/* Return the shortest angle in radians between the 2 vectors */ float angle_v3v3(const float v1[3], const float v2[3]) { float vec1[3], vec2[3]; normalize_v3_v3(vec1, v1); normalize_v3_v3(vec2, v2); return angle_normalized_v3v3(vec1, vec2); }
/* shade sky according to sun lamps, all parameters are like shadeSkyView except sunsky*/ void shadeSunView(float col_r[3], const float view[3]) { GroupObject *go; LampRen *lar; float sview[3]; bool do_init = true; for (go=R.lights.first; go; go= go->next) { lar= go->lampren; if (lar->type==LA_SUN && lar->sunsky && (lar->sunsky->effect_type & LA_SUN_EFFECT_SKY)) { float sun_collector[3]; float colorxyz[3]; if (do_init) { normalize_v3_v3(sview, view); mul_m3_v3(R.imat, sview); if (sview[2] < 0.0f) sview[2] = 0.0f; normalize_v3(sview); do_init = false; } GetSkyXYZRadiancef(lar->sunsky, sview, colorxyz); xyz_to_rgb(colorxyz[0], colorxyz[1], colorxyz[2], &sun_collector[0], &sun_collector[1], &sun_collector[2], lar->sunsky->sky_colorspace); ramp_blend(lar->sunsky->skyblendtype, col_r, lar->sunsky->skyblendfac, sun_collector); } } }
static void viewAxisCorrectCenter(TransInfo *t, float t_con_center[3]) { if (t->spacetype == SPACE_VIEW3D) { // View3D *v3d = t->sa->spacedata.first; const float min_dist = 1.0f; /* v3d->near; */ float dir[3]; float l; sub_v3_v3v3(dir, t_con_center, t->viewinv[3]); if (dot_v3v3(dir, t->viewinv[2]) < 0.0f) { negate_v3(dir); } project_v3_v3v3(dir, dir, t->viewinv[2]); l = len_v3(dir); if (l < min_dist) { float diff[3]; normalize_v3_v3(diff, t->viewinv[2]); mul_v3_fl(diff, min_dist - l); sub_v3_v3(t_con_center, diff); } } }
void view3d_align_axis_to_vector(View3D *v3d, RegionView3D *rv3d, int axisidx, float vec[3]) { float alignaxis[3] = {0.0, 0.0, 0.0}; float norm[3], axis[3], angle, new_quat[4]; if(axisidx > 0) alignaxis[axisidx-1]= 1.0; else alignaxis[-axisidx-1]= -1.0; normalize_v3_v3(norm, vec); angle= (float)acos(dot_v3v3(alignaxis, norm)); cross_v3_v3v3(axis, alignaxis, norm); axis_angle_to_quat( new_quat,axis, -angle); rv3d->view= RV3D_VIEW_USER; if (rv3d->persp==RV3D_CAMOB && v3d->camera) { /* switch out of camera view */ float orig_ofs[3]; float orig_dist= rv3d->dist; float orig_lens= v3d->lens; copy_v3_v3(orig_ofs, rv3d->ofs); rv3d->persp= RV3D_PERSP; rv3d->dist= 0.0; ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens); smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX } else { if (rv3d->persp==RV3D_CAMOB) rv3d->persp= RV3D_PERSP; /* switch out of camera mode */ smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX } }
void rotate_v3_v3v3fl(float r[3], const float p[3], const float axis[3], const float angle) { float axis_n[3]; normalize_v3_v3(axis_n, axis); rotate_normalized_v3_v3v3fl(r, p, axis_n, angle); }
void GeometryExporter::create_normals(std::vector<Normal> &normals, std::vector<BCPolygonNormalsIndices> &polygons_normals, Mesh *me) { std::map<Normal, unsigned int> shared_normal_indices; int last_normal_index = -1; MVert *verts = me->mvert; MLoop *mloops = me->mloop; float(*lnors)[3]; BKE_mesh_calc_normals_split(me); if (CustomData_has_layer(&me->ldata, CD_NORMAL)) { lnors = (float(*)[3])CustomData_get_layer(&me->ldata, CD_NORMAL); } for (int poly_index = 0; poly_index < me->totpoly; poly_index++) { MPoly *mpoly = &me->mpoly[poly_index]; if (!(mpoly->flag & ME_SMOOTH)) { // For flat faces use face normal as vertex normal: float vector[3]; BKE_mesh_calc_poly_normal(mpoly, mloops+mpoly->loopstart, verts, vector); Normal n = { vector[0], vector[1], vector[2] }; normals.push_back(n); last_normal_index++; } MLoop *mloop = mloops + mpoly->loopstart; BCPolygonNormalsIndices poly_indices; for (int loop_index = 0; loop_index < mpoly->totloop; loop_index++) { unsigned int loop_idx = mpoly->loopstart + loop_index; if (mpoly->flag & ME_SMOOTH) { float normalized[3]; normalize_v3_v3(normalized, lnors[loop_idx]); Normal n = { normalized[0], normalized[1], normalized[2] }; if (shared_normal_indices.find(n) != shared_normal_indices.end()) { poly_indices.add_index(shared_normal_indices[n]); } else { last_normal_index++; poly_indices.add_index(last_normal_index); shared_normal_indices[n] = last_normal_index; normals.push_back(n); } } else { poly_indices.add_index(last_normal_index); } } polygons_normals.push_back(poly_indices); } }
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; } }
void sk_initPoint(SK_Point *pt, SK_DrawData *dd, float *no) { if (no) { normalize_v3_v3(pt->no, no); } else { pt->no[0] = 0; pt->no[1] = 0; pt->no[2] = 1; } pt->p2d[0] = dd->mval[0]; pt->p2d[1] = dd->mval[1]; /* more init code here */ }
/* get the camera's dof value, takes the dof object into account */ float BKE_camera_object_dof_distance(Object *ob) { Camera *cam = (Camera *)ob->data; if (ob->type != OB_CAMERA) return 0.0f; if (cam->dof_ob) { #if 0 /* too simple, better to return the distance on the view axis only */ return len_v3v3(ob->obmat[3], cam->dof_ob->obmat[3]); #else float view_dir[3], dof_dir[3]; normalize_v3_v3(view_dir, ob->obmat[2]); sub_v3_v3v3(dof_dir, ob->obmat[3], cam->dof_ob->obmat[3]); return fabsf(dot_v3v3(view_dir, dof_dir)); #endif } return cam->YF_dofdist; }
void sk_initPoint(SK_Point *pt, SK_DrawData *dd, const float no[3]) { if (no) { normalize_v3_v3(pt->no, no); } else { pt->no[0] = 0.0f; pt->no[1] = 0.0f; pt->no[2] = 1.0f; } pt->p2d[0] = dd->mval[0]; pt->p2d[1] = dd->mval[1]; pt->size = 0.0f; pt->type = PT_CONTINUOUS; pt->mode = PT_SNAP; /* more init code here */ }
void strand_eval_point(StrandSegment *sseg, StrandPoint *spoint) { Material *ma; StrandBuffer *strandbuf; float *simplify; float p[4][3], data[4], cross[3], w, dx, dy, t; int type; strandbuf= sseg->buffer; ma= sseg->buffer->ma; t= spoint->t; type= (strandbuf->flag & R_STRAND_BSPLINE)? KEY_BSPLINE: KEY_CARDINAL; copy_v3_v3(p[0], sseg->v[0]->co); copy_v3_v3(p[1], sseg->v[1]->co); copy_v3_v3(p[2], sseg->v[2]->co); copy_v3_v3(p[3], sseg->v[3]->co); if (sseg->obi->flag & R_TRANSFORMED) { mul_m4_v3(sseg->obi->mat, p[0]); mul_m4_v3(sseg->obi->mat, p[1]); mul_m4_v3(sseg->obi->mat, p[2]); mul_m4_v3(sseg->obi->mat, p[3]); } if (t == 0.0f) { copy_v3_v3(spoint->co, p[1]); spoint->strandco= sseg->v[1]->strandco; spoint->dtstrandco= (sseg->v[2]->strandco - sseg->v[0]->strandco); if (sseg->v[0] != sseg->v[1]) spoint->dtstrandco *= 0.5f; } else if (t == 1.0f) { copy_v3_v3(spoint->co, p[2]); spoint->strandco= sseg->v[2]->strandco; spoint->dtstrandco= (sseg->v[3]->strandco - sseg->v[1]->strandco); if (sseg->v[3] != sseg->v[2]) spoint->dtstrandco *= 0.5f; } else { key_curve_position_weights(t, data, type); spoint->co[0]= data[0]*p[0][0] + data[1]*p[1][0] + data[2]*p[2][0] + data[3]*p[3][0]; spoint->co[1]= data[0]*p[0][1] + data[1]*p[1][1] + data[2]*p[2][1] + data[3]*p[3][1]; spoint->co[2]= data[0]*p[0][2] + data[1]*p[1][2] + data[2]*p[2][2] + data[3]*p[3][2]; spoint->strandco= (1.0f-t)*sseg->v[1]->strandco + t*sseg->v[2]->strandco; } key_curve_tangent_weights(t, data, type); spoint->dtco[0]= data[0]*p[0][0] + data[1]*p[1][0] + data[2]*p[2][0] + data[3]*p[3][0]; spoint->dtco[1]= data[0]*p[0][1] + data[1]*p[1][1] + data[2]*p[2][1] + data[3]*p[3][1]; spoint->dtco[2]= data[0]*p[0][2] + data[1]*p[1][2] + data[2]*p[2][2] + data[3]*p[3][2]; normalize_v3_v3(spoint->tan, spoint->dtco); normalize_v3_v3(spoint->nor, spoint->co); negate_v3(spoint->nor); spoint->width= strand_eval_width(ma, spoint->strandco); /* simplification */ simplify= RE_strandren_get_simplify(strandbuf->obr, sseg->strand, 0); spoint->alpha= (simplify)? simplify[1]: 1.0f; /* outer points */ cross_v3_v3v3(cross, spoint->co, spoint->tan); w= spoint->co[2]*strandbuf->winmat[2][3] + strandbuf->winmat[3][3]; dx= strandbuf->winx*cross[0]*strandbuf->winmat[0][0]/w; dy= strandbuf->winy*cross[1]*strandbuf->winmat[1][1]/w; w= sqrt(dx*dx + dy*dy); if (w > 0.0f) { if (strandbuf->flag & R_STRAND_B_UNITS) { const float crosslen= len_v3(cross); w= 2.0f*crosslen*strandbuf->minwidth/w; if (spoint->width < w) { spoint->alpha= spoint->width/w; spoint->width= w; } if (simplify) /* squared because we only change width, not length */ spoint->width *= simplify[0]*simplify[0]; mul_v3_fl(cross, spoint->width*0.5f/crosslen); } else mul_v3_fl(cross, spoint->width/w); } sub_v3_v3v3(spoint->co1, spoint->co, cross); add_v3_v3v3(spoint->co2, spoint->co, cross); copy_v3_v3(spoint->dsco, cross); }
