Was preventing update in 3DView etc. when changing something in the World's NodeTree, especially annoying in blender2.8 branch (since legacy depsgraph has been removed there), but also affecting master.
1208 lines
34 KiB
C++
1208 lines
34 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2013 Blender Foundation.
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* All rights reserved.
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*
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* Original Author: Joshua Leung
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* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes.cc
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph's nodes
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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extern "C" {
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#include "BLI_blenlib.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_effect_types.h"
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#include "DNA_gpencil_types.h"
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#include "DNA_group_types.h"
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#include "DNA_key_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mask_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_movieclip_types.h"
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#include "DNA_node_types.h"
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#include "DNA_particle_types.h"
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#include "DNA_object_types.h"
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#include "DNA_rigidbody_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_world_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_animsys.h"
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#include "BKE_constraint.h"
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#include "BKE_curve.h"
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#include "BKE_depsgraph.h"
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#include "BKE_effect.h"
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#include "BKE_fcurve.h"
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#include "BKE_idcode.h"
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#include "BKE_group.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_mball.h"
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#include "BKE_modifier.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "BKE_rigidbody.h"
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#include "BKE_sound.h"
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#include "BKE_texture.h"
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#include "BKE_tracking.h"
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#include "BKE_world.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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} /* extern "C" */
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#include "intern/builder/deg_builder.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph_types.h"
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#include "intern/depsgraph_intern.h"
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#include "util/deg_util_foreach.h"
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namespace DEG {
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namespace {
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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Scene *scene;
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};
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static void modifier_walk(void *user_data,
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struct Object * /*ob*/,
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struct Object **obpoin,
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int /*cb_flag*/)
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{
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BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
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if (*obpoin) {
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data->builder->build_object(data->scene, NULL, *obpoin);
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}
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}
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void constraint_walk(bConstraint * /*con*/,
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ID **idpoin,
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bool /*is_reference*/,
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void *user_data)
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{
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BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
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if (*idpoin) {
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ID *id = *idpoin;
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if (GS(id->name) == ID_OB) {
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data->builder->build_object(data->scene, NULL, (Object *)id);
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}
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}
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}
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} /* namespace */
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/* ************ */
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/* Node Builder */
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/* **** General purpose functions **** */
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DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph) :
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m_bmain(bmain),
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m_graph(graph)
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{
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}
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DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
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{
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}
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RootDepsNode *DepsgraphNodeBuilder::add_root_node()
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{
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return m_graph->add_root_node();
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}
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IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id)
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{
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return m_graph->add_id_node(id, id->name);
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}
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TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source(ID *id)
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{
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/* determine which node to attach timesource to */
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if (id) {
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#if 0 /* XXX TODO */
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/* get ID node */
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IDDepsNode id_node = m_graph->find_id_node(id);
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/* depends on what this is... */
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switch (GS(id->name)) {
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case ID_SCE: /* Scene - Usually sequencer strip causing time remapping... */
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{
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// TODO...
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}
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break;
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case ID_GR: /* Group */
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{
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// TODO...
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}
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break;
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// XXX: time source...
