Commit Graph

292 Commits

Author SHA1 Message Date
fb15dfbddf Depsgraph: Fix dependency cycle when rigid body is involved
Was introduced by point cache reset on manual edits. Needed to
split evaluation and introduce an explicit init key, which allows
to hook up relations which are "monitoring" manual edits to the
channel.

Noticed while looking into T61190.
2019-02-06 17:08:24 +01:00
eef4077f18 Cleanup: remove redundant doxygen \file argument
Move \ingroup onto same line to be more compact and
make it clear the file is in the group.
2019-02-06 15:45:22 +11:00
3b57a0d854 Cleanup: remove original author
Missed when removing contributors.
2019-02-02 02:32:20 +11:00
97fa7974da Cleanup: Shuffle arguments in most used order
Quite often we need to create nodes which defines various
evaluation stages.
2019-02-01 15:40:19 +01:00
b78f29b049 Depsgraph: Use operation code for file cache update
All done in separate commits, so it's easier to bisect just in case.
2019-02-01 15:40:19 +01:00
0d2dfd2e2d Depsgraph: Use operation code for armature evaluation 2019-02-01 15:40:19 +01:00
4a30674102 Depsgraph: Use operation code for dupli-group 2019-02-01 15:40:19 +01:00
c1cf4c29da Depsgraph: Use operation code for geometry evaluation done 2019-02-01 15:40:19 +01:00
a86001c56a Depsgraph: Use operation code for geometry evaluation
Affects object data datablocks. Similar to previous commit.

Should not have any functional changes, just some sanitization
to make code more clear.
2019-02-01 15:40:19 +01:00
700e3cc2a8 Depsgraph: Use operation code for geometry evaluation init
Makes it more explicit and avoids strings comparisons during build.
2019-02-01 15:40:19 +01:00
6a54f3bb49 Depsgraph: More clear name for geometry evaluation
For ears it was already how we evaluate modifiers. There is no
need to go more granular than is actually needed. And no need
to use some obscure prefix for operation.
2019-02-01 15:40:19 +01:00
65ec7ec524 Cleanup: remove redundant, invalid info from headers
BF-admins agree to remove header information that isn't useful,
to reduce noise.

- BEGIN/END license blocks

  Developers should add non license comments as separate comment blocks.
  No need for separator text.

- Contributors

  This is often invalid, outdated or misleading
  especially when splitting files.

  It's more useful to git-blame to find out who has developed the code.

See P901 for script to perform these edits.
2019-02-02 01:36:28 +11:00
7b08c62841 Fix build errors on Visual Studio after recent changes.
SYNCHRONIZE is a Windows macro.
2019-01-31 19:59:13 +01:00
c1da8e3b28 Depsgraph: Comb code to a better state all over
Some summary of changes:

- Don't use DEG prefix for types and enumerator values:
  the code is already inside DEG namespace.

- Put code where it locally belongs to: avoid having one
  single header file with all sort of definitions in it.

- Take advantage of modern C++11 enabled by default.
2019-01-31 14:31:41 +01:00
9a7ea778b3 Fix T61030: Drivers for shape keys not evaluated in correct order
Was happening when value of one shape key was driving property of
another shape key of same datablock.

Solved by making shape key blocks properties more granular.
2019-01-31 13:00:11 +01:00
8683a4ba40 Fix T59924: Blender 2.8 particle system error
Was missing relation from particle keyed targets to the
particle system, which caused some race conditions.
2019-01-29 10:34:37 +01:00
55e171be33 Fix T60566: Warnings in rigid body and certain conrfiguration
Was visible when constraint object is not directly visible via
view layers, need to indirectly pull it into the graph.
2019-01-28 16:39:55 +01:00
dfc0d3755b Depsgraph: Fix missing relation from node tree to light
Was only happening when lamp had driver on the Light datablock.

Reported by Dalai Felinto in T60137.
2019-01-04 16:17:53 +01:00
908a274240 Fix T59237: Instancing on a path doesn't do anything
This commit makes it so curve path parent solving accepts an explicit
arguments for both time and curve speed flag, making it so we don't
have to mock around with scene's frame.

