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blender-archive/source/blender/blenkernel/intern/simulation.cc
Jacques Lucke 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

367 lines
11 KiB
C++

/*
* 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.
*/
/** \file
* \ingroup bke
*/
#include <iostream>
#include "MEM_guardedalloc.h"
#include "DNA_ID.h"
#include "DNA_defaults.h"
#include "DNA_scene_types.h"
#include "DNA_simulation_types.h"
#include "BLI_compiler_compat.h"
#include "BLI_float3.hh"
#include "BLI_listbase.h"
#include "BLI_math.h"
#include "BLI_rand.h"
#include "BLI_span.hh"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "BKE_anim_data.h"
#include "BKE_animsys.h"
#include "BKE_customdata.h"
#include "BKE_idtype.h"
#include "BKE_lib_id.h"
#include "BKE_lib_query.h"
#include "BKE_lib_remap.h"
#include "BKE_main.h"
#include "BKE_node.h"
#include "BKE_pointcache.h"
#include "BKE_simulation.h"
#include "NOD_node_tree_multi_function.hh"
#include "NOD_simulation.h"
#include "BLI_map.hh"
#include "BLT_translation.h"
#include "FN_attributes_ref.hh"
#include "FN_multi_function_network_evaluation.hh"
#include "FN_multi_function_network_optimization.hh"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "SIM_simulation_update.hh"
using StateInitFunction = void (*)(SimulationState *state);
using StateResetFunction = void (*)(SimulationState *state);
using StateRemoveFunction = void (*)(SimulationState *state);
using StateCopyFunction = void (*)(const SimulationState *src, SimulationState *dst);
struct SimulationStateType {
const char *name;
int size;
StateInitFunction init;
StateResetFunction reset;
StateRemoveFunction remove;
StateCopyFunction copy;
};
static const SimulationStateType *try_get_state_type(blender::StringRefNull type_name);
static void simulation_init_data(ID *id)
{
Simulation *simulation = (Simulation *)id;
BLI_assert(MEMCMP_STRUCT_AFTER_IS_ZERO(simulation, id));
MEMCPY_STRUCT_AFTER(simulation, DNA_struct_default_get(Simulation), id);
bNodeTree *ntree = ntreeAddTree(nullptr, "Simulation Nodetree", ntreeType_Simulation->idname);
simulation->nodetree = ntree;
}
static void simulation_copy_data(Main *bmain, ID *id_dst, const ID *id_src, const int flag)
{
Simulation *simulation_dst = (Simulation *)id_dst;
const Simulation *simulation_src = (const Simulation *)id_src;
/* We always need allocation of our private ID data. */
const int flag_private_id_data = flag & ~LIB_ID_CREATE_NO_ALLOCATE;
if (simulation_src->nodetree) {
BKE_id_copy_ex(bmain,
(ID *)simulation_src->nodetree,
(ID **)&simulation_dst->nodetree,
flag_private_id_data);
}
BLI_listbase_clear(&simulation_dst->states);
LISTBASE_FOREACH (const SimulationState *, state_src, &simulation_src->states) {
SimulationState *state_dst = BKE_simulation_state_add(
simulation_dst, state_src->type, state_src->name);
BKE_simulation_state_copy_data(state_src, state_dst);
}
BLI_duplicatelist(&simulation_dst->persistent_data_handles,
&simulation_src->persistent_data_handles);
}
static void simulation_free_data(ID *id)
{
Simulation *simulation = (Simulation *)id;
BKE_animdata_free(&simulation->id, false);
if (simulation->nodetree) {
ntreeFreeEmbeddedTree(simulation->nodetree);
MEM_freeN(simulation->nodetree);
simulation->nodetree = nullptr;
}
BKE_simulation_state_remove_all(simulation);
BLI_freelistN(&simulation->persistent_data_handles);
}
static void simulation_foreach_id(ID *id, LibraryForeachIDData *data)
{
Simulation *simulation = (Simulation *)id;
if (simulation->nodetree) {
/* nodetree **are owned by IDs**, treat them as mere sub-data and not real ID! */
BKE_library_foreach_ID_embedded(data, (ID **)&simulation->nodetree);
}
LISTBASE_FOREACH (
PersistentDataHandleItem *, handle_item, &simulation->persistent_data_handles) {
BKE_LIB_FOREACHID_PROCESS_ID(data, handle_item->id, IDWALK_CB_USER);
}
}
IDTypeInfo IDType_ID_SIM = {
/* id_code */ ID_SIM,
/* id_filter */ FILTER_ID_SIM,
/* main_listbase_index */ INDEX_ID_SIM,
/* struct_size */ sizeof(Simulation),
/* name */ "Simulation",
/* name_plural */ "simulations",
/* translation_context */ BLT_I18NCONTEXT_ID_SIMULATION,
/* flags */ 0,
/* init_data */ simulation_init_data,
/* copy_data */ simulation_copy_data,
/* free_data */ simulation_free_data,
/* make_local */ nullptr,
/* foreach_id */ simulation_foreach_id,
};
void *BKE_simulation_add(Main *bmain, const char *name)
{
Simulation *simulation = (Simulation *)BKE_libblock_alloc(bmain, ID_SIM, name, 0);
simulation_init_data(&simulation->id);
return simulation;
}
SimulationState *BKE_simulation_state_add(Simulation *simulation,
const char *type,
const char *name)
{
BLI_assert(simulation != nullptr);
BLI_assert(name != nullptr);
const SimulationStateType *state_type = try_get_state_type(type);
BLI_assert(state_type != nullptr);
SimulationState *state = (SimulationState *)MEM_callocN(state_type->size, AT);
state->type = BLI_strdup(type);
