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blender-archive/source/blender/simulation/intern/simulation_solver.hh

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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#ifndef __SIM_SIMULATION_SOLVER_HH__
#define __SIM_SIMULATION_SOLVER_HH__
#include "BLI_float3.hh"
#include "BLI_span.hh"
#include "DNA_simulation_types.h"
#include "FN_attributes_ref.hh"
#include "BKE_persistent_data_handle.hh"
#include "BKE_simulation.h"
#include "particle_allocator.hh"
#include "time_interval.hh"
struct Depsgraph;
namespace blender::sim {
class ParticleEmitterContext;
class ParticleForceContext;
class ParticleEmitter {
public:
virtual ~ParticleEmitter();
virtual void emit(ParticleEmitterContext &context) const = 0;
};
class ParticleForce {
public:
virtual ~ParticleForce();
virtual void add_force(ParticleForceContext &context) const = 0;
};
struct SimulationInfluences {
Map<std::string, Vector<const ParticleForce *>> particle_forces;
Map<std::string, fn::AttributesInfoBuilder *> particle_attributes_builder;
Vector<const ParticleEmitter *> particle_emitters;
};
class SimulationStateMap {
private:
Map<StringRefNull, SimulationState *> states_by_name_;
Map<StringRefNull, Vector<SimulationState *>> states_by_type_;
public:
void add(SimulationState *state)
{
states_by_name_.add_new(state->name, state);
states_by_type_.lookup_or_add_default(state->type).append(state);
}
template<typename StateType> StateType *lookup(StringRef name) const
{
const char *type = BKE_simulation_get_state_type_name<StateType>();
return (StateType *)this->lookup_name_type(name, type);
}
template<typename StateType> Span<StateType *> lookup() const
{
const char *type = BKE_simulation_get_state_type_name<StateType>();
return this->lookup_type(type).cast<StateType *>();
}
SimulationState *lookup_name_type(StringRef name, StringRef type) const
{
SimulationState *state = states_by_name_.lookup_default_as(name, nullptr);
if (state == nullptr) {
return nullptr;
}
if (state->type == type) {
return state;
}
return nullptr;
}
Span<SimulationState *> lookup_type(StringRef type) const
{
const Vector<SimulationState *> *states = states_by_type_.lookup_ptr_as(type);
if (states == nullptr) {
return {};
}
else {
return states->as_span();
}
}
};
class SimulationSolveContext {
private:
Simulation &simulation_;
Depsgraph &depsgraph_;
const SimulationInfluences &influences_;
TimeInterval solve_interval_;
const SimulationStateMap &state_map_;
const bke::PersistentDataHandleMap &id_handle_map_;
public:
SimulationSolveContext(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences,
TimeInterval solve_interval,
const SimulationStateMap &state_map,
const bke::PersistentDataHandleMap &handle_map)
: simulation_(simulation),
depsgraph_(depsgraph),
influences_(influences),
solve_interval_(solve_interval),
state_map_(state_map),
id_handle_map_(handle_map)
{
}
TimeInterval solve_interval() const
{
return solve_interval_;
}
const SimulationInfluences &influences() const
{
return influences_;
}
const bke::PersistentDataHandleMap &handle_map() const
{
return id_handle_map_;
}
const SimulationStateMap &state_map() const
{
return state_map_;
}
};
class ParticleAllocators {
private:
Map<std::string, std::unique_ptr<ParticleAllocator>> &allocators_;
public:
ParticleAllocators(Map<std::string, std::unique_ptr<ParticleAllocator>> &allocators)
: allocators_(allocators)
{
}
ParticleAllocator *try_get_allocator(StringRef particle_simulation_name)
{
auto *ptr = allocators_.lookup_ptr_as(particle_simulation_name);
if (ptr != nullptr) {
return ptr->get();
}
else {
return nullptr;
}
}
};
class ParticleChunkContext {
private:
IndexMask index_mask_;
fn::MutableAttributesRef attributes_;
public:
ParticleChunkContext(IndexMask index_mask, fn::MutableAttributesRef attributes)
: index_mask_(index_mask), attributes_(attributes)
{
}
IndexMask index_mask() const
{
return index_mask_;
}
fn::MutableAttributesRef attributes()
{
return attributes_;
}
fn::AttributesRef attributes() const
{
return attributes_;
}
};
class ParticleEmitterContext {
private:
SimulationSolveContext &solve_context_;
ParticleAllocators &particle_allocators_;
TimeInterval simulation_time_interval_;
public:
ParticleEmitterContext(SimulationSolveContext &solve_context,
ParticleAllocators &particle_allocators,
TimeInterval simulation_time_interval)
: solve_context_(solve_context),
particle_allocators_(particle_allocators),
simulation_time_interval_(simulation_time_interval)
{
}
SimulationSolveContext &solve_context()
{
return solve_context_;
}
ParticleAllocator *try_get_particle_allocator(StringRef particle_simulation_name)
{
return particle_allocators_.try_get_allocator(particle_simulation_name);
}
TimeInterval simulation_time_interval() const
{
return simulation_time_interval_;
}
};
class ParticleForceContext {
private:
SimulationSolveContext &solve_context_;
const ParticleChunkContext &particle_chunk_context_;
MutableSpan<float3> force_dst_;
public:
ParticleForceContext(SimulationSolveContext &solve_context,
const ParticleChunkContext &particle_chunk_context,
MutableSpan<float3> force_dst)
: solve_context_(solve_context),
particle_chunk_context_(particle_chunk_context),
force_dst_(force_dst)
{
}
SimulationSolveContext &solve_context()
{
return solve_context_;
}
const ParticleChunkContext &particle_chunk() const
{
return particle_chunk_context_;
}
MutableSpan<float3> force_dst()
{
return force_dst_;
}
};
void initialize_simulation_states(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences,
const bke::PersistentDataHandleMap &handle_map);
void solve_simulation_time_step(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences,
const bke::PersistentDataHandleMap &handle_map,
float time_step);
} // namespace blender::sim
#endif /* __SIM_SIMULATION_SOLVER_HH__ */