static void waveModifier_do(WaveModifierData *md, Scene *scene, Object *ob, DerivedMesh *dm, float (*vertexCos)[3], int numVerts) { WaveModifierData *wmd = (WaveModifierData*) md; MVert *mvert = NULL; MDeformVert *dvert = NULL; int defgrp_index; float ctime = BKE_curframe(scene); float minfac = (float)(1.0 / exp(wmd->width * wmd->narrow * wmd->width * wmd->narrow)); float lifefac = wmd->height; float (*tex_co)[3] = NULL; if(wmd->flag & MOD_WAVE_NORM && ob->type == OB_MESH) mvert = dm->getVertArray(dm); if(wmd->objectcenter){ float mat[4][4]; /* get the control object's location in local coordinates */ invert_m4_m4(ob->imat, ob->obmat); mul_m4_m4m4(mat, wmd->objectcenter->obmat, ob->imat); wmd->startx = mat[3][0]; wmd->starty = mat[3][1]; } /* get the index of the deform group */ defgrp_index = defgroup_name_index(ob, wmd->defgrp_name); if(defgrp_index >= 0){ dvert = dm->getVertDataArray(dm, CD_MDEFORMVERT); } if(wmd->damp == 0) wmd->damp = 10.0f; if(wmd->lifetime != 0.0) { float x = ctime - wmd->timeoffs; if(x > wmd->lifetime) { lifefac = x - wmd->lifetime; if(lifefac > wmd->damp) lifefac = 0.0; else lifefac = (float)(wmd->height * (1.0 - sqrt(lifefac / wmd->damp))); } } if(wmd->texture) { tex_co = MEM_mallocN(sizeof(*tex_co) * numVerts, "waveModifier_do tex_co"); wavemod_get_texture_coords(wmd, ob, dm, vertexCos, tex_co, numVerts); } if(lifefac != 0.0) { /* avoid divide by zero checks within the loop */ float falloff_inv= wmd->falloff ? 1.0f / wmd->falloff : 1.0; int i; for(i = 0; i < numVerts; i++) { float *co = vertexCos[i]; float x = co[0] - wmd->startx; float y = co[1] - wmd->starty; float amplit= 0.0f; float dist = 0.0f; float falloff_fac = 0.0f; TexResult texres; MDeformWeight *def_weight = NULL; /* get weights */ if(dvert) { int j; for(j = 0; j < dvert[i].totweight; ++j) { if(dvert[i].dw[j].def_nr == defgrp_index) { def_weight = &dvert[i].dw[j]; break; } } /* if this vert isn't in the vgroup, don't deform it */ if(!def_weight) continue; } if(wmd->texture) { texres.nor = NULL; get_texture_value(wmd->texture, tex_co[i], &texres); } /*get dist*/ if(wmd->flag & MOD_WAVE_X) { if(wmd->flag & MOD_WAVE_Y){ dist = (float)sqrt(x*x + y*y); } else{ dist = fabs(x); } } else if(wmd->flag & MOD_WAVE_Y) { dist = fabs(y); } falloff_fac = (1.0f - (dist * falloff_inv)); if(wmd->flag & MOD_WAVE_X) { if(wmd->flag & MOD_WAVE_Y) amplit = (float)sqrt(x*x + y*y); else amplit = x; } else if(wmd->flag & MOD_WAVE_Y) amplit= y; /* this way it makes nice circles */ amplit -= (ctime - wmd->timeoffs) * wmd->speed; if(wmd->flag & MOD_WAVE_CYCL) { amplit = (float)fmod(amplit - wmd->width, 2.0 * wmd->width) + wmd->width; } /* GAUSSIAN */ if(amplit > -wmd->width && amplit < wmd->width) { amplit = amplit * wmd->narrow; amplit = (float)(1.0 / exp(amplit * amplit) - minfac); /*apply texture*/ if(wmd->texture) amplit = amplit * texres.tin; /*apply weight*/ if(def_weight) amplit = amplit * def_weight->weight; /*apply falloff*/ if (wmd->falloff > 0) amplit = amplit * falloff_fac; if(mvert) { /* move along normals */ if(wmd->flag & MOD_WAVE_NORM_X) { co[0] += (lifefac * amplit) * mvert[i].no[0] / 32767.0f; } if(wmd->flag & MOD_WAVE_NORM_Y) { co[1] += (lifefac * amplit) * mvert[i].no[1] / 32767.0f; } if(wmd->flag & MOD_WAVE_NORM_Z) { co[2] += (lifefac * amplit) * mvert[i].no[2] / 32767.0f; } } else { /* move along local z axis */ co[2] += lifefac * amplit; } } } } if(wmd->texture) MEM_freeN(tex_co); }