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default: /* Unhandled */
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printf("%s(): Unhandled ID - %s \n", __func__, id->name);
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break;
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}
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#endif
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}
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else {
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/* root-node */
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RootDepsNode *root_node = m_graph->root_node;
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if (root_node) {
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return root_node->add_time_source("Time Source");
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}
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}
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return NULL;
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}
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ComponentDepsNode *DepsgraphNodeBuilder::add_component_node(
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ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name)
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{
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IDDepsNode *id_node = add_id_node(id);
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ComponentDepsNode *comp_node = id_node->add_component(comp_type, comp_name);
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comp_node->owner = id_node;
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return comp_node;
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}
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OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
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ComponentDepsNode *comp_node,
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eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag)
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{
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OperationDepsNode *op_node = comp_node->has_operation(opcode,
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name,
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name_tag);
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if (op_node == NULL) {
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op_node = comp_node->add_operation(optype, op, opcode, name, name_tag);
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m_graph->operations.push_back(op_node);
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}
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else {
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fprintf(stderr,
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"add_operation: Operation already exists - %s has %s at %p\n",
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comp_node->identifier().c_str(),
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op_node->identifier().c_str(),
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op_node);
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BLI_assert(!"Should not happen!");
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}
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return op_node;
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}
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OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag)
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{
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ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
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return add_operation_node(comp_node, optype, op, opcode, name, name_tag);
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}
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OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Type optype,
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DepsEvalOperationCb op,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag)
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{
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return add_operation_node(id,
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comp_type,
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"",
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optype,
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op,
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opcode,
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name,
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name_tag);
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}
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bool DepsgraphNodeBuilder::has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag)
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{
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return find_operation_node(id,
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comp_type,
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comp_name,
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opcode,
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name,
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name_tag) != NULL;
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}
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OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag)
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{
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ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
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return comp_node->has_operation(opcode, name, name_tag);
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}
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OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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eDepsOperation_Code opcode,
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const char *name,
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int name_tag)
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{
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return find_operation_node(id, comp_type, "", opcode, name, name_tag);
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}
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/* **** Build functions for entity nodes **** */
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void DepsgraphNodeBuilder::begin_build(Main *bmain) {
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/* LIB_TAG_DOIT is used to indicate whether node for given ID was already
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* created or not. This flag is being set in add_id_node(), so functions
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* shouldn't bother with setting it, they only might query this flag when
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* needed.
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*/
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BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
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/* XXX nested node trees are not included in tag-clearing above,
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* so we need to do this manually.
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*/
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FOREACH_NODETREE(bmain, nodetree, id) {
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if (id != (ID *)nodetree) {
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nodetree->id.tag &= ~LIB_TAG_DOIT;
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}
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} FOREACH_NODETREE_END
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}
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void DepsgraphNodeBuilder::build_group(Scene *scene,
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Base *base,
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Group *group)
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{
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ID *group_id = &group->id;
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if (group_id->tag & LIB_TAG_DOIT) {
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return;
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}
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group_id->tag |= LIB_TAG_DOIT;
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LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
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build_object(scene, base, go->ob);
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}
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}
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SubgraphDepsNode *DepsgraphNodeBuilder::build_subgraph(Group *group)
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{
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/* sanity checks */
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if (!group)
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return NULL;
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/* create new subgraph's data */
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Depsgraph *subgraph = reinterpret_cast<Depsgraph *>(DEG_graph_new());
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DepsgraphNodeBuilder subgraph_builder(m_bmain, subgraph);
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/* add group objects */
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LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
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/*Object *ob = go->ob;*/
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/* Each "group object" is effectively a separate instance of the
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* underlying object data. When the group is evaluated, the transform
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* results and/or some other attributes end up getting overridden by
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* the group.
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*/
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}
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/* Create a node for representing subgraph. */
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SubgraphDepsNode *subgraph_node = m_graph->add_subgraph_node(&group->id);
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subgraph_node->graph = subgraph;
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/* Make a copy of the data this node will need? */
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/* XXX: do we do this now, or later? */
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/* TODO: need API function which queries graph's ID's hash, and duplicates
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* those blocks thoroughly with all outside links removed.
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*/
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return subgraph_node;
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}
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void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
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{
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const bool has_object = (ob->id.tag & LIB_TAG_DOIT);
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IDDepsNode *id_node = (has_object)
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? m_graph->find_id_node(&ob->id)
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: add_id_node(&ob->id);
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/* Update node layers.
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* Do it for both new and existing ID nodes. This is so because several
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* bases might be sharing same object.
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*/
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if (base != NULL) {
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id_node->layers |= base->lay;
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}
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if (ob == scene->camera) {
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/* Camera should always be updated, it used directly by viewport. */
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id_node->layers |= (unsigned int)(-1);
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}
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/* Skip rest of components if the ID node was already there. */
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if (has_object) {
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return;
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}
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ob->id.tag |= LIB_TAG_DOIT;
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ob->customdata_mask = 0;
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/* Standard components. */
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build_object_transform(scene, ob);
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if (ob->parent != NULL) {
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build_object(scene, NULL, ob->parent);
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}
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if (ob->modifiers.first != NULL) {
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BuilderWalkUserData data;
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data.builder = this;
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data.scene = scene;
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modifiers_foreachObjectLink(ob, modifier_walk, &data);
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}
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if (ob->constraints.first != NULL) {
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BuilderWalkUserData data;
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data.builder = this;
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data.scene = scene;
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modifiers_foreachObjectLink(ob, modifier_walk, &data);
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BKE_constraints_id_loop(&ob->constraints, constraint_walk, &data);
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}
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/* Object data. */
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if (ob->data != NULL) {
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/* type-specific data... */
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switch (ob->type) {
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case OB_MESH: /* Geometry */
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case OB_CURVE:
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case OB_FONT:
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case OB_SURF:
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case OB_MBALL:
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case OB_LATTICE:
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build_obdata_geom(scene, ob);
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/* TODO(sergey): Only for until we support granular
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* update of curves.
