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blender-archive/source/blender/blenkernel/BKE_pointcache.h
Janne Karhu 912c2f440b 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	- outdated (simulation is not done completely with current settings)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	- Becomes outdated: After any change effecting the simulation other than frame steps.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	- Becomes outdated: Never.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* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: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.
2009-06-27 15:28:58 +00:00

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/*
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2006 Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): Campbell Barton <ideasman42@gmail.com>
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef BKE_POINTCACHE_H
#define BKE_POINTCACHE_H
#include "DNA_ID.h"
#include "MEM_guardedalloc.h"
/* Point cache clearing option, for BKE_ptcache_id_clear, before
* and after are non inclusive (they wont remove the cfra) */
#define PTCACHE_CLEAR_ALL 0
#define PTCACHE_CLEAR_FRAME 1
#define PTCACHE_CLEAR_BEFORE 2
#define PTCACHE_CLEAR_AFTER 3
/* Point cache reset options */
#define PTCACHE_RESET_DEPSGRAPH 0
#define PTCACHE_RESET_BAKED 1
#define PTCACHE_RESET_OUTDATED 2
#define PTCACHE_RESET_FREE 3
/* Add the blendfile name after blendcache_ */
#define PTCACHE_EXT ".bphys"
#define PTCACHE_PATH "blendcache_"
/* File open options, for BKE_ptcache_file_open */
#define PTCACHE_FILE_READ 0
#define PTCACHE_FILE_WRITE 1
/* PTCacheID types */
#define PTCACHE_TYPE_SOFTBODY 0
#define PTCACHE_TYPE_PARTICLES 1
#define PTCACHE_TYPE_CLOTH 2
/* PTCache read return code */
#define PTCACHE_READ_EXACT 1
#define PTCACHE_READ_INTERPOLATED 2
#define PTCACHE_READ_OLD 3
/* Structs */
struct Object;
struct Scene;
struct SoftBody;
struct ParticleSystem;
struct ClothModifierData;
struct PointCache;
struct ListBase;
typedef struct PTCacheFile {
FILE *fp;
} PTCacheFile;
typedef struct PTCacheID {
struct PTCacheID *next, *prev;
struct Object *ob;
void *data;
int type;
int stack_index;
struct PointCache *cache;
} PTCacheID;
typedef struct PTCacheWriter {
struct PTCacheID *pid;
int cfra;
int totelem;
void (*set_elem)(int index, void *calldata, float *data);
void *calldata;
} PTCacheWriter;
typedef struct PTCacheReader {
struct Scene *scene;
struct PTCacheID *pid;
float cfra;
int totelem;
void (*set_elem)(int elem_index, void *calldata, float *data);
void (*interpolate_elem)(int index, void *calldata, float frs_sec, float cfra, float cfra1, float cfra2, float *data1, float *data2);
void *calldata;
int *old_frame;
} PTCacheReader;
typedef struct PTCacheBaker {
struct Scene *scene;
int bake;
int render;
int quick_step;
struct PTCacheID *pid;
int (*break_test)(void *data);
void *break_data;
void (*progressbar)(void *data, int num);
void *progresscontext;
} PTCacheBaker;
/* Creating ID's */
void BKE_ptcache_id_from_softbody(PTCacheID *pid, struct Object *ob, struct SoftBody *sb);
void BKE_ptcache_id_from_particles(PTCacheID *pid, struct Object *ob, struct ParticleSystem *psys);
void BKE_ptcache_id_from_cloth(PTCacheID *pid, struct Object *ob, struct ClothModifierData *clmd);
void BKE_ptcache_ids_from_object(struct ListBase *lb, struct Object *ob);
/* Global funcs */
void BKE_ptcache_remove(void);
/* ID specific functions */
void BKE_ptcache_id_clear(PTCacheID *id, int mode, int cfra);
int BKE_ptcache_id_exist(PTCacheID *id, int cfra);
int BKE_ptcache_id_reset(struct Scene *scene, PTCacheID *id, int mode);
void BKE_ptcache_id_time(PTCacheID *pid, struct Scene *scene, float cfra, int *startframe, int *endframe, float *timescale);
int BKE_ptcache_object_reset(struct Scene *scene, struct Object *ob, int mode);
/* File reading/writing */
PTCacheFile *BKE_ptcache_file_open(PTCacheID *id, int mode, int cfra);
void BKE_ptcache_file_close(PTCacheFile *pf);
int BKE_ptcache_file_read_floats(PTCacheFile *pf, float *f, int tot);
int BKE_ptcache_file_write_floats(PTCacheFile *pf, float *f, int tot);
void BKE_ptcache_update_info(PTCacheID *pid);
/* General cache reading/writing */
int BKE_ptcache_read_cache(PTCacheReader *reader);
int BKE_ptcache_write_cache(PTCacheWriter *writer);
/* Continue physics */
void BKE_ptcache_set_continue_physics(struct Scene *scene, int enable);
int BKE_ptcache_get_continue_physics(void);
/* Point Cache */
struct PointCache *BKE_ptcache_add(void);
void BKE_ptcache_free(struct PointCache *cache);
struct PointCache *BKE_ptcache_copy(struct PointCache *cache);
/* Baking */
void BKE_ptcache_quick_cache_all(struct Scene *scene);
void BKE_ptcache_make_cache(struct PTCacheBaker* baker);
void BKE_ptcache_toggle_disk_cache(struct PTCacheID *pid);
#endif