Simulation: separate code from node tree parsing and solver

This commit is contained in:
Jacques Lucke 2020-07-17 20:51:52 +02:00
parent 69d14c0ddb
commit 25582aef61
4 changed files with 213 additions and 118 deletions

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@ -38,15 +38,18 @@ set(INC_SYS
set(SRC
intern/SIM_mass_spring.cpp
intern/ConstrainedConjugateGradient.h
intern/eigen_utils.h
intern/hair_volume.cpp
intern/implicit.h
intern/implicit_blender.c
intern/implicit_eigen.cpp
intern/simulation_solver.cc
intern/particle_function.cc
intern/simulation_update.cc
intern/ConstrainedConjugateGradient.h
intern/eigen_utils.h
intern/implicit.h
intern/simulation_solver.hh
SIM_mass_spring.h
SIM_particle_function.hh
SIM_simulation_update.hh

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@ -0,0 +1,138 @@
/*
* 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 "simulation_solver.hh"
#include "BKE_customdata.h"
#include "BLI_rand.hh"
namespace blender::sim {
ParticleForce::~ParticleForce()
{
}
class CustomDataAttributesRef {
private:
Vector<void *> buffers_;
uint size_;
std::unique_ptr<fn::AttributesInfo> info_;
public:
CustomDataAttributesRef(CustomData &custom_data, uint size)
{
fn::AttributesInfoBuilder builder;
for (const CustomDataLayer &layer : Span(custom_data.layers, custom_data.totlayer)) {
buffers_.append(layer.data);
switch (layer.type) {
case CD_PROP_INT32: {
builder.add<int32_t>(layer.name, 0);
break;
}
case CD_PROP_FLOAT3: {
builder.add<float3>(layer.name, {0, 0, 0});
break;
}
}
}
info_ = std::make_unique<fn::AttributesInfo>(builder);
size_ = size;
}
operator fn::MutableAttributesRef()
{
return fn::MutableAttributesRef(*info_, buffers_, size_);
}
operator fn::AttributesRef() const
{
return fn::AttributesRef(*info_, buffers_, size_);
}
};
static void ensure_attributes_exist(ParticleSimulationState *state)
{
if (CustomData_get_layer_named(&state->attributes, CD_PROP_FLOAT3, "Position") == nullptr) {
CustomData_add_layer_named(
&state->attributes, CD_PROP_FLOAT3, CD_CALLOC, nullptr, state->tot_particles, "Position");
}
if (CustomData_get_layer_named(&state->attributes, CD_PROP_FLOAT3, "Velocity") == nullptr) {
CustomData_add_layer_named(
&state->attributes, CD_PROP_FLOAT3, CD_CALLOC, nullptr, state->tot_particles, "Velocity");
}
if (CustomData_get_layer_named(&state->attributes, CD_PROP_INT32, "ID") == nullptr) {
CustomData_add_layer_named(
&state->attributes, CD_PROP_INT32, CD_CALLOC, nullptr, state->tot_particles, "ID");
}
}
void initialize_simulation_states(Simulation &simulation,
Depsgraph &UNUSED(depsgraph),
const SimulationInfluences &UNUSED(influences))
{
RandomNumberGenerator rng;
LISTBASE_FOREACH (ParticleSimulationState *, state, &simulation.states) {
state->tot_particles = 1000;
CustomData_realloc(&state->attributes, state->tot_particles);
ensure_attributes_exist(state);
CustomDataAttributesRef custom_data_attributes{state->attributes, (uint)state->tot_particles};
fn::MutableAttributesRef attributes = custom_data_attributes;
MutableSpan<float3> positions = attributes.get<float3>("Position");
MutableSpan<float3> velocities = attributes.get<float3>("Velocity");
MutableSpan<int32_t> ids = attributes.get<int32_t>("ID");
for (uint i : positions.index_range()) {
positions[i] = {i / 100.0f, 0, 0};
velocities[i] = {0, rng.get_float() - 0.5f, rng.get_float() - 0.5f};
ids[i] = i;
}
}
}
void solve_simulation_time_step(Simulation &simulation,
Depsgraph &UNUSED(depsgraph),
const SimulationInfluences &influences,
float time_step)
{
LISTBASE_FOREACH (ParticleSimulationState *, state, &simulation.states) {
ensure_attributes_exist(state);
CustomDataAttributesRef custom_data_attributes{state->attributes, (uint)state->tot_particles};
fn::MutableAttributesRef attributes = custom_data_attributes;
MutableSpan<float3> positions = attributes.get<float3>("Position");
MutableSpan<float3> velocities = attributes.get<float3>("Velocity");
Array<float3> force_vectors{(uint)state->tot_particles, {0, 0, 0}};
const Vector<const ParticleForce *> *forces = influences.particle_forces.lookup_ptr(state);
if (forces != nullptr) {
for (const ParticleForce *force : *forces) {
force->add_force(attributes, force_vectors);
}
}
for (uint i : positions.index_range()) {
velocities[i] += force_vectors[i] * time_step;
positions[i] += velocities[i] * time_step;
}
}
}
} // namespace blender::sim