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*/
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if (ob->type == OB_FONT) {
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Curve *curve = (Curve *)ob->data;
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if (curve->textoncurve) {
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id_node->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
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}
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}
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break;
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case OB_ARMATURE: /* Pose */
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if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from != NULL) {
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build_proxy_rig(ob);
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}
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else {
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build_rig(scene, ob);
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}
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break;
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case OB_LAMP: /* Lamp */
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build_lamp(ob);
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break;
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case OB_CAMERA: /* Camera */
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build_camera(ob);
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break;
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default:
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{
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ID *obdata = (ID *)ob->data;
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if ((obdata->tag & LIB_TAG_DOIT) == 0) {
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build_animdata(obdata);
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}
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break;
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}
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}
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}
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/* Build animation data,
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*
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* Do it now because it's possible object data will affect
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* on object's level animation, for example in case of rebuilding
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* pose for proxy.
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*/
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build_animdata(&ob->id);
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/* particle systems */
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if (ob->particlesystem.first != NULL) {
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build_particles(scene, ob);
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}
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/* Grease pencil. */
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if (ob->gpd != NULL) {
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build_gpencil(ob->gpd);
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}
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/* Object that this is a proxy for. */
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if (ob->proxy) {
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ob->proxy->proxy_from = ob;
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build_object(scene, base, ob->proxy);
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}
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/* Object dupligroup. */
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if (ob->dup_group != NULL) {
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build_group(scene, base, ob->dup_group);
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}
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}
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void DepsgraphNodeBuilder::build_object_transform(Scene *scene, Object *ob)
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{
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/* local transforms (from transform channels - loc/rot/scale + deltas) */
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add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
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DEPSOP_TYPE_INIT, function_bind(BKE_object_eval_local_transform, _1, scene, ob),
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DEG_OPCODE_TRANSFORM_LOCAL);
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/* object parent */
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if (ob->parent) {
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add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
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DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_parent, _1, scene, ob),
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DEG_OPCODE_TRANSFORM_PARENT);
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}
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/* object constraints */
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if (ob->constraints.first) {
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build_object_constraints(scene, ob);
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}
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|
|
/* Temporary uber-update node, which does everything.
|
|
* It is for the being we're porting old dependencies into the new system.
|
|
* We'll get rid of this node as soon as all the granular update functions
|
|
* are filled in.
|
|
*
|
|
* TODO(sergey): Get rid of this node.
|
|
*/
|
|
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
|
|
DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_uber_transform, _1, scene, ob),
|
|
DEG_OPCODE_OBJECT_UBEREVAL);
|
|
|
|
/* object transform is done */
|
|
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
|
|
DEPSOP_TYPE_POST, function_bind(BKE_object_eval_done, _1, ob),
|
|
DEG_OPCODE_TRANSFORM_FINAL);
|
|
}
|
|
|
|
/**
|
|
* Constraints Graph Notes
|
|
*
|
|
* For constraints, we currently only add a operation node to the Transform
|
|
* or Bone components (depending on whichever type of owner we have).
|
|
* This represents the entire constraints stack, which is for now just
|
|
* executed as a single monolithic block. At least initially, this should
|
|
* be sufficient for ensuring that the porting/refactoring process remains
|
|
* manageable.
|
|
*
|
|
* However, when the time comes for developing "node-based" constraints,
|
|
* we'll need to split this up into pre/post nodes for "constraint stack
|
|
* evaluation" + operation nodes for each constraint (i.e. the contents
|
|
* of the loop body used in the current "solve_constraints()" operation).