void do_kink(ParticleKey *state, const float par_co[3], const float par_vel[3], const float par_rot[4], float time, float freq, float shape, float amplitude, float flat, short type, short axis, float obmat[4][4], int smooth_start) { float kink[3] = {1.f, 0.f, 0.f}, par_vec[3], q1[4] = {1.f, 0.f, 0.f, 0.f}; float t, dt = 1.f, result[3]; if (ELEM(type, PART_KINK_NO, PART_KINK_SPIRAL)) return; CLAMP(time, 0.f, 1.f); if (shape != 0.0f && !ELEM(type, PART_KINK_BRAID)) { if (shape < 0.0f) time = (float)pow(time, 1.f + shape); else time = (float)pow(time, 1.f / (1.f - shape)); } t = time * freq * (float)M_PI; if (smooth_start) { dt = fabsf(t); /* smooth the beginning of kink */ CLAMP(dt, 0.f, (float)M_PI); dt = sinf(dt / 2.f); } if (!ELEM(type, PART_KINK_RADIAL)) { float temp[3]; kink[axis] = 1.f; if (obmat) mul_mat3_m4_v3(obmat, kink); mul_qt_v3(par_rot, kink); /* make sure kink is normal to strand */ project_v3_v3v3(temp, kink, par_vel); sub_v3_v3(kink, temp); normalize_v3(kink); } copy_v3_v3(result, state->co); sub_v3_v3v3(par_vec, par_co, state->co); switch (type) { case PART_KINK_CURL: { float curl_offset[3]; /* rotate kink vector around strand tangent */ mul_v3_v3fl(curl_offset, kink, amplitude); axis_angle_to_quat(q1, par_vel, t); mul_qt_v3(q1, curl_offset); interp_v3_v3v3(par_vec, state->co, par_co, flat); add_v3_v3v3(result, par_vec, curl_offset); break; } case PART_KINK_RADIAL: { if (flat > 0.f) { float proj[3]; /* flatten along strand */ project_v3_v3v3(proj, par_vec, par_vel); madd_v3_v3fl(result, proj, flat); } madd_v3_v3fl(result, par_vec, -amplitude * sinf(t)); break; } case PART_KINK_WAVE: { madd_v3_v3fl(result, kink, amplitude * sinf(t)); if (flat > 0.f) { float proj[3]; /* flatten along wave */ project_v3_v3v3(proj, par_vec, kink); madd_v3_v3fl(result, proj, flat); /* flatten along strand */ project_v3_v3v3(proj, par_vec, par_vel); madd_v3_v3fl(result, proj, flat); } break; } case PART_KINK_BRAID: { float y_vec[3] = {0.f, 1.f, 0.f}; float z_vec[3] = {0.f, 0.f, 1.f}; float vec_one[3], state_co[3]; float inp_y, inp_z, length; if (par_rot) { mul_qt_v3(par_rot, y_vec); mul_qt_v3(par_rot, z_vec); } negate_v3(par_vec); normalize_v3_v3(vec_one, par_vec); inp_y = dot_v3v3(y_vec, vec_one); inp_z = dot_v3v3(z_vec, vec_one); if (inp_y > 0.5f) { copy_v3_v3(state_co, y_vec); mul_v3_fl(y_vec, amplitude * cosf(t)); mul_v3_fl(z_vec, amplitude / 2.f * sinf(2.f * t)); } else if (inp_z > 0.0f) { mul_v3_v3fl(state_co, z_vec, sinf((float)M_PI / 3.f)); madd_v3_v3fl(state_co, y_vec, -0.5f); mul_v3_fl(y_vec, -amplitude * cosf(t + (float)M_PI / 3.f)); mul_v3_fl(z_vec, amplitude / 2.f * cosf(2.f * t + (float)M_PI / 6.f)); } else { mul_v3_v3fl(state_co, z_vec, -sinf((float)M_PI / 3.f)); madd_v3_v3fl(state_co, y_vec, -0.5f); mul_v3_fl(y_vec, amplitude * -sinf(t + (float)M_PI / 6.f)); mul_v3_fl(z_vec, amplitude / 2.f * -sinf(2.f * t + (float)M_PI / 3.f)); } mul_v3_fl(state_co, amplitude); add_v3_v3(state_co, par_co); sub_v3_v3v3(par_vec, state->co, state_co); length = normalize_v3(par_vec); mul_v3_fl(par_vec, MIN2(length, amplitude / 2.f)); add_v3_v3v3(state_co, par_co, y_vec); add_v3_v3(state_co, z_vec); add_v3_v3(state_co, par_vec); shape = 2.f * (float)M_PI * (1.f + shape); if (t < shape) { shape = t / shape; shape = (float)sqrt((double)shape); interp_v3_v3v3(result, result, state_co, shape); } else { copy_v3_v3(result, state_co); } break; } } /* blend the start of the kink */ if (dt < 1.f) interp_v3_v3v3(state->co, state->co, result, dt); else copy_v3_v3(state->co, result); }
MINLINE float normalize_v3(float n[3]) { return normalize_v3_v3(n, n); }
int get_effector_data(EffectorCache *eff, EffectorData *efd, EffectedPoint *point, int real_velocity) { float cfra = eff->scene->r.cfra; int ret = 0; if (eff->pd && eff->pd->shape==PFIELD_SHAPE_SURFACE && eff->surmd) { /* closest point in the object surface is an effector */ float vec[3]; /* using velocity corrected location allows for easier sliding over effector surface */ copy_v3_v3(vec, point->vel); mul_v3_fl(vec, point->vel_to_frame); add_v3_v3(vec, point->loc); ret = closest_point_on_surface(eff->surmd, vec, efd->loc, efd->nor, real_velocity ? efd->vel : NULL); efd->size = 0.0f; } else if (eff->pd && eff->pd->shape==PFIELD_SHAPE_POINTS) { if (eff->ob->derivedFinal) { DerivedMesh *dm = eff->ob->derivedFinal; dm->getVertCo(dm, *efd->index, efd->loc); dm->getVertNo(dm, *efd->index, efd->nor); mul_m4_v3(eff->ob->obmat, efd->loc); mul_mat3_m4_v3(eff->ob->obmat, efd->nor); normalize_v3(efd->nor); efd->size = 0.0f; /**/ ret = 1; } } else if (eff->psys) { ParticleData *pa = eff->psys->particles + *efd->index; ParticleKey state; /* exclude the particle itself for self effecting particles */ if (eff->psys == point->psys && *efd->index == point->index) { /* pass */ } else { ParticleSimulationData sim= {NULL}; sim.scene= eff->scene; sim.ob= eff->ob; sim.psys= eff->psys; /* TODO: time from actual previous calculated frame (step might not be 1) */ state.time = cfra - 1.0f; ret = psys_get_particle_state(&sim, *efd->index, &state, 0); /* TODO */ //if (eff->pd->forcefiled == PFIELD_HARMONIC && ret==0) { // if (pa->dietime < eff->psys->cfra) // eff->flag |= PE_VELOCITY_TO_IMPULSE; //} copy_v3_v3(efd->loc, state.co); /* rather than use the velocity use rotated x-axis (defaults to velocity) */ efd->nor[0] = 1.f; efd->nor[1] = efd->nor[2] = 0.f; mul_qt_v3(state.rot, efd->nor); if (real_velocity) copy_v3_v3(efd->vel, state.vel); efd->size = pa->size; } } else { /* use center of object for distance calculus */ const Object *ob = eff->ob; /* use z-axis as normal*/ normalize_v3_v3(efd->nor, ob->obmat[2]); if (eff->pd && eff->pd->shape == PFIELD_SHAPE_PLANE) { float temp[3], translate[3]; sub_v3_v3v3(temp, point->loc, ob->obmat[3]); project_v3_v3v3(translate, temp, efd->nor); /* for vortex the shape chooses between old / new force */ if (eff->pd->forcefield == PFIELD_VORTEX) add_v3_v3v3(efd->loc, ob->obmat[3], translate); else /* normally efd->loc is closest point on effector xy-plane */ sub_v3_v3v3(efd->loc, point->loc, translate); } else { copy_v3_v3(efd->loc, ob->obmat[3]); } if (real_velocity) copy_v3_v3(efd->vel, eff->velocity); efd->size = 0.0f; ret = 1; } if (ret) { sub_v3_v3v3(efd->vec_to_point, point->loc, efd->loc); efd->distance = len_v3(efd->vec_to_point); /* rest length for harmonic effector, will have to see later if this could be extended to other effectors */ if (eff->pd && eff->pd->forcefield == PFIELD_HARMONIC && eff->pd->f_size) mul_v3_fl(efd->vec_to_point, (efd->distance-eff->pd->f_size)/efd->distance); if (eff->flag & PE_USE_NORMAL_DATA) { copy_v3_v3(efd->vec_to_point2, efd->vec_to_point); copy_v3_v3(efd->nor2, efd->nor); } else { /* for some effectors we need the object center every time */ sub_v3_v3v3(efd->vec_to_point2, point->loc, eff->ob->obmat[3]); normalize_v3_v3(efd->nor2, eff->ob->obmat[2]); } } return ret; }
static int flyApply(bContext *C, FlyInfo *fly) { #define FLY_ROTATE_FAC 2.5f /* more is faster */ #define FLY_ZUP_CORRECT_FAC 0.1f /* amount to correct per step */ #define FLY_ZUP_CORRECT_ACCEL 0.05f /* increase upright momentum each step */ /* fly mode - Shift+F * a fly loop where the user can move move the view as if they are flying */ RegionView3D *rv3d = fly->rv3d; ARegion *ar = fly->ar; float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */ float dvec[3] = {0, 0, 0}; /* this is the direction thast added to the view offset per redraw */ /* Camera Uprighting variables */ float upvec[3] = {0, 0, 0}; /* stores the view's up vector */ float moffset[2]; /* mouse offset from the views center */ float tmp_quat[4]; /* used for rotating the view */ // int cent_orig[2], /* view center */ //XXX- can avoid using // cent[2], /* view center modified */ int xmargin, ymargin; /* x and y margin are define the safe area where the mouses movement wont rotate the view */ #ifdef NDOF_FLY_DEBUG { static unsigned int iteration = 1; printf("fly timer %d\n", iteration++); } #endif xmargin = ar->winx / 20.0f; ymargin = ar->winy / 20.0f; // UNUSED // cent_orig[0] = ar->winrct.xmin + ar->winx / 2; // cent_orig[1] = ar->winrct.ymin + ar->winy / 2; { /* mouse offset from the center */ moffset[0] = fly->mval[0] - ar->winx / 2; moffset[1] = fly->mval[1] - ar->winy / 2; /* enforce a view margin */ if (moffset[0] > xmargin) moffset[0] -= xmargin; else if (moffset[0] < -xmargin) moffset[0] += xmargin; else moffset[0] = 0; if (moffset[1] > ymargin) moffset[1] -= ymargin; else if (moffset[1] < -ymargin) moffset[1] += ymargin; else moffset[1] = 0; /* scale the mouse movement by this value - scales mouse movement to the view size * moffset[0] / (ar->winx-xmargin * 2) - window size minus margin (same for y) * * the mouse moves isn't linear */ if (moffset[0]) { moffset[0] /= ar->winx - (xmargin * 2); moffset[0] *= fabsf(moffset[0]); } if (moffset[1]) { moffset[1] /= ar->winy - (ymargin * 2); moffset[1] *= fabsf(moffset[1]); } /* Should we redraw? */ if ((fly->speed != 0.0f) || moffset[0] || moffset[1] || (fly->zlock != FLY_AXISLOCK_STATE_OFF) || (fly->xlock != FLY_AXISLOCK_STATE_OFF) || dvec[0] || dvec[1] || dvec[2]) { float dvec_tmp[3]; /* time how fast it takes for us to redraw, * this is so simple scenes don't fly too fast */ double time_current; float time_redraw; float time_redraw_clamped; #ifdef NDOF_FLY_DRAW_TOOMUCH fly->redraw = 1; #endif time_current = PIL_check_seconds_timer(); time_redraw = (float)(time_current - fly->time_lastdraw); time_redraw_clamped = min_ff(0.05f, time_redraw); /* clamp redraw time to avoid jitter in roll correction */ fly->time_lastdraw = time_current; /* Scale the time to use shift to scale the speed down- just like * shift slows many other areas of blender down */ if (fly->use_precision) fly->speed = fly->speed * (1.0f - time_redraw_clamped); copy_m3_m4(mat, rv3d->viewinv); if (fly->pan_view == true) { /* pan only */ dvec_tmp[0] = -moffset[0]; dvec_tmp[1] = -moffset[1]; dvec_tmp[2] = 0; if (fly->use_precision) { dvec_tmp[0] *= 0.1f; dvec_tmp[1] *= 0.1f; } mul_m3_v3(mat, dvec_tmp); mul_v3_fl(dvec_tmp, time_redraw * 200.0f * fly->grid); } else { float roll; /* similar to the angle between the camera's up and the Z-up, * but its very rough so just roll */ /* rotate about the X axis- look up/down */ if (moffset[1]) { upvec[0] = 1; upvec[1] = 0; upvec[2] = 0; mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, (float)moffset[1] * time_redraw * -FLY_ROTATE_FAC); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); if (fly->xlock != FLY_AXISLOCK_STATE_OFF) fly->xlock = FLY_AXISLOCK_STATE_ACTIVE; /* check for rotation */ if (fly->zlock != FLY_AXISLOCK_STATE_OFF) fly->zlock = FLY_AXISLOCK_STATE_ACTIVE; fly->xlock_momentum = 0.0f; } /* rotate about the Y axis- look left/right */ if (moffset[0]) { /* if we're upside down invert the moffset */ upvec[0] = 0.0f; upvec[1] = 1.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); if (upvec[2] < 0.0f) moffset[0] = -moffset[0]; /* make the lock vectors */ if (fly->zlock) { upvec[0] = 0.0f; upvec[1] = 0.0f; upvec[2] = 1.0f; } else { upvec[0] = 0.0f; upvec[1] = 1.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); } /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, (float)moffset[0] * time_redraw * FLY_ROTATE_FAC); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); if (fly->xlock != FLY_AXISLOCK_STATE_OFF) fly->xlock = FLY_AXISLOCK_STATE_ACTIVE; /* check for rotation */ if (fly->zlock != FLY_AXISLOCK_STATE_OFF) fly->zlock = FLY_AXISLOCK_STATE_ACTIVE; } if (fly->zlock == FLY_AXISLOCK_STATE_ACTIVE) { upvec[0] = 1.0f; upvec[1] = 0.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); /* make sure we have some z rolling */ if (fabsf(upvec[2]) > 0.00001f) { roll = upvec[2] * 5.0f; upvec[0] = 0.0f; /* rotate the view about this axis */ upvec[1] = 0.0f; upvec[2] = 1.0f; mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, roll * time_redraw_clamped * fly->zlock_momentum * FLY_ZUP_CORRECT_FAC); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); fly->zlock_momentum += FLY_ZUP_CORRECT_ACCEL; } else { fly->zlock = FLY_AXISLOCK_STATE_IDLE; /* don't check until the view rotates again */ fly->zlock_momentum = 0.0f; } } /* only apply xcorrect when mouse isn't applying x rot */ if (fly->xlock == FLY_AXISLOCK_STATE_ACTIVE && moffset[1] == 0) { upvec[0] = 0; upvec[1] = 0; upvec[2] = 1; mul_m3_v3(mat, upvec); /* make sure we have some z rolling */ if (fabsf(upvec[2]) > 0.00001f) { roll = upvec[2] * -5.0f; upvec[0] = 1.0f; /* rotate the view about this axis */ upvec[1] = 0.0f; upvec[2] = 0.0f; mul_m3_v3(mat, upvec); /* Rotate about the relative up vec */ axis_angle_to_quat(tmp_quat, upvec, roll * time_redraw_clamped * fly->xlock_momentum * 0.1f); mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat); fly->xlock_momentum += 0.05f; } else { fly->xlock = FLY_AXISLOCK_STATE_IDLE; /* see above */ fly->xlock_momentum = 0.0f; } } if (fly->axis == -1) { /* pause */ zero_v3(dvec_tmp); } else if (!fly->use_freelook) { /* Normal operation */ /* define dvec, view direction vector */ zero_v3(dvec_tmp); /* move along the current axis */ dvec_tmp[fly->axis] = 1.0f; mul_m3_v3(mat, dvec_tmp); } else { normalize_v3_v3(dvec_tmp, fly->dvec_prev); if (fly->speed < 0.0f) { negate_v3(dvec_tmp); } } mul_v3_fl(dvec_tmp, fly->speed * time_redraw * 0.25f); } /* impose a directional lag */ interp_v3_v3v3(dvec, dvec_tmp, fly->dvec_prev, (1.0f / (1.0f + (time_redraw * 5.0f)))); if (rv3d->persp == RV3D_CAMOB) { Object *lock_ob = fly->root_parent ? fly->root_parent : fly->v3d->camera; if (lock_ob->protectflag & OB_LOCK_LOCX) dvec[0] = 0.0; if (lock_ob->protectflag & OB_LOCK_LOCY) dvec[1] = 0.0; if (lock_ob->protectflag & OB_LOCK_LOCZ) dvec[2] = 0.0; } add_v3_v3(rv3d->ofs, dvec); if (rv3d->persp == RV3D_CAMOB) { const bool do_rotate = ((fly->xlock != FLY_AXISLOCK_STATE_OFF) || (fly->zlock != FLY_AXISLOCK_STATE_OFF) || ((moffset[0] || moffset[1]) && !fly->pan_view)); const bool do_translate = (fly->speed != 0.0f || fly->pan_view); flyMoveCamera(C, rv3d, fly, do_rotate, do_translate); } } else { /* we're not redrawing but we need to update the time else the view will jump */ fly->time_lastdraw = PIL_check_seconds_timer(); } /* end drawing */ copy_v3_v3(fly->dvec_prev, dvec); } return OPERATOR_FINISHED; }
static DerivedMesh *applyModifier(ModifierData *md, Object *ob, DerivedMesh *derivedData, int useRenderParams, int UNUSED(isFinalCalc)) { DerivedMesh *dm= derivedData; DerivedMesh *result; ScrewModifierData *ltmd= (ScrewModifierData*) md; int *origindex; int mface_index=0; int step; int i, j; int i1,i2; int step_tot= useRenderParams ? ltmd->render_steps : ltmd->steps; const int do_flip = ltmd->flag & MOD_SCREW_NORMAL_FLIP ? 1 : 0; int maxVerts=0, maxEdges=0, maxFaces=0; int totvert= dm->getNumVerts(dm); int totedge= dm->getNumEdges(dm); char axis_char= 'X', close; float angle= ltmd->angle; float screw_ofs= ltmd->screw_ofs; float axis_vec[3]= {0.0f, 0.0f, 0.0f}; float tmp_vec1[3], tmp_vec2[3]; float mat3[3][3]; float mtx_tx[4][4]; /* transform the coords by an object relative to this objects transformation */ float mtx_tx_inv[4][4]; /* inverted */ float mtx_tmp_a[4][4]; int vc_tot_linked= 0; short other_axis_1, other_axis_2; float *tmpf1, *tmpf2; MFace *mface_new, *mf_new; MEdge *medge_orig, *med_orig, *med_new, *med_new_firstloop, *medge_new; MVert *mvert_new, *mvert_orig, *mv_orig, *mv_new, *mv_new_base; ScrewVertConnect *vc, *vc_tmp, *vert_connect= NULL; /* dont do anything? */ if (!totvert) return CDDM_from_template(dm, 0, 0, 0); switch(ltmd->axis) { case 0: other_axis_1=1; other_axis_2=2; break; case 1: other_axis_1=0; other_axis_2=2; break; default: /* 2, use default to quiet warnings */ other_axis_1=0; other_axis_2=1; break; } axis_vec[ltmd->axis]= 1.0f; if (ltmd->ob_axis) { /* calc the matrix relative to the axis object */ invert_m4_m4(mtx_tmp_a, ob->obmat); copy_m4_m4(mtx_tx_inv, ltmd->ob_axis->obmat); mul_m4_m4m4(mtx_tx, mtx_tx_inv, mtx_tmp_a); /* calc the axis vec */ mul_mat3_m4_v3(mtx_tx, axis_vec); /* only rotation component */ normalize_v3(axis_vec); /* screw */ if(ltmd->flag & MOD_SCREW_OBJECT_OFFSET) { /* find the offset along this axis relative to this objects matrix */ float totlen = len_v3(mtx_tx[3]); if(totlen != 0.0f) { float zero[3]= {0.0f, 0.0f, 0.0f}; float cp[3]; screw_ofs= closest_to_line_v3(cp, mtx_tx[3], zero, axis_vec); } else { screw_ofs= 0.0f; } } /* angle */ #if 0 // cant incluide this, not predictable enough, though quite fun,. if(ltmd->flag & MOD_SCREW_OBJECT_ANGLE) { float mtx3_tx[3][3]; copy_m3_m4(mtx3_tx, mtx_tx); float vec[3] = {0,1,0}; float cross1[3]; float cross2[3]; cross_v3_v3v3(cross1, vec, axis_vec); mul_v3_m3v3(cross2, mtx3_tx, cross1); { float