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blender-archive/source/blender/simulation/intern/simulation_solver.hh
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

278 lines
7.1 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.
*/
#ifndef __SIM_SIMULATION_SOLVER_HH__
#define __SIM_SIMULATION_SOLVER_HH__
#include "BLI_float3.hh"
#include "BLI_span.hh"
#include "DNA_simulation_types.h"
#include "FN_attributes_ref.hh"
#include "BKE_persistent_data_handle.hh"
#include "BKE_simulation.h"
#include "particle_allocator.hh"
#include "time_interval.hh"
struct Depsgraph;
namespace blender::sim {
class ParticleEmitterContext;
class ParticleForceContext;
class ParticleEmitter {
public:
virtual ~ParticleEmitter();
virtual void emit(ParticleEmitterContext &context) const = 0;
};
class ParticleForce {
public:
virtual ~ParticleForce();
virtual void add_force(ParticleForceContext &context) const = 0;
};
struct SimulationInfluences {
Map<std::string, Vector<const ParticleForce *>> particle_forces;
Map<std::string, fn::AttributesInfoBuilder *> particle_attributes_builder;
Vector<const ParticleEmitter *> particle_emitters;
VectorSet<ID *> used_data_blocks;
};
class SimulationStateMap {
private:
Map<StringRefNull, SimulationState *> states_by_name_;
Map<StringRefNull, Vector<SimulationState *>> states_by_type_;
public:
void add(SimulationState *state)
{
states_by_name_.add_new(state->name, state);
states_by_type_.lookup_or_add_default(state->type).append(state);
}
template<typename StateType> StateType *lookup(StringRef name) const
{
const char *type = BKE_simulation_get_state_type_name<StateType>();
return (StateType *)this->lookup_name_type(name, type);
}
template<typename StateType> Span<StateType *> lookup() const
{
const char *type = BKE_simulation_get_state_type_name<StateType>();
return this->lookup_type(type).cast<StateType *>();
}
SimulationState *lookup_name_type(StringRef name, StringRef type) const
{
SimulationState *state = states_by_name_.lookup_default_as(name, nullptr);
if (state == nullptr) {
return nullptr;
}
if (state->type == type) {
return state;
}
return nullptr;
}
Span<SimulationState *> lookup_type(StringRef type) const
{
const Vector<SimulationState *> *states = states_by_type_.lookup_ptr_as(type);
if (states == nullptr) {
return {};
}
else {
return states->as_span();
}
}
};
class SimulationSolveContext {
private:
Simulation &simulation_;
Depsgraph &depsgraph_;
const SimulationInfluences &influences_;
TimeInterval solve_interval_;
const SimulationStateMap &state_map_;
const bke::PersistentDataHandleMap &id_handle_map_;
public:
SimulationSolveContext(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences,
TimeInterval solve_interval,
const SimulationStateMap &state_map,
const bke::PersistentDataHandleMap &handle_map)
: simulation_(simulation),
depsgraph_(depsgraph),
influences_(influences),
solve_interval_(solve_interval),
state_map_(state_map),
id_handle_map_(handle_map)
{
}
TimeInterval solve_interval() const
{
return solve_interval_;
}
const SimulationInfluences &influences() const
{
return influences_;
}
const bke::PersistentDataHandleMap &handle_map() const
{
return id_handle_map_;
}
const SimulationStateMap &state_map() const
{
return state_map_;
}
};
class ParticleAllocators {
private:
Map<std::string, std::unique_ptr<ParticleAllocator>> &allocators_;
public:
ParticleAllocators(Map<std::string, std::unique_ptr<ParticleAllocator>> &allocators)
: allocators_(allocators)
{
}
ParticleAllocator *try_get_allocator(StringRef particle_simulation_name)
{
auto *ptr = allocators_.lookup_ptr_as(particle_simulation_name);
if (ptr != nullptr) {
return ptr->get();
}
else {
return nullptr;
}
}
};
class ParticleChunkContext {
private:
IndexMask index_mask_;
fn::MutableAttributesRef attributes_;
public:
ParticleChunkContext(IndexMask index_mask, fn::MutableAttributesRef attributes)
: index_mask_(index_mask), attributes_(attributes)
{
}
IndexMask index_mask() const
{
return index_mask_;
}
fn::MutableAttributesRef attributes()
{
return attributes_;
}
fn::AttributesRef attributes() const
{
return attributes_;
}
};
class ParticleEmitterContext {
private:
SimulationSolveContext &solve_context_;
ParticleAllocators &particle_allocators_;
TimeInterval simulation_time_interval_;
public:
ParticleEmitterContext(SimulationSolveContext &solve_context,
ParticleAllocators &particle_allocators,
TimeInterval simulation_time_interval)
: solve_context_(solve_context),
particle_allocators_(particle_allocators),
simulation_time_interval_(simulation_time_interval)
{
}
SimulationSolveContext &solve_context()
{
return solve_context_;
}
ParticleAllocator *try_get_particle_allocator(StringRef particle_simulation_name)
{
return particle_allocators_.try_get_allocator(particle_simulation_name);
}
TimeInterval simulation_time_interval() const
{
return simulation_time_interval_;
}
};
class ParticleForceContext {
private:
SimulationSolveContext &solve_context_;
const ParticleChunkContext &particle_chunk_context_;
MutableSpan<float3> force_dst_;
public:
ParticleForceContext(SimulationSolveContext &solve_context,
const ParticleChunkContext &particle_chunk_context,
MutableSpan<float3> force_dst)
: solve_context_(solve_context),
particle_chunk_context_(particle_chunk_context),
force_dst_(force_dst)
{
}
SimulationSolveContext &solve_context()
{
return solve_context_;
}
const ParticleChunkContext &particle_chunk() const
{
return particle_chunk_context_;
}
MutableSpan<float3> force_dst()
{
return force_dst_;
}
};
void initialize_simulation_states(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences);
void solve_simulation_time_step(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences,
float time_step);
} // namespace blender::sim
#endif /* __SIM_SIMULATION_SOLVER_HH__ */