[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [21737] branches/blender2.5/blender: Initial code for boids v2
Janne Karhu
jhkarh at utu.fi
Tue Jul 21 01:52:53 CEST 2009
Revision: 21737
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=21737
Author: jhk
Date: 2009-07-21 01:52:53 +0200 (Tue, 21 Jul 2009)
Log Message:
-----------
Initial code for boids v2
Too many new features to list! But here are the biggies:
- Boids can move on air and/or land, or climb a goal object.
- Proper interaction with collision objects.
* Closest collision object in negative z direction is considered as ground.
* Other collision objects are obstacles and boids collide with them.
- Boid behavior rules are now added to a dynamic list.
* Many new rules and many still not implemented.
* Different rule evaluation modes (fuzzy, random, average).
- Only particle systems defined by per system "boid relations" are considered for simulation of that system.
* This is in addition to the boids own system of course.
* Relations define other systems as "neutral", "friend" or "enemy".
- All effectors now effect boid physics, not boid brains.
* This allows forcing boids somewhere.
* Exception to this is new "boid" effector, which defines boid predators (positive strength) and goals (negative strength).
Known issue:
- Boid health isn't yet stored in pointcache so simulations with "fight" rule are not be read from cache properly.
- Object/Group visualization object's animation is not played in "particle time". This is definately the wanted behavior, but isn't possible with the current state of dupliobject code.
Other new features:
- Particle systems can now be named separately from particle settings.
* Default name for particle settings is now "ParticleSettings" instead of "PSys"
- Per particle system list of particle effector weights.
* Enables different effection strengths for particles from different particle systems with without messing around with effector group setting.
Other code changes:
- KDTree now supports range search as it's needed for new boids.
- "Keyed particle targets" renamed as general "particle targets", as they're needed for boids too. (this might break some files saved with new keyed particles)
Bug fixes:
- Object & group visualizations didn't work.
- Interpolating pointcache didn't do rotation.
Modified Paths:
--------------
branches/blender2.5/blender/release/ui/buttons_particle.py
branches/blender2.5/blender/release/ui/buttons_physics_field.py
branches/blender2.5/blender/source/blender/blenkernel/BKE_particle.h
branches/blender2.5/blender/source/blender/blenkernel/intern/depsgraph.c
branches/blender2.5/blender/source/blender/blenkernel/intern/effect.c
branches/blender2.5/blender/source/blender/blenkernel/intern/modifier.c
branches/blender2.5/blender/source/blender/blenkernel/intern/object.c
branches/blender2.5/blender/source/blender/blenkernel/intern/particle.c
branches/blender2.5/blender/source/blender/blenkernel/intern/particle_system.c
branches/blender2.5/blender/source/blender/blenlib/BLI_kdtree.h
branches/blender2.5/blender/source/blender/blenlib/intern/BLI_kdtree.c
branches/blender2.5/blender/source/blender/blenloader/intern/readfile.c
branches/blender2.5/blender/source/blender/blenloader/intern/writefile.c
branches/blender2.5/blender/source/blender/editors/include/ED_physics.h
branches/blender2.5/blender/source/blender/editors/space_api/spacetypes.c
branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_intern.h
branches/blender2.5/blender/source/blender/editors/space_buttons/buttons_ops.c
branches/blender2.5/blender/source/blender/editors/space_buttons/space_buttons.c
branches/blender2.5/blender/source/blender/editors/space_view3d/drawobject.c
branches/blender2.5/blender/source/blender/makesdna/DNA_modifier_types.h
branches/blender2.5/blender/source/blender/makesdna/DNA_object_force.h
