예제 #1
0
/* Project v1 on v2 */
void project_v2_v2v2(float c[2], const float v1[2], const float v2[2])
{
	const float mul = dot_v2v2(v1, v2) / dot_v2v2(v2, v2);

	c[0] = mul * v2[0];
	c[1] = mul * v2[1];
}
/**
 * equivalent to ``shell_angle_to_dist(angle_normalized_v2v2(a, b))``
 */
MINLINE float shell_v2v2_normalized_to_dist(const float a[2], const float b[2])
{
	const float angle_cos = fabsf(dot_v2v2(a, b));
	BLI_ASSERT_UNIT_V2(a);
	BLI_ASSERT_UNIT_V2(b);
	return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
}
예제 #3
0
MINLINE float len_squared_v2v2(const float a[2], const float b[2])
{
	float d[2];

	sub_v2_v2v2(d, b, a);
	return dot_v2v2(d, d);
}
/**
 * equivalent to ``shell_angle_to_dist(angle_normalized_v2v2(a, b) / 2)``
 */
MINLINE float shell_v2v2_mid_normalized_to_dist(const float a[2], const float b[2])
{
	float angle_cos;
	float ab[2];
	BLI_ASSERT_UNIT_V2(a);
	BLI_ASSERT_UNIT_V2(b);
	add_v2_v2v2(ab, a, b);
	angle_cos = (normalize_v2(ab) != 0.0f) ? fabsf(dot_v2v2(a, ab)) : 0.0f;
	return (UNLIKELY(angle_cos < SMALL_NUMBER)) ? 1.0f : (1.0f / angle_cos);
}
예제 #5
0
MINLINE float dither_random_value(float s, float t)
{
	static float vec[2] = {12.9898f, 78.233f};
	float st[2];
	float value;
	copy_v2_fl2(st, s, t);

	value = sinf(dot_v2v2(st, vec)) * 43758.5453f;
	return value - floorf(value);
}
예제 #6
0
static int rule_average_speed(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
	BoidParticle *bpa = pa->boid;
	BoidRuleAverageSpeed *asbr = (BoidRuleAverageSpeed*)rule;
	float vec[3] = {0.0f, 0.0f, 0.0f};

	if (asbr->wander > 0.0f) {
		/* abuse pa->r_ave for wandering */
		bpa->wander[0] += asbr->wander * (-1.0f + 2.0f * BLI_rng_get_float(bbd->rng));
		bpa->wander[1] += asbr->wander * (-1.0f + 2.0f * BLI_rng_get_float(bbd->rng));
		bpa->wander[2] += asbr->wander * (-1.0f + 2.0f * BLI_rng_get_float(bbd->rng));

		normalize_v3(bpa->wander);

		copy_v3_v3(vec, bpa->wander);

		mul_qt_v3(pa->prev_state.rot, vec);

		copy_v3_v3(bbd->wanted_co, pa->prev_state.ave);

		mul_v3_fl(bbd->wanted_co, 1.1f);

		add_v3_v3(bbd->wanted_co, vec);

		/* leveling */
		if (asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
			project_v3_v3v3(vec, bbd->wanted_co, bbd->sim->scene->physics_settings.gravity);
			mul_v3_fl(vec, asbr->level);
			sub_v3_v3(bbd->wanted_co, vec);
		}
	}
	else {
		copy_v3_v3(bbd->wanted_co, pa->prev_state.ave);

		/* may happen at birth */
		if (dot_v2v2(bbd->wanted_co, bbd->wanted_co)==0.0f) {
			bbd->wanted_co[0] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng));
			bbd->wanted_co[1] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng));
			bbd->wanted_co[2] = 2.0f*(0.5f - BLI_rng_get_float(bbd->rng));
		}
		
		/* leveling */
		if (asbr->level > 0.0f && psys_uses_gravity(bbd->sim)) {
			project_v3_v3v3(vec, bbd->wanted_co, bbd->sim->scene->physics_settings.gravity);
			mul_v3_fl(vec, asbr->level);
			sub_v3_v3(bbd->wanted_co, vec);
		}

