Geometry Nodes: Make simulation caching optional #107767
|
@ -93,9 +93,7 @@ bool ModifierSimulationCache::has_state_at_frame(const SubFrame &frame) const
|
|||
std::lock_guard lock(states_at_frames_mutex_);
|
||||
for (const auto &item : states_at_frames_) {
|
||||
if (item->frame == frame) {
|
||||
if (!item->state.zone_states_.is_empty()) {
|
||||
return true;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
|
|
|
@ -57,7 +57,7 @@ class LazyFunctionForSimulationInputNode final : public LazyFunction {
|
|||
{
|
||||
const GeoNodesLFUserData &user_data = *static_cast<const GeoNodesLFUserData *>(
|
||||
context.user_data);
|
||||
GeoNodesModifierData &modifier_data = *user_data.modifier_data;
|
||||
const GeoNodesModifierData &modifier_data = *user_data.modifier_data;
|
||||
if (modifier_data.current_simulation_state == nullptr) {
|
||||
params.set_default_remaining_outputs();
|
||||
return;
|
||||
|
@ -71,28 +71,13 @@ class LazyFunctionForSimulationInputNode final : public LazyFunction {
|
|||
const bke::sim::SimulationZoneID zone_id = get_simulation_zone_id(*user_data.compute_context,
|
||||
output_node_id_);
|
||||
|
||||
Array<void *> output_values(simulation_items_.size());
|
||||
for (const int i : simulation_items_.index_range()) {
|
||||
output_values[i] = params.get_output_data_ptr(i + 1);
|
||||
}
|
||||
|
||||
const bke::sim::SimulationZoneState *prev_zone_state =
|
||||
modifier_data.prev_simulation_state == nullptr ?
|
||||
nullptr :
|
||||
modifier_data.prev_simulation_state->get_zone_state(zone_id);
|
||||
|
||||
if (prev_zone_state) {
|
||||
simulation_state_to_values(simulation_items_,
|
||||
*prev_zone_state,
|
||||
*modifier_data.self_object,
|
||||
*user_data.compute_context,
|
||||
node_,
|
||||
output_values);
|
||||
for (const int i : inputs_.index_range()) {
|
||||
params.set_input_unused(i);
|
||||
}
|
||||
}
|
||||
else {
|
||||
std::optional<bke::sim::SimulationZoneState> initial_prev_zone_state;
|
||||
if (prev_zone_state == nullptr) {
|
||||
Array<void *> input_values(simulation_items_.size(), nullptr);
|
||||
for (const int i : simulation_items_.index_range()) {
|
||||
input_values[i] = params.try_get_input_data_ptr_or_request(i);
|
||||
|
@ -101,11 +86,22 @@ class LazyFunctionForSimulationInputNode final : public LazyFunction {
|
|||
/* Wait until all inputs are available. */
|
||||
return;
|
||||
}
|
||||
for (const int i : input_values.index_range()) {
|
||||
inputs_[i].type->move_construct(input_values[i], output_values[i]);
|
||||
}
|
||||
|
||||
initial_prev_zone_state.emplace();
|
||||
values_to_simulation_state(simulation_items_, input_values, *initial_prev_zone_state);
|
||||
prev_zone_state = &*initial_prev_zone_state;
|
||||
}
|
||||
|
||||
Array<void *> output_values(simulation_items_.size());
|
||||
for (const int i : simulation_items_.index_range()) {
|
||||
output_values[i] = params.get_output_data_ptr(i + 1);
|
||||
}
|
||||
simulation_state_to_values(simulation_items_,
|
||||
*prev_zone_state,
|
||||
*modifier_data.self_object,
|
||||
*user_data.compute_context,
|
||||
|
||||
node_,
|
||||
output_values);
|
||||
for (const int i : simulation_items_.index_range()) {
|
||||
params.output_set(i + 1);
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue
Any reason for removing the zone state here, instead of just removing the entire state for the previous frame in
MOD_nodes.cc
?