c1[3]; float c2[3]; float axis_tmp[3]; cross_v3_v3v3(c1, cross2, axis_vec); cross_v3_v3v3(c2, axis_vec, c1); angle= angle_v3v3(cross1, c2); cross_v3_v3v3(axis_tmp, cross1, c2); normalize_v3(axis_tmp); if(len_v3v3(axis_tmp, axis_vec) > 1.0f) angle= -angle; } } #endif } else { /* exis char is used by i_rotate*/ axis_char += ltmd->axis; /* 'X' + axis */ /* useful to be able to use the axis vec in some cases still */ zero_v3(axis_vec); axis_vec[ltmd->axis]= 1.0f; } /* apply the multiplier */ angle *= ltmd->iter; screw_ofs *= ltmd->iter; /* multiplying the steps is a bit tricky, this works best */ step_tot = ((step_tot + 1) * ltmd->iter) - (ltmd->iter - 1); /* will the screw be closed? * Note! smaller then FLT_EPSILON*100 gives problems with float precision so its never closed. */ if (fabsf(screw_ofs) <= (FLT_EPSILON*100.0f) && fabsf(fabsf(angle) - ((float)M_PI * 2.0f)) <= (FLT_EPSILON*100.0f)) { close= 1; step_tot--; if(step_tot < 3) step_tot= 3; maxVerts = totvert * step_tot; /* -1 because we're joining back up */ maxEdges = (totvert * step_tot) + /* these are the edges between new verts */ (totedge * step_tot); /* -1 because vert edges join */ maxFaces = totedge * step_tot; screw_ofs= 0.0f; } else { close= 0; if(step_tot < 3) step_tot= 3; maxVerts = totvert * step_tot; /* -1 because we're joining back up */ maxEdges = (totvert * (step_tot-1)) + /* these are the edges between new verts */ (totedge * step_tot); /* -1 because vert edges join */ maxFaces = totedge * (step_tot-1); } result= CDDM_from_template(dm, maxVerts, maxEdges, maxFaces); /* copy verts from mesh */ mvert_orig = dm->getVertArray(dm); medge_orig = dm->getEdgeArray(dm); mvert_new = result->getVertArray(result); mface_new = result->getFaceArray(result); medge_new = result->getEdgeArray(result); origindex= result->getFaceDataArray(result, CD_ORIGINDEX); DM_copy_vert_data(dm, result, 0, 0, totvert); /* copy first otherwise this overwrites our own vertex normals */ /* Set the locations of the first set of verts */ mv_new= mvert_new; mv_orig= mvert_orig; /* Copy the first set of edges */ med_orig= medge_orig; med_new= medge_new; for (i=0; i < totedge; i++, med_orig++, med_new++) { med_new->v1= med_orig->v1; med_new->v2= med_orig->v2; med_new->crease= med_orig->crease; med_new->flag= med_orig->flag & ~ME_LOOSEEDGE; } if(ltmd->flag & MOD_SCREW_NORMAL_CALC) { /* * Normal Calculation (for face flipping) * Sort edge verts for correct face flipping * NOT REALLY NEEDED but face flipping is nice. * * */ /* Notice! * * Since we are only ordering the edges here it can avoid mallocing the * extra space by abusing the vert array berfore its filled with new verts. * The new array for vert_connect must be at least sizeof(ScrewVertConnect) * totvert * and the size of our resulting meshes array is sizeof(MVert) * totvert * 3 * so its safe to use the second 2 thrids of MVert the array for vert_connect, * just make sure ScrewVertConnect struct is no more then twice as big as MVert, * at the moment there is no chance of that being a problem, * unless MVert becomes half its current size. * * once the edges are ordered, vert_connect is not needed and it can be used for verts * * This makes the modifier faster with one less alloc. */ vert_connect= MEM_mallocN(sizeof(ScrewVertConnect) * totvert, "ScrewVertConnect"); //vert_connect= (ScrewVertConnect *) &medge_new[totvert]; /* skip the first slice of verts */ vc= vert_connect; /* Copy Vert Locations */ /* - We can do this in a later loop - only do here if no normal calc */ if (!totedge) { for (i=0; i < totvert; i++, mv_orig++, mv_new++) { copy_v3_v3(mv_new->co, mv_orig->co); normalize_v3_v3(vc->no, mv_new->co); /* no edges- this is really a dummy normal */ } } else { /*printf("\n\n\n\n\nStarting Modifier\n");*/ /* set edge users */ med_new= medge_new; mv_new= mvert_new; if (ltmd->ob_axis) { /*mtx_tx is initialized early on */ for (i=0; i < totvert; i++, mv_new++, mv_orig++, vc++) { vc->co[0]= mv_new->co[0]= mv_orig->co[0]; vc->co[1]= mv_new->co[1]= mv_orig->co[1]; vc->co[2]= mv_new->co[2]= mv_orig->co[2]; vc->flag= 0; vc->e[0]= vc->e[1]= NULL; vc->v[0]= vc->v[1]= -1; mul_m4_v3(mtx_tx, vc->co); /* length in 2d, dont sqrt because this is only for comparison */ vc->dist = vc->co[other_axis_1]*vc->co[other_axis_1] + vc->co[other_axis_2]*vc->co[other_axis_2]; /* printf("location %f %f %f -- %f\n", vc->co[0], vc->co[1], vc->co[2], vc->dist);*/ } } else { for (i=0; i < totvert; i++, mv_new++, mv_orig++, vc++) { vc->co[0]= mv_new->co[0]= mv_orig->co[0]; vc->co[1]= mv_new->co[1]= mv_orig->co[1]; vc->co[2]= mv_new->co[2]= mv_orig->co[2]; vc->flag= 0; vc->e[0]= vc->e[1]= NULL; vc->v[0]= vc->v[1]= -1; /* length in 2d, dont sqrt because this is only for comparison */ vc->dist = vc->co[other_axis_1]*vc->co[other_axis_1] + vc->co[other_axis_2]*vc->co[other_axis_2]; /* printf("location %f %f %f -- %f\n", vc->co[0], vc->co[1], vc->co[2], vc->dist);*/ } } /* this loop builds connectivity info for verts */ for (i=0; i<totedge; i++, med_new++) { vc= &vert_connect[med_new->v1]; if (vc->v[0] == -1) { /* unused */ vc->v[0]= med_new->v2; vc->e[0]= med_new; } else if (vc->v[1] == -1) { vc->v[1]= med_new->v2; vc->e[1]= med_new; } else { vc->v[0]= vc->v[1]= -2; /* erro value - dont use, 3 edges on vert */ } vc= &vert_connect[med_new->v2]; /* same as above but swap v1/2 */ if (vc->v[0] == -1) { /* unused */ vc->v[0]= med_new->v1; vc->e[0]= med_new; } else if (vc->v[1] == -1) { vc->v[1]= med_new->v1; vc->e[1]= med_new; } else { vc->v[0]= vc->v[1]= -2; /* erro value - dont use, 3 edges on vert */ } } /* find the first vert */ vc= vert_connect; for (i=0; i < totvert; i++, vc++) { /* Now do search for connected verts, order all edges and flip them * so resulting faces are flipped the right way */ vc_tot_linked= 0; /* count the number of linked verts for this loop */ if (vc->flag == 0) { int v_best=-1, ed_loop_closed=0; /* vert and vert new */ ScrewVertIter lt_iter; int ed_loop_flip= 0; /* compiler complains if not initialized, but it should be initialized below */ float fl= -1.0f; /*printf("Loop on connected vert: %i\n", i);*/ for(j=0; j<2; j++) { /*printf("\tSide: %i\n", j);*/ screwvert_iter_init(<_iter, vert_connect, i, j); if (j == 1) { screwvert_iter_step(<_iter); } while (lt_iter.v_poin) { /*printf("\t\tVERT: %i\n", lt_iter.v);*/ if (lt_iter.v_poin->flag) { /*printf("\t\t\tBreaking Found end\n");*/ //endpoints[0]= endpoints[1]= -1; ed_loop_closed= 1; /* circle */ break; } lt_iter.v_poin->flag= 1; vc_tot_linked++; /*printf("Testing 2 floats %f : %f\n", fl, lt_iter.v_poin->dist);*/ if (fl <= lt_iter.v_poin->dist) { fl= lt_iter.v_poin->dist; v_best= lt_iter.v; /*printf("\t\t\tVERT BEST: %i\n", v_best);*/ } screwvert_iter_step(<_iter); if (!lt_iter.v_poin) { /*printf("\t\t\tFound End Also Num %i\n", j);*/ /*endpoints[j]= lt_iter.v_other;*/ /* other is still valid */ break; } } } /* now we have a collection of used edges. flip their edges the right way*/ /*if (v_best != -1) - */ /*printf("Done Looking - vc_tot_linked: %i\n", vc_tot_linked);*/ if (vc_tot_linked>1) { float vf_1, vf_2, vf_best; vc_tmp= &vert_connect[v_best]; tmpf1= vert_connect[vc_tmp->v[0]].co; tmpf2= vert_connect[vc_tmp->v[1]].co; /* edge connects on each side! */ if ((vc_tmp->v[0] > -1) && (vc_tmp->v[1] > -1)) { /*printf("Verts on each side (%i %i)\n", vc_tmp->v[0], vc_tmp->v[1]);*/ /* find out which is higher */ vf_1= tmpf1[ltmd->axis]; vf_2= tmpf2[ltmd->axis]; vf_best= vc_tmp->co[ltmd->axis]; if (vf_1 < vf_best && vf_best < vf_2) { ed_loop_flip= 0; } else if (vf_1 > vf_best && vf_best > vf_2) { ed_loop_flip= 1; } else { /* not so simple to work out which edge is higher */ sub_v3_v3v3(tmp_vec1, tmpf1, vc_tmp->co); sub_v3_v3v3(tmp_vec2, tmpf2, vc_tmp->co); normalize_v3(tmp_vec1); normalize_v3(tmp_vec2); if (tmp_vec1[ltmd->axis] < tmp_vec2[ltmd->axis]) { ed_loop_flip= 1; } else { ed_loop_flip= 0; } } } else if (vc_tmp->v[0] >= 0) { /*vertex only connected on 1 side */ /*printf("Verts on ONE side (%i %i)\n", vc_tmp->v[0], vc_tmp->v[1]);*/ if (tmpf1[ltmd->axis] < vc_tmp->co[ltmd->axis]) { /* best is above */ ed_loop_flip= 1; } else { /* best is below or even... in even case we cant know whet to do. */ ed_loop_flip= 0; } }/* else { printf("No Connected ___\n"); }*/ /*printf("flip direction %i\n", ed_loop_flip);*/ /* switch the flip option if set * note: flip