[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [23009] branches/blender2.5/blender: Some particles cleanup & fixes:
Janne Karhu
jhkarh at utu.fi
Sat Sep 5 01:06:16 CEST 2009
Revision: 23009
http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=23009
Author: jhk
Date: 2009-09-05 01:06:15 +0200 (Sat, 05 Sep 2009)
Log Message:
-----------
Some particles cleanup & fixes:
- Some big refresh issues with softbody & cloth point cache usage should now be fixed.
- Removed sticky objects from particles (better stuff will come back when I get to updating reactor particles).
- Some initial easy memory efficiency cleanup for ParticleData struct. The ultimate goal is to get particles less memory hungry -> more particles possible in single scene.
- Wrong path timing clamping caused hair particles to seem disappeared when changing between normal<->hair particles.
- "Calculate to current frame" in cache buttons baked instead of the intended function.
- Boids particle data is now a bit better organized.
Modified Paths:
--------------
branches/blender2.5/blender/release/ui/buttons_particle.py
branches/blender2.5/blender/source/blender/blenkernel/BKE_particle.h
branches/blender2.5/blender/source/blender/blenkernel/intern/boids.c
branches/blender2.5/blender/source/blender/blenkernel/intern/cloth.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/blenkernel/intern/pointcache.c
branches/blender2.5/blender/source/blender/blenkernel/intern/softbody.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/object/object_edit.c
branches/blender2.5/blender/source/blender/editors/physics/ed_pointcache.c
branches/blender2.5/blender/source/blender/editors/physics/editparticle.c
branches/blender2.5/blender/source/blender/editors/space_view3d/drawobject.c
branches/blender2.5/blender/source/blender/makesdna/DNA_particle_types.h
branches/blender2.5/blender/source/blender/makesrna/intern/rna_particle.c
branches/blender2.5/blender/source/blender/render/intern/source/convertblender.c
Modified: branches/blender2.5/blender/release/ui/buttons_particle.py
===================================================================
--- branches/blender2.5/blender/release/ui/buttons_particle.py 2009-09-04 22:50:15 UTC (rev 23008)
+++ branches/blender2.5/blender/release/ui/buttons_particle.py 2009-09-04 23:06:15 UTC (rev 23009)
@@ -396,7 +396,6 @@
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:")
Modified: branches/blender2.5/blender/source/blender/blenkernel/BKE_particle.h
===================================================================
--- branches/blender2.5/blender/source/blender/blenkernel/BKE_particle.h 2009-09-04 22:50:15 UTC (rev 23008)
+++ branches/blender2.5/blender/source/blender/blenkernel/BKE_particle.h 2009-09-04 23:06:15 UTC (rev 23009)
@@ -59,6 +59,9 @@
struct BVHTreeRay;
struct BVHTreeRayHit;
+#define PARTICLE_P ParticleData *pa; int p
+#define LOOP_PARTICLES for(p=0, pa=psys->particles; p<psys->totpart; p++, pa++)
+
typedef struct ParticleEffectorCache {
struct ParticleEffectorCache *next, *prev;
struct Object *ob;
@@ -207,6 +210,7 @@
void psys_free_path_cache(struct ParticleSystem *psys, struct PTCacheEdit *edit);
void free_hair(struct ParticleSystem *psys, int softbody);
void free_keyed_keys(struct ParticleSystem *psys);
+void psys_free_particles(struct ParticleSystem *psys);
void psys_free(struct Object * ob, struct ParticleSystem * psys);
void psys_free_children(struct ParticleSystem *psys);
Modified: branches/blender2.5/blender/source/blender/blenkernel/intern/boids.c
===================================================================
--- branches/blender2.5/blender/source/blender/blenkernel/intern/boids.c 2009-09-04 22:50:15 UTC (rev 23008)
+++ branches/blender2.5/blender/source/blender/blenkernel/intern/boids.c 2009-09-04 23:06:15 UTC (rev 23009)
@@ -74,6 +74,7 @@
BoidSettings *boids = bbd->part->boids;
