Particles cleanup, optimizations and some small new stuff.
New stuff - Bending springs for hair dynamics. Code cleanup & optimization - Disabled reactor particles temporarily for cleanup, it's a clumsy system that will be replaced with something better. - Removed child seams, something better will come here too :) - Normal particle drawing data is now saved between redraws if the particles don't move between redraws. * For example rotating the 3d view is now realtime even with 1M particles. - Many random values for particles now come from a lookup table making things much faster. - Most accessed small point cache functions are now much faster as macros. - Lot's of general code cleanup. - Nothing big should have changed so if something doesn't work like it used to it's probably just a typo somewhere :)
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@@ -61,6 +61,23 @@ struct BVHTreeRayHit;
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#define PARTICLE_P ParticleData *pa; int p
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#define LOOP_PARTICLES for(p=0, pa=psys->particles; p<psys->totpart; p++, pa++)
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#define LOOP_EXISTING_PARTICLES for(p=0, pa=psys->particles; p<psys->totpart; p++, pa++) if(!(pa->flag & PARS_UNEXIST))
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#define LOOP_SHOWN_PARTICLES for(p=0, pa=psys->particles; p<psys->totpart; p++, pa++) if(!(pa->flag & (PARS_UNEXIST|PARS_NO_DISP)))
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#define PSYS_FRAND_COUNT 1024
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#define PSYS_FRAND(seed) psys->frand[(seed) % PSYS_FRAND_COUNT]
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/* fast but sure way to get the modifier*/
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#define PARTICLE_PSMD ParticleSystemModifierData *psmd = sim->psmd ? sim->psmd : psys_get_modifier(sim->ob, sim->psys)
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/* common stuff that many particle functions need */
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typedef struct ParticleSimulationData {
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struct Scene *scene;
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struct Object *ob;
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struct ParticleSystem *psys;
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struct ParticleSystemModifierData *psmd;
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float timestep;
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} ParticleSimulationData;
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typedef struct ParticleEffectorCache {
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struct ParticleEffectorCache *next, *prev;
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@@ -118,11 +135,8 @@ typedef struct ParticleCacheKey{
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typedef struct ParticleThreadContext {
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/* shared */
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struct Scene *scene;
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struct Object *ob;
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struct ParticleSimulationData sim;
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struct DerivedMesh *dm;
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struct ParticleSystemModifierData *psmd;
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struct ParticleSystem *psys;
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struct Material *ma;
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/* distribution */
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@@ -166,8 +180,7 @@ typedef struct ParticleBillboardData
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int lock, num;
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int totnum;
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short align, uv_split, anim, split_offset;
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}
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ParticleBillboardData;
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} ParticleBillboardData;
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/* container for moving data between deflet_particle and particle_intersect_face */
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typedef struct ParticleCollision
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@@ -179,40 +192,40 @@ typedef struct ParticleCollision
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float co1[3], co2[3]; // ray start and end points
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float ray_len; // original length of co2-co1, needed for collision time evaluation
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float t; // time of previous collision, needed for substracting face velocity
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}
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ParticleCollision;
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} ParticleCollision;
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typedef struct ParticleDrawData {
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float *vdata, *vd; /* vertice data */
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float *ndata, *nd; /* normal data */
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float *cdata, *cd; /* color data */
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float *vedata, *ved; /* velocity data */
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float *ma_r, *ma_g, *ma_b;
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int tot_vec_size, flag;
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int totpoint, totve;
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} ParticleDrawData;
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#define PARTICLE_DRAW_DATA_UPDATED 1
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/* ----------- functions needed outside particlesystem ---------------- */
