Real-time clock: combine simulation nodes and real-time clock branches for testing #106178

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opened 2023-03-27 15:20:15 +02:00 by Jacques Lucke · 1 comment
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Once the realtime clock prototype (#105732) is at a stage where dependency graph updates can be triggered through a dedicated "real-time" time source node it needs to be tested against an iterative system.

Simulation nodes are a good target because they are actively developed and a major target for Blender 3.6. They also have comparatively little technical debt and no complicated relations with older parts of the code.

  • Merge the geometry-nodes-simulation and realtime-clock branches into a testing branch. This is a temporary branch, any fixes should go to one of the original branches.
    Testing branch: geometry-nodes-simulation-realtime-clock
  • Add a relation from the geometry nodes modifier to the realtime clock: Modifier time-dependency declaration
    Handled through the dependsOnTime callback, which now returns 2 booleans, one for each clock.
  • Remove the current dependency on the scene time source. This should not be needed since any dependence on animated objects for collision etc. will be indirect.
    Scene time dependency is now only from the Scene Time input node. Simulation nodes generate a real time dependency instead in the test branch.
  • Implement time step calculation based on the time source node. Currently simulations store their own "last update" time and subtract from the scene time directly. Depsgraph also stores a "last update" time, but this is not used (apparently?) for simulations.
    When switching between animation and realtime clock the absolute time of the relevant clock can jump dramatically, so a stable way of providing "delta time" must be considered.
  • Implement a simple particle test simulation as a demo.
  • Test combination of animated objects and realtime simulation.
    • Animation without physics should not affect simulated objects that use the realtime clock. Eventually the clocks should be "synced" (#106182), but for now both time sources are independent.
    • Simulation without animation should treat objects as if static.
Once the realtime clock prototype (#105732) is at a stage where dependency graph updates can be triggered through a dedicated "real-time" time source node it needs to be tested against an iterative system. Simulation nodes are a good target because they are actively developed and a major target for Blender 3.6. They also have comparatively little technical debt and no complicated relations with older parts of the code. - [x] Merge the [geometry-nodes-simulation](https://projects.blender.org/blender/blender/src/branch/geometry-nodes-simulation) and [realtime-clock](https://projects.blender.org/blender/blender/src/branch/realtime-clock) branches into a testing branch. This is a temporary branch, any fixes should go to one of the original branches. Testing branch: [geometry-nodes-simulation-realtime-clock](https://projects.blender.org/LukasTonne/blender/src/branch/geometry-nodes-simulation-realtime-clock) - [x] Add a relation from the geometry nodes modifier to the realtime clock: [Modifier time-dependency declaration](https://projects.blender.org/blender/blender/src/branch/main/source/blender/depsgraph/intern/builder/deg_builder_relations.cc#L918-L921) _Handled through the `dependsOnTime` callback, which now returns 2 booleans, one for each clock._ - [x] Remove the current dependency on the scene time source. This should not be needed since any dependence on animated objects for collision etc. will be indirect. _Scene time dependency is now only from the Scene Time input node. Simulation nodes generate a real time dependency instead in the test branch._ - [x] Implement time step calculation based on the time source node. Currently simulations store their own "last update" time and subtract from the scene time directly. Depsgraph also stores a "last update" time, but this is not used (apparently?) for simulations. When switching between animation and realtime clock the _absolute_ time of the relevant clock can jump dramatically, so a stable way of providing "delta time" must be considered. - [ ] Implement a simple particle test simulation as a demo. - [x] Test combination of animated objects and realtime simulation. - Animation without physics should not affect simulated objects that use the realtime clock. Eventually the clocks should be "synced" (#106182), but for now both time sources are independent. - Simulation without animation should treat objects as if static.
Jacques Lucke added the
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label 2023-03-27 15:20:15 +02:00
Jacques Lucke added this to the Nodes & Physics project 2023-03-27 15:20:16 +02:00
Lukas Tönne self-assigned this 2023-03-27 18:09:21 +02:00
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Added a few concrete ToDo items to this task.

Added a few concrete ToDo items to this task.
Blender Bot added the
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label 2023-10-23 12:41:56 +02:00
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Reference: blender/blender#106178
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