is now done at face level so copying vgroup slizes is easier */ /* if (do_flip) ed_loop_flip= !ed_loop_flip; */ if (angle < 0.0f) ed_loop_flip= !ed_loop_flip; /* if its closed, we only need 1 loop */ for(j=ed_loop_closed; j<2; j++) { /*printf("Ordering Side J %i\n", j);*/ screwvert_iter_init(<_iter, vert_connect, v_best, j); /*printf("\n\nStarting - Loop\n");*/ lt_iter.v_poin->flag= 1; /* so a non loop will traverse the other side */ /* If this is the vert off the best vert and * the best vert has 2 edges connected too it * then swap the flip direction */ if (j == 1 && (vc_tmp->v[0] > -1) && (vc_tmp->v[1] > -1)) ed_loop_flip= !ed_loop_flip; while (lt_iter.v_poin && lt_iter.v_poin->flag != 2) { /*printf("\tOrdering Vert V %i\n", lt_iter.v);*/ lt_iter.v_poin->flag= 2; if (lt_iter.e) { if (lt_iter.v == lt_iter.e->v1) { if (ed_loop_flip == 0) { /*printf("\t\t\tFlipping 0\n");*/ SWAP(int, lt_iter.e->v1, lt_iter.e->v2); }/* else { printf("\t\t\tFlipping Not 0\n"); }*/ } else if (lt_iter.v == lt_iter.e->v2) { if (ed_loop_flip == 1) { /*printf("\t\t\tFlipping 1\n");*/ SWAP(int, lt_iter.e->v1, lt_iter.e->v2); }/* else { printf("\t\t\tFlipping Not 1\n"); }*/ }/* else { printf("\t\tIncorrect edge topology"); }*/ }/* else { printf("\t\tNo Edge at this point\n"); }*/ screwvert_iter_step(<_iter); } }
static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float ground_co[3], float ground_nor[3]) { BoidParticle *bpa = pa->boid; if (bpa->data.mode == eBoidMode_Climbing) { SurfaceModifierData *surmd = NULL; float x[3], v[3]; surmd = (SurfaceModifierData *)modifiers_findByType(bpa->ground, eModifierType_Surface ); /* take surface velocity into account */ closest_point_on_surface(surmd, pa->state.co, x, NULL, v); add_v3_v3(x, v); /* get actual position on surface */ closest_point_on_surface(surmd, x, ground_co, ground_nor, NULL); return bpa->ground; } else { float zvec[3] = {0.0f, 0.0f, 2000.0f}; ParticleCollision col; ColliderCache *coll; BVHTreeRayHit hit; float radius = 0.0f, t, ray_dir[3]; if (!bbd->sim->colliders) return NULL; memset(&col, 0, sizeof(ParticleCollision)); /* first try to find below boid */ copy_v3_v3(col.co1, pa->state.co); sub_v3_v3v3(col.co2, pa->state.co, zvec); sub_v3_v3v3(ray_dir, col.co2, col.co1); col.f = 0.0f; hit.index = -1; hit.dist = col.original_ray_length = len_v3(ray_dir); col.pce.inside = 0; for (coll = bbd->sim->colliders->first; coll; coll = coll->next) { col.current = coll->ob; col.md = coll->collmd; col.fac1 = col.fac2 = 0.f; if (col.md && col.md->bvhtree) BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col); } /* then use that object */ if (hit.index>=0) { t = hit.dist/col.original_ray_length; interp_v3_v3v3(ground_co, col.co1, col.co2, t); normalize_v3_v3(ground_nor, col.pce.nor); return col.hit; } /* couldn't find below, so find upmost deflector object */ add_v3_v3v3(col.co1, pa->state.co, zvec); sub_v3_v3v3(col.co2, pa->state.co, zvec); sub_v3_v3(col.co2, zvec); sub_v3_v3v3(ray_dir, col.co2, col.co1); col.f = 0.0f; hit.index = -1; hit.dist = col.original_ray_length = len_v3(ray_dir); for (coll = bbd->sim->colliders->first; coll; coll = coll->next) { col.current = coll->ob; col.md = coll->collmd; if (col.md && col.md->bvhtree) BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, BKE_psys_collision_neartest_cb, &col); } /* then use that object */ if (hit.index>=0) { t = hit.dist/col.original_ray_length; interp_v3_v3v3(ground_co, col.co1, col.co2, t); normalize_v3_v3(ground_nor, col.pce.nor); return col.hit; } /* default to z=0 */ copy_v3_v3(ground_co, pa->state.co); ground_co[2] = 0; ground_nor[0] = ground_nor[1] = 0.0f; ground_nor[2] = 1.0f; return NULL; } }
static int rule_fight(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa) { BoidRuleFight *fbr = (BoidRuleFight*)rule; KDTreeNearest *ptn = NULL; ParticleTarget *pt; ParticleData *epars; ParticleData *enemy_pa = NULL; BoidParticle *bpa; /* friends & enemies */ float closest_enemy[3] = {0.0f, 0.0f, 0.0f}; float closest_dist = fbr->distance + 1.0f; float f_strength = 0.0f, e_strength = 0.0f; float health = 0.0f; int n, ret = 0; /* calculate own group strength */ int neighbors = BLI_kdtree_range_search( bbd->sim->psys->tree, pa->prev_state.co, &ptn, fbr->distance); for (n=0; n<neighbors; n++) { bpa = bbd->sim->psys->particles[ptn[n].index].boid; health += bpa->data.health; } f_strength += bbd->part->boids->strength * health; if (ptn) { MEM_freeN(ptn); ptn=NULL; } /* add other friendlies and calculate enemy strength and find closest enemy */ for (pt=bbd->sim->psys->targets.first; pt; pt=pt->next) { ParticleSystem *epsys = psys_get_target_system(bbd->sim->ob, pt); if (epsys) { epars = epsys->particles; neighbors = BLI_kdtree_range_search( epsys->tree, pa->prev_state.co, &ptn, fbr->distance); health = 0.0f; for (n=0; n<neighbors; n++) { bpa = epars[ptn[n].index].boid; health += bpa->data.health; if (n==0 && pt->mode==PTARGET_MODE_ENEMY && ptn[n].dist < closest_dist) { copy_v3_v3(closest_enemy, ptn[n].co); closest_dist = ptn[n].dist; enemy_pa = epars + ptn[n].index; } } if (pt->mode==PTARGET_MODE_ENEMY) e_strength += epsys->part->boids->strength * health; else if (pt->mode==PTARGET_MODE_FRIEND) f_strength += epsys->part->boids->strength * health; if (ptn) { MEM_freeN(ptn); ptn=NULL; } } } /* decide action if enemy presence found */ if (e_strength > 0.0f) { sub_v3_v3v3(bbd->wanted_co, closest_enemy, pa->prev_state.co); /* attack if in range */ if (closest_dist <= bbd->part->boids->range + pa->size + enemy_pa->size) { float damage = BLI_rng_get_float(bbd->rng); float enemy_dir[3]; normalize_v3_v3(enemy_dir, bbd->wanted_co); /* fight mode */ bbd->wanted_speed = 0.0f; /* must face enemy to fight */ if (dot_v3v3(pa->prev_state.ave, enemy_dir)>0.5f) { bpa = enemy_pa->boid; bpa->data.health -= bbd->part->boids->strength * bbd->timestep * ((1.0f-bbd->part->boids->accuracy)*damage + bbd->part->boids->accuracy); } } else { /* approach mode */ bbd->wanted_speed = val->max_speed; } /* check if boid doesn't want to fight */ bpa = pa->boid; if (bpa->data.health/bbd->part->boids->health * bbd->part->boids->aggression < e_strength / f_strength) { /* decide to flee */ if (closest_dist < fbr->flee_distance * fbr->distance) { negate_v3(bbd->wanted_co); bbd->wanted_speed = val->max_speed; } else { /* wait for better odds */ bbd->wanted_speed = 0.0f; } } ret = 1; } return ret; }
float normalize_v3(float r[3]) { return normalize_v3_v3(r, r); }
static int mesh_bisect_exec(bContext *C, wmOperator *op) { Scene *scene = CTX_data_scene(C); /* both can be NULL, fallbacks values are used */ View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d = ED_view3d_context_rv3d(C); Object *obedit = CTX_data_edit_object(C); BMEditMesh *em = BKE_editmesh_from_object(obedit); BMesh *bm; BMOperator bmop; float plane_co[3]; float plane_no[3]; float imat[4][4]; const float thresh = RNA_float_get(op->ptr, "threshold"); const bool use_fill = RNA_boolean_get(op->ptr, "use_fill"); const bool clear_inner = RNA_boolean_get(op->ptr, "clear_inner"); const bool clear_outer = RNA_boolean_get(op->ptr, "clear_outer"); PropertyRNA *prop_plane_co; PropertyRNA *prop_plane_no; prop_plane_co = RNA_struct_find_property(op->ptr, "plane_co"); if (RNA_property_is_set(op->ptr, prop_plane_co)) { RNA_property_float_get_array(op->ptr, prop_plane_co, plane_co); } else { copy_v3_v3(plane_co, ED_view3d_cursor3d_get(scene, v3d)); RNA_property_float_set_array(op->ptr, prop_plane_co, plane_co); } prop_plane_no = RNA_struct_find_property(op->ptr, "plane_no"); if (RNA_property_is_set(op->ptr, prop_plane_no)) { RNA_property_float_get_array(op->ptr, prop_plane_no, plane_no); } else { if (rv3d) { copy_v3_v3(plane_no, rv3d->viewinv[1]); } else { /* fallback... */ plane_no[0] = plane_no[1] = 0.0f; plane_no[2] = 1.0f; } RNA_property_float_set_array(op->ptr, prop_plane_no, plane_no); } /* -------------------------------------------------------------------- */ /* Modal support */ /* Note: keep this isolated, exec can work wihout this */ if ((op->customdata != NULL) && mesh_bisect_interactive_calc(C, op, em, plane_co, plane_no)) { /* write back to the props */ RNA_property_float_set_array(op->ptr, prop_plane_no, plane_no); RNA_property_float_set_array(op->ptr, prop_plane_co, plane_co); } /* End Modal */ /* -------------------------------------------------------------------- */ bm = em->bm; invert_m4_m4(imat, obedit->obmat); mul_m4_v3(imat, plane_co); mul_mat3_m4_v3(imat, plane_no); EDBM_op_init(em, &bmop, op, "bisect_plane geom=%hvef plane_co=%v plane_no=%v dist=%f clear_inner=%b clear_outer=%b", BM_ELEM_SELECT, plane_co, plane_no, thresh, clear_inner, clear_outer); BMO_op_exec(bm, &bmop); EDBM_flag_disable_all(em, BM_ELEM_SELECT); if (use_fill) { float normal_fill[3]; BMOperator bmop_fill; BMOperator bmop_attr; normalize_v3_v3(normal_fill, plane_no); if (clear_outer == true && clear_inner == false) { negate_v3(normal_fill); } /* Fill */ BMO_op_initf( bm, &bmop_fill, op->flag, "triangle_fill edges=%S normal=%v use_dissolve=%b", &bmop, "geom_cut.out", normal_fill, true); BMO_op_exec(bm, &bmop_fill); /* Copy Attributes */ BMO_op_initf(bm, &bmop_attr, op->flag, "face_attribute_fill faces=%S use_normals=%b use_data=%b", &bmop_fill, "geom.out", false, true); BMO_op_exec(bm, &bmop_attr); BMO_slot_buffer_hflag_enable(bm, bmop_fill.slots_out, "geom.out", BM_FACE, BM_ELEM_SELECT, true); BMO_op_finish(bm, &bmop_attr); BMO_op_finish(bm, &bmop_fill); } BMO_slot_buffer_hflag_enable(bm, bmop.slots_out, "geom_cut.out", BM_VERT | BM_EDGE, BM_ELEM_SELECT, true); if (!EDBM_op_finish(em, &bmop, op, true)) { return OPERATOR_CANCELLED; } else { EDBM_update_generic(em, true, true); EDBM_selectmode_flush(em); return OPERATOR_FINISHED; } }
/* ***** actual texture sampling ***** */ int ocean_texture(Tex *tex, const float texvec[2], TexResult *texres) { OceanTex *ot = tex->ot; ModifierData *md; OceanModifierData *omd; texres->tin = 0.0f; if ( !(ot) || !(ot->object) || !(md = (ModifierData *)modifiers_findByType(ot->object, eModifierType_Ocean)) || !(omd = (OceanModifierData *)md)->ocean) { return 0; } else { const int do_normals = (omd->flag & MOD_OCEAN_GENERATE_NORMALS); int cfra = R.r.cfra; int retval = TEX_INT; OceanResult ocr; const float u = 0.5f + 0.5f * texvec[0]; const float v = 0.5f + 0.5f * texvec[1]; if (omd->oceancache && omd->cached == true) { CLAMP(cfra, omd->bakestart, omd->bakeend); cfra -= omd->bakestart; /* shift to 0 based */ BKE_ocean_cache_eval_uv(omd->oceancache, &ocr, cfra, u, v); } else { /* non-cached */ if (G.is_rendering) BKE_ocean_eval_uv_catrom(omd->ocean, &ocr, u, v); else BKE_ocean_eval_uv(omd->ocean, &ocr, u, v); ocr.foam = BKE_ocean_jminus_to_foam(ocr.Jminus, omd->foam_coverage); } switch (ot->output) { case TEX_OCN_DISPLACEMENT: /* XYZ displacement */ texres->tr = 0.5f + 0.5f * ocr.disp[0]; texres->tg = 0.5f + 0.5f * ocr.disp[2]; texres->tb = 0.5f + 0.5f * ocr.disp[1]; texres->tr = MAX2(0.0f, texres->tr); texres->tg = MAX2(0.0f, texres->tg); texres->tb = MAX2(0.0f, texres->tb); BRICONTRGB; retval = TEX_RGB; break; case TEX_OCN_EMINUS: /* -ve eigenvectors ? */ texres->tr = ocr.Eminus[0]; texres->tg = ocr.Eminus[2]; texres->tb = ocr.Eminus[1]; retval = TEX_RGB; break; case TEX_OCN_EPLUS: /* -ve eigenvectors ? */ texres->tr = ocr.Eplus[0]; texres->tg = ocr.Eplus[2]; texres->tb = ocr.Eplus[1]; retval = TEX_RGB; break; case TEX_OCN_JPLUS: texres->tin = ocr.Jplus; retval = TEX_INT; break; case TEX_OCN_FOAM: texres->tin = ocr.foam; BRICONT; retval = TEX_INT; break; } /* if normals needed */ if (texres->nor && do_normals) { normalize_v3_v3(texres->nor, ocr.normal); retval |= TEX_NOR; } texres->ta = 1.0f; return retval; } }
static DerivedMesh *applyModifier( ModifierData *md, Object *ob, DerivedMesh *dm, ModifierApplyFlag UNUSED(flag)) { DerivedMesh *result; const SolidifyModifierData *smd = (SolidifyModifierData *) md; MVert *mv, *mvert, *orig_mvert; MEdge *ed, *medge, *orig_medge; MLoop *ml, *mloop, *orig_mloop; MPoly *mp, *mpoly, *orig_mpoly; const unsigned int numVerts = (unsigned int)dm->getNumVerts(dm); const unsigned int numEdges = (unsigned int)dm->getNumEdges(dm); const unsigned int numFaces = (unsigned int)dm->getNumPolys(dm); const unsigned int numLoops = (unsigned int)dm->getNumLoops(dm); unsigned int newLoops = 0, newFaces = 0, newEdges = 0, newVerts = 0, rimVerts = 0; /* only use material offsets if we have 2 or more materials */ const short mat_nr_max = ob->totcol > 1 ? ob->totcol - 1 : 0; const short mat_ofs = mat_nr_max ? smd->mat_ofs : 0; const short mat_ofs_rim = mat_nr_max ? smd->mat_ofs_rim : 0; /* use for edges */ /* over-alloc new_vert_arr, old_vert_arr */ unsigned int *new_vert_arr = NULL; STACK_DECLARE(new_vert_arr); unsigned int *new_edge_arr = NULL; STACK_DECLARE(new_edge_arr); unsigned int *old_vert_arr = MEM_callocN(sizeof(*old_vert_arr) * (size_t)numVerts, "old_vert_arr in solidify"); unsigned int *edge_users = NULL; char *edge_order = NULL; float (*vert_nors)[3] = NULL; float (*face_nors)[3] = NULL; const bool need_face_normals = (smd->flag & MOD_SOLIDIFY_NORMAL_CALC) || (smd->flag & MOD_SOLIDIFY_EVEN); const float ofs_orig = -(((-smd->offset_fac + 1.0f) * 0.5f) * smd->offset); const float ofs_new = smd->offset + ofs_orig; const float offset_fac_vg = smd->offset_fac_vg; const float offset_fac_vg_inv = 1.0f - smd->offset_fac_vg; const bool do_flip = (smd->flag & MOD_SOLIDIFY_FLIP) != 0; const bool do_clamp = (smd->offset_clamp != 0.0f); const bool do_shell = ((smd->flag & MOD_SOLIDIFY_RIM) && (smd->flag & MOD_SOLIDIFY_NOSHELL)) == 0; /* weights */ MDeformVert *dvert; const bool defgrp_invert = (smd->flag & MOD_SOLIDIFY_VGROUP_INV) != 0; int defgrp_index; /* array size is doubled in case of using a shell */ const unsigned int stride = do_shell ? 2 : 1; modifier_get_vgroup(ob, dm, smd->defgrp_name, &dvert, &defgrp_index); orig_mvert = dm->getVertArray(dm); orig_medge = dm->getEdgeArray(dm); orig_mloop = dm->getLoopArray(dm); orig_mpoly = dm->getPolyArray(dm); if (need_face_normals) { /* calculate only face normals */ face_nors = MEM_mallocN(sizeof(*face_nors) * (size_t)numFaces, __func__); BKE_mesh_calc_normals_poly( orig_mvert, NULL, (int)numVerts, orig_mloop, orig_mpoly, (int)numLoops, (int)numFaces, face_nors, true); } STACK_INIT(new_vert_arr, numVerts * 2); STACK_INIT(new_edge_arr, numEdges * 2); if (smd->flag & MOD_SOLIDIFY_RIM) { BLI_bitmap *orig_mvert_tag = BLI_BITMAP_NEW(numVerts, __func__); unsigned int eidx; unsigned int i; #define INVALID_UNUSED ((unsigned int)-1) #define INVALID_PAIR ((unsigned int)-2) new_vert_arr = MEM_mallocN(sizeof(*new_vert_arr) * (size_t)(numVerts * 2), __func__); new_edge_arr = MEM_mallocN(sizeof(*new_edge_arr) * (size_t)((numEdges * 2) + numVerts), __func__); edge_users = MEM_mallocN(sizeof(*edge_users) * (size_t)numEdges, "solid_mod edges"); edge_order = MEM_mallocN(sizeof(*edge_order) * (size_t)numEdges, "solid_mod eorder"); /* save doing 2 loops here... */ #if 0 copy_vn_i(edge_users, numEdges, INVALID_UNUSED); #endif for (eidx = 0, ed = orig_medge; eidx < numEdges; eidx++, ed++) { edge_users[eidx] = INVALID_UNUSED; } for (i = 0, mp = orig_mpoly; i < numFaces; i++, mp++) { MLoop *ml_prev; int j; ml = orig_mloop + mp->loopstart; ml_prev = ml + (mp->totloop - 1); for (j = 0; j < mp->totloop; j++, ml++) { /* add edge user */ eidx = ml_prev->e; if (edge_users[eidx] == INVALID_UNUSED) { ed = orig_medge + eidx; BLI_assert(ELEM(ml_prev->v, ed->v1, ed->v2) && ELEM(ml->v, ed->v1, ed->v2)); edge_users[eidx] = (ml_prev->v > ml->v) == (ed->v1 < ed->v2) ? i : (i + numFaces); edge_order[eidx] = j; } else { edge_users[eidx] = INVALID_PAIR; } ml_prev = ml; } } for (eidx = 0, ed = orig_medge; eidx < numEdges; eidx++, ed++) { if (!ELEM(edge_users[eidx], INVALID_UNUSED, INVALID_PAIR)) { BLI_BITMAP_ENABLE(orig_mvert_tag, ed->v1); BLI_BITMAP_ENABLE(orig_mvert_tag, ed->v2); STACK_PUSH(new_edge_arr, eidx); newFaces++; newLoops += 4; } } for (i = 0; i < numVerts; i++) { if (BLI_BITMAP_TEST(orig_mvert_tag, i)) { old_vert_arr[i] = STACK_SIZE(new_vert_arr); STACK_PUSH(new_vert_arr, i); rimVerts++; } else { old_vert_arr[i] = INVALID_UNUSED; } } MEM_freeN(orig_mvert_tag); } if (do_shell == false) { /* only add rim vertices */ newVerts = rimVerts; /* each extruded face needs an opposite edge */ newEdges = newFaces; } else { /* (stride == 2) in this case, so no need to add newVerts/newEdges */ BLI_assert(newVerts == 0); BLI_assert(newEdges == 0); } if (smd->flag & MOD_SOLIDIFY_NORMAL_CALC) { vert_nors = MEM_callocN(sizeof(float) * (size_t)numVerts * 3, "mod_solid_vno_hq"); dm_calc_normal(dm, face_nors, vert_nors); } result = CDDM_from_template(dm, (int)((numVerts * stride) + newVerts), (int)((numEdges * stride) + newEdges + rimVerts), 0, (int)((numLoops * stride) + newLoops), (int)((numFaces * stride) + newFaces)); mpoly = CDDM_get_polys(result); mloop = CDDM_get_loops(result); medge = CDDM_get_edges(result); mvert = CDDM_get_verts(result); if (do_shell) { DM_copy_vert_data(dm, result, 0, 0, (int)numVerts); DM_copy_vert_data(dm, result, 0, (int)numVerts, (int)numVerts); DM_copy_edge_data(dm, result, 0, 0, (int)numEdges); DM_copy_edge_data(dm, result, 0, (int)numEdges, (int)numEdges); DM_copy_loop_data(dm, result, 0, 0, (int)numLoops); DM_copy_loop_data(dm, result, 0, (int)numLoops, (int)numLoops); DM_copy_poly_data(dm, result, 0, 0, (int)numFaces); DM_copy_poly_data(dm, result, 0, (int)numFaces, (int)numFaces); } else { int i, j; DM_copy_vert_data(dm, result, 0, 0, (int)numVerts); for (i = 0, j = (int)numVerts; i < numVerts; i++) { if (old_vert_arr[i] != INVALID_UNUSED) { DM_copy_vert_data(dm, result, i, j, 1); j++; } } DM_copy_edge_data(dm, result, 0, 0, (int)numEdges); for (i = 0, j = (int)numEdges; i < numEdges; i++) { if (!ELEM(edge_users[i], INVALID_UNUSED, INVALID_PAIR)) { MEdge *ed_src, *ed_dst; DM_copy_edge_data(dm, result, i, j, 1); ed_src = &medge[i]; ed_dst = &medge[j]; ed_dst->v1 = old_vert_arr[ed_src->v1] + numVerts; ed_dst->v2 = old_vert_arr[ed_src->v2] + numVerts; j++; } } /* will be created later */ DM_copy_loop_data(dm, result, 0, 0, (int)numLoops); DM_copy_poly_data(dm, result, 0, 0, (int)numFaces); } #undef INVALID_UNUSED #undef INVALID_PAIR /* initializes: (i_end, do_shell_align, mv) */ #define INIT_VERT_ARRAY_OFFSETS(test) \ if (((ofs_new >= ofs_orig) == do_flip) == test) { \ i_end = numVerts; \ do_shell_align = true; \ mv = mvert; \ } \ else { \ if (do_shell) { \ i_end = numVerts; \ do_shell_align = true; \ } \ else { \ i_end = newVerts ; \ do_shell_align = false; \ } \ mv = &mvert[numVerts]; \ } (void)0 /* flip normals */ if (do_shell) { unsigned int i; mp = mpoly + numFaces; for (i = 0; i < dm->numPolyData; i++, mp++) { MLoop *ml2; unsigned int e; int j; /* reverses the loop direction (MLoop.v as well as custom-data) * MLoop.e also needs to be corrected too, done in a separate loop below. */ ml2 = mloop + mp->loopstart + dm->numLoopData; for (j = 0; j < mp->totloop; j++) { CustomData_copy_data(&dm->loopData, &result->loopData, mp->loopstart + j, mp->loopstart + (mp->totloop - j - 1) + dm->numLoopData, 1); } if (mat_ofs) { mp->mat_nr += mat_ofs; CLAMP(mp->mat_nr, 0, mat_nr_max); } e = ml2[0].e; for (j = 0; j < mp->totloop - 1; j++) { ml2[j].e = ml2[j + 1].e; } ml2[mp->totloop - 1].e = e; mp->loopstart += dm->numLoopData; for (j = 0; j < mp->totloop; j++) { ml2[j].e += numEdges; ml2[j].v += numVerts; } } for (i = 0, ed = medge + numEdges; i < numEdges; i++, ed++) { ed->v1 += numVerts; ed->v2 += numVerts; } } /* note, copied vertex layers don't have flipped normals yet. do this after applying offset */ if ((smd->flag & MOD_SOLIDIFY_EVEN) == 0) { /* no even thickness, very simple */ float scalar_short; float scalar_short_vgroup; /* for clamping */ float *vert_lens = NULL; const float offset = fabsf(smd->offset) * smd->offset_clamp; const float offset_sq = offset * offset; if (do_clamp) { unsigned int i; vert_lens = MEM_mallocN(sizeof(float) * numVerts, "vert_lens"); copy_vn_fl(vert_lens, (int)numVerts, FLT_MAX); for (i = 0; i < numEdges; i++) { const float ed_len_sq = len_squared_v3v3(mvert[medge[i].v1].co, mvert[medge[i].v2].co); vert_lens[medge[i].v1] = min_ff(vert_lens[medge[i].v1], ed_len_sq); vert_lens[medge[i].v2] = min_ff(vert_lens[medge[i].v2], ed_len_sq); } } if (ofs_new != 0.0f) { unsigned int i_orig, i_end; bool do_shell_align; scalar_short = scalar_short_vgroup = ofs_new / 32767.0f; INIT_VERT_ARRAY_OFFSETS(false); for (i_orig = 0; i_orig < i_end; i_orig++, mv++) { const unsigned int i = do_shell_align ? i_orig : new_vert_arr[i_orig]; if (dvert) { MDeformVert *dv = &dvert[i]; if (defgrp_invert) scalar_short_vgroup = 1.0f - defvert_find_weight(dv, defgrp_index); else scalar_short_vgroup = defvert_find_weight(dv, defgrp_index); scalar_short_vgroup = (offset_fac_vg + (scalar_short_vgroup * offset_fac_vg_inv)) * scalar_short; } if (do_clamp) { /* always reset becaise we may have set before */ if (dvert == NULL) { scalar_short_vgroup = scalar_short; } if (vert_lens[i] < offset_sq) { float scalar = sqrtf(vert_lens[i]) / offset; scalar_short_vgroup *= scalar; } } madd_v3v3short_fl(mv->co, mv->no, scalar_short_vgroup); } } if (ofs_orig != 0.0f) { unsigned int i_orig, i_end; bool do_shell_align; scalar_short = scalar_short_vgroup = ofs_orig / 32767.0f; /* as above but swapped */ INIT_VERT_ARRAY_OFFSETS(true); for (i_orig = 0; i_orig < i_end; i_orig++, mv++) { const unsigned int i = do_shell_align ? i_orig : new_vert_arr[i_orig]; if (dvert) { MDeformVert *dv = &dvert[i]; if (defgrp_invert) scalar_short_vgroup = 1.0f - defvert_find_weight(dv, defgrp_index); else scalar_short_vgroup = defvert_find_weight(dv, defgrp_index); scalar_short_vgroup = (offset_fac_vg + (scalar_short_vgroup * offset_fac_vg_inv)) * scalar_short; } if (do_clamp) { /* always reset becaise we may have set before */ if (dvert == NULL) { scalar_short_vgroup = scalar_short; } if (vert_lens[i] < offset_sq) { float scalar = sqrtf(vert_lens[i]) / offset; scalar_short_vgroup *= scalar; } } madd_v3v3short_fl(mv->co, mv->no, scalar_short_vgroup); } } if (do_clamp) { MEM_freeN(vert_lens); } } else { #ifdef USE_NONMANIFOLD_WORKAROUND const bool check_non_manifold = (smd->flag & MOD_SOLIDIFY_NORMAL_CALC) != 0; #endif /* same as EM_solidify() in editmesh_lib.c */ float *vert_angles = MEM_callocN(sizeof(float) * numVerts * 2, "mod_solid_pair"); /* 2 in 1 */ float *vert_accum = vert_angles + numVerts; unsigned int vidx; unsigned int i; if (vert_nors == NULL) { vert_nors = MEM_mallocN(sizeof(float) * numVerts * 3, "mod_solid_vno"); for (i = 0, mv = mvert; i < numVerts; i++, mv++) { normal_short_to_float_v3(vert_nors[i], mv->no); } } for (i = 0, mp = mpoly; i < numFaces; i++, mp++) { /* #BKE_mesh_calc_poly_angles logic is inlined here */ float nor_prev[3]; float nor_next[3]; int i_curr = mp->totloop - 1; int i_next = 0; ml = &mloop[mp->loopstart]; sub_v3_v3v3(nor_prev, mvert[ml[i_curr - 1].v].co, mvert[ml[i_curr].v].co); normalize_v3(nor_prev); while (i_next < mp->totloop) { float angle; sub_v3_v3v3(nor_next, mvert[ml[i_curr].v].co, mvert[ml[i_next].v].co); normalize_v3(nor_next); angle = angle_normalized_v3v3(nor_prev, nor_next); /* --- not related to angle calc --- */ if (angle < FLT_EPSILON) { angle = FLT_EPSILON; } vidx = ml[i_curr].v; vert_accum[vidx] += angle; #ifdef USE_NONMANIFOLD_WORKAROUND /* skip 3+ face user edges */ if ((check_non_manifold == false) || LIKELY(((orig_medge[ml[i_curr].e].flag & ME_EDGE_TMP_TAG) == 0) && ((orig_medge[ml[i_next].e].flag & ME_EDGE_TMP_TAG) == 0))) { vert_angles[vidx] += shell_v3v3_normalized_to_dist(vert_nors[vidx], face_nors[i]) * angle; } else { vert_angles[vidx] += angle; } #else vert_angles[vidx] += shell_v3v3_normalized_to_dist(vert_nors[vidx], face_nors[i]) * angle; #endif /* --- end non-angle-calc section --- */ /* step */ copy_v3_v3(nor_prev, nor_next); i_curr = i_next; i_next++; } } /* vertex group support */ if (dvert) { MDeformVert *dv = dvert; float scalar; if (defgrp_invert) { for (i = 0; i < numVerts; i++, dv++) { scalar = 1.0f - defvert_find_weight(dv, defgrp_index); scalar = offset_fac_vg + (scalar * offset_fac_vg_inv); vert_angles[i] *= scalar; } } else { for (i = 0; i < numVerts; i++, dv++) { scalar = defvert_find_weight(dv, defgrp_index); scalar = offset_fac_vg + (scalar * offset_fac_vg_inv); vert_angles[i] *= scalar; } } } if (do_clamp) { float *vert_lens_sq = MEM_mallocN(sizeof(float) * numVerts, "vert_lens"); const float offset = fabsf(smd->offset) * smd->offset_clamp; const float offset_sq = offset * offset; copy_vn_fl(vert_lens_sq, (int)numVerts, FLT_MAX); for (i = 0; i < numEdges; i++) { const float ed_len = len_squared_v3v3(mvert[medge[i].v1].co, mvert[medge[i].v2].co); vert_lens_sq[medge[i].v1] = min_ff(vert_lens_sq[medge[i].v1], ed_len); vert_lens_sq[medge[i].v2] = min_ff(vert_lens_sq[medge[i].v2], ed_len); } for (i = 0; i < numVerts; i++) { if (vert_lens_sq[i] < offset_sq) { float scalar = sqrtf(vert_lens_sq[i]) / offset; vert_angles[i] *= scalar; } } MEM_freeN(vert_lens_sq); } if (ofs_new != 0.0f) { unsigned int