bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval[2], const bool do_fallback) { RegionView3D *rv3d = ar->regiondata; float dvec[3]; int mval_cpy[2]; eV3DProjStatus ret; ret = ED_view3d_project_int_global(ar, fp, mval_cpy, V3D_PROJ_TEST_NOP); if (ret == V3D_PROJ_RET_OK) { const float mval_f[2] = {(float)(mval_cpy[0] - mval[0]), (float)(mval_cpy[1] - mval[1])}; const float zfac = ED_view3d_calc_zfac(rv3d, fp, NULL); ED_view3d_win_to_delta(ar, mval_f, dvec, zfac); sub_v3_v3(fp, dvec); return true; } else { /* fallback to the view center */ if (do_fallback) { negate_v3_v3(fp, rv3d->ofs); return view3d_get_view_aligned_coordinate(ar, fp, mval, false); } else { return false; } } }
static int object_origin_clear_exec(bContext *C, wmOperator *UNUSED(op)) { Main *bmain = CTX_data_main(C); float *v1, *v3; float mat[3][3]; CTX_DATA_BEGIN (C, Object *, ob, selected_editable_objects) { if (ob->parent) { /* vectors pointed to by v1 and v3 will get modified */ v1 = ob->loc; v3 = ob->parentinv[3]; copy_m3_m4(mat, ob->parentinv); negate_v3_v3(v3, v1); mul_m3_v3(mat, v3); } DAG_id_tag_update(&ob->id, OB_RECALC_OB); } CTX_DATA_END; DAG_ids_flush_update(bmain, 0); WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, NULL); return OPERATOR_FINISHED; }
static void generate_vert_coordinates( DerivedMesh *dm, Object *ob, Object *ob_center, const float offset[3], const int num_verts, float (*r_cos)[3], float r_size[3]) { float min_co[3], max_co[3]; float diff[3]; bool do_diff = false; INIT_MINMAX(min_co, max_co); dm->getVertCos(dm, r_cos); /* Get size (i.e. deformation of the spheroid generating normals), either from target object, or own geometry. */ if (ob_center) { /* Not we are not interested in signs here - they are even troublesome actually, due to security clamping! */ abs_v3_v3(r_size, ob_center->size); } else { minmax_v3v3_v3_array(min_co, max_co, r_cos, num_verts); /* Set size. */ sub_v3_v3v3(r_size, max_co, min_co); } /* Error checks - we do not want one or more of our sizes to be null! */ if (is_zero_v3(r_size)) { r_size[0] = r_size[1] = r_size[2] = 1.0f; } else { CLAMP_MIN(r_size[0], FLT_EPSILON); CLAMP_MIN(r_size[1], FLT_EPSILON); CLAMP_MIN(r_size[2], FLT_EPSILON); } if (ob_center) { float inv_obmat[4][4]; /* Translate our coordinates so that center of ob_center is at (0, 0, 0). */ /* Get ob_center (world) coordinates in ob local coordinates. * No need to take into account ob_center's space here, see T44027. */ invert_m4_m4(inv_obmat, ob->obmat); mul_v3_m4v3(diff, inv_obmat, ob_center->obmat[3]); negate_v3(diff); do_diff = true; } else if (!is_zero_v3(offset)) { negate_v3_v3(diff, offset); do_diff = true; } /* Else, no need to change coordinates! */ if (do_diff) { int i = num_verts; while (i--) { add_v3_v3(r_cos[i], diff); } } }
// get visibility of a wind ray static float eff_calc_visibility(ListBase *colliders, EffectorCache *eff, EffectorData *efd, EffectedPoint *point) { const int raycast_flag = BVH_RAYCAST_DEFAULT & ~(BVH_RAYCAST_WATERTIGHT); ListBase *colls = colliders; ColliderCache *col; float norm[3], len = 0.0; float visibility = 1.0, absorption = 0.0; if (!(eff->pd->flag & PFIELD_VISIBILITY)) return visibility; if (!colls) colls = get_collider_cache(eff->scene, eff->ob, NULL); if (!colls) return visibility; negate_v3_v3(norm, efd->vec_to_point); len = normalize_v3(norm); /* check all collision objects */ for (col = colls->first; col; col = col->next) { CollisionModifierData *collmd = col->collmd; if (col->ob == eff->ob) continue; if (collmd->bvhtree) { BVHTreeRayHit hit; hit.index = -1; hit.dist = len + FLT_EPSILON; /* check if the way is blocked */ if (BLI_bvhtree_ray_cast_ex( collmd->bvhtree, point->loc, norm, 0.0f, &hit, eff_tri_ray_hit, NULL, raycast_flag) != -1) { absorption= col->ob->pd->absorption; /* visibility is only between 0 and 1, calculated from 1-absorption */ visibility *= CLAMPIS(1.0f-absorption, 0.0f, 1.0f); if (visibility <= 0.0f) break; } } } if (!colliders) free_collider_cache(&colls); return visibility; }
static void camera_frame_fit_data_init( const Scene *scene, const Object *ob, CameraParams *params, CameraViewFrameData *data) { float camera_rotmat_transposed_inversed[4][4]; unsigned int i; /* setup parameters */ BKE_camera_params_init(params); BKE_camera_params_from_object(params, ob); /* compute matrix, viewplane, .. */ if (scene) { BKE_camera_params_compute_viewplane(params, scene->r.xsch, scene->r.ysch, scene->r.xasp, scene->r.yasp); } else { BKE_camera_params_compute_viewplane(params, 1, 1, 1.0f, 1.0f); } BKE_camera_params_compute_matrix(params); /* initialize callback data */ copy_m3_m4(data->camera_rotmat, (float (*)[4])ob->obmat); normalize_m3(data->camera_rotmat); /* To transform a plane which is in its homogeneous representation (4d vector), * we need the inverse of the transpose of the transform matrix... */ copy_m4_m3(camera_rotmat_transposed_inversed, data->camera_rotmat); transpose_m4(camera_rotmat_transposed_inversed); invert_m4(camera_rotmat_transposed_inversed); /* Extract frustum planes from projection matrix. */ planes_from_projmat(params->winmat, /* left right top bottom near far */ data->plane_tx[2], data->plane_tx[0], data->plane_tx[3], data->plane_tx[1], NULL, NULL); /* Rotate planes and get normals from them */ for (i = 0; i < CAMERA_VIEWFRAME_NUM_PLANES; i++) { mul_m4_v4(camera_rotmat_transposed_inversed, data->plane_tx[i]); normalize_v3_v3(data->normal_tx[i], data->plane_tx[i]); } copy_v4_fl(data->dist_vals_sq, FLT_MAX); data->tot = 0; data->is_ortho = params->is_ortho; if (params->is_ortho) { /* we want (0, 0, -1) transformed by camera_rotmat, this is a quicker shortcut. */ negate_v3_v3(data->camera_no, data->camera_rotmat[2]); data->dist_to_cam = FLT_MAX; } }
float angle_normalized_v3v3(const float v1[3], const float v2[3]) { /* double check they are normalized */ BLI_ASSERT_UNIT_V3(v1); BLI_ASSERT_UNIT_V3(v2); /* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */ if (dot_v3v3(v1, v2) >= 0.0f) { return 2.0f * saasin(len_v3v3(v1, v2) / 2.0f); } else { float v2_n[3]; negate_v3_v3(v2_n, v2); return (float)M_PI - 2.0f * saasin(len_v3v3(v1, v2_n) / 2.0f); } }
/** * Calculate a 3d direction vector from 2d window coordinates. * This direction vector starts and the view in the direction of the 2d window coordinates. * In orthographic view all window coordinates yield the same vector. * * \note doesn't rely on ED_view3d_calc_zfac * for perspective view, get the vector direction to * the mouse cursor as a normalized vector. * * \param ar The region (used for the window width and height). * \param mval The area relative 2d location (such as event->mval converted to floats). * \param out The resulting normalized world-space direction vector. */ void ED_view3d_win_to_vector(const ARegion *ar, const float mval[2], float out[3]) { RegionView3D *rv3d = ar->regiondata; if (rv3d->is_persp) { out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f; out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f; out[2] = -0.5f; mul_project_m4_v3(rv3d->persinv, out); sub_v3_v3(out, rv3d->viewinv[3]); } else { negate_v3_v3(out, rv3d->viewinv[2]); } normalize_v3(out); }