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@ -0,0 +1,53 @@
/*
* 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.
*/
#ifndef __SIM_SIMULATION_SOLVER_HH__
#define __SIM_SIMULATION_SOLVER_HH__
#include "BLI_float3.hh"
#include "BLI_span.hh"
#include "DNA_simulation_types.h"
#include "FN_attributes_ref.hh"
struct Depsgraph;
namespace blender::sim {
class ParticleForce {
public:
virtual ~ParticleForce();
virtual void add_force(fn::AttributesRef attributes,
MutableSpan<float3> r_combined_force) const = 0;
};
struct SimulationInfluences {
Map<const ParticleSimulationState *, Vector<const ParticleForce *>> particle_forces;
};
void initialize_simulation_states(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences);
void solve_simulation_time_step(Simulation &simulation,
Depsgraph &depsgraph,
const SimulationInfluences &influences,
float time_step);
} // namespace blender::sim
#endif /* __SIM_SIMULATION_SOLVER_HH__ */

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@ -38,28 +38,14 @@
#include "FN_multi_function_network_evaluation.hh"
#include "FN_multi_function_network_optimization.hh"
#include "simulation_solver.hh"
extern "C" {
void WM_clipboard_text_set(const char *buf, bool selection);
}
namespace blender::sim {
static void ensure_attributes_exist(ParticleSimulationState *state)
{
if (CustomData_get_layer_named(&state->attributes, CD_PROP_FLOAT3, "Position") == nullptr) {
CustomData_add_layer_named(
&state->attributes, CD_PROP_FLOAT3, CD_CALLOC, nullptr, state->tot_particles, "Position");
}
if (CustomData_get_layer_named(&state->attributes, CD_PROP_FLOAT3, "Velocity") == nullptr) {
CustomData_add_layer_named(
&state->attributes, CD_PROP_FLOAT3, CD_CALLOC, nullptr, state->tot_particles, "Velocity");
}
if (CustomData_get_layer_named(&state->attributes, CD_PROP_INT32, "ID") == nullptr) {
CustomData_add_layer_named(
&state->attributes, CD_PROP_INT32, CD_CALLOC, nullptr, state->tot_particles, "ID");
}
}
static void copy_states_to_cow(Simulation *simulation_orig, Simulation *simulation_cow)
{
BKE_simulation_state_remove_all(simulation_cow);
@ -142,44 +128,6 @@ static Map<const fn::MFOutputSocket *, std::string> deduplicate_attribute_nodes(
return attribute_inputs;
}
class CustomDataAttributesRef {
private:
Vector<void *> buffers_;
uint size_;
std::unique_ptr<fn::AttributesInfo> info_;
public:
CustomDataAttributesRef(CustomData &custom_data, uint size)
{
fn::AttributesInfoBuilder builder;
for (const CustomDataLayer &layer : Span(custom_data.layers, custom_data.totlayer)) {
buffers_.append(layer.data);
switch (layer.type) {
case CD_PROP_INT32: {
builder.add<int32_t>(layer.name, 0);
break;
}
case CD_PROP_FLOAT3: {
builder.add<float3>(layer.name, {0, 0, 0});
break;
}
}
}
info_ = std::make_unique<fn::AttributesInfo>(builder);
size_ = size;
}
operator fn::MutableAttributesRef()
{
return fn::MutableAttributesRef(*info_, buffers_, size_);
}
operator fn::AttributesRef() const
{
return fn::AttributesRef(*info_, buffers_, size_);
}
};
static std::string dnode_to_path(const nodes::DNode &dnode)
{
std::string path;
@ -325,13 +273,6 @@ static const ParticleFunction *create_particle_function_for_inputs(
return &particle_fn;
}
class ParticleForce {
public:
virtual ~ParticleForce() = default;
virtual void add_force(fn::AttributesRef attributes,
MutableSpan<float3> r_combined_force) const = 0;
};
class ParticleFunctionForce : public ParticleForce {
private:
const ParticleFunction &particle_fn_;
@ -383,20 +324,21 @@ static Vector<const ParticleForce *> create_forces_for_particle_simulation(
return forces;
}
static Map<std::string, Vector<const ParticleForce *>> collect_forces(
