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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/intern/implicit.c
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cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number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 - Becomes outdated: After any change effecting the simulation other than frame steps.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 - Becomes outdated: Never.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 * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -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/intern/implicit.c')
-rw-r--r--source/blender/blenkernel/intern/implicit.c10
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
{