static void waveModifier_do(WaveModifierData *md, Scene *scene, Object *ob, DerivedMesh *dm, float (*vertexCos)[3], int numVerts) { WaveModifierData *wmd = (WaveModifierData*) md; MVert *mvert = NULL; MDeformVert *dvert; int defgrp_index; float ctime = BKE_curframe(scene); float minfac = (float)(1.0 / exp(wmd->width * wmd->narrow * wmd->width * wmd->narrow)); float lifefac = wmd->height; float (*tex_co)[3] = NULL; const int wmd_axis= wmd->flag & (MOD_WAVE_X|MOD_WAVE_Y); const float falloff= wmd->falloff; float falloff_fac= 1.0f; /* when falloff == 0.0f this stays at 1.0f */ if(wmd->flag & MOD_WAVE_NORM && ob->type == OB_MESH) mvert = dm->getVertArray(dm); if(wmd->objectcenter){ float mat[4][4]; /* get the control object's location in local coordinates */ invert_m4_m4(ob->imat, ob->obmat); mul_m4_m4m4(mat, wmd->objectcenter->obmat, ob->imat); wmd->startx = mat[3][0]; wmd->starty = mat[3][1]; } /* get the index of the deform group */ modifier_get_vgroup(ob, dm, wmd->defgrp_name, &dvert, &defgrp_index); if(wmd->damp == 0) wmd->damp = 10.0f; if(wmd->lifetime != 0.0f) { float x = ctime - wmd->timeoffs; if(x > wmd->lifetime) { lifefac = x - wmd->lifetime; if(lifefac > wmd->damp) lifefac = 0.0; else lifefac = (float)(wmd->height * (1.0f - sqrtf(lifefac / wmd->damp))); } } if(wmd->texture) { tex_co = MEM_mallocN(sizeof(*tex_co) * numVerts, "waveModifier_do tex_co"); wavemod_get_texture_coords(wmd, ob, dm, vertexCos, tex_co, numVerts); } if(lifefac != 0.0f) { /* avoid divide by zero checks within the loop */ float falloff_inv= falloff ? 1.0f / falloff : 1.0f; int i; for(i = 0; i < numVerts; i++) { float *co = vertexCos[i]; float x = co[0] - wmd->startx; float y = co[1] - wmd->starty; float amplit= 0.0f; float def_weight= 1.0f; /* get weights */ if(dvert) { def_weight= defvert_find_weight(&dvert[i], defgrp_index); /* if this vert isn't in the vgroup, don't deform it */ if(def_weight == 0.0f) { continue; } } switch(wmd_axis) { case MOD_WAVE_X|MOD_WAVE_Y: amplit = sqrtf(x*x + y*y); break; case MOD_WAVE_X: amplit = x; break; case MOD_WAVE_Y: amplit = y; break; } /* this way it makes nice circles */ amplit -= (ctime - wmd->timeoffs) * wmd->speed; if(wmd->flag & MOD_WAVE_CYCL) { amplit = (float)fmodf(amplit - wmd->width, 2.0f * wmd->width) + wmd->width; } if(falloff != 0.0f) { float dist = 0.0f; switch(wmd_axis) { case MOD_WAVE_X|MOD_WAVE_Y: dist = sqrtf(x*x + y*y); break; case MOD_WAVE_X: dist = fabsf(x); break; case MOD_WAVE_Y: dist = fabsf(y); break; } falloff_fac = (1.0f - (dist * falloff_inv)); CLAMP(falloff_fac, 0.0f, 1.0f); } /* GAUSSIAN */ if((falloff_fac != 0.0f) && (amplit > -wmd->width) && (amplit < wmd->width)) { amplit = amplit * wmd->narrow; amplit = (float)(1.0f / expf(amplit * amplit) - minfac); /*apply texture*/ if(wmd->texture) { TexResult texres; texres.nor = NULL; get_texture_value(wmd->texture, tex_co[i], &texres); amplit *= texres.tin; } /*apply weight & falloff */ amplit *= def_weight * falloff_fac; if(mvert) { /* move along normals */ if(wmd->flag & MOD_WAVE_NORM_X) { co[0] += (lifefac * amplit) * mvert[i].no[0] / 32767.0f; } if(wmd->flag & MOD_WAVE_NORM_Y) { co[1] += (lifefac * amplit) * mvert[i].no[1] / 32767.0f; } if(wmd->flag & MOD_WAVE_NORM_Z) { co[2] += (lifefac * amplit) * mvert[i].no[2] / 32767.0f; } } else { /* move along local z axis */ co[2] += lifefac * amplit; } } } } if(wmd->texture) MEM_freeN(tex_co); }