branches/blender2.5/blender/source/blender/makesdna/DNA_particle_types.h
branches/blender2.5/blender/source/blender/makesdna/intern/makesdna.c
branches/blender2.5/blender/source/blender/makesrna/RNA_access.h
branches/blender2.5/blender/source/blender/makesrna/RNA_enum_types.h
branches/blender2.5/blender/source/blender/makesrna/intern/makesrna.c
branches/blender2.5/blender/source/blender/makesrna/intern/rna_fluidsim.c
branches/blender2.5/blender/source/blender/makesrna/intern/rna_internal.h
branches/blender2.5/blender/source/blender/makesrna/intern/rna_object_force.c
branches/blender2.5/blender/source/blender/makesrna/intern/rna_particle.c
Added Paths:
-----------
branches/blender2.5/blender/source/blender/blenkernel/BKE_boids.h
branches/blender2.5/blender/source/blender/blenkernel/intern/boids.c
branches/blender2.5/blender/source/blender/editors/physics/physics_boids.c
branches/blender2.5/blender/source/blender/makesrna/intern/rna_boid.c
Modified: branches/blender2.5/blender/release/ui/buttons_particle.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_particle.py 2009-07-20 22:36:56 UTC (rev 21736)
+++ branches/blender2.5/blender/release/ui/buttons_particle.py 2009-07-20 23:52:53 UTC (rev 21737)
@@ -40,27 +40,33 @@
col.itemO("object.particle_system_remove", icon="ICON_ZOOMOUT", text="")
if psys:
- split = layout.split(percentage=0.65)
+ part = psys.settings
- split.template_ID(psys, "settings", new="particle.new")
+ split = layout.split(percentage=0.32)
+ col = split.column()
+ col.itemL(text="Name:")
+ if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
+ col.itemL(text="Settings:")
+ col.itemL(text="Type:")
+ col = split.column()
+ col.itemR(psys, "name", text="")
+ if part.type in ('EMITTER', 'REACTOR', 'HAIR'):
+ col.template_ID(psys, "settings", new="particle.new")
+
#row = layout.row()
#row.itemL(text="Viewport")
#row.itemL(text="Render")
- part = psys.settings
-
if part:
- ptype = psys.settings.type
- if ptype not in ('EMITTER', 'REACTOR', 'HAIR'):
+ if part.type not in ('EMITTER', 'REACTOR', 'HAIR'):
layout.itemL(text="No settings for fluid particles")
return
-
- split = layout.split(percentage=0.65)
- split.enabled = particle_panel_enabled(psys)
- split.itemR(part, "type")
- split.itemR(psys, "seed")
+ row=col.row()
+ row.enabled = particle_panel_enabled(psys)
+ row.itemR(part, "type", text="")
+ row.itemR(psys, "seed")
split = layout.split(percentage=0.65)
if part.type=='HAIR':
@@ -183,6 +189,13 @@
class PARTICLE_PT_initial(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_initial"
__label__ = "Velocity"
+
+ def poll(self, context):
+ if particle_panel_poll(context):
+ psys = context.particle_system
+ return psys.settings.physics_type != 'BOIDS'
+ else:
+ return False
def draw(self, context):
layout = self.layout
@@ -250,13 +263,11 @@
psys = context.particle_system
part = psys.settings
- layout.enabled = layout.enabled = particle_panel_enabled(psys)
+ layout.enabled = particle_panel_enabled(psys)
row = layout.row()
row.itemR(part, "physics_type", expand=True)
if part.physics_type != 'NO':
- layout.itemR(part, "effector_group")
-
row = layout.row()
col = row.column(align=True)
col.itemR(part, "particle_size")
@@ -264,13 +275,11 @@
col = row.column(align=True)
col.itemR(part, "mass")
col.itemR(part, "sizemass", text="Multiply mass with size")
-
+
+ if part.physics_type == 'NEWTON':
split = layout.split()
-
sub = split.column()
- if part.physics_type == 'NEWTON':
-
sub.itemL(text="Forces:")
sub.itemR(part, "brownian_factor")
sub.itemR(part, "drag_factor", slider=True)
@@ -280,6 +289,9 @@
sub.itemR(part, "acceleration")
elif part.physics_type == 'KEYED':
+ split = layout.split()
+ sub = split.column()
+
row = layout.row()
col = row.column()
col.active = not psys.keyed_timing
@@ -287,38 +299,189 @@
row.itemR(psys, "keyed_timing", text="Use Timing")
layout.itemL(text="Keys:")
+ elif part.physics_type=='BOIDS':