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/* particle.c */
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int count_particles(struct ParticleSystem *psys);
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int count_particles_mod(struct ParticleSystem *psys, int totgr, int cur);
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int psys_count_keys(struct ParticleSystem *psys);
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char *psys_menu_string(struct Object *ob, int for_sb);
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struct ParticleSystem *psys_get_current(struct Object *ob);
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/* for rna */
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short psys_get_current_num(struct Object *ob);
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void psys_set_current_num(Object *ob, int index);
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struct Object *psys_find_object(struct Scene *scene, struct ParticleSystem *psys);
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//struct ParticleSystem *psys_get(struct Object *ob, int index);
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struct ParticleData *psys_get_selected_particle(struct ParticleSystem *psys, int *index);
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struct ParticleKey *psys_get_selected_key(struct ParticleSystem *psys, int pa_index, int *key_index);
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void psys_change_act(void *ob_v, void *act_v);
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struct Object *psys_get_lattice(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys);
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void psys_disable_all(struct Object *ob);
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void psys_enable_all(struct Object *ob);
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int psys_ob_has_hair(struct Object *ob);
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struct Object *psys_get_lattice(struct ParticleSimulationData *sim);
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int psys_in_edit_mode(struct Scene *scene, struct ParticleSystem *psys);
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int psys_check_enabled(struct Object *ob, struct ParticleSystem *psys);
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void psys_free_boid_rules(struct ListBase *list);
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/* free */
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void psys_free_settings(struct ParticleSettings *part);
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void free_child_path_cache(struct ParticleSystem *psys);
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void psys_free_path_cache(struct ParticleSystem *psys, struct PTCacheEdit *edit);
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void free_hair(struct Object *ob, struct ParticleSystem *psys, int dynamics);
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void free_keyed_keys(struct ParticleSystem *psys);
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void psys_free_particles(struct ParticleSystem *psys);
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void psys_free(struct Object * ob, struct ParticleSystem * psys);
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void psys_free_children(struct ParticleSystem *psys);
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void psys_render_set(struct Object *ob, struct ParticleSystem *psys, float viewmat[][4], float winmat[][4], int winx, int winy, int timeoffset);
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void psys_render_restore(struct Object *ob, struct ParticleSystem *psys);
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@@ -234,45 +247,38 @@ struct ParticleSettings *psys_copy_settings(struct ParticleSettings *part);
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void psys_flush_particle_settings(struct Scene *scene, struct ParticleSettings *part, int recalc);
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void make_local_particlesettings(struct ParticleSettings *part);
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struct LinkNode *psys_using_settings(struct Scene *scene, struct ParticleSettings *part, int flush_update);
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void psys_reset(struct ParticleSystem *psys, int mode);
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void psys_find_parents(struct Object *ob, struct ParticleSystemModifierData *psmd, struct ParticleSystem *psys);
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void psys_find_parents(struct ParticleSimulationData *sim);
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void psys_cache_paths(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys, float cfra);
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void psys_cache_paths(struct ParticleSimulationData *sim, float cfra);
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void psys_cache_edit_paths(struct Scene *scene, struct Object *ob, struct PTCacheEdit *edit, float cfra);
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void psys_cache_child_paths(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys, float cfra, int editupdate);
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void psys_cache_child_paths(struct ParticleSimulationData *sim, float cfra, int editupdate);
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int do_guide(struct Scene *scene, struct ParticleKey *state, int pa_num, float time, struct ListBase *lb);
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float psys_get_size(struct Object *ob, struct Material *ma, struct ParticleSystemModifierData *psmd, struct IpoCurve *icu_size, struct ParticleSystem *psys, struct ParticleSettings *part, struct ParticleData *pa, float *vg_size);
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float psys_get_timestep(struct ParticleSettings *part);
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float psys_get_timestep(struct ParticleSimulationData *sim);