One unfortunate issue still is that if the instancing object is used
for something else, we might be running into a threading conflict.
Possible solution would be to create a temp copy of an object, but
then it will be an issue of preventing drivers from modifying other
datablocks.

At least the original issue is fixed now, and things behave same as
in older Blender version. Additionally, the global variable which
was defining curve speed flag behavior is gone now!
2018-12-19 11:59:47 +01:00
c2b0d8b6d6 Fix T57633: Particle texture update problem
Textures are now hooked up to the RESET operation of particle
settings, which ensures particles being re-distributed when
texture is changed.

This is limited to a direct user modifications, which matches
old behavior in 2.79.
2018-12-10 15:11:57 +01:00
d355a2b7d8 Depsgrapgh: Use more distinctive opcode for texture and image evaluation 2018-12-05 17:35:48 +01:00
cf2e35fcfe Fix T58118: Make duplicates real does nothing
The issue was caused by transflag set in geometry evaluation
never copied back top original object.

Now we have a dedicated operation which does all sort copy
back to original object, so we don't have to worry about
atomic assignments or what gets set where.

Still need to move boundbox to the same function, but it
needs some careful doublechecking first.
2018-12-04 16:04:10 +01:00
bb16167fd8 Depsgraph: completely move customdata_mask to the ID node.
Move all mask-related fields from Object and OperationDepsNode
to Object_Runtime and IDDepsNode. Auto-apply DEG_TAG_GEOMETRY
if the mask changes after DEG rebuild. Update DEG API and all
code that uses it.

This fixes "source mesh data is not ready" errors from Data
Transfer modifier when parameters are changed in the UI after
the recent mesh_get_eval_final fix.

Reviewers: sergey

Differential Revision: https://developer.blender.org/D4025
2018-12-03 18:29:06 +03:00
f880b60353 Depsgraph: Add missing cache file handling in build_id() 2018-12-03 16:05:17 +01:00
8f8c238659 Merge branch 'master' into blender2.8 2018-11-30 15:11:32 +11:00
8c85f1316c Cleanup: name macros w/ matching BEGIN/END 2018-11-30 15:08:47 +11:00
b6693f1f54 Depsgraph: Cleanup, use more clear name
Five years later since the original commit, is probably not so bad
timing on calling things by their clear name.
2018-11-21 14:52:42 +01:00
93cd8e2494 Cleanup: style 2018-11-17 22:23:25 +11:00
9a9ca5e40b Depsgraph: Build all type of IDs for modifiers and constraints
It was missing handling of collections there, which caused collection
used for smoke colliders to not be in the dependency graph.
2018-11-15 12:48:55 +01:00
773110f848 Depsgraph: Save memory by ignoring invisible objects
This finished old standing TODO which was attempting to
ignore objects of all invisible collections.

The difference here is that we remove invisible bases from
view layers. This guarantees that the evaluated state is
consistent and does not reference original objects.
2018-11-15 11:43:12 +01:00
d3c08b1aa6 Depsgraph: Fix missing point cache reset when physics changes
Among all the lines moved around, the general idea is quite simple.
Actually, there are two ideas implemented there.

First one, is when object itself is tagged for update, we tag its
point cache component for evaluation, which makes it so point cache
is properly reset. We do it implicitly because otherwise we'll need
to go everywhere and add explicit tag in almost all the properties.

Second thing is, we link all collider and force fields to a point
cache component using special type of link. This type of link only
allows flush if change is caused by a user update. This way reset
does not happen when change is caused due to animation, but will
properly happen when user causes indirect change to the objects
which are part of physics simulation.
2018-11-14 14:08:39 +01:00
11a53ec28a Fix T57689: world nodes / texture not updating for Eevee.
Only do GPU material updates through depsgraph evaluation now. This was
already happening for material, just missing for the world.
2018-11-08 16:01:02 +01:00
64ec05b64d Cleanup: remove some useless BKE_library and BKE_main includes.
Makes it simpler to make some changes...