+ boids = part.boids
+
+
row = layout.row()
+ row.itemR(boids, "allow_flight")
+ row.itemR(boids, "allow_land")
+ row.itemR(boids, "allow_climb")
- row.template_list(psys, "keyed_targets", psys, "active_keyed_target_index")
+ split = layout.split()
+ sub = split.column()
+ col = sub.column(align=True)
+ col.active = boids.allow_flight
+ col.itemR(boids, "air_max_speed")
+ col.itemR(boids, "air_min_speed", slider="True")
+ col.itemR(boids, "air_max_acc", slider="True")
+ col.itemR(boids, "air_max_ave", slider="True")
+ col.itemR(boids, "air_personal_space")
+ row = col.row()
+ row.active = (boids.allow_land or boids.allow_climb) and boids.allow_flight
+ row.itemR(boids, "landing_smoothness")
+
+ sub = split.column()
+ col = sub.column(align=True)
+ col.active = boids.allow_land or boids.allow_climb
+ col.itemR(boids, "land_max_speed")
+ col.itemR(boids, "land_jump_speed")
+ col.itemR(boids, "land_max_acc", slider="True")
+ col.itemR(boids, "land_max_ave", slider="True")
+ col.itemR(boids, "land_personal_space")
+ col.itemR(boids, "land_stick_force")
+
+ row = layout.row()
+
+ col = row.column(align=True)
+ col.itemL(text="Battle:")
+ col.itemR(boids, "health")
+ col.itemR(boids, "strength")
+ col.itemR(boids, "aggression")
+ col.itemR(boids, "accuracy")
+ col.itemR(boids, "range")
+
col = row.column()
+ col.itemL(text="Misc:")
+ col.itemR(part, "gravity")
+ col.itemR(boids, "banking", slider=True)
+ col.itemR(boids, "height", slider=True)
+
+ if part.physics_type=='NEWTON':
+ sub.itemR(part, "size_deflect")
+ sub.itemR(part, "die_on_collision")
+ sub.itemR(part, "sticky")
+ elif part.physics_type=='KEYED' or part.physics_type=='BOIDS':
+ if part.physics_type=='BOIDS':
+ layout.itemL(text="Relations:")
+
+ row = layout.row()
+ row.template_list(psys, "targets", psys, "active_particle_target_index")
+
+ col = row.column()
subrow = col.row()
subcol = subrow.column(align=True)
- subcol.itemO("particle.new_keyed_target", icon="ICON_ZOOMIN", text="")
- subcol.itemO("particle.remove_keyed_target", icon="ICON_ZOOMOUT", text="")
+ subcol.itemO("particle.new_target", icon="ICON_ZOOMIN", text="")
+ subcol.itemO("particle.remove_target", icon="ICON_ZOOMOUT", text="")
subrow = col.row()
subcol = subrow.column(align=True)
- subcol.itemO("particle.keyed_target_move_up", icon="VICON_MOVE_UP", text="")
- subcol.itemO("particle.keyed_target_move_down", icon="VICON_MOVE_DOWN", text="")
+ subcol.itemO("particle.target_move_up", icon="VICON_MOVE_UP", text="")
+ subcol.itemO("particle.target_move_down", icon="VICON_MOVE_DOWN", text="")
- key = psys.active_keyed_target
+ key = psys.active_particle_target
if key:
row = layout.row()
- col = row.column()
- #doesn't work yet
- #col.red_alert = key.valid
- col.itemR(key, "object", text="")
- col.itemR(key, "system", text="System")
- col = row.column();
- col.active = psys.keyed_timing
- col.itemR(key, "time")
- col.itemR(key, "duration")
+ if part.physics_type=='KEYED':
+ col = row.column()
+ #doesn't work yet
+ #col.red_alert = key.valid
+ col.itemR(key, "object", text="")
+ col.itemR(key, "system", text="System")
+ col = row.column();
+ col.active = psys.keyed_timing
+ col.itemR(key, "time")
+ col.itemR(key, "duration")
+ else:
+ subrow = row.row()
+ #doesn't work yet
+ #subrow.red_alert = key.valid
+ subrow.itemR(key, "object", text="")
+ subrow.itemR(key, "system", text="System")
+
+ layout.itemR(key, "mode", expand=True)
+
+class PARTICLE_PT_boidbrain(ParticleButtonsPanel):
+ __idname__ = "PARTICLE_PT_boidbrain"
+ __label__ = "Boid Brain"
+
+ def poll(self, context):
+ psys = context.particle_system
+ if psys==None: return False
+ if psys.settings==None: return False
+ return psys.settings.physics_type=='BOIDS'
+
+ def draw(self, context):
+ boids = context.particle_system.settings.boids
+ layout = self.layout
+
+ # Currently boids can only use the first state so these are commented out for now.