static bool object_rand_transverts( TransVertStore *tvs, const float offset, const float uniform, const float normal_factor, const unsigned int seed) { bool use_normal = (normal_factor != 0.0f); struct RNG *rng; TransVert *tv; int a; if (!tvs || !(tvs->transverts)) { return false; } rng = BLI_rng_new(seed); tv = tvs->transverts; for (a = 0; a < tvs->transverts_tot; a++, tv++) { const float t = max_ff(0.0f, uniform + ((1.0f - uniform) * BLI_rng_get_float(rng))); float vec[3]; BLI_rng_get_float_unit_v3(rng, vec); if (use_normal && (tv->flag & TX_VERT_USE_NORMAL)) { float no[3]; /* avoid >90d rotation to align with normal */ if (dot_v3v3(vec, tv->normal) < 0.0f) { negate_v3_v3(no, tv->normal); } else { copy_v3_v3(no, tv->normal); } interp_v3_v3v3_slerp_safe(vec, vec, no, normal_factor); } madd_v3_v3fl(tv->loc, vec, offset * t); } BLI_rng_free(rng); return true; }
static int view3d_ruler_modal(bContext *C, wmOperator *op, const wmEvent *event) { bool do_draw = false; int exit_code = OPERATOR_RUNNING_MODAL; RulerInfo *ruler_info = op->customdata; ScrArea *sa = ruler_info->sa; ARegion *ar = ruler_info->ar; RegionView3D *rv3d = ar->regiondata; /* its possible to change spaces while running the operator [#34894] */ if (UNLIKELY(ar != CTX_wm_region(C))) { exit_code = OPERATOR_FINISHED; goto exit; } switch (event->type) { case LEFTMOUSE: if (event->val == KM_RELEASE) { if (ruler_info->state == RULER_STATE_DRAG) { /* rubber-band angle removal */ RulerItem *ruler_item = ruler_item_active_get(ruler_info); if (ruler_item && (ruler_item->co_index == 1) && (ruler_item->flag & RULERITEM_USE_ANGLE)) { if (!BLI_rcti_isect_pt_v(&ar->winrct, &event->x)) { ruler_item->flag &= ~RULERITEM_USE_ANGLE; do_draw = true; } } if (ruler_info->snap_flag & RULER_SNAP_OK) { ruler_info->snap_flag &= ~RULER_SNAP_OK; do_draw = true; } ruler_info->state = RULER_STATE_NORMAL; } } else { if (ruler_info->state == RULER_STATE_NORMAL) { if (event->ctrl || /* weak - but user friendly */ BLI_listbase_is_empty(&ruler_info->items)) { View3D *v3d = CTX_wm_view3d(C); const bool use_depth = (v3d->drawtype >= OB_SOLID); /* Create new line */ RulerItem *ruler_item_prev = ruler_item_active_get(ruler_info); RulerItem *ruler_item; /* check if we want to drag an existing point or add a new one */ ruler_info->state = RULER_STATE_DRAG; ruler_item = ruler_item_add(ruler_info); ruler_item_active_set(ruler_info, ruler_item); if (use_depth) { /* snap the first point added, not essential but handy */ ruler_item->co_index = 0; view3d_ruler_item_mousemove(C, ruler_info, event->mval, false, true); copy_v3_v3(ruler_info->drag_start_co, ruler_item->co[ruler_item->co_index]); } else { /* initial depth either previous ruler, view offset */ if (ruler_item_prev) { copy_v3_v3(ruler_info->drag_start_co, ruler_item_prev->co[ruler_item_prev->co_index]); } else { negate_v3_v3(ruler_info->drag_start_co, rv3d->ofs); } copy_v3_v3(ruler_item->co[0], ruler_info->drag_start_co); view3d_ruler_item_project(ruler_info, ruler_item->co[0], event->mval); } copy_v3_v3(ruler_item->co[2], ruler_item->co[0]); ruler_item->co_index = 2; do_draw = true; } else { float mval_fl[2] = {UNPACK2(event->mval)}; RulerItem *ruler_item_pick; int co_index; /* select and drag */ if (view3d_ruler_pick(ruler_info, mval_fl, &ruler_item_pick, &co_index)) { if (co_index == -1) { if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) { /* Add Center Point */ ruler_item_active_set(ruler_info, ruler_item_pick); ruler_item_pick->flag |= RULERITEM_USE_ANGLE; ruler_item_pick->co_index = 1; ruler_info->state = RULER_STATE_DRAG; /* find the factor */ { float co_ss[2][2]; float fac; ED_view3d_project_float_global(ar, ruler_item_pick->co[0], co_ss[0], V3D_PROJ_TEST_NOP); ED_view3d_project_float_global(ar, ruler_item_pick->co[2], co_ss[1], V3D_PROJ_TEST_NOP); fac = line_point_factor_v2(mval_fl, co_ss[0], co_ss[1]); CLAMP(fac, 0.0f, 1.0f); interp_v3_v3v3(ruler_item_pick->co[1], ruler_item_pick->co[0], ruler_item_pick->co[2], fac); } /* update the new location */ view3d_ruler_item_mousemove(C, ruler_info, event->mval, event->shift != 0, event->ctrl != 0); do_draw = true; } } else { ruler_item_active_set(ruler_info, ruler_item_pick); ruler_item_pick->co_index = co_index; ruler_info->state = RULER_STATE_DRAG; /* store the initial depth */ copy_v3_v3(ruler_info->drag_start_co, ruler_item_pick->co[ruler_item_pick->co_index]); do_draw = true; } } else { exit_code = OPERATOR_PASS_THROUGH; } } } } break; case CKEY: { if (event->ctrl) { RulerItem *ruler_item = ruler_item_active_get(ruler_info); if (ruler_item) { const int prec = 8; char numstr[256]; Scene *scene = CTX_data_scene(C); UnitSettings *unit = &scene->unit; ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec); WM_clipboard_text_set((void *) numstr, false); } } break; } case RIGHTCTRLKEY: case LEFTCTRLKEY: { WM_event_add_mousemove(C); break; } case MOUSEMOVE: { if (ruler_info->state == RULER_STATE_DRAG) { if (view3d_ruler_item_mousemove(C, ruler_info, event->mval, event->shift != 0, event->ctrl != 0)) { do_draw = true; } } break; } case ESCKEY: { do_draw = true; exit_code = OPERATOR_CANCELLED; break; } case RETKEY: { view3d_ruler_to_gpencil(C, ruler_info); do_draw = true; exit_code = OPERATOR_FINISHED; break; } case DELKEY: { if (event->val == KM_PRESS) { if (ruler_info->state == RULER_STATE_NORMAL) { RulerItem *ruler_item = ruler_item_active_get(ruler_info); if (ruler_item) { RulerItem *ruler_item_other = ruler_item->prev ? ruler_item->prev : ruler_item->next; ruler_item_remove(ruler_info, ruler_item); ruler_item_active_set(ruler_info, ruler_item_other); do_draw = true; } } } break; } default: exit_code = OPERATOR_PASS_THROUGH; break; } if (do_draw) { view3d_ruler_header_update(sa); /* all 3d views draw rulers */ WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, NULL); } exit: if (ELEM(exit_code, OPERATOR_FINISHED, OPERATOR_CANCELLED)) { WM_cursor_modal_restore(ruler_info->win); view3d_ruler_end(C, ruler_info); view3d_ruler_free(ruler_info); op->customdata = NULL; ED_area_headerprint(sa, NULL); } return exit_code; }
