[i].v1], ed_len_sq);
				vert_lens[medge[i].v2] = min_ff(vert_lens[medge[i].v2], ed_len_sq);
			}
		}

		if (ofs_new != 0.0f) {
			unsigned int i_orig, i_end;
			bool do_shell_align;

			scalar_short = scalar_short_vgroup = ofs_new / 32767.0f;

			INIT_VERT_ARRAY_OFFSETS(false);

			for (i_orig = 0; i_orig < i_end; i_orig++, mv++) {
				const unsigned int i = do_shell_align ? i_orig : new_vert_arr[i_orig];
				if (dvert) {
					MDeformVert *dv = &dvert[i];
					if (defgrp_invert) scalar_short_vgroup = 1.0f - defvert_find_weight(dv, defgrp_index);
					else scalar_short_vgroup = defvert_find_weight(dv, defgrp_index);
					scalar_short_vgroup = (offset_fac_vg + (scalar_short_vgroup * offset_fac_vg_inv)) * scalar_short;
				}
				if (do_clamp) {
					/* always reset becaise we may have set before */
					if (dvert == NULL) {
						scalar_short_vgroup = scalar_short;
					}
					if (vert_lens[i] < offset_sq) {
						float scalar = sqrtf(vert_lens[i]) / offset;
						scalar_short_vgroup *= scalar;
					}
				}
				madd_v3v3short_fl(mv->co, mv->no, scalar_short_vgroup);
			}
		}

		if (ofs_orig != 0.0f) {
			unsigned int i_orig, i_end;
			bool do_shell_align;

			scalar_short = scalar_short_vgroup = ofs_orig / 32767.0f;

			/* as above but swapped */
			INIT_VERT_ARRAY_OFFSETS(true);

			for (i_orig = 0; i_orig < i_end; i_orig++, mv++) {
				const unsigned int i = do_shell_align ? i_orig : new_vert_arr[i_orig];
				if (dvert) {
					MDeformVert *dv = &dvert[i];
					if (defgrp_invert) scalar_short_vgroup = 1.0f - defvert_find_weight(dv, defgrp_index);
					else scalar_short_vgroup = defvert_find_weight(dv, defgrp_index);
					scalar_short_vgroup = (offset_fac_vg + (scalar_short_vgroup * offset_fac_vg_inv)) * scalar_short;
				}
				if (do_clamp) {
					/* always reset becaise we may have set before */
					if (dvert == NULL) {
						scalar_short_vgroup = scalar_short;
					}
					if (vert_lens[i] < offset_sq) {
						float scalar = sqrtf(vert_lens[i]) / offset;
						scalar_short_vgroup *= scalar;
					}
				}
				madd_v3v3short_fl(mv->co, mv->no, scalar_short_vgroup);
			}
		}

		if (do_clamp) {
			MEM_freeN(vert_lens);
		}
	}
	else {
#ifdef USE_NONMANIFOLD_WORKAROUND
		const bool check_non_manifold = (smd->flag & MOD_SOLIDIFY_NORMAL_CALC) != 0;
#endif
		/* same as EM_solidify() in editmesh_lib.c */
		float *vert_angles = MEM_callocN(sizeof(float) * numVerts * 2, "mod_solid_pair"); /* 2 in 1 */
		float *vert_accum = vert_angles + numVerts;
		unsigned int vidx;
		unsigned int i;

		if (vert_nors == NULL) {
			vert_nors = MEM_mallocN(sizeof(float) * numVerts * 3, "mod_solid_vno");
			for (i = 0, mv = mvert; i < numVerts; i++, mv++) {
				normal_short_to_float_v3(vert_nors[i], mv->no);
			}
		}

		for (i = 0, mp = mpoly; i < numFaces; i++, mp++) {
			/* #BKE_mesh_calc_poly_angles logic is inlined here */
			float nor_prev[3];
			float nor_next[3];

			int i_curr = mp->totloop - 1;
			int i_next = 0;

			ml = &mloop[mp->loopstart];

			sub_v3_v3v3(nor_prev, mvert[ml[i_curr - 1].v].co, mvert[ml[i_curr].v].co);
			normalize_v3(nor_prev);

			while (i_next < mp->totloop) {
				float angle;
				sub_v3_v3v3(nor_next, mvert[ml[i_curr].v].co, mvert[ml[i_next].v].co);
				normalize_v3(nor_next);
				angle = angle_normalized_v3v3(nor_prev, nor_next);


				/* --- not related to angle calc --- */
				if (angle < FLT_EPSILON) {
					angle = FLT_EPSILON;
				}

				vidx = ml[i_curr].v;
				vert_accum[vidx] += angle;

#ifdef USE_NONMANIFOLD_WORKAROUND
				/* skip 3+ face user edges */
				if ((check_non_manifold == false) ||
				    LIKELY(((orig_medge[ml[i_curr].e].flag & ME_EDGE_TMP_TAG) == 0) &&
				           ((orig_medge[ml[i_next].e].flag & ME_EDGE_TMP_TAG) == 0)))
				{
					vert_angles[vidx] += shell_v3v3_normalized_to_dist(vert_nors[vidx], face_nors[i]) * angle;
				}
				else {
					vert_angles[vidx] += angle;
				}
#else
				vert_angles[vidx] += shell_v3v3_normalized_to_dist(vert_nors[vidx], face_nors[i]) * angle;
#endif
				/* --- end non-angle-calc section --- */


				/* step */
				copy_v3_v3(nor_prev, nor_next);
				i_curr = i_next;
				i_next++;
			}
		}

		/* vertex group support */
		if (dvert) {
			MDeformVert *dv = dvert;
			float scalar;

			if (defgrp_invert) {
				for (i = 0; i < numVerts; i++, dv++) {
					scalar = 1.0f - defvert_find_weight(dv, defgrp_index);
					scalar = offset_fac_vg + (scalar * offset_fac_vg_inv);
					vert_angles[i] *= scalar;
				}
			}
			else {
				for (i = 0; i < numVerts; i++, dv++) {
					scalar = defvert_find_weight(dv, defgrp_index);
					scalar = offset_fac_vg + (scalar * offset_fac_vg_inv);
					vert_angles[i] *= scalar;
				}
			}
		}

		if (do_clamp) {
			float *vert_lens_sq = MEM_mallocN(sizeof(float) * numVerts, "vert_lens");
			const float offset    = fabsf(smd->offset) * smd->offset_clamp;
			const float offset_sq = offset * offset;
			copy_vn_fl(vert_lens_sq, (int)numVerts, FLT_MAX);
			for (i = 0; i < numEdges; i++) {
				const float ed_len = len_squared_v3v3(mvert[medge[i].v1].co, mvert[medge[i].v2].co);
				vert_lens_sq[medge[i].v1] = min_ff(vert_lens_sq[medge[i].v1], ed_len);
				vert_lens_sq[medge[i].v2] = min_ff(vert_lens_sq[medge[i].v2], ed_len);
			}
			for (i = 0; i < numVerts; i++) {
				if (vert_lens_sq[i] < offset_sq) {
					float scalar = sqrtf(vert_lens_sq[i]) / offset;
					vert_angles[i] *= scalar;
				}
			}
			MEM_freeN(vert_lens_sq);
		}

		if (ofs_new != 0.0f) {
			unsigned int i_orig, i_end;
			bool do_shell_align;

			INIT_VERT_ARRAY_OFFSETS(false);

			for (i_orig = 0; i_orig < i_end; i_orig++, mv++) {
				const unsigned int i_other = do_shell_align ? i_orig : new_vert_arr[i_orig];
				if (vert_accum[i_other]) { /* zero if unselected */
					madd_v3_v3fl(mv->co, vert_nors[i_other], ofs_new * (vert_angles[i_other] / vert_accum[i_other]));
				}
			}
		}

		if (ofs_orig != 0.0f) {
			unsigned int i_orig, i_end;
			bool do_shell_align;

			/* same as above but swapped, intentional use of 'ofs_new' */
			INIT_VERT_ARRAY_OFFSETS(true);

			for (i_orig = 0; i_orig < i_end; i_orig++, mv++) {
				const unsigned int i_other = do_shell_align ? i_orig : new_vert_arr[i_orig];
				if (vert_accum[i_other]) { /* zero if unselected */
					madd_v3_v3fl(mv->co, vert_nors[i_other], ofs_orig * (vert_angles[i_other] / vert_accum[i_other]));
				}
			}
		}

		MEM_freeN(vert_angles);
	}

	if (vert_nors)
		MEM_freeN(vert_nors);

	/* must recalculate normals with vgroups since they can displace unevenly [#26888] */
	if ((dm->dirty & DM_DIRTY_NORMALS) || (smd->flag & MOD_SOLIDIFY_RIM) || dvert) {
		result->dirty |= DM_DIRTY_NORMALS;
	}
	else if (do_shell) {
		unsigned int i;
		/* flip vertex normals for copied verts */
		mv = mvert + numVerts;
		for (i = 0; i < numVerts; i++, mv++) {
			negate_v3_short(mv->no);
		}
	}

	if (smd->flag & MOD_SOLIDIFY_RIM) {
		unsigned int i;

		/* bugger, need to re-calculate the normals for the new edge faces.
		 * This could be done in many ways, but probably the quickest way
		 * is to calculate the average normals for side faces only.
		 * Then blend them with the normals of the edge verts.
		 *
		 * at the moment its easiest to allocate an entire array for every vertex,
		 * even though we only need edge verts - campbell
		 */

#define SOLIDIFY_SIDE_NORMALS

#ifdef SOLIDIFY_SIDE_NORMALS
		const bool do_side_normals = !(result->dirty & DM_DIRTY_NORMALS);
		/* annoying to allocate these since we only need the edge verts, */
		float (*edge_vert_nos)[3] = do_side_normals ? MEM_callocN(sizeof(float) * numVerts * 3, __func__) : NULL;
		float nor[3];
#endif
		const unsigned char crease_rim = smd->crease_rim * 255.0f;
		const unsigned char crease_outer = smd->crease_outer * 255.0f;
		const unsigned char crease_inner = smd->crease_inner * 255.0f;

		int *origindex_edge;
		int *orig_ed;
		unsigned int j;

		if (crease_rim || crease_outer || crease_inner) {
			result->cd_flag |= ME_CDFLAG_EDGE_CREASE;
		}

		/* add faces & edges */
		origindex_edge = result->getEdgeDataArray(result, CD_ORIGINDEX);
		ed = &medge[(numEdges * stride) + newEdges];  /* start after copied edges */
		orig_ed = &origindex_edge[(numEdges * stride) + newEdges];
		for (i = 0; i < rimVerts; i++, ed++, orig_ed++) {
			ed->v1 = new_vert_arr[i];
			ed->v2 = (do_shell ? new_vert_arr[i] : i) + numVerts;
			ed->flag |= ME_EDGEDRAW;

			*orig_ed = ORIGINDEX_NONE;

			if (crease_rim) {
				ed->crease = crease_rim;
			}
		}

		/* faces */
		mp = mpoly + (numFaces * stride);
		ml = mloop + (numLoops * stride);
		j = 0;
		for (i = 0; i < newFaces; i++, mp++) {
			unsigned int eidx = new_edge_arr[i];
			unsigned int fidx = edge_users[eidx];
			int k1, k2;
			bool flip;

			if (fidx >= numFaces) {
				fidx -= numFaces;
				flip = true;
			}
			else {
				flip = false;
			}

			ed = medge + eidx;

			/* copy most of the face settings */
			DM_copy_poly_data(dm, result, (int)fidx, (int)((numFaces * stride) + i), 1);
			mp->loopstart = (int)(j + (numLoops * stride));
			mp->flag = mpoly[fidx].flag;

			/* notice we use 'mp->totloop' which is later overwritten,
			 * we could lookup the original face but theres no point since this is a copy
			 * and will have the same value, just take care when changing order of assignment */
			k1 = mpoly[fidx].loopstart + (((edge_order[eidx] - 1) + mp->totloop) % mp->totloop);  /* prev loop */
			k2 = mpoly[fidx].loopstart +   (edge_order[eidx]);

			mp->totloop = 4;