|
|
*
|
|
* -- Aligorith, August 2013
|
|
*/
|
|
void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob)
|
|
{
|
|
/* create node for constraint stack */
|
|
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
|
|
DEPSOP_TYPE_EXEC, function_bind(BKE_object_eval_constraints, _1, scene, ob),
|
|
DEG_OPCODE_TRANSFORM_CONSTRAINTS);
|
|
}
|
|
|
|
/**
|
|
* Build graph nodes for AnimData block
|
|
* \param id: ID-Block which hosts the AnimData
|
|
*/
|
|
void DepsgraphNodeBuilder::build_animdata(ID *id)
|
|
{
|
|
AnimData *adt = BKE_animdata_from_id(id);
|
|
|
|
if (adt == NULL)
|
|
return;
|
|
|
|
/* animation */
|
|
if (adt->action || adt->nla_tracks.first || adt->drivers.first) {
|
|
// XXX: Hook up specific update callbacks for special properties which may need it...
|
|
|
|
/* actions and NLA - as a single unit for now, as it gets complicated to schedule otherwise */
|
|
if ((adt->action) || (adt->nla_tracks.first)) {
|
|
/* create the node */
|
|
add_operation_node(id, DEPSNODE_TYPE_ANIMATION,
|
|
DEPSOP_TYPE_EXEC, function_bind(BKE_animsys_eval_animdata, _1, id),
|
|
DEG_OPCODE_ANIMATION, id->name);
|
|
|
|
// TODO: for each channel affected, we might also want to add some support for running RNA update callbacks on them
|
|
// (which will be needed for proper handling of drivers later)
|
|
}
|
|
|
|
/* drivers */
|
|
LINKLIST_FOREACH (FCurve *, fcu, &adt->drivers) {
|
|
/* create driver */
|
|
build_driver(id, fcu);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Build graph node(s) for Driver
|
|
* \param id: ID-Block that driver is attached to
|
|
* \param fcu: Driver-FCurve
|
|
*/
|
|
OperationDepsNode *DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcu)
|
|
{
|
|
ChannelDriver *driver = fcu->driver;
|
|
|
|
/* Create data node for this driver */
|
|
/* TODO(sergey): Avoid creating same operation multiple times,
|
|
* in the future we need to avoid lookup of the operation as well
|
|
* and use some tagging magic instead.
|
|
*/
|
|
OperationDepsNode *driver_op = find_operation_node(id,
|
|
DEPSNODE_TYPE_PARAMETERS,
|
|
DEG_OPCODE_DRIVER,
|
|
fcu->rna_path,
|
|
fcu->array_index);
|
|
|
|
if (driver_op == NULL) {
|
|
driver_op = add_operation_node(id,
|
|
DEPSNODE_TYPE_PARAMETERS,
|
|
DEPSOP_TYPE_EXEC,
|
|
function_bind(BKE_animsys_eval_driver, _1, id, fcu),
|
|
DEG_OPCODE_DRIVER,
|
|
fcu->rna_path,
|
|
fcu->array_index);
|
|
}
|
|
|
|
/* tag "scripted expression" drivers as needing Python (due to GIL issues, etc.) */
|
|
if (driver->type == DRIVER_TYPE_PYTHON) {
|
|
driver_op->flag |= DEPSOP_FLAG_USES_PYTHON;
|
|
}
|
|
|
|
/* return driver node created */
|
|
return driver_op;
|
|
}
|
|
|
|
/* Recursively build graph for world */
|
|
void DepsgraphNodeBuilder::build_world(World *world)
|
|
{
|
|
ID *world_id = &world->id;
|
|
if (world_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
build_animdata(world_id);
|
|
|
|
/* world itself */
|
|
add_component_node(world_id, DEPSNODE_TYPE_PARAMETERS);
|
|
|
|
add_operation_node(world_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
/* textures */
|
|
build_texture_stack(world->mtex);
|
|
|
|
/* world's nodetree */
|
|
if (world->nodetree) {
|
|
build_nodetree(world->nodetree);
|
|
}
|
|
}
|
|
|
|
/* Rigidbody Simulation - Scene Level */
|
|
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
|
|
{
|
|
RigidBodyWorld *rbw = scene->rigidbody_world;
|
|
|
|
/**
|
|
* Rigidbody Simulation Nodes
|
|
* ==========================
|
|
*
|
|
* There are 3 nodes related to Rigidbody Simulation:
|
|
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the simulation
|
|
* needs to be rebuilt (mainly after file reload, or moving back to start frame)
|
|
* 2) "Do Simulation" - perform a simulation step - interleaved between the evaluation
|
|
* steps for clusters of objects (i.e. between those affected and/or not affected by
|
|
* the sim for instance)
|
|
*
|
|
* 3) "Pull Results" - grab the specific transforms applied for a specific object -
|
|
* performed as part of object's transform-stack building
|
|
*/
|
|
|
|
/* create nodes ------------------------------------------------------------------------ */
|
|
/* XXX: is this the right component, or do we want to use another one instead? */
|
|
|
|
/* init/rebuild operation */
|
|
/*OperationDepsNode *init_node =*/ add_operation_node(&scene->id, DEPSNODE_TYPE_TRANSFORM,
|
|
DEPSOP_TYPE_REBUILD, function_bind(BKE_rigidbody_rebuild_sim, _1, scene),
|
|
DEG_OPCODE_RIGIDBODY_REBUILD);
|
|
|
|
/* do-sim operation */
|
|
// XXX: what happens if we need to split into several groups?
