The are few things in the dependency graph which lead to the issue: - IDs are only built once. - Object-data level (Armature, i,e,) builder dependent on the object visibility. This caused issues when an armature is first built as not directly visible (via driver, i.e.) and then was built as a directly visible. This did not update visibility flag on the node for the custom shape object. The idea behind the fix is to go away form passing object visibility flag to the geometry-level builders and instead rely on the common visibility flush post-processing to make sure certain objects are fully visible when needed. This is the safest minimal part of the change for 3.0 release which acts as an additional way to ensure visibility. This means that it might not be a complete fix (if some configuration was overseen) but it should not make currently working cases to not work. The fix should also make modifiers used on rigify widgets to work. The more complete fix will have `is_object_visible` argument removed from the geometry-level builder functions. Differential Revision: https://developer.blender.org/D13404
255 lines
8.7 KiB
C++
255 lines
8.7 KiB
C++
/*
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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) 2016 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup depsgraph
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*/
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#include "intern/builder/deg_builder.h"
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#include <cstring>
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#include "DNA_ID.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_layer_types.h"
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#include "DNA_object_types.h"
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#include "BLI_stack.h"
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#include "BLI_utildefines.h"
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#include "BKE_action.h"
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#include "intern/builder/deg_builder_cache.h"
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#include "intern/builder/deg_builder_remove_noop.h"
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#include "intern/depsgraph.h"
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#include "intern/depsgraph_relation.h"
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#include "intern/depsgraph_tag.h"
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#include "intern/depsgraph_type.h"
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#include "intern/eval/deg_eval_copy_on_write.h"
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#include "intern/node/deg_node.h"
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#include "intern/node/deg_node_component.h"
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#include "intern/node/deg_node_id.h"
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#include "intern/node/deg_node_operation.h"
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#include "DEG_depsgraph.h"
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namespace blender::deg {
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bool deg_check_id_in_depsgraph(const Depsgraph *graph, ID *id_orig)
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{
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IDNode *id_node = graph->find_id_node(id_orig);
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return id_node != nullptr;
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}
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bool deg_check_base_in_depsgraph(const Depsgraph *graph, Base *base)
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{
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Object *object_orig = base->base_orig->object;
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IDNode *id_node = graph->find_id_node(&object_orig->id);
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if (id_node == nullptr) {
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return false;
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}
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return id_node->has_base;
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}
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/*******************************************************************************
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* Base class for builders.
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*/
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DepsgraphBuilder::DepsgraphBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache)
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: bmain_(bmain), graph_(graph), cache_(cache)
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{
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}
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bool DepsgraphBuilder::need_pull_base_into_graph(Base *base)
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{
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/* Simple check: enabled bases are always part of dependency graph. */
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const int base_flag = (graph_->mode == DAG_EVAL_VIEWPORT) ? BASE_ENABLED_VIEWPORT :
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BASE_ENABLED_RENDER;
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if (base->flag & base_flag) {
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return true;
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}
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/* More involved check: since we don't support dynamic changes in dependency graph topology and
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* all visible objects are to be part of dependency graph, we pull all objects which has animated
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* visibility. */
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Object *object = base->object;
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AnimatedPropertyID property_id;
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if (graph_->mode == DAG_EVAL_VIEWPORT) {
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property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_viewport");
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}
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else if (graph_->mode == DAG_EVAL_RENDER) {
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property_id = AnimatedPropertyID(&object->id, &RNA_Object, