UT_Matrix3 RainData::computeRotationMatrix(UT_Vector3 rainDirection) { static const UT_Vector3 up(0.0, -1.0, 0.0); UT_Matrix3 rotDirMatrix(1.0); rainDirection.normalize(); UT_Vector3 axis = cross (up, rainDirection); axis.normalize(); fpreal angle = acos (dot (up, rainDirection)); rotDirMatrix.rotate (axis, -angle); // minus for proper generation // of the noise in // RainData::computeInitialPositions return rotDirMatrix; }
OP_ERROR SOP_Smoke_Source::cookMySop(OP_Context &context) { // We must lock our inputs before we try to access their geometry. // OP_AutoLockInputs will automatically unlock our inputs when we return. // NOTE: Don't call unlockInputs yourself when using this! OP_AutoLockInputs inputs(this); if (inputs.lock(context) >= UT_ERROR_ABORT) return error(); fpreal now = context.getTime(); duplicateSource(0, context); // These three lines enable the local variable support. This allows // $CR to get the red colour, for example, as well as supporting // any varmap created by the Attribute Create SOP. // Note that if you override evalVariableValue for your own // local variables (like SOP_Star does) it is essential you // still call the SOP_Node::evalVariableValue or you'll not // get any of the benefit of the built in local variables. // The variable order controls precedence for which attribute will be // be bound first if the same named variable shows up in multiple // places. This ordering ensures point attributes get precedence. setVariableOrder(3, 2, 0, 1); // The setCur* functions track which part of the gdp is currently // being processed - it is what is used in the evalVariableValue // callback as the current point. The 0 is for the first input, // you can have two inputs so $CR2 would get the second input's // value. setCurGdh(0, myGdpHandle); // Builds the lookup table matching attributes to the local variables. setupLocalVars(); // Here we determine which groups we have to work on. We only // handle point groups. if (error() < UT_ERROR_ABORT && cookInputGroups(context) < UT_ERROR_ABORT && (!myGroup || !myGroup->isEmpty())) { UT_AutoInterrupt progress("Flattening Points"); // Handle all position, normal, and vector attributes. // It's not entirely clear what to do for quaternion or transform attributes. // We bump the data IDs of the attributes to modify in advance, // since we're already looping over them, and we want to avoid // bumping them all for each point, in case that's slow. UT_Array<GA_RWHandleV3> positionattribs(1); UT_Array<GA_RWHandleV3> normalattribs; UT_Array<GA_RWHandleV3> vectorattribs; GA_Attribute *attrib; GA_FOR_ALL_POINT_ATTRIBUTES(gdp, attrib) { // Skip non-transforming attributes if (!attrib->needsTransform()) continue; GA_TypeInfo typeinfo = attrib->getTypeInfo(); if (typeinfo == GA_TYPE_POINT || typeinfo == GA_TYPE_HPOINT) { GA_RWHandleV3 handle(attrib); if (handle.isValid()) { positionattribs.append(handle); attrib->bumpDataId(); } } else if (typeinfo == GA_TYPE_NORMAL) { GA_RWHandleV3 handle(attrib); if (handle.isValid()) { normalattribs.append(handle); attrib->bumpDataId(); } } else if (typeinfo == GA_TYPE_VECTOR) { GA_RWHandleV3 handle(attrib); if (handle.isValid()) { vectorattribs.append(handle); attrib->bumpDataId(); } } } // Iterate over points up to GA_PAGE_SIZE at a time using blockAdvance. GA_Offset start; GA_Offset end; for (GA_Iterator it(gdp->getPointRange(myGroup)); it.blockAdvance(start, end);) { // Check if user requested abort if (progress.wasInterrupted()) break; for (GA_Offset ptoff = start; ptoff < end; ++ptoff) { // This sets the current point that is beint processed to // ptoff. This means that ptoff will be used for any // local variable for any parameter evaluation that occurs // after this