A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
233 lines
8.2 KiB
C++
233 lines
8.2 KiB
C++
/* SPDX-FileCopyrightText: 2018 Blender Foundation
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup depsgraph
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*
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* Physics utilities for effectors and collision.
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*/
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#include "intern/depsgraph_physics.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_compiler_compat.h"
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#include "BLI_listbase.h"
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#include "BKE_collision.h"
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#include "BKE_effect.h"
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#include "BKE_modifier.h"
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#include "DNA_collection_types.h"
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#include "DNA_object_force_types.h"
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#include "DNA_object_types.h"
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#include "DEG_depsgraph_build.h"
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#include "DEG_depsgraph_physics.h"
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#include "DEG_depsgraph_query.h"
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#include "depsgraph.h"
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namespace deg = blender::deg;
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/*************************** Evaluation Query API *****************************/
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static ePhysicsRelationType modifier_to_relation_type(uint modifier_type)
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{
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switch (modifier_type) {
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case eModifierType_Collision:
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return DEG_PHYSICS_COLLISION;
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case eModifierType_Fluid:
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return DEG_PHYSICS_SMOKE_COLLISION;
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case eModifierType_DynamicPaint:
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return DEG_PHYSICS_DYNAMIC_BRUSH;
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}
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BLI_assert_msg(0, "Unknown collision modifier type");
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return DEG_PHYSICS_RELATIONS_NUM;
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}
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/* Get ID from an ID type object, in a safe manner. This means that object can be nullptr,
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* in which case the function returns nullptr.
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*/
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template<class T> static ID *object_id_safe(T *object)
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{
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if (object == nullptr) {
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return nullptr;
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}
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return &object->id;
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}
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ListBase *DEG_get_effector_relations(const Depsgraph *graph, Collection *collection)
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{
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const deg::Depsgraph *deg_graph = reinterpret_cast<const deg::Depsgraph *>(graph);
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blender::Map<const ID *, ListBase *> *hash = deg_graph->physics_relations[DEG_PHYSICS_EFFECTOR];
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if (hash == nullptr) {
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return nullptr;
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}
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/* NOTE: nullptr is a valid lookup key here as it means that the relation is not bound to a
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* specific collection. */
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ID *collection_orig = DEG_get_original_id(object_id_safe(collection));
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return hash->lookup_default(collection_orig, nullptr);
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}
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ListBase *DEG_get_collision_relations(const Depsgraph *graph,
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Collection *collection,
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uint modifier_type)
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{
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const deg::Depsgraph *deg_graph = reinterpret_cast<const deg::Depsgraph *>(graph);
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const ePhysicsRelationType type = modifier_to_relation_type(modifier_type);
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blender::Map<const ID *, ListBase *> *hash = deg_graph->physics_relations[type];
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if (hash == nullptr) {
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return nullptr;
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}
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/* NOTE: nullptr is a valid lookup key here as it means that the relation is not bound to a
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* specific collection. */
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ID *collection_orig = DEG_get_original_id(object_id_safe(collection));
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return hash->lookup_default(collection_orig, nullptr);
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}
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/********************** Depsgraph Building API ************************/
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void DEG_add_collision_relations(DepsNodeHandle *handle,
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Object *object,
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Collection *collection,
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uint modifier_type,
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DEG_CollobjFilterFunction filter_function,
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const char *name)
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{
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Depsgraph *depsgraph = DEG_get_graph_from_handle(handle);
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deg::Depsgraph *deg_graph = (deg::Depsgraph *)depsgraph;
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ListBase *relations = build_collision_relations(deg_graph, collection, modifier_type);
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LISTBASE_FOREACH (CollisionRelation *, relation, relations) {
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Object *ob1 = relation->ob;
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if (ob1 == object) {
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continue;
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}
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if (filter_function == nullptr ||
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filter_function(ob1, BKE_modifiers_findby_type(ob1, (ModifierType)modifier_type)))
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{
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DEG_add_object_pointcache_relation(handle, ob1, DEG_OB_COMP_TRANSFORM, name);
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DEG_add_object_pointcache_relation(handle, ob1, DEG_OB_COMP_GEOMETRY, name);
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}
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}
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}
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void DEG_add_forcefield_relations(DepsNodeHandle *handle,
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Object *object,
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EffectorWeights *effector_weights,
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bool add_absorption,
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int skip_forcefield,
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const char *name)
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{
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Depsgraph *depsgraph = DEG_get_graph_from_handle(handle);
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deg::Depsgraph *deg_graph = (deg::Depsgraph *)depsgraph;
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ListBase *relations = build_effector_relations(deg_graph, effector_weights->group);
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LISTBASE_FOREACH (EffectorRelation *, relation, relations) {
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if (relation->ob == object) {
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continue;
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}
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if (relation->pd->forcefield == skip_forcefield) {
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continue;
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}
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/* Relation to forcefield object, optionally including geometry.
