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blender-archive/source/blender/simulation/intern/particle_function.hh
Jacques Lucke 8369adabc0 Particles: initial object socket and emitter node support
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.
2020-07-21 17:35:09 +02:00

93 lines
3.0 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_PARTICLE_FUNCTION_HH__
#define __SIM_PARTICLE_FUNCTION_HH__
#include "FN_attributes_ref.hh"
#include "FN_multi_function.hh"
#include "BLI_resource_collector.hh"
#include "simulation_solver.hh"
namespace blender::sim {
class ParticleFunctionInput {
public:
virtual ~ParticleFunctionInput() = default;
virtual void add_input(fn::AttributesRef attributes,
fn::MFParamsBuilder &params,
ResourceCollector &resources) const = 0;
};
class ParticleFunction {
private:
const fn::MultiFunction *global_fn_;
const fn::MultiFunction *per_particle_fn_;
Array<const ParticleFunctionInput *> global_inputs_;
Array<const ParticleFunctionInput *> per_particle_inputs_;
Array<bool> output_is_global_;
Vector<int> global_output_indices_;
Vector<int> per_particle_output_indices_;
Vector<fn::MFDataType> output_types_;
Vector<StringRefNull> output_names_;
friend class ParticleFunctionEvaluator;
public:
ParticleFunction(const fn::MultiFunction *global_fn,
const fn::MultiFunction *per_particle_fn,
Span<const ParticleFunctionInput *> global_inputs,
Span<const ParticleFunctionInput *> per_particle_inputs,
Span<bool> output_is_global);
};
class ParticleFunctionEvaluator {
private:
ResourceCollector resources_;
const ParticleFunction &particle_fn_;
const SimulationSolveContext &solve_context_;
const ParticleChunkContext &particle_chunk_context_;
IndexMask mask_;
fn::MFContextBuilder global_context_;
fn::MFContextBuilder per_particle_context_;
Vector<void *> outputs_;
bool is_computed_ = false;
public:
ParticleFunctionEvaluator(const ParticleFunction &particle_fn,
const SimulationSolveContext &solve_context,
const ParticleChunkContext &particle_chunk_context);
~ParticleFunctionEvaluator();
void compute();
fn::GVSpan get(int output_index, StringRef expected_name) const;
template<typename T> fn::VSpan<T> get(int output_index, StringRef expected_name) const
{
return this->get(output_index, expected_name).typed<T>();
}
private:
void compute_globals();
void compute_per_particle();
};
} // namespace blender::sim
#endif /* __SIM_PARTICLE_FUNCTION_HH__ */