forked from bartvdbraak/blender
912c2f440b
* Based on what happens during simulation the cache is marked (also in cache panel, this could possibly be extended to 3d view as well) as: - exact (not marked) - outdated (simulation is not done completely with current settings) - non-exact (frames were skipped during simulation) * The parameter "cache step" effects the number of frames between saved cache frames. - This can save a lot of memory (or disk space) if absolutely frame accurate simulation is not required. - Speeds up the "quick caching" very much. - Frames between cached frames are interpolated from the cached frames. - Current default value of 10 frames works nicely with up/down-arrows (skip 10 frames forwards/backwards on timeline), but can be changed if wanted. * The caching can work in normal or "quick" mode: [Normal cache] - Basic: Calculate what even happens (settings change, big frame steps etc.) and cache results, if possible try to use "cache step" when saving cache frames. - Becomes non-exact: After larger than 1 frame steps. - Becomes outdated: After any change effecting the simulation other than frame steps. - Pros/cons: Freedom of doing anything and playing with particles, but exact results have to calculated from the beginning. [Quick cache] - Basic: Calculate simulation up to current frame automatically on changes with cache step sized jumps in simulation. With multiple "quick cached" simulations the smallest cache step is used. - Becomes non-exact: Always from frame 1 (unless cache step = 1). - Becomes outdated: Never. - Pros/cons: Not very accurate, but super fast! - Todo: Transform of any animated (non-autokeyed) object is locked! Probably needs some tinkering with anim sys overrides. * The simulation can be run forwards or backwards even if it's cache is outdated or non-exact, the following rules apply in these situations: - step forwards (to unknown) -> simulate from last exact frame, store result - step backwards (to known) -> result is interpolated from existing frames, store result, clear cache forwards if current frame is after last exact frame * "Calculate to current frame" runs the simulation from start to current frame with a frame steps of 1. - Baking does the same, but runs the simulation all the way to the end of simulation. - Rendering does this automatically if the simulation is outdated of non-exact, so all rendered simulations will always be updated and exact. * Every cache panel also holds buttons to "Bake all dynamics", "Free all dynamics" and "Update all dynamics to current frame". * Cloth simulation supports the new cache too.
155 lines
4.3 KiB
Python
155 lines
4.3 KiB
Python
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import bpy
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class PhysicButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "physics"
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def poll(self, context):
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return (context.cloth != None)
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class Physic_PT_cloth(PhysicButtonsPanel):
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__idname__ = "Physic_PT_cloth"
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__label__ = "Cloth"
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def draw(self, context):
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layout = self.layout
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cloth = context.cloth.settings
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split = layout.split()
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col = split.column()
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col.itemR(cloth, "quality", slider=True)
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col.itemR(cloth, "gravity")
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col.itemR(cloth, "mass")
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col.itemR(cloth, "mass_vertex_group", text="Vertex Group")
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col = split.column()
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col.itemL(text="Stiffness:")
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col.itemR(cloth, "structural_stiffness", text="Structural")
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col.itemR(cloth, "bending_stiffness", text="Bending")
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col.itemL(text="Damping:")
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col.itemR(cloth, "spring_damping", text="Spring")
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col.itemR(cloth, "air_damping", text="Air")
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# Disabled for now
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"""
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if cloth.mass_vertex_group:
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layout.itemL(text="Goal:")
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col = layout.column_flow()
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col.itemR(cloth, "goal_default", text="Default")
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col.itemR(cloth, "goal_spring", text="Stiffness")
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col.itemR(cloth, "goal_friction", text="Friction")
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"""
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class PHYSICS_PT_cloth_cache(PhysicButtonsPanel):
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__idname__= "PHYSICS_PT_cloth_cache"
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__label__ = "Cache"
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__default_closed__ = True
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def draw(self, context):
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layout = self.layout
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cache = context.cloth.point_cache
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row = layout.row()
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row.itemR(cache, "name")
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row = layout.row()
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row.itemR(cache, "start_frame")
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row.itemR(cache, "end_frame")
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row = layout.row()
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if cache.baked == True:
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row.itemO("PTCACHE_OT_free_bake_cloth", text="Free Bake")
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else:
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row.item_booleanO("PTCACHE_OT_cache_cloth", "bake", True, text="Bake")
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subrow = row.row()
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subrow.enabled = cache.frames_skipped or cache.outdated
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subrow.itemO("PTCACHE_OT_cache_cloth", text="Calculate to Current Frame")
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row = layout.row()
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#row.enabled = particle_panel_enabled(psys)
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row.itemO("PTCACHE_OT_bake_from_cloth_cache", text="Current Cache to Bake")
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row.itemR(cache, "step");
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row = layout.row()
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#row.enabled = particle_panel_enabled(psys)
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row.itemR(cache, "quick_cache")
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row.itemR(cache, "disk_cache")
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layout.itemL(text=cache.info)
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layout.itemS()
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row = layout.row()
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row.itemO("PTCACHE_OT_bake_all", "bake", True, text="Bake All Dynamics")
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row.itemO("PTCACHE_OT_free_bake_all", text="Free All Bakes")
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layout.itemO("PTCACHE_OT_bake_all", text="Update All Dynamics to current frame")
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class Physic_PT_cloth_collision(PhysicButtonsPanel):
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__idname__ = "Physic_PT_clothcollision"
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__label__ = "Cloth Collision"
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def draw_header(self, context):
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layout = self.layout
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cloth = context.cloth.collision_settings
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layout.itemR(cloth, "enable_collision", text="")
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def draw(self, context):
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layout = self.layout
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cloth = context.cloth.collision_settings
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layout.active = cloth.enable_collision
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col = layout.column_flow()
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col.itemR(cloth, "collision_quality", slider=True)
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col.itemR(cloth, "friction")
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col.itemR(cloth, "min_distance", text="MinDistance")
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layout.itemR(cloth, "enable_self_collision", text="Self Collision")
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col = layout.column_flow()
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col.active = cloth.enable_self_collision
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col.itemR(cloth, "self_collision_quality", slider=True)
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col.itemR(cloth, "self_min_distance", text="MinDistance")
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class Physic_PT_cloth_stiffness(PhysicButtonsPanel):
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__idname__ = "Physic_PT_stiffness"
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__label__ = "Cloth Stiffness Scaling"
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def draw_header(self, context):
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layout = self.layout
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cloth = context.cloth.settings
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layout.itemR(cloth, "stiffness_scaling", text="")
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def draw(self, context):
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layout = self.layout
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cloth = context.cloth.settings
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layout.active = cloth.stiffness_scaling
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split = layout.split()
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sub = split.column()
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sub.itemL(text="Structural Stiffness:")
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sub.column().itemR(cloth, "structural_stiffness_vertex_group", text="VGroup")
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sub.itemR(cloth, "structural_stiffness_max", text="Max")
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sub = split.column()
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sub.itemL(text="Bending Stiffness:")
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sub.column().itemR(cloth, "bending_vertex_group", text="VGroup")
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sub.itemR(cloth, "bending_stiffness_max", text="Max")
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bpy.types.register(Physic_PT_cloth)
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bpy.types.register(PHYSICS_PT_cloth_cache)
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bpy.types.register(Physic_PT_cloth_collision)
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bpy.types.register(Physic_PT_cloth_stiffness)
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