state->name = BLI_strdup(name);
state_type->init(state);
BLI_addtail(&simulation->states, state);
return state;
}
void BKE_simulation_state_remove(Simulation *simulation, SimulationState *state)
{
BLI_assert(simulation != nullptr);
BLI_assert(state != nullptr);
BLI_assert(BLI_findindex(&simulation->states, state) >= 0);
BLI_remlink(&simulation->states, state);
const SimulationStateType *state_type = try_get_state_type(state->type);
BLI_assert(state_type != nullptr);
state_type->remove(state);
MEM_freeN(state->name);
MEM_freeN(state->type);
MEM_freeN(state);
}
void BKE_simulation_state_remove_all(Simulation *simulation)
{
BLI_assert(simulation != nullptr);
while (!BLI_listbase_is_empty(&simulation->states)) {
BKE_simulation_state_remove(simulation, (SimulationState *)simulation->states.first);
}
}
void BKE_simulation_state_reset(Simulation *UNUSED(simulation), SimulationState *state)
{
BLI_assert(state != nullptr);
const SimulationStateType *state_type = try_get_state_type(state->type);
BLI_assert(state_type != nullptr);
state_type->reset(state);
}
void BKE_simulation_state_reset_all(Simulation *simulation)
{
BLI_assert(simulation != nullptr);
LISTBASE_FOREACH (SimulationState *, state, &simulation->states) {
BKE_simulation_state_reset(simulation, state);
}
}
void BKE_simulation_state_copy_data(const SimulationState *src_state, SimulationState *dst_state)
{
BLI_assert(src_state != nullptr);
BLI_assert(dst_state != nullptr);
BLI_assert(STREQ(src_state->type, dst_state->type));
const SimulationStateType *state_type = try_get_state_type(src_state->type);
BLI_assert(state_type != nullptr);
state_type->copy(src_state, dst_state);
}
SimulationState *BKE_simulation_state_try_find_by_name(Simulation *simulation, const char *name)
{
if (simulation == nullptr) {
return nullptr;
}
if (name == nullptr) {
return nullptr;
}
LISTBASE_FOREACH (SimulationState *, state, &simulation->states) {
if (STREQ(state->name, name)) {
return state;
}
}
return nullptr;
}
SimulationState *BKE_simulation_state_try_find_by_name_and_type(Simulation *simulation,
const char *name,
const char *type)
{
if (type == nullptr) {
return nullptr;
}
SimulationState *state = BKE_simulation_state_try_find_by_name(simulation, name);
if (state == nullptr) {
return nullptr;
}
if (STREQ(state->type, type)) {
return state;
}
return nullptr;
}
void BKE_simulation_data_update(Depsgraph *depsgraph, Scene *scene, Simulation *simulation)
{
blender::sim::update_simulation_in_depsgraph(depsgraph, scene, simulation);
}
using StateTypeMap = blender::Map<std::string, std::unique_ptr<SimulationStateType>>;
template<typename T>
static void add_state_type(StateTypeMap &map,
const char *name,
void (*init)(T *state),
void (*reset)(T *state),
void (*remove)(T *state),
void (*copy)(const T *src, T *dst))
{
SimulationStateType state_type{
name,
(int)sizeof(T),
(StateInitFunction)init,
(StateResetFunction)reset,
(StateRemoveFunction)remove,
(StateCopyFunction)copy,
};
map.add_new(name, std::make_unique<SimulationStateType>(state_type));
}
static StateTypeMap init_state_types()
{
StateTypeMap map;
add_state_type<ParticleSimulationState>(
map,
SIM_TYPE_NAME_PARTICLE_SIMULATION,
[](ParticleSimulationState *state) { CustomData_reset(&state->attributes); },
[](ParticleSimulationState *state) {
CustomData_free(&state->attributes, state->tot_particles);
state->tot_particles = 0;
state->next_particle_id = 0;
},
[](ParticleSimulationState *state) {
CustomData_free(&state->attributes, state->tot_particles);
},
[](const ParticleSimulationState *src, ParticleSimulationState *dst) {
CustomData_free(&dst->attributes, dst->tot_particles);
dst->tot_particles = src->tot_particles;
dst->next_particle_id = src->next_particle_id;
CustomData_copy(
&src->attributes, &dst->attributes, CD_MASK_ALL, CD_DUPLICATE, src->tot_particles);
});
add_state_type<ParticleMeshEmitterSimulationState>(
map,
SIM_TYPE_NAME_PARTICLE_MESH_EMITTER,
[](ParticleMeshEmitterSimulationState *UNUSED(state)) {},
[](ParticleMeshEmitterSimulationState *state) { state->last_birth_time = 0.0f; },
[](ParticleMeshEmitterSimulationState *UNUSED(state)) {},
[](const ParticleMeshEmitterSimulationState *src, ParticleMeshEmitterSimulationState *dst) {
dst->last_birth_time = src->last_birth_time;
});
return map;
}
static StateTypeMap &get_state_types()
{
static StateTypeMap state_type_map = init_state_types();
return state_type_map;
}
static const SimulationStateType *try_get_state_type(blender::StringRefNull type_name)
{
std::unique_ptr<SimulationStateType> *type = get_state_types().lookup_ptr_as(type_name);
if (type == nullptr) {
return nullptr;
}
return type->get();
}
template<> const char *BKE_simulation_get_state_type_name<ParticleSimulationState>()
{
return SIM_TYPE_NAME_PARTICLE_SIMULATION;
}
template<> const char *BKE_simulation_get_state_type_name<ParticleMeshEmitterSimulationState>()
{
return SIM_TYPE_NAME_PARTICLE_MESH_EMITTER;
}