	}
	bbd->wanted_speed = asbr->speed * val->max_speed;
	
	return 1;
}
예제 #7
0
MINLINE float normalize_v2_v2(float r[2], const float a[2])
{
	float d= dot_v2v2(a, a);

	if(d > 1.0e-35f) {
		d= sqrtf(d);
		mul_v2_v2fl(r, a, 1.0f/d);
	} else {
		zero_v2(r);
		d= 0.0f;
	}

	return d;
}
예제 #8
0
float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
	/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
	if (dot_v2v2(v1, v2) < 0.0f) {
		float vec[2];
		
		vec[0]= -v2[0];
		vec[1]= -v2[1];
		
		return (float)M_PI - 2.0f*saasin(len_v2v2(vec, v1)/2.0f);
	}
	else
		return 2.0f*(float)saasin(len_v2v2(v2, v1)/2.0f);
}
예제 #9
0
float angle_normalized_v2v2(const float v1[2], const float v2[2])
{
	/* double check they are normalized */
	BLI_ASSERT_UNIT_V2(v1);
	BLI_ASSERT_UNIT_V2(v2);

	/* this is the same as acos(dot_v3v3(v1, v2)), but more accurate */
	if (dot_v2v2(v1, v2) >= 0.0f) {
		return 2.0f * saasin(len_v2v2(v1, v2) / 2.0f);
	}
	else {
		float v2_n[2];
		negate_v2_v2(v2_n, v2);
		return (float)M_PI - 2.0f * saasin(len_v2v2(v1, v2_n) / 2.0f);
	}
}
예제 #10
0
파일: MathLib.c 프로젝트: ultitech/GLMaze
float normalize_v2_v2(float r[2], const float a[2])
{
	float d = dot_v2v2(a, a);
	
	if(d > 0.0f)
	{
		d = sqrtf(d);
		mul_v2_v2f(r, a, 1.0f/d);
	}
	else
	{
		d = 0.0f;
		zero_v2(r);
	}
	
	return d;
}
예제 #11
0
float BLI_dial_angle(Dial *dial, float current_position[2])
{
	float current_direction[2];
	
	sub_v2_v2v2(current_direction, current_position, dial->center);

	/* only update when we have enough precision, by having the mouse adequately away from center */
	if (len_squared_v2(current_direction) > dial->threshold_squared) {
		float angle;
		float cosval, sinval;

		normalize_v2(current_direction);

		if (!dial->initialized) {
			copy_v2_v2(dial->initial_direction, current_direction);
			dial->initialized = true;
		}
		
		/* calculate mouse angle between initial and final mouse position */
		cosval = dot_v2v2(current_direction, dial->initial_direction);
		sinval = cross_v2v2(current_direction, dial->initial_direction);
		
		/* clamp to avoid nans in acos */
		angle = atan2f(sinval, cosval);
		
		/* change of sign, we passed the 180 degree threshold. This means we need to add a turn.
		 * to distinguish between transition from 0 to -1 and -PI to +PI, use comparison with PI/2 */
		if ((angle * dial->last_angle < 0.0f) &&
		    (fabsf(dial->last_angle) > (float)M_PI_2))
		{
			if (dial->last_angle < 0.0f)
				dial->rotations--;
			else
				dial->rotations++;
		}
		dial->last_angle = angle;
		
		return angle + 2.0f * (float)M_PI * dial->rotations;
	}
	
	return dial->last_angle;
}
예제 #12
0
bool interp_v2_v2v2_slerp(float target[2], const float a[2], const float b[2], const float t)
{
	float cosom, w[2];

	BLI_ASSERT_UNIT_V2(a);
	BLI_ASSERT_UNIT_V2(b);

	cosom = dot_v2v2(a, b);

