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.
69 lines
2.3 KiB
C++
69 lines
2.3 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 __SIM_SIMULATION_COLLECT_INFLUENCES_HH__
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#define __SIM_SIMULATION_COLLECT_INFLUENCES_HH__
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#include "NOD_derived_node_tree.hh"
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#include "BLI_resource_collector.hh"
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#include "simulation_solver.hh"
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namespace blender::sim {
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class RequiredStates {
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private:
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Map<std::string, const char *> state_type_by_state_name_;
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public:
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void add(std::string state_name, const char *state_type)
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{
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BLI_assert(state_type != nullptr);
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const char *type_name = state_type_by_state_name_.lookup_default(state_name, nullptr);
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if (type_name != nullptr) {
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if (!STREQ(state_type, type_name)) {
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std::cout << "Warning: Tried to have two different states with the same name.\n";
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std::cout << " Name: " << state_name << "\n";
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std::cout << " Type 1: " << state_type << "\n";
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std::cout << " Type 2: " << type_name << "\n";
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}
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return;
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}
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state_type_by_state_name_.add(std::move(state_name), state_type);
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}
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const Map<std::string, const char *> &states() const
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{
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return state_type_by_state_name_;
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}
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bool is_required(StringRef state_name, StringRef state_type) const
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{
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return state_type_by_state_name_.lookup_default_as(state_name, "") == state_type;
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}
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};
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void collect_simulation_influences(Simulation &simulation,
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ResourceCollector &resources,
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SimulationInfluences &r_influences,
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RequiredStates &r_required_states);
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} // namespace blender::sim
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#endif /* __SIM_SIMULATION_COLLECT_INFLUENCES_HH__ */
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