Particle collisions upgrade:

- Particle now use the deflector objects collision modifier data to collide with deflectors and as a result can now use the velocity of the colliding object for more realistic collisions.
- Dynamic rotations are also quite a bit more realistic and are related to the friction setting of the deflector (to get any dynamic rotations there has to be some friction). This is largely due to the separate handling of rolling friction (approximated to be 1% of normal sliding friction).
- Collisions should be a bit faster on complex deflectors due to the tree structure used by the collision modifier.
- Collision should also generally be a bit more accurate.

To be noted: Only the average velocity of individual deflector faces is used, so collisions with rotating or deforming objects can't be handled accurately - this would require much more complex calculations. Subdividing the deflector object surface to smaller faces can help with this as the individual face velocities become more linear.
This commit is contained in:
Janne Karhu 2008-09-13 18:09:41 +00:00
parent 8925ae6042
commit d2186508da
6 changed files with 270 additions and 349 deletions

@ -267,7 +267,7 @@ static float eff_calc_visibility(Object *ob, float *co, float *dir)
hit.dist = len + FLT_EPSILON;
// check if the way is blocked
if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, &hit, eff_tri_ray_hit, NULL)>=0)
if(BLI_bvhtree_ray_cast(collmd->bvhtree, co, norm, 0.0f, &hit, eff_tri_ray_hit, NULL)>=0)
{
// visibility is only between 0 and 1, calculated from 1-absorption
visibility *= MAX2(0.0, MIN2(1.0, (1.0-((float)collmd->absorption)*0.01)));

@ -53,12 +53,14 @@
#include "BLI_arithb.h"
#include "BLI_blenlib.h"
#include "BLI_kdtree.h"
#include "BLI_kdopbvh.h"
#include "BLI_linklist.h"
#include "BLI_threads.h"
#include "BKE_anim.h"
#include "BKE_bad_level_calls.h"
#include "BKE_cdderivedmesh.h"
#include "BKE_collision.h"
#include "BKE_displist.h"
#include "BKE_effect.h"
#include "BKE_particle.h"
@ -2432,7 +2434,7 @@ void psys_end_effectors(ParticleSystem *psys)
}
}
static void precalc_effectors(Object *ob, ParticleSystem *psys, ParticleSystemModifierData *psmd)
static void precalc_effectors(Object *ob, ParticleSystem *psys, ParticleSystemModifierData *psmd, float cfra)
{
ListBase *lb=&psys->effectors;
ParticleEffectorCache *ec;
@ -2472,96 +2474,20 @@ static void precalc_effectors(Object *ob, ParticleSystem *psys, ParticleSystemMo
}
}
}
else if(ec->type==PSYS_EC_DEFLECT){
DerivedMesh *dm;
MFace *mface=0;
MVert *mvert=0;
int i, totface;
float v1[3],v2[3],v3[3],v4[4], *min, *max;
if(ob==ec->ob)
dm=psmd->dm;
else{
psys_disable_all(ec->ob);
dm=mesh_get_derived_final(ec->ob,0);
psys_enable_all(ec->ob);
}
if(dm){
totvert=dm->getNumVerts(dm);
totface=dm->getNumFaces(dm);
mface=dm->getFaceDataArray(dm,CD_MFACE);
mvert=dm->getVertDataArray(dm,CD_MVERT);
/* Decide which is faster to calculate by the amount of*/
/* matrice multiplications needed to convert spaces. */
/* With size deflect we have to convert allways because */
/* the object can be scaled nonuniformly (sphere->ellipsoid). */
if(totvert<2*psys->totpart || part->flag & PART_SIZE_DEFL){
co=ec->vert_cos=MEM_callocN(sizeof(float)*3*totvert,"Particle deflection vert cos");
/* convert vert coordinates to global (particle) coordinates */
for(i=0; i<totvert; i++, co+=3){
VECCOPY(co,mvert[i].co);
Mat4MulVecfl(ec->ob->obmat,co);
}
co=ec->vert_cos;
}
else
ec->vert_cos=0;
INIT_MINMAX(ec->ob_minmax,ec->ob_minmax+3);
min=ec->face_minmax=MEM_callocN(sizeof(float)*6*totface,"Particle deflection face minmax");
max=min+3;
for(i=0; i<totface; i++,mface++,min+=6,max+=6){
if(co){
VECCOPY(v1,co+3*mface->v1);
VECCOPY(v2,co+3*mface->v2);
VECCOPY(v3,co+3*mface->v3);
}
else{
VECCOPY(v1,mvert[mface->v1].co);
VECCOPY(v2,mvert[mface->v2].co);
VECCOPY(v3,mvert[mface->v3].co);
}
INIT_MINMAX(min,max);
DO_MINMAX(v1,min,max);
DO_MINMAX(v2,min,max);
DO_MINMAX(v3,min,max);
if(mface->v4){
if(co){
VECCOPY(v4,co+3*mface->v4);
}
else{
VECCOPY(v4,mvert[mface->v4].co);
}
DO_MINMAX(v4,min,max);
}
DO_MINMAX(min,ec->ob_minmax,ec->ob_minmax+3);
DO_MINMAX(max,ec->ob_minmax,ec->ob_minmax+3);
}
}
else
ec->face_minmax=0;
}
else if(ec->type==PSYS_EC_PARTICLE){
Object *eob = ec->ob;
ParticleSystem *epsys = BLI_findlink(&eob->particlesystem,ec->psys_nbr);
ParticleSettings *epart = epsys->part;
ParticleData *epa = epsys->particles;
int totepart = epsys->totpart;
if(psys->part->phystype==PART_PHYS_BOIDS){
Object *eob = ec->ob;
ParticleSystem *epsys;
ParticleSettings *epart;
ParticleData *epa;
ParticleKey state;
PartDeflect *pd;
int totepart, p;
epsys= BLI_findlink(&eob->particlesystem,ec->psys_nbr);
epart= epsys->part;
int p;
pd= epart->pd;
totepart= epsys->totpart;
if(pd->forcefield==PFIELD_FORCE && totepart){
KDTree *tree;
@ -2576,6 +2502,11 @@ static void precalc_effectors(Object *ob, ParticleSystem *psys, ParticleSystemMo
}
}
}
else if(ec->type==PSYS_EC_DEFLECT) {
CollisionModifierData *collmd = ( CollisionModifierData * ) ( modifiers_findByType ( ec->ob, eModifierType_Collision ) );
if(collmd)
collision_move_object(collmd, 1.0, 0.0);
}
}
}
@ -3024,37 +2955,124 @@ int psys_intersect_dm(Object *ob, DerivedMesh *dm, float *vert_cos, float *co1,
}
return intersect;
}
/* container for moving data between deflet_particle and particle_intersect_face */
typedef struct ParticleCollision
{
struct Object *ob, *ob_t; // collided and current objects
struct CollisionModifierData *md; // collision modifier for ob_t;
float nor[3]; // normal at collision point
float vel[3]; // velocity of collision point
float co1[3], co2[3]; // ray start and end points
float ray_len; // original length of co2-co1, needed for collision time evaluation
float t; // time of previous collision, needed for substracting face velocity
}
ParticleCollision;
static void particle_intersect_face(void *userdata, int index, const BVHTreeRay *ray, BVHTreeRayHit *hit)
{
ParticleCollision *col = (ParticleCollision *) userdata;
MFace *face = col->md->mfaces + index;
MVert *x = col->md->x;
MVert *v = col->md->current_v;
float dir[3], vel[3], co1[3], co2[3], uv[2], ipoint[3], temp[3], dist, t, threshold;
int ret=0;
float *t0, *t1, *t2, *t3;
t0 = x[ face->v1 ].co;
t1 = x[ face->v2 ].co;
t2 = x[ face->v3 ].co;
t3 = face->v4 ? x[ face->v4].co : NULL;
/* calculate average velocity of face */
VECCOPY(vel, v[ face->v1 ].co);
VECADD(vel, vel, v[ face->v2 ].co);
VECADD(vel, vel, v[ face->v3 ].co);
VecMulf(vel, 0.33334f);
/* substract face velocity, in other words convert to
a coordinate system where only the particle moves */
VECADDFAC(co1, col->co1, vel, -col->t);
VECSUB(co2, col->co2, vel);
do
{
if(ray->radius == 0.0f) {
if(LineIntersectsTriangle(co1, co2, t0, t1, t2, &t, uv)) {
if(t >= 0.0f && t < hit->dist/col->ray_len) {
hit->dist = col->ray_len * t;
hit->index = index;
/* calculate normal that's facing the particle */
CalcNormFloat(t0, t1, t2, col->nor);
VECSUB(temp, co2, co1);
if(Inpf(col->nor, temp) > 0.0f)
VecMulf(col->nor, -1.0f);
VECCOPY(col->vel,vel);
col->ob = col->ob_t;
}
}
}
else {
if(SweepingSphereIntersectsTriangleUV(co1, co2, ray->radius, t0, t1, t2, &t, ipoint)) {
if(t >=0.0f && t < hit->dist/col->ray_len) {
hit->dist = col->ray_len * t;
hit->index = index;
VecLerpf(temp, co1, co2, t);
VECSUB(col->nor, temp, ipoint);
Normalize(col->nor);
VECCOPY(col->vel,vel);
col->ob = col->ob_t;
}
}
}
t1 = t2;
t2 = t3;
t3 = NULL;
} while(t2);
}
/* particle - mesh collision code */
/* in addition to basic point to surface collisions handles friction & damping,*/
/* angular momentum <-> linear momentum and swept sphere - mesh collisions */
/* 1. check for all possible deflectors for closest intersection on particle path */
/* 2. if deflection was found kill the particle or calculate new coordinates */
static void deflect_particle(Object *pob, ParticleSystemModifierData *psmd, ParticleSystem *psys, ParticleSettings *part, ParticleData *pa, int p, float dfra, float cfra, ParticleKey *state, int *pa_die){
Object *ob, *min_ob;
MFace *mface;
MVert *mvert;
DerivedMesh *dm;
static void deflect_particle(Object *pob, ParticleSystemModifierData *psmd, ParticleSystem *psys, ParticleSettings *part, ParticleData *pa, int p, float timestep, float dfra, float cfra, ParticleKey *state){
Object *ob;
ListBase *lb=&psys->effectors;
ParticleEffectorCache *ec;
ParticleKey cstate;
float imat[4][4];
float co1[3],co2[3],def_loc[3],def_nor[3],unit_nor[3],def_tan[3],dvec[3],def_vel[3],dave[3],dvel[3];
float pa_minmax[6];
float min_w[4], zerovec[3]={0.0,0.0,0.0}, ipoint[3];
float min_d,dotprod,damp,frict,o_len,d_len,radius=-1.0f;
int min_face=0, intersect=1, through=0;
short deflections=0, global=0;
ParticleKey reaction_state;
ParticleCollision col;
CollisionModifierData *collmd;
BVHTreeRayHit hit;
float ray_dir[3], zerovec[3]={0.0,0.0,0.0};
float radius = ((part->flag & PART_SIZE_DEFL)?pa->size:0.0f);
int deflections=0, max_deflections=10;
VECCOPY(def_loc,pa->state.co);
VECCOPY(def_vel,pa->state.vel);
VECCOPY(col.co1, pa->state.co);
VECCOPY(col.co2, state->co);
col.t = 0.0f;
/* 10 iterations to catch multiple deflections */
if(lb->first) while(deflections<10){
intersect=0;
global=0;
min_d=20000.0;
min_ob=NULL;
if(lb->first) while(deflections < max_deflections){
/* 1. */
VECSUB(ray_dir, col.co2, col.co1);
hit.index = -1;
hit.dist = col.ray_len = VecLength(ray_dir);
/* even if particle is stationary we want to check for moving colliders */
/* if hit.dist is zero the bvhtree_ray_cast will just ignore everything */
if(hit.dist == 0.0f)
hit.dist = col.ray_len = 0.000001f;
for(ec=lb->first; ec; ec=ec->next){
if(ec->type & PSYS_EC_DEFLECT){
ob= ec->ob;
@ -3062,263 +3080,165 @@ static void deflect_particle(Object *pob, ParticleSystemModifierData *psmd, Part
if(part->type!=PART_HAIR)
where_is_object_time(ob,cfra);
if(ob==pob){
dm=psmd->dm;
/* particles should not collide with emitter at birth */
if(pa->time < cfra && pa->time >= psys->cfra)
continue;
}
else
dm=0;
VECCOPY(co1,def_loc);
VECCOPY(co2,state->co);
/* particles should not collide with emitter at birth */
if(ob==pob && pa->time < cfra && pa->time >= psys->cfra)
continue;
if(ec->vert_cos==0){