	/* direct opposites */
	if (UNLIKELY(cosom < (1.0f + FLT_EPSILON))) {
		return false;
	}

	interp_dot_slerp(t, cosom, w);

	target[0] = w[0] * a[0] + w[1] * b[0];
	target[1] = w[0] * a[1] + w[1] * b[1];

	return true;
}
예제 #13
0
static int slide_point_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
	SlidePointData *data = (SlidePointData *)op->customdata;
	BezTriple *bezt = &data->point->bezt;
	float co[2], dco[2];

	switch (event->type) {
		case LEFTALTKEY:
		case RIGHTALTKEY:
		case LEFTSHIFTKEY:
		case RIGHTSHIFTKEY:
			if (ELEM(event->type, LEFTALTKEY, RIGHTALTKEY)) {
				if (data->action == SLIDE_ACTION_FEATHER)
					data->overall_feather = (event->val == KM_PRESS);
				else
					data->curvature_only = (event->val == KM_PRESS);
			}

			if (ELEM(event->type, LEFTSHIFTKEY, RIGHTSHIFTKEY))
				data->accurate = (event->val == KM_PRESS);

			/* fall-through */  /* update CV position */
		case MOUSEMOVE:
		{
			ScrArea *sa = CTX_wm_area(C);
			ARegion *ar = CTX_wm_region(C);

			ED_mask_mouse_pos(sa, ar, event->mval, co);
			sub_v2_v2v2(dco, co, data->co);

			if (data->action == SLIDE_ACTION_HANDLE) {
				float delta[2], offco[2];

				sub_v2_v2v2(delta, data->handle, data->co);

				sub_v2_v2v2(offco, co, data->co);
				if (data->accurate)
					mul_v2_fl(offco, 0.2f);
				add_v2_v2(offco, data->co);
				add_v2_v2(offco, delta);

				BKE_mask_point_set_handle(data->point, offco, data->curvature_only, data->handle, data->vec);
			}
			else if (data->action == SLIDE_ACTION_POINT) {
				float delta[2];

				copy_v2_v2(delta, dco);
				if (data->accurate)
					mul_v2_fl(delta, 0.2f);

				add_v2_v2v2(bezt->vec[0], data->vec[0], delta);
				add_v2_v2v2(bezt->vec[1], data->vec[1], delta);
				add_v2_v2v2(bezt->vec[2], data->vec[2], delta);
			}
			else if (data->action == SLIDE_ACTION_FEATHER) {
				float vec[2], no[2], p[2], c[2], w, offco[2];
				float *weight = NULL;
				float weight_scalar = 1.0f;
				int overall_feather = data->overall_feather || data->initial_feather;

				add_v2_v2v2(offco, data->feather, dco);

				if (data->uw) {
					/* project on both sides and find the closest one,
					 * prevents flickering when projecting onto both sides can happen */
					const float u_pos = BKE_mask_spline_project_co(data->spline, data->point,
					                                               data->uw->u, offco, MASK_PROJ_NEG);
					const float u_neg = BKE_mask_spline_project_co(data->spline, data->point,
					                                               data->uw->u, offco, MASK_PROJ_POS);
					float dist_pos = FLT_MAX;
					float dist_neg = FLT_MAX;
					float co_pos[2];
					float co_neg[2];
					float u;

					if (u_pos > 0.0f && u_pos < 1.0f) {
						BKE_mask_point_segment_co(data->spline, data->point, u_pos, co_pos);
						dist_pos = len_squared_v2v2(offco, co_pos);
					}

					if (u_neg > 0.0f && u_neg < 1.0f) {
						BKE_mask_point_segment_co(data->spline, data->point, u_neg, co_neg);
						dist_neg = len_squared_v2v2(offco, co_neg);
					}

					u = dist_pos < dist_neg ? u_pos : u_neg;

					if (u > 0.0f && u < 1.0f) {
						data->uw->u = u;

						data->uw = BKE_mask_point_sort_uw(data->point, data->uw);
						weight = &data->uw->w;
						weight_scalar = BKE_mask_point_weight_scalar(data->spline, data->point, u);
						if (weight_scalar != 0.0f) {
							weight_scalar = 1.0f / weight_scalar;
						}

