Only a single DEG operation node `POSE_SPLINE_IK_SOLVER` should
be added in this case [ see `build_splineik_pose`, same is already done
for overlapping IK in `build_ik_pose`]
ref T82347.
Reviewers: sybren
Maniphest Tasks: T82347
Differential Revision: https://developer.blender.org/D9471
It turns out that
`DepsgraphNodeBuilder::build_object_data_geometry(Object *object, bool
is_object_visible)` was called for the custom shape with
`is_object_visible=false` when there are drivers, and
`is_object_visible=true` when there aren't any.
Surrounding includes with an 'extern "C"' block is not necessary anymore.
Also that made it harder to add any C++ code to some headers, or include headers
that have "optional" C++ code like `MEM_guardedalloc.h`.
I tested compilation on linux and windows (and got help from @LazyDodo).
If this still breaks compilation due to some linker error, the header containing
the symbol in question is probably missing an 'extern "C"' block.
Differential Revision: https://developer.blender.org/D7653
Fix T75279: BLI_assert failed when deleting object in debug build
(only).
And all general cases of ID pointer idproperties that would use a
data-block not referenced anywhere else in the depsgraph.
This includes idproperties from:
* All ID types;
* Bones and pose bones;
* Sequences;
* Nodes and sockets.
Differential Revision: https://developer.blender.org/D7551
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
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This is often invalid, outdated or misleading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.
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.
This removes a bunch of animation/driver evaluations and recalc flags that
should be redundant in the new depsgraph, and were incorrectly affecting
the evaluated scene in a permanent way.
Still two cases that could be removed if the depsgraph is improved, in
BKE_object_handle_data_update and BKE_cachefile_update_frame.
For physics subframe interpolation there are also still calls to
BKE_object_where_is_calc that should ideally be removed as well, though
they are not known to cause keyframing bugs.
Differential Revision: https://developer.blender.org/D4274
Computing the shape of a B-Bone is a quite expensive operation, and
there are multiple constraints that can access this information in
a variety of useful ways. This means computing the shape once per
bone and saving it is good for performance.
Since the shape may depend on the position of up to two other bones,
often in a "cyclic" manner, this computation has to be a separate
node with its own dependencies.
Reviewers: sergey
Differential Revision: https://developer.blender.org/D3975
Previously each of the objects which has armature modifier will
request deformation matricies from bbones. Thing is, all those
deformations are the same and do not depend on object which is
being modified. What's even worse is that this calculation is
not cheap.
This change makes it so bbones deformation is calculated once
and stored in the armature object. After this armature modifiers
simply use it.
With a rigs we've got here dependency graph evaluation time
goes down from 0.02 sec to 0.012 sec.
Possible further optimization is to make bbone deformation
calculated at the time when bone is calculated. This will avoid
an extra threaded loop over all bones.
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.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.
This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).
We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
After discussion with Sergey and Dalai, we have decided to remove
this option completely. We're getting to the point where it is almost
impossible to really use 2.8 without COW, and keeping the old option
running ends up diverting dev resources away towards tracking down
and fixing problems with a parallel system that will be going away.
For the performance we convert object bases list to an array
during view layer evaluation. This makes it possible to have
very cheap index-based base lookup.
The goal of this change is to get rid of base used for function
binding, and avoid scene datablock expansion at the depsgraph
construction time.
This is a part of copy-on-write sanitization, to avoid all the checks
which were attempting to keep sub-data pointers intact.
Point is: ID pointers never change for CoW datablocks, but nested
data pointers might change when updating existing copy.
Solution: Only bind ID data pointers and index of sub-data.
This will make CoW datablock 7update function was easier in 2.8.
In master we were only using pose channel pointers in callbacks,
this is exactly what this commit addresses. A linear lookup array
is created on pose evaluation init and is thrown away afterwards.
One thing we might consider doing is to keep indexed array of
poses, similar to chanhash.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Subscribers: dfelinto
Differential Revision: https://developer.blender.org/D3124