			CustomData_copy_data(&dm->loopData, &result->loopData, k2, (int)((numLoops * stride) + j + 0), 1);
			CustomData_copy_data(&dm->loopData, &result->loopData, k1, (int)((numLoops * stride) + j + 1), 1);
			CustomData_copy_data(&dm->loopData, &result->loopData, k1, (int)((numLoops * stride) + j + 2), 1);
			CustomData_copy_data(&dm->loopData, &result->loopData, k2, (int)((numLoops * stride) + j + 3), 1);

			if (flip == false) {
				ml[j].v = ed->v1;
				ml[j++].e = eidx;

				ml[j].v = ed->v2;
				ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v2] + newEdges;

				ml[j].v = (do_shell ? ed->v2 : old_vert_arr[ed->v2]) + numVerts;
				ml[j++].e = (do_shell ? eidx : i) + numEdges;

				ml[j].v = (do_shell ? ed->v1 : old_vert_arr[ed->v1]) + numVerts;
				ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v1] + newEdges;
			}
			else {
				ml[j].v = ed->v2;
				ml[j++].e = eidx;

				ml[j].v = ed->v1;
				ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v1] + newEdges;

				ml[j].v = (do_shell ? ed->v1 : old_vert_arr[ed->v1]) + numVerts;
				ml[j++].e = (do_shell ? eidx : i) + numEdges;

				ml[j].v = (do_shell ? ed->v2 : old_vert_arr[ed->v2]) + numVerts;
				ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v2] + newEdges;
			}

			origindex_edge[ml[j - 3].e] = ORIGINDEX_NONE;
			origindex_edge[ml[j - 1].e] = ORIGINDEX_NONE;

			/* use the next material index if option enabled */
			if (mat_ofs_rim) {
				mp->mat_nr += mat_ofs_rim;
				CLAMP(mp->mat_nr, 0, mat_nr_max);
			}
			if (crease_outer) {
				/* crease += crease_outer; without wrapping */
				char *cr = &(ed->crease);
				int tcr = *cr + crease_outer;
				*cr = tcr > 255 ? 255 : tcr;
			}

			if (crease_inner) {
				/* crease += crease_inner; without wrapping */
				char *cr = &(medge[numEdges + (do_shell ? eidx : i)].crease);
				int tcr = *cr + crease_inner;
				*cr = tcr > 255 ? 255 : tcr;
			}

#ifdef SOLIDIFY_SIDE_NORMALS
			if (do_side_normals) {
				normal_quad_v3(nor,
				               mvert[ml[j - 4].v].co,
				               mvert[ml[j - 3].v].co,
				               mvert[ml[j - 2].v].co,
				               mvert[ml[j - 1].v].co);

				add_v3_v3(edge_vert_nos[ed->v1], nor);
				add_v3_v3(edge_vert_nos[ed->v2], nor);
			}
#endif
		}

#ifdef SOLIDIFY_SIDE_NORMALS
		if (do_side_normals) {
			ed = medge + (numEdges * stride);
			for (i = 0; i < rimVerts; i++, ed++) {
				float nor_cpy[3];
				short *nor_short;
				int k;

				/* note, only the first vertex (lower half of the index) is calculated */
				normalize_v3_v3(nor_cpy, edge_vert_nos[ed->v1]);

				for (k = 0; k < 2; k++) { /* loop over both verts of the edge */
					nor_short = mvert[*(&ed->v1 + k)].no;
					normal_short_to_float_v3(nor, nor_short);
					add_v3_v3(nor, nor_cpy);
					normalize_v3(nor);
					normal_float_to_short_v3(nor_short, nor);
				}
			}

			MEM_freeN(edge_vert_nos);
		}
#endif

		MEM_freeN(new_vert_arr);
		MEM_freeN(new_edge_arr);

		MEM_freeN(edge_users);
		MEM_freeN(edge_order);
	}

	if (old_vert_arr)
		MEM_freeN(old_vert_arr);

	if (face_nors)
		MEM_freeN(face_nors);

	if (numFaces == 0 && numEdges != 0) {
		modifier_setError(md, "Faces needed for useful output");
	}

	return result;
}
Exemple #2
0
/* only valid for perspective cameras */
bool BKE_camera_view_frame_fit_to_scene(Scene *scene, struct View3D *v3d, Object *camera_ob, float r_co[3])
{
	float shift[2];
	float plane_tx[4][3];
	float rot_obmat[3][3];
	const float zero[3] = {0, 0, 0};
	CameraViewFrameData data_cb;

	unsigned int i;

	BKE_camera_view_frame(scene, camera_ob->data, data_cb.frame_tx);

	copy_m3_m4(rot_obmat, camera_ob->obmat);
	normalize_m3(rot_obmat);

	for (i = 0; i < 4; i++) {
		/* normalize so Z is always 1.0f*/
		mul_v3_fl(data_cb.frame_tx[i], 1.0f / data_cb.frame_tx[i][2]);
	}

	/* get the shift back out of the frame */
	shift[0] = (data_cb.frame_tx[0][0] +
	            data_cb.frame_tx[1][0] +
	            data_cb.frame_tx[2][0] +
	            data_cb.frame_tx[3][0]) / 4.0f;
	shift[1] = (data_cb.frame_tx[0][1] +
	            data_cb.frame_tx[1][1] +
	            data_cb.frame_tx[2][1] +
	            data_cb.frame_tx[3][1]) / 4.0f;

	for (i = 0; i < 4; i++) {
		mul_m3_v3(rot_obmat, data_cb.frame_tx[i]);
	}

	for (i = 0; i < 4; i++) {
		normal_tri_v3(data_cb.normal_tx[i], zero, data_cb.frame_tx[i], data_cb.frame_tx[(i + 1) % 4]);
		plane_from_point_normal_v3(data_cb.plane_tx[i], data_cb.frame_tx[i], data_cb.normal_tx[i]);
	}

	/* initialize callback data */
	copy_v4_fl(data_cb.dist_vals_sq, FLT_MAX);
	data_cb.tot = 0;
	/* run callback on all visible points */
	BKE_scene_foreach_display_point(scene, v3d, BA_SELECT,
	                                camera_to_frame_view_cb, &data_cb);

	if (data_cb.tot <= 1) {
		return false;
	}
	else {
		float plane_isect_1[3], plane_isect_1_no[3], plane_isect_1_other[3];
		float plane_isect_2[3], plane_isect_2_no[3], plane_isect_2_other[3];

		float plane_isect_pt_1[3], plane_isect_pt_2[3];

		/* apply the dist-from-plane's to the transformed plane points */
		for (i = 0; i < 4; i++) {
			mul_v3_v3fl(plane_tx[i], data_cb.normal_tx[i], sqrtf_signed(data_cb.dist_vals_sq[i]));
		}

		if ((!isect_plane_plane_v3(plane_isect_1, plane_isect_1_no,
		                           plane_tx[0], data_cb.normal_tx[0],
		                           plane_tx[2], data_cb.normal_tx[2])) ||
		    (!isect_plane_plane_v3(plane_isect_2, plane_isect_2_no,
		                           plane_tx[1], data_cb.normal_tx[1],
		                           plane_tx[3], data_cb.normal_tx[3])))
		{
			return false;
		}

		add_v3_v3v3(plane_isect_1_other, plane_isect_1, plane_isect_1_no);
		add_v3_v3v3(plane_isect_2_other, plane_isect_2, plane_isect_2_no);

		if (isect_line_line_v3(plane_isect_1, plane_isect_1_other,
		                       plane_isect_2, plane_isect_2_other,
		                       plane_isect_pt_1, plane_isect_pt_2) == 0)
		{
			return false;
		}
		else {
			float cam_plane_no[3] = {0.0f, 0.0f, -1.0f};
			float plane_isect_delta[3];
			float plane_isect_delta_len;

			mul_m3_v3(rot_obmat, cam_plane_no);

			sub_v3_v3v3(plane_isect_delta, plane_isect_pt_2, plane_isect_pt_1);
			plane_isect_delta_len = len_v3(plane_isect_delta);

			if (dot_v3v3(plane_isect_delta, cam_plane_no) > 0.0f) {
				copy_v3_v3(r_co, plane_isect_pt_1);

				/* offset shift */
				normalize_v3(plane_isect_1_no);
				madd_v3_v3fl(r_co, plane_isect_1_no, shift[1] * -plane_isect_delta_len);
			}
			else {
				copy_v3_v3(r_co, plane_isect_pt_2);

				/* offset shift */
				normalize_v3(plane_isect_2_no);
				madd_v3_v3fl(r_co, plane_isect_2_no, shift[0] * -plane_isect_delta_len);
			}


			return true;
		}
	}
}
Exemple #3
0
static void do_bake_shade(void *handle, int x, int y, float u, float v)
{
	BakeShade *bs = handle;
	VlakRen *vlr = bs->vlr;
	ObjectInstanceRen *obi = bs->obi;
	Object *ob = obi->obr->ob;
	float l, *v1, *v2, *v3, tvn[3], ttang[4];
	int quad;
	ShadeSample *ssamp = &bs->ssamp;
	ShadeInput *shi = ssamp->shi;

	/* fast threadsafe break test */
	if (R.test_break(R.tbh))
		return;

	/* setup render coordinates */
	if (bs->quad) {
		v1 = vlr->v1->co;
		v2 = vlr->v3->co;
		v3 = vlr->v4->co;
	}
	else {
		v1 = vlr->v1->co;
		v2 = vlr->v2->co;
		v3 = vlr->v3->co;
	}

	l = 1.0f - u - v;

	/* shrink barycentric coordinates inwards slightly to avoid some issues
	 * where baking selected to active might just miss the other face at the
	 * near the edge of a face */
	if (bs->actob) {
		const float eps = 1.0f - 1e-4f;
		float invsum;

		u = (u - 0.5f) * eps + 0.5f;
		v = (v - 0.5f) * eps + 0.5f;
		l = (l - 0.5f) * eps + 0.5f;

		invsum = 1.0f / (u + v + l);

		u *= invsum;
		v *= invsum;
		l *= invsum;
	}

	/* renderco */
	shi->co[0] = l * v3[0] + u * v1[0] + v * v2[0];
	shi->co[1] = l * v3[1] + u * v1[1] + v * v2[1];
	shi->co[2] = l * v3[2] + u * v1[2] + v * v2[2];

	/* avoid self shadow with vertex bake from adjacent faces [#33729] */
	if ((bs->vcol != NULL) && (bs->actob == NULL)) {
		madd_v3_v3fl(shi->co, vlr->n, 0.0001f);
	}

	if (obi->flag & R_TRANSFORMED)
		mul_m4_v3(obi->mat, shi->co);

	copy_v3_v3(shi->dxco, bs->dxco);
	copy_v3_v3(shi->dyco, bs->dyco);

	quad = bs->quad;
	bake_set_shade_input(obi, vlr, shi, quad, 0, x, y, u, v);

	if (bs->type == RE_BAKE_NORMALS && R.r.bake_normal_space == R_BAKE_SPACE_TANGENT) {
		shade_input_set_shade_texco(shi);
		copy_v3_v3(tvn, shi->nmapnorm);
		copy_v4_v4(ttang, shi->nmaptang);
	}

	/* if we are doing selected to active baking, find point on other face */
	if (bs->actob) {
		Isect isec, minisec;
		float co[3], minco[3], dist, mindist = 0.0f;
		int hit, sign, dir = 1;

		/* intersect with ray going forward and backward*/
		hit = 0;
		memset(&minisec, 0, sizeof(minisec));
		minco[0] = minco[1] = minco[2] = 0.0f;

		copy_v3_v3(bs->dir, shi->vn);

		for (sign = -1; sign <= 1; sign += 2) {
			memset(&isec, 0, sizeof(isec));
			isec.mode = RE_RAY_MIRROR;

			isec.orig.ob   = obi;
			isec.orig.face = vlr;
			isec.userdata = bs->actob;
			isec.check = RE_CHECK_VLR_BAKE;
			isec.skip = RE_SKIP_VLR_NEIGHBOUR;

			if (bake_intersect_tree(R.raytree, &isec, shi->co, shi->vn, sign, co, &dist)) {
				if (!hit || len_squared_v3v3(shi->co, co) < len_squared_v3v3(shi->co, minco)) {
					minisec = isec;
					mindist = dist;
					copy_v3_v3(minco, co);
					hit = 1;
					dir = sign;
				}
			}
		}

		if (ELEM(bs->type, RE_BAKE_DISPLACEMENT, RE_BAKE_DERIVATIVE)) {
			if (hit)
				bake_displacement(handle, shi, (dir == -1) ? mindist : -mindist, x, y);
			else
				bake_displacement(handle, shi, 0.0f, x, y);
			return;
		}

