Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
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@@ -2205,11 +2205,9 @@ void psys_get_pointcache_start_end(Scene *scene, ParticleSystem *psys, int *sfra
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*sfra = MAX2(1, (int)part->sta);
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*efra = MIN2((int)(part->end + part->lifetime + 1.0), scene->r.efra);
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}
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static float *particle_state_ptr(int index, void *psys_ptr)
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static void particle_write_state(int index, ParticleSystem *psys, float *data)
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{
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ParticleSystem *psys= psys_ptr;
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return (float *)(&(psys->particles+index)->state);
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memcpy(data, (float *)(&(psys->particles+index)->state), sizeof(ParticleKey));
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}
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static void particle_read_state(int index, void *psys_ptr, float *data)
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{
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@@ -2222,24 +2220,35 @@ static void particle_read_state(int index, void *psys_ptr, float *data)
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copy_particle_key(&pa->state, key, 1);
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}
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static void particle_cache_interpolate(int index, void *psys_ptr, float frs_sec, float cfra, int cfra1, int cfra2, float *data1, float *data2)
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static void particle_cache_interpolate(int index, void *psys_ptr, float frs_sec, float cfra, float cfra1, float cfra2, float *data1, float *data2)
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{
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ParticleSystem *psys= psys_ptr;
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ParticleData *pa = psys->particles + index;
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ParticleKey keys[4];
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float dfra;
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float dfra, cfra1f = (float)cfra1, cfra2f(float);
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cfra = MIN2(cfra, pa->dietime);
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cfra1 = MIN2(cfra1, pa->dietime);
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cfra2 = MIN2(cfra2, pa->dietime);
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keys[1] = *((ParticleKey*)data1);
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keys[2] = *((ParticleKey*)data2);
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dfra = keys[2].time - keys[1].time;
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if(cfra1 == cfra2) {
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copy_particle_key(&pa->state, &keys[1], 1);
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return;
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}
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dfra = cfra2 - cfra1;
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VecMulf(keys[1].vel, dfra / frs_sec);
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VecMulf(keys[2].vel, dfra / frs_sec);
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psys_interpolate_particle(-1, keys, (keys[1].time - cfra) / dfra, &pa->state, 1);
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psys_interpolate_particle(-1, keys, (cfra - cfra1) / dfra, &pa->state, 1);
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VecMulf(pa->state.vel, frs_sec / dfra);
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pa->state.time = cfra;
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}
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static void write_particles_to_cache(Object *ob, ParticleSystem *psys, int cfra)
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{
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@@ -2250,22 +2259,20 @@ static void write_particles_to_cache(Object *ob, ParticleSystem *psys, int cfra)
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writer.calldata = psys;
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writer.cfra = cfra;
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writer.elem_ptr = particle_state_ptr;
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writer.set_elem = particle_write_state;
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writer.pid = &pid;
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writer.totelem = psys->totpart;
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BKE_ptcache_write_cache(&writer);
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}
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static int get_particles_from_cache(Scene *scene, Object *ob, ParticleSystem *psys, float cfra, int allow_interpolate, int allow_old, int *old_frame)
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static int get_particles_from_cache(Scene *scene, Object *ob, ParticleSystem *psys, float cfra, int *old_frame)
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{
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PTCacheReader reader;
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PTCacheID pid;
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BKE_ptcache_id_from_particles(&pid, ob, psys);
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reader.allow_interpolate = allow_interpolate;
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reader.allow_old = allow_old;
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reader.calldata = psys;
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reader.cfra = cfra;
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reader.interpolate_elem = particle_cache_interpolate;
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@@ -2402,6 +2409,8 @@ static void add_to_effectors(ListBase *lb, Scene *scene, Object *ob, Object *obs
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Object *tob;
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for(i=0; epsys; epsys=epsys->next,i++){
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if(!psys_check_enabled(ob, epsys))
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continue;
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type=0;
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if(epsys!=psys || (psys->part->flag & PART_SELF_EFFECT)){
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epart=epsys->part;
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@@ -4366,7 +4375,7 @@ static void cached_step(Scene *scene, Object *ob, ParticleSystemModifierData *ps
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pa->alive = PARS_UNBORN;
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else if(dietime <= cfra){
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if(dietime > psys->cfra){
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state.time = pa->dietime;
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state.time = dietime;
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psys_get_particle_state(scene, ob,psys,p,&state,1);
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push_reaction(ob,psys,p,PART_EVENT_DEATH,&state);
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}
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@@ -4668,9 +4677,9 @@ static void system_step(Scene *scene, Object *ob, ParticleSystem *psys, Particle
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/* try to read from the cache */
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if(usecache) {
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int result = get_particles_from_cache(scene, ob, psys, (float)framenr, 0, 1, &old_framenr);
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int result = get_particles_from_cache(scene, ob, psys, (float)framenr, &old_framenr);
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if(result == PTCACHE_READ_EXACT) {
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if(result == PTCACHE_READ_EXACT || result == PTCACHE_READ_INTERPOLATED) {
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//if(part->phystype==PART_PHYS_KEYED && psys->flag&PSYS_FIRST_KEYED) {
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// psys_count_keyed_targets(ob,psys);
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// set_keyed_keys(scene, ob, psys);
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@@ -4687,15 +4696,12 @@ static void system_step(Scene *scene, Object *ob, ParticleSystem *psys, Particle
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cache->simframe= framenr;
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cache->flag |= PTCACHE_SIMULATION_VALID;
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if(cache->flag & PTCACHE_OUTDATED)
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BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_FREE);
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if(result == PTCACHE_READ_INTERPOLATED && cache->flag & PTCACHE_REDO_NEEDED)
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write_particles_to_cache(ob, psys, cfra);
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return;
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}
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else if((cache->flag & PTCACHE_AUTOCACHE)==0 && result==PTCACHE_READ_OLD) {
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/* clear cache after current frame */
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BKE_ptcache_id_reset(scene, &pid, PTCACHE_RESET_FREE);
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else if(result==PTCACHE_READ_OLD) {
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/* set old cfra */
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psys->cfra = (float)old_framenr;
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@@ -4715,15 +4721,6 @@ static void system_step(Scene *scene, Object *ob, ParticleSystem *psys, Particle
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psys->recalc = 0;
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return;
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}
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if(framenr != startframe && framedelta != 1 && cache->flag & PTCACHE_AUTOCACHE) {
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//psys_reset(psys, PSYS_RESET_CACHE_MISS);
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/* make sure cache is recalculated */
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BKE_ptcache_id_clear(&pid, PTCACHE_CLEAR_FRAME, (int)cfra);
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psys->cfra = cfra;
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psys->recalc = 0;
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return;
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}
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}
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else {
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cache->flag &= ~PTCACHE_SIMULATION_VALID;
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