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* Use special point cache relations for automatic cache clearing. */
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DEG_add_object_pointcache_relation(handle, relation->ob, DEG_OB_COMP_TRANSFORM, name);
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if (relation->psys || ELEM(relation->pd->shape, PFIELD_SHAPE_SURFACE, PFIELD_SHAPE_POINTS) ||
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relation->pd->forcefield == PFIELD_GUIDE)
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{
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/* TODO(sergey): Consider going more granular with more dedicated
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* particle system operation. */
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DEG_add_object_pointcache_relation(handle, relation->ob, DEG_OB_COMP_GEOMETRY, name);
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}
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/* Smoke flow relations. */
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if (relation->pd->forcefield == PFIELD_FLUIDFLOW && relation->pd->f_source != nullptr) {
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DEG_add_object_pointcache_relation(
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handle, relation->pd->f_source, DEG_OB_COMP_TRANSFORM, "Fluid Force Domain");
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DEG_add_object_pointcache_relation(
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handle, relation->pd->f_source, DEG_OB_COMP_GEOMETRY, "Fluid Force Domain");
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}
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/* Absorption forces need collision relation. */
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if (add_absorption && (relation->pd->flag & PFIELD_VISIBILITY)) {
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DEG_add_collision_relations(
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handle, object, nullptr, eModifierType_Collision, nullptr, "Force Absorption");
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}
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}
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}
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/******************************** Internal API ********************************/
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namespace blender::deg {
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ListBase *build_effector_relations(Depsgraph *graph, Collection *collection)
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{
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Map<const ID *, ListBase *> *hash = graph->physics_relations[DEG_PHYSICS_EFFECTOR];
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if (hash == nullptr) {
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graph->physics_relations[DEG_PHYSICS_EFFECTOR] = new Map<const ID *, ListBase *>();
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hash = graph->physics_relations[DEG_PHYSICS_EFFECTOR];
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}
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/* If collection is nullptr still use it as a key.
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* In this case the BKE_effector_relations_create() will create relates for all bases in the
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* view layer.
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*/
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ID *collection_id = object_id_safe(collection);
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return hash->lookup_or_add_cb(collection_id, [&]() {
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::Depsgraph *depsgraph = reinterpret_cast<::Depsgraph *>(graph);
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return BKE_effector_relations_create(depsgraph, graph->scene, graph->view_layer, collection);
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});
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}
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ListBase *build_collision_relations(Depsgraph *graph, Collection *collection, uint modifier_type)
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{
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const ePhysicsRelationType type = modifier_to_relation_type(modifier_type);
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Map<const ID *, ListBase *> *hash = graph->physics_relations[type];
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if (hash == nullptr) {
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graph->physics_relations[type] = new Map<const ID *, ListBase *>();
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hash = graph->physics_relations[type];
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}
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/* If collection is nullptr still use it as a key.
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* In this case the BKE_collision_relations_create() will create relates for all bases in the
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* view layer.
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*/
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ID *collection_id = object_id_safe(collection);
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return hash->lookup_or_add_cb(collection_id, [&]() {
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::Depsgraph *depsgraph = reinterpret_cast<::Depsgraph *>(graph);
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return BKE_collision_relations_create(depsgraph, collection, modifier_type);
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});
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}
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void clear_physics_relations(Depsgraph *graph)
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{
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for (int i = 0; i < DEG_PHYSICS_RELATIONS_NUM; i++) {
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Map<const ID *, ListBase *> *hash = graph->physics_relations[i];
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if (hash) {
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const ePhysicsRelationType type = (ePhysicsRelationType)i;
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switch (type) {
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case DEG_PHYSICS_EFFECTOR:
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for (ListBase *list : hash->values()) {
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BKE_effector_relations_free(list);
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}
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break;
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case DEG_PHYSICS_COLLISION:
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case DEG_PHYSICS_SMOKE_COLLISION:
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case DEG_PHYSICS_DYNAMIC_BRUSH:
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for (ListBase *list : hash->values()) {
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BKE_collision_relations_free(list);
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}
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break;
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case DEG_PHYSICS_RELATIONS_NUM:
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break;
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}
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delete hash;
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graph->physics_relations[i] = nullptr;
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}
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}
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}
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} // namespace blender::deg
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