diff options
Diffstat (limited to 'source/blender/blenkernel')
-rw-r--r-- | source/blender/blenkernel/BKE_collision.h | 4 | ||||
-rw-r--r-- | source/blender/blenkernel/BKE_effect.h | 2 | ||||
-rw-r--r-- | source/blender/blenkernel/depsgraph_private.h | 10 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/collision.c | 18 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/depsgraph.c | 101 | ||||
-rw-r--r-- | source/blender/blenkernel/intern/effect.c | 31 |
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; |