diff options
author | Janne Karhu <jhkarh@gmail.com> | 2009-06-27 19:28:58 +0400 |
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committer | Janne Karhu <jhkarh@gmail.com> | 2009-06-27 19:28:58 +0400 |
commit | 912c2f440b447aa8cae9f3e3a86acf51cd495e3d (patch) | |
tree | 57b5274640b0c0854f83ff0e3e4ba43902a69ddc /source/blender/blenkernel/intern/implicit.c | |
parent | 9becf3c310b1051d1e9dc7170cb02d73bc4d6e08 (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- outdated (simulation is not done completely with current settings)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- Becomes outdated: After any change effecting the simulation other than frame steps.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- Becomes outdated: Never.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* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: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/intern/implicit.c')
-rw-r--r-- | source/blender/blenkernel/intern/implicit.c | 10 |
1 files changed, 8 insertions, 2 deletions
diff --git a/source/blender/blenkernel/intern/implicit.c b/source/blender/blenkernel/intern/implicit.c index 40c98c1d9cc..fc5213d5532 100644 --- a/source/blender/blenkernel/intern/implicit.c +++ b/source/blender/blenkernel/intern/implicit.c @@ -1600,6 +1600,10 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase if(clmd->coll_parms->flags & CLOTH_COLLSETTINGS_FLAG_ENABLED) { + float temp = clmd->sim_parms->stepsPerFrame; + /* not too nice hack, but collisions need this correction -jahka */ + clmd->sim_parms->stepsPerFrame /= clmd->sim_parms->timescale; + // collisions // itstart(); @@ -1614,7 +1618,7 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase // call collision function // TODO: check if "step" or "step+dt" is correct - dg - result = cloth_bvh_objcollision(ob, clmd, step, dt); + result = cloth_bvh_objcollision(ob, clmd, step/clmd->sim_parms->timescale, dt/clmd->sim_parms->timescale); // correct velocity again, just to be sure we had to change it due to adaptive collisions for(i = 0; i < numverts; i++) @@ -1637,6 +1641,9 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase } } + /* restore original stepsPerFrame */ + clmd->sim_parms->stepsPerFrame = temp; + // X = Xnew; cp_lfvector(id->X, id->Xnew, numverts); @@ -1654,7 +1661,6 @@ int implicit_solver (Object *ob, float frame, ClothModifierData *clmd, ListBase simulate_implicit_euler(id->Vnew, id->X, id->V, id->F, id->dFdV, id->dFdX, dt / 2.0f, id->A, id->B, id->dV, id->S, id->z, id->olddV, id->P, id->Pinv, id->M, id->bigI); } - } else { |