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blender-archive/source/blender/blenkernel/BKE_effect.h
Brecht Van Lommel 17bd5c9d4b Collections and groups unification
OVERVIEW

* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
  which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
  and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
  for each. For many workflows one view layer can be used, these are more of an
  advanced feature now.

OUTLINER

* The outliner now has a "View Layer" display mode instead of "Collections",
  which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
  These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
  can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
  text gives different results, we'll unify this later.

LINKING AND OVERRIDES

* Collections can now be linked into the scene without creating an instance,
  with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
  but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
  into collections with overrides directly in the scene.

PERFORMANCE

* We tried to make performance not worse than before and improve it in some
  cases. The main thing that's still a bit slower is multiple scenes, we have to
  change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
  updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
  lookups internally and in API functions like visible_get().

VERSIONING

* Compatibility with 2.7 files should be improved due to the new visibility
  controls. Of course users may not want to set up their scenes differently
  now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
  files. There's a few things which are know to be not quite compatible, like
  nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
  #ifdef so it can be removed at the end of the release cycle.

KNOWN ISSUES

* The G-key group operators in the 3D viewport were left mostly as is, they
  need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
  still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
  be done later, we'll have to see how important this is as all objects within
  the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.

Differential Revision: https://developer.blender.org/D3383

https://code.blender.org/2018/05/collections-and-groups/
2018-05-18 13:34:24 +02:00

