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-rw-r--r--source/blender/blenkernel/BKE_collision.h4
-rw-r--r--source/blender/blenkernel/BKE_effect.h2
-rw-r--r--source/blender/blenkernel/depsgraph_private.h10
-rw-r--r--source/blender/blenkernel/intern/collision.c18
-rw-r--r--source/blender/blenkernel/intern/depsgraph.c101
-rw-r--r--source/blender/blenkernel/intern/effect.c31
6 files changed, 89 insertions, 77 deletions
diff --git a/source/blender/blenkernel/BKE_collision.h b/source/blender/blenkernel/BKE_collision.h
index d5b4a584ec6..8fedcd4ab06 100644
--- a/source/blender/blenkernel/BKE_collision.h
+++ b/source/blender/blenkernel/BKE_collision.h
@@ -146,6 +146,10 @@ void collision_get_collider_velocity(float vel_old[3], float vel_new[3], struct
/////////////////////////////////////////////////
// used in effect.c
/////////////////////////////////////////////////
+
+/* explicit control over layer mask and dupli recursion */
+struct Object **get_collisionobjects_ext(struct Scene *scene, struct Object *self, struct Group *group, int layer, unsigned int *numcollobj, unsigned int modifier_type, bool dupli);
+
struct Object **get_collisionobjects(struct Scene *scene, struct Object *self, struct Group *group, unsigned int *numcollobj, unsigned int modifier_type);
typedef struct ColliderCache {
diff --git a/source/blender/blenkernel/BKE_effect.h b/source/blender/blenkernel/BKE_effect.h
index f8fee444d91..b934ec7166d 100644
--- a/source/blender/blenkernel/BKE_effect.h
+++ b/source/blender/blenkernel/BKE_effect.h
@@ -110,7 +110,7 @@ typedef struct EffectorCache {
} EffectorCache;
void free_partdeflect(struct PartDeflect *pd);
-struct ListBase *pdInitEffectors(struct Scene *scene, struct Object *ob_src, struct ParticleSystem *psys_src, struct EffectorWeights *weights, bool precalc);
+struct ListBase *pdInitEffectors(struct Scene *scene, struct Object *ob_src, struct ParticleSystem *psys_src, struct EffectorWeights *weights, bool for_simulation);
void pdEndEffectors(struct ListBase **effectors);
void pdPrecalculateEffectors(struct ListBase *effectors);
void pdDoEffectors(struct ListBase *effectors, struct ListBase *colliders, struct EffectorWeights *weights, struct EffectedPoint *point, float *force, float *impulse);
diff --git a/source/blender/blenkernel/depsgraph_private.h b/source/blender/blenkernel/depsgraph_private.h
index 7b3199efb41..69ca75836d9 100644
--- a/source/blender/blenkernel/depsgraph_private.h
+++ b/source/blender/blenkernel/depsgraph_private.h
@@ -34,6 +34,11 @@
#include "DNA_constraint_types.h"
#include "BKE_constraint.h"
+struct Scene;
+struct Group;
+struct EffectorWeights;
+struct ModifierData;
+
/* **** DAG relation types *** */
/* scene link to object */
@@ -152,6 +157,11 @@ DagNode *dag_get_node(DagForest *forest, void *fob);
DagNode *dag_get_sub_node(DagForest *forest, void *fob);
void dag_add_relation(DagForest *forest, DagNode *fob1, DagNode *fob2, short rel, const char *name);
+typedef bool (*DagCollobjFilterFunction)(struct Object *obj, struct ModifierData *md);
+
+void dag_add_collision_relations(DagForest *dag, struct Scene *scene, Object *ob, DagNode *node, struct Group *group, int layer, unsigned int modifier_type, DagCollobjFilterFunction fn, bool dupli, const char *name);
+void dag_add_forcefield_relations(DagForest *dag, struct Scene *scene, Object *ob, DagNode *node, struct EffectorWeights *eff, bool add_absorption, int skip_forcefield, const char *name);
+
void graph_print_queue(DagNodeQueue *nqueue);
void graph_print_queue_dist(DagNodeQueue *nqueue);
void graph_print_adj_list(DagForest *dag);
diff --git a/source/blender/blenkernel/intern/collision.c b/source/blender/blenkernel/intern/collision.c
index 8cac856b560..35a7aafdbde 100644
--- a/source/blender/blenkernel/intern/collision.c
+++ b/source/blender/blenkernel/intern/collision.c
@@ -503,12 +503,13 @@ static void add_collision_object(Object ***objs, unsigned int *numobj, unsigned
// return all collision objects in scene
// collision object will exclude self
-Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned int *numcollobj, unsigned int modifier_type)
+Object **get_collisionobjects_ext(Scene *scene, Object *self, Group *group, int layer, unsigned int *numcollobj, unsigned int modifier_type, bool dupli)
{
Base *base;
Object **objs;
GroupObject *go;
unsigned int numobj= 0, maxobj= 100;
+ int level = dupli ? 0 : 1;
objs= MEM_callocN(sizeof(Object *)*maxobj, "CollisionObjectsArray");
@@ -516,16 +517,14 @@ Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned
if (group) {
/* use specified group */
for (go= group->gobject.first; go; go= go->next)
- add_collision_object(&objs, &numobj, &maxobj, go->ob, self, 0, modifier_type);
+ add_collision_object(&objs, &numobj, &maxobj, go->ob, self, level, modifier_type);
}
else {
Scene *sce_iter;
/* add objects in same layer in scene */
for (SETLOOPER(scene, sce_iter, base)) {
- /* Need to check for active layers, too.