		/* if hit, we shade from the new point, otherwise from point one starting face */
		if (hit) {
			obi = (ObjectInstanceRen *)minisec.hit.ob;
			vlr = (VlakRen *)minisec.hit.face;
			quad = (minisec.isect == 2);
			copy_v3_v3(shi->co, minco);

			u = -minisec.u;
			v = -minisec.v;
			bake_set_shade_input(obi, vlr, shi, quad, 1, x, y, u, v);
		}
	}

	if (bs->type == RE_BAKE_NORMALS && R.r.bake_normal_space == R_BAKE_SPACE_TANGENT)
		bake_shade(handle, ob, shi, quad, x, y, u, v, tvn, ttang);
	else
		bake_shade(handle, ob, shi, quad, x, y, u, v, NULL, NULL);
}
Exemple #4
0
void calc_latt_deform(Object *ob, float co[3], float weight)
{
	Lattice *lt = ob->data;
	float u, v, w, tu[4], tv[4], tw[4];
	float vec[3];
	int idx_w, idx_v, idx_u;
	int ui, vi, wi, uu, vv, ww;

	/* vgroup influence */
	int defgrp_index = -1;
	float co_prev[3], weight_blend = 0.0f;
	MDeformVert *dvert = BKE_lattice_deform_verts_get(ob);


	if (lt->editlatt) lt = lt->editlatt->latt;
	if (lt->latticedata == NULL) return;

	if (lt->vgroup[0] && dvert) {
		defgrp_index = defgroup_name_index(ob, lt->vgroup);
		copy_v3_v3(co_prev, co);
	}

	/* co is in local coords, treat with latmat */
	mul_v3_m4v3(vec, lt->latmat, co);

	/* u v w coords */

	if (lt->pntsu > 1) {
		u = (vec[0] - lt->fu) / lt->du;
		ui = (int)floor(u);
		u -= ui;
		key_curve_position_weights(u, tu, lt->typeu);
	}
	else {
		tu[0] = tu[2] = tu[3] = 0.0; tu[1] = 1.0;
		ui = 0;
	}

	if (lt->pntsv > 1) {
		v = (vec[1] - lt->fv) / lt->dv;
		vi = (int)floor(v);
		v -= vi;
		key_curve_position_weights(v, tv, lt->typev);
	}
	else {
		tv[0] = tv[2] = tv[3] = 0.0; tv[1] = 1.0;
		vi = 0;
	}

	if (lt->pntsw > 1) {
		w = (vec[2] - lt->fw) / lt->dw;
		wi = (int)floor(w);
		w -= wi;
		key_curve_position_weights(w, tw, lt->typew);
	}
	else {
		tw[0] = tw[2] = tw[3] = 0.0; tw[1] = 1.0;
		wi = 0;
	}

	for (ww = wi - 1; ww <= wi + 2; ww++) {
		w = tw[ww - wi + 1];

		if (w != 0.0f) {
			if (ww > 0) {
				if (ww < lt->pntsw) idx_w = ww * lt->pntsu * lt->pntsv;
				else idx_w = (lt->pntsw - 1) * lt->pntsu * lt->pntsv;
			}
			else idx_w = 0;

			for (vv = vi - 1; vv <= vi + 2; vv++) {
				v = w * tv[vv - vi + 1];

				if (v != 0.0f) {
					if (vv > 0) {
						if (vv < lt->pntsv) idx_v = idx_w + vv * lt->pntsu;
						else idx_v = idx_w + (lt->pntsv - 1) * lt->pntsu;
					}
					else idx_v = idx_w;

					for (uu = ui - 1; uu <= ui + 2; uu++) {
						u = weight * v * tu[uu - ui + 1];

						if (u != 0.0f) {
							if (uu > 0) {
								if (uu < lt->pntsu) idx_u = idx_v + uu;
								else idx_u = idx_v + (lt->pntsu - 1);
							}
							else idx_u = idx_v;

							madd_v3_v3fl(co, &lt->latticedata[idx_u * 3], u);

							if (defgrp_index != -1)
								weight_blend += (u * defvert_find_weight(dvert + idx_u, defgrp_index));
						}
					}
				}
			}
		}
	}

	if (defgrp_index != -1)
		interp_v3_v3v3(co, co_prev, co, weight_blend);

}
Exemple #5
0
static int rule_avoid_collision(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
	BoidRuleAvoidCollision *acbr = (BoidRuleAvoidCollision*) rule;
	KDTreeNearest *ptn = NULL;
	ParticleTarget *pt;
	BoidParticle *bpa = pa->boid;
	ColliderCache *coll;
	float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
	float co1[3], vel1[3], co2[3], vel2[3];
	float  len, t, inp, t_min = 2.0f;
	int n, neighbors = 0, nearest = 0;
	int ret = 0;

	//check deflector objects first
	if(acbr->options & BRULE_ACOLL_WITH_DEFLECTORS && bbd->sim->colliders) {
		ParticleCollision col;
		BVHTreeRayHit hit;
		float radius = val->personal_space * pa->size, ray_dir[3];

		copy_v3_v3(col.co1, pa->prev_state.co);
		add_v3_v3v3(col.co2, pa->prev_state.co, pa->prev_state.vel);
		sub_v3_v3v3(ray_dir, col.co2, col.co1);
		mul_v3_fl(ray_dir, acbr->look_ahead);
		col.f = 0.0f;
		hit.index = -1;
		hit.dist = col.original_ray_length = len_v3(ray_dir);

		/* find out closest deflector object */
		for(coll = bbd->sim->colliders->first; coll; coll=coll->next) {
			/* don't check with current ground object */
			if(coll->ob == bpa->ground)
				continue;

			col.current = coll->ob;
			col.md = coll->collmd;

			if(col.md && col.md->bvhtree)
				BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col);
		}
		/* then avoid that object */
		if(hit.index>=0) {
			t = hit.dist/col.original_ray_length;

			/* avoid head-on collision */
			if(dot_v3v3(col.pce.nor, pa->prev_state.ave) < -0.99f) {
				/* don't know why, but uneven range [0.0,1.0] */
				/* works much better than even [-1.0,1.0] */
				bbd->wanted_co[0] = BLI_frand();
				bbd->wanted_co[1] = BLI_frand();
				bbd->wanted_co[2] = BLI_frand();
			}
			else {
				copy_v3_v3(bbd->wanted_co, col.pce.nor);
			}

			mul_v3_fl(bbd->wanted_co, (1.0f - t) * val->personal_space * pa->size);

			bbd->wanted_speed = sqrtf(t) * len_v3(pa->prev_state.vel);
			bbd->wanted_speed = MAX2(bbd->wanted_speed, val->min_speed);

			return 1;
		}
	}

	//check boids in own system
	if(acbr->options & BRULE_ACOLL_WITH_BOIDS)
	{
		neighbors = BLI_kdtree_range_search(bbd->sim->psys->tree, acbr->look_ahead * len_v3(pa->prev_state.vel), pa->prev_state.co, pa->prev_state.ave, &ptn);
		if(neighbors > 1) for(n=1; n<neighbors; n++) {
			copy_v3_v3(co1, pa->prev_state.co);
			copy_v3_v3(vel1, pa->prev_state.vel);
			copy_v3_v3(co2, (bbd->sim->psys->particles + ptn[n].index)->prev_state.co);
			copy_v3_v3(vel2, (bbd->sim->psys->particles + ptn[n].index)->prev_state.vel);

			sub_v3_v3v3(loc, co1, co2);

			sub_v3_v3v3(vec, vel1, vel2);
			
			inp = dot_v3v3(vec,vec);

			/* velocities not parallel */
			if(inp != 0.0f) {
				t = -dot_v3v3(loc, vec)/inp;
				/* cpa is not too far in the future so investigate further */
				if(t > 0.0f && t < t_min) {
					madd_v3_v3fl(co1, vel1, t);
					madd_v3_v3fl(co2, vel2, t);
					
					sub_v3_v3v3(vec, co2, co1);

					len = normalize_v3(vec);

					/* distance of cpa is close enough */
					if(len < 2.0f * val->personal_space * pa->size) {
						t_min = t;

						mul_v3_fl(vec, len_v3(vel1));
						mul_v3_fl(vec, (2.0f - t)/2.0f);
						sub_v3_v3v3(bbd->wanted_co, vel1, vec);
						bbd->wanted_speed = len_v3(bbd->wanted_co);
						ret = 1;
					}
				}
			}
		}
	}
	if(ptn){ MEM_freeN(ptn); ptn=NULL; }

	/* check boids in other systems */
	for(pt=bbd->sim->psys->targets.first; pt; pt=pt->next) {
		ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt);

		if(epsys) {
			neighbors = BLI_kdtree_range_search(epsys->tree, acbr->look_ahead * len_v3(pa->prev_state.vel), pa->prev_state.co, pa->prev_state.ave, &ptn);
			if(neighbors > 0) for(n=0; n<neighbors; n++) {
				copy_v3_v3(co1, pa->prev_state.co);
				copy_v3_v3(vel1, pa->prev_state.vel);
				copy_v3_v3(co2, (epsys->particles + ptn[n].index)->prev_state.co);
				copy_v3_v3(vel2, (epsys->particles + ptn[n].index)->prev_state.vel);

				sub_v3_v3v3(loc, co1, co2);

				sub_v3_v3v3(vec, vel1, vel2);
				
				inp = dot_v3v3(vec,vec);

				/* velocities not parallel */
				if(inp != 0.0f) {
					t = -dot_v3v3(loc, vec)/inp;
					/* cpa is not too far in the future so investigate further */
					if(t > 0.0f && t < t_min) {
						madd_v3_v3fl(co1, vel1, t);
						madd_v3_v3fl(co2, vel2, t);
						
						sub_v3_v3v3(vec, co2, co1);

						len = normalize_v3(vec);

						/* distance of cpa is close enough */
						if(len < 2.0f * val->personal_space * pa->size) {
							t_min = t;

							mul_v3_fl(vec, len_v3(vel1));
							mul_v3_fl(vec, (2.0f - t)/2.0f);
							sub_v3_v3v3(bbd->wanted_co, vel1, vec);
							bbd->wanted_speed = len_v3(bbd->wanted_co);
							ret = 1;
						}
					}
				}
			}

			if(ptn){ MEM_freeN(ptn); ptn=NULL; }
		}
	}


	if(ptn && nearest==0)
		MEM_freeN(ptn);

	return ret;
}
Exemple #6
0
static void occ_shade(ShadeSample *ssamp, ObjectInstanceRen *obi, VlakRen *vlr, float *rad)
{
	ShadeInput *shi= ssamp->shi;
	ShadeResult *shr= ssamp->shr;
	float l, u, v, *v1, *v2, *v3;
	
	/* init */
	if(vlr->v4) {
		shi->u= u= 0.5f;
		shi->v= v= 0.5f;
	}
	else {
		shi->u= u= 1.0f/3.0f;
		shi->v= v= 1.0f/3.0f;
	}

	/* setup render coordinates */
	v1= vlr->v1->co;
	v2= vlr->v2->co;
	v3= vlr->v3->co;
	
	/* renderco */
	l= 1.0f-u-v;
	
	shi->co[0]= l*v3[0]+u*v1[0]+v*v2[0];
	shi->co[1]= l*v3[1]+u*v1[1]+v*v2[1];
	shi->co[2]= l*v3[2]+u*v1[2]+v*v2[2];

	shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);

	/* set up view vector */
	copy_v3_v3(shi->view, shi->co);
	normalize_v3(shi->view);
	
	/* cache for shadow */
	shi->samplenr++;
	
	shi->xs= 0; // TODO
	shi->ys= 0;
	
	shade_input_set_normals(shi);

	/* no normal flip */
	if(shi->flippednor)
		shade_input_flip_normals(shi);

	madd_v3_v3fl(shi->co, shi->vn, 0.0001f); /* ugly.. */

	/* not a pretty solution, but fixes common cases */
	if(shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) {
		negate_v3(shi->vn);
		negate_v3(shi->vno);
		negate_v3(shi->nmapnorm);
	}

	/* init material vars */
	// note, keep this synced with render_types.h
	memcpy(&shi->r, &shi->mat->r, 23*sizeof(float));
	shi->har= shi->mat->har;
	