/* convert particle coordinates to object coordinates */
Mat4Invert(imat,ob->obmat);
Mat4MulVecfl(imat,co1);
Mat4MulVecfl(imat,co2);
}
col.md = ( CollisionModifierData * ) ( modifiers_findByType ( ec->ob, eModifierType_Collision ) );
col.ob_t = ob;
INIT_MINMAX(pa_minmax,pa_minmax+3);
DO_MINMAX(co1,pa_minmax,pa_minmax+3);
DO_MINMAX(co2,pa_minmax,pa_minmax+3);
if(part->flag&PART_SIZE_DEFL){
pa_minmax[0]-=pa->size;
pa_minmax[1]-=pa->size;
pa_minmax[2]-=pa->size;
pa_minmax[3]+=pa->size;
pa_minmax[4]+=pa->size;
pa_minmax[5]+=pa->size;
radius=pa->size;
}
if(ec->face_minmax==0 || AabbIntersectAabb(pa_minmax,pa_minmax+3,ec->ob_minmax,ec->ob_minmax+3)) {
if(psys_intersect_dm(ob,dm,ec->vert_cos,co1,co2,&min_d,&min_face,min_w,
ec->face_minmax,pa_minmax,radius,ipoint)){
min_ob=ob;
if(ec->vert_cos)
global=1;
else
global=0;
}
}
if(col.md->bvhtree)
BLI_bvhtree_ray_cast(col.md->bvhtree, col.co1, ray_dir, radius, &hit, particle_intersect_face, &col);
}
}
/* 2. */
if(min_ob){
BLI_srandom((int)cfra+p);
ob=min_ob;
if(hit.index>=0) {
PartDeflect *pd = col.ob->pd;
int through = (BLI_frand() < pd->pdef_perm) ? 1 : 0;
float co[3]; /* point of collision */
float vec[3]; /* movement through collision */
float vel[3]; /* velocity after collision */
float t = hit.dist/col.ray_len; /* time of collision between this iteration */
float dt = col.t + t * (1.0f - col.t); /* time of collision between frame change*/
if(ob==pob){
dm=psmd->dm;
}
else{
psys_disable_all(ob);
VecLerpf(co, col.co1, col.co2, t);
VECSUB(vec, col.co2, col.co1);
dm=mesh_get_derived_final(ob,0);
VecMulf(col.vel, 1.0f-col.t);
psys_enable_all(ob);
}
mface=dm->getFaceDataArray(dm,CD_MFACE);
mface+=min_face;
mvert=dm->getVertDataArray(dm,CD_MVERT);
/* permeability check */
if(BLI_frand()<ob->pd->pdef_perm)
through=1;
else
through=0;
if(through==0 && (part->flag & PART_DIE_ON_COL || ob->pd->flag & PDEFLE_KILL_PART)){
pa->dietime = cfra-(1.0f-min_d)*dfra;
VecLerpf(def_loc,def_loc,state->co,min_d);
VECCOPY(state->co,def_loc);
VecLerpf(state->vel,pa->state.vel,state->vel,min_d);
QuatInterpol(state->rot,pa->state.rot,state->rot,min_d);
VecLerpf(state->ave,pa->state.ave,state->ave,min_d);
*pa_die=1;
/* particle dies in collision */
if(through == 0 && (part->flag & PART_DIE_ON_COL || pd->flag & PDEFLE_KILL_PART)) {
pa->alive = PARS_DYING;
pa->dietime = pa->state.time + (cfra - pa->state.time) * dt;
VECCOPY(state->co, co);
VecLerpf(state->vel, pa->state.vel, state->vel, dt);
QuatInterpol(state->rot, pa->state.rot, state->rot, dt);
VecLerpf(state->ave, pa->state.ave, state->ave, dt);
/* particle is dead so we don't need to calculate further */
deflections=10;
deflections=max_deflections;
/* store for reactors */
copy_particle_key(&cstate,state,0);
copy_particle_key(&reaction_state,state,0);
if(part->flag & PART_STICKY){
pa->stick_ob=ob;
pa->flag |= PARS_STICKY;
}
}
else{
VECCOPY(co1,def_loc);
VECCOPY(co2,state->co);
if(global==0){
/* convert particle coordinates to object coordinates */
Mat4Invert(imat,ob->obmat);
Mat4MulVecfl(imat,co1);
Mat4MulVecfl(imat,co2);
}
VecLerpf(def_loc,co1,co2,min_d);
if(radius>0.0f){
VECSUB(unit_nor,def_loc,ipoint);
}
else{
/* get deflection point & normal */
psys_interpolate_face(mvert,mface,0,0,min_w,ipoint,unit_nor,0,0,0,0);
if(global){
Mat4Mul3Vecfl(ob->obmat,unit_nor);
Mat4MulVecfl(ob->obmat,ipoint);
}
}
Normalize(unit_nor);
VECSUB(dvec,co1,co2);
/* scale to remaining length after deflection */