- Otherwise this check fails if the objects are not on the same layer - DG */
- if ((base->lay & self->lay) || (base->lay & scene->lay))
- add_collision_object(&objs, &numobj, &maxobj, base->object, self, 0, modifier_type);
+ if ( base->lay & layer )
+ add_collision_object(&objs, &numobj, &maxobj, base->object, self, level, modifier_type);
}
}
@@ -535,6 +534,13 @@ Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned
return objs;
}
+Object **get_collisionobjects(Scene *scene, Object *self, Group *group, unsigned int *numcollobj, unsigned int modifier_type)
+{
+ /* Need to check for active layers, too.
+ Otherwise this check fails if the objects are not on the same layer - DG */
+ return get_collisionobjects_ext(scene, self, group, self->lay | scene->lay, numcollobj, modifier_type, true);
+}
+
static void add_collider_cache_object(ListBase **objs, Object *ob, Object *self, int level)
{
CollisionModifierData *cmd= NULL;
diff --git a/source/blender/blenkernel/intern/depsgraph.c b/source/blender/blenkernel/intern/depsgraph.c
index 45a23c39910..5f8332dcf0c 100644
--- a/source/blender/blenkernel/intern/depsgraph.c
+++ b/source/blender/blenkernel/intern/depsgraph.c
@@ -59,11 +59,14 @@
#include "DNA_windowmanager_types.h"
#include "DNA_movieclip_types.h"
#include "DNA_mask_types.h"
+#include "DNA_modifier_types.h"
+#include "DNA_rigidbody_types.h"
#include "BKE_anim.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_DerivedMesh.h"
+#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_global.h"
@@ -450,49 +453,51 @@ static void dag_add_lamp_driver_relations(DagForest *dag, DagNode *node, Lamp *l
la->id.tag &= ~LIB_TAG_DOIT;
}
-static void check_and_create_collision_relation(DagForest *dag, Object *ob, DagNode *node, Object *ob1, int skip_forcefield, bool no_collision)
+static void create_collision_relation(DagForest *dag, DagNode *node, Object *ob1, const char *name)
{
- DagNode *node2;
- if (ob1->pd && (ob1->pd->deflect || ob1->pd->forcefield) && (ob1 != ob)) {
- if ((skip_forcefield && ob1->pd->forcefield == skip_forcefield) || (no_collision && ob1->pd->forcefield == 0))
- return;
- node2 = dag_get_node(dag, ob1);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Field Collision");
+ DagNode *node2 = dag_get_node(dag, ob1);
+ dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, name);
+}
+
+void dag_add_collision_relations(DagForest *dag, Scene *scene, Object *ob, DagNode *node, Group *group, int layer, unsigned int modifier_type, DagCollobjFilterFunction fn, bool dupli, const char *name)
+{
+ unsigned int numcollobj;
+ Object **collobjs = get_collisionobjects_ext(scene, ob, group, layer, &numcollobj, modifier_type, dupli);
+
+ for (unsigned int i = 0; i < numcollobj; i++) {
+ Object *ob1 = collobjs[i];
+
+ if (!fn || fn(ob1, modifiers_findByType(ob1, modifier_type))) {
+ create_collision_relation(dag, node, ob1, name);
+ }
}
+
+ if (collobjs)
+ MEM_freeN(collobjs);
}
-static void dag_add_collision_field_relation(DagForest *dag, Scene *scene, Object *ob, DagNode *node, int skip_forcefield, bool no_collision)
+void dag_add_forcefield_relations(DagForest *dag, Scene *scene, Object *ob, DagNode *node, EffectorWeights *effector_weights, bool add_absorption, int skip_forcefield, const char *name)
{
- Base *base;
- ParticleSystem *particle_system;
+ ListBase *effectors = pdInitEffectors(scene, ob, NULL, effector_weights, false);
- for (particle_system = ob->particlesystem.first;
- particle_system;
- particle_system = particle_system->next)
- {
- EffectorWeights *effector_weights = particle_system->part->effector_weights;
- if (effector_weights->group) {
- GroupObject *group_object;
+ if (effectors) {
+ for (EffectorCache *eff = effectors->first; eff; eff = eff->next) {
+ if (eff->ob != ob && eff->pd->forcefield != skip_forcefield) {
+ create_collision_relation(dag, node, eff->ob, name);