Also fix order of some includes (use alphabetical please).
2018-11-07 20:58:54 +01:00
921cad194d Depsgraph: add proper handling of actions contained in NLA strips. 2018-11-07 18:17:30 +03:00
bb770a2c85 Depsgraph: use full operation key to preserve update tags on rebuild.
The key used by find_operation consists of the operation code,
node name, and an index for array property drivers. All three
elements are required to unambiguously look up a node.
2018-10-29 20:54:38 +03:00
262504ddd1 Fix T57384: Depsgraph assert after loading file with Mask Node
Maniphest Tasks: T57384

Differential Revision: https://developer.blender.org/D3831
2018-10-29 10:40:02 +01:00
c25fa615d4 Depsgraph: don't lose the update tag on rebuild for op nodes with a name.
This fixes a missing update when clearing the Text On Curve
(follow_curve) option of a text object.
2018-10-25 10:32:32 +03:00
97ec802da7 Depsgraph: fixes for the eval_flags API behavior.
- Use the original ID pointer for lookup in DEG_get_eval_flags_for_id.
- When the flags change after a DEG rebuild, tag the object for update.
- Instead of mixing int and short in different places, use uint32_t.

This fixes text not updating when a Follow Curve reference is set.
2018-10-24 22:14:32 +03:00
547d31c8da Depsgraph: minor renaming and refactor of API for adding evaluation flags. 2018-10-24 13:45:03 +03:00
29602bbd62 Depsgraph: Always respect visibility flag when building object
Before it was only doing this for directly linked objects. This was
initially needed to solve fps issues in some of the shots. Now this
fps drop i can no longer reproduce. Was likely needed prior to
modifiers dependencies "inheriting" visibility from the "parent".

This commit makes it so objects which are linked indirectly to the
scene via collections are properly considered visible (or, rather,
evaluatable) by dependency graph.

Solves missing eyelashes and braids issues with 01_035_A.
2018-09-24 15:57:43 +02:00
87b628db2a Cleanup: style 2018-09-20 07:15:45 +10:00
09d3c907e7 Depsgraph: Always assume scene camera is visible
Allows to disable camera collection to make objects to go out of
the way, but still be able to animate.
2018-09-19 16:43:59 +02:00
749d5c033c Depsgraph: Make visible update to operate on per-component level 2018-09-19 16:10:12 +02:00
afb4da6650 Despgraph: Keep track of per-component visibility
The idea of those flags is to avoid evaluation of operations
which are not needed to bring visible objects to an up to date
state.

Previously, dependency graph attempted to do combine those
into an ID level flag. In practice it proved to be rather
tricky, since there could be dependency cycles on ID level
which will not exist on component level.
2018-09-19 16:10:12 +02:00
cc061d349b Depsgraph: Connect duplicating geometry to duplicator
This allows to force duplicated object to be fully evaluated for
display/draw.

Previously only transform component of duplicated object was
forced to become evaluated.
2018-09-19 16:10:12 +02:00
34c361db5a Depsgraph: Correct early output in collections
Need to ensure objects from collection which was built but
is became visible in the new "context" are poked for re-built.

This should be rather cheap, since this only will update
their visibility flag.

Can not rely on visibility flush here, since there is no
relations between collection and its objects.
2018-09-19 16:10:12 +02:00
3714c83441 Depsgraph: Handle text datablock in ID builder
Just silence the assert/print, we do not add text data blocks
to dependency graph.
2018-09-19 16:10:12 +02:00
d15928c234 Depsgraph: Use default visibility of false
Avoids invisible objects from being considered visible when they
are used as driver variables.

If those cases are actually coming from a visible object, then
deg_graph_build_flush_visibility() will ensure visibility is
properly flushed there.
2018-09-14 14:43:56 +02:00
d7fdd505da Depsgraph: Respect parent object visibility in more places
Mainly coverts object->parent and pose constraints.
2018-09-14 14:43:56 +02:00
95f257395e Depsgraph: Make indirectly linked objects inherit visibility from parent
This way objects which are pulled into dependency graph via modifier
stack from an invisible object will be invisible.
2018-09-14 14:43:56 +02:00