Commit Graph

11 Commits

Author SHA1 Message Date
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
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
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
f6b2fbb029 Depsgraph: Remove evaluation priority completely 2017-12-21 11:15:21 +01:00
3474db4b37 Depsgraph: Move ID node to own file 2017-12-20 16:35:48 +01:00
45329ce319 Depsgraph: Remove unsued node flag 2017-10-25 11:25:10 +02:00
df7d38c111 Depsgraph: Remove operation types enum
Was only used to indicate entry/exit operation of component,
which is now done explicitly. No reason to keep something which
is unused and confusing.
2017-06-01 16:22:35 +02:00
a72daea36e Depsgraph: use explicit marking of component entry/exit operations
This isn't used too often, and haivng such API will let us to skip
specifying operation type for all oeprations.
2017-06-01 16:22:35 +02:00
a4925b05a7 Depsgraph: Remove subgraph nodes
Those were never finished nor used. Again, starting from clean
state before we go into more complicated details.
2017-06-01 16:22:35 +02:00
2465bd90d5 Cleanup: style, whitespace, doxy filepaths 2016-06-19 06:33:29 +10:00
55b24bef55 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