	/* render */
	shade_input_set_shade_texco(shi);
	shade_material_loop(shi, shr); /* todo: nodes */
	
	copy_v3_v3(rad, shr->combined);
}
Exemple #7
0
static void do_physical_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force)
{
	PartDeflect *pd = eff->pd;
	RNG *rng = pd->rng;
	float force[3] = {0, 0, 0};
	float temp[3];
	float fac;
	float strength = pd->f_strength;
	float damp = pd->f_damp;
	float noise_factor = pd->f_noise;

	if (noise_factor > 0.0f) {
		strength += wind_func(rng, noise_factor);

		if (ELEM(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG))
			damp += wind_func(rng, noise_factor);
	}

	copy_v3_v3(force, efd->vec_to_point);

	switch (pd->forcefield) {
		case PFIELD_WIND:
			copy_v3_v3(force, efd->nor);
			mul_v3_fl(force, strength * efd->falloff);
			break;
		case PFIELD_FORCE:
			normalize_v3(force);
			mul_v3_fl(force, strength * efd->falloff);
			break;
		case PFIELD_VORTEX:
			/* old vortex force */
			if (pd->shape == PFIELD_SHAPE_POINT) {
				cross_v3_v3v3(force, efd->nor, efd->vec_to_point);
				normalize_v3(force);
				mul_v3_fl(force, strength * efd->distance * efd->falloff);
			}
			else {
				/* new vortex force */
				cross_v3_v3v3(temp, efd->nor2, efd->vec_to_point2);
				mul_v3_fl(temp, strength * efd->falloff);
				
				cross_v3_v3v3(force, efd->nor2, temp);
				mul_v3_fl(force, strength * efd->falloff);
				
				madd_v3_v3fl(temp, point->vel, -point->vel_to_sec);
				add_v3_v3(force, temp);
			}
			break;
		case PFIELD_MAGNET:
			if (eff->pd->shape == PFIELD_SHAPE_POINT)
				/* magnetic field of a moving charge */
				cross_v3_v3v3(temp, efd->nor, efd->vec_to_point);
			else
				copy_v3_v3(temp, efd->nor);

			normalize_v3(temp);
			mul_v3_fl(temp, strength * efd->falloff);
			cross_v3_v3v3(force, point->vel, temp);
			mul_v3_fl(force, point->vel_to_sec);
			break;
		case PFIELD_HARMONIC:
			mul_v3_fl(force, -strength * efd->falloff);
			copy_v3_v3(temp, point->vel);
			mul_v3_fl(temp, -damp * 2.0f * (float)sqrt(fabs(strength)) * point->vel_to_sec);
			add_v3_v3(force, temp);
			break;
		case PFIELD_CHARGE:
			mul_v3_fl(force, point->charge * strength * efd->falloff);
			break;
		case PFIELD_LENNARDJ:
			fac = pow((efd->size + point->size) / efd->distance, 6.0);
			
			fac = - fac * (1.0f - fac) / efd->distance;

			/* limit the repulsive term drastically to avoid huge forces */
			fac = ((fac>2.0f) ? 2.0f : fac);

			mul_v3_fl(force, strength * fac);
			break;
		case PFIELD_BOID:
			/* Boid field is handled completely in boids code. */
			return;
		case PFIELD_TURBULENCE:
			if (pd->flag & PFIELD_GLOBAL_CO) {
				copy_v3_v3(temp, point->loc);
			}
			else {
				add_v3_v3v3(temp, efd->vec_to_point2, efd->nor2);
			}
			force[0] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[0], temp[1], temp[2], 2, 0, 2);
			force[1] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[1], temp[2], temp[0], 2, 0, 2);
			force[2] = -1.0f + 2.0f * BLI_gTurbulence(pd->f_size, temp[2], temp[0], temp[1], 2, 0, 2);
			mul_v3_fl(force, strength * efd->falloff);
			break;
		case PFIELD_DRAG:
			copy_v3_v3(force, point->vel);
			fac = normalize_v3(force) * point->vel_to_sec;

			strength = MIN2(strength, 2.0f);
			damp = MIN2(damp, 2.0f);

			mul_v3_fl(force, -efd->falloff * fac * (strength * fac + damp));
			break;
		case PFIELD_SMOKEFLOW:
			zero_v3(force);
			if (pd->f_source) {
				float density;
				if ((density = smoke_get_velocity_at(pd->f_source, point->loc, force)) >= 0.0f) {
					float influence = strength * efd->falloff;
					if (pd->flag & PFIELD_SMOKE_DENSITY)
						influence *= density;
					mul_v3_fl(force, influence);
					/* apply flow */
					madd_v3_v3fl(total_force, point->vel, -pd->f_flow * influence);
				}
			}
			break;

	}

	if (pd->flag & PFIELD_DO_LOCATION) {
		madd_v3_v3fl(total_force, force, 1.0f/point->vel_to_sec);

		if (ELEM3(pd->forcefield, PFIELD_HARMONIC, PFIELD_DRAG, PFIELD_SMOKEFLOW)==0 && pd->f_flow != 0.0f) {
			madd_v3_v3fl(total_force, point->vel, -pd->f_flow * efd->falloff);
		}
	}

	if (point->ave)
		zero_v3(point->ave);
	if (pd->flag & PFIELD_DO_ROTATION && point->ave && point->rot) {
		float xvec[3] = {1.0f, 0.0f, 0.0f};
		float dave[3];
		mul_qt_v3(point->rot, xvec);
		cross_v3_v3v3(dave, xvec, force);
		if (pd->f_flow != 0.0f) {
			madd_v3_v3fl(dave, point->ave, -pd->f_flow * efd->falloff);
		}
		add_v3_v3(point->ave, dave);
	}
}
void GlareStreaksOperation::generateGlare(float *data, MemoryBuffer *inputTile, NodeGlare *settings)
{
	int x, y, n;
	unsigned int nump = 0;
	float c1[4], c2[4], c3[4], c4[4];
	float a, ang = DEG2RADF(360.0f) / (float)settings->streaks;

	int size = inputTile->getWidth() * inputTile->getHeight();
	int size4 = size * 4;

	bool breaked = false;

	MemoryBuffer *tsrc = inputTile->duplicate();
	MemoryBuffer *tdst = new MemoryBuffer(COM_DT_COLOR, inputTile->getRect());
	tdst->clear();
	memset(data, 0, size4 * sizeof(float));

	for (a = 0.0f; a < DEG2RADF(360.0f) && (!breaked); a += ang) {
		const float an = a + settings->angle_ofs;
		const float vx = cos((double)an), vy = sin((double)an);
		for (n = 0; n < settings->iter && (!breaked); ++n) {
			const float p4 = pow(4.0, (double)n);
			const float vxp = vx * p4, vyp = vy * p4;
			const float wt = pow((double)settings->fade, (double)p4);
			const float cmo = 1.0f - (float)pow((double)settings->colmod, (double)n + 1);  // colormodulation amount relative to current pass
			float *tdstcol = tdst->getBuffer();
			for (y = 0; y < tsrc->getHeight() && (!breaked); ++y) {
				for (x = 0; x < tsrc->getWidth(); ++x, tdstcol += 4) {
					// first pass no offset, always same for every pass, exact copy,
					// otherwise results in uneven brightness, only need once
					if (n == 0) tsrc->read(c1, x, y); else c1[0] = c1[1] = c1[2] = 0;
					tsrc->readBilinear(c2, x + vxp, y + vyp);
					tsrc->readBilinear(c3, x + vxp * 2.0f, y + vyp * 2.0f);
					tsrc->readBilinear(c4, x + vxp * 3.0f, y + vyp * 3.0f);
					// modulate color to look vaguely similar to a color spectrum
					c2[1] *= cmo;
					c2[2] *= cmo;

					c3[0] *= cmo;
					c3[1] *= cmo;

					c4[0] *= cmo;
					c4[2] *= cmo;

					tdstcol[0] = 0.5f * (tdstcol[0] + c1[0] + wt * (c2[0] + wt * (c3[0] + wt * c4[0])));
					tdstcol[1] = 0.5f * (tdstcol[1] + c1[1] + wt * (c2[1] + wt * (c3[1] + wt * c4[1])));
					tdstcol[2] = 0.5f * (tdstcol[2] + c1[2] + wt * (c2[2] + wt * (c3[2] + wt * c4[2])));
					tdstcol[3] = 1.0f;
				}
				if (isBreaked()) {
					breaked = true;
				}
			}
			memcpy(tsrc->getBuffer(), tdst->getBuffer(), sizeof(float) * size4);
		}

		float *sourcebuffer = tsrc->getBuffer();
		float factor = 1.0f / (float)(6 - settings->iter);
		for (int i = 0; i < size4; i += 4) {
			madd_v3_v3fl(&data[i], &sourcebuffer[i], factor);
			data[i + 3] =  1.0f;
		}

		tdst->clear();
		memcpy(tsrc->getBuffer(), inputTile->getBuffer(), sizeof(float) * size4);
		nump++;
	}

	delete tsrc;
	delete tdst;
}
Exemple #9
0
static void meshdeformModifier_do(
        ModifierData *md, Object *ob, DerivedMesh *dm,
        float (*vertexCos)[3], int numVerts)
{
	MeshDeformModifierData *mmd = (MeshDeformModifierData *) md;
	struct Mesh *me = (mmd->object) ? mmd->object->data : NULL;
	BMEditMesh *em = me ? me->edit_btmesh : NULL;
	DerivedMesh *tmpdm, *cagedm;
	MDeformVert *dvert = NULL;
	MDefInfluence *influences;
	int *offsets;
	float imat[4][4], cagemat[4][4], iobmat[4][4], icagemat[3][3], cmat[4][4];
	float weight, totweight, fac, co[3], (*dco)[3], (*bindcagecos)[3];
	int a, b, totvert, totcagevert, defgrp_index;
	float (*cagecos)[3];

	if (!mmd->object || (!mmd->bindcagecos && !mmd->bindfunc))
		return;
	
	/* get cage derivedmesh */
	if (em) {
		tmpdm = editbmesh_get_derived_cage_and_final(md->scene, ob, em, &cagedm, 0);
		if (tmpdm)
			tmpdm->release(tmpdm);
	}
	else
		cagedm = mmd->object->derivedFinal;

	/* if we don't have one computed, use derivedmesh from data
	 * without any modifiers */
	if (!cagedm) {
		cagedm = get_dm(mmd->object, NULL, NULL, NULL, false, false);
		if (cagedm)
			cagedm->needsFree = 1;
	}
	
	if (!cagedm) {
		modifier_setError(md, "Cannot get mesh from cage object");
		return;
	}

	/* compute matrices to go in and out of cage object space */
	invert_m4_m4(imat, mmd->object->obmat);
	mul_m4_m4m4(cagemat, imat, ob->obmat);
	mul_m4_m4m4(cmat, mmd->bindmat, cagemat);
	invert_m4_m4(iobmat, cmat);
	copy_m3_m4(icagemat, iobmat);

	/* bind weights if needed */
	if (!mmd->bindcagecos) {
		static int recursive = 0;

		/* progress bar redraw can make this recursive .. */
		if (!recursive) {
			recursive = 1;
			mmd->bindfunc(md->scene, mmd, (float *)vertexCos, numVerts, cagemat);
			recursive = 0;
		}
	}

	/* verify we have compatible weights */
	totvert = numVerts;
	totcagevert = cagedm->getNumVerts(cagedm);

	if (mmd->totvert != totvert) {
		modifier_setError(md, "Verts changed from %d to %d", mmd->totvert, totvert);
		cagedm->release(cagedm);
		return;
	}
	else if (mmd->totcagevert != totcagevert) {
		modifier_setError(md, "Cage verts changed from %d to %d", mmd->totcagevert, totcagevert);
		cagedm->release(cagedm);
		return;
	}
	else if (mmd->bindcagecos == NULL) {
		modifier_setError(md, "Bind data missing");
		cagedm->release(cagedm);
		return;
	}

	cagecos = MEM_callocN(sizeof(*cagecos) * totcagevert, "meshdeformModifier vertCos");

	/* setup deformation data */
	cagedm->getVertCos(cagedm, cagecos);
	influences = mmd->bindinfluences;
	offsets = mmd->bindoffsets;
	bindcagecos = (float(*)[3])mmd->bindcagecos;

	dco = MEM_callocN(sizeof(*dco) * totcagevert, "MDefDco");
	for (a = 0; a < totcagevert; a++) {
		/* get cage vertex in world space with binding transform */
		copy_v3_v3(co, cagecos[a]);

		if (G.debug_value != 527) {
			mul_m4_v3(mmd->bindmat, co);
			/* compute difference with world space bind coord */
			sub_v3_v3v3(dco[a], co, bindcagecos[a]);
		}
		else
			copy_v3_v3(dco[a], co);
	}

	modifier_get_vgroup(ob, dm, mmd->defgrp_name, &dvert, &defgrp_index);