|
|
OperationDepsNode *sim_node = add_operation_node(&scene->id, DEPSNODE_TYPE_TRANSFORM,
|
|
DEPSOP_TYPE_SIM, function_bind(BKE_rigidbody_eval_simulation, _1, scene),
|
|
DEG_OPCODE_RIGIDBODY_SIM);
|
|
|
|
/* XXX: For now, the sim node is the only one that really matters here. If any other
|
|
* sims get added later, we may have to remove these hacks...
|
|
*/
|
|
sim_node->owner->entry_operation = sim_node;
|
|
sim_node->owner->exit_operation = sim_node;
|
|
|
|
|
|
/* objects - simulation participants */
|
|
if (rbw->group) {
|
|
LINKLIST_FOREACH (GroupObject *, go, &rbw->group->gobject) {
|
|
Object *ob = go->ob;
|
|
|
|
if (!ob || (ob->type != OB_MESH))
|
|
continue;
|
|
|
|
/* 2) create operation for flushing results */
|
|
/* object's transform component - where the rigidbody operation lives */
|
|
add_operation_node(&ob->id, DEPSNODE_TYPE_TRANSFORM,
|
|
DEPSOP_TYPE_EXEC, function_bind(BKE_rigidbody_object_sync_transforms, _1, scene, ob),
|
|
DEG_OPCODE_TRANSFORM_RIGIDBODY);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_particles(Scene *scene, Object *ob)
|
|
{
|
|
/**
|
|
* Particle Systems Nodes
|
|
* ======================
|
|
*
|
|
* There are two types of nodes associated with representing
|
|
* particle systems:
|
|
* 1) Component (EVAL_PARTICLES) - This is the particle-system
|
|
* evaluation context for an object. It acts as the container
|
|
* for all the nodes associated with a particular set of particle
|
|
* systems.
|
|
* 2) Particle System Eval Operation - This operation node acts as a
|
|
* blackbox evaluation step for one particle system referenced by
|
|
* the particle systems stack. All dependencies link to this operation.
|
|
*/
|
|
|
|
/* component for all particle systems */
|
|
ComponentDepsNode *psys_comp =
|
|
add_component_node(&ob->id, DEPSNODE_TYPE_EVAL_PARTICLES);
|
|
|
|
/* particle systems */
|
|
LINKLIST_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
|
|
ParticleSettings *part = psys->part;
|
|
|
|
/* particle settings */
|
|
// XXX: what if this is used more than once!
|
|
build_animdata(&part->id);
|
|
|
|
/* this particle system */
|
|
// TODO: for now, this will just be a placeholder "ubereval" node
|
|
add_operation_node(psys_comp,
|
|
DEPSOP_TYPE_EXEC,
|
|
function_bind(BKE_particle_system_eval,
|
|
_1,
|
|
scene,
|
|
ob,
|
|
psys),
|
|
DEG_OPCODE_PSYS_EVAL,
|
|
psys->name);
|
|
}
|
|
|
|
/* pointcache */
|
|
// TODO...
