Commit Graph

1438 Commits

Author SHA1 Message Date
156fe74f91 Depsgraph: Fix/workaround crash after recent point cache changes
For some reason relations can not always be found. This is to be
investigated, but doesn't hurt to be safe here. Also allows to
unlock production.
2018-11-15 11:43:12 +01:00
4a3a4eef14 Depsgraph: Use more human readable relation keys identifier 2018-11-15 11:43:12 +01:00
b8d21f9b9b Cleanup: typo, whitespace 2018-11-15 18:50:18 +11:00
e20557046b Depsgraph: suppress logs from add_relation on invalid driver variables.
Rig generators (e.g. rigify) use dummy drivers to attach extra
ID references to rigs for Append/Link. These references use
Single Property variables with empty path, which is intentionally
invalid and shouldn't produce low-level error logs from depsgraph.

The removed code would always print an error because RNAPathKey
requires a valid path to produce a non-NULL reference.
2018-11-14 20:18:48 +03:00
eefae747da Depsgraph: Remove meaningless evaluation mode
With the current implementation it only confuses logic around
checks like vewport/render subdivision levels.

If this mode is really needed for any decision making, implement
this properly.
2018-11-14 14:08:39 +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
1d8db50538 Depsgraph: Remove unused operation code 2018-11-14 14:08:39 +01:00
fdd1fea851 Depsgraph: Cleanup, code style
Should be no functional changes.
2018-11-14 14:08:39 +01:00
5c27c76ed3 Depsgraph: fix relations for drivers on bone weight in Armature constraint. 2018-11-14 14:01:40 +03:00
b0d0179d60 Depsgraph: fix missing relations for drivers on ShaderNode properties.
Also fix duplicate driver to target relations due to a redundant line.
2018-11-13 21:11:09 +03:00
ab73935dbb Cleanup, indentation 2018-11-09 09:46:12 +01:00
f17a5a96c2 Fix depsgraph console warning after recent changes. 2018-11-08 18:53:30 +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
1ff8be24ef Cleanup/Refactor: move Main stuff into BKE's new main.c file (and header).
We already had a BKE_main.h header, no reason not to put there
Main-specific functions, BKE_library has already more than enough to
handle with IDs and library management!
2018-11-07 20:58:53 +01:00
4779165ca1 Fix dpesgraph wrongly refcounting NLA strip actions when duplicating IDs.
NLA strips are users of their action, so we need to pass along ID
management flags.

This commit also cleans up a bit things by passing along ID_CREATE/COPY
flags instead of dummy booleans...
2018-11-07 20:58:53 +01:00
921cad194d Depsgraph: add proper handling of actions contained in NLA strips. 2018-11-07 18:17:30 +03:00
7b271d5fc1 Depsgraph: Ensure dependency cycle does not clear runtime memory
If there was a dependency cycle involved, it was possible that pchan
array will be freed before all bones are evaluated. Now clear is
done in a dedicated node, which is never a part of dependency cycle.
2018-11-07 15:06:39 +01:00
f600b4bc67 Shrinkwrap: new mode that projects along the target normal.
The Nearest Surface Point shrink method, while fast, is neither
smooth nor continuous: as the source point moves, the projected
point can both stop and jump. This causes distortions in the
deformation of the shrinkwrap modifier, and the motion of an
animated object with a shrinkwrap constraint.

This patch implements a new mode, which, instead of using the simple
nearest point search, iteratively solves an equation for each triangle
to find a point which has its interpolated normal point to or from the
original vertex. Non-manifold boundary edges are treated as infinitely
thin cylinders that cast normals in all perpendicular directions.

Since this is useful for the constraint, and having multiple
objects with constraints targeting the same guide mesh is a quite
reasonable use case, rather than calculating the mesh boundary edge
data over and over again, it is precomputed and cached in the mesh.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D3836
2018-11-06 21:20:17 +03:00
798cdaeeb6 Implement an Armature constraint that mimics the modifier.
The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.

This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)

This also fixes dquat_to_mat4, which wasn't used anywhere before.