	/* do deformation */
	fac = 1.0f;

	for (b = 0; b < totvert; b++) {
		if (mmd->flag & MOD_MDEF_DYNAMIC_BIND)
			if (!mmd->dynverts[b])
				continue;

		if (dvert) {
			fac = defvert_find_weight(&dvert[b], defgrp_index);

			if (mmd->flag & MOD_MDEF_INVERT_VGROUP) {
				fac = 1.0f - fac;
			}

			if (fac <= 0.0f) {
				continue;
			}
		}

		if (mmd->flag & MOD_MDEF_DYNAMIC_BIND) {
			/* transform coordinate into cage's local space */
			mul_v3_m4v3(co, cagemat, vertexCos[b]);
			totweight = meshdeform_dynamic_bind(mmd, dco, co);
		}
		else {
			totweight = 0.0f;
			zero_v3(co);

			for (a = offsets[b]; a < offsets[b + 1]; a++) {
				weight = influences[a].weight;
				madd_v3_v3fl(co, dco[influences[a].vertex], weight);
				totweight += weight;
			}
		}

		if (totweight > 0.0f) {
			mul_v3_fl(co, fac / totweight);
			mul_m3_v3(icagemat, co);
			if (G.debug_value != 527)
				add_v3_v3(vertexCos[b], co);
			else
				copy_v3_v3(vertexCos[b], co);
		}
	}

	/* release cage derivedmesh */
	MEM_freeN(dco);
	MEM_freeN(cagecos);
	cagedm->release(cagedm);
}
void ConvolutionEdgeFilterOperation::executePixel(float output[4], int x, int y, void *data)
{
	float in1[4], in2[4], res1[4] = {0.0}, res2[4] = {0.0};

	int x1 = x - 1;
	int x2 = x;
	int x3 = x + 1;
	int y1 = y - 1;
	int y2 = y;
	int y3 = y + 1;
	CLAMP(x1, 0, getWidth() - 1);
	CLAMP(x2, 0, getWidth() - 1);
	CLAMP(x3, 0, getWidth() - 1);
	CLAMP(y1, 0, getHeight() - 1);
	CLAMP(y2, 0, getHeight() - 1);
	CLAMP(y3, 0, getHeight() - 1);
	
	float value[4];
	this->m_inputValueOperation->read(value, x2, y2, NULL);
	float mval = 1.0f - value[0];

	this->m_inputOperation->read(in1, x1, y1, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[0]);
	madd_v3_v3fl(res2, in1, this->m_filter[0]);
	
	this->m_inputOperation->read(in1, x2, y1, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[1]);
	madd_v3_v3fl(res2, in1, this->m_filter[3]);
	
	this->m_inputOperation->read(in1, x3, y1, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[2]);
	madd_v3_v3fl(res2, in1, this->m_filter[6]);
	
	this->m_inputOperation->read(in1, x1, y2, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[3]);
	madd_v3_v3fl(res2, in1, this->m_filter[1]);
	
	this->m_inputOperation->read(in2, x2, y2, NULL);
	madd_v3_v3fl(res1, in2, this->m_filter[4]);
	madd_v3_v3fl(res2, in2, this->m_filter[4]);
	
	this->m_inputOperation->read(in1, x3, y2, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[5]);
	madd_v3_v3fl(res2, in1, this->m_filter[7]);
	
	this->m_inputOperation->read(in1, x1, y3, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[6]);
	madd_v3_v3fl(res2, in1, this->m_filter[2]);
	
	this->m_inputOperation->read(in1, x2, y3, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[7]);
	madd_v3_v3fl(res2, in1, this->m_filter[5]);
	
	this->m_inputOperation->read(in1, x3, y3, NULL);
	madd_v3_v3fl(res1, in1, this->m_filter[8]);
	madd_v3_v3fl(res2, in1, this->m_filter[8]);
	
	output[0] = sqrt(res1[0] * res1[0] + res2[0] * res2[0]);
	output[1] = sqrt(res1[1] * res1[1] + res2[1] * res2[1]);
	output[2] = sqrt(res1[2] * res1[2] + res2[2] * res2[2]);
	
	output[0] = output[0] * value[0] + in2[0] * mval;
	output[1] = output[1] * value[0] + in2[1] * mval;
	output[2] = output[2] * value[0] + in2[2] * mval;
	
	output[3] = in2[3];
}
static bool camera_frame_fit_calc_from_data(
        CameraParams *params, CameraViewFrameData *data, float r_co[3], float *r_scale)
{
	float plane_tx[CAMERA_VIEWFRAME_NUM_PLANES][3];
	unsigned int i;

	if (data->tot <= 1) {
		return false;
	}

	if (params->is_ortho) {
		const float *cam_axis_x = data->camera_rotmat[0];
		const float *cam_axis_y = data->camera_rotmat[1];
		const float *cam_axis_z = data->camera_rotmat[2];
		float dists[CAMERA_VIEWFRAME_NUM_PLANES];
		float scale_diff;

		/* apply the dist-from-plane's to the transformed plane points */
		for (i = 0; i < CAMERA_VIEWFRAME_NUM_PLANES; i++) {
			dists[i] = sqrtf_signed(data->dist_vals_sq[i]);
		}

		if ((dists[0] + dists[2]) > (dists[1] + dists[3])) {
			scale_diff = (dists[1] + dists[3]) *
			             (BLI_rctf_size_x(&params->viewplane) / BLI_rctf_size_y(&params->viewplane));
		}
		else {
			scale_diff = (dists[0] + dists[2]) *
			             (BLI_rctf_size_y(&params->viewplane) / BLI_rctf_size_x(&params->viewplane));
		}
		*r_scale = params->ortho_scale - scale_diff;

		zero_v3(r_co);
		madd_v3_v3fl(r_co, cam_axis_x, (dists[2] - dists[0]) * 0.5f + params->shiftx * scale_diff);
		madd_v3_v3fl(r_co, cam_axis_y, (dists[1] - dists[3]) * 0.5f + params->shifty * scale_diff);
		madd_v3_v3fl(r_co, cam_axis_z, -(data->dist_to_cam - 1.0f - params->clipsta));

		return true;
	}
	else {
		float plane_isect_1[3], plane_isect_1_no[3], plane_isect_1_other[3];
		float plane_isect_2[3], plane_isect_2_no[3], plane_isect_2_other[3];

		float plane_isect_pt_1[3], plane_isect_pt_2[3];

		/* apply the dist-from-plane's to the transformed plane points */
		for (i = 0; i < CAMERA_VIEWFRAME_NUM_PLANES; i++) {
			mul_v3_v3fl(plane_tx[i], data->normal_tx[i], sqrtf_signed(data->dist_vals_sq[i]));
		}

		if ((!isect_plane_plane_v3(plane_isect_1, plane_isect_1_no,
		                           plane_tx[0], data->normal_tx[0],
		                           plane_tx[2], data->normal_tx[2])) ||
		    (!isect_plane_plane_v3(plane_isect_2, plane_isect_2_no,
		                           plane_tx[1], data->normal_tx[1],
		                           plane_tx[3], data->normal_tx[3])))
		{
			return false;
		}

		add_v3_v3v3(plane_isect_1_other, plane_isect_1, plane_isect_1_no);
		add_v3_v3v3(plane_isect_2_other, plane_isect_2, plane_isect_2_no);

		if (isect_line_line_v3(plane_isect_1, plane_isect_1_other,
		                       plane_isect_2, plane_isect_2_other,
		                       plane_isect_pt_1, plane_isect_pt_2) != 0)
		{
			float cam_plane_no[3];
			float plane_isect_delta[3];
			float plane_isect_delta_len;

			float shift_fac = BKE_camera_sensor_size(params->sensor_fit, params->sensor_x, params->sensor_y) /
			                  params->lens;

			/* we want (0, 0, -1) transformed by camera_rotmat, this is a quicker shortcut. */
			negate_v3_v3(cam_plane_no, data->camera_rotmat[2]);

			sub_v3_v3v3(plane_isect_delta, plane_isect_pt_2, plane_isect_pt_1);
			plane_isect_delta_len = len_v3(plane_isect_delta);

			if (dot_v3v3(plane_isect_delta, cam_plane_no) > 0.0f) {
				copy_v3_v3(r_co, plane_isect_pt_1);

				/* offset shift */
				normalize_v3(plane_isect_1_no);
				madd_v3_v3fl(r_co, plane_isect_1_no, params->shifty * plane_isect_delta_len * shift_fac);
			}
			else {
				copy_v3_v3(r_co, plane_isect_pt_2);

				/* offset shift */
				normalize_v3(plane_isect_2_no);
				madd_v3_v3fl(r_co, plane_isect_2_no, params->shiftx * plane_isect_delta_len * shift_fac);
			}

			return true;
		}
	}

	return false;
}
Exemple #12
0
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);
}
Exemple #13
0
static void occ_build_recursive(OcclusionTree *tree, OccNode *node, int begin, int end, int depth)
{
	ListBase threads;
	OcclusionBuildThread othreads[BLENDER_MAX_THREADS];
	OccNode *child, tmpnode;
	/* OccFace *face; */
	int a, b, totthread = 0, offset[TOTCHILD], count[TOTCHILD];

	/* add a new node */
	node->occlusion = 1.0f;

	/* leaf node with only children */
	if (end - begin <= TOTCHILD) {
		for (a = begin, b = 0; a < end; a++, b++) {
			/* face= &tree->face[a]; */
			node->child[b].face = a;
			node->childflag |= (1 << b);
		}
	}
	else {
		/* order faces */
		occ_build_8_split(tree, begin, end, offset, count);

		if (depth == 1 && tree->dothreadedbuild)
			BLI_init_threads(&threads, exec_occ_build, tree->totbuildthread);

		for (b = 0; b < TOTCHILD; b++) {
			if (count[b] == 0) {
				node->child[b].node = NULL;
			}
			else if (count[b] == 1) {
				/* face= &tree->face[offset[b]]; */
				node->child[b].face = offset[b];
				node->childflag |= (1 << b);
			}
			else {
				if (tree->dothreadedbuild)
					BLI_lock_thread(LOCK_CUSTOM1);

				child = BLI_memarena_alloc(tree->arena, sizeof(OccNode));
				node->child[b].node = child;

				/* keep track of maximum depth for stack */
				if (depth >= tree->maxdepth)
					tree->maxdepth = depth + 1;

				if (tree->dothreadedbuild)
					BLI_unlock_thread(LOCK_CUSTOM1);

				if (depth == 1 && tree->dothreadedbuild) {
					othreads[totthread].tree = tree;
					othreads[totthread].node = child;
					othreads[totthread].begin = offset[b];
					othreads[totthread].end = offset[b] + count[b];
					othreads[totthread].depth = depth + 1;
					BLI_insert_thread(&threads, &othreads[totthread]);
					totthread++;
				}
				else
					occ_build_recursive(tree, child, offset[b], offset[b] + count[b], depth + 1);
			}
		}

		if (depth == 1 && tree->dothreadedbuild)
			BLI_end_threads(&threads);
	}

	/* combine area, position and sh */
	for (b = 0; b < TOTCHILD; b++) {
		if (node->childflag & (1 << b)) {
			child = &tmpnode;
			occ_node_from_face(tree->face + node->child[b].face, &tmpnode);
		}
		else {
			child = node->child[b].node;
		}

		if (child) {
			node->area += child->area;
			sh_add(node->sh, node->sh, child->sh);
			madd_v3_v3fl(node->co, child->co, child->area);
		}
	}

	if (node->area != 0.0f)
		mul_v3_fl(node->co, 1.0f / node->area);

	/* compute maximum distance from center */
	node->dco = 0.0f;
	if (node->area > 0.0f)
		occ_build_dco(tree, node, node->co, &node->dco);
}
Exemple #14
0
static int rule_follow_leader(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
	BoidRuleFollowLeader *flbr = (BoidRuleFollowLeader*) rule;
	float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
	float mul, len;
	int n = (flbr->queue_size <= 1) ? bbd->sim->psys->totpart : flbr->queue_size;
	int i, ret = 0, p = pa - bbd->sim->psys->particles;

	if(flbr->ob) {
		float vec2[3], t;