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_cloth(Scene *scene, Object *object)
|
|
{
|
|
ComponentDepsNode *cache_comp = add_component_node(&object->id,
|
|
DEPSNODE_TYPE_CACHE);
|
|
add_operation_node(cache_comp,
|
|
DEPSOP_TYPE_EXEC,
|
|
function_bind(BKE_object_eval_cloth,
|
|
_1,
|
|
scene,
|
|
object),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Cloth Modifier");
|
|
}
|
|
|
|
/* Shapekeys */
|
|
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
|
|
{
|
|
build_animdata(&key->id);
|
|
|
|
add_operation_node(&key->id, DEPSNODE_TYPE_GEOMETRY, DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Shapekey Eval");
|
|
}
|
|
|
|
/* ObData Geometry Evaluation */
|
|
// XXX: what happens if the datablock is shared!
|
|
void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
|
|
{
|
|
ID *obdata = (ID *)ob->data;
|
|
|
|
/* TODO(sergey): This way using this object's properties as driver target
|
|
* works fine.
|
|
*
|
|
* Does this depend on other nodes?
|
|
*/
|
|
add_operation_node(&ob->id,
|
|
DEPSNODE_TYPE_PARAMETERS,
|
|
DEPSOP_TYPE_POST,
|
|
NULL,
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Parameters Eval");
|
|
|
|
/* Temporary uber-update node, which does everything.
|
|
* It is for the being we're porting old dependencies into the new system.
|
|
* We'll get rid of this node as soon as all the granular update functions
|
|
* are filled in.
|
|
*
|
|
* TODO(sergey): Get rid of this node.
|
|
*/
|
|
add_operation_node(&ob->id,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_POST,
|
|
function_bind(BKE_object_eval_uber_data, _1, scene, ob),
|
|
DEG_OPCODE_GEOMETRY_UBEREVAL);
|
|
|
|
add_operation_node(&ob->id,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_INIT,
|
|
NULL,
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Eval Init");
|
|
|
|
// TODO: "Done" operation
|
|
|
|
/* Modifiers */
|
|
LINKLIST_FOREACH (ModifierData *, md, &ob->modifiers) {
|
|
add_operation_node(&ob->id,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_EXEC,
|
|
function_bind(BKE_object_eval_modifier,
|
|
_1,
|
|
scene,
|
|
ob,
|
|
md),
|
|
DEG_OPCODE_GEOMETRY_MODIFIER,
|
|
md->name);
|
|
if (md->type == eModifierType_Cloth) {
|
|
build_cloth(scene, ob);
|
|
}
|
|
}
|
|
|
|
/* materials */
|
|
for (int a = 1; a <= ob->totcol; a++) {
|
|
Material *ma = give_current_material(ob, a);
|
|
if (ma != NULL) {
|
|
build_material(ma);
|
|
}
|
|
}
|
|
|
|
/* geometry collision */
|
|
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_LATTICE)) {
|
|
// add geometry collider relations
|
|
}
|
|
|
|
if (obdata->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
/* ShapeKeys */
|
|
Key *key = BKE_key_from_object(ob);
|
|
if (key) {
|
|
build_shapekeys(key);
|
|
}
|
|
|
|
build_animdata(obdata);
|
|
|
|
/* Nodes for result of obdata's evaluation, and geometry
|
|
* evaluation on object.
|
|
*/
|
|
switch (ob->type) {
|
|
case OB_MESH:
|
|
{
|
|
//Mesh *me = (Mesh *)ob->data;
|
|
|
|
/* evaluation operations */
|
|
add_operation_node(obdata,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_INIT,
|
|
function_bind(BKE_mesh_eval_geometry,
|
|
_1,
|
|
(Mesh *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
break;
|
|
}
|
|
|
|
case OB_MBALL:
|
|
{
|
|
Object *mom = BKE_mball_basis_find(scene, ob);
|
|
|
|
/* Motherball - mom depends on children! */
|
|
if (mom == ob) {
|
|
/* metaball evaluation operations */
|
|
/* NOTE: only the motherball gets evaluated! */
|
|
add_operation_node(obdata,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_INIT,
|
|
function_bind(BKE_mball_eval_geometry,
|
|
_1,
|
|
(MetaBall *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
}
|
|
break;
|
|
}
|
|
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
case OB_FONT:
|
|
{
|
|
/* Curve/nurms evaluation operations. */
|
|
/* - calculate curve geometry (including path) */
|
|
add_operation_node(obdata,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_INIT,
|
|
function_bind(BKE_curve_eval_geometry,
|
|
_1,
|
|
(Curve *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
|
|
/* Calculate curve path - this is used by constraints, etc. */
|
|
if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
|
|
add_operation_node(obdata,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_EXEC,
|
|
function_bind(BKE_curve_eval_path,
|
|
_1,
|
|
(Curve *)obdata),
|
|
DEG_OPCODE_GEOMETRY_PATH,
|
|
"Path");
|
|
}
|
|
|
|
/* Make sure objects used for bevel.taper are in the graph.