Differential Revision: https://developer.blender.org/D3664
2018-11-06 10:56:08 +03:00
3e5483ffe1 Fix T57316: material preview icons not updating.
The editors update callback was getting the COW datablock, it should be the
original where the preview icons are stored.
2018-11-02 16:54:07 +01:00
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
62e2bbd068 Fix T57488: crash in Shrinkwrap constraint due to unsafe multi-threading.
- Constraints must not use mesh_get_eval_final as it isn't thread-safe.
- Depsgraph should keep lastDataMask when re-running COW.
2018-10-29 20:33:15 +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
e5b18390fa Shrinkwrap: implement the use of smooth normals in constraint & modifier.
- Use smooth normals to displace in Above Surface mode.
- Add an option to align an axis to the normal in the constraint.

I've seen people request the alignment feature, and it seems useful.
For the actual aligning I use the damped track logic.

In order to conveniently keep mesh data needed for normal
computation together, a new data structure is introduced.

Reviewers: mont29

Differential Revision: https://developer.blender.org/D3762
2018-10-17 17:55:34 +03:00
cd48d4576b Depsgraph: Add proper API functions for CustomDataMask dependencies.
There were a few copies of the same few lines in depsgraph build code,
so it seems to be logical to introduce a function for it, and make it
accessible from C code for completeness.

As an example, register the mask needs of the Data Transfer modifier.
2018-10-14 20:48:39 +03:00
1b910082a0 Edit Mesh: replace DerivedMesh w/ Mesh
DerivedMesh is now removed from edit-mesh modifier evaluation.
2018-10-09 17:48:28 +11:00
89264d8c40 Make struct initialization happy for CLang 2018-09-28 10:13:56 +02:00
Sebastian Parborg
a16e5b8efa Cleanup: remove unused DerivedMesh code.
Differential Revision: https://developer.blender.org/D3736
2018-09-27 20:19:28 +02:00
c0b9a4a86e Depsgraph: Add missing relation for spline IK
Solver should clearly depend on initializaiton.
2018-09-26 18:16:55 +02:00
3e86cfa1ff depsgraph: re-Fix 32 bit shift bug in get_visible_components_mask.
1UL << n still results in a 32 bit result, 1ULL << n actually retains all 64 bits.

fixes stupid typo in rBbd51cada8db64e45cabca66cd61438c1ae2bdf25
2018-09-25 10:12:58 -06:00
bd51cada8d depsgraph: Fix 32 bit shift bug in get_visible_components_mask.
1 << n results in a 32 bit result, 1UL << n retains all 64 bits.
2018-09-25 09:23:00 -06:00
2f00f5b98f despgraph: Use regular iterators for erase, fixes build error on centOS
CentOS7 ships with gcc 4.8.2 which does not support the const_iterator for erase.
2018-09-25 08:35:31 -06:00
342e73f90f Spelling fixes in comments and descriptions (2.8 changes), patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 18:48:29 +02:00
253dce07d7 Merge branch 'master' into blender2.8 2018-09-24 17:42:52 +02:00
0cff044d84 Spelling fixes in comments and descriptions, patch by luzpaz.
Differential Revision: https://developer.blender.org/D3719
2018-09-24 17:28:40 +02:00
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
736f91ad01 Depsgraph: Tweak to visibility flush
Make flush ready for component forced to be affecting visible things
from builder.
2018-09-24 15:55:02 +02:00
65c71fc410 Depsgraph: Provide more information about component 2018-09-24 15:55:02 +02:00
8008cdac2e Depsgraph: Cleanup, spelling in comment 2018-09-24 15:55:02 +02:00
a7c96a7aa6 Cleanup: Spelling 2018-09-24 15:55:02 +02:00
06dc059f48 Depsgraph: update frame in scene on frame change.
Normally the time can be read from DEG_get_ctime(depsgraph), but this is a
bit more forgiving for e.g. addons that don't care too much about the details
of the COW depsgraph.
2018-09-21 14:15:27 +02:00
c71db48b27 Fix minor typo in comment. 2018-09-21 10:08:42 +02:00
87b628db2a Cleanup: style 2018-09-20 07:15:45 +10:00
a7d43eb1c6 Depsgraph: Another followup to the previous commit
Apparently, only mesh objects has SHADING component.
2018-09-19 18:03:15 +02:00
93d4752dbe Depsgraph: Correction for the previous commit 2018-09-19 17:49:38 +02:00
828c0e9813 Depsgraph: Ensure shading update order
Previously it was possible to have geometry component to
tag batch for DIRTY_ALL and shading to tag with SHADING_UPDATE.

Now there is a relation between uber eval and shading, which
solves this issue.
2018-09-19 17:16:03 +02:00