BKE_mesh_new_nomain automatically added a CD_ORIGINDEX layer initialized to 0,
which was never filled in correctly. In 2.7 the equivalent function used to
modify the source derivedmesh and add valid original indices to it, but this
is no longer possible in the new design and was quite unpredictable anyway.
Now instead rely on mesh_calc_modifiers and the depsgraph to determine when
CD_ORIGINDEX should be added.
Was a mistake in the recent change.
The idea here is: manual should invalidate point cache, but
rigid body simulation should only happen after point cache
was ensured to be in the correct state.
There was missing flush from transform update to the point cache
reset. Caused by the fact that when update happens in the "middle"
of component all the component operations will be tagged for update
(since the intermediate state is not stored), but that will not
flush updates to other operations since that would cause too much
of updates.
This now we tag point cache for reset after evaluation operation
but before final transform and before rigid body world.
The issue is a feedback loop with point cache reset operation.
Solved by introducing extra node which ensures object's transformation
is ready for simulator input. Allows to route relations without causing
a fake dependency cycle now.
This was already supported for Cycles shader nodes, but now also works for
Eevee and compositing nodes. Instead of a generic NodeCustomGroup, now
there is ShaderNodeCustomGroup and CompositorNodeCustomGroup that can be
subclassed and registered.
Differential Revision: https://developer.blender.org/D4370
Use dedicated flag to tag animation just for copy-on-write synchronization,
which makes it so copies of the original data blocks gets in sync with the
original ID. This will not flush the animation update to all objects which
depend on that animation.
If such flush is required, use ID_RECALC_ANIMATION.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D4508
Do proper tagging for material changes, and avoid grease-pencil hack
in the relations builder.
The dependency graph code was forcing animation to be run for any
copy-on-write change of material. However, animation is not supposed
to be run on copy-on-write changes.
We already have different storages for cddata of verts, edges etc.,
'simply' do the same for the mask flags we use all around Blender code
to request some data, or limit some operation to some layers, etc.
Reason we need this is that some cddata types (like Normals) are
actually shared between verts/polys/loops, and we don’t want to generate
clnors everytime we request vnors!
As a side note, this also does final fix to T59338, which was the
trigger for this patch (need to request computed loop normals for
another mesh than evaluated one).
Reviewers: brecht, campbellbarton, sergey
Differential Revision: https://developer.blender.org/D4407
Was once again caused by an ambiguity of the entry/exit operations.
Only did for objects since those are the only one who needs this.
The rest types of IDs needs to be checked and only added extra
operations if needed (adding operations and relations causes some
overhead for evaluation, so need to be careful).
The dependency graph now handles updating image users to point to the current
frame, and tags images to be refreshed on the GPU. The image editor user is
still updated outside of the dependency graph.
We still do not support multiple image users using a different current frame
in the same image, same as 2.7. This may require adding a GPU image texture
cache to keep memory usage under control. Things like rendering an animation
while the viewport stays fixed at the current frame works though.
Ensures that object which is set for instance-vert or instance-face
is evaluated prior to metaball. This is because metaball will request
list of instances during evaluation.
This should fix issue reported T61431 in release build. The assert is
still there and is to be addressed separately.
This makes it so modifiers are using object transform prior
to the rigid body simulation, and then result of modifier
stack is fed to the solver.
Solves dependency cycle which was happening when object's
modifier was dependent on the modifier transform.
While now it is not possible to change simulation, things
are somewhat more clear and reliable in other ways.
For example previously, solver was using derives mesh from
a previous step in time, which causes unfixable simulation
issues (with intersections and such)
Fixex T57589: 2.79 Rigid Body Sim. Does Not Behave The Same In 2.8
Fixex T61256: Compositing scenes causes crash, but rendering separately does not
Fixes T61262: Armature and rigid body crash
Fixes T61346: Rigid body with modifiers incorrect work
This is what modifiers are to use to indicate that they depend
on a transformation of the object itself.
Currently should be no functional changes, but in the future
this will allow to easily change transform operation depending
on whether there is a simulation associated with the object.
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.
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.
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.
The issue was caused by dependency graph resetting particles
when evaluating copy-on-write version of object. Solved by
only doing reset from dependency graph on user edits.
Other issue was caused by modifier itself trying to compare
topology and reset particles when number of vertices or faces
changed. This isn't reliable, since topology might change even
with same number of elements. But also, since copy-on-written
object initially always have those fields zero-ed the reset
was happening on every F12.
The latter issue is solved by moving reset from modifier stack
to places where we exit edit/paint modes which might be changing
topology.
There is still weird issue of particles generated at some
weird location after tapping tab twice, but this is not a new
issue in 2.8 branch and is to be looked separately.
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.
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.