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Diffstat (limited to 'source/blender/blenkernel/intern/softbody.c')
-rw-r--r--source/blender/blenkernel/intern/softbody.c185
1 files changed, 76 insertions, 109 deletions
diff --git a/source/blender/blenkernel/intern/softbody.c b/source/blender/blenkernel/intern/softbody.c
index cf5ce374e4c..c552bfeb0dc 100644
--- a/source/blender/blenkernel/intern/softbody.c
+++ b/source/blender/blenkernel/intern/softbody.c
@@ -71,9 +71,11 @@ variables on the UI for now
#include "BLI_ghash.h"
#include "BLI_threads.h"
+#include "BKE_collection.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_global.h"
+#include "BKE_layer.h"
#include "BKE_modifier.h"
#include "BKE_softbody.h"
#include "BKE_pointcache.h"
@@ -81,6 +83,9 @@ variables on the UI for now
#include "BKE_mesh.h"
#include "BKE_scene.h"
+#include "DEG_depsgraph.h"
+#include "DEG_depsgraph_query.h"
+
#include "PIL_time.h"
/* callbacks for errors and interrupts and some goo */
@@ -134,7 +139,7 @@ typedef struct SB_thread_context {
float timenow;
int ifirst;
int ilast;
- ListBase *do_effector;
+ ListBase *effectors;
int do_deflector;
float fieldfactor;
float windfactor;
@@ -510,37 +515,24 @@ static void ccd_build_deflector_hash_single(GHash *hash, Object *ob)
}
/**
- * \note group overrides scene when not NULL.
+ * \note collection overrides scene when not NULL.
*/
-static void ccd_build_deflector_hash(Scene *scene, Group *group, Object *vertexowner, GHash *hash)
+static void ccd_build_deflector_hash(Depsgraph *depsgraph, Collection *collection, Object *vertexowner, GHash *hash)
{
- Object *ob;
-
if (!hash) return;
- if (group) {
- /* Explicit collision group */
- for (GroupObject *go = group->gobject.first; go; go = go->next) {
- ob = go->ob;
+ /* Explicit collision collection. */
+ Base *base = BKE_collection_or_layer_objects(depsgraph, NULL, NULL, collection);
- if (ob == vertexowner || ob->type != OB_MESH)
+ for (; base; base = base->next) {
+ /* Only proceed for mesh object in same layer. */
+ if (base->object->type == OB_MESH) {
+ Object *ob = base->object;
+ if (ob == vertexowner) {
+ /* If vertexowner is given we don't want to check collision with owner object. */
continue;
-
- ccd_build_deflector_hash_single(hash, ob);
- }
- }
- else {
- for (Base *base = scene->base.first; base; base = base->next) {
- /*Only proceed for mesh object in same layer */
- if (base->object->type == OB_MESH && (base->lay & vertexowner->lay)) {
- ob= base->object;
- if ((vertexowner) && (ob == vertexowner)) {
- /* if vertexowner is given we don't want to check collision with owner object */
- continue;
- }
-
- ccd_build_deflector_hash_single(hash, ob);
}
+ ccd_build_deflector_hash_single(hash, ob);
}
}
}
@@ -556,39 +548,27 @@ static void ccd_update_deflector_hash_single(GHash *hash, Object *ob)
}
/**
- * \note group overrides scene when not NULL.
+ * \note collection overrides scene when not NULL.
*/
-static void ccd_update_deflector_hash(Scene *scene, Group *group, Object *vertexowner, GHash *hash)
+static void ccd_update_deflector_hash(Depsgraph *depsgraph, Collection *collection, Object *vertexowner, GHash *hash)
{
- Object *ob;
-
if ((!hash) || (!vertexowner)) return;
- if (group) {
- /* Explicit collision group */
- for (GroupObject *go = group->gobject.first; go; go = go->next) {
- ob = go->ob;
+ /* Explicit collision collection. */
+ Base *base = BKE_collection_or_layer_objects(depsgraph, NULL, NULL, collection);
- if (ob == vertexowner || ob->type != OB_MESH)
+ for (; base; base = base->next) {
+ /* Only proceed for mesh object in same layer. */
+ if (base->object->type == OB_MESH) {
+ Object *ob = base->object;
+ if (ob == vertexowner) {
+ /* If vertexowner is given we don't want to check collision with owner object. */
continue;
+ }
ccd_update_deflector_hash_single(hash, ob);
}
}
- else {
- for (Base *base = scene->base.first; base; base = base->next) {
- /*Only proceed for mesh object in same layer */
- if (base->object->type == OB_MESH && (base->lay & vertexowner->lay)) {
- ob= base->object;
- if (ob == vertexowner) {
- /* if vertexowner is given we don't want to check collision with owner object */
- continue;
- }
-
- ccd_update_deflector_hash_single(hash, ob);
- }
- }
- }
}
@@ -977,31 +957,23 @@ static void free_softbody_intern(SoftBody *sb)
/* +++ dependency information functions*/
/**
- * \note group overrides scene when not NULL.