|
|
* NOTE: This objects might be not linked to the scene.
|
|
*/
|
|
Curve *cu = (Curve *)obdata;
|
|
if (cu->bevobj != NULL) {
|
|
build_object(scene, NULL, cu->bevobj);
|
|
}
|
|
if (cu->taperobj != NULL) {
|
|
build_object(scene, NULL, cu->taperobj);
|
|
}
|
|
if (ob->type == OB_FONT && cu->textoncurve != NULL) {
|
|
build_object(scene, NULL, cu->textoncurve);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case OB_LATTICE:
|
|
{
|
|
/* Lattice evaluation operations. */
|
|
add_operation_node(obdata,
|
|
DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_INIT,
|
|
function_bind(BKE_lattice_eval_geometry,
|
|
_1,
|
|
(Lattice *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
break;
|
|
}
|
|
}
|
|
|
|
add_operation_node(obdata, DEPSNODE_TYPE_GEOMETRY,
|
|
DEPSOP_TYPE_POST, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Eval Done");
|
|
|
|
/* Parameters for driver sources. */
|
|
add_operation_node(obdata, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
}
|
|
|
|
/* Cameras */
|
|
void DepsgraphNodeBuilder::build_camera(Object *ob)
|
|
{
|
|
/* TODO: Link scene-camera links in somehow... */
|
|
Camera *cam = (Camera *)ob->data;
|
|
ID *camera_id = &cam->id;
|
|
if (camera_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
build_animdata(&cam->id);
|
|
|
|
add_operation_node(camera_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
if (cam->dof_ob != NULL) {
|
|
/* TODO(sergey): For now parametrs are on object level. */
|
|
add_operation_node(&ob->id, DEPSNODE_TYPE_PARAMETERS,
|
|
DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Camera DOF");
|
|
}
|
|
}
|
|
|
|
/* Lamps */
|
|
void DepsgraphNodeBuilder::build_lamp(Object *ob)
|
|
{
|
|
Lamp *la = (Lamp *)ob->data;
|
|
ID *lamp_id = &la->id;
|
|
if (lamp_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
build_animdata(&la->id);
|
|
|
|
/* node for obdata */
|
|
add_component_node(lamp_id, DEPSNODE_TYPE_PARAMETERS);
|
|
|
|
/* TODO(sergey): Is it really how we're supposed to work with drivers? */
|
|
add_operation_node(lamp_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
/* lamp's nodetree */
|
|
if (la->nodetree) {
|
|
build_nodetree(la->nodetree);
|
|
}
|
|
|
|
/* textures */
|
|
build_texture_stack(la->mtex);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
|
|
{
|
|
if (!ntree)
|
|
return;
|
|
|
|
/* nodetree itself */
|
|
ID *ntree_id = &ntree->id;
|
|
|
|
build_animdata(ntree_id);
|
|
|
|
/* Parameters for drivers. */
|
|
add_operation_node(ntree_id, DEPSNODE_TYPE_PARAMETERS, DEPSOP_TYPE_POST, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
/* nodetree's nodes... */
|
|
LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
|
|
ID *id = bnode->id;
|
|
if (id != NULL) {
|
|
short id_type = GS(id->name);
|
|
if (id_type == ID_MA) {
|
|
build_material((Material *)id);
|
|
}
|
|
else if (id_type == ID_TE) {
|
|
build_texture((Tex *)id);
|
|
}
|
|
else if (id_type == ID_IM) {
|
|
build_image((Image *)id);
|
|
}
|
|
else if (bnode->type == NODE_GROUP) {
|
|
bNodeTree *group_ntree = (bNodeTree *)id;
|
|
if ((group_ntree->id.tag & LIB_TAG_DOIT) == 0) {
|
|
build_nodetree(group_ntree);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: link from nodetree to owner_component?