		/* first check we're not blocking the leader*/
		sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
		mul_v3_fl(vec, 1.0f/bbd->timestep);

		sub_v3_v3v3(loc, pa->prev_state.co, flbr->oloc);

		mul = dot_v3v3(vec, vec);

		/* leader is not moving */
		if(mul < 0.01f) {
			len = len_v3(loc);
			/* too close to leader */
			if(len < 2.0f * val->personal_space * pa->size) {
				copy_v3_v3(bbd->wanted_co, loc);
				bbd->wanted_speed = val->max_speed;
				return 1;
			}
		}
		else {
			t = dot_v3v3(loc, vec)/mul;

			/* possible blocking of leader in near future */
			if(t > 0.0f && t < 3.0f) {
				copy_v3_v3(vec2, vec);
				mul_v3_fl(vec2, t);

				sub_v3_v3v3(vec2, loc, vec2);

				len = len_v3(vec2);

				if(len < 2.0f * val->personal_space * pa->size) {
					copy_v3_v3(bbd->wanted_co, vec2);
					bbd->wanted_speed = val->max_speed * (3.0f - t)/3.0f;
					return 1;
				}
			}
		}

		/* not blocking so try to follow leader */
		if(p && flbr->options & BRULE_LEADER_IN_LINE) {
			copy_v3_v3(vec, bbd->sim->psys->particles[p-1].prev_state.vel);
			copy_v3_v3(loc, bbd->sim->psys->particles[p-1].prev_state.co);
		}
		else {
			copy_v3_v3(loc, flbr->oloc);
			sub_v3_v3v3(vec, flbr->loc, flbr->oloc);
			mul_v3_fl(vec, 1.0f/bbd->timestep);
		}
		
		/* fac is seconds behind leader */
		madd_v3_v3fl(loc, vec, -flbr->distance);

		sub_v3_v3v3(bbd->wanted_co, loc, pa->prev_state.co);
		bbd->wanted_speed = len_v3(bbd->wanted_co);
			
		ret = 1;
	}
	else if(p % n) {
		float vec2[3], t, t_min = 3.0f;

		/* first check we're not blocking any leaders */
		for(i = 0; i< bbd->sim->psys->totpart; i+=n){
			copy_v3_v3(vec, bbd->sim->psys->particles[i].prev_state.vel);

			sub_v3_v3v3(loc, pa->prev_state.co, bbd->sim->psys->particles[i].prev_state.co);

			mul = dot_v3v3(vec, vec);

			/* leader is not moving */
			if(mul < 0.01f) {
				len = len_v3(loc);
				/* too close to leader */
				if(len < 2.0f * val->personal_space * pa->size) {
					copy_v3_v3(bbd->wanted_co, loc);
					bbd->wanted_speed = val->max_speed;
					return 1;
				}
			}
			else {
				t = dot_v3v3(loc, vec)/mul;

				/* possible blocking of leader in near future */
				if(t > 0.0f && t < t_min) {
					copy_v3_v3(vec2, vec);
					mul_v3_fl(vec2, t);

					sub_v3_v3v3(vec2, loc, vec2);

					len = len_v3(vec2);

					if(len < 2.0f * val->personal_space * pa->size) {
						t_min = t;
						copy_v3_v3(bbd->wanted_co, loc);
						bbd->wanted_speed = val->max_speed * (3.0f - t)/3.0f;
						ret = 1;
					}
				}
			}
		}

		if(ret) return 1;

		/* not blocking so try to follow leader */
		if(flbr->options & BRULE_LEADER_IN_LINE) {
			copy_v3_v3(vec, bbd->sim->psys->particles[p-1].prev_state.vel);
			copy_v3_v3(loc, bbd->sim->psys->particles[p-1].prev_state.co);
		}
		else {
			copy_v3_v3(vec, bbd->sim->psys->particles[p - p%n].prev_state.vel);
			copy_v3_v3(loc, bbd->sim->psys->particles[p - p%n].prev_state.co);
		}
		
		/* fac is seconds behind leader */
		madd_v3_v3fl(loc, vec, -flbr->distance);

		sub_v3_v3v3(bbd->wanted_co, loc, pa->prev_state.co);
		bbd->wanted_speed = len_v3(bbd->wanted_co);
		
		ret = 1;
	}

	return ret;
}
Exemple #15
0
/**
 * \return a face index in \a faces and set \a r_is_flip if the face is flipped away from the center.
 */
static int recalc_face_normals_find_index(BMesh *bm, BMFace **faces, const int faces_len, bool *r_is_flip)
{
	const float eps = FLT_EPSILON;
	float cent_area_accum = 0.0f;
	float cent[3];
	const float cent_fac = 1.0f / (float)faces_len;

	bool is_flip = false;
	int f_start_index;
	int i;

	/* Search for the best loop. Members are compared in-order defined here. */
	struct {
		/* Squared distance from the center to the loops vertex 'l->v'.
		 * The normalized direction between the center and this vertex is also used for the dot-products below. */
		float dist_sq;
		/* Signed dot product using the normalized edge vector,
		 * (best of 'l->prev->v' or 'l->next->v'). */
		float edge_dot;
		/* Unsigned dot product using the loop-normal
		 * (sign is used to check if we need to flip) */
		float loop_dot;
	} best, test;

	UNUSED_VARS_NDEBUG(bm);

	zero_v3(cent);

	/* first calculate the center */
	for (i = 0; i < faces_len; i++) {
		float f_cent[3];
		const float f_area = BM_face_calc_area(faces[i]);
		BM_face_calc_center_mean_weighted(faces[i], f_cent);
		madd_v3_v3fl(cent, f_cent, cent_fac * f_area);
		cent_area_accum += f_area;

		BLI_assert(BMO_face_flag_test(bm, faces[i], FACE_TEMP) == 0);
		BLI_assert(BM_face_is_normal_valid(faces[i]));
	}

	if (cent_area_accum != 0.0f) {
		mul_v3_fl(cent, 1.0f / cent_area_accum);
	}

	/* Distances must start above zero,
	 * or we can't do meaningful calculations based on the direction to the center */
	best.dist_sq = eps;
	best.edge_dot = best.loop_dot = -FLT_MAX;

	/* used in degenerate cases only */
	f_start_index = 0;

	/**
	 * Find the outer-most vertex, comparing distance to the center,
	 * then the outer-most loop attached to that vertex.
	 *
	 * Important this is correctly detected,
	 * where casting a ray from the center wont hit any loops past this one.
	 * Otherwise the result may be incorrect.
	 */
	for (i = 0; i < faces_len; i++) {
		BMLoop *l_iter, *l_first;

		l_iter = l_first = BM_FACE_FIRST_LOOP(faces[i]);
		do {
			bool is_best_dist_sq;
			float dir[3];
			sub_v3_v3v3(dir, l_iter->v->co, cent);
			test.dist_sq = len_squared_v3(dir);
			is_best_dist_sq =      (test.dist_sq  > best.dist_sq);
			if (is_best_dist_sq || (test.dist_sq == best.dist_sq)) {
				float edge_dir_pair[2][3];
				mul_v3_fl(dir, 1.0f / sqrtf(test.dist_sq));

				sub_v3_v3v3(edge_dir_pair[0], l_iter->next->v->co, l_iter->v->co);
				sub_v3_v3v3(edge_dir_pair[1], l_iter->prev->v->co, l_iter->v->co);

				if ((normalize_v3(edge_dir_pair[0]) > eps) &&
				    (normalize_v3(edge_dir_pair[1]) > eps))
				{
					bool is_best_edge_dot;
					test.edge_dot = max_ff(dot_v3v3(dir, edge_dir_pair[0]),
					                       dot_v3v3(dir, edge_dir_pair[1]));
					is_best_edge_dot =                         (test.edge_dot  > best.edge_dot);
					if (is_best_dist_sq || is_best_edge_dot || (test.edge_dot == best.edge_dot)) {
						float loop_dir[3];
						cross_v3_v3v3(loop_dir, edge_dir_pair[0], edge_dir_pair[1]);
						if (normalize_v3(loop_dir) > eps) {
							float loop_dir_dot;
							/* Highly unlikely the furthest loop is also the concave part of an ngon,
							 * but it can be contrived with _very_ non-planar faces - so better check. */
							if (UNLIKELY(dot_v3v3(loop_dir, l_iter->f->no) < 0.0f)) {
								negate_v3(loop_dir);
							}
							loop_dir_dot = dot_v3v3(dir, loop_dir);
							test.loop_dot = fabsf(loop_dir_dot);
							if (is_best_dist_sq || is_best_edge_dot || (test.loop_dot > best.loop_dot)) {
								best = test;
								f_start_index = i;
								is_flip = (loop_dir_dot < 0.0f);
							}
						}
					}
				}
			}
		} while ((l_iter = l_iter->next) != l_first);
	}

	*r_is_flip = is_flip;
	return f_start_index;
}
Exemple #16
0
/* Simple Weighted Smoothing
 *
 * (average of surrounding verts)
 */
static void smooth_iter__simple(
    CorrectiveSmoothModifierData *csmd, DerivedMesh *dm,
    float (*vertexCos)[3], unsigned int numVerts,
    const float *smooth_weights,
    unsigned int iterations)
{
    const float lambda = csmd->lambda;
    unsigned int i;

    const unsigned int numEdges = (unsigned int)dm->getNumEdges(dm);
    const MEdge *edges = dm->getEdgeArray(dm);
    float *vertex_edge_count_div;

    struct SmoothingData_Simple {
        float delta[3];
    } *smooth_data = MEM_callocN((size_t)numVerts * sizeof(*smooth_data), __func__);

    vertex_edge_count_div = MEM_callocN((size_t)numVerts * sizeof(float), __func__);

    /* calculate as floats to avoid int->float conversion in #smooth_iter */
    for (i = 0; i < numEdges; i++) {
        vertex_edge_count_div[edges[i].v1] += 1.0f;
        vertex_edge_count_div[edges[i].v2] += 1.0f;
    }

    /* a little confusing, but we can include 'lambda' and smoothing weight
     * here to avoid multiplying for every iteration */
    if (smooth_weights == NULL) {
        for (i = 0; i < numVerts; i++) {
            vertex_edge_count_div[i] =
                lambda * (vertex_edge_count_div[i] ? (1.0f / vertex_edge_count_div[i]) : 1.0f);
        }
    }
    else {
        for (i = 0; i < numVerts; i++) {
            vertex_edge_count_div[i] =
                smooth_weights[i] * lambda * (vertex_edge_count_div[i] ? (1.0f / vertex_edge_count_div[i]) : 1.0f);
        }
    }

    /* -------------------------------------------------------------------- */
    /* Main Smoothing Loop */

    while (iterations--) {
        for (i = 0; i < numEdges; i++) {
            struct SmoothingData_Simple *sd_v1;
            struct SmoothingData_Simple *sd_v2;
            float edge_dir[3];

            sub_v3_v3v3(edge_dir, vertexCos[edges[i].v2], vertexCos[edges[i].v1]);

            sd_v1 = &smooth_data[edges[i].v1];
            sd_v2 = &smooth_data[edges[i].v2];

            add_v3_v3(sd_v1->delta, edge_dir);
            sub_v3_v3(sd_v2->delta, edge_dir);
        }


        for (i = 0; i < numVerts; i++) {
            struct SmoothingData_Simple *sd = &smooth_data[i];
            madd_v3_v3fl(vertexCos[i], sd->delta, vertex_edge_count_div[i]);
            /* zero for the next iteration (saves memset on entire array) */
            memset(sd, 0, sizeof(*sd));
        }
    }

    MEM_freeN(vertex_edge_count_div);
    MEM_freeN(smooth_data);
}
Exemple #17
0
/**
 * Sets the depth from #StrokeElem.mval
 */
static bool stroke_elem_project(
        const struct CurveDrawData *cdd,
        const int mval_i[2], const float mval_fl[2],
        float surface_offset, const float radius,
        float r_location_world[3], float r_normal_world[3])
{
	View3D *v3d = cdd->vc.v3d;
	ARegion *ar = cdd->vc.ar;
	RegionView3D *rv3d = cdd->vc.rv3d;

	bool is_location_world_set = false;