VecMulf(dvec,1.0f-min_d);
/* flip normal to face particle */
if(Inpf(unit_nor,dvec)<0.0f)
VecMulf(unit_nor,-1.0f);
/* store for easy velocity calculation */
o_len=VecLength(dvec);
/* project particle movement to normal & create tangent */
dotprod=Inpf(dvec,unit_nor);
VECCOPY(def_nor,unit_nor);
VecMulf(def_nor,dotprod);
VECSUB(def_tan,def_nor,dvec);
damp=ob->pd->pdef_damp+ob->pd->pdef_rdamp*2*(BLI_frand()-0.5f);
/* create location after deflection */
VECCOPY(dvec,def_nor);
damp=ob->pd->pdef_damp+ob->pd->pdef_rdamp*2*(BLI_frand()-0.5f);
else {
float nor_vec[3], tan_vec[3], tan_vel[3], vel[3];
float damp, frict;
float inp, inp_v;
/* get damping & friction factors */
damp = pd->pdef_damp + pd->pdef_rdamp * 2 * (BLI_frand() - 0.5f);
CLAMP(damp,0.0,1.0);
VecMulf(dvec,1.0f-damp);
if(through)
VecMulf(dvec,-1.0);
frict=ob->pd->pdef_frict+ob->pd->pdef_rfrict*2.0f*(BLI_frand()-0.5f);
frict = pd->pdef_frict + pd->pdef_rfrict * 2 * (BLI_frand() - 0.5f);
CLAMP(frict,0.0,1.0);
VECADDFAC(dvec,dvec,def_tan,1.0f-frict);
/* store for easy velocity calculation */
d_len=VecLength(dvec);
/* treat normal & tangent components separately */
inp = Inpf(col.nor, vec);
inp_v = Inpf(col.nor, col.vel);
/* just to be sure we don't hit the current face again */
if(through){
VECADDFAC(ipoint,ipoint,unit_nor,-0.0001f);
VECADDFAC(def_loc,def_loc,unit_nor,-0.0001f);
VECADDFAC(tan_vec, vec, col.nor, -inp);
VECADDFAC(tan_vel, col.vel, col.nor, -inp_v);
if((part->flag & PART_ROT_DYN)==0)
VecLerpf(tan_vec, tan_vec, tan_vel, frict);
if(part->flag & PART_ROT_DYN){
VECADDFAC(def_tan,def_tan,unit_nor,-0.0001f);
VECADDFAC(def_nor,def_nor,unit_nor,-0.0001f);
}
}
else{
VECADDFAC(ipoint,ipoint,unit_nor,0.0001f);
VECADDFAC(def_loc,def_loc,unit_nor,0.0001f);
VECCOPY(nor_vec, col.nor);
inp *= 1.0f - damp;
if(part->flag & PART_ROT_DYN){
VECADDFAC(def_tan,def_tan,unit_nor,0.0001f);
VECADDFAC(def_nor,def_nor,unit_nor,0.0001f);
}
if(through)
inp_v *= damp;
/* special case for object hitting the particle from behind */
if(through==0 && ((inp_v>0 && inp>0 && inp_v>inp) || (inp_v<0 && inp<0 && inp_v<inp)))
VecMulf(nor_vec, inp_v);
else
VecMulf(nor_vec, inp_v + (through ? 1.0f : -1.0f) * inp);
/* angular <-> linear velocity - slightly more physical and looks even nicer than before */
if(part->flag & PART_ROT_DYN) {
float surface_vel[3], rot_vel[3], friction[3], dave[3], dvel[3];
/* apparent velocity along collision surface */
VECSUB(surface_vel, tan_vec, tan_vel);
/* direction of rolling friction */
Crossf(rot_vel, state->ave, col.nor);
/* convert to current dt */
VecMulf(rot_vel, (timestep*dfra) * (1.0f - col.t));
VecMulf(rot_vel, pa->size);
/* apply sliding friction */
VECSUB(surface_vel, surface_vel, rot_vel);
VECCOPY(friction, surface_vel);
VecMulf(surface_vel, 1.0 - frict);
VecMulf(friction, frict);
/* sliding changes angular velocity */
Crossf(dave, col.nor, friction);
VecMulf(dave, 1.0f/MAX2(pa->size, 0.001));
/* we assume rolling friction is around 0.01 of sliding friction */
VecMulf(rot_vel, 1.0 - frict*0.01);
/* change in angular velocity has to be added to the linear velocity too */
Crossf(dvel, dave, col.nor);
VecMulf(dvel, pa->size);
VECADD(rot_vel, rot_vel, dvel);
VECADD(surface_vel, surface_vel, rot_vel);
VECADD(tan_vec, surface_vel, tan_vel);
/* convert back to normal time */
VecMulf(dave, 1.0f/MAX2((timestep*dfra) * (1.0f - col.t), 0.00001));
