Commit Graph

32 Commits

Author SHA1 Message Date
a443287908 IDTypeInfo: add .blend file io callbacks
This is part of T76372.
It adds the `blend_write`, `blend_read_data`, `blend_read_lib`
and `blend_read_expand` which correspond to the various
steps when reading and writing .blend files.
Having these callbacks allows us to decentralize the blenloader
code a lot more. This has the affect that code related to any
specific ID type is less scattered.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D8670
2020-08-28 13:05:48 +02:00
c50e5fcc34 Cleanup: use C++ style casts in various places 2020-08-07 18:42:21 +02:00
eeaa4379aa Simulation: cleanup dna data 2020-07-25 11:54:06 +02:00
634585aa68 Simulation: add depsgraph relations for ids referenced by node tree
I'll really have to refactor `ntreeUpdateTree` soon to avoid scanning
all node trees multiple times.
2020-07-23 12:09:36 +02:00
0a5ef40c2c Simulation: fix memory leak 2020-07-22 19:16:33 +02:00
980dd43bd4 Particles: give emitter its own state
High quality emitters need to maintain state themselves. For example,
this it needs to remember when it spawned the last particle.
This is especially important when the birth rate is changing over time.
Otherwise, there will be very visible artifacts.

It is quite likely that other components of the simulation need their own
state as well. Therefore, I refactored the `SimulationState` type a bit,
to make it more extensible. Instead of using hardcoded type numbers, a
string is used to identify the state type. Also, instead of having switch
statements in many places, there is a new `SimulationStateType` that
encapsulates information about how a specific state is created/freed/copied/...

I removed the integration with the point cache for now, because it was
not used anyway in it's current state.
2020-07-22 14:16:08 +02:00
8369adabc0 Particles: initial object socket and emitter node support
Object sockets work now, but only the new Object Transforms and the
Particle Mesh Emitter node use it. The emitter does not actually
use the mesh surface yet. Instead, new particles are just emitted around
the origin of the object.

Internally, handles to object data blocks are passed around in the network,
instead of raw object pointers. Using handles has a couple of benefits:
* The caller of the function has control over which handles can be resolved
  and therefore limit access to specific data. The set of data blocks that
  is accessed by a node tree should be known statically. This is necessary
  for a proper integration with the dependency graph.
* When the pointer to an object changes (e.g. after restarting Blender),
  all handles are still valid.
* When an object is deleted, the handle is invalidated without causing crashes.
* The handle is just an integer that can be stored per particle and can be cached easily.

The mapping between handles and their corresponding data blocks is
stored in the Simulation data block.
2020-07-21 17:35:09 +02:00
2679236047 Cleanup: avoid static initialization order issues when accessing CPPTypes
Instead of depending on static initialization order of globals use
static variables within functions. Those are initialized on first use.
This is every so slighly less efficient, but avoids a full class of problems.
2020-07-17 14:15:06 +02:00
3ef59121a4 Simulation: move initial simulation code from bf_blenkernel to bf_simulation
I removed bf_blenkernel from `nodes/CMakeLists.txt` again (added it yesterday),
because now this was causing me unresolved symbol errors... Without it, cmake
seems to link the libraries bf_simulation, bf_blenkernel and bf_nodes in the right
order. Not sure if that is just luck or if it is guaranteed.

It was possible to fix the issue by using cmakes `LINK_INTERFACE_MULTIPLICITY`,
but that is probably bad style.
2020-07-17 13:49:18 +02:00
0e3d34e48f BLI: add StringRefNull.c_str() method
This should be used whenever you rely on the fact, that the
returned pointer points to the beginning of a null-terminated array.
2020-07-17 12:38:15 +02:00
0fcd23a388 Simulation: use better api for adding and removing simulation states 2020-07-17 12:36:23 +02:00
5910dbdbf7 Nodes: move some code from blenkernel directory to nodes
This also introduces the `blender::nodes` namespace. Eventually,
we want to move most/all of the node implementation files into
this namespace.

The reason for this file-move is that the code fits much better
into the `nodes` directory than in the `blenkernel` directory.
2020-07-17 11:36:59 +02:00
56b8adb9e2 Particles: avoid crash when connected unimplemented node 2020-07-16 16:43:42 +02:00
f64710a518 Particles: change initial velocity of particles
This is only temporary, but makes testing the system a bit easier.
2020-07-16 16:09:19 +02:00
19d17b217a Particles: use CD_PROP_FLOAT3 instead of CD_LOCATION
`CD_LOCATION` was only used temporarily due to the lack
of a better alternative. This also removes the name from
`CD_LOCATION` again, because at most one layer of this
type should exist.
2020-07-15 16:48:30 +02:00
f319eec881 Cleanup: disable debug code 2020-07-12 11:05:43 +02:00
30ed51d60a Cleanup: unused debug variable 2020-07-12 12:50:19 +02:00
21b20ae5ec Particles: initial support for forces in simulation node trees
The force node can now be used to control the behavior of particles.
Forces can access particles attributes. Currently, there are three attributes:
`Position` (vector), `Velocity` (vector) and `ID` (integer).