						BKE_mask_point_normal(data->spline, data->point, data->uw->u, no);
						BKE_mask_point_segment_co(data->spline, data->point, data->uw->u, p);
					}
				}
				else {
					weight = &bezt->weight;
					/* weight_scalar = 1.0f; keep as is */
					copy_v2_v2(no, data->no);
					copy_v2_v2(p, bezt->vec[1]);
				}

				if (weight) {
					sub_v2_v2v2(c, offco, p);
					project_v2_v2v2(vec, c, no);

					w = len_v2(vec);

					if (overall_feather) {
						float delta;

						if (dot_v2v2(no, vec) <= 0.0f)
							w = -w;

						delta = w - data->weight * data->weight_scalar;

						if (data->orig_spline == NULL) {
							/* restore weight for currently sliding point, so orig_spline would be created
							 * with original weights used
							 */
							*weight = data->weight;

							data->orig_spline = BKE_mask_spline_copy(data->spline);
						}

						slide_point_delta_all_feather(data, delta);
					}
					else {
						if (dot_v2v2(no, vec) <= 0.0f)
							w = 0.0f;

						if (data->orig_spline) {
							/* restore possible overall feather changes */
							slide_point_restore_spline(data);

							BKE_mask_spline_free(data->orig_spline);
							data->orig_spline = NULL;
						}

						if (weight_scalar != 0.0f) {
							*weight = w * weight_scalar;
						}
					}
				}
			}

			WM_event_add_notifier(C, NC_MASK | NA_EDITED, data->mask);
			DAG_id_tag_update(&data->mask->id, 0);

			break;
		}

		case LEFTMOUSE:
			if (event->val == KM_RELEASE) {
				Scene *scene = CTX_data_scene(C);

				/* dont key sliding feather uw's */
				if ((data->action == SLIDE_ACTION_FEATHER && data->uw) == FALSE) {
					if (IS_AUTOKEY_ON(scene)) {
						ED_mask_layer_shape_auto_key(data->masklay, CFRA);
					}
				}

				WM_event_add_notifier(C, NC_MASK | NA_EDITED, data->mask);
				DAG_id_tag_update(&data->mask->id, 0);

				free_slide_point_data(op->customdata); /* keep this last! */
				return OPERATOR_FINISHED;
			}

			break;

		case ESCKEY:
			cancel_slide_point(op->customdata);

			WM_event_add_notifier(C, NC_MASK | NA_EDITED, data->mask);
			DAG_id_tag_update(&data->mask->id, 0);

			free_slide_point_data(op->customdata); /* keep this last! */
			return OPERATOR_CANCELLED;
	}

	return OPERATOR_RUNNING_MODAL;
}
예제 #14
0
float angle_signed_v2v2(const float v1[2], const float v2[2])
{
	const float perp_dot = (v1[1] * v2[0]) - (v1[0] * v2[1]);
	return atan2f(perp_dot, dot_v2v2(v1, v2));
}
예제 #15
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_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);
}
예제 #16
0
static bool add_vertex_extrude(const bContext *C, Mask *mask, MaskLayer *masklay, const float co[2])
{
	MaskSpline *spline;
	MaskSplinePoint *point;
	MaskSplinePoint *new_point = NULL, *ref_point = NULL;

	/* check on which side we want to add the point */
	int point_index;
	float tangent_point[2];
	float tangent_co[2];
	bool do_cyclic_correct = false;
	bool do_prev;                /* use prev point rather then next?? */

	if (!masklay) {
		return false;
	}
	else {
		finSelectedSplinePoint(masklay, &spline, &point, true);
	}

	ED_mask_select_toggle_all(mask, SEL_DESELECT);

	point_index = (point - spline->points);