	/* project to 'location_world' */
	if (cdd->project.use_plane) {
		/* get the view vector to 'location' */
		float ray_origin[3], ray_direction[3];
		ED_view3d_win_to_ray(cdd->vc.ar, v3d, mval_fl, ray_origin, ray_direction, false);

		float lambda;
		if (isect_ray_plane_v3(ray_origin, ray_direction, cdd->project.plane, &lambda, true)) {
			madd_v3_v3v3fl(r_location_world, ray_origin, ray_direction, lambda);
			if (r_normal_world) {
				zero_v3(r_normal_world);
			}
			is_location_world_set = true;
		}
	}
	else {
		const ViewDepths *depths = rv3d->depths;
		if (depths &&
		    ((unsigned int)mval_i[0] < depths->w) &&
		    ((unsigned int)mval_i[1] < depths->h))
		{
			const double depth = (double)depth_read_zbuf(&cdd->vc, mval_i[0], mval_i[1]);
			if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
				if (depth_unproject(ar, &cdd->mats, mval_i, depth, r_location_world)) {
					is_location_world_set = true;
					if (r_normal_world) {
						zero_v3(r_normal_world);
					}

					if (surface_offset != 0.0f) {
						const float offset = cdd->project.use_surface_offset_absolute ? 1.0f : radius;
						float normal[3];
						if (depth_read_normal(&cdd->vc, &cdd->mats, mval_i, normal)) {
							madd_v3_v3fl(r_location_world, normal, offset * surface_offset);
							if (r_normal_world) {
								copy_v3_v3(r_normal_world, normal);
							}
						}
					}
				}
			}
		}
	}

	if (is_location_world_set) {
		if (cdd->project.use_offset) {
			add_v3_v3(r_location_world, cdd->project.offset);
		}
	}

	return is_location_world_set;
}
Exemple #18
0
/* Edge-Length Weighted Smoothing
 */
static void smooth_iter__length_weight(
    CorrectiveSmoothModifierData *csmd, DerivedMesh *dm,
    float (*vertexCos)[3], unsigned int numVerts,
    const float *smooth_weights,
    unsigned int iterations)
{
    const float eps = FLT_EPSILON * 10.0f;
    const unsigned int numEdges = (unsigned int)dm->getNumEdges(dm);
    /* note: the way this smoothing method works, its approx half as strong as the simple-smooth,
     * and 2.0 rarely spikes, double the value for consistent behavior. */
    const float lambda = csmd->lambda * 2.0f;
    const MEdge *edges = dm->getEdgeArray(dm);
    float *vertex_edge_count;
    unsigned int i;

    struct SmoothingData_Weighted {
        float delta[3];
        float edge_length_sum;
    } *smooth_data = MEM_callocN((size_t)numVerts * sizeof(*smooth_data), __func__);


    /* calculate as floats to avoid int->float conversion in #smooth_iter */
    vertex_edge_count = MEM_callocN((size_t)numVerts * sizeof(float), __func__);
    for (i = 0; i < numEdges; i++) {
        vertex_edge_count[edges[i].v1] += 1.0f;
        vertex_edge_count[edges[i].v2] += 1.0f;
    }


    /* -------------------------------------------------------------------- */
    /* Main Smoothing Loop */

    while (iterations--) {
        for (i = 0; i < numEdges; i++) {
            struct SmoothingData_Weighted *sd_v1;
            struct SmoothingData_Weighted *sd_v2;
            float edge_dir[3];
            float edge_dist;

            sub_v3_v3v3(edge_dir, vertexCos[edges[i].v2], vertexCos[edges[i].v1]);
            edge_dist = len_v3(edge_dir);

            /* weight by distance */
            mul_v3_fl(edge_dir, edge_dist);


            sd_v1 = &smooth_data[edges[i].v1];
            sd_v2 = &smooth_data[edges[i].v2];

            add_v3_v3(sd_v1->delta, edge_dir);
            sub_v3_v3(sd_v2->delta, edge_dir);

            sd_v1->edge_length_sum += edge_dist;
            sd_v2->edge_length_sum += edge_dist;
        }

        if (smooth_weights == NULL) {
            /* fast-path */
            for (i = 0; i < numVerts; i++) {
                struct SmoothingData_Weighted *sd = &smooth_data[i];
                /* divide by sum of all neighbour distances (weighted) and amount of neighbors, (mean average) */
                const float div = sd->edge_length_sum * vertex_edge_count[i];
                if (div > eps) {
#if 0
                    /* first calculate the new location */
                    mul_v3_fl(sd->delta, 1.0f / div);
                    /* then interpolate */
                    madd_v3_v3fl(vertexCos[i], sd->delta, lambda);
#else
                    /* do this in one step */
                    madd_v3_v3fl(vertexCos[i], sd->delta, lambda / div);
#endif
                }
                /* zero for the next iteration (saves memset on entire array) */
                memset(sd, 0, sizeof(*sd));
            }
        }
        else {
            for (i = 0; i < numVerts; i++) {
                struct SmoothingData_Weighted *sd = &smooth_data[i];
                const float div = sd->edge_length_sum * vertex_edge_count[i];
                if (div > eps) {
                    const float lambda_w = lambda * smooth_weights[i];
                    madd_v3_v3fl(vertexCos[i], sd->delta, lambda_w / div);
                }

                memset(sd, 0, sizeof(*sd));
            }
        }
    }

    MEM_freeN(vertex_edge_count);
    MEM_freeN(smooth_data);
}
Exemple #19
0
static void do_texture_effector(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, float *total_force)
{
	TexResult result[4];
	float tex_co[3], strength, force[3];
	float nabla = eff->pd->tex_nabla;
	int hasrgb;
	short mode = eff->pd->tex_mode;

	if (!eff->pd->tex)
		return;

	result[0].nor = result[1].nor = result[2].nor = result[3].nor = NULL;

	strength= eff->pd->f_strength * efd->falloff;

	copy_v3_v3(tex_co, point->loc);

	if (eff->pd->flag & PFIELD_TEX_2D) {
		float fac=-dot_v3v3(tex_co, efd->nor);
		madd_v3_v3fl(tex_co, efd->nor, fac);
	}

	if (eff->pd->flag & PFIELD_TEX_OBJECT) {
		mul_m4_v3(eff->ob->imat, tex_co);
	}

	hasrgb = multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result, NULL);

	if (hasrgb && mode==PFIELD_TEX_RGB) {
		force[0] = (0.5f - result->tr) * strength;
		force[1] = (0.5f - result->tg) * strength;
		force[2] = (0.5f - result->tb) * strength;
	}
	else {
		strength/=nabla;

		tex_co[0] += nabla;
		multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+1, NULL);

		tex_co[0] -= nabla;
		tex_co[1] += nabla;
		multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+2, NULL);

		tex_co[1] -= nabla;
		tex_co[2] += nabla;
		multitex_ext(eff->pd->tex, tex_co, NULL, NULL, 0, result+3, NULL);

		if (mode == PFIELD_TEX_GRAD || !hasrgb) { /* if we don't have rgb fall back to grad */
			/* generate intensity if texture only has rgb value */
			if (hasrgb & TEX_RGB) {
				int i;
				for (i=0; i<4; i++)
					result[i].tin = (1.0f / 3.0f) * (result[i].tr + result[i].tg + result[i].tb);
			}
			force[0] = (result[0].tin - result[1].tin) * strength;
			force[1] = (result[0].tin - result[2].tin) * strength;
			force[2] = (result[0].tin - result[3].tin) * strength;
		}
		else { /*PFIELD_TEX_CURL*/
			float dbdy, dgdz, drdz, dbdx, dgdx, drdy;

			dbdy = result[2].tb - result[0].tb;
			dgdz = result[3].tg - result[0].tg;
			drdz = result[3].tr - result[0].tr;
			dbdx = result[1].tb - result[0].tb;
			dgdx = result[1].tg - result[0].tg;
			drdy = result[2].tr - result[0].tr;

			force[0] = (dbdy - dgdz) * strength;
			force[1] = (drdz - dbdx) * strength;
			force[2] = (dgdx - drdy) * strength;
		}
	}

	if (eff->pd->flag & PFIELD_TEX_2D) {
		float fac = -dot_v3v3(force, efd->nor);
		madd_v3_v3fl(force, efd->nor, fac);
	}

	add_v3_v3(total_force, force);
}
Exemple #20
0
static void face_duplilist(ListBase *lb, ID *id, Scene *scene, Object *par, float par_space_mat[][4], int level, int animated)
{
	Object *ob, *ob_iter;
	Base *base = NULL;
	DupliObject *dob;
	DerivedMesh *dm;
	Mesh *me = par->data;
	MLoopUV *mloopuv;
	MPoly *mpoly, *mp;
	MLoop *mloop;
	MVert *mvert;
	float pmat[4][4], imat[3][3], (*orco)[3] = NULL, w;
	int lay, oblay, totface, a;
	Scene *sce = NULL;
	Group *group = NULL;
	GroupObject *go = NULL;
	BMEditMesh *em;
	float ob__obmat[4][4]; /* needed for groups where the object matrix needs to be modified */
	
	/* simple preventing of too deep nested groups */
	if (level > MAX_DUPLI_RECUR) return;
	
	copy_m4_m4(pmat, par->obmat);
	em = me->edit_btmesh;

	if (em) {
		dm = editbmesh_get_derived_cage(scene, par, em, CD_MASK_BAREMESH);
	}
	else {
		dm = mesh_get_derived_deform(scene, par, CD_MASK_BAREMESH);
	}

	totface = dm->getNumPolys(dm);
	mpoly = dm->getPolyArray(dm);
	mloop = dm->getLoopArray(dm);
	mvert = dm->getVertArray(dm);

	if (G.rendering) {

		orco = (float(*)[3])BKE_mesh_orco_verts_get(par);
		BKE_mesh_orco_verts_transform(me, orco, me->totvert, 0);
		mloopuv = me->mloopuv;
	}
	else {
		orco = NULL;
		mloopuv = NULL;
	}
	
	/* having to loop on scene OR group objects is NOT FUN */
	if (GS(id->name) == ID_SCE) {
		sce = (Scene *)id;
		lay = sce->lay;
		base = sce->base.first;
	}
	else {
		group = (Group *)id;
		lay = group->layer;
		go = group->gobject.first;
	}
	
	/* Start looping on Scene OR Group objects */
	while (base || go) { 
		if (sce) {
			ob_iter = base->object;
			oblay = base->lay;
		}
		else {
			ob_iter = go->ob;
			oblay = ob_iter->lay;
		}
		
		if (lay & oblay && scene->obedit != ob_iter) {
			ob = ob_iter->parent;
			while (ob) {
				if (ob == par) {
					ob = ob_iter;
					/* End Scene/Group object loop, below is generic */
					
					/* par_space_mat - only used for groups so we can modify the space dupli's are in
					 * when par_space_mat is NULL ob->obmat can be used instead of ob__obmat
					 */
					if (par_space_mat)
						mult_m4_m4m4(ob__obmat, par_space_mat, ob->obmat);
					else
						copy_m4_m4(ob__obmat, ob->obmat);
					
					copy_m3_m4(imat, ob->parentinv);
						
					/* mballs have a different dupli handling */
					if (ob->type != OB_MBALL) ob->flag |= OB_DONE;  /* doesnt render */

					for (a = 0, mp = mpoly; a < totface; a++, mp++) {
						int mv1;
						int mv2;
						int mv3;
						/* int mv4; */ /* UNUSED */
						float *v1;
						float *v2;
						float *v3;
						/* float *v4; */ /* UNUSED */
						float cent[3], quat[4], mat[3][3], mat3[3][3], tmat[4][4], obmat[4][4];
						MLoop *loopstart = mloop + mp->loopstart;

						if (mp->totloop < 3) {
							/* highly unlikely but to be safe */
							continue;
						}
						else {
							v1 = mvert[(mv1 = loopstart[0].v)].co;
							v2 = mvert[(mv2 = loopstart[1].v)].co;
							v3 = mvert[(mv3 = loopstart[2].v)].co;
#if 0
							if (mp->totloop > 3) {
								v4 = mvert[(mv4 = loopstart[3].v)].co;
							}
#endif
						}

						/* translation */
						BKE_mesh_calc_poly_center(mp, loopstart, mvert, cent);

						mul_m4_v3(pmat, cent);
						
						sub_v3_v3v3(cent, cent, pmat[3]);
						add_v3_v3(cent, ob__obmat[3]);
						
						copy_m4_m4(obmat, ob__obmat);
						
						copy_v3_v3(obmat[3], cent);
						
