rigidbody: Avoid unnecessary simulation updates
Now we flag the world for update on frame change and only call BKE_rigidbody_do_simulation() when needed.
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@@ -1223,6 +1223,8 @@ void BKE_rigidbody_do_simulation(Scene *scene, float ctime)
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BKE_ptcache_id_time(&pid, scene, ctime, &startframe, &endframe, NULL);
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cache = rbw->pointcache;
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rbw->flag &= ~RBW_FLAG_FRAME_UPDATE;
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/* flag cache as outdated if we don't have a world or number of objects in the simulation has changed */
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if (rbw->physics_world == NULL || rbw->numbodies != BLI_countlist(&rbw->group->gobject)) {
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cache->flag |= PTCACHE_OUTDATED;
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@@ -1089,6 +1089,15 @@ static void scene_depsgraph_hack(Scene *scene, Scene *scene_parent)
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}
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static void scene_flag_rbw_recursive(Scene *scene)
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{
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if (scene->set)
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scene_flag_rbw_recursive(scene->set);
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if (BKE_scene_check_rigidbody_active(scene))
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scene->rigidbody_world->flag |= RBW_FLAG_FRAME_UPDATE;
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}
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static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scene_parent)
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{
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Base *base;
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@@ -1106,8 +1115,7 @@ static void scene_update_tagged_recursive(Main *bmain, Scene *scene, Scene *scen
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*/
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// XXX: this position may still change, objects not being updated correctly before simulation is run
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// NOTE: current position is so that rigidbody sim affects other objects
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// FIXME: this now gets executed on every update, not just frame change now!!!
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if (BKE_scene_check_rigidbody_active(scene)) {
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if (BKE_scene_check_rigidbody_active(scene) && scene->rigidbody_world->flag & RBW_FLAG_FRAME_UPDATE) {
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/* we use frame time of parent (this is "scene" itself for top-level of sets recursion),
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* as that is the active scene controlling all timing in file at the moment
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*/
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@@ -1230,6 +1238,9 @@ void BKE_scene_update_for_newframe(Main *bmain, Scene *sce, unsigned int lay)
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tag_main_idcode(bmain, ID_MA, FALSE);
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tag_main_idcode(bmain, ID_LA, FALSE);
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/* flag rigid body worlds for update */
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scene_flag_rbw_recursive(sce);
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/* BKE_object_handle_update() on all objects, groups and sets */
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scene_update_tagged_recursive(bmain, sce, sce);
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@@ -80,7 +80,9 @@ typedef enum eRigidBodyWorld_Flag {
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/* sim data needs to be rebuilt */
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RBW_FLAG_NEEDS_REBUILD = (1 << 1),
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/* usse split impulse when stepping the simulation */
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RBW_FLAG_USE_SPLIT_IMPULSE = (1 << 2)
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RBW_FLAG_USE_SPLIT_IMPULSE = (1 << 2),
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/* need to step simulation after frame update */
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RBW_FLAG_FRAME_UPDATE = (1 << 3)
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} eRigidBodyWorld_Flag;
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/* ******************************** */
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