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float psys_get_child_time(struct ParticleSystem *psys, struct ChildParticle *cpa, float cfra, float *birthtime, float *dietime);
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float psys_get_child_size(struct ParticleSystem *psys, struct ChildParticle *cpa, float cfra, float *pa_time);
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void psys_get_particle_on_path(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys, int pa_num, struct ParticleKey *state, int vel);
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int psys_get_particle_state(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys, int p, struct ParticleKey *state, int always);
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void psys_get_particle_on_path(struct ParticleSimulationData *sim, int pa_num, struct ParticleKey *state, int vel);
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int psys_get_particle_state(struct ParticleSimulationData *sim, int p, struct ParticleKey *state, int always);
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/* for anim.c */
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void psys_get_dupli_texture(struct Object *ob, struct ParticleSettings *part, struct ParticleSystemModifierData *psmd, struct ParticleData *pa, struct ChildParticle *cpa, float *uv, float *orco);
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void psys_get_dupli_path_transform(struct Object *ob, struct ParticleSystem *psys, struct ParticleSystemModifierData *psmd, struct ParticleData *pa, struct ChildParticle *cpa, struct ParticleCacheKey *cache, float mat[][4], float *scale);
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void psys_get_dupli_path_transform(struct ParticleSimulationData *sim, struct ParticleData *pa, struct ChildParticle *cpa, struct ParticleCacheKey *cache, float mat[][4], float *scale);
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ParticleThread *psys_threads_create(struct Scene *scene, struct Object *ob, struct ParticleSystem *psys);
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int psys_threads_init_distribution(ParticleThread *threads, struct Scene *scene, struct DerivedMesh *dm, int from);
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int psys_threads_init_path(ParticleThread *threads, struct Scene *scene, float cfra, int editupdate);
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ParticleThread *psys_threads_create(struct ParticleSimulationData *sim);
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void psys_threads_free(ParticleThread *threads);
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void psys_thread_distribute_particle(ParticleThread *thread, struct ParticleData *pa, struct ChildParticle *cpa, int p);
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void psys_thread_create_path(ParticleThread *thread, struct ChildParticle *cpa, ParticleCacheKey *keys, int i);
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void psys_make_billboard(ParticleBillboardData *bb, float xvec[3], float yvec[3], float zvec[3], float center[3]);
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/* particle_system.c */
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struct ParticleSystem *psys_get_target_system(struct Object *ob, struct ParticleTarget *pt);
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void psys_count_keyed_targets(struct Object *ob, struct ParticleSystem *psys);
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void psys_get_reactor_target(struct Object *ob, struct ParticleSystem *psys, struct Object **target_ob, struct ParticleSystem **target_psys);
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void psys_count_keyed_targets(struct ParticleSimulationData *sim);
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//void psys_get_reactor_target(struct ParticleSimulationData *sim, struct Object **target_ob, struct ParticleSystem **target_psys);
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void psys_init_effectors(struct Scene *scene, struct Object *obsrc, struct Group *group, struct ParticleSystem *psys);
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void psys_end_effectors(struct ParticleSystem *psys);
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int psys_update_effectors(ParticleSimulationData *sim, float cfra, int precalc);
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void psys_make_temp_pointcache(struct Object *ob, struct ParticleSystem *psys);
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void psys_end_temp_pointcache(struct ParticleSystem *psys);
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void psys_get_pointcache_start_end(struct Scene *scene, struct ParticleSystem *psys, int *sfra, int *efra);
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void psys_get_pointcache_start_end(struct Scene *scene, ParticleSystem *psys, int *sfra, int *efra);
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void psys_check_boid_data(struct ParticleSystem *psys);
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@@ -280,39 +286,45 @@ void particle_system_update(struct Scene *scene, struct Object *ob, struct Parti
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/* ----------- functions needed only inside particlesystem ------------ */
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/* particle.c */
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void psys_disable_all(struct Object *ob);
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void psys_enable_all(struct Object *ob);
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void free_hair(struct Object *ob, struct ParticleSystem *psys, int dynamics);
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void free_keyed_keys(struct ParticleSystem *psys);
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void psys_free_particles(struct ParticleSystem *psys);
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void psys_free_children(struct ParticleSystem *psys);