static void warpModifier_do(WarpModifierData *wmd, const ModifierEvalContext *ctx, Mesh *mesh, float (*vertexCos)[3], int numVerts) { Object *ob = ctx->object; float obinv[4][4]; float mat_from[4][4]; float mat_from_inv[4][4]; float mat_to[4][4]; float mat_unit[4][4]; float mat_final[4][4]; float tmat[4][4]; const float falloff_radius_sq = SQUARE(wmd->falloff_radius); float strength = wmd->strength; float fac = 1.0f, weight; int i; int defgrp_index; MDeformVert *dvert, *dv = NULL; float(*tex_co)[3] = NULL; if (!(wmd->object_from && wmd->object_to)) { return; } MOD_get_vgroup(ob, mesh, wmd->defgrp_name, &dvert, &defgrp_index); if (dvert == NULL) { defgrp_index = -1; } if (wmd->curfalloff == NULL) { /* should never happen, but bad lib linking could cause it */ wmd->curfalloff = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f); } if (wmd->curfalloff) { curvemapping_initialize(wmd->curfalloff); } invert_m4_m4(obinv, ob->obmat); mul_m4_m4m4(mat_from, obinv, wmd->object_from->obmat); mul_m4_m4m4(mat_to, obinv, wmd->object_to->obmat); invert_m4_m4(tmat, mat_from); // swap? mul_m4_m4m4(mat_final, tmat, mat_to); invert_m4_m4(mat_from_inv, mat_from); unit_m4(mat_unit); if (strength < 0.0f) { float loc[3]; strength = -strength; /* inverted location is not useful, just use the negative */ copy_v3_v3(loc, mat_final[3]); invert_m4(mat_final); negate_v3_v3(mat_final[3], loc); } weight = strength; Tex *tex_target = wmd->texture; if (mesh != NULL && tex_target != NULL) { tex_co = MEM_malloc_arrayN(numVerts, sizeof(*tex_co), "warpModifier_do tex_co"); MOD_get_texture_coords((MappingInfoModifierData *)wmd, ctx, ob, mesh, vertexCos, tex_co); MOD_init_texture((MappingInfoModifierData *)wmd, ctx); } for (i = 0; i < numVerts; i++) { float *co = vertexCos[i]; if (wmd->falloff_type == eWarp_Falloff_None || ((fac = len_squared_v3v3(co, mat_from[3])) < falloff_radius_sq && (fac = (wmd->falloff_radius - sqrtf(fac)) / wmd->falloff_radius))) { /* skip if no vert group found */ if (defgrp_index != -1) { dv = &dvert[i]; weight = defvert_find_weight(dv, defgrp_index) * strength; if (weight <= 0.0f) { continue; } } /* closely match PROP_SMOOTH and similar */ switch (wmd->falloff_type) { case eWarp_Falloff_None: fac = 1.0f; break; case eWarp_Falloff_Curve: fac = curvemapping_evaluateF(wmd->curfalloff, 0, fac); break; case eWarp_Falloff_Sharp: fac = fac * fac; break; case eWarp_Falloff_Smooth: fac = 3.0f * fac * fac - 2.0f * fac * fac * fac; break; case eWarp_Falloff_Root: fac = sqrtf(fac); break; case eWarp_Falloff_Linear: /* pass */ break; case eWarp_Falloff_Const: fac = 1.0f; break; case eWarp_Falloff_Sphere: fac = sqrtf(2 * fac - fac * fac); break; case eWarp_Falloff_InvSquare: fac = fac * (2.0f - fac); break; } fac *= weight; if (tex_co) { struct Scene *scene = DEG_get_evaluated_scene(ctx->depsgraph); TexResult texres; texres.nor = NULL; BKE_texture_get_value(scene, tex_target, tex_co[i], &texres, false); fac *= texres.tin; } if (fac != 0.0f) { /* into the 'from' objects space */ mul_m4_v3(mat_from_inv, co); if (fac == 1.0f) { mul_m4_v3(mat_final, co); } else { if (wmd->flag & MOD_WARP_VOLUME_PRESERVE) { /* interpolate the matrix for nicer locations */ blend_m4_m4m4(tmat, mat_unit, mat_final, fac); mul_m4_v3(tmat, co); } else { float tvec[3]; mul_v3_m4v3(tvec, mat_final, co); interp_v3_v3v3(co, co, tvec, fac); } } /* out of the 'from' objects space */ mul_m4_v3(mat_from, co); } } } if (tex_co) { MEM_freeN(tex_co); } }
static bool view3d_localview_init( wmWindowManager *wm, wmWindow *win, Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx, ReportList *reports) { View3D *v3d = sa->spacedata.first; Base *base; float min[3], max[3], box[3], mid[3]; float size = 0.0f; unsigned int locallay; bool ok = false; if (v3d->localvd) { return ok; } INIT_MINMAX(min, max); locallay = free_localbit(bmain); if (locallay == 0) { BKE_report(reports, RPT_ERROR, "No more than 8 local views"); ok = false; } else { if (scene->obedit) { BKE_object_minmax(scene->obedit, min, max, false); ok = true; BASACT->lay |= locallay; scene->obedit->lay = BASACT->lay; } else { for (base = FIRSTBASE; base; base = base->next) { if (TESTBASE(v3d, base)) { BKE_object_minmax(base->object, min, max, false); base->lay |= locallay; base->object->lay = base->lay; ok = true; } } } sub_v3_v3v3(box, max, min); size = max_fff(box[0], box[1], box[2]); } if (ok == true) { ARegion *ar; v3d->localvd = MEM_mallocN(sizeof(View3D), "localview"); memcpy(v3d->localvd, v3d, sizeof(View3D)); mid_v3_v3v3(mid, min, max); copy_v3_v3(v3d->cursor, mid); for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = ar->regiondata; bool ok_dist = true; /* new view values */ Object *camera_old = NULL; float dist_new, ofs_new[3]; rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region"); memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D)); negate_v3_v3(ofs_new, mid); if (rv3d->persp == RV3D_CAMOB) { rv3d->persp = RV3D_PERSP; camera_old = v3d->camera; } if (rv3d->persp == RV3D_ORTHO) { if (size < 0.0001f) { ok_dist = false; } } if (ok_dist) { dist_new = ED_view3d_radius_to_dist(v3d, ar, rv3d->persp, true, (size / 2) * VIEW3D_MARGIN); if (rv3d->persp == RV3D_PERSP) { /* don't zoom closer than the near clipping plane */ dist_new = max_ff(dist_new, v3d->near * 1.5f); } } ED_view3d_smooth_view_ex( wm, win, sa, v3d, ar, camera_old, NULL, ofs_new, NULL, ok_dist ? &dist_new : NULL, NULL, smooth_viewtx); } } v3d->lay = locallay; } else { /* clear flags */ for (base = FIRSTBASE; base; base = base->next) { if (base->lay & locallay) { base->lay -= locallay; if (base->lay == 0) base->lay = v3d->layact; if (base->object != scene->obedit) base->flag |= SELECT; base->object->lay = base->lay; } } } return ok; }
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(¶ms->viewplane) / BLI_rctf_size_y(¶ms->viewplane)); } else { scale_diff = (dists[0] + dists[2]) * (BLI_rctf_size_y(¶ms->viewplane) / BLI_rctf_size_x(¶ms->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; }