						/* rotation */
						tri_to_quat(quat, v1, v2, v3);
						quat_to_mat3(mat, quat);
						
						/* scale */
						if (par->transflag & OB_DUPLIFACES_SCALE) {
							float size = BKE_mesh_calc_poly_area(mp, loopstart, mvert, NULL);
							size = sqrtf(size) * par->dupfacesca;
							mul_m3_fl(mat, size);
						}
						
						copy_m3_m3(mat3, mat);
						mul_m3_m3m3(mat, imat, mat3);
						
						copy_m4_m4(tmat, obmat);
						mul_m4_m4m3(obmat, tmat, mat);
						
						dob = new_dupli_object(lb, ob, obmat, par->lay, a, OB_DUPLIFACES, animated);
						if (G.rendering) {
							w = 1.0f / (float)mp->totloop;

							if (orco) {
								int j;
								for (j = 0; j < mpoly->totloop; j++) {
									madd_v3_v3fl(dob->orco, orco[loopstart[j].v], w);
								}
							}

							if (mloopuv) {
								int j;
								for (j = 0; j < mpoly->totloop; j++) {
									madd_v2_v2fl(dob->orco, mloopuv[loopstart[j].v].uv, w);
								}
							}
						}
						
						if (ob->transflag & OB_DUPLI) {
							float tmpmat[4][4];
							copy_m4_m4(tmpmat, ob->obmat);
							copy_m4_m4(ob->obmat, obmat); /* pretend we are really this mat */
							object_duplilist_recursive((ID *)id, scene, ob, lb, ob->obmat, level + 1, animated);
							copy_m4_m4(ob->obmat, tmpmat);
						}
					}
					
					break;
				}
				ob = ob->parent;
			}
		}
		if (sce) base = base->next;     /* scene loop */
		else go = go->next;             /* group loop */
	}

	if (orco)
		MEM_freeN(orco);
	
	dm->release(dm);
}
/**
 * Apply smooth to stroke point
 * \param gps: Stroke to smooth
 * \param i: Point index
 * \param inf: Amount of smoothing to apply
 * \param affect_pressure: Apply smoothing to pressure values too?
 */
bool gp_smooth_stroke(bGPDstroke *gps, int i, float inf, bool affect_pressure)
{
	bGPDspoint *pt = &gps->points[i];
	float pressure = 0.0f;
	float sco[3] = {0.0f};

	/* Do nothing if not enough points to smooth out */
	if (gps->totpoints <= 2) {
		return false;
	}

	/* Only affect endpoints by a fraction of the normal strength,
	 * to prevent the stroke from shrinking too much
	 */
	if ((i == 0) || (i == gps->totpoints - 1)) {
		inf *= 0.1f;
	}

	/* Compute smoothed coordinate by taking the ones nearby */
	/* XXX: This is potentially slow, and suffers from accumulation error as earlier points are handled before later ones */
	{
		// XXX: this is hardcoded to look at 2 points on either side of the current one (i.e. 5 items total)
		const int   steps = 2;
		const float average_fac = 1.0f / (float)(steps * 2 + 1);
		int step;

		/* add the point itself */
		madd_v3_v3fl(sco, &pt->x, average_fac);

		if (affect_pressure) {
			pressure += pt->pressure * average_fac;
		}

		/* n-steps before/after current point */
		// XXX: review how the endpoints are treated by this algorithm
		// XXX: falloff measures should also introduce some weighting variations, so that further-out points get less weight
		for (step = 1; step <= steps; step++) {
			bGPDspoint *pt1, *pt2;
			int before = i - step;
			int after = i + step;

			CLAMP_MIN(before, 0);
			CLAMP_MAX(after, gps->totpoints - 1);

			pt1 = &gps->points[before];
			pt2 = &gps->points[after];

			/* add both these points to the average-sum (s += p[i]/n) */
			madd_v3_v3fl(sco, &pt1->x, average_fac);
			madd_v3_v3fl(sco, &pt2->x, average_fac);

#if 0
			/* XXX: Disabled because get weird result */
			/* do pressure too? */
			if (affect_pressure) {
				pressure += pt1->pressure * average_fac;
				pressure += pt2->pressure * average_fac;
			}
#endif
		}
	}

	/* Based on influence factor, blend between original and optimal smoothed coordinate */
	interp_v3_v3v3(&pt->x, &pt->x, sco, inf);

#if 0
	/* XXX: Disabled because get weird result */
	if (affect_pressure) {
		pt->pressure = pressure;
	}
#endif

	return true;
}
/* calculates offset for co, based on fractal, sphere or smooth settings  */
static void alter_co(
        BMVert *v, BMEdge *UNUSED(e_orig),
        const SubDParams *params, const float perc,
        const BMVert *v_a, const BMVert *v_b)
{
	float *co = BM_ELEM_CD_GET_VOID_P(v, params->shape_info.cd_vert_shape_offset_tmp);
	int i;

	copy_v3_v3(co, v->co);

	if (UNLIKELY(params->use_sphere)) { /* subdivide sphere */
		normalize_v3(co);
		mul_v3_fl(co, params->smooth);
	}
	else if (params->use_smooth) {
		/* calculating twice and blending gives smoother results,
		 * removing visible seams. */
#define USE_SPHERE_DUAL_BLEND

		const float eps_unit_vec = 1e-5f;
		float smooth;
		float no_dir[3];

#ifdef USE_SPHERE_DUAL_BLEND
		float no_reflect[3], co_a[3], co_b[3];
#endif

		sub_v3_v3v3(no_dir, v_a->co, v_b->co);
		normalize_v3(no_dir);

#ifndef USE_SPHERE_DUAL_BLEND
		if (len_squared_v3v3(v_a->no, v_b->no) < eps_unit_vec) {
			interp_v3_v3v3(co, v_a->co, v_b->co, perc);
		}
		else {
			interp_slerp_co_no_v3(v_a->co, v_a->no, v_b->co, v_b->no, no_dir, perc, co);
		}
#else
		/* sphere-a */
		reflect_v3_v3v3(no_reflect, v_a->no, no_dir);
		if (len_squared_v3v3(v_a->no, no_reflect) < eps_unit_vec) {
			interp_v3_v3v3(co_a, v_a->co, v_b->co, perc);
		}
		else {
			interp_slerp_co_no_v3(v_a->co, v_a->no, v_b->co, no_reflect, no_dir, perc, co_a);
		}

		/* sphere-b */
		reflect_v3_v3v3(no_reflect, v_b->no, no_dir);
		if (len_squared_v3v3(v_b->no, no_reflect) < eps_unit_vec) {
			interp_v3_v3v3(co_b, v_a->co, v_b->co, perc);
		}
		else {
			interp_slerp_co_no_v3(v_a->co, no_reflect, v_b->co, v_b->no, no_dir, perc, co_b);
		}

		/* blend both spheres */
		interp_v3_v3v3(co, co_a, co_b, perc);
#endif  /* USE_SPHERE_DUAL_BLEND */

		/* apply falloff */
		if (params->smooth_falloff == SUBD_FALLOFF_LIN) {
			smooth = 1.0f;
		}
		else {
			smooth = fabsf(1.0f - 2.0f * fabsf(0.5f - perc));
			smooth = 1.0f + bmesh_subd_falloff_calc(params->smooth_falloff, smooth);
		}

		if (params->use_smooth_even) {
			smooth *= shell_v3v3_mid_normalized_to_dist(v_a->no, v_b->no);
		}

		smooth *= params->smooth;
		if (smooth != 1.0f) {
			float co_flat[3];
			interp_v3_v3v3(co_flat, v_a->co, v_b->co, perc);
			interp_v3_v3v3(co, co_flat, co, smooth);
		}

#undef USE_SPHERE_DUAL_BLEND
	}

	if (params->use_fractal) {
		float normal[3], co2[3], base1[3], base2[3], tvec[3];
		const float len = len_v3v3(v_a->co, v_b->co);
		float fac;

		fac = params->fractal * len;

		mid_v3_v3v3(normal, v_a->no, v_b->no);
		ortho_basis_v3v3_v3(base1, base2, normal);

		add_v3_v3v3(co2, v->co, params->fractal_ofs);
		mul_v3_fl(co2, 10.0f);

		tvec[0] = fac * (BLI_gTurbulence(1.0, co2[0], co2[1], co2[2], 15, 0, 2) - 0.5f);
		tvec[1] = fac * (BLI_gTurbulence(1.0, co2[1], co2[0], co2[2], 15, 0, 2) - 0.5f);
		tvec[2] = fac * (BLI_gTurbulence(1.0, co2[1], co2[2], co2[0], 15, 0, 2) - 0.5f);

		/* add displacement */
		madd_v3_v3fl(co, normal, tvec[0]);
		madd_v3_v3fl(co, base1, tvec[1] * (1.0f - params->along_normal));
		madd_v3_v3fl(co, base2, tvec[2] * (1.0f - params->along_normal));
	}

	/* apply the new difference to the rest of the shape keys,
	 * note that this doesn't take rotations into account, we _could_ support
	 * this by getting the normals and coords for each shape key and
	 * re-calculate the smooth value for each but this is quite involved.
	 * for now its ok to simply apply the difference IMHO - campbell */

	if (params->shape_info.totlayer > 1) {
		float tvec[3];

		sub_v3_v3v3(tvec, v->co, co);

		/* skip the last layer since its the temp */
		i = params->shape_info.totlayer - 1;
		co = BM_ELEM_CD_GET_VOID_P(v, params->shape_info.cd_vert_shape_offset);
		while (i--) {
			BLI_assert(co != BM_ELEM_CD_GET_VOID_P(v, params->shape_info.cd_vert_shape_offset_tmp));
			sub_v3_v3(co += 3, tvec);
		}
	}
}
static void occ_shade(ShadeSample *ssamp, ObjectInstanceRen *obi, VlakRen *vlr, float *rad)
{
	ShadeInput *shi = ssamp->shi;
	ShadeResult *shr = ssamp->shr;
	float l, u, v, *v1, *v2, *v3;
	
	/* init */
	if (vlr->v4) {
		shi->u = u = 0.5f;
		shi->v = v = 0.5f;
	}
	else {
		shi->u = u = 1.0f / 3.0f;
		shi->v = v = 1.0f / 3.0f;
	}

	/* setup render coordinates */
	v1 = vlr->v1->co;
	v2 = vlr->v2->co;
	v3 = vlr->v3->co;
	
	/* renderco */
	l = 1.0f - u - v;
	
	shi->co[0] = l * v3[0] + u * v1[0] + v * v2[0];
	shi->co[1] = l * v3[1] + u * v1[1] + v * v2[1];
	shi->co[2] = l * v3[2] + u * v1[2] + v * v2[2];

	shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);

	/* set up view vector */
	copy_v3_v3(shi->view, shi->co);
	normalize_v3(shi->view);
	
	/* cache for shadow */
	shi->samplenr++;

	shi->xs = 0; /* TODO */
	shi->ys = 0;
	
	shade_input_set_normals(shi);

	/* no normal flip */
	if (shi->flippednor)
		shade_input_flip_normals(shi);

	madd_v3_v3fl(shi->co, shi->facenor, -0.0001f); /* ugly.. */

	/* not a pretty solution, but fixes common cases */
	if (shi->obr->ob && shi->obr->ob->transflag & OB_NEG_SCALE) {
		negate_v3(shi->vn);
		negate_v3(shi->vno);
		negate_v3(shi->nmapnorm);
	}

	/* init material vars */
	shade_input_init_material(shi);

	/* render */
	shade_input_set_shade_texco(shi);

	if (shi->mat->nodetree && shi->mat->use_nodes) {
		ntreeShaderExecTree(shi->mat->nodetree, shi, shr);
		shi->mat = vlr->mat;  /* shi->mat is being set in nodetree */
	}
	else {
		shade_material_loop(shi, shr);
	}

	copy_v3_v3(rad, shr->combined);
}
Exemple #24
0
/* 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_frand());
				wanted_dir[1] = 2.0f*(0.5f - BLI_frand());
				wanted_dir[2] = 2.0f*(0.5f - BLI_frand());
				normalize_v3(wanted_dir);
			}

			/* constrain direction with maximum angular velocity */
			angle = saacos(dot_v3v3(old_dir, wanted_dir));
			angle = MIN2(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);
}