- for (group_object = effector_weights->group->gobject.first;
- group_object;
- group_object = group_object->next)
- {
- if ((group_object->ob->lay & ob->lay)) {
- check_and_create_collision_relation(dag, ob, node, group_object->ob, skip_forcefield, no_collision);
+ if (eff->pd->forcefield == PFIELD_SMOKEFLOW && eff->pd->f_source) {
+ create_collision_relation(dag, node, eff->pd->f_source, "Smoke Force Domain");
+ }
+
+ if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
+ /* Actual code uses get_collider_cache */
+ dag_add_collision_relations(dag, scene, ob, node, NULL, eff->ob->lay, eModifierType_Collision, NULL, true, "Force Absorption");
}
}
}
}
- /* would be nice to have a list of colliders here
- * so for now walk all objects in scene check 'same layer rule' */
- for (base = scene->base.first; base; base = base->next) {
- if ((base->lay & ob->lay)) {
- Object *ob1 = base->object;
- check_and_create_collision_relation(dag, ob, node, ob1, skip_forcefield, no_collision);
- }
- }
+ pdEndEffectors(&effectors);
}
static void build_dag_object(DagForest *dag, DagNode *scenenode, Main *bmain, Scene *scene, Object *ob, int mask)
@@ -643,23 +648,13 @@ static void build_dag_object(DagForest *dag, DagNode *scenenode, Main *bmain, Sc
}
}
- /* softbody collision */
+ /* rigidbody force fields */
if ((ob->type == OB_MESH) || (ob->type == OB_CURVE) || (ob->type == OB_LATTICE)) {
- if (ob->particlesystem.first ||
- modifiers_isModifierEnabled(ob, eModifierType_Softbody) ||
- modifiers_isModifierEnabled(ob, eModifierType_Cloth) ||
- modifiers_isModifierEnabled(ob, eModifierType_DynamicPaint))
- {
- dag_add_collision_field_relation(dag, scene, ob, node, 0, false); /* TODO: use effectorweight->group */
- }
- else if (modifiers_isModifierEnabled(ob, eModifierType_Smoke)) {
- dag_add_collision_field_relation(dag, scene, ob, node, PFIELD_SMOKEFLOW, false);
- }
- else if (ob->rigidbody_object) {
- dag_add_collision_field_relation(dag, scene, ob, node, 0, true);
+ if (ob->rigidbody_object && scene->rigidbody_world) {
+ dag_add_forcefield_relations(dag, scene, ob, node, scene->rigidbody_world->effector_weights, true, 0, "Force Field");
}
}
-
+
/* object data drivers */
if (ob->data) {
AnimData *adt = BKE_animdata_from_id((ID *)ob->data);
@@ -763,8 +758,6 @@ static void build_dag_object(DagForest *dag, DagNode *scenenode, Main *bmain, Sc
BoidRule *rule = NULL;
BoidState *state = NULL;
ParticleSettings *part = psys->part;
- ListBase *effectors = NULL;
- EffectorCache *eff;
if (part->adt) {
dag_add_driver_relation(part->adt, dag, node, 1);
@@ -803,18 +796,12 @@ static void build_dag_object(DagForest *dag, DagNode *scenenode, Main *bmain, Sc
}
}
- effectors = pdInitEffectors(scene, ob, psys, part->effector_weights, false);
-
- if (effectors) {
- for (eff = effectors->first; eff; eff = eff->next) {
- if (eff->psys) {
- node2 = dag_get_node(dag, eff->ob);
- dag_add_relation(dag, node2, node, DAG_RL_DATA_DATA | DAG_RL_OB_DATA, "Particle Field");
- }
- }
+ if (part->type != PART_HAIR) {
+ /* Actual code uses get_collider_cache */
+ dag_add_collision_relations(dag, scene, ob, node, part->collision_group, ob->lay, eModifierType_Collision, NULL, true, "Particle Collision");
}
- pdEndEffectors(&effectors);
+ dag_add_forcefield_relations(dag, scene, ob, node, part->effector_weights, part->type == PART_HAIR, 0, "Particle Force Field");
if (part->boids) {
for (state = part->boids->states.first; state; state = state->next) {
diff --git a/source/blender/blenkernel/intern/effect.c b/source/blender/blenkernel/intern/effect.c
index 5090e46f1fc..7e6897a2858 100644
--- a/source/blender/blenkernel/intern/effect.c
+++ b/source/blender/blenkernel/intern/effect.c
@@ -155,15 +155,20 @@ static EffectorCache *new_effector_cache(Scene *scene, Object *ob, ParticleSyste
eff->frame = -1;
