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blender-archive/source/blender/depsgraph/DEG_depsgraph_build.h
Alexander Gavrilov 9368bdab01 Fix depsgraph to compute more accurate links for collision & force.
Current implementation more or less indiscriminately links physics
objects to colliders and forces, ignoring precise details of layer
checks and collider groups. The new depsgraph seemed to lack some
such links at all. The relevant code in modifiers suffers from a
lot of duplication.

Different physics simulations use independent implementations of
collision and similar things, which results in a lot of variance:

* Cloth collides with objects on same or visible layer with dupli.
* Softbody collides with objects on same layer without dupli.
* Non-hair particles collide on same layer with dupli.
* Smoke uses same code as cloth, but needs different modifier.
* Dynamic paint "collides" with brushes on any layer without dupli.

Force fields with absorption also imply dependency on colliders:

* For most systems, colliders are selected from same layer as field.
* For non-hair particles, it uses the same exact set as the particles.

As a special quirk, smoke ignores smoke flow force fields; on the other
hand dependency on such field implies dependency on the smoke domain.

This introduces two utility functions each for old and new depsgraph
that are flexible enough to handle all these variations, and uses them
to handle particles, cloth, smoke, softbody and dynpaint.

One thing to watch out for is that depsgraph code shouldn't rely on
any properties that don't cause a graph rebuild when changed. This
was violated in the original code that was building force field links,
while taking zero field weights into account.

This change may cause new dependency cycles in cases where necessary
dependencies were missing, but may also remove cycles in situations
where unnecessary links were previously created. It's also now possible
to solve some cycles by switching to explicit groups, since they are
now properly taken into account for dependencies.

Differential Revision: https://developer.blender.org/D2141
2016-08-16 15:46:36 +03:00

130 lines
5.3 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Lukas Toenne
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/DEG_depsgraph_build.h
* \ingroup depsgraph
*
* Public API for Depsgraph
*/
#ifndef __DEG_DEPSGRAPH_BUILD_H__
#define __DEG_DEPSGRAPH_BUILD_H__
/* ************************************************* */
/* Dependency Graph */
struct Depsgraph;
/* ------------------------------------------------ */
struct Main;
struct Scene;
struct Group;
struct EffectorWeights;
#ifdef __cplusplus
extern "C" {
#endif
/* Graph Building -------------------------------- */
/* Build depsgraph for the given scene, and dump results in given graph container */
void DEG_graph_build_from_scene(struct Depsgraph *graph, struct Main *bmain, struct Scene *scene);
/* Tag relations from the given graph for update. */
void DEG_graph_tag_relations_update(struct Depsgraph *graph);
/* Tag all relations in the database for update.*/
void DEG_relations_tag_update(struct Main *bmain);
/* Create new graph if didn't exist yet,
* or update relations if graph was tagged for update.
*/
void DEG_scene_relations_update(struct Main *bmain, struct Scene *scene);
/* Rebuild dependency graph only for a given scene. */
void DEG_scene_relations_rebuild(struct Main *bmain,
struct Scene *scene);
/* Delete scene graph. */
void DEG_scene_graph_free(struct Scene *scene);
/* Add Dependencies ----------------------------- */
/* Handle for components to define their dependencies from callbacks.
* This is generated by the depsgraph and passed to dependency callbacks
* as a symbolic reference to the current DepsNode.
* All relations will be defined in reference to that node.
*/
struct DepsNodeHandle;
struct CacheFile;
struct Object;
typedef enum eDepsSceneComponentType {
DEG_SCENE_COMP_PARAMETERS, /* Parameters Component - Default when nothing else fits (i.e. just SDNA property setting) */
DEG_SCENE_COMP_ANIMATION, /* Animation Component */ // XXX: merge in with parameters?
DEG_SCENE_COMP_SEQUENCER, /* Sequencer Component (Scene Only) */
} eDepsSceneComponentType;
typedef enum eDepsObjectComponentType {
DEG_OB_COMP_PARAMETERS, /* Parameters Component - Default when nothing else fits (i.e. just SDNA property setting) */
DEG_OB_COMP_PROXY, /* Generic "Proxy-Inherit" Component */ // XXX: Also for instancing of subgraphs?
DEG_OB_COMP_ANIMATION, /* Animation Component */ // XXX: merge in with parameters?
DEG_OB_COMP_TRANSFORM, /* Transform Component (Parenting/Constraints) */
DEG_OB_COMP_GEOMETRY, /* Geometry Component (DerivedMesh/Displist) */
/* Evaluation-Related Outer Types (with Subdata) */
DEG_OB_COMP_EVAL_POSE, /* Pose Component - Owner/Container of Bones Eval */
DEG_OB_COMP_BONE, /* Bone Component - Child/Subcomponent of Pose */
DEG_OB_COMP_EVAL_PARTICLES, /* Particle Systems Component */
DEG_OB_COMP_SHADING, /* Material Shading Component */
DEG_OB_COMP_CACHE, /* Cache Component */
} eDepsObjectComponentType;
void DEG_add_scene_relation(struct DepsNodeHandle *node, struct Scene *scene, eDepsSceneComponentType component, const char *description);
void DEG_add_object_relation(struct DepsNodeHandle *node, struct Object *ob, eDepsObjectComponentType component, const char *description);
void DEG_add_bone_relation(struct DepsNodeHandle *handle, struct Object *ob, const char *bone_name, eDepsObjectComponentType component, const char *description);
void DEG_add_object_cache_relation(struct DepsNodeHandle *handle, struct CacheFile *cache_file, eDepsObjectComponentType component, const char *description);
/* TODO(sergey): Remove once all geometry update is granular. */
void DEG_add_special_eval_flag(struct Depsgraph *graph, struct ID *id, short flag);
/* Utility functions for physics modifiers */
typedef bool (*DEG_CollobjFilterFunction)(struct Object *obj, struct ModifierData *md);
void DEG_add_collision_relations(struct DepsNodeHandle *handle, struct Scene *scene, Object *ob, struct Group *group, int layer, unsigned int modifier_type, DEG_CollobjFilterFunction fn, bool dupli, const char *name);
void DEG_add_forcefield_relations(struct DepsNodeHandle *handle, struct Scene *scene, Object *ob, struct EffectorWeights *eff, bool add_absorption, int skip_forcefield, const char *name);
/* ************************************************ */
#ifdef __cplusplus
} /* extern "C" */
#endif
#endif /* __DEG_DEPSGRAPH_BUILD_H__ */