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.
60 lines
2.2 KiB
C++
60 lines
2.2 KiB
C++
/*
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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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#ifndef __BKE_SIMULATION_H__
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#define __BKE_SIMULATION_H__
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#include "DNA_simulation_types.h"
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct Depsgraph;
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struct Main;
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struct Scene;
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void *BKE_simulation_add(struct Main *bmain, const char *name);
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void BKE_simulation_data_update(struct Depsgraph *depsgraph,
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struct Scene *scene,
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struct Simulation *simulation);
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SimulationState *BKE_simulation_state_add(Simulation *simulation,
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const char *type,
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const char *name);
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void BKE_simulation_state_remove(Simulation *simulation, SimulationState *state);
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void BKE_simulation_state_remove_all(Simulation *simulation);
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void BKE_simulation_state_reset(Simulation *simulation, SimulationState *state);
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void BKE_simulation_state_reset_all(Simulation *simulation);
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SimulationState *BKE_simulation_state_try_find_by_name(Simulation *simulation, const char *name);
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SimulationState *BKE_simulation_state_try_find_by_name_and_type(Simulation *simulation,
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const char *name,
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const char *type);
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void BKE_simulation_state_copy_data(const SimulationState *src_state, SimulationState *dst_state);
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#ifdef __cplusplus
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}
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#endif
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#ifdef __cplusplus
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template<typename StateType> const char *BKE_simulation_get_state_type_name();
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#endif
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#endif /* __BKE_SIMULATION_H__ */
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