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.
134 lines
4.4 KiB
C++
134 lines
4.4 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.
|
|
*/
|
|
|
|
#include "SIM_simulation_update.hh"
|
|
|
|
#include "BKE_customdata.h"
|
|
#include "BKE_simulation.h"
|
|
|
|
#include "DNA_scene_types.h"
|
|
#include "DNA_simulation_types.h"
|
|
|
|
#include "DEG_depsgraph_query.h"
|
|
|
|
#include "BLI_array.hh"
|
|
#include "BLI_float3.hh"
|
|
#include "BLI_listbase.h"
|
|
#include "BLI_map.hh"
|
|
#include "BLI_rand.h"
|
|
#include "BLI_vector.hh"
|
|
|
|
#include "particle_function.hh"
|
|
#include "simulation_collect_influences.hh"
|
|
#include "simulation_solver.hh"
|
|
|
|
namespace blender::sim {
|
|
|
|
static void copy_states_to_cow(const Simulation *simulation_orig, Simulation *simulation_cow)
|
|
{
|
|
BKE_simulation_state_remove_all(simulation_cow);
|
|
simulation_cow->current_frame = simulation_orig->current_frame;
|
|
|
|
LISTBASE_FOREACH (const SimulationState *, state_orig, &simulation_orig->states) {
|
|
SimulationState *state_cow = BKE_simulation_state_add(
|
|
simulation_cow, state_orig->type, state_orig->name);
|
|
BKE_simulation_state_copy_data(state_orig, state_cow);
|
|
}
|
|
}
|
|
|
|
static void remove_unused_states(Simulation *simulation, const RequiredStates &required_states)
|
|
{
|
|
LISTBASE_FOREACH_MUTABLE (SimulationState *, state, &simulation->states) {
|
|
if (!required_states.is_required(state->name, state->type)) {
|
|
BKE_simulation_state_remove(simulation, state);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void add_missing_states(Simulation *simulation, const RequiredStates &required_states)
|
|
{
|
|
for (auto &&item : required_states.states().items()) {
|
|
const char *name = item.key.c_str();
|
|
const char *type = item.value;
|
|
|
|
SimulationState *state = BKE_simulation_state_try_find_by_name_and_type(
|
|
simulation, name, type);
|
|
|
|
if (state == nullptr) {
|
|
BKE_simulation_state_add(simulation, type, name);
|
|
}
|
|
}
|
|
}
|
|
|
|
static void reinitialize_empty_simulation_states(Simulation *simulation,
|
|
const RequiredStates &required_states)
|
|
{
|
|
remove_unused_states(simulation, required_states);
|
|
BKE_simulation_state_reset_all(simulation);
|
|
add_missing_states(simulation, required_states);
|
|
}
|
|
|
|
static void update_simulation_state_list(Simulation *simulation,
|
|
const RequiredStates &required_states)
|
|
{
|
|
remove_unused_states(simulation, required_states);
|
|
add_missing_states(simulation, required_states);
|
|
}
|
|
|
|
void update_simulation_in_depsgraph(Depsgraph *depsgraph,
|
|
Scene *scene_cow,
|
|
Simulation *simulation_cow)
|
|
{
|
|
int current_frame = scene_cow->r.cfra;
|
|
if (simulation_cow->current_frame == current_frame) {
|
|
return;
|
|
}
|
|
|
|
/* Below we modify the original state/cache. Only the active depsgraph is allowed to do that. */
|
|
if (!DEG_is_active(depsgraph)) {
|
|
return;
|
|
}
|
|
|
|
Simulation *simulation_orig = (Simulation *)DEG_get_original_id(&simulation_cow->id);
|
|
|
|
ResourceCollector resources;
|
|
SimulationInfluences influences;
|
|
RequiredStates required_states;
|
|
|
|
/* TODO: Use simulation_cow, but need to add depsgraph relations before that. */
|
|
collect_simulation_influences(*simulation_orig, resources, influences, required_states);
|
|
|
|
if (current_frame == 1) {
|
|
reinitialize_empty_simulation_states(simulation_orig, required_states);
|
|
|
|
initialize_simulation_states(*simulation_orig, *depsgraph, influences);
|
|
simulation_orig->current_frame = 1;
|
|
|
|
copy_states_to_cow(simulation_orig, simulation_cow);
|
|
}
|
|
else if (current_frame == simulation_orig->current_frame + 1) {
|
|
update_simulation_state_list(simulation_orig, required_states);
|
|
|
|
float time_step = 1.0f / 24.0f;
|
|
solve_simulation_time_step(*simulation_orig, *depsgraph, influences, time_step);
|
|
simulation_orig->current_frame = current_frame;
|
|
|
|
copy_states_to_cow(simulation_orig, simulation_cow);
|
|
}
|
|
}
|
|
|
|
} // namespace blender::sim
|