nodes::MFNetworkTreeMap &network_map,
ResourceCollector &resources,
const Map<const fn::MFOutputSocket *, std::string> &attribute_inputs)
static void collect_forces(Simulation &simulation,
nodes::MFNetworkTreeMap &network_map,
ResourceCollector &resources,
const Map<const fn::MFOutputSocket *, std::string> &attribute_inputs,
SimulationInfluences &r_influences)
{
Map<std::string, Vector<const ParticleForce *>> forces_by_simulation;
for (const nodes::DNode *dnode :
network_map.tree().nodes_by_type("SimulationNodeParticleSimulation")) {
std::string name = dnode_to_path(*dnode);
Vector<const ParticleForce *> forces = create_forces_for_particle_simulation(
*dnode, network_map, resources, attribute_inputs);
forces_by_simulation.add_new(std::move(name), std::move(forces));
ParticleSimulationState *state = (ParticleSimulationState *)try_find_state_by_name(&simulation,
name);
r_influences.particle_forces.add_new(state, std::move(forces));
}
return forces_by_simulation;
}
void update_simulation_in_depsgraph(Depsgraph *depsgraph,
@ -428,66 +370,25 @@ void update_simulation_in_depsgraph(Depsgraph *depsgraph,
fn::mf_network_optimization::dead_node_removal(network);
// WM_clipboard_text_set(network.to_dot().c_str(), false);
Map<std::string, Vector<const ParticleForce *>> forces_by_simulation = collect_forces(
network_map, resources, attribute_inputs);
SimulationInfluences simulation_influences;
collect_forces(
*simulation_orig, network_map, resources, attribute_inputs, simulation_influences);
if (current_frame == 1) {
reinitialize_empty_simulation_states(simulation_orig, tree);
RNG *rng = BLI_rng_new(0);
initialize_simulation_states(*simulation_orig, *depsgraph, simulation_influences);
simulation_orig->current_frame = 1;
LISTBASE_FOREACH (ParticleSimulationState *, state, &simulation_orig->states) {
state->tot_particles = 1000;
CustomData_realloc(&state->attributes, state->tot_particles);
ensure_attributes_exist(state);
CustomDataAttributesRef custom_data_attributes{state->attributes,
(uint)state->tot_particles};
fn::MutableAttributesRef attributes = custom_data_attributes;
MutableSpan<float3> positions = attributes.get<float3>("Position");
MutableSpan<float3> velocities = attributes.get<float3>("Velocity");
MutableSpan<int32_t> ids = attributes.get<int32_t>("ID");
for (uint i : positions.index_range()) {
positions[i] = {i / 100.0f, 0, 0};
velocities[i] = {0, BLI_rng_get_float(rng) - 0.5f, BLI_rng_get_float(rng) - 0.5f};
ids[i] = i;
}
}
BLI_rng_free(rng);
copy_states_to_cow(simulation_orig, simulation_cow);
}
else if (current_frame == simulation_orig->current_frame + 1) {
update_simulation_state_list(simulation_orig, tree);
float time_step = 1.0f / 24.0f;
solve_simulation_time_step(*simulation_orig, *depsgraph, simulation_influences, time_step);
simulation_orig->current_frame = current_frame;
LISTBASE_FOREACH (ParticleSimulationState *, state, &simulation_orig->states) {
ensure_attributes_exist(state);
CustomDataAttributesRef custom_data_attributes{state->attributes,
(uint)state->tot_particles};
fn::MutableAttributesRef attributes = custom_data_attributes;
MutableSpan<float3> positions = attributes.get<float3>("Position");
MutableSpan<float3> velocities = attributes.get<float3>("Velocity");
Array<float3> force_vectors{(uint)state->tot_particles, {0, 0, 0}};
Span<const ParticleForce *> forces = forces_by_simulation.lookup_as(state->head.name);
for (const ParticleForce *force : forces) {
force->add_force(attributes, force_vectors);
}
for (uint i : positions.index_range()) {
velocities[i] += force_vectors[i] * time_step;
positions[i] += velocities[i] * time_step;
}
}
copy_states_to_cow(simulation_orig, simulation_cow);
}
}