+ #row = layout.row()
+ #row.template_list(boids, "states", boids, "active_boid_state_index", compact="True")
+ #col = row.row()
+ #subrow = col.row(align=True)
+ #subrow.itemO("boid.boidstate_add", icon="ICON_ZOOMIN", text="")
+ #subrow.itemO("boid.boidstate_del", icon="ICON_ZOOMOUT", text="")
+ #subrow = row.row(align=True)
+ #subrow.itemO("boid.boidstate_move_up", icon="VICON_MOVE_UP", text="")
+ #subrow.itemO("boid.boidstate_move_down", icon="VICON_MOVE_DOWN", text="")
+
+ state = boids.active_boid_state
+
+ #layout.itemR(state, "name", text="State name")
+
+ row = layout.row()
+ row.itemR(state, "ruleset_type")
+ if state.ruleset_type=='FUZZY':
+ row.itemR(state, "rule_fuzziness", slider=True)
+ else:
+ row.itemL(text="")
+
+ row = layout.row()
+ row.template_list(state, "rules", state, "active_boid_rule_index")
+
+ col = row.column()
+ subrow = col.row()
+ subcol = subrow.column(align=True)
+ subcol.item_menu_enumO("boid.boidrule_add", "type", icon="ICON_ZOOMIN", text="")
+ subcol.itemO("boid.boidrule_del", icon="ICON_ZOOMOUT", text="")
+ subrow = col.row()
+ subcol = subrow.column(align=True)
+ subcol.itemO("boid.boidrule_move_up", icon="VICON_MOVE_UP", text="")
+ subcol.itemO("boid.boidrule_move_down", icon="VICON_MOVE_DOWN", text="")
+
+ rule = state.active_boid_rule
+
+ if rule:
+ row = layout.row()
+ row.itemR(rule, "name", text="")
+ #somebody make nice icons for boids here please! -jahka
+ row.itemR(rule, "in_air", icon="VICON_MOVE_UP", text="")
+ row.itemR(rule, "on_land", icon="VICON_MOVE_DOWN", text="")
- if part.physics_type=='NEWTON' or part.physics_type=='BOIDS':
+ row = layout.row()
- sub.itemR(part, "size_deflect")
- sub.itemR(part, "die_on_collision")
- sub.itemR(part, "sticky")
+ if rule.type == 'GOAL':
+ row.itemR(rule, "object")
+ row = layout.row()
+ row.itemR(rule, "predict")
+ elif rule.type == 'AVOID':
+ row.itemR(rule, "object")
+ row = layout.row()
+ row.itemR(rule, "predict")
+ row.itemR(rule, "fear_factor")
+ elif rule.type == 'FOLLOW_PATH':
+ row.itemL(text="Not yet functional.")
+ elif rule.type == 'AVOID_COLLISION':
+ row.itemR(rule, "boids")
+ row.itemR(rule, "deflectors")
+ row.itemR(rule, "look_ahead")
+ elif rule.type == 'FOLLOW_LEADER':
+ row.itemR(rule, "object", text="")
+ row.itemR(rule, "distance")
+ row = layout.row()
+ row.itemR(rule, "line")
+ subrow = row.row()
+ subrow.active = rule.line
+ subrow.itemR(rule, "queue_size")
+ elif rule.type == 'AVERAGE_SPEED':
+ row.itemR(rule, "speed", slider=True)
+ row.itemR(rule, "wander", slider=True)
+ row.itemR(rule, "level", slider=True)
+ elif rule.type == 'FIGHT':
+ row.itemR(rule, "distance")
+ row.itemR(rule, "flee_distance")
+
class PARTICLE_PT_render(ParticleButtonsPanel):
__idname__= "PARTICLE_PT_render"
@@ -596,6 +759,38 @@
sub = split.column()
sub.itemR(part, "kink_shape", slider=True)
+class PARTICLE_PT_effectors(ParticleButtonsPanel):
@@ Diff output truncated at 10240 characters. @@
More information about the Bf-blender-cvs
mailing list