	MASKPOINT_DESEL_ALL(point);

	if ((spline->flag & MASK_SPLINE_CYCLIC) ||
	    (point_index > 0 && point_index != spline->tot_point - 1))
	{
		BKE_mask_calc_tangent_polyline(spline, point, tangent_point);
		sub_v2_v2v2(tangent_co, co, point->bezt.vec[1]);

		if (dot_v2v2(tangent_point, tangent_co) < 0.0f) {
			do_prev = true;
		}
		else {
			do_prev = false;
		}
	}
	else if (((spline->flag & MASK_SPLINE_CYCLIC) == 0) && (point_index == 0)) {
		do_prev = true;
	}
	else if (((spline->flag & MASK_SPLINE_CYCLIC) == 0) && (point_index == spline->tot_point - 1)) {
		do_prev = false;
	}
	else {
		do_prev = false;  /* quiet warning */
		/* should never get here */
		BLI_assert(0);
	}

	/* use the point before the active one */
	if (do_prev) {
		point_index--;
		if (point_index < 0) {
			point_index += spline->tot_point; /* wrap index */
			if ((spline->flag & MASK_SPLINE_CYCLIC) == 0) {
				do_cyclic_correct = true;
				point_index = 0;
			}
		}
	}

//		print_v2("", tangent_point);
//		printf("%d\n", point_index);

	mask_spline_add_point_at_index(spline, point_index);

	if (do_cyclic_correct) {
		ref_point = &spline->points[point_index + 1];
		new_point = &spline->points[point_index];
		*ref_point = *new_point;
		memset(new_point, 0, sizeof(*new_point));
	}
	else {
		ref_point = &spline->points[point_index];
		new_point = &spline->points[point_index + 1];
	}

	masklay->act_point = new_point;

	setup_vertex_point(mask, spline, new_point, co, 0.5f, ref_point, false);

	if (masklay->splines_shapes.first) {
		point_index = (((int)(new_point - spline->points) + 0) % spline->tot_point);
		BKE_mask_layer_shape_changed_add(masklay, BKE_mask_layer_shape_spline_to_index(masklay, spline) + point_index, true, true);
	}

	WM_event_add_notifier(C, NC_MASK | NA_EDITED, mask);

	return true;
}
예제 #17
0
/* determines the velocity the boid wants to have */
void boid_brain(BoidBrainData *bbd, int p, ParticleData *pa)
{
	BoidRule *rule;
	BoidSettings *boids = bbd->part->boids;
	BoidValues val;
	BoidState *state = get_boid_state(boids, pa);
	BoidParticle *bpa = pa->boid;
	ParticleSystem *psys = bbd->sim->psys;
	int rand;
	//BoidCondition *cond;

	if (bpa->data.health <= 0.0f) {
		pa->alive = PARS_DYING;
		pa->dietime = bbd->cfra;
		return;
	}

	//planned for near future
	//cond = state->conditions.first;
	//for (; cond; cond=cond->next) {
	//	if (boid_condition_is_true(cond)) {
	//		pa->boid->state_id = cond->state_id;
	//		state = get_boid_state(boids, pa);
	//		break; /* only first true condition is used */
	//	}
	//}

	zero_v3(bbd->wanted_co);
	bbd->wanted_speed = 0.0f;

	/* create random seed for every particle & frame */
	rand = (int)(psys_frand(psys, psys->seed + p) * 1000);
	rand = (int)(psys_frand(psys, (int)bbd->cfra + rand) * 1000);

	set_boid_values(&val, bbd->part->boids, pa);

