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blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
Campbell Barton 5d30c23c35 doxygen: corrections/updates
Also add depsgraph & physics
2015-05-20 14:12:22 +10:00

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11 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 <stack>
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_blenlib.h"
#include "BLI_string.h"
#include "BLI_utildefines.h"
#include "DNA_action_types.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_constraint_types.h"
#include "DNA_curve_types.h"
#include "DNA_effect_types.h"
#include "DNA_group_types.h"
#include "DNA_key_types.h"
#include "DNA_lamp_types.h"
#include "DNA_material_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_node_types.h"
#include "DNA_particle_types.h"
#include "DNA_object_types.h"
#include "DNA_rigidbody_types.h"
#include "DNA_scene_types.h"
#include "DNA_texture_types.h"
#include "DNA_world_types.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_animsys.h"
#include "BKE_constraint.h"
#include "BKE_curve.h"
#include "BKE_effect.h"
#include "BKE_fcurve.h"
#include "BKE_group.h"
#include "BKE_key.h"
#include "BKE_library.h"
#include "BKE_main.h"
#include "BKE_material.h"
#include "BKE_mball.h"
#include "BKE_modifier.h"
#include "BKE_node.h"
#include "BKE_object.h"
#include "BKE_particle.h"
#include "BKE_rigidbody.h"
#include "BKE_sound.h"
#include "BKE_texture.h"
#include "BKE_tracking.h"
#include "BKE_world.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
#include "RNA_access.h"
#include "RNA_types.h"
} /* extern "C" */
#include "depsnode.h"
#include "depsnode_component.h"
#include "depsgraph_debug.h"
#include "depsnode_operation.h"
#include "depsgraph_types.h"
#include "depsgraph_build.h"
#include "depsgraph_intern.h"
#include "depsgraph_util_cycle.h"
#include "depsgraph_util_transitive.h"
/* ****************** */
/* External Build API */
static eDepsNode_Type deg_build_scene_component_type(eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEPSNODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEPSNODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEPSNODE_TYPE_SEQUENCER;
}
return DEPSNODE_TYPE_UNDEFINED;
}
static eDepsNode_Type deg_build_object_component_type(eDepsObjectComponentType component)
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEPSNODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEPSNODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEPSNODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEPSNODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEPSNODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEPSNODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEPSNODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEPSNODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEPSNODE_TYPE_SHADING;
}
return DEPSNODE_TYPE_UNDEFINED;
}
void DEG_add_scene_relation(DepsNodeHandle *handle, struct Scene *scene, eDepsSceneComponentType component, const char *description)
{
eDepsNode_Type type = deg_build_scene_component_type(component);
ComponentKey comp_key(&scene->id, type);
handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description);
}
void DEG_add_object_relation(DepsNodeHandle *handle, struct Object *ob, eDepsObjectComponentType component, const char *description)
{
eDepsNode_Type type = deg_build_object_component_type(component);
ComponentKey comp_key(&ob->id, type);
handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description);
}
void DEG_add_bone_relation(DepsNodeHandle *handle, struct Object *ob, const char *bone_name, eDepsObjectComponentType component, const char *description)
{
eDepsNode_Type type = deg_build_object_component_type(component);
ComponentKey comp_key(&ob->id, type, bone_name);
// XXX: "Geometry Eval" might not always be true, but this only gets called from modifier building now
handle->builder->add_node_handle_relation(comp_key, handle, DEPSREL_TYPE_GEOMETRY_EVAL, description);
}
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
IDDepsNode *id_node = graph->find_id_node(id);
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ********************** */
/* Utilities for Builders */
/* Get unique identifier for FCurves and Drivers */
string deg_fcurve_id_name(const FCurve *fcu)
{
char index_buf[32];
sprintf(index_buf, "[%d]", fcu->array_index);
return string(fcu->rna_path) + index_buf;
}
static void deg_graph_build_finalize(Depsgraph *graph)
{
std::stack<OperationDepsNode *> stack;
for (Depsgraph::OperationNodes::const_iterator it_op = graph->operations.begin();
it_op != graph->operations.end();
++it_op)
{
OperationDepsNode *node = *it_op;
node->done = 0;
node->num_links_pending = 0;
for (OperationDepsNode::Relations::const_iterator it_rel = node->inlinks.begin();
it_rel != node->inlinks.end();
++it_rel)
{
DepsRelation *rel = *it_rel;
if ((rel->from->type == DEPSNODE_TYPE_OPERATION) &&
(rel->flag & DEPSREL_FLAG_CYCLIC) == 0)
{
++node->num_links_pending;
}
}
if (node->num_links_pending == 0) {
stack.push(node);
}
IDDepsNode *id_node = node->owner->owner;
id_node->id->flag |= LIB_DOIT;
}
while (!stack.empty()) {
OperationDepsNode *node = stack.top();
if (node->done == 0 && node->outlinks.size() != 0) {
for (OperationDepsNode::Relations::const_iterator it_rel = node->outlinks.begin();
it_rel != node->outlinks.end();
++it_rel)
{
DepsRelation *rel = *it_rel;
if (rel->to->type == DEPSNODE_TYPE_OPERATION) {
OperationDepsNode *to = (OperationDepsNode *)rel->to;
if ((rel->flag & DEPSREL_FLAG_CYCLIC) == 0) {
BLI_assert(to->num_links_pending > 0);
--to->num_links_pending;
}
if (to->num_links_pending == 0) {
stack.push(to);
}
}
}
node->done = 1;
}
else {
stack.pop();
IDDepsNode *id_node = node->owner->owner;
for (OperationDepsNode::Relations::const_iterator it_rel = node->outlinks.begin();
it_rel != node->outlinks.end();
++it_rel)
{
DepsRelation *rel = *it_rel;
if (rel->to->type == DEPSNODE_TYPE_OPERATION) {
OperationDepsNode *to = (OperationDepsNode *)rel->to;
IDDepsNode *id_to = to->owner->owner;
id_node->layers |= id_to->layers;
}
}
/* Re-tag ID for update if it was tagged before the relations
* update tag.
*/
ID *id = id_node->id;
if (id->flag & LIB_ID_RECALC_ALL &&
id->flag & LIB_DOIT)
{
id_node->tag_update(graph);
id->flag &= ~LIB_DOIT;
}
}
}
}
/* ******************** */
/* 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)
{
/* 1) Generate all the nodes in the graph first */
DepsgraphNodeBuilder node_builder(bmain, 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 */
DepsgraphRelationBuilder relation_builder(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.
*/
//relation_builder.add_relation(RootKey(), IDKey(scene), DEPSREL_TYPE_ROOT_TO_ACTIVE, "Root to Active Scene");
relation_builder.build_scene(bmain, scene);
/* Detect and solve cycles. */
deg_graph_detect_cycles(graph);
/* 3) Simplify the graph by removing redundant relations (to optimise 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_graph_transitive_reduction(graph);
}
/* 4) Flush visibility layer and re-schedule nodes for update. */
deg_graph_build_finalize(graph);
#if 0
if (!DEG_debug_consistency_check(graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
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;
}
Depsgraph *graph = 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();
graph->entry_tags.clear();
/* Build new nodes and relations. */
DEG_graph_build_from_scene(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;
}
}