ParticleEffectorCache *ec;
Object *priority_ob = NULL;
+ BoidParticle *bpa = pa->boid;
float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
float mul = (rule->type == eBoidRuleType_Avoid ? 1.0 : -1.0);
float priority = 0.0f, len = 0.0f;
@@ -81,7 +82,7 @@
/* first find out goal/predator with highest priority */
/* if rule->ob specified use it */
- if(gabr->ob && (rule->type != eBoidRuleType_Goal || gabr->ob != pa->stick_ob)) {
+ if(gabr->ob && (rule->type != eBoidRuleType_Goal || gabr->ob != bpa->ground)) {
PartDeflect *pd = gabr->ob->pd;
float vec_to_part[3];
@@ -104,7 +105,7 @@
PartDeflect *pd = eob->pd;
/* skip current object */
- if(rule->type == eBoidRuleType_Goal && eob == pa->stick_ob)
+ if(rule->type == eBoidRuleType_Goal && eob == bpa->ground)
continue;
if(pd->forcefield == PFIELD_BOID && mul * pd->f_strength > 0.0f) {
@@ -169,10 +170,10 @@
VECCOPY(bbd->goal_nor, nor);
}
}
- else if(rule->type == eBoidRuleType_Avoid && pa->boid->mode == eBoidMode_Climbing &&
+ else if(rule->type == eBoidRuleType_Avoid && bpa->data.mode == eBoidMode_Climbing &&
priority > 2.0f * gabr->fear_factor) {
/* detach from surface and try to fly away from danger */
- VECCOPY(vec_to_part, pa->r_ve);
+ VECCOPY(vec_to_part, bpa->gravity);
VecMulf(vec_to_part, -1.0f);
}
@@ -205,6 +206,7 @@
KDTreeNearest *ptn = NULL;
ParticleEffectorCache *ec;
ParticleTarget *pt;
+ BoidParticle *bpa = pa->boid;
float vec[3] = {0.0f, 0.0f, 0.0f}, loc[3] = {0.0f, 0.0f, 0.0f};
float co1[3], vel1[3], co2[3], vel2[3];
float len, t, inp, t_min = 2.0f;
@@ -231,7 +233,7 @@
Object *eob = ec->ob;
/* don't check with current ground object */
- if(eob == pa->stick_ob)
+ if(eob == bpa->ground)
continue;
col.md = ( CollisionModifierData * ) ( modifiers_findByType ( eob, eModifierType_Collision ) );
@@ -558,18 +560,19 @@
}
static int rule_average_speed(BoidRule *rule, BoidBrainData *bbd, BoidValues *val, ParticleData *pa)
{
+ BoidParticle *bpa = pa->boid;
BoidRuleAverageSpeed *asbr = (BoidRuleAverageSpeed*)rule;
float vec[3] = {0.0f, 0.0f, 0.0f};
if(asbr->wander > 0.0f) {
/* abuse pa->r_ave for wandering */
- pa->r_ave[0] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
- pa->r_ave[1] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
- pa->r_ave[2] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
+ bpa->wander[0] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
+ bpa->wander[1] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
+ bpa->wander[2] += asbr->wander * (-1.0f + 2.0f * BLI_frand());
- Normalize(pa->r_ave);
+ Normalize(bpa->wander);
- VECCOPY(vec, pa->r_ave);
+ VECCOPY(vec, bpa->wander);
QuatMulVecf(pa->prev_state.rot, vec);
@@ -615,6 +618,7 @@
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;
@@ -624,8 +628,10 @@
/* calculate own group strength */
int neighbors = BLI_kdtree_range_search(bbd->psys->tree, fbr->distance, pa->prev_state.co, NULL, &ptn);
- for(n=0; n<neighbors; n++)
- health += bbd->psys->particles[ptn[n].index].boid->health;
+ for(n=0; n<neighbors; n++) {
+ bpa = bbd->psys->particles[ptn[n].index].boid;
+ health += bpa->data.health;
+ }
f_strength += bbd->part->boids->strength * health;
@@ -642,7 +648,8 @@
health = 0.0f;
for(n=0; n<neighbors; n++) {
- health += epars[ptn[n].index].boid->health;
+ bpa = epars[ptn[n].index].boid;
+ health += bpa->data.health;
if(n==0 && pt->mode==PTARGET_MODE_ENEMY && ptn[n].dist < closest_dist) {
VECCOPY(closest_enemy, ptn[n].co);
@@ -674,7 +681,8 @@
/* must face enemy to fight */
if(Inpf(pa->prev_state.ave, enemy_dir)>0.5f) {
- enemy_pa->boid->health -= bbd->part->boids->strength * bbd->timestep * ((1.0f-bbd->part->boids->accuracy)*damage + bbd->part->boids->accuracy);
+ 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 {
@@ -683,7 +691,8 @@
}
/* check if boid doesn't want to fight */
- if(pa->boid->health/bbd->part->boids->health * bbd->part->boids->aggression < e_strength / f_strength) {
