Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
224 lines
7.7 KiB
C++
224 lines
7.7 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __BKE_EFFECT_H__
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#define __BKE_EFFECT_H__
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/** \file BKE_effect.h
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* \ingroup bke
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* \since March 2001
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* \author nzc
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*/
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#include "DNA_modifier_types.h"
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#include "BLI_utildefines.h"
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struct Object;
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struct Scene;
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struct ListBase;
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struct Group;
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struct ParticleSimulationData;
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struct ParticleData;
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struct ParticleKey;
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struct EffectorWeights *BKE_add_effector_weights(struct Group *group);
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struct PartDeflect *object_add_collision_fields(int type);
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/* Input to effector code */
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typedef struct EffectedPoint {
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float *loc;
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float *vel;
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float *ave; /* angular velocity for particles with dynamic rotation */
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float *rot; /* rotation quaternion for particles with dynamic rotation */
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float vel_to_frame;
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float vel_to_sec;
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/* only for particles */
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float size, charge;
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unsigned int flag;
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int index;
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struct ParticleSystem *psys; /* particle system the point belongs to */
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} EffectedPoint;
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typedef struct GuideEffectorData {
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float vec_to_point[3];
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float strength;
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} GuideEffectorData;
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typedef struct EffectorData {
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/* Effector point */
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float loc[3];
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float nor[3];
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float vel[3];
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float vec_to_point[3];
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float distance, falloff;
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/* only for effector particles */
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float size, charge;
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/* only for vortex effector with surface falloff */
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float nor2[3], vec_to_point2[3];
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int *index; /* point index */
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} EffectorData;
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/* used for calculating the effector force */
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typedef struct EffectorCache {
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struct EffectorCache *next, *prev;
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struct Scene *scene;
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struct Object *ob;
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struct ParticleSystem *psys;
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struct SurfaceModifierData *surmd;
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struct PartDeflect *pd;
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/* precalculated for guides */
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struct GuideEffectorData *guide_data;
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float guide_loc[4], guide_dir[3], guide_radius;
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float velocity[3];
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float frame;
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int flag;
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} EffectorCache;
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void free_partdeflect(struct PartDeflect *pd);
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struct ListBase *pdInitEffectors(struct Scene *scene, struct Object *ob_src, struct ParticleSystem *psys_src, struct EffectorWeights *weights, bool for_simulation);
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void pdEndEffectors(struct ListBase **effectors);
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void pdPrecalculateEffectors(struct ListBase *effectors);
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void pdDoEffectors(struct ListBase *effectors, struct ListBase *colliders, struct EffectorWeights *weights, struct EffectedPoint *point, float *force, float *impulse);
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void pd_point_from_particle(struct ParticleSimulationData *sim, struct ParticleData *pa, struct ParticleKey *state, struct EffectedPoint *point);
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void pd_point_from_loc(struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point);
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void pd_point_from_soft(struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point);
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/* needed for boids */
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float effector_falloff(struct EffectorCache *eff, struct EffectorData *efd, struct EffectedPoint *point, struct EffectorWeights *weights);
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int closest_point_on_surface(SurfaceModifierData *surmd, const float co[3], float surface_co[3], float surface_nor[3], float surface_vel[3]);
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int get_effector_data(struct EffectorCache *eff, struct EffectorData *efd, struct EffectedPoint *point, int real_velocity);
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/* required for particle_system.c */
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//void do_physical_effector(struct EffectorData *eff, struct EffectorPoint *point, float *total_force);
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//float effector_falloff(struct EffectorData *eff, struct EffectorPoint *point, struct EffectorWeights *weights);
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/* EffectedPoint->flag */
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#define PE_WIND_AS_SPEED 1
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#define PE_DYNAMIC_ROTATION 2
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#define PE_USE_NORMAL_DATA 4
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/* EffectorData->flag */
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#define PE_VELOCITY_TO_IMPULSE 1
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/* ======== Simulation Debugging ======== */
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#define SIM_DEBUG_HASH_BASE 5381
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unsigned int BKE_sim_debug_data_hash(int i);
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unsigned int BKE_sim_debug_data_hash_combine(unsigned int kx, unsigned int ky);
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/* _VA_SIM_DEBUG_HASH#(i, ...): combined hash value of multiple integers */
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/* internal helpers*/
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#define _VA_SIM_DEBUG_HASH1(a) \
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(BKE_sim_debug_data_hash(a))
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#define _VA_SIM_DEBUG_HASH2(a, b) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH1(b)))
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#define _VA_SIM_DEBUG_HASH3(a, b, c) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH2(b, c)))
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#define _VA_SIM_DEBUG_HASH4(a, b, c, d) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH3(b, c, d)))
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#define _VA_SIM_DEBUG_HASH5(a, b, c, d, e) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH4(b, c, d, e)))
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#define _VA_SIM_DEBUG_HASH6(a, b, c, d, e, f) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH5(b, c, d, e, f)))
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#define _VA_SIM_DEBUG_HASH7(a, b, c, d, e, f, g) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH6(b, c, d, e, f, g)))
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#define _VA_SIM_DEBUG_HASH8(a, b, c, d, e, f, g, h) \
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(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH7(b, c, d, e, f, g, h)))
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#define SIM_DEBUG_HASH(...) VA_NARGS_CALL_OVERLOAD(_VA_SIM_DEBUG_HASH, __VA_ARGS__)
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typedef struct SimDebugElement {
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unsigned int category_hash;
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unsigned int hash;
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int type;
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float color[3];
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float v1[3], v2[3];
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} SimDebugElement;
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typedef enum eSimDebugElement_Type {
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SIM_DEBUG_ELEM_DOT,
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SIM_DEBUG_ELEM_CIRCLE,
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SIM_DEBUG_ELEM_LINE,
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SIM_DEBUG_ELEM_VECTOR,
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} eSimDebugElement_Type;
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typedef struct SimDebugData {
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struct GHash *gh;
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} SimDebugData;
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extern SimDebugData *_sim_debug_data;
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void BKE_sim_debug_data_set_enabled(bool enable);
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bool BKE_sim_debug_data_get_enabled(void);
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void BKE_sim_debug_data_free(void);
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void BKE_sim_debug_data_add_element(int type, const float v1[3], const float v2[3],
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float r, float g, float b, const char *category, unsigned int hash);
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void BKE_sim_debug_data_remove_element(unsigned int hash);
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#define BKE_sim_debug_data_add_dot(p, r, g, b, category, ...) { \
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const float v2[3] = { 0.0f, 0.0f, 0.0f }; \
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BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_DOT, p, v2, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
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}
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#define BKE_sim_debug_data_add_circle(p, radius, r, g, b, category, ...) { \
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const float v2[3] = { radius, 0.0f, 0.0f }; \
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BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_CIRCLE, p, v2, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
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}
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#define BKE_sim_debug_data_add_line(p1, p2, r, g, b, category, ...) { \
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BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_LINE, p1, p2, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
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}
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#define BKE_sim_debug_data_add_vector(p, d, r, g, b, category, ...) { \
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BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_VECTOR, p, d, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
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}
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#define BKE_sim_debug_data_remove(...) \
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BKE_sim_debug_data_remove_element(SIM_DEBUG_HASH(__VA_ARGS__))
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void BKE_sim_debug_data_clear(void);
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void BKE_sim_debug_data_clear_category(const char *category);
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#endif
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