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void psys_interpolate_particle(short type, struct ParticleKey keys[4], float dt, struct ParticleKey *result, int velocity);
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void psys_key_to_object(struct Object *ob, struct ParticleKey *key, float imat[][4]);
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//void psys_key_to_geometry(struct DerivedMesh *dm, struct ParticleData *pa, struct ParticleKey *key);
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//void psys_key_from_geometry(struct DerivedMesh *dm, struct ParticleData *pa, struct ParticleKey *key);
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//void psys_face_mat(struct DerivedMesh *dm, struct ParticleData *pa, float mat[][4]);
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void psys_vec_rot_to_face(struct DerivedMesh *dm, struct ParticleData *pa, float *vec);
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//void psys_vec_rot_from_face(struct DerivedMesh *dm, struct ParticleData *pa, float *vec);
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void psys_mat_hair_to_object(struct Object *ob, struct DerivedMesh *dm, short from, struct ParticleData *pa, float hairmat[][4]);
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void psys_mat_hair_to_global(struct Object *ob, struct DerivedMesh *dm, short from, struct ParticleData *pa, float hairmat[][4]);
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void psys_mat_hair_to_orco(struct Object *ob, struct DerivedMesh *dm, short from, struct ParticleData *pa, float hairmat[][4]);
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void psys_free_pdd(struct ParticleSystem *psys);
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float *psys_cache_vgroup(struct DerivedMesh *dm, struct ParticleSystem *psys, int vgroup);
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void psys_get_texture(struct Object *ob, struct Material *ma, struct ParticleSystemModifierData *psmd, struct ParticleSystem *psys, struct ParticleData *pa, struct ParticleTexture *ptex, int event);
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void psys_get_texture(struct ParticleSimulationData *sim, struct Material *ma, struct ParticleData *pa, struct ParticleTexture *ptex, int event);
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void psys_interpolate_face(struct MVert *mvert, struct MFace *mface, struct MTFace *tface, float (*orcodata)[3], float *uv, float *vec, float *nor, float *utan, float *vtan, float *orco, float *ornor);
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float psys_particle_value_from_verts(struct DerivedMesh *dm, short from, struct ParticleData *pa, float *values);
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float psys_interpolate_value_from_verts(struct DerivedMesh *dm, short from, int index, float *fw, float *values);
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void psys_get_from_key(struct ParticleKey *key, float *loc, float *vel, float *rot, float *time);
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/* only in edisparticle.c*/
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int psys_intersect_dm(struct Scene *scene, struct Object *ob, struct DerivedMesh *dm, float *vert_cos, float *co1, float* co2, float *min_d, int *min_face, float *min_uv, float *face_minmax, float *pa_minmax, float radius, float *ipoint);
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/* BLI_bvhtree_ray_cast callback */
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void particle_intersect_face(void *userdata, int index, const struct BVHTreeRay *ray, struct BVHTreeRayHit *hit);
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void psys_particle_on_dm(struct DerivedMesh *dm, int from, int index, int index_dmcache, float *fw, float foffset, float *vec, float *nor, float *utan, float *vtan, float *orco, float *ornor);
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/* particle_system.c */
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void initialize_particle(struct ParticleData *pa, int p, struct Object *ob, struct ParticleSystem *psys, struct ParticleSystemModifierData *psmd);
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void initialize_particle(struct ParticleSimulationData *sim, struct ParticleData *pa, int p);
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int effector_find_co(struct Scene *scene, float *pco, struct SurfaceModifierData *sur, struct Object *ob, struct PartDeflect *pd, float *co, float *nor, float *vel, int *index);
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void do_effectors(int pa_no, struct ParticleData *pa, struct ParticleKey *state, struct Scene *scene, struct Object *ob, struct ParticleSystem *psys, float *texco, float *force_field, float *vel,float framestep, float cfra);
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void do_effectors(struct ParticleSimulationData *sim, int pa_no, struct ParticleData *pa, struct ParticleKey *state, float *texco, float *force_field, float *vel,float framestep, float cfra);
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void psys_end_effectors(struct ParticleSystem *psys);
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void psys_calc_dmcache(struct Object *ob, struct DerivedMesh *dm, struct ParticleSystem *psys);
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int psys_particle_dm_face_lookup(struct Object *ob, struct DerivedMesh *dm, int index, float *fw, struct LinkNode *node);
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void reset_particle(struct Scene *scene, struct ParticleData *pa, struct ParticleSystem *psys, struct ParticleSystemModifierData *psmd, struct Object *ob,
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float dtime, float cfra, float *vg_vel, float *vg_tan, float *vg_rot);
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void reset_particle(struct ParticleSimulationData *sim, struct ParticleData *pa, float dtime, float cfra);
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/* psys_reset */
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