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authorJanne Karhu <jhkarh@gmail.com>2009-06-27 19:28:58 +0400
committerJanne Karhu <jhkarh@gmail.com>2009-06-27 19:28:58 +0400
commit912c2f440b447aa8cae9f3e3a86acf51cd495e3d (patch)
tree57b5274640b0c0854f83ff0e3e4ba43902a69ddc /source/blender/blenkernel/BKE_cloth.h
parent9becf3c310b1051d1e9dc7170cb02d73bc4d6e08 (diff)
Pointcache refresh part 2
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
Diffstat (limited to 'source/blender/blenkernel/BKE_cloth.h')
-rw-r--r--source/blender/blenkernel/BKE_cloth.h5
1 files changed, 3 insertions, 2 deletions
diff --git a/source/blender/blenkernel/BKE_cloth.h b/source/blender/blenkernel/BKE_cloth.h
index e09be838f06..4270c677338 100644
--- a/source/blender/blenkernel/BKE_cloth.h
+++ b/source/blender/blenkernel/BKE_cloth.h
@@ -46,6 +46,7 @@
#include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h"
#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
#include "BKE_collision.h"
@@ -245,8 +246,8 @@ void bvhtree_update_from_cloth ( ClothModifierData *clmd, int moving );
void bvhselftree_update_from_cloth ( ClothModifierData *clmd, int moving );
// needed for editmesh.c
-void cloth_write_cache ( Object *ob, ClothModifierData *clmd, float framenr );
-int cloth_read_cache ( Object *ob, ClothModifierData *clmd, float framenr );
+void cloth_write_cache( Object *ob, ClothModifierData *clmd, int framenr );
+int cloth_read_cache( Scene *scene, Object *ob, ClothModifierData *clmd, float framenr, int *old_framenr );
// needed for button_object.c
void cloth_clear_cache ( Object *ob, ClothModifierData *clmd, float framenr );