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.
221 lines
5.6 KiB
C++
221 lines
5.6 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 "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 SimulationSolveContext {
|
|
private:
|
|
Simulation &simulation_;
|
|
Depsgraph &depsgraph_;
|
|
const SimulationInfluences &influences_;
|
|
TimeInterval solve_interval_;
|
|
const bke::PersistentDataHandleMap &id_handle_map_;
|
|
|
|
public:
|
|
SimulationSolveContext(Simulation &simulation,
|
|
Depsgraph &depsgraph,
|
|
const SimulationInfluences &influences,
|
|
TimeInterval solve_interval,
|
|
const bke::PersistentDataHandleMap &handle_map)
|
|
: simulation_(simulation),
|
|
depsgraph_(depsgraph),
|
|
influences_(influences),
|
|
solve_interval_(solve_interval),
|
|
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_;
|
|
}
|
|
};
|
|
|
|
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__ */
|