+ 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) {
VecMulf(bbd->wanted_co, -1.0f);
@@ -721,18 +730,20 @@
static void set_boid_values(BoidValues *val, BoidSettings *boids, ParticleData *pa)
{
- if(ELEM(pa->boid->mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
- val->max_speed = boids->land_max_speed * pa->boid->health/boids->health;
+ BoidParticle *bpa = pa->boid;
+
+ if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing)) {
+ val->max_speed = boids->land_max_speed * bpa->data.health/boids->health;
val->max_acc = boids->land_max_acc * val->max_speed;
- val->max_ave = boids->land_max_ave * M_PI * pa->boid->health/boids->health;
+ val->max_ave = boids->land_max_ave * M_PI * bpa->data.health/boids->health;
val->min_speed = 0.0f; /* no minimum speed on land */
val->personal_space = boids->land_personal_space;
- val->jump_speed = boids->land_jump_speed * pa->boid->health/boids->health;
+ val->jump_speed = boids->land_jump_speed * bpa->data.health/boids->health;
}
else {
- val->max_speed = boids->air_max_speed * pa->boid->health/boids->health;
+ val->max_speed = boids->air_max_speed * bpa->data.health/boids->health;
val->max_acc = boids->air_max_acc * val->max_speed;
- val->max_ave = boids->air_max_ave * M_PI * pa->boid->health/boids->health;
+ val->max_ave = boids->air_max_ave * M_PI * bpa->data.health/boids->health;
val->min_speed = boids->air_min_speed * boids->air_max_speed;
val->personal_space = boids->air_personal_space;
val->jump_speed = 0.0f; /* no jumping in air */
@@ -740,11 +751,13 @@
}
static Object *boid_find_ground(BoidBrainData *bbd, ParticleData *pa, float *ground_co, float *ground_nor)
{
- if(pa->boid->mode == eBoidMode_Climbing) {
+ BoidParticle *bpa = pa->boid;
+
+ if(bpa->data.mode == eBoidMode_Climbing) {
SurfaceModifierData *surmd = NULL;
float x[3], v[3];
- surmd = (SurfaceModifierData *)modifiers_findByType ( pa->stick_ob, eModifierType_Surface );
+ surmd = (SurfaceModifierData *)modifiers_findByType ( bpa->ground, eModifierType_Surface );
/* take surface velocity into account */
effector_find_co(bbd->scene, pa->state.co, surmd, NULL, NULL, x, NULL, v, NULL);
@@ -753,7 +766,7 @@
/* get actual position on surface */
effector_find_co(bbd->scene, x, surmd, NULL, NULL, ground_co, ground_nor, NULL, NULL);
- return pa->stick_ob;
+ return bpa->ground;
}
else {
float zvec[3] = {0.0f, 0.0f, 2000.0f};
@@ -803,13 +816,15 @@
}
static int boid_rule_applies(ParticleData *pa, BoidSettings *boids, BoidRule *rule)
{
+ BoidParticle *bpa = pa->boid;
+
if(rule==NULL)
return 0;
- if(ELEM(pa->boid->mode, eBoidMode_OnLand, eBoidMode_Climbing) && rule->flag & BOIDRULE_ON_LAND)
+ if(ELEM(bpa->data.mode, eBoidMode_OnLand, eBoidMode_Climbing) && rule->flag & BOIDRULE_ON_LAND)
return 1;
- if(pa->boid->mode==eBoidMode_InAir && rule->flag & BOIDRULE_IN_AIR)
+ if(bpa->data.mode==eBoidMode_InAir && rule->flag & BOIDRULE_IN_AIR)
return 1;
return 0;
@@ -835,12 +850,13 @@
}
static void boid_climb(BoidSettings *boids, ParticleData *pa, float *surface_co, float *surface_nor)
{
+ BoidParticle *bpa = pa->boid;
float nor[3], vel[3];
VECCOPY(nor, surface_nor);
- /* gather apparent gravity to r_ve */
- VECADDFAC(pa->r_ve, pa->r_ve, surface_nor, -1.0);
- Normalize(pa->r_ve);
+ /* gather apparent gravity */
+ VECADDFAC(bpa->gravity, bpa->gravity, surface_nor, -1.0);
+ Normalize(bpa->gravity);
/* raise boid it's size from surface */
VecMulf(nor, pa->size * boids->height);
@@ -877,16 +893,17 @@
}
static BoidState *get_boid_state(BoidSettings *boids, ParticleData *pa) {
BoidState *state = boids->states.first;
+ BoidParticle *bpa = pa->boid;
for(; state; state=state->next) {
- if(state->id==pa->boid->state_id)
+ if(state->id==bpa->data.state_id)
@@ Diff output truncated at 10240 characters. @@
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