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8.1 KiB
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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __BKE_EFFECT_H__
#define __BKE_EFFECT_H__
/** \file BKE_effect.h
* \ingroup bke
* \since March 2001
* \author nzc
*/
#include "DNA_modifier_types.h"
#include "BLI_utildefines.h"
struct Object;
struct Scene;
struct ListBase;
struct Collection;
struct ParticleSimulationData;
struct ParticleData;
struct ParticleKey;
struct Depsgraph;
struct EffectorWeights *BKE_add_effector_weights(struct Collection *collection);
struct PartDeflect *object_add_collision_fields(int type);
/* Input to effector code */
typedef struct EffectedPoint {
float *loc;
float *vel;
float *ave; /* angular velocity for particles with dynamic rotation */
float *rot; /* rotation quaternion for particles with dynamic rotation */
float vel_to_frame;
float vel_to_sec;
/* only for particles */
float size, charge;
unsigned int flag;
int index;
struct ParticleSystem *psys; /* particle system the point belongs to */
} EffectedPoint;
typedef struct GuideEffectorData {
float vec_to_point[3];
float strength;
} GuideEffectorData;
typedef struct EffectorData {
/* Effector point */
float loc[3];
float nor[3];
float vel[3];
float vec_to_point[3];
float distance, falloff;
/* only for effector particles */
float size, charge;
/* only for vortex effector with surface falloff */
float nor2[3], vec_to_point2[3];
int *index; /* point index */
} EffectorData;
/* used for calculating the effector force */
typedef struct EffectorCache {
struct EffectorCache *next, *prev;
struct Depsgraph *depsgraph;
struct Scene *scene;
struct Object *ob;
struct ParticleSystem *psys;
struct SurfaceModifierData *surmd;
struct PartDeflect *pd;
/* precalculated for guides */
struct GuideEffectorData *guide_data;
float guide_loc[4], guide_dir[3], guide_radius;
float velocity[3];
float frame;
int flag;
} EffectorCache;
void free_partdeflect(struct PartDeflect *pd);
struct ListBase *pdInitEffectors(
struct Depsgraph *depsgraph, struct Scene *scene, struct Object *ob_src, struct ParticleSystem *psys_src,
struct EffectorWeights *weights, bool for_simulation);
void pdEndEffectors(struct ListBase **effectors);
void pdPrecalculateEffectors(struct Depsgraph *depsgraph, struct ListBase *effectors);
void pdDoEffectors(struct ListBase *effectors, struct ListBase *colliders, struct EffectorWeights *weights, struct EffectedPoint *point, float *force, float *impulse);
void pd_point_from_particle(struct ParticleSimulationData *sim, struct ParticleData *pa, struct ParticleKey *state, struct EffectedPoint *point);
void pd_point_from_loc(struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point);
void pd_point_from_soft(struct Scene *scene, float *loc, float *vel, int index, struct EffectedPoint *point);
/* needed for boids */
float effector_falloff(struct EffectorCache *eff, struct EffectorData *efd, struct EffectedPoint *point, struct EffectorWeights *weights);
int closest_point_on_surface(SurfaceModifierData *surmd, const float co[3], float surface_co[3], float surface_nor[3], float surface_vel[3]);
int get_effector_data(struct EffectorCache *eff, struct EffectorData *efd, struct EffectedPoint *point, int real_velocity);
/* required for particle_system.c */
//void do_physical_effector(struct EffectorData *eff, struct EffectorPoint *point, float *total_force);
//float effector_falloff(struct EffectorData *eff, struct EffectorPoint *point, struct EffectorWeights *weights);
/* EffectedPoint->flag */
#define PE_WIND_AS_SPEED 1
#define PE_DYNAMIC_ROTATION 2
#define PE_USE_NORMAL_DATA 4
/* EffectorData->flag */
#define PE_VELOCITY_TO_IMPULSE 1
/* ======== Simulation Debugging ======== */
#define SIM_DEBUG_HASH_BASE 5381
unsigned int BKE_sim_debug_data_hash(int i);
unsigned int BKE_sim_debug_data_hash_combine(unsigned int kx, unsigned int ky);
/* _VA_SIM_DEBUG_HASH#(i, ...): combined hash value of multiple integers */
/* internal helpers*/
#define _VA_SIM_DEBUG_HASH1(a) \
(BKE_sim_debug_data_hash(a))
#define _VA_SIM_DEBUG_HASH2(a, b) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH1(b)))
#define _VA_SIM_DEBUG_HASH3(a, b, c) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH2(b, c)))
#define _VA_SIM_DEBUG_HASH4(a, b, c, d) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH3(b, c, d)))
#define _VA_SIM_DEBUG_HASH5(a, b, c, d, e) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH4(b, c, d, e)))
#define _VA_SIM_DEBUG_HASH6(a, b, c, d, e, f) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH5(b, c, d, e, f)))
#define _VA_SIM_DEBUG_HASH7(a, b, c, d, e, f, g) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH6(b, c, d, e, f, g)))
#define _VA_SIM_DEBUG_HASH8(a, b, c, d, e, f, g, h) \
(BKE_sim_debug_data_hash_combine(BKE_sim_debug_data_hash(a), _VA_SIM_DEBUG_HASH7(b, c, d, e, f, g, h)))
#define SIM_DEBUG_HASH(...) VA_NARGS_CALL_OVERLOAD(_VA_SIM_DEBUG_HASH, __VA_ARGS__)
typedef struct SimDebugElement {
unsigned int category_hash;
unsigned int hash;
int type;
float color[3];
float v1[3], v2[3];
char str[64];
} SimDebugElement;
typedef enum eSimDebugElement_Type {
SIM_DEBUG_ELEM_DOT,
SIM_DEBUG_ELEM_CIRCLE,
SIM_DEBUG_ELEM_LINE,
SIM_DEBUG_ELEM_VECTOR,
SIM_DEBUG_ELEM_STRING,
} eSimDebugElement_Type;
typedef struct SimDebugData {
struct GHash *gh;
} SimDebugData;
extern SimDebugData *_sim_debug_data;
void BKE_sim_debug_data_set_enabled(bool enable);
bool BKE_sim_debug_data_get_enabled(void);
void BKE_sim_debug_data_free(void);
void BKE_sim_debug_data_add_element(int type, const float v1[3], const float v2[3], const char *str,
float r, float g, float b, const char *category, unsigned int hash);
void BKE_sim_debug_data_remove_element(unsigned int hash);
#define BKE_sim_debug_data_add_dot(p, r, g, b, category, ...) { \
const float v2[3] = { 0.0f, 0.0f, 0.0f }; \
BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_DOT, p, v2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_circle(p, radius, r, g, b, category, ...) { \
const float v2[3] = { radius, 0.0f, 0.0f }; \
BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_CIRCLE, p, v2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_line(p1, p2, r, g, b, category, ...) { \
BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_LINE, p1, p2, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_vector(p, d, r, g, b, category, ...) { \
BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_VECTOR, p, d, NULL, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_add_string(p, str, r, g, b, category, ...) { \
BKE_sim_debug_data_add_element(SIM_DEBUG_ELEM_STRING, p, NULL, str, r, g, b, category, SIM_DEBUG_HASH(__VA_ARGS__)); \
}
#define BKE_sim_debug_data_remove(...) \
BKE_sim_debug_data_remove_element(SIM_DEBUG_HASH(__VA_ARGS__))
void BKE_sim_debug_data_clear(void);
void BKE_sim_debug_data_clear_category(const char *category);
#endif