VecMulf(state->ave, 1.0 - frict*0.01);
VECADD(state->ave, state->ave, dave);
}
/* lets get back to global space */
if(global==0){
Mat4Mul3Vecfl(ob->obmat,dvec);
Mat4MulVecfl(ob->obmat,ipoint);
Mat4MulVecfl(ob->obmat,def_loc);/* def_loc remains as intersection point for next iteration */
}
/* combine components together again */
VECADD(vec, nor_vec, tan_vec);
/* store for reactors */
VECCOPY(cstate.co,ipoint);
VecLerpf(cstate.vel,pa->state.vel,state->vel,min_d);
QuatInterpol(cstate.rot,pa->state.rot,state->rot,min_d);
/* calculate velocity from collision vector */
VECCOPY(vel, vec);
VecMulf(vel, 1.0f/MAX2((timestep*dfra) * (1.0f - col.t), 0.00001));
/* slightly unphysical but looks nice enough */
if(part->flag & PART_ROT_DYN){
if(global==0){
Mat4Mul3Vecfl(ob->obmat,def_nor);
Mat4Mul3Vecfl(ob->obmat,def_tan);
}
/* make sure we don't hit the current face again */
VECADDFAC(co, co, col.nor, (through ? -0.0001f : 0.0001f));
Normalize(def_tan);
Normalize(def_nor);
VECCOPY(unit_nor,def_nor);
/* store state for reactors */
VECCOPY(reaction_state.co, co);
VecLerpf(reaction_state.vel, pa->state.vel, state->vel, dt);
QuatInterpol(reaction_state.rot, pa->state.rot, state->rot, dt);
/* create normal velocity */
VecMulf(def_nor,Inpf(pa->state.vel,def_nor));
/* set coordinates for next iteration */
VECCOPY(col.co1, co);
VECADDFAC(col.co2, co, vec, 1.0f - t);
col.t = dt;
/* create tangential velocity */
VecMulf(def_tan,Inpf(pa->state.vel,def_tan));
/* angular velocity change due to tangential velocity */
Crossf(dave,unit_nor,def_tan);
VecMulf(dave,1.0f/pa->size);
/* linear velocity change due to angular velocity */
VecMulf(unit_nor,pa->size); /* point of impact from particle center */
Crossf(dvel,pa->state.ave,unit_nor);
if(through)
VecMulf(def_nor,-1.0);
VecMulf(def_nor,1.0f-damp);
VECSUB(dvel,dvel,def_nor);
VecMulf(dvel,1.0f-frict);
VecMulf(dave,1.0f-frict);
}
if(d_len<0.001 && VecLength(pa->state.vel)<0.001){
if(VecLength(vec) < 0.001 && VecLength(pa->state.vel) < 0.001) {
/* kill speed to stop slipping */
VECCOPY(state->vel,zerovec);
VECCOPY(state->co,def_loc);
if(part->flag & PART_ROT_DYN)
VECCOPY(state->co, co);
if(part->flag & PART_ROT_DYN) {
VECCOPY(state->ave,zerovec);
deflections=10;
}
else{
/* apply new coordinates */
VECADD(state->co,def_loc,dvec);
Normalize(dvec);
/* we have to use original velocity because otherwise we get slipping */
/* when forces like gravity balance out damping & friction */
VecMulf(dvec,VecLength(pa->state.vel)*(d_len/o_len));
VECCOPY(state->vel,dvec);
if(part->flag & PART_ROT_DYN){
VECADD(state->vel,state->vel,dvel);
VecMulf(state->vel,0.5);
VECADD(state->ave,state->ave,dave);
VecMulf(state->ave,0.5);
}
}
else {
VECCOPY(state->co, col.co2);
VECCOPY(state->vel, vel);
}
}
deflections++;
cstate.time=cfra-(1.0f-min_d)*dfra;
//particle_react_to_collision(min_ob,pob,psys,pa,p,&cstate);
push_reaction(pob,psys,p,PART_EVENT_COLLIDE,&cstate);
reaction_state.time = cfra - (1.0f - dt) * dfra;
push_reaction(col.ob, psys, p, PART_EVENT_COLLIDE, &reaction_state);
}
else
return;
@ -3482,7 +3402,7 @@ static int add_boid_acc(BoidVecFunc *bvf, float lat_max, float tan_max, float *l
}
}
/* determines the acceleration that the boid tries to acchieve */
static void boid_brain(BoidVecFunc *bvf, ParticleData *pa, Object *ob, ParticleSystem *psys, ParticleSettings *part, KDTree *tree, float timestep, float cfra, float *acc, int *pa_die)
