Solves long-standing issue when dependencies of disabled modifiers are evaluated. Simple test case: no drivers or animation. Manually enabling modifier is expected to bring FPS up, enabling modifier will bring FPS (sine evaluation can not be avoided) F13336690 More complex test case: modifier visibility is driven by an animated property. In am ideal world FPS during property being zero is fast and when property is 1 the FPS is low. F13336691. Differential Revision: https://developer.blender.org/D15625
50 lines
1.4 KiB
C++
50 lines
1.4 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2016 Blender Foundation. All rights reserved. */
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/** \file
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* \ingroup depsgraph
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*/
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#pragma once
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struct Base;
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struct ID;
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struct Main;
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struct ModifierData;
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struct Object;
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struct bPoseChannel;
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namespace blender::deg {
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struct Depsgraph;
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class DepsgraphBuilderCache;
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class DepsgraphBuilder {
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public:
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virtual ~DepsgraphBuilder() = default;
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virtual bool need_pull_base_into_graph(const Base *base);
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virtual bool is_object_visibility_animated(const Object *object);
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virtual bool is_modifier_visibility_animated(const Object *object, const ModifierData *modifier);
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virtual bool check_pchan_has_bbone(const Object *object, const bPoseChannel *pchan);
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virtual bool check_pchan_has_bbone_segments(const Object *object, const bPoseChannel *pchan);
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virtual bool check_pchan_has_bbone_segments(const Object *object, const char *bone_name);
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protected:
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/* NOTE: The builder does NOT take ownership over any of those resources. */
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DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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/* State which never changes, same for the whole builder time. */
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Main *bmain_;
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Depsgraph *graph_;
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DepsgraphBuilderCache *cache_;
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};
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bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig);
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bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base);
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void deg_graph_build_finalize(Main *bmain, Depsgraph *graph);
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} // namespace blender::deg
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