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blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
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

360 lines
12 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_build.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph.
*/
#include "MEM_guardedalloc.h"
extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_force.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#include "BKE_main.h"
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_modifier.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "builder/deg_builder.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
/* ****************** */
/* External Build API */
static DEG::eDepsNode_Type deg_build_scene_component_type(
eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEG::DEPSNODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEG::DEPSNODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEG::DEPSNODE_TYPE_SEQUENCER;
}
return DEG::DEPSNODE_TYPE_UNDEFINED;
}
static DEG::eDepsNode_Type deg_build_object_component_type(
eDepsObjectComponentType component)
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEG::DEPSNODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEG::DEPSNODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEG::DEPSNODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEG::DEPSNODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEG::DEPSNODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEG::DEPSNODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEG::DEPSNODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEG::DEPSNODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEG::DEPSNODE_TYPE_SHADING;
case DEG_OB_COMP_CACHE: return DEG::DEPSNODE_TYPE_CACHE;
}
return DEG::DEPSNODE_TYPE_UNDEFINED;
}
static DEG::DepsNodeHandle *get_handle(DepsNodeHandle *handle)
{
return reinterpret_cast<DEG::DepsNodeHandle *>(handle);
}
void DEG_add_scene_relation(DepsNodeHandle *handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_scene_component_type(component);
DEG::ComponentKey comp_key(&scene->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_object_relation(DepsNodeHandle *handle,
Object *ob,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_object_cache_relation(DepsNodeHandle *handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&cache_file->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_CACHE,
description);
}
void DEG_add_bone_relation(DepsNodeHandle *handle,
Object *ob,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type, bone_name);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
/* XXX: "Geometry Eval" might not always be true, but this only gets called
* from modifier building now.
*/
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ******************** */
/* Graph Building API's */
/* Build depsgraph for the given scene, and dump results in given
* graph container.
*/
/* XXX: assume that this is called from outside, given the current scene as
* the "main" scene.
*/
void DEG_graph_build_from_scene(Depsgraph *graph, Main *bmain, Scene *scene)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* 1) Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph);
/* create root node for scene first
* - this way it should be the first in the graph,
* reflecting its role as the entrypoint
*/
node_builder.add_root_node();
node_builder.build_scene(bmain, scene);
/* 2) Hook up relationships between operations - to determine evaluation
* order.
*/
DEG::DepsgraphRelationBuilder relation_builder(deg_graph);
/* Hook scene up to the root node as entrypoint to graph. */
/* XXX what does this relation actually mean?
* it doesnt add any operations anyway and is not clear what part of the
* scene is to be connected.
*/
#if 0
relation_builder.add_relation(RootKey(),
IDKey(scene),
DEPSREL_TYPE_ROOT_TO_ACTIVE,
"Root to Active Scene");
#endif
relation_builder.build_scene(bmain, scene);
/* Detect and solve cycles. */
DEG::deg_graph_detect_cycles(deg_graph);
/* 3) Simplify the graph by removing redundant relations (to optimize
* traversal later). */
/* TODO: it would be useful to have an option to disable this in cases where
* it is causing trouble.
*/
if (G.debug_value == 799) {
DEG::deg_graph_transitive_reduction(deg_graph);
}
/* 4) Flush visibility layer and re-schedule nodes for update. */
DEG::deg_graph_build_finalize(deg_graph);
#if 0
if (!DEG_debug_consistency_check(deg_graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
deg_graph->need_update = true;
}
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
}
}
/* Create new graph if didn't exist yet,
* or update relations if graph was tagged for update.
*/
void DEG_scene_relations_update(Main *bmain, Scene *scene)
{
if (scene->depsgraph == NULL) {
/* Rebuild graph from scratch and exit. */
scene->depsgraph = DEG_graph_new();
DEG_graph_build_from_scene(scene->depsgraph, bmain, scene);
return;
}
DEG::Depsgraph *graph = reinterpret_cast<DEG::Depsgraph *>(scene->depsgraph);
if (!graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
/* Clear all previous nodes and operations. */
graph->clear_all_nodes();
graph->operations.clear();
BLI_gset_clear(graph->entry_tags, NULL);
/* Build new nodes and relations. */
DEG_graph_build_from_scene(reinterpret_cast< ::Depsgraph * >(graph),
bmain,
scene);
graph->need_update = false;
}
/* Rebuild dependency graph only for a given scene. */
void DEG_scene_relations_rebuild(Main *bmain, Scene *scene)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
DEG_scene_relations_update(bmain, scene);
}
void DEG_scene_graph_free(Scene *scene)
{
if (scene->depsgraph) {
DEG_graph_free(scene->depsgraph);
scene->depsgraph = NULL;
}
}
void DEG_add_collision_relations(DepsNodeHandle *handle, Scene *scene, Object *ob, Group *group, int layer, unsigned int modifier_type, DEG_CollobjFilterFunction fn, bool dupli, const char *name)
{
unsigned int numcollobj;
Object **collobjs = get_collisionobjects_ext(scene, ob, group, layer, &numcollobj, modifier_type, dupli);
for (unsigned int i = 0; i < numcollobj; i++) {
Object *ob1 = collobjs[i];
if (!fn || fn(ob1, modifiers_findByType(ob1, (ModifierType)modifier_type))) {
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_TRANSFORM, name);
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_GEOMETRY, name);
}
}
if (collobjs)
MEM_freeN(collobjs);
}
void DEG_add_forcefield_relations(DepsNodeHandle *handle, Scene *scene, Object *ob, EffectorWeights *effector_weights, bool add_absorption, int skip_forcefield, const char *name)
{
ListBase *effectors = pdInitEffectors(scene, ob, NULL, effector_weights, false);
if (effectors) {
for (EffectorCache *eff = (EffectorCache*)effectors->first; eff; eff = eff->next) {
if (eff->ob != ob && eff->pd->forcefield != skip_forcefield) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_TRANSFORM, name);
if (eff->psys) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_EVAL_PARTICLES, name);
/* TODO: remove this when/if EVAL_PARTICLES is sufficient for up to date particles */
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_GEOMETRY, name);
}
if (eff->pd->forcefield == PFIELD_SMOKEFLOW && eff->pd->f_source) {
DEG_add_object_relation(handle, eff->pd->f_source, DEG_OB_COMP_TRANSFORM, "Smoke Force Domain");
DEG_add_object_relation(handle, eff->pd->f_source, DEG_OB_COMP_GEOMETRY, "Smoke Force Domain");
}
if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
DEG_add_collision_relations(handle, scene, ob, NULL, eff->ob->lay, eModifierType_Collision, NULL, true, "Force Absorption");
}
}
}
}
pdEndEffectors(&effectors);
}