+ * \note collection overrides scene when not NULL.
*/
-static bool are_there_deflectors(Scene *scene, Group *group, unsigned int layer)
+static bool are_there_deflectors(Base *first_base)
{
- if (group) {
- for (GroupObject *go = group->gobject.first; go; go = go->next) {
- if (go->ob->pd && go->ob->pd->deflect)
+ for (Base *base = first_base; base; base = base->next) {
+ if (base->object->pd) {
+ if (base->object->pd->deflect)
return 1;
}
}
- else {
- for (Base *base = scene->base.first; base; base= base->next) {
- if ( (base->lay & layer) && base->object->pd) {
- if (base->object->pd->deflect)
- return 1;
- }
- }
- }
return 0;
}
-static int query_external_colliders(Scene *scene, Group *group, Object *me)
+static int query_external_colliders(Depsgraph *depsgraph, Collection *collection)
{
- return(are_there_deflectors(scene, group, me->lay));
+ return(are_there_deflectors(BKE_collection_or_layer_objects(depsgraph, NULL, NULL, collection)));
}
/* --- dependency information functions*/
@@ -1472,7 +1444,7 @@ static int sb_detect_edge_collisionCached(float edge_v1[3], float edge_v2[3], fl
return deflected;
}
-static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow, int ifirst, int ilast, struct ListBase *do_effector)
+static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow, int ifirst, int ilast, struct ListBase *effectors)
{
SoftBody *sb = ob->soft;
int a;
@@ -1506,14 +1478,14 @@ static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow,
float vel[3], sp[3], pr[3], force[3];
float f, windfactor = 0.25f;
/*see if we have wind*/
- if (do_effector) {
+ if (effectors) {
EffectedPoint epoint;
float speed[3] = {0.0f, 0.0f, 0.0f};
float pos[3];
mid_v3_v3v3(pos, sb->bpoint[bs->v1].pos, sb->bpoint[bs->v2].pos);
mid_v3_v3v3(vel, sb->bpoint[bs->v1].vec, sb->bpoint[bs->v2].vec);
pd_point_from_soft(scene, pos, vel, -1, &epoint);
- pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed);
+ BKE_effectors_apply(effectors, NULL, sb->effector_weights, &epoint, force, speed);
mul_v3_fl(speed, windfactor);
add_v3_v3(vel, speed);
@@ -1546,32 +1518,30 @@ static void _scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow,
}
-static void scan_for_ext_spring_forces(Scene *scene, Object *ob, float timenow)
+static void scan_for_ext_spring_forces(struct Depsgraph *depsgraph, Scene *scene, Object *ob, float timenow)
{
SoftBody *sb = ob->soft;
- ListBase *do_effector = NULL;
- do_effector = pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);
- _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, do_effector);
- pdEndEffectors(&do_effector);
+ ListBase *effectors = BKE_effectors_create(depsgraph, scene, ob, NULL, sb->effector_weights);
+ _scan_for_ext_spring_forces(scene, ob, timenow, 0, sb->totspring, effectors);
+ BKE_effectors_free(effectors);
}
static void *exec_scan_for_ext_spring_forces(void *data)
{
SB_thread_context *pctx = (SB_thread_context*)data;
- _scan_for_ext_spring_forces(pctx->scene, pctx->ob, pctx->timenow, pctx->ifirst, pctx->ilast, pctx->do_effector);
+ _scan_for_ext_spring_forces(pctx->scene, pctx->ob, pctx->timenow, pctx->ifirst, pctx->ilast, pctx->effectors);
return NULL;
}
-static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow, int totsprings, int *UNUSED(ptr_to_break_func(void)))
+static void sb_sfesf_threads_run(struct Depsgraph *depsgraph, Scene *scene, struct Object *ob, float timenow, int totsprings, int *UNUSED(ptr_to_break_func(void)))
{
- ListBase *do_effector = NULL;
ListBase threads;
SB_thread_context *sb_threads;
int i, totthread, left, dec;
int lowsprings =100; /* wild guess .. may increase with better thread management 'above' or even be UI option sb->spawn_cf_threads_nopts */
- do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true);
+ ListBase *effectors = BKE_effectors_create(depsgraph, scene, ob, NULL, ob->soft->effector_weights);
/* figure the number of threads while preventing pretty pointless threading overhead */
totthread= BKE_scene_num_threads(scene);
@@ -1596,7 +1566,7 @@ static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow,
}
else
sb_threads[i].ifirst = 0;
- sb_threads[i].do_effector = do_effector;
+ sb_threads[i].effectors = effectors;
sb_threads[i].do_deflector = false;// not used here
sb_threads[i].fieldfactor = 0.0f;// not used here
sb_threads[i].windfactor = 0.0f;// not used here
@@ -1616,7 +1586,7 @@ static void sb_sfesf_threads_run(Scene *scene, struct Object *ob, float timenow,
/* clean up */
MEM_freeN(sb_threads);
- pdEndEffectors(&do_effector);
+ BKE_effectors_free(effectors);
}
@@ -1969,7 +1939,7 @@ static void sb_spring_force(Object *ob, int bpi, BodySpring *bs, float iks, floa
/* since this is definitely the most CPU consuming task here .. try to spread it */
/* core function _softbody_calc_forces_slice_in_a_thread */
/* result is int to be able to flag user break */
-static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, float forcetime, float timenow, int ifirst, int ilast, int *UNUSED(ptr_to_break_func(void)), ListBase *do_effector, int do_deflector, float fieldfactor, float windfactor)
+static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, float forcetime, float timenow, int ifirst, int ilast, int *UNUSED(ptr_to_break_func(void)), ListBase *effectors, int do_deflector, float fieldfactor, float windfactor)
{
float iks;
int bb, do_selfcollision, do_springcollision, do_aero;
@@ -2088,14 +2058,14 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
}
/* particle field & vortex */
- if (do_effector) {
+ if (effectors) {
EffectedPoint epoint;
float kd;
float force[3] = {0.0f, 0.0f, 0.0f};
float speed[3] = {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
pd_point_from_soft(scene, bp->pos, bp->vec, sb->bpoint-bp, &epoint);
- pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed);
+ BKE_effectors_apply(effectors, NULL, sb->effector_weights, &epoint, force, speed);
/* apply forcefield*/
mul_v3_fl(force, fieldfactor* eval_sb_fric_force_scale);
@@ -2170,11 +2140,11 @@ static int _softbody_calc_forces_slice_in_a_thread(Scene *scene, Object *ob, flo
static void *exec_softbody_calc_forces(void *data)
{
SB_thread_context *pctx = (SB_thread_context*)data;
- _softbody_calc_forces_slice_in_a_thread(pctx->scene, pctx->ob, pctx->forcetime, pctx->timenow, pctx->ifirst, pctx->ilast, NULL, pctx->do_effector, pctx->do_deflector, pctx->fieldfactor, pctx->windfactor);
+ _softbody_calc_forces_slice_in_a_thread(pctx->scene, pctx->ob, pctx->forcetime, pctx->timenow, pctx->ifirst, pctx->ilast, NULL, pctx->effectors, pctx->do_deflector, pctx->fieldfactor, pctx->windfactor);
return NULL;
}
-static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float timenow, int totpoint, int *UNUSED(ptr_to_break_func(void)), struct ListBase *do_effector, int do_deflector, float fieldfactor, float windfactor)
+static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float timenow, int totpoint, int *UNUSED(ptr_to_break_func(void)), struct ListBase *effectors, int do_deflector, float fieldfactor, float windfactor)
{
ListBase threads;
SB_thread_context *sb_threads;
@@ -2206,7 +2176,7 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t
}
else
sb_threads[i].ifirst = 0;
- sb_threads[i].do_effector = do_effector;
+ sb_threads[i].effectors = effectors;
sb_threads[i].do_deflector = do_deflector;
sb_threads[i].fieldfactor = fieldfactor;
sb_threads[i].windfactor = windfactor;
@@ -2229,14 +2199,13 @@ static void sb_cf_threads_run(Scene *scene, Object *ob, float forcetime, float t
MEM_freeN(sb_threads);
}
-static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, float timenow)
+static void softbody_calc_forcesEx(struct Depsgraph *depsgraph, Scene *scene, Object *ob, float forcetime, float timenow)
{
/* rule we never alter free variables :bp->vec bp->pos in here !
* this will ruin adaptive stepsize AKA heun! (BM)
*/
SoftBody *sb= ob->soft; /* is supposed to be there */
/*BodyPoint *bproot;*/ /* UNUSED */
- ListBase *do_effector = NULL;
/* float gravity; */ /* UNUSED */
/* float iks; */
float fieldfactor = -1.0f, windfactor = 0.25;
@@ -2245,7 +2214,7 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl
/* gravity = sb->grav * sb_grav_force_scale(ob); */ /* UNUSED */
/* check conditions for various options */
- do_deflector= query_external_colliders(scene, sb->collision_group, ob);
+ do_deflector= query_external_colliders(depsgraph, sb->collision_group);
/* do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF)); */ /* UNUSED */
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
@@ -2254,31 +2223,31 @@ static void softbody_calc_forcesEx(Scene *scene, Object *ob, float forcetime, fl
/* bproot= sb->bpoint; */ /* need this for proper spring addressing */ /* UNUSED */
if (do_springcollision || do_aero)
- sb_sfesf_threads_run(scene, ob, timenow, sb->totspring, NULL);
+ sb_sfesf_threads_run(depsgraph, scene, ob, timenow, sb->totspring, NULL);
/* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(scene, ob, NULL, sb->effector_weights, true);
+ ListBase *effectors = BKE_effectors_create(depsgraph, scene, ob, NULL, sb->effector_weights);
if (do_deflector) {
float defforce[3];
do_deflector = sb_detect_aabb_collisionCached(defforce, ob->lay, ob, timenow);
}
- sb_cf_threads_run(scene, ob, forcetime, timenow, sb->totpoint, NULL, do_effector, do_deflector, fieldfactor, windfactor);
+ sb_cf_threads_run(scene, ob, forcetime, timenow, sb->totpoint, NULL, effectors, do_deflector, fieldfactor, windfactor);
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob, timenow);
/* finish matrix and solve */
- pdEndEffectors(&do_effector);
+ BKE_effectors_free(effectors);
}
-static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, float timenow)
+static void softbody_calc_forces(struct Depsgraph *depsgraph, Scene *scene, Object *ob, float forcetime, float timenow)
{
/* redirection to the new threaded Version */
if (!(G.debug_value & 0x10)) { // 16
- softbody_calc_forcesEx(scene, ob, forcetime, timenow);
+ softbody_calc_forcesEx(depsgraph, scene, ob, forcetime, timenow);
return;
}
else {
@@ -2297,7 +2266,6 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
BodyPoint *bp;
/* BodyPoint *bproot; */ /* UNUSED */
BodySpring *bs;
- ListBase *do_effector = NULL;
float iks, ks, kd, gravity[3] = {0.0f, 0.0f, 0.0f};
float fieldfactor = -1.0f, windfactor = 0.25f;
float tune = sb->ballstiff;
@@ -2309,7 +2277,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
}
/* check conditions for various options */
- do_deflector= query_external_colliders(scene, sb->collision_group, ob);
+ do_deflector= query_external_colliders(depsgraph, sb->collision_group);
do_selfcollision=((ob->softflag & OB_SB_EDGES) && (sb->bspring)&& (ob->softflag & OB_SB_SELF));
do_springcollision=do_deflector && (ob->softflag & OB_SB_EDGES) &&(ob->softflag & OB_SB_EDGECOLL);
do_aero=((sb->aeroedge)&& (ob->softflag & OB_SB_EDGES));
@@ -2317,9 +2285,9 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
iks = 1.0f/(1.0f-sb->inspring)-1.0f ;/* inner spring constants function */
/* bproot= sb->bpoint; */ /* need this for proper spring addressing */ /* UNUSED */
- if (do_springcollision || do_aero) scan_for_ext_spring_forces(scene, ob, timenow);
+ if (do_springcollision || do_aero) scan_for_ext_spring_forces(depsgraph, scene, ob, timenow);
/* after spring scan because it uses Effoctors too */
- do_effector= pdInitEffectors(scene, ob, NULL, ob->soft->effector_weights, true);
+ ListBase *effectors = BKE_effectors_create(depsgraph, scene, ob, NULL, ob->soft->effector_weights);
if (do_deflector) {
float defforce[3];
@@ -2422,13 +2390,13 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
/* particle field & vortex */
- if (do_effector) {
+ if (effectors) {
EffectedPoint epoint;
float force[3] = {0.0f, 0.0f, 0.0f};
float speed[3] = {0.0f, 0.0f, 0.0f};
float eval_sb_fric_force_scale = sb_fric_force_scale(ob); /* just for calling function once */
pd_point_from_soft(scene, bp->pos, bp->vec, sb->bpoint-bp, &epoint);
- pdDoEffectors(do_effector, NULL, sb->effector_weights, &epoint, force, speed);
+ BKE_effectors_apply(effectors, NULL, sb->effector_weights, &epoint, force, speed);
/* apply forcefield*/
mul_v3_fl(force, fieldfactor* eval_sb_fric_force_scale);
@@ -2520,7 +2488,7 @@ static void softbody_calc_forces(Scene *scene, Object *ob, float forcetime, floa
/* finally add forces caused by face collision */
if (ob->softflag & OB_SB_FACECOLL) scan_for_ext_face_forces(ob, timenow);
- pdEndEffectors(&do_effector);
+ BKE_effectors_free(effectors);
}
}
@@ -3506,7 +3474,7 @@ static void softbody_reset(Object *ob, SoftBody *sb, float (*vertexCos)[3], int
}
}
-static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
+static void softbody_step(struct Depsgraph *depsgraph, Scene *scene, Object *ob, SoftBody *sb, float dtime)
{
/* the simulator */
float forcetime;
@@ -3520,11 +3488,11 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
*/
if (dtime < 0 || dtime > 10.5f) return;
- ccd_update_deflector_hash(scene, sb->collision_group, ob, sb->scratch->colliderhash);
+ ccd_update_deflector_hash(depsgraph, sb->collision_group, ob, sb->scratch->colliderhash);
if (sb->scratch->needstobuildcollider) {
- if (query_external_colliders(scene, sb->collision_group, ob)) {
- ccd_build_deflector_hash(scene, sb->collision_group, ob, sb->scratch->colliderhash);
+ if (query_external_colliders(depsgraph, sb->collision_group)) {
+ ccd_build_deflector_hash(depsgraph, sb->collision_group, ob, sb->scratch->colliderhash);
}
sb->scratch->needstobuildcollider=0;
}
@@ -3554,12 +3522,12 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
sb->scratch->flag &= ~SBF_DOFUZZY;
/* do predictive euler step */
- softbody_calc_forces(scene, ob, forcetime, timedone/dtime);
+ softbody_calc_forces(depsgraph, scene, ob, forcetime, timedone/dtime);
softbody_apply_forces(ob, forcetime, 1, NULL, mid_flags);
/* crop new slope values to do averaged slope step */
- softbody_calc_forces(scene, ob, forcetime, timedone/dtime);
+ softbody_calc_forces(depsgraph, scene, ob, forcetime, timedone/dtime);
softbody_apply_forces(ob, forcetime, 2, &err, mid_flags);
softbody_apply_goalsnap(ob);
@@ -3640,7 +3608,7 @@ static void softbody_step(Scene *scene, Object *ob, SoftBody *sb, float dtime)
}
/* simulates one step. framenr is in frames */
-void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
+void sbObjectStep(struct Depsgraph *depsgraph, Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], int numVerts)
{
SoftBody *sb= ob->soft;
PointCache *cache;
@@ -3648,7 +3616,6 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i
float dtime, timescale;
int framedelta, framenr, startframe, endframe;
int cache_result;
-
cache= sb->pointcache;
framenr= (int)cfra;
@@ -3717,7 +3684,7 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i
}
/* try to read from cache */
- bool can_simulate = (framenr == sb->last_frame+1) && !(cache->flag & PTCACHE_BAKED);
+ bool can_simulate = (framenr == sb->last_frame + 1) && !(cache->flag & PTCACHE_BAKED);
cache_result = BKE_ptcache_read(&pid, (float)framenr+scene->r.subframe, can_simulate);
@@ -3757,7 +3724,7 @@ void sbObjectStep(Scene *scene, Object *ob, float cfra, float (*vertexCos)[3], i
dtime = framedelta*timescale;
/* do simulation */
- softbody_step(scene, ob, sb, dtime);
+ softbody_step(depsgraph, scene, ob, sb, dtime);
softbody_to_object(ob, vertexCos, numVerts, 0);