	/* go through rules */
	switch (state->ruleset_type) {
		case eBoidRulesetType_Fuzzy:
		{
			for (rule = state->rules.first; rule; rule = rule->next) {
				if (apply_boid_rule(bbd, rule, &val, pa, state->rule_fuzziness))
					break; /* only first nonzero rule that comes through fuzzy rule is applied */
			}
			break;
		}
		case eBoidRulesetType_Random:
		{
			/* use random rule for each particle (always same for same particle though) */
			rule = BLI_findlink(&state->rules, rand % BLI_listbase_count(&state->rules));

			apply_boid_rule(bbd, rule, &val, pa, -1.0);
			break;
		}
		case eBoidRulesetType_Average:
		{
			float wanted_co[3] = {0.0f, 0.0f, 0.0f}, wanted_speed = 0.0f;
			int n = 0;
			for (rule = state->rules.first; rule; rule=rule->next) {
				if (apply_boid_rule(bbd, rule, &val, pa, -1.0f)) {
					add_v3_v3(wanted_co, bbd->wanted_co);
					wanted_speed += bbd->wanted_speed;
					n++;
					zero_v3(bbd->wanted_co);
					bbd->wanted_speed = 0.0f;
				}
			}

			if (n > 1) {
				mul_v3_fl(wanted_co, 1.0f/(float)n);
				wanted_speed /= (float)n;
			}

			copy_v3_v3(bbd->wanted_co, wanted_co);
			bbd->wanted_speed = wanted_speed;
			break;
		}

	}

	/* decide on jumping & liftoff */
	if (bpa->data.mode == eBoidMode_OnLand) {
		/* fuzziness makes boids capable of misjudgement */
		float mul = 1.0f + state->rule_fuzziness;
		
		if (boids->options & BOID_ALLOW_FLIGHT && bbd->wanted_co[2] > 0.0f) {
			float cvel[3], dir[3];

			copy_v3_v3(dir, pa->prev_state.ave);
			normalize_v2(dir);

			copy_v3_v3(cvel, bbd->wanted_co);
			normalize_v2(cvel);

			if (dot_v2v2(cvel, dir) > 0.95f / mul)
				bpa->data.mode = eBoidMode_Liftoff;
		}
		else if (val.jump_speed > 0.0f) {
			float jump_v[3];
			int jump = 0;

			/* jump to get to a location */
			if (bbd->wanted_co[2] > 0.0f) {
				float cvel[3], dir[3];
				float z_v, ground_v, cur_v;
				float len;

				copy_v3_v3(dir, pa->prev_state.ave);
				normalize_v2(dir);

				copy_v3_v3(cvel, bbd->wanted_co);
				normalize_v2(cvel);

				len = len_v2(pa->prev_state.vel);

				/* first of all, are we going in a suitable direction? */
				/* or at a suitably slow speed */
				if (dot_v2v2(cvel, dir) > 0.95f / mul || len <= state->rule_fuzziness) {
					/* try to reach goal at highest point of the parabolic path */
					cur_v = len_v2(pa->prev_state.vel);
					z_v = sasqrt(-2.0f * bbd->sim->scene->physics_settings.gravity[2] * bbd->wanted_co[2]);
					ground_v = len_v2(bbd->wanted_co)*sasqrt(-0.5f * bbd->sim->scene->physics_settings.gravity[2] / bbd->wanted_co[2]);

					len = sasqrt((ground_v-cur_v)*(ground_v-cur_v) + z_v*z_v);

					if (len < val.jump_speed * mul || bbd->part->boids->options & BOID_ALLOW_FLIGHT) {
						jump = 1;

						len = MIN2(len, val.jump_speed);

						copy_v3_v3(jump_v, dir);
						jump_v[2] = z_v;
						mul_v3_fl(jump_v, ground_v);

						normalize_v3(jump_v);
						mul_v3_fl(jump_v, len);
						add_v2_v2v2(jump_v, jump_v, pa->prev_state.vel);
					}
				}
			}

			/* jump to go faster */
			if (jump == 0 && val.jump_speed > val.max_speed && bbd->wanted_speed > val.max_speed) {
				
			}

			if (jump) {
				copy_v3_v3(pa->prev_state.vel, jump_v);
				bpa->data.mode = eBoidMode_Falling;
			}
		}
	}
}