static void boid_brain(BoidVecFunc *bvf, ParticleData *pa, Object *ob, ParticleSystem *psys, ParticleSettings *part, KDTree *tree, float timestep, float cfra, float *acc)
{
ParticleData *pars=psys->particles;
KDTreeNearest ptn[MAX_BOIDNEIGHBOURS+1];
@ -3549,7 +3469,7 @@ static void boid_brain(BoidVecFunc *bvf, ParticleData *pa, Object *ob, ParticleS
distance=Normalize(dvec);
if(part->flag & PART_DIE_ON_COL && distance < pd->mindist){
*pa_die=1;
pa->alive = PARS_DYING;
pa->dietime=cfra;
i=BOID_TOT_RULES;
break;
@ -3588,7 +3508,7 @@ static void boid_brain(BoidVecFunc *bvf, ParticleData *pa, Object *ob, ParticleS
distance = Normalize(dvec);
if(part->flag & PART_DIE_ON_COL && distance < (epsys->particles+ptn2[p].index)->size){
*pa_die=1;
pa->alive = PARS_DYING;
pa->dietime=cfra;
i=BOID_TOT_RULES;
break;
@ -3997,7 +3917,7 @@ static void dynamics_step(Object *ob, ParticleSystem *psys, ParticleSystemModifi
IpoCurve *icu_esize=find_ipocurve(part->ipo,PART_EMIT_SIZE);
Material *ma=give_current_material(ob,part->omat);
float timestep;
int p, totpart, pa_die;
int p, totpart;
/* current time */
float ctime, ipotime;
/* frame & time changes */
@ -4077,7 +3997,7 @@ static void dynamics_step(Object *ob, ParticleSystem *psys, ParticleSystemModifi
psys_init_effectors(ob,part->eff_group,psys);
if(psys->effectors.first)
precalc_effectors(ob,psys,psmd);
precalc_effectors(ob,psys,psmd,cfra);
if(part->phystype==PART_PHYS_BOIDS){
/* create particle tree for fast inter-particle comparisons */
@ -4106,15 +4026,13 @@ static void dynamics_step(Object *ob, ParticleSystem *psys, ParticleSystemModifi
}
pa->size=psys_get_size(ob,ma,psmd,icu_esize,psys,part,pa,vg_size);
pa_die=0;
birthtime = pa->time + pa->loop * pa->lifetime;
/* allways reset particles to emitter before birth */
if(pa->alive==PARS_UNBORN
|| pa->alive==PARS_KILLED
|| ELEM(part->phystype,PART_PHYS_NO,PART_PHYS_KEYED)
|| birthtime >= cfra){
/* allways reset particles to emitter before birth */
reset_particle(pa,psys,psmd,ob,dtime,cfra,vg_vel,vg_tan,vg_rot);
copy_particle_key(key,&pa->state,1);
}
@ -4139,32 +4057,31 @@ static void dynamics_step(Object *ob, ParticleSystem *psys, ParticleSystemModifi
/* particle dies some time between this and last step */
pa_dfra = dietime - psys->cfra;
pa_dtime = pa_dfra * timestep;
pa_die = 1;
pa->alive = PARS_DYING;
}
else if(dietime < cfra){
/* TODO: figure out if there's something to be done when particle is dead */
/* nothing to be done when particle is dead */
}
copy_particle_key(key,&pa->state,1);
if(dfra>0.0 && pa->alive==PARS_ALIVE){
if(dfra>0.0 && ELEM(pa->alive,PARS_ALIVE,PARS_DYING)){
switch(part->phystype){
case PART_PHYS_NEWTON:
/* do global forces & effectors */
apply_particle_forces(p,pa,ob,psys,part,timestep,pa_dfra,cfra,key);
/* deflection */
deflect_particle(ob,psmd,psys,part,pa,p,pa_dfra,cfra,key,&pa_die);
deflect_particle(ob,psmd,psys,part,pa,p,timestep,pa_dfra,cfra,key);
/* rotations */
rotate_particle(part,pa,pa_dfra,timestep,key);
break;
case PART_PHYS_BOIDS:
{
float acc[3];
boid_brain(&bvf,pa,ob,psys,part,tree,timestep,cfra,acc,&pa_die);
if(pa_die==0)
boid_brain(&bvf,pa,ob,psys,part,tree,timestep,cfra,acc);
if(pa->alive != PARS_DYING)
boid_body(&bvf,pa,psys,part,timestep,acc,key);
break;
}
@ -4172,7 +4089,7 @@ static void dynamics_step(Object *ob, ParticleSystem *psys, ParticleSystemModifi
push_reaction(ob,psys,p,PART_EVENT_NEAR,key);