point. // NOTE: Local variables and repeated parameter evaluation // is significantly slower and sometimes more complicated // than having a string parameter that specifies the name // of an attribute whose values should be used instead. // That parameter would only need to be evaluated once, // the attribute could be looked up once, and quickly // accessed; however, a separate point attribute would // be needed for each property that varies per point. // Local variable evaluation isn't threadsafe either, // whereas attributes can be read safely from multiple // threads. // // Long story short: *Local variables are terrible.* myCurPtOff[0] = ptoff; float dist = DIST(now); UT_Vector3 normal; if (!DIRPOP()) { switch (ORIENT()) { case 0 : // XY Plane normal.assign(0, 0, 1); break; case 1 : // YZ Plane normal.assign(1, 0, 0); break; case 2 : // XZ Plane normal.assign(0, 1, 0); break; } } else { normal.assign(NX(now), NY(now), NZ(now)); normal.normalize(); } // Project positions onto the plane by subtracting // off the normal component. for (exint i = 0; i < positionattribs.size(); ++i) { UT_Vector3 p = positionattribs(i).get(ptoff); p -= normal * (dot(normal, p) - dist); positionattribs(i).set(ptoff, p); } // Normals will now all either be normal or -normal. for (exint i = 0; i < normalattribs.size(); ++i) { UT_Vector3 n = normalattribs(i).get(ptoff); if (dot(normal, n) < 0) n = -normal; else n = normal; normalattribs(i).set(ptoff, n); } // Project vectors onto the plane through the origin by // subtracting off the normal component. for (exint i = 0; i < vectorattribs.size(); ++i) { UT_Vector3 v = vectorattribs(i).get(ptoff); v -= normal * dot(normal, v); vectorattribs(i).set(ptoff, v); } } } }
void GR_rmanPtc::renderWire( GU_Detail *gdp, RE_Render &ren, const GR_AttribOffset &ptinfo, const GR_DisplayOption *dopt, float lod, const GU_PrimGroupClosure *hidden_geometry ) { int i, nprim; GEO_Primitive *prim; UT_Vector3 v3; rmanPtcSop::rmanPtcDetail *detail = dynamic_cast<rmanPtcSop::rmanPtcDetail*>(gdp); if ( !detail ) return; // rebuild our display list if ( detail->redraw ) { srand(0); GEO_PointList &points = detail->points(); int display_channel = detail->display_channel; // render as points GEO_Point *pt = 0; UT_Vector4 pos; float col[3] = {1.0,1.0,1.0}; if ( !detail->use_disk ) { ren.pushPointSize(detail->point_size); ren.beginPoint(); } for ( unsigned int i=0; i<points.entries(); ++i ) { if ( rand()/(float)RAND_MAX<=detail->display_probability ) { // point position pt = points[i]; pos = pt->getPos(); // display colour float *ptr = NULL; if (detail->attributes.size() >0) { ptr = pt->castAttribData<float>( detail->attributes[display_channel] ); if (ptr) { if ( detail->attribute_size[display_channel]==1) col[0] = col[1] = col[2] = ptr[0]; else { col[0] = ptr[0]; col[1] = ptr[1]; col[2] = ptr[2]; } } } // draw point if ( !detail->use_cull_bbox || detail->cull_bbox.isInside( pos ) ) { if ( !detail->use_disk ) { // render as points ren.setColor( col[0], col[1], col[2], 1 ); ren.vertex3DW( pos.x(), pos.y(), pos.z() ); } else { // render as disks UT_Vector3 n = *pt->castAttribData<UT_Vector3>(detail->N_attrib); float r = *pt->castAttribData<float>(detail->R_attrib); n.normalize(); UT_Vector3 ref(1,0,0); UT_Vector3 up = ref; up.cross(n); up.normalize(); UT_Vector3 right = up; right.cross(n); right.normalize(); UT_DMatrix4 mat( right.x(), right.y(), right.z(), 0, up.x(), up.y(), up.z(), 0, n.x(), n.y(), n.z(), 0, pos.x(), pos.y(), pos.z(), 1 ); ren.pushMatrix(); ren.multiplyMatrix(mat); ren.pushColor( UT_Color( UT_RGB, col[0], col[1], col[2] ) ); ren.circlefW( 0, 0, detail->point_size * r, 8 ); ren.popColor(); ren.popMatrix(); } } } } if ( !detail->use_disk ) { ren.endPoint(); } } }