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/*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
#include "SIM_simulation_update.hh"
#include "BKE_customdata.h"
#include "BKE_simulation.h"
#include "DNA_scene_types.h"
#include "DNA_simulation_types.h"
#include "DEG_depsgraph_query.h"
#include "BLI_array.hh"
#include "BLI_float3.hh"
#include "BLI_listbase.h"
#include "BLI_map.hh"
#include "BLI_rand.h"
#include "BLI_vector.hh"
#include "particle_function.hh"
#include "simulation_collect_influences.hh"
#include "simulation_solver.hh"
namespace blender::sim {
static void copy_states_to_cow(const Simulation *simulation_orig, Simulation *simulation_cow)
{
BKE_simulation_state_remove_all(simulation_cow);
simulation_cow->current_frame = simulation_orig->current_frame;
LISTBASE_FOREACH (const SimulationState *, state_orig, &simulation_orig->states) {
SimulationState *state_cow = BKE_simulation_state_add(
simulation_cow, state_orig->type, state_orig->name);
BKE_simulation_state_copy_data(state_orig, state_cow);
}
}
static void remove_unused_states(Simulation *simulation, const RequiredStates &required_states)
{
LISTBASE_FOREACH_MUTABLE (SimulationState *, state, &simulation->states) {
if (!required_states.is_required(state->name, state->type)) {
BKE_simulation_state_remove(simulation, state);
}
}
}
static void add_missing_states(Simulation *simulation, const RequiredStates &required_states)
{
for (auto &&item : required_states.states().items()) {
const char *name = item.key.c_str();
const char *type = item.value;
SimulationState *state = BKE_simulation_state_try_find_by_name_and_type(
simulation, name, type);
if (state == nullptr) {
BKE_simulation_state_add(simulation, type, name);
}
}
}
static void reinitialize_empty_simulation_states(Simulation *simulation,
const RequiredStates &required_states)
{
remove_unused_states(simulation, required_states);
BKE_simulation_state_reset_all(simulation);
add_missing_states(simulation, required_states);
}
static void update_simulation_state_list(Simulation *simulation,
const RequiredStates &required_states)
{
remove_unused_states(simulation, required_states);
add_missing_states(simulation, required_states);
}
void update_simulation_in_depsgraph(Depsgraph *depsgraph,
Scene *scene_cow,
Simulation *simulation_cow)
{
int current_frame = scene_cow->r.cfra;
if (simulation_cow->current_frame == current_frame) {
return;
}
/* Below we modify the original state/cache. Only the active depsgraph is allowed to do that. */
if (!DEG_is_active(depsgraph)) {
return;
}
Simulation *simulation_orig = (Simulation *)DEG_get_original_id(&simulation_cow->id);
ResourceCollector resources;
SimulationInfluences influences;
RequiredStates required_states;
collect_simulation_influences(*simulation_cow, resources, influences, required_states);
if (current_frame == 1) {
reinitialize_empty_simulation_states(simulation_orig, required_states);
initialize_simulation_states(*simulation_orig, *depsgraph, influences);
simulation_orig->current_frame = 1;
copy_states_to_cow(simulation_orig, simulation_cow);
}
else if (current_frame == simulation_orig->current_frame + 1) {
update_simulation_state_list(simulation_orig, required_states);
float time_step = 1.0f / 24.0f;
solve_simulation_time_step(*simulation_orig, *depsgraph, influences, time_step);
simulation_orig->current_frame = current_frame;
copy_states_to_cow(simulation_orig, simulation_cow);
}
}
} // namespace blender::sim
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