static void warpModifier_do(WarpModifierData *wmd, Object *ob, DerivedMesh *dm, float (*vertexCos)[3], int numVerts) { float obinv[4][4]; float mat_from[4][4]; float mat_from_inv[4][4]; float mat_to[4][4]; float mat_unit[4][4]; float mat_final[4][4]; float tmat[4][4]; float strength = wmd->strength; float fac = 1.0f, weight; int i; int defgrp_index; MDeformVert *dvert, *dv = NULL; float (*tex_co)[3] = NULL; if (!(wmd->object_from && wmd->object_to)) return; modifier_get_vgroup(ob, dm, wmd->defgrp_name, &dvert, &defgrp_index); if (wmd->curfalloff == NULL) /* should never happen, but bad lib linking could cause it */ wmd->curfalloff = curvemapping_add(1, 0.0f, 0.0f, 1.0f, 1.0f); if (wmd->curfalloff) { curvemapping_initialize(wmd->curfalloff); } invert_m4_m4(obinv, ob->obmat); mul_m4_m4m4(mat_from, obinv, wmd->object_from->obmat); mul_m4_m4m4(mat_to, obinv, wmd->object_to->obmat); invert_m4_m4(tmat, mat_from); // swap? mul_m4_m4m4(mat_final, tmat, mat_to); invert_m4_m4(mat_from_inv, mat_from); unit_m4(mat_unit); if (strength < 0.0f) { float loc[3]; strength = -strength; /* inverted location is not useful, just use the negative */ copy_v3_v3(loc, mat_final[3]); invert_m4(mat_final); negate_v3_v3(mat_final[3], loc); } weight = strength; if (wmd->texture) { tex_co = MEM_mallocN(sizeof(*tex_co) * numVerts, "warpModifier_do tex_co"); get_texture_coords((MappingInfoModifierData *)wmd, ob, dm, vertexCos, tex_co, numVerts); modifier_init_texture(wmd->modifier.scene, wmd->texture); } for (i = 0; i < numVerts; i++) { float *co = vertexCos[i]; if (wmd->falloff_type == eWarp_Falloff_None || ((fac = len_v3v3(co, mat_from[3])) < wmd->falloff_radius && (fac = (wmd->falloff_radius - fac) / wmd->falloff_radius))) { /* skip if no vert group found */ if (dvert && defgrp_index != -1) { dv = &dvert[i]; if (dv) { weight = defvert_find_weight(dv, defgrp_index) * strength; if (weight <= 0.0f) /* Should never occure... */ continue; } } /* closely match PROP_SMOOTH and similar */ switch (wmd->falloff_type) { case eWarp_Falloff_None: fac = 1.0f; break; case eWarp_Falloff_Curve: fac = curvemapping_evaluateF(wmd->curfalloff, 0, fac); break; case eWarp_Falloff_Sharp: fac = fac * fac; break; case eWarp_Falloff_Smooth: fac = 3.0f * fac * fac - 2.0f * fac * fac * fac; break; case eWarp_Falloff_Root: fac = (float)sqrt(fac); break; case eWarp_Falloff_Linear: /* pass */ break; case eWarp_Falloff_Const: fac = 1.0f; break; case eWarp_Falloff_Sphere: fac = (float)sqrt(2 * fac - fac * fac); break; } fac *= weight; if (tex_co) { TexResult texres; texres.nor = NULL; get_texture_value(wmd->modifier.scene, wmd->texture, tex_co[i], &texres, false); fac *= texres.tin; } /* into the 'from' objects space */ mul_m4_v3(mat_from_inv, co); if (fac >= 1.0f) { mul_m4_v3(mat_final, co); } else if (fac > 0.0f) { if (wmd->flag & MOD_WARP_VOLUME_PRESERVE) { /* interpolate the matrix for nicer locations */ blend_m4_m4m4(tmat, mat_unit, mat_final, fac); mul_m4_v3(tmat, co); } else { float tvec[3]; mul_v3_m4v3(tvec, mat_final, co); interp_v3_v3v3(co, co, tvec, fac); } } /* out of the 'from' objects space */ mul_m4_v3(mat_from, co); } } if (tex_co) MEM_freeN(tex_co); }
/* tries to realize the wanted velocity taking all constraints into account */ void boid_body(BoidBrainData *bbd, ParticleData *pa) { BoidSettings *boids = bbd->part->boids; BoidParticle *bpa = pa->boid; BoidValues val; EffectedPoint epoint; float acc[3] = {0.0f, 0.0f, 0.0f}, tan_acc[3], nor_acc[3]; float dvec[3], bvec[3]; float new_dir[3], new_speed; float old_dir[3], old_speed; float wanted_dir[3]; float q[4], mat[3][3]; /* rotation */ float ground_co[3] = {0.0f, 0.0f, 0.0f}, ground_nor[3] = {0.0f, 0.0f, 1.0f}; float force[3] = {0.0f, 0.0f, 0.0f}; float pa_mass=bbd->part->mass, dtime=bbd->dfra*bbd->timestep; set_boid_values(&val, boids, pa); /* make sure there's something in new velocity, location & rotation */ copy_particle_key(&pa->state, &pa->prev_state, 0); if (bbd->part->flag & PART_SIZEMASS) pa_mass*=pa->size; /* if boids can't fly they fall to the ground */ if ((boids->options & BOID_ALLOW_FLIGHT)==0 && ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)==0 && psys_uses_gravity(bbd->sim)) bpa->data.mode = eBoidMode_Falling; if (bpa->data.mode == eBoidMode_Falling) { /* Falling boids are only effected by gravity. */ acc[2] = bbd->sim->scene->physics_settings.gravity[2]; } else { /* figure out acceleration */ float landing_level = 2.0f; float level = landing_level + 1.0f; float new_vel[3]; if (bpa->data.mode == eBoidMode_Liftoff) { bpa->data.mode = eBoidMode_InAir; bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); } else if (bpa->data.mode == eBoidMode_InAir && boids->options & BOID_ALLOW_LAND) { /* auto-leveling & landing if close to ground */ bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); /* level = how many particle sizes above ground */ level = (pa->prev_state.co[2] - ground_co[2])/(2.0f * pa->size) - 0.5f; landing_level = - boids->landing_smoothness * pa->prev_state.vel[2] * pa_mass; if (pa->prev_state.vel[2] < 0.0f) { if (level < 1.0f) { bbd->wanted_co[0] = bbd->wanted_co[1] = bbd->wanted_co[2] = 0.0f; bbd->wanted_speed = 0.0f; bpa->data.mode = eBoidMode_Falling; } else if (level < landing_level) { bbd->wanted_speed *= (level - 1.0f)/landing_level; bbd->wanted_co[2] *= (level - 1.0f)/landing_level; } } } copy_v3_v3(old_dir, pa->prev_state.ave); new_speed = normalize_v3_v3(wanted_dir, bbd->wanted_co); /* first check if we have valid direction we want to go towards */ if (new_speed == 0.0f) { copy_v3_v3(new_dir, old_dir); } else { float old_dir2[2], wanted_dir2[2], nor[3], angle; copy_v2_v2(old_dir2, old_dir); normalize_v2(old_dir2); copy_v2_v2(wanted_dir2, wanted_dir); normalize_v2(wanted_dir2); /* choose random direction to turn if wanted velocity */ /* is directly behind regardless of z-coordinate */ if (dot_v2v2(old_dir2, wanted_dir2) < -0.99f) { wanted_dir[0] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); wanted_dir[1] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); wanted_dir[2] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng)); normalize_v3(wanted_dir); } /* constrain direction with maximum angular velocity */ angle = saacos(dot_v3v3(old_dir, wanted_dir)); angle = min_ff(angle, val.max_ave); cross_v3_v3v3(nor, old_dir, wanted_dir); axis_angle_to_quat(q, nor, angle); copy_v3_v3(new_dir, old_dir); mul_qt_v3(q, new_dir); normalize_v3(new_dir); /* save direction in case resulting velocity too small */ axis_angle_to_quat(q, nor, angle*dtime); copy_v3_v3(pa->state.ave, old_dir); mul_qt_v3(q, pa->state.ave); normalize_v3(pa->state.ave); } /* constrain speed with maximum acceleration */ old_speed = len_v3(pa->prev_state.vel); if (bbd->wanted_speed < old_speed) new_speed = MAX2(bbd->wanted_speed, old_speed - val.max_acc); else new_speed = MIN2(bbd->wanted_speed, old_speed + val.max_acc); /* combine direction and speed */ copy_v3_v3(new_vel, new_dir); mul_v3_fl(new_vel, new_speed); /* maintain minimum flying velocity if not landing */ if (level >= landing_level) { float len2 = dot_v2v2(new_vel, new_vel); float root; len2 = MAX2(len2, val.min_speed*val.min_speed); root = sasqrt(new_speed*new_speed - len2); new_vel[2] = new_vel[2] < 0.0f ? -root : root; normalize_v2(new_vel); mul_v2_fl(new_vel, sasqrt(len2)); } /* finally constrain speed to max speed */ new_speed = normalize_v3(new_vel); mul_v3_fl(new_vel, MIN2(new_speed, val.max_speed)); /* get acceleration from difference of velocities */ sub_v3_v3v3(acc, new_vel, pa->prev_state.vel); /* break acceleration to components */ project_v3_v3v3(tan_acc, acc, pa->prev_state.ave); sub_v3_v3v3(nor_acc, acc, tan_acc); } /* account for effectors */ pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint); pdDoEffectors(bbd->sim->psys->effectors, bbd->sim->colliders, bbd->part->effector_weights, &epoint, force, NULL); if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) { float length = normalize_v3(force); length = MAX2(0.0f, length - boids->land_stick_force); mul_v3_fl(force, length); } add_v3_v3(acc, force); /* store smoothed acceleration for nice banking etc. */ madd_v3_v3fl(bpa->data.acc, acc, dtime); mul_v3_fl(bpa->data.acc, 1.0f / (1.0f + dtime)); /* integrate new location & velocity */ /* by regarding the acceleration as a force at this stage we*/ /* can get better control allthough it's a bit unphysical */ mul_v3_fl(acc, 1.0f/pa_mass); copy_v3_v3(dvec, acc); mul_v3_fl(dvec, dtime*dtime*0.5f); copy_v3_v3(bvec, pa->prev_state.vel); mul_v3_fl(bvec, dtime); add_v3_v3(dvec, bvec); add_v3_v3(pa->state.co, dvec); madd_v3_v3fl(pa->state.vel, acc, dtime); //if (bpa->data.mode != eBoidMode_InAir) bpa->ground = boid_find_ground(bbd, pa, ground_co, ground_nor); /* change modes, constrain movement & keep track of down vector */ switch (bpa->data.mode) { case eBoidMode_InAir: { float grav[3]; grav[0] = 0.0f; grav[1] = 0.0f; grav[2] = bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f; /* don't take forward acceleration into account (better banking) */ if (dot_v3v3(bpa->data.acc, pa->state.vel) > 0.0f) { project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel); sub_v3_v3v3(dvec, bpa->data.acc, dvec); } else { copy_v3_v3(dvec, bpa->data.acc); } /* gather apparent gravity */ madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking); normalize_v3(bpa->gravity); /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } else if (pa->state.co[2] <= ground_co[2] + pa->size * boids->height) { /* land boid when below ground */ if (boids->options & BOID_ALLOW_LAND) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; } /* fly above ground */ else if (bpa->ground) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; } } break; } case eBoidMode_Falling: { float grav[3]; grav[0] = 0.0f; grav[1] = 0.0f; grav[2] = bbd->sim->scene->physics_settings.gravity[2] < 0.0f ? -1.0f : 0.0f; /* gather apparent gravity */ madd_v3_v3fl(bpa->gravity, grav, dtime); normalize_v3(bpa->gravity); if (boids->options & BOID_ALLOW_LAND) { /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } /* land boid when really near ground */ else if (pa->state.co[2] <= ground_co[2] + 1.01f * pa->size * boids->height) { pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; bpa->data.mode = eBoidMode_OnLand; } /* if we're falling, can fly and want to go upwards lets fly */ else if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) bpa->data.mode = eBoidMode_InAir; } else bpa->data.mode = eBoidMode_InAir; break; } case eBoidMode_Climbing: { boid_climb(boids, pa, ground_co, ground_nor); //float nor[3]; //copy_v3_v3(nor, ground_nor); ///* gather apparent gravity to r_ve */ //madd_v3_v3fl(pa->r_ve, ground_nor, -1.0); //normalize_v3(pa->r_ve); ///* raise boid it's size from surface */ //mul_v3_fl(nor, pa->size * boids->height); //add_v3_v3v3(pa->state.co, ground_co, nor); ///* remove normal component from velocity */ //project_v3_v3v3(v, pa->state.vel, ground_nor); //sub_v3_v3v3(pa->state.vel, pa->state.vel, v); break; } case eBoidMode_OnLand: { /* stick boid on goal when close enough */ if (bbd->goal_ob && boid_goal_signed_dist(pa->state.co, bbd->goal_co, bbd->goal_nor) <= pa->size * boids->height) { bpa->data.mode = eBoidMode_Climbing; bpa->ground = bbd->goal_ob; boid_find_ground(bbd, pa, ground_co, ground_nor); boid_climb(boids, pa, ground_co, ground_nor); } /* ground is too far away so boid falls */ else if (pa->state.co[2]-ground_co[2] > 1.1f * pa->size * boids->height) bpa->data.mode = eBoidMode_Falling; else { /* constrain to surface */ pa->state.co[2] = ground_co[2] + pa->size * boids->height; pa->state.vel[2] = 0.0f; } if (boids->banking > 0.0f) { float grav[3]; /* Don't take gravity's strength in to account, */ /* otherwise amount of banking is hard to control. */ negate_v3_v3(grav, ground_nor); project_v3_v3v3(dvec, bpa->data.acc, pa->state.vel); sub_v3_v3v3(dvec, bpa->data.acc, dvec); /* gather apparent gravity */ madd_v3_v3v3fl(bpa->gravity, grav, dvec, -boids->banking); normalize_v3(bpa->gravity); } else { /* gather negative surface normal */ madd_v3_v3fl(bpa->gravity, ground_nor, -1.0f); normalize_v3(bpa->gravity); } break; } } /* save direction to state.ave unless the boid is falling */ /* (boids can't effect their direction when falling) */ if (bpa->data.mode!=eBoidMode_Falling && len_v3(pa->state.vel) > 0.1f*pa->size) { copy_v3_v3(pa->state.ave, pa->state.vel); pa->state.ave[2] *= bbd->part->boids->pitch; normalize_v3(pa->state.ave); } /* apply damping */ if (ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) mul_v3_fl(pa->state.vel, 1.0f - 0.2f*bbd->part->dampfac); /* calculate rotation matrix based on forward & down vectors */ if (bpa->data.mode == eBoidMode_InAir) { copy_v3_v3(mat[0], pa->state.ave); project_v3_v3v3(dvec, bpa->gravity, pa->state.ave); sub_v3_v3v3(mat[2], bpa->gravity, dvec); normalize_v3(mat[2]); } else { project_v3_v3v3(dvec, pa->state.ave, bpa->gravity); sub_v3_v3v3(mat[0], pa->state.ave, dvec); normalize_v3(mat[0]); copy_v3_v3(mat[2], bpa->gravity); } negate_v3(mat[2]); cross_v3_v3v3(mat[1], mat[2], mat[0]); /* apply rotation */ mat3_to_quat_is_ok(q, mat); copy_qt_qt(pa->state.rot, q); }
static void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc, bool for_render) { int i; /* Options about projection direction */ const float proj_limit_squared = calc->smd->projLimit * calc->smd->projLimit; float proj_axis[3] = {0.0f, 0.0f, 0.0f}; /* Raycast and tree stuff */ /** \note 'hit.dist' is kept in the targets space, this is only used * for finding the best hit, to get the real dist, * measure the len_v3v3() from the input coord to hit.co */ BVHTreeRayHit hit; BVHTreeFromMesh treeData = NULL_BVHTreeFromMesh; /* auxiliary target */ DerivedMesh *auxMesh = NULL; BVHTreeFromMesh auxData = NULL_BVHTreeFromMesh; SpaceTransform local2aux; /* If the user doesn't allows to project in any direction of projection axis * then theres nothing todo. */ if ((calc->smd->shrinkOpts & (MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR | MOD_SHRINKWRAP_PROJECT_ALLOW_NEG_DIR)) == 0) return; /* Prepare data to retrieve the direction in which we should project each vertex */ if (calc->smd->projAxis == MOD_SHRINKWRAP_PROJECT_OVER_NORMAL) { if (calc->vert == NULL) return; } else { /* The code supports any axis that is a combination of X,Y,Z * although currently UI only allows to set the 3 different axis */ if (calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_X_AXIS) proj_axis[0] = 1.0f; if (calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_Y_AXIS) proj_axis[1] = 1.0f; if (calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_Z_AXIS) proj_axis[2] = 1.0f; normalize_v3(proj_axis); /* Invalid projection direction */ if (len_squared_v3(proj_axis) < FLT_EPSILON) { return; } } if (calc->smd->auxTarget) { auxMesh = object_get_derived_final(calc->smd->auxTarget, for_render); if (!auxMesh) return; SPACE_TRANSFORM_SETUP(&local2aux, calc->ob, calc->smd->auxTarget); } /* After sucessufuly build the trees, start projection vertexs */ if (bvhtree_from_mesh_faces(&treeData, calc->target, 0.0, 4, 6) && (auxMesh == NULL || bvhtree_from_mesh_faces(&auxData, auxMesh, 0.0, 4, 6))) { #ifndef __APPLE__ #pragma omp parallel for private(i, hit) schedule(static) #endif for (i = 0; i < calc->numVerts; ++i) { float *co = calc->vertexCos[i]; float tmp_co[3], tmp_no[3]; const float weight = defvert_array_find_weight_safe(calc->dvert, i, calc->vgroup); if (weight == 0.0f) { continue; } if (calc->vert) { /* calc->vert contains verts from derivedMesh */ /* this coordinated are deformed by vertexCos only for normal projection (to get correct normals) */ /* for other cases calc->varts contains undeformed coordinates and vertexCos should be used */ if (calc->smd->projAxis == MOD_SHRINKWRAP_PROJECT_OVER_NORMAL) { copy_v3_v3(tmp_co, calc->vert[i].co); normal_short_to_float_v3(tmp_no, calc->vert[i].no); } else { copy_v3_v3(tmp_co, co); copy_v3_v3(tmp_no, proj_axis); } } else { copy_v3_v3(tmp_co, co); copy_v3_v3(tmp_no, proj_axis); } hit.index = -1; hit.dist = 10000.0f; /* TODO: we should use FLT_MAX here, but sweepsphere code isn't prepared for that */ /* Project over positive direction of axis */ if (calc->smd->shrinkOpts & MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR) { if (auxData.tree) { BKE_shrinkwrap_project_normal(0, tmp_co, tmp_no, &local2aux, auxData.tree, &hit, auxData.raycast_callback, &auxData); } BKE_shrinkwrap_project_normal(calc->smd->shrinkOpts, tmp_co, tmp_no, &calc->local2target, treeData.tree, &hit, treeData.raycast_callback, &treeData); } /* Project over negative direction of axis */ if (calc->smd->shrinkOpts & MOD_SHRINKWRAP_PROJECT_ALLOW_NEG_DIR) { float inv_no[3]; negate_v3_v3(inv_no, tmp_no); if (auxData.tree) { BKE_shrinkwrap_project_normal(0, tmp_co, inv_no, &local2aux, auxData.tree, &hit, auxData.raycast_callback, &auxData); } BKE_shrinkwrap_project_normal(calc->smd->shrinkOpts, tmp_co, inv_no, &calc->local2target, treeData.tree, &hit, treeData.raycast_callback, &treeData); } /* don't set the initial dist (which is more efficient), * because its calculated in the targets space, we want the dist in our own space */ if (proj_limit_squared != 0.0f) { if (len_squared_v3v3(hit.co, co) > proj_limit_squared) { hit.index = -1; } } if (hit.index != -1) { madd_v3_v3v3fl(hit.co, hit.co, tmp_no, calc->keepDist); interp_v3_v3v3(co, co, hit.co, weight); } } } /* free data structures */ free_bvhtree_from_mesh(&treeData); free_bvhtree_from_mesh(&auxData); }
static int rule_goal_avoid(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa) { BoidRuleGoalAvoid *gabr = (BoidRuleGoalAvoid*) rule; BoidSettings *boids = bbd->part->boids; BoidParticle *bpa = pa->boid; EffectedPoint epoint; ListBase *effectors = bbd->sim->psys->effectors; EffectorCache *cur, *eff = NULL; EffectorCache temp_eff; EffectorData efd, cur_efd; float mul = (rule->type == eBoidRuleType_Avoid ? 1.0 : -1.0); float priority = 0.0f, len = 0.0f; int ret = 0; pd_point_from_particle(bbd->sim, pa, &pa->state, &epoint); /* first find out goal/predator with highest priority */ if (effectors) for (cur = effectors->first; cur; cur=cur->next) { Object *eob = cur->ob; PartDeflect *pd = cur->pd; if (gabr->ob && (rule->type != eBoidRuleType_Goal || gabr->ob != bpa->ground)) { if (gabr->ob == eob) { /* TODO: effectors with multiple points */ if (get_effector_data(cur, &efd, &epoint, 0)) { if (cur->pd && cur->pd->forcefield == PFIELD_BOID) priority = mul * pd->f_strength * effector_falloff(cur, &efd, &epoint, bbd->part->effector_weights); else priority = 1.0; eff = cur; } break; } } else if (rule->type == eBoidRuleType_Goal && eob == bpa->ground) { /* skip current object */ } else if (pd->forcefield == PFIELD_BOID && mul * pd->f_strength > 0.0f && get_effector_data(cur, &cur_efd, &epoint, 0)) { float temp = mul * pd->f_strength * effector_falloff(cur, &cur_efd, &epoint, bbd->part->effector_weights); if (temp == 0.0f) { /* do nothing */ } else if (temp > priority) { priority = temp; eff = cur; efd = cur_efd; len = efd.distance; } /* choose closest object with same priority */ else if (temp == priority && efd.distance < len) { eff = cur; efd = cur_efd; len = efd.distance; } } } /* if the object doesn't have effector data we have to fake it */ if (eff == NULL && gabr->ob) { memset(&temp_eff, 0, sizeof(EffectorCache)); temp_eff.ob = gabr->ob; temp_eff.scene = bbd->sim->scene; eff = &temp_eff; get_effector_data(eff, &efd, &epoint, 0); priority = 1.0f; } /* then use that effector */ if (priority > (rule->type==eBoidRuleType_Avoid ? gabr->fear_factor : 0.0f)) { /* with avoid, factor is "fear factor" */ Object *eob = eff->ob; PartDeflect *pd = eff->pd; float surface = (pd && pd->shape == PFIELD_SHAPE_SURFACE) ? 1.0f : 0.0f; if (gabr->options & BRULE_GOAL_AVOID_PREDICT) { /* estimate future location of target */ get_effector_data(eff, &efd, &epoint, 1); mul_v3_fl(efd.vel, efd.distance / (val->max_speed * bbd->timestep)); add_v3_v3(efd.loc, efd.vel); sub_v3_v3v3(efd.vec_to_point, pa->prev_state.co, efd.loc); efd.distance = len_v3(efd.vec_to_point); } if (rule->type == eBoidRuleType_Goal && boids->options & BOID_ALLOW_CLIMB && surface!=0.0f) { if (!bbd->goal_ob || bbd->goal_priority < priority) { bbd->goal_ob = eob; copy_v3_v3(bbd->goal_co, efd.loc); copy_v3_v3(bbd->goal_nor, efd.nor); } } else if (rule->type == eBoidRuleType_Avoid && bpa->data.mode == eBoidMode_Climbing && priority > 2.0f * gabr->fear_factor) { /* detach from surface and try to fly away from danger */ negate_v3_v3(efd.vec_to_point, bpa->gravity); } copy_v3_v3(bbd->wanted_co, efd.vec_to_point); mul_v3_fl(bbd->wanted_co, mul); bbd->wanted_speed = val->max_speed * priority; /* with goals factor is approach velocity factor */ if (rule->type == eBoidRuleType_Goal && boids->landing_smoothness > 0.0f) { float len2 = 2.0f*len_v3(pa->prev_state.vel); surface *= pa->size * boids->height; if (len2 > 0.0f && efd.distance - surface < len2) { len2 = (efd.distance - surface)/len2; bbd->wanted_speed *= powf(len2, boids->landing_smoothness); } } ret = 1; } return ret; }