i_orig, i_end; bool do_shell_align; INIT_VERT_ARRAY_OFFSETS(false); for (i_orig = 0; i_orig < i_end; i_orig++, mv++) { const unsigned int i_other = do_shell_align ? i_orig : new_vert_arr[i_orig]; if (vert_accum[i_other]) { /* zero if unselected */ madd_v3_v3fl(mv->co, vert_nors[i_other], ofs_new * (vert_angles[i_other] / vert_accum[i_other])); } } } if (ofs_orig != 0.0f) { unsigned int i_orig, i_end; bool do_shell_align; /* same as above but swapped, intentional use of 'ofs_new' */ INIT_VERT_ARRAY_OFFSETS(true); for (i_orig = 0; i_orig < i_end; i_orig++, mv++) { const unsigned int i_other = do_shell_align ? i_orig : new_vert_arr[i_orig]; if (vert_accum[i_other]) { /* zero if unselected */ madd_v3_v3fl(mv->co, vert_nors[i_other], ofs_orig * (vert_angles[i_other] / vert_accum[i_other])); } } } MEM_freeN(vert_angles); } if (vert_nors) MEM_freeN(vert_nors); /* must recalculate normals with vgroups since they can displace unevenly [#26888] */ if ((dm->dirty & DM_DIRTY_NORMALS) || (smd->flag & MOD_SOLIDIFY_RIM) || dvert) { result->dirty |= DM_DIRTY_NORMALS; } else if (do_shell) { unsigned int i; /* flip vertex normals for copied verts */ mv = mvert + numVerts; for (i = 0; i < numVerts; i++, mv++) { negate_v3_short(mv->no); } } if (smd->flag & MOD_SOLIDIFY_RIM) { unsigned int i; /* bugger, need to re-calculate the normals for the new edge faces. * This could be done in many ways, but probably the quickest way * is to calculate the average normals for side faces only. * Then blend them with the normals of the edge verts. * * at the moment its easiest to allocate an entire array for every vertex, * even though we only need edge verts - campbell */ #define SOLIDIFY_SIDE_NORMALS #ifdef SOLIDIFY_SIDE_NORMALS const bool do_side_normals = !(result->dirty & DM_DIRTY_NORMALS); /* annoying to allocate these since we only need the edge verts, */ float (*edge_vert_nos)[3] = do_side_normals ? MEM_callocN(sizeof(float) * numVerts * 3, __func__) : NULL; float nor[3]; #endif const unsigned char crease_rim = smd->crease_rim * 255.0f; const unsigned char crease_outer = smd->crease_outer * 255.0f; const unsigned char crease_inner = smd->crease_inner * 255.0f; int *origindex_edge; int *orig_ed; unsigned int j; if (crease_rim || crease_outer || crease_inner) { result->cd_flag |= ME_CDFLAG_EDGE_CREASE; } /* add faces & edges */ origindex_edge = result->getEdgeDataArray(result, CD_ORIGINDEX); ed = &medge[(numEdges * stride) + newEdges]; /* start after copied edges */ orig_ed = &origindex_edge[(numEdges * stride) + newEdges]; for (i = 0; i < rimVerts; i++, ed++, orig_ed++) { ed->v1 = new_vert_arr[i]; ed->v2 = (do_shell ? new_vert_arr[i] : i) + numVerts; ed->flag |= ME_EDGEDRAW; *orig_ed = ORIGINDEX_NONE; if (crease_rim) { ed->crease = crease_rim; } } /* faces */ mp = mpoly + (numFaces * stride); ml = mloop + (numLoops * stride); j = 0; for (i = 0; i < newFaces; i++, mp++) { unsigned int eidx = new_edge_arr[i]; unsigned int fidx = edge_users[eidx]; int k1, k2; bool flip; if (fidx >= numFaces) { fidx -= numFaces; flip = true; } else { flip = false; } ed = medge + eidx; /* copy most of the face settings */ DM_copy_poly_data(dm, result, (int)fidx, (int)((numFaces * stride) + i), 1); mp->loopstart = (int)(j + (numLoops * stride)); mp->flag = mpoly[fidx].flag; /* notice we use 'mp->totloop' which is later overwritten, * we could lookup the original face but theres no point since this is a copy * and will have the same value, just take care when changing order of assignment */ k1 = mpoly[fidx].loopstart + (((edge_order[eidx] - 1) + mp->totloop) % mp->totloop); /* prev loop */ k2 = mpoly[fidx].loopstart + (edge_order[eidx]); mp->totloop = 4; CustomData_copy_data(&dm->loopData, &result->loopData, k2, (int)((numLoops * stride) + j + 0), 1); CustomData_copy_data(&dm->loopData, &result->loopData, k1, (int)((numLoops * stride) + j + 1), 1); CustomData_copy_data(&dm->loopData, &result->loopData, k1, (int)((numLoops * stride) + j + 2), 1); CustomData_copy_data(&dm->loopData, &result->loopData, k2, (int)((numLoops * stride) + j + 3), 1); if (flip == false) { ml[j].v = ed->v1; ml[j++].e = eidx; ml[j].v = ed->v2; ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v2] + newEdges; ml[j].v = (do_shell ? ed->v2 : old_vert_arr[ed->v2]) + numVerts; ml[j++].e = (do_shell ? eidx : i) + numEdges; ml[j].v = (do_shell ? ed->v1 : old_vert_arr[ed->v1]) + numVerts; ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v1] + newEdges; } else { ml[j].v = ed->v2; ml[j++].e = eidx; ml[j].v = ed->v1; ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v1] + newEdges; ml[j].v = (do_shell ? ed->v1 : old_vert_arr[ed->v1]) + numVerts; ml[j++].e = (do_shell ? eidx : i) + numEdges; ml[j].v = (do_shell ? ed->v2 : old_vert_arr[ed->v2]) + numVerts; ml[j++].e = (numEdges * stride) + old_vert_arr[ed->v2] + newEdges; } origindex_edge[ml[j - 3].e] = ORIGINDEX_NONE; origindex_edge[ml[j - 1].e] = ORIGINDEX_NONE; /* use the next material index if option enabled */ if (mat_ofs_rim) { mp->mat_nr += mat_ofs_rim; CLAMP(mp->mat_nr, 0, mat_nr_max); } if (crease_outer) { /* crease += crease_outer; without wrapping */ char *cr = &(ed->crease); int tcr = *cr + crease_outer; *cr = tcr > 255 ? 255 : tcr; } if (crease_inner) { /* crease += crease_inner; without wrapping */ char *cr = &(medge[numEdges + (do_shell ? eidx : i)].crease); int tcr = *cr + crease_inner; *cr = tcr > 255 ? 255 : tcr; } #ifdef SOLIDIFY_SIDE_NORMALS if (do_side_normals) { normal_quad_v3(nor, mvert[ml[j - 4].v].co, mvert[ml[j - 3].v].co, mvert[ml[j - 2].v].co, mvert[ml[j - 1].v].co); add_v3_v3(edge_vert_nos[ed->v1], nor); add_v3_v3(edge_vert_nos[ed->v2], nor); } #endif } #ifdef SOLIDIFY_SIDE_NORMALS if (do_side_normals) { ed = medge + (numEdges * stride); for (i = 0; i < rimVerts; i++, ed++) { float nor_cpy[3]; short *nor_short; int k; /* note, only the first vertex (lower half of the index) is calculated */ normalize_v3_v3(nor_cpy, edge_vert_nos[ed->v1]); for (k = 0; k < 2; k++) { /* loop over both verts of the edge */ nor_short = mvert[*(&ed->v1 + k)].no; normal_short_to_float_v3(nor, nor_short); add_v3_v3(nor, nor_cpy); normalize_v3(nor); normal_float_to_short_v3(nor_short, nor); } } MEM_freeN(edge_vert_nos); } #endif MEM_freeN(new_vert_arr); MEM_freeN(new_edge_arr); MEM_freeN(edge_users); MEM_freeN(edge_order); } if (old_vert_arr) MEM_freeN(old_vert_arr); if (face_nors) MEM_freeN(face_nors); if (numFaces == 0 && numEdges != 0) { modifier_setError(md, "Faces needed for useful output"); } return result; }
static MDefBoundIsect *meshdeform_ray_tree_intersect(MeshDeformBind *mdb, const float co1[3], const float co2[3]) { BVHTreeRayHit hit; MeshDeformIsect isect_mdef; struct MeshRayCallbackData data = { mdb, &isect_mdef, }; float end[3], vec_normal[3]; /* happens binding when a cage has no faces */ if (UNLIKELY(mdb->bvhtree == NULL)) return NULL; /* setup isec */ memset(&isect_mdef, 0, sizeof(isect_mdef)); isect_mdef.lambda = 1e10f; copy_v3_v3(isect_mdef.start, co1); copy_v3_v3(end, co2); sub_v3_v3v3(isect_mdef.vec, end, isect_mdef.start); isect_mdef.vec_length = normalize_v3_v3(vec_normal, isect_mdef.vec); hit.index = -1; hit.dist = BVH_RAYCAST_DIST_MAX; if (BLI_bvhtree_ray_cast(mdb->bvhtree, isect_mdef.start, vec_normal, 0.0, &hit, harmonic_ray_callback, &data) != -1) { const MLoop *mloop = mdb->cagedm_cache.mloop; const MLoopTri *lt = &mdb->cagedm_cache.looptri[hit.index]; const MPoly *mp = &mdb->cagedm_cache.mpoly[lt->poly]; const float (*cagecos)[3] = mdb->cagecos; const float len = isect_mdef.lambda; MDefBoundIsect *isect; float (*mp_cagecos)[3] = BLI_array_alloca(mp_cagecos, mp->totloop); int i; /* create MDefBoundIsect, and extra for 'poly_weights[]' */ isect = BLI_memarena_alloc(mdb->memarena, sizeof(*isect) + (sizeof(float) * mp->totloop)); /* compute intersection coordinate */ madd_v3_v3v3fl(isect->co, co1, isect_mdef.vec, len); isect->facing = isect_mdef.isect; isect->poly_index = lt->poly; isect->len = max_ff(len_v3v3(co1, isect->co), MESHDEFORM_LEN_THRESHOLD); /* compute mean value coordinates for interpolation */ for (i = 0; i < mp->totloop; i++) { copy_v3_v3(mp_cagecos[i], cagecos[mloop[mp->loopstart + i].v]); } interp_weights_poly_v3(isect->poly_weights, mp_cagecos, mp->totloop, isect->co); return isect; } return NULL; }
/* 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); }