Supported nodes are: Math, Vector Math, Separate Vector, Combine Vector and Value.

Next, I'll have to split `simulation.cc` into multiple files and move
some stuff out of blenkernel into another folder.
2020-07-12 12:38:57 +02:00
06401157a6 Fix: incorrect attribute type in network 2020-07-11 17:59:43 +02:00
580d50091c Particles: Create a simulation state for every Particle Simulation node
Every Particle Simulation node has a name (or a path when it is in a node group).
This name has to be used in the Simulation modifier on a point cloud to see
the particles.

Caching has been disabled for now, because it was holding back development
a bit. To reset the simulation, go back to frame 1.

Currently, there is no way to influence the simulation. There are just some
randomly moving points. Changing that is the next step.
2020-07-09 15:40:27 +02:00
395b294b61 Cleanup: use nested namespaces 2020-07-03 14:25:20 +02:00
76e252ead3 Cleanup: use blender::bke namespace in simulation.cc 2020-06-29 14:47:00 +02:00
f7c0f1b8b8 BLI: rename ArrayRef to Span
This also renames `MutableArrayRef` to `MutableSpan`.
The name "Span" works better, because `std::span` will provide
similar functionality in C++20. Furthermore, a shorter, more
concise name for a common data structure is nice.
2020-06-09 11:58:47 +02:00
9bb7d6ed68 BLI: put C++ data structures in "blender" namespace instead of "BLI"
We plan to use the "blender" namespace in other modules as well.
2020-06-09 10:27:24 +02:00
6f96dfabe5 Simulations: initial simulation state and cache
The current particle state is stored in a `CustomData` instance and
the cache is stored in `PointCache`.

The current state exists on the copy-on-write copies of the simulation,
while the cache only exists in the original data block.

This patch implements a temporary trivial particle simulation that does not
use the node system yet. It is used for testing and will be replaced soon.

`PointCache` still has some limitations that need to be overcome using
separate refactorings. For example, we need to be able to store the number
of particles in the point cache. Also we need to change which attributes
are stored for a particle system more dynamically than is currently possible afaik.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D7836
2020-06-08 15:49:17 +02:00
87e9557cd1 Simulations: pass simulation data block to update function 2020-05-25 12:23:55 +02:00
3a284a37fd Refactor: Move simulation foreach_id to new IDTypeInfo structure. 2020-05-20 18:43:46 +02:00
b55c78a289 Simulation: Add modifier to access simulation data
For now the "Simulation" modifier only exists for point cloud objects, because
we need this for the particle system. Right now, the modifier is doing nothing.

There is a new `DEG_add_simulation_relation` function that is used
by the modifier to make sure that the simulation is evaluated before
the modifier is executed.

Reviewers: brecht, sergey

Differential Revision: https://developer.blender.org/D7549
2020-05-13 12:39:17 +02:00
665bf41f3c Cleanup: rename "nested" to "embedded"
Reviewers: mont29

Differential Revision: https://developer.blender.org/D7476
2020-04-20 16:14:45 +02:00
2b2d3c14fe Simulations: Embed simulation node tree in simulation data block
This adds an embedded node tree to the simulation data block dna.
The UI in the `Simulation Editor` has been updated to show a list
of simulation data blocks, instead of individual node trees.

The new `SpaceNodeEditor.simulation` property wraps the existing
`SpaceNodeEditor.id` property. It allows scripts to get and set
the simulation data block that is being edited.

Reviewers: brecht, mont29

Differential Revision: https://developer.blender.org/D7301
2020-04-20 12:56:16 +02:00
8d53e59e32 Cleanup: Remove unnecessary callbacks where default behavior is fine
See comments in D7225.
2020-04-20 11:22:55 +02:00
eb4e3bbe68 Simulations: Add new simulation data block
This data block will be the container for simulation node trees.
It will be used for the new particle node system (T73324).

The new data block has the type `ID_SIM`.
It is not visible to users and other developers by default yet.
To enable it, activate the cmake option `WITH_NEW_SIMULATION_TYPE`.

New simulation data blocks can be created by running `bpy.data.simulations.new("name")`.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D7225
2020-04-20 10:45:18 +02:00