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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/makesdna/DNA_object_force.h | |
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- outdated (simulation is not done completely with current settings)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- Becomes outdated: After any change effecting the simulation other than frame steps.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- Becomes outdated: Never.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* The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: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/makesdna/DNA_object_force.h')
-rw-r--r-- | source/blender/makesdna/DNA_object_force.h | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/source/blender/makesdna/DNA_object_force.h b/source/blender/makesdna/DNA_object_force.h index a8d402fc503..88d9894cf7a 100644 --- a/source/blender/makesdna/DNA_object_force.h +++ b/source/blender/makesdna/DNA_object_force.h @@ -82,7 +82,8 @@ typedef struct PTCacheMem { } PTCacheMem; typedef struct PointCache { - int flag, rt; /* generic flag */ + int flag; /* generic flag */ + int step; /* frames between cached frames */ int simframe; /* current frame of simulation (only if SIMULATION_VALID) */ int startframe; /* simulation start frame */ int endframe; /* simulation end frame */ @@ -263,7 +264,11 @@ typedef struct SoftBody { #define PTCACHE_BAKE_EDIT 16 #define PTCACHE_BAKE_EDIT_ACTIVE 32 #define PTCACHE_DISK_CACHE 64 -#define PTCACHE_AUTOCACHE 128 +#define PTCACHE_QUICK_CACHE 128 +#define PTCACHE_FRAMES_SKIPPED 256 + +/* PTCACHE_OUTDATED + PTCACHE_FRAMES_SKIPPED */ +#define PTCACHE_REDO_NEEDED 258 /* ob->softflag */ #define OB_SB_ENABLE 1 |