The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.
While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.
This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
Corrects incorrect usage of contraction for 'it is', when possessive 'its' was required.
Differential Revision: https://developer.blender.org/D9250
Reviewed by Campbell Barton
Note that possibility to pass the new ID pointer as parameter was kept,
as this is needed for some rather specific cases (like in depsgraph/COW,
when copying into already allocated memory).
Part of T71219.
The example file in T81218 has a driver that maps a bone's X-location to
the number of BBone segments. This caused a dependency cycle, which
resulted in bad thread serialisation, which caused the crash.
This patch breaks the dependency cycle `BONE_LOCAL` →
`DRIVER(bones["Bone"].bbone_segments)` → `BONE_LOCAL`. The 'Driver Data'
relation now points to `BONE_SEGMENTS` when the driven property starts
with `bbone_`.
Differential Revision: https://developer.blender.org/D9122
This is first step of refactoring task T77580.
Next step will be breaking up files into smaller ones.
Reviewed By: sergey, brecht
Differential Revision: https://developer.blender.org/D8492
Add a dependency graph relation Force Object Animation → Scene Rigid
Body World Rebuild. This ensures that the rigid body world is rebuilt
when a force object is re-tagged for animation updates.
The extra relation doesn't add any new calculations when the animation
is running, as the Time Source node already had a relation to the
scene's `RIGIDBODY_REBUILD` node.
The relation is created directly to the `RIGIDBODY_REBUILD` Operation. I
would have liked to target the containing Component instead. However,
that has the `RIGIDBODY_SIM` operation as entry node, which isn't enough
to actually fix T80121.
Reviewers: Sergey
Differential Revision: https://developer.blender.org/T80121
Allows scripters to store additional information in the marker itself instead
of using work-around approach based on marker names and such.
Differential Revision: https://developer.blender.org/D8944
Because depsgraph isn't rebuild for animated properies, we have to
assume that active bodies will always want to have updates from the
rigidbody simulation.
We need to have transforms from passive objects if they are animated or
driven by parent relations. This is not immediately obvious as the
object transform matrix will still be available, it is just one frame
behind in some cases.
Fixed dependency cycles if there is a constraint between two rigid
bodies. Because bullet keeps track of its simulated bodies, we do not
need to supply objects transforms as bullet should already have them.
I need combine these two fixes because otherwise we will get depsgraph
warnings that nodes are missing that it expects to be there.
Reviewed By: Sergey, Jacques
Differential Revision: http://developer.blender.org/D8732
Ensure that time source always is in the dependency graph, allowing to
tag the graph for time update prior it was fully built.
Collaboration of Philipp Oeser, Jacques Lucke and myself.
Thanks everyone :)
This reverts {rB1693a5efe91999b60b3dc0bdff727473b3bd00bb}
and implements an alternative solution.
The old patch had the problem that the depsgraph would always
evaluate at the current frame of the original scene (even when
`DEG_evaluate_on_framechange` was used). Now it is possible
to evaluate the depsgraph at a specific frame without having to
change the original scene.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8616
This mainly removes the bmain argument, which can be
retrieved from the graph itself.
Also, I removed some outdated/unnecessary comments.
Reviewers: sergey, sybren
Differential Revision: https://developer.blender.org/D8614
Add a new depsgraph builder class that includes invisible objects and
use that in the Alembic exporter.
Alembic supports three options for visibility, "visible", "inherited",
and "hidden". This means that parents can be hidden and still have
visible children (contrary to USD, where invisibility is used to prune
an entire scene graph subtree). Because of this, the visibility is
stored on the transform node, as that represents the Object in Blender
and thus keeps the Alembic file as close to Blender's own structure as
possible.
Reviewed By: Sergey
Differential Revision: https://developer.blender.org/D8595
The object "delta_" rna variables were not added to the depsgraph search
and thus it would not trigger updates of the object during animation
playback.
Solves possible pointer-based comparison fiasco.
Another nice outcome of this is that topology cache will now be
preserved throughout the undo system. For example, undo of object
transform will not require topology cache to be re-created.
Differential Revision: https://developer.blender.org/D8493
This does not fix all the cases in the bug report, because there are multiple
different issues. Only the first two are fixed. The third is probably a known
issue for now.
Before this patch, the rigid body simulation was always done after modifiers
are evaluated, because to perform the simulation, the final geometry of the
object was required. However, the geometry is not required in all cases,
depending on the selected collisions shape.
This patch changes it so that when the simulation does not need the
evaluated geometry, the simulation will be done before the modifiers
are evaluated. This gives the modifiers access to the simulated positions.
When the rigid body simulation does depend on the evaluated geometry,
it will still be performed after modifiers are evaluated.
The simulation will be performed after modifiers are evaluated, iff
the collision shape is "Convex Hull" or "Mesh" and the source is set
to "Deform" or "Final".
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8487
This replaces header include guards with `#pragma once`.
A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`),
because they are used in other places.
This patch has been generated by P1561 followed by `make format`.
Differential Revision: https://developer.blender.org/D8466
The data member `new` was conflicting with the `new` keyword
when `BKE_screen.h` was included in C++ files.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D8459