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Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/*
* ***** 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) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_build.cc
* \ingroup depsgraph
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
*
* Methods for constructing depsgraph.
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
*/
#include "MEM_guardedalloc.h"
2016-11-07 12:50:45 +01:00
// #define DEBUG_TIME
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#ifdef DEBUG_TIME
# include "PIL_time.h"
# include "PIL_time_utildefines.h"
#endif
extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_force.h"
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
#include "BKE_main.h"
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_modifier.h"
} /* extern "C" */
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
#include "builder/deg_builder.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* ****************** */
/* External Build API */
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
static DEG::eDepsNode_Type deg_build_scene_component_type(
eDepsSceneComponentType component)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEG::DEG_NODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEG::DEG_NODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEG::DEG_NODE_TYPE_SEQUENCER;
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
return DEG::DEG_NODE_TYPE_UNDEFINED;
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
static DEG::eDepsNode_Type deg_build_object_component_type(
eDepsObjectComponentType component)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEG::DEG_NODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEG::DEG_NODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEG::DEG_NODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEG::DEG_NODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEG::DEG_NODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEG::DEG_NODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEG::DEG_NODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEG::DEG_NODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEG::DEG_NODE_TYPE_SHADING;
case DEG_OB_COMP_CACHE: return DEG::DEG_NODE_TYPE_CACHE;
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
return DEG::DEG_NODE_TYPE_UNDEFINED;
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
static DEG::DepsNodeHandle *get_handle(DepsNodeHandle *handle)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
{
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
return reinterpret_cast<DEG::DepsNodeHandle *>(handle);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
void DEG_add_scene_relation(DepsNodeHandle *handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
{
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::eDepsNode_Type type = deg_build_scene_component_type(component);
DEG::ComponentKey comp_key(&scene->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
void DEG_add_object_relation(DepsNodeHandle *handle,
Object *ob,
eDepsObjectComponentType component,
const char *description)
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
{
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
void DEG_add_object_cache_relation(DepsNodeHandle *handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&cache_file->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
}
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
void DEG_add_bone_relation(DepsNodeHandle *handle,
Object *ob,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type, bone_name);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
/* XXX: "Geometry Eval" might not always be true, but this only gets called
* from modifier building now.
*/
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
description);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
struct Depsgraph *DEG_get_graph_from_handle(struct DepsNodeHandle *handle)
{
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
DEG::DepsgraphRelationBuilder *relation_builder = deg_handle->builder;
return reinterpret_cast<Depsgraph *>(relation_builder->getGraph());
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ******************** */
/* Graph Building API's */
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
/* Build depsgraph for the given scene, and dump results in given
* graph container.
*/
/* XXX: assume that this is called from outside, given the current scene as
* the "main" scene.
*/
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
void DEG_graph_build_from_scene(Depsgraph *graph, Main *bmain, Scene *scene)
{
#ifdef DEBUG_TIME
TIMEIT_START(DEG_graph_build_from_scene);
#endif
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* 1) Generate all the nodes in the graph first */
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph);
node_builder.begin_build(bmain);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
node_builder.build_scene(bmain, scene);
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
/* 2) Hook up relationships between operations - to determine evaluation
* order.
*/
DEG::DepsgraphRelationBuilder relation_builder(deg_graph);
relation_builder.begin_build(bmain);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
relation_builder.build_scene(bmain, scene);
if (DEG_depsgraph_use_copy_on_write()) {
relation_builder.build_copy_on_write_relations();
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* Detect and solve cycles. */
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::deg_graph_detect_cycles(deg_graph);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
/* 3) Simplify the graph by removing redundant relations (to optimize
* traversal later). */
/* TODO: it would be useful to have an option to disable this in cases where
* it is causing trouble.
*/
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
if (G.debug_value == 799) {
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::deg_graph_transitive_reduction(deg_graph);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
/* 4) Flush visibility layer and re-schedule nodes for update. */
DEG::deg_graph_build_finalize(bmain, deg_graph);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
#if 0
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
if (!DEG_debug_consistency_check(deg_graph)) {
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
#ifdef DEBUG_TIME
TIMEIT_END(DEG_graph_build_from_scene);
#endif
/* Relations are up to date. */
deg_graph->need_update = false;
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
Depsgraph: Cleanup and code simplification This is mainly a maintenance commit which was aimed to make work with this module more pleasant and solve such issues as: - Annoyance with looong files, which had craftload in them - Usage of STL for the data structures we've got in BLI - Possible symbol conflicts - Not real clear layout of what is located where So in this commit the following changes are done: - STL is prohibited, it's not really predictable on various compilers, with our BLI algorithms we can predict things much better. There are still few usages of std::vector, but that we'll be solving later once we've got similar thing in BLI. - Simplify foreach loops, avoid using const_iterator all over the place. - New directory layout, which is hopefully easier to follow. - Some files were split, some of them will be split soon. The idea of this is to split huge functions into own files with good documentation and everything. - Removed stuff which was planned for use in the future but was never finished, tested or anything. Let's wipe it out for now, and bring back once we really start using it, so it'll be more clear if it solves our needs. - All the internal routines were moved to DEG namespace to separate them better from rest of blender. Some places now annoyingly using DEG::foo, but that we can olve by moving some utility functions inside of the namespace. While working on this we've found some hotspot in updates flush, so now playback of blenrig is few percent faster (something like 96fps with previous master and around 99-100fps after this change). Not saying it's something final, there is still room for cleanup and API simplification, but those might happen as a regular development now without doing any global changes.
2016-05-27 18:01:18 +02:00
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
deg_graph->need_update = true;
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
/* Create or update relations in the specified graph. */
void DEG_graph_relations_update(Depsgraph *graph, Main *bmain, Scene *scene)
{
DEG::Depsgraph *deg_graph = (DEG::Depsgraph *)graph;
if (!deg_graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
DEG_graph_build_from_scene(graph, bmain, scene);
}
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
DEG_DEBUG_PRINTF("%s: Tagging relations for update.\n", __func__);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph_legacy != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph_legacy);
Depsgraph: New dependency graph integration commit This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
2015-05-12 15:05:57 +05:00
}
}
}
void DEG_add_collision_relations(DepsNodeHandle *handle,
Scene *scene,
Object *ob,
Group *group,
unsigned int modifier_type,
DEG_CollobjFilterFunction fn,
bool dupli,
const char *name)
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
{
unsigned int numcollobj;
Object **collobjs = get_collisionobjects_ext(scene, ob, group, &numcollobj, modifier_type, dupli);
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
for (unsigned int i = 0; i < numcollobj; i++) {
Object *ob1 = collobjs[i];
if (!fn || fn(ob1, modifiers_findByType(ob1, (ModifierType)modifier_type))) {
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_TRANSFORM, name);
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_GEOMETRY, name);
}
}
if (collobjs)
MEM_freeN(collobjs);
}
void DEG_add_forcefield_relations(DepsNodeHandle *handle,
Scene *scene,
Object *ob,
EffectorWeights *effector_weights,
bool add_absorption,
int skip_forcefield,
const char *name)
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
{
ListBase *effectors = pdInitEffectors(NULL, scene, ob, NULL, effector_weights, false);
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
if (effectors) {
for (EffectorCache *eff = (EffectorCache*)effectors->first; eff; eff = eff->next) {
if (eff->ob != ob && eff->pd->forcefield != skip_forcefield) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_TRANSFORM, name);
if (eff->psys) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_EVAL_PARTICLES, name);
/* TODO: remove this when/if EVAL_PARTICLES is sufficient
* for up to date particles.
*/
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_GEOMETRY, name);
}
if (eff->pd->forcefield == PFIELD_SMOKEFLOW && eff->pd->f_source) {
DEG_add_object_relation(handle,
eff->pd->f_source,
DEG_OB_COMP_TRANSFORM,
"Smoke Force Domain");
DEG_add_object_relation(handle,
eff->pd->f_source,
DEG_OB_COMP_GEOMETRY,
"Smoke Force Domain");
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
}
if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
DEG_add_collision_relations(handle,
scene,
ob,
NULL,
eModifierType_Collision,
NULL,
true,
"Force Absorption");
Fix depsgraph to compute more accurate links for collision & force. Current implementation more or less indiscriminately links physics objects to colliders and forces, ignoring precise details of layer checks and collider groups. The new depsgraph seemed to lack some such links at all. The relevant code in modifiers suffers from a lot of duplication. Different physics simulations use independent implementations of collision and similar things, which results in a lot of variance: * Cloth collides with objects on same or visible layer with dupli. * Softbody collides with objects on same layer without dupli. * Non-hair particles collide on same layer with dupli. * Smoke uses same code as cloth, but needs different modifier. * Dynamic paint "collides" with brushes on any layer without dupli. Force fields with absorption also imply dependency on colliders: * For most systems, colliders are selected from same layer as field. * For non-hair particles, it uses the same exact set as the particles. As a special quirk, smoke ignores smoke flow force fields; on the other hand dependency on such field implies dependency on the smoke domain. This introduces two utility functions each for old and new depsgraph that are flexible enough to handle all these variations, and uses them to handle particles, cloth, smoke, softbody and dynpaint. One thing to watch out for is that depsgraph code shouldn't rely on any properties that don't cause a graph rebuild when changed. This was violated in the original code that was building force field links, while taking zero field weights into account. This change may cause new dependency cycles in cases where necessary dependencies were missing, but may also remove cycles in situations where unnecessary links were previously created. It's also now possible to solve some cycles by switching to explicit groups, since they are now properly taken into account for dependencies. Differential Revision: https://developer.blender.org/D2141
2016-08-12 18:23:29 +03:00
}
}
}
}
pdEndEffectors(&effectors);
}