|
|
}
|
|
|
|
/* Recursively build graph for material */
|
|
void DepsgraphNodeBuilder::build_material(Material *ma)
|
|
{
|
|
ID *ma_id = &ma->id;
|
|
if (ma_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
/* material itself */
|
|
add_id_node(ma_id);
|
|
|
|
add_operation_node(ma_id, DEPSNODE_TYPE_SHADING,
|
|
DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Material Update");
|
|
|
|
/* material animation */
|
|
build_animdata(ma_id);
|
|
|
|
/* textures */
|
|
build_texture_stack(ma->mtex);
|
|
|
|
/* material's nodetree */
|
|
build_nodetree(ma->nodetree);
|
|
}
|
|
|
|
/* Texture-stack attached to some shading datablock */
|
|
void DepsgraphNodeBuilder::build_texture_stack(MTex **texture_stack)
|
|
{
|
|
int i;
|
|
|
|
/* for now assume that all texture-stacks have same number of max items */
|
|
for (i = 0; i < MAX_MTEX; i++) {
|
|
MTex *mtex = texture_stack[i];
|
|
if (mtex && mtex->tex)
|
|
build_texture(mtex->tex);
|
|
}
|
|
}
|
|
|
|
/* Recursively build graph for texture */
|
|
void DepsgraphNodeBuilder::build_texture(Tex *tex)
|
|
{
|
|
ID *tex_id = &tex->id;
|
|
if (tex_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
tex_id->tag |= LIB_TAG_DOIT;
|
|
/* Texture itself. */
|
|
build_animdata(tex_id);
|
|
/* Texture's nodetree. */
|
|
build_nodetree(tex->nodetree);
|
|
/* Special cases for different IDs which texture uses. */
|
|
if (tex->type == TEX_IMAGE) {
|
|
if (tex->ima != NULL) {
|
|
build_image(tex->ima);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_image(Image *image) {
|
|
ID *image_id = &image->id;
|
|
if (image_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
image_id->tag |= LIB_TAG_DOIT;
|
|
/* Image ID node itself. */
|
|
add_id_node(image_id);
|
|
/* Placeholder so we can add relations and tag ID node for update. */
|
|
add_operation_node(image_id,
|
|
DEPSNODE_TYPE_PARAMETERS,
|
|
DEPSOP_TYPE_EXEC,
|
|
NULL,
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Image Eval");
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_compositor(Scene *scene)
|
|
{
|
|
/* For now, just a plain wrapper? */
|
|
// TODO: create compositing component?
|
|
// XXX: component type undefined!
|
|
//graph->get_node(&scene->id, NULL, DEPSNODE_TYPE_COMPOSITING, NULL);
|
|
|
|
/* for now, nodetrees are just parameters; compositing occurs in internals of renderer... */
|
|
add_component_node(&scene->id, DEPSNODE_TYPE_PARAMETERS);
|
|
build_nodetree(scene->nodetree);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd)
|
|
{
|
|
ID *gpd_id = &gpd->id;
|
|
|
|
/* gpencil itself */
|
|
// XXX: what about multiple users of same datablock? This should only get added once
|
|
add_id_node(gpd_id);
|
|
|
|
/* The main reason Grease Pencil is included here is because the animation (and drivers)
|
|
* need to be hosted somewhere...
|
|
*/
|
|
build_animdata(gpd_id);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
|
|
{
|
|
ID *cache_file_id = &cache_file->id;
|
|
|
|
add_component_node(cache_file_id, DEPSNODE_TYPE_CACHE);
|
|
add_operation_node(cache_file_id, DEPSNODE_TYPE_CACHE,
|
|
DEPSOP_TYPE_EXEC, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
|
|
|
|
add_id_node(cache_file_id);
|
|
build_animdata(cache_file_id);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_mask(Mask *mask)
|
|
{
|
|
ID *mask_id = &mask->id;
|
|
add_id_node(mask_id);
|
|
build_animdata(mask_id);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip) {
|
|
ID *clip_id = &clip->id;
|
|
add_id_node(clip_id);
|
|
build_animdata(clip_id);
|
|
}
|
|
|
|
} // namespace DEG
|