Commit Graph

20 Commits

Author SHA1 Message Date
4887b771f9 Cleanup: sort struct declarations 2019-05-14 20:21:22 +10:00
d7e2fe275d Depsgraph: build bbone operation if bone segments has animation
This is a part of T61296: Crash with animated b-bone segments.

Consider animated/driven bendy bones segments as something what requires
special bendy-bones operation and relation in the dependency graph.

This is because it is more beneficial from a performance point of view
to not build operations if they are not needed. But if the property is
animated it is not possible to make any reliable decision based on just
a property value.

Differential Revision: https://developer.blender.org/D4739
2019-04-30 11:32:02 +02:00
6bbb82cf79 Depsgraph: Use new animation cache for visibility check
Should be no functional changes, just switching code to use more
generic checks now.

One thing which goes a bit deeper than that is check for whether
base is a part of dependency graph. This is now done by explicitly
tagging corresponding ID node (of an object) rather than doing
animation check again.
2019-04-30 11:32:02 +02:00
c8f3377d03 Depsgraph: Add generic animated properties cache
Allows to speed up lookups like "is property FOO of data BAR animated".
Can be used to optimize object's visibility check, but also allows to
check animation on bones without too much of time penalty.

The cache is shared between both nodes and relations builder.

Currently is not used, just a boilerplate for an upcoming changes in
an actual logic.
2019-04-30 11:32:02 +02:00
e12c08e8d1 ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211.

For details on usage and instructions for migrating branches
without conflicts, see:

https://wiki.blender.org/wiki/Tools/ClangFormat
2019-04-17 06:21:24 +02:00
95b150ba87 Depsgraph: Fix wrong disabled bases deletion
Original optimization idea was wrong: it is possible that some other
ID would reference an object which is also used by a base.

Rolled back to a bit more fragile solution.

In the future would be nice to make it somewhat less duplicated with
the builder itself.

Fixes assert failure (and possibly crashes) when adding grease pencil
object and switching to a draw mode.
2019-02-28 18:48:28 +01:00
f864cbd705 Cleanup: Snake style in depsgraph
While it's kind of common to use camel case in C++ this is not
currently agreed style for C++ in Blender.

Got confused by working on other areas with 3rd party libraries.
2019-02-28 18:41:37 +01:00
87066782e7 Depsgraph: Make it easier to control which bases being pulled into the graph
Just de-duplicates some logic. Should be no functional changes.
2019-02-27 14:50:42 +01:00
de13d0a80c doxygen: add newline after \file
While \file doesn't need an argument, it can't have another doxy
command after it.
2019-02-18 08:22:12 +11:00
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
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
4deddfca89 Depsgraph: Pass explicit bmain to graph build finalization 2017-10-25 13:28:40 +02:00
ae6bfe9c19 Depsgraph: Cleanup, unused includes 2017-06-06 14:19:25 +02:00
3bb88a7807 Merge branch 'master' into blender2.8 2017-04-05 15:36:55 +02:00
f921442a44 Depsghraph: Remove unused function 2017-04-05 15:36:17 +02:00
ba5b792dd9 Depsgraph: Remove all layer bit flags related checks
These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.

There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
2017-04-05 11:39:30 +02:00
843be91002 Depsgraph: Fix missing updates when in local view
This area is a subject of reconsideration, so for now used simplest
way possible -- ensure depsgraph's nodes have proper layer flags
when going in and out of local mode.
2017-03-30 14:42:55 +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