if(pa_die){
if(pa->alive == PARS_DYING){
push_reaction(ob,psys,p,PART_EVENT_DEATH,key);
if(part->flag & PART_LOOP && part->type!=PART_HAIR){
@ -4194,6 +4111,7 @@ static void dynamics_step(Object *ob, ParticleSystem *psys, ParticleSystemModifi
}
}
}
/* apply outstates to particles */
for(p=0, pa=psys->particles, key=outstate; p<totpart; p++,pa++,key++)
copy_particle_key(&pa->state,key,1);
@ -4273,7 +4191,7 @@ static void hair_step(Object *ob, ParticleSystemModifierData *psmd, ParticleSyst
psys_init_effectors(ob,part->eff_group,psys);
if(psys->effectors.first)
precalc_effectors(ob,psys,psmd);
precalc_effectors(ob,psys,psmd,cfra);
if(psys_in_edit_mode(psys))
PE_recalc_world_cos(ob, psys);
@ -4301,7 +4219,7 @@ static void cached_step(Object *ob, ParticleSystemModifierData *psmd, ParticleSy
//if(part->flag & (PART_BAKED_GUIDES+PART_BAKED_DEATHS)){
psys_init_effectors(ob,part->eff_group,psys);
if(psys->effectors.first)
precalc_effectors(ob,psys,psmd);
precalc_effectors(ob,psys,psmd,cfra);
//}
disp= (float)get_current_display_percentage(psys)/50.0f-1.0f;

@ -301,7 +301,7 @@ int normal_projection_project_vertex(char options, const float *vert, const floa
hit_tmp.index = -1;
BLI_bvhtree_ray_cast(tree, co, no, &hit_tmp, callback, userdata);
BLI_bvhtree_ray_cast(tree, co, no, 0.0f, &hit_tmp, callback, userdata);
if(hit_tmp.index != -1)
{

@ -54,6 +54,7 @@ typedef struct BVHTreeRay
{
float origin[3]; /* ray origin */
float direction[3]; /* ray direction */
float radius; /* radius around ray */
} BVHTreeRay;
typedef struct BVHTreeRayHit
@ -90,7 +91,7 @@ float BLI_bvhtree_getepsilon(BVHTree *tree);
/* find nearest node to the given coordinates (if nearest is given it will only search nodes where square distance is smaller than nearest->dist) */
int BLI_bvhtree_find_nearest(BVHTree *tree, const float *co, BVHTreeNearest *nearest, BVHTree_NearestPointCallback callback, void *userdata);
int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata);
#endif // BLI_KDOPBVH_H

@ -1414,14 +1414,14 @@ static float ray_nearest_hit(BVHRayCastData *data, BVHNode *node)
if(data->ray_dot_axis[i] == 0.0f)
{
//axis aligned ray
if(data->ray.origin[i] < bv[0]
|| data->ray.origin[i] > bv[1])
if(data->ray.origin[i] < bv[0] - data->ray.radius
|| data->ray.origin[i] > bv[1] + data->ray.radius)
return FLT_MAX;
}
else
{
float ll = (bv[0] - data->ray.origin[i]) / data->ray_dot_axis[i];
float lu = (bv[1] - data->ray.origin[i]) / data->ray_dot_axis[i];
float ll = (bv[0] - data->ray.radius - data->ray.origin[i]) / data->ray_dot_axis[i];
float lu = (bv[1] + data->ray.radius - data->ray.origin[i]) / data->ray_dot_axis[i];
if(data->ray_dot_axis[i] > 0.0f)
{
@ -1480,7 +1480,7 @@ static void dfs_raycast(BVHRayCastData *data, BVHNode *node)
}
}
int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, float radius, BVHTreeRayHit *hit, BVHTree_RayCastCallback callback, void *userdata)
{
int i;
BVHRayCastData data;
@ -1493,6 +1493,7 @@ int BLI_bvhtree_ray_cast(BVHTree *tree, const float *co, const float *dir, BVHTr
VECCOPY(data.ray.origin, co);
VECCOPY(data.ray.direction, dir);
data.ray.radius = radius;
Normalize(data.ray.direction);

@ -416,6 +416,7 @@ typedef struct ParticleSystem{ /* note, make sure all (runtime) are NULL's in
#define PARS_DEAD 1
#define PARS_UNBORN 2
#define PARS_ALIVE 3
#define PARS_DYING 4
/* psys->vg */
#define PSYS_TOT_VG 12