Files
test2/source/blender/blenkernel/BKE_object.h
Matt Ebb 33f880e866 Restored Fluid Sim baking
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for
a while, and was previously almost completely non-functional. The old 
code was quite complicated and specific to the 2.4 animation system, so I've 
pretty much rewritten most of it.

This includes:
* Animated variables work again - just key them in the UI. Non-animateable values
should be already set non-animateable in RNA, hopefully I got them all.

Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale / 
Object initial velocity / Deforming meshes / Fluid control Attract strength / 
Fluid control Attract radius / Fluid control Velocity strength / 
Fluid control Velocity radius / Object Active status (checkbox next to fluid type)

The Domain time scale is still not yet implemented.

* Fluid sim now use global scene units data by default - when enabled, the 
scene's global gravity value is used and when units are set (metric/imperial)
the simulation real world size is taken from the object's actual measurements.

* The baking process is now done in the background, using the nifty threaded
Jobs system. It's non-blocking and your domain object will show the simulated
fluid as it becomes available for that frame.

A nice extra thing for the future would be to improve the visualisation of the 
object's state while baking, and also the jobs system/ui could do with some
touchups - currently it has to share a bit from the 'render' job, and appears as
'Render' in the header. Progress bars for jobs in the header would be great too.
2010-03-25 06:27:25 +00:00

144 lines
5.3 KiB
C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
* General operations, lookup, etc. for blender objects.
*/
#ifndef BKE_OBJECT_H
#define BKE_OBJECT_H
#ifdef __cplusplus
extern "C" {
#endif
struct Base;
struct Scene;
struct Object;
struct Camera;
struct BoundBox;
struct View3D;
struct SoftBody;
struct BulletSoftBody;
struct Group;
struct bAction;
struct RenderData;
void clear_workob(struct Object *workob);
void what_does_parent(struct Scene *scene, struct Object *ob, struct Object *workob);
void copy_baseflags(struct Scene *scene);
void copy_objectflags(struct Scene *scene);
struct SoftBody *copy_softbody(struct SoftBody *sb);
struct BulletSoftBody *copy_bulletsoftbody(struct BulletSoftBody *sb);
void copy_object_particlesystems(struct Object *obn, struct Object *ob);
void copy_object_softbody(struct Object *obn, struct Object *ob);
void object_free_particlesystems(struct Object *ob);
void object_free_softbody(struct Object *ob);
void object_free_bulletsoftbody(struct Object *ob);
void update_base_layer(struct Scene *scene, struct Object *ob);
void free_object(struct Object *ob);
void object_free_display(struct Object *ob);
void object_link_modifiers(struct Object *ob, struct Object *from);
void object_free_modifiers(struct Object *ob);
void object_make_proxy(struct Object *ob, struct Object *target, struct Object *gob);
void object_copy_proxy_drivers(struct Object *ob, struct Object *target);
void unlink_object(struct Scene *scene, struct Object *ob);
int exist_object(struct Object *obtest);
void *add_camera(char *name);
struct Camera *copy_camera(struct Camera *cam);
void make_local_camera(struct Camera *cam);
float dof_camera(struct Object *ob);
void *add_lamp(char *name);
struct Lamp *copy_lamp(struct Lamp *la);
void make_local_lamp(struct Lamp *la);
void free_camera(struct Camera *ca);
void free_lamp(struct Lamp *la);
void *add_wave(void);
struct Object *add_only_object(int type, char *name);
struct Object *add_object(struct Scene *scene, int type);
struct Object *copy_object(struct Object *ob);
void expand_local_object(struct Object *ob);
void make_local_object(struct Object *ob);
int object_data_is_libdata(struct Object *ob);
void set_mblur_offs(float blur);
void set_field_offs(float field);
void disable_speed_curve(int val);
float bsystem_time(struct Scene *scene, struct Object *ob, float cfra, float ofs);
void object_scale_to_mat3(struct Object *ob, float mat[][3]);
void object_rot_to_mat3(struct Object *ob, float mat[][3]);
void object_mat3_to_rot(struct Object *ob, float mat[][3], int use_compat);
void object_to_mat3(struct Object *ob, float mat[][3]);
void object_to_mat4(struct Object *ob, float mat[][4]);
void object_apply_mat4(struct Object *ob, float mat[][4]);
void set_no_parent_ipo(int val);
void where_is_object_time(struct Scene *scene, struct Object *ob, float ctime);
void where_is_object(struct Scene *scene, struct Object *ob);
void where_is_object_simul(struct Scene *scene, struct Object *ob);
struct BoundBox *unit_boundbox(void);
void boundbox_set_from_min_max(struct BoundBox *bb, float min[3], float max[3]);
struct BoundBox *object_get_boundbox(struct Object *ob);
void object_get_dimensions(struct Object *ob, float *value);
void object_set_dimensions(struct Object *ob, const float *value);
void object_boundbox_flag(struct Object *ob, int flag, int set);
void minmax_object(struct Object *ob, float *min, float *max);
int minmax_object_duplis(struct Scene *scene, struct Object *ob, float *min, float *max);
void solve_tracking (struct Object *ob, float targetmat[][4]);
int ray_hit_boundbox(struct BoundBox *bb, float ray_start[3], float ray_normal[3]);
void *object_tfm_backup(struct Object *ob);
void object_tfm_restore(struct Object *ob, void *obtfm_pt);
void object_handle_update(struct Scene *scene, struct Object *ob);
float give_timeoffset(struct Object *ob);
int give_obdata_texspace(struct Object *ob, short **texflag, float **loc, float **size, float **rot);
int object_insert_ptcache(struct Object *ob);
// void object_delete_ptcache(struct Object *ob, int index);
struct KeyBlock *object_insert_shape_key(struct Scene *scene, struct Object *ob, char *name, int from_mix);
void object_camera_matrix(
struct RenderData *rd, struct Object *camera, int winx, int winy, short field_second,
float winmat[][4], struct rctf *viewplane, float *clipsta, float *clipend, float *lens, float *ycor,
float *viewdx, float *viewdy);
#ifdef __cplusplus
}
#endif
#endif