static bool view3d_localview_init( wmWindowManager *wm, wmWindow *win, Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx, ReportList *reports) { View3D *v3d = sa->spacedata.first; Base *base; float min[3], max[3], box[3], mid[3]; float size = 0.0f, size_persp = 0.0f, size_ortho = 0.0f; unsigned int locallay; bool ok = false; if (v3d->localvd) { return ok; } INIT_MINMAX(min, max); locallay = free_localbit(bmain); if (locallay == 0) { BKE_report(reports, RPT_ERROR, "No more than 8 local views"); ok = false; } else { if (scene->obedit) { BKE_object_minmax(scene->obedit, min, max, false); ok = true; BASACT->lay |= locallay; scene->obedit->lay = BASACT->lay; } else { for (base = FIRSTBASE; base; base = base->next) { if (TESTBASE(v3d, base)) { BKE_object_minmax(base->object, min, max, false); base->lay |= locallay; base->object->lay = base->lay; ok = true; } } } sub_v3_v3v3(box, max, min); size = max_fff(box[0], box[1], box[2]); /* do not zoom closer than the near clipping plane */ size = max_ff(size, v3d->near * 1.5f); /* perspective size (we always switch out of camera view so no need to use its lens size) */ size_persp = ED_view3d_radius_to_persp_dist(focallength_to_fov(v3d->lens, DEFAULT_SENSOR_WIDTH), size / 2.0f) * VIEW3D_MARGIN; size_ortho = ED_view3d_radius_to_ortho_dist(v3d->lens, size / 2.0f) * VIEW3D_MARGIN; } if (ok == true) { ARegion *ar; v3d->localvd = MEM_mallocN(sizeof(View3D), "localview"); memcpy(v3d->localvd, v3d, sizeof(View3D)); mid_v3_v3v3(mid, min, max); copy_v3_v3(v3d->cursor, mid); for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = ar->regiondata; /* new view values */ Object *camera_old = NULL; float dist_new, ofs_new[3]; rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region"); memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D)); negate_v3_v3(ofs_new, mid); if (rv3d->persp == RV3D_CAMOB) { rv3d->persp = RV3D_PERSP; camera_old = v3d->camera; } /* perspective should be a bit farther away to look nice */ if (rv3d->persp != RV3D_ORTHO) { dist_new = size_persp; } else { dist_new = size_ortho; } /* correction for window aspect ratio */ if (ar->winy > 2 && ar->winx > 2) { float asp = (float)ar->winx / (float)ar->winy; if (asp < 1.0f) asp = 1.0f / asp; dist_new *= asp; } ED_view3d_smooth_view_ex( wm, win, sa, v3d, ar, camera_old, NULL, ofs_new, NULL, &dist_new, NULL, smooth_viewtx); } } v3d->lay = locallay; } else { /* clear flags */ for (base = FIRSTBASE; base; base = base->next) { if (base->lay & locallay) { base->lay -= locallay; if (base->lay == 0) base->lay = v3d->layact; if (base->object != scene->obedit) base->flag |= SELECT; base->object->lay = base->lay; } } } return ok; }
MALWAYS_INLINE int isec_tri_quad_neighbour(float start[3], float dir[3], RayFace *face) { float co1[3], co2[3], co3[3], co4[3]; float t0[3], t1[3], x[3], r[3], m[3], u, v, divdet, det1; int quad; quad= RE_rayface_isQuad(face); copy_v3_v3(co1, face->v1); copy_v3_v3(co2, face->v2); copy_v3_v3(co3, face->v3); negate_v3_v3(r, dir); /* note, different than above function */ /* intersect triangle */ sub_v3_v3v3(t0, co3, co2); sub_v3_v3v3(t1, co3, co1); cross_v3_v3v3(x, r, t1); divdet= dot_v3v3(t0, x); sub_v3_v3v3(m, start, co3); det1= dot_v3v3(m, x); if (divdet != 0.0f) { divdet= 1.0f/divdet; v= det1*divdet; if (v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) { float cros[3]; cross_v3_v3v3(cros, m, t0); u= divdet*dot_v3v3(cros, r); if (u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) return 1; } } /* intersect second triangle in quad */ if (quad) { copy_v3_v3(co4, face->v4); sub_v3_v3v3(t0, co3, co4); divdet= dot_v3v3(t0, x); if (divdet != 0.0f) { divdet= 1.0f/divdet; v = det1*divdet; if (v < RE_RAYTRACE_EPSILON && v > -(1.0f+RE_RAYTRACE_EPSILON)) { float cros[3]; cross_v3_v3v3(cros, m, t0); u= divdet*dot_v3v3(cros, r); if (u < RE_RAYTRACE_EPSILON && (v + u) > -(1.0f+RE_RAYTRACE_EPSILON)) return 2; } } } return 0; }
static bool initFlyInfo(bContext *C, FlyInfo *fly, wmOperator *op, const wmEvent *event) { wmWindow *win = CTX_wm_window(C); float upvec[3]; /* tmp */ float mat[3][3]; fly->rv3d = CTX_wm_region_view3d(C); fly->v3d = CTX_wm_view3d(C); fly->ar = CTX_wm_region(C); fly->scene = CTX_data_scene(C); #ifdef NDOF_FLY_DEBUG puts("\n-- fly begin --"); #endif /* sanity check: for rare but possible case (if lib-linking the camera fails) */ if ((fly->rv3d->persp == RV3D_CAMOB) && (fly->v3d->camera == NULL)) { fly->rv3d->persp = RV3D_PERSP; } if (fly->rv3d->persp == RV3D_CAMOB && fly->v3d->camera->id.lib) { BKE_report(op->reports, RPT_ERROR, "Cannot fly a camera from an external library"); return false; } if (ED_view3d_offset_lock_check(fly->v3d, fly->rv3d)) { BKE_report(op->reports, RPT_ERROR, "Cannot fly when the view offset is locked"); return false; } if (fly->rv3d->persp == RV3D_CAMOB && fly->v3d->camera->constraints.first) { BKE_report(op->reports, RPT_ERROR, "Cannot fly an object with constraints"); return false; } fly->state = FLY_RUNNING; fly->speed = 0.0f; fly->axis = 2; fly->pan_view = false; fly->xlock = FLY_AXISLOCK_STATE_OFF; fly->zlock = FLY_AXISLOCK_STATE_OFF; fly->xlock_momentum = 0.0f; fly->zlock_momentum = 0.0f; fly->grid = 1.0f; fly->use_precision = false; fly->use_freelook = false; #ifdef NDOF_FLY_DRAW_TOOMUCH fly->redraw = 1; #endif zero_v3(fly->dvec_prev); fly->timer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, 0.01f); copy_v2_v2_int(fly->mval, event->mval); fly->ndof = NULL; fly->time_lastdraw = fly->time_lastwheel = PIL_check_seconds_timer(); fly->draw_handle_pixel = ED_region_draw_cb_activate(fly->ar->type, drawFlyPixel, fly, REGION_DRAW_POST_PIXEL); fly->rv3d->rflag |= RV3D_NAVIGATING; /* so we draw the corner margins */ /* detect weather to start with Z locking */ upvec[0] = 1.0f; upvec[1] = 0.0f; upvec[2] = 0.0f; copy_m3_m4(mat, fly->rv3d->viewinv); mul_m3_v3(mat, upvec); if (fabsf(upvec[2]) < 0.1f) { fly->zlock = FLY_AXISLOCK_STATE_IDLE; } upvec[0] = 0; upvec[1] = 0; upvec[2] = 0; fly->persp_backup = fly->rv3d->persp; fly->dist_backup = fly->rv3d->dist; /* check for flying ortho camera - which we cant support well * we _could_ also check for an ortho camera but this is easier */ if ((fly->rv3d->persp == RV3D_CAMOB) && (fly->rv3d->is_persp == false)) { ((Camera *)fly->v3d->camera->data)->type = CAM_PERSP; fly->is_ortho_cam = true; } if (fly->rv3d->persp == RV3D_CAMOB) { Object *ob_back; if ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (fly->root_parent = fly->v3d->camera->parent)) { while (fly->root_parent->parent) fly->root_parent = fly->root_parent->parent; ob_back = fly->root_parent; } else { ob_back = fly->v3d->camera; } /* store the original camera loc and rot */ fly->obtfm = BKE_object_tfm_backup(ob_back); BKE_object_where_is_calc(fly->scene, fly->v3d->camera); negate_v3_v3(fly->rv3d->ofs, fly->v3d->camera->obmat[3]); fly->rv3d->dist = 0.0; } else { /* perspective or ortho */ if (fly->rv3d->persp == RV3D_ORTHO) fly->rv3d->persp = RV3D_PERSP; /* if ortho projection, make perspective */ copy_qt_qt(fly->rot_backup, fly->rv3d->viewquat); copy_v3_v3(fly->ofs_backup, fly->rv3d->ofs); /* the dist defines a vector that is infront of the offset * to rotate the view about. * this is no good for fly mode because we * want to rotate about the viewers center. * but to correct the dist removal we must * alter offset so the view doesn't jump. */ fly->rv3d->dist = 0.0f; upvec[2] = fly->dist_backup; /* x and y are 0 */ mul_m3_v3(mat, upvec); sub_v3_v3(fly->rv3d->ofs, upvec); /* Done with correcting for the dist */ } /* center the mouse, probably the UI mafia are against this but without its quite annoying */ WM_cursor_warp(win, fly->ar->winrct.xmin + fly->ar->winx / 2, fly->ar->winrct.ymin + fly->ar->winy / 2); return 1; }
/** * Creates a #View3DControl handle and sets up * the view for first-person style navigation. */ struct View3DCameraControl *ED_view3d_cameracontrol_aquire( Scene *scene, View3D *v3d, RegionView3D *rv3d, const bool use_parent_root) { View3DCameraControl *vctrl; vctrl = MEM_callocN(sizeof(View3DCameraControl), __func__); /* Store context */ vctrl->ctx_scene = scene; vctrl->ctx_v3d = v3d; vctrl->ctx_rv3d = rv3d; vctrl->use_parent_root = use_parent_root; vctrl->persp_backup = rv3d->persp; vctrl->dist_backup = rv3d->dist; /* check for flying ortho camera - which we cant support well * we _could_ also check for an ortho camera but this is easier */ if ((rv3d->persp == RV3D_CAMOB) && (rv3d->is_persp == false)) { ((Camera *)v3d->camera->data)->type = CAM_PERSP; vctrl->is_ortho_cam = true; } if (rv3d->persp == RV3D_CAMOB) { Object *ob_back; if (use_parent_root && (vctrl->root_parent = v3d->camera->parent)) { while (vctrl->root_parent->parent) vctrl->root_parent = vctrl->root_parent->parent; ob_back = vctrl->root_parent; } else { ob_back = v3d->camera; } /* store the original camera loc and rot */ vctrl->obtfm = BKE_object_tfm_backup(ob_back); BKE_object_where_is_calc(scene, v3d->camera); negate_v3_v3(rv3d->ofs, v3d->camera->obmat[3]); rv3d->dist = 0.0; } else { float tvec[3]; /* perspective or ortho */ if (rv3d->persp == RV3D_ORTHO) rv3d->persp = RV3D_PERSP; /* if ortho projection, make perspective */ copy_qt_qt(vctrl->rot_backup, rv3d->viewquat); copy_v3_v3(vctrl->ofs_backup, rv3d->ofs); /* the dist defines a vector that is infront of the offset * to rotate the view about. * this is no good for fly mode because we * want to rotate about the viewers center. * but to correct the dist removal we must * alter offset so the view doesn't jump. */ rv3d->dist = 0.0f; copy_v3_fl3(tvec, 0.0f, 0.0f, vctrl->dist_backup); mul_mat3_m4_v3(rv3d->viewinv, tvec); sub_v3_v3(rv3d->ofs, tvec); /* Done with correcting for the dist */ } ED_view3d_to_m4(vctrl->view_mat_prev, rv3d->ofs, rv3d->viewquat, rv3d->dist); return vctrl; }
static void shrinkwrap_calc_normal_projection(ShrinkwrapCalcData *calc) { int i; //Options about projection direction const char use_normal = calc->smd->shrinkOpts; float proj_axis[3] = {0.0f, 0.0f, 0.0f}; //Raycast and tree stuff BVHTreeRayHit hit; BVHTreeFromMesh treeData= NULL_BVHTreeFromMesh; //auxiliary target DerivedMesh *auxMesh = NULL; BVHTreeFromMesh auxData = NULL_BVHTreeFromMesh; SpaceTransform local2aux; //If the user doesn't allows to project in any direction of projection axis //then theres nothing todo. if ((use_normal & (MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR | MOD_SHRINKWRAP_PROJECT_ALLOW_NEG_DIR)) == 0) return; //Prepare data to retrieve the direction in which we should project each vertex if (calc->smd->projAxis == MOD_SHRINKWRAP_PROJECT_OVER_NORMAL) { if (calc->vert == NULL) return; } else { //The code supports any axis that is a combination of X,Y,Z //although currently UI only allows to set the 3 different axis if (calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_X_AXIS) proj_axis[0] = 1.0f; if (calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_Y_AXIS) proj_axis[1] = 1.0f; if (calc->smd->projAxis & MOD_SHRINKWRAP_PROJECT_OVER_Z_AXIS) proj_axis[2] = 1.0f; normalize_v3(proj_axis); //Invalid projection direction if (dot_v3v3(proj_axis, proj_axis) < FLT_EPSILON) return; } if (calc->smd->auxTarget) { auxMesh = object_get_derived_final(calc->smd->auxTarget); if (!auxMesh) return; space_transform_setup(&local2aux, calc->ob, calc->smd->auxTarget); } //After sucessufuly build the trees, start projection vertexs if (bvhtree_from_mesh_faces(&treeData, calc->target, 0.0, 4, 6) && (auxMesh == NULL || bvhtree_from_mesh_faces(&auxData, auxMesh, 0.0, 4, 6))) { #ifndef __APPLE__ #pragma omp parallel for private(i,hit) schedule(static) #endif for (i = 0; i<calc->numVerts; ++i) { float *co = calc->vertexCos[i]; float tmp_co[3], tmp_no[3]; float weight = defvert_array_find_weight_safe(calc->dvert, i, calc->vgroup); if (weight == 0.0f) continue; if (calc->vert) { /* calc->vert contains verts from derivedMesh */ /* this coordinated are deformed by vertexCos only for normal projection (to get correct normals) */ /* for other cases calc->varts contains undeformed coordinates and vertexCos should be used */ if (calc->smd->projAxis == MOD_SHRINKWRAP_PROJECT_OVER_NORMAL) { copy_v3_v3(tmp_co, calc->vert[i].co); normal_short_to_float_v3(tmp_no, calc->vert[i].no); } else { copy_v3_v3(tmp_co, co); copy_v3_v3(tmp_no, proj_axis); } } else { copy_v3_v3(tmp_co, co); copy_v3_v3(tmp_no, proj_axis); } hit.index = -1; hit.dist = 10000.0f; //TODO: we should use FLT_MAX here, but sweepsphere code isn't prepared for that //Project over positive direction of axis if (use_normal & MOD_SHRINKWRAP_PROJECT_ALLOW_POS_DIR) { if (auxData.tree) normal_projection_project_vertex(0, tmp_co, tmp_no, &local2aux, auxData.tree, &hit, auxData.raycast_callback, &auxData); normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, tmp_no, &calc->local2target, treeData.tree, &hit, treeData.raycast_callback, &treeData); } //Project over negative direction of axis if (use_normal & MOD_SHRINKWRAP_PROJECT_ALLOW_NEG_DIR && hit.index == -1) { float inv_no[3]; negate_v3_v3(inv_no, tmp_no); if (auxData.tree) normal_projection_project_vertex(0, tmp_co, inv_no, &local2aux, auxData.tree, &hit, auxData.raycast_callback, &auxData); normal_projection_project_vertex(calc->smd->shrinkOpts, tmp_co, inv_no, &calc->local2target, treeData.tree, &hit, treeData.raycast_callback, &treeData); } if (hit.index != -1) { madd_v3_v3v3fl(hit.co, hit.co, tmp_no, calc->keepDist); interp_v3_v3v3(co, co, hit.co, weight); } } } //free data structures free_bvhtree_from_mesh(&treeData); free_bvhtree_from_mesh(&auxData); }