return eff;
}
-static void add_object_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, Object *ob_src)
+static void add_object_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, Object *ob_src, bool for_simulation)
{
EffectorCache *eff = NULL;
- if ( ob == ob_src || weights->weight[ob->pd->forcefield] == 0.0f )
+ if ( ob == ob_src )
return;
- if (ob->pd->shape == PFIELD_SHAPE_POINTS && !ob->derivedFinal )
- return;
+ if (for_simulation) {
+ if (weights->weight[ob->pd->forcefield] == 0.0f )
+ return;
+
+ if (ob->pd->shape == PFIELD_SHAPE_POINTS && !ob->derivedFinal )
+ return;
+ }
if (*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
@@ -175,7 +180,7 @@ static void add_object_to_effectors(ListBase **effectors, Scene *scene, Effector
BLI_addtail(*effectors, eff);
}
-static void add_particles_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, ParticleSystem *psys, ParticleSystem *psys_src)
+static void add_particles_to_effectors(ListBase **effectors, Scene *scene, EffectorWeights *weights, Object *ob, ParticleSystem *psys, ParticleSystem *psys_src, bool for_simulation)
{
ParticleSettings *part= psys->part;
@@ -185,14 +190,14 @@ static void add_particles_to_effectors(ListBase **effectors, Scene *scene, Effec
if ( psys == psys_src && (part->flag & PART_SELF_EFFECT) == 0)
return;
- if ( part->pd && part->pd->forcefield && weights->weight[part->pd->forcefield] != 0.0f) {
+ if ( part->pd && part->pd->forcefield && (!for_simulation || weights->weight[part->pd->forcefield] != 0.0f)) {
if (*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
BLI_addtail(*effectors, new_effector_cache(scene, ob, psys, part->pd));
}
- if (part->pd2 && part->pd2->forcefield && weights->weight[part->pd2->forcefield] != 0.0f) {
+ if (part->pd2 && part->pd2->forcefield && (!for_simulation || weights->weight[part->pd2->forcefield] != 0.0f)) {
if (*effectors == NULL)
*effectors = MEM_callocN(sizeof(ListBase), "effectors list");
@@ -202,7 +207,7 @@ static void add_particles_to_effectors(ListBase **effectors, Scene *scene, Effec
/* returns ListBase handle with objects taking part in the effecting */
ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src,
- EffectorWeights *weights, bool precalc)
+ EffectorWeights *weights, bool for_simulation)
{
Base *base;
unsigned int layer= ob_src->lay;
@@ -214,13 +219,13 @@ ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src
for (go= weights->group->gobject.first; go; go= go->next) {
if ( (go->ob->lay & layer) ) {
if ( go->ob->pd && go->ob->pd->forcefield )
- add_object_to_effectors(&effectors, scene, weights, go->ob, ob_src);
+ add_object_to_effectors(&effectors, scene, weights, go->ob, ob_src, for_simulation);
if ( go->ob->particlesystem.first ) {
ParticleSystem *psys= go->ob->particlesystem.first;
for ( ; psys; psys=psys->next )
- add_particles_to_effectors(&effectors, scene, weights, go->ob, psys, psys_src);
+ add_particles_to_effectors(&effectors, scene, weights, go->ob, psys, psys_src, for_simulation);
}
}
}
@@ -229,19 +234,19 @@ ListBase *pdInitEffectors(Scene *scene, Object *ob_src, ParticleSystem *psys_src
for (base = scene->base.first; base; base= base->next) {
if ( (base->lay & layer) ) {
if ( base->object->pd && base->object->pd->forcefield )
- add_object_to_effectors(&effectors, scene, weights, base->object, ob_src);
+ add_object_to_effectors(&effectors, scene, weights, base->object, ob_src, for_simulation);
if ( base->object->particlesystem.first ) {
ParticleSystem *psys= base->object->particlesystem.first;
for ( ; psys; psys=psys->next )
- add_particles_to_effectors(&effectors, scene, weights, base->object, psys, psys_src);
+ add_particles_to_effectors(&effectors, scene, weights, base->object, psys, psys_src, for_simulation);
}
}
}
}
- if (precalc)
+ if (for_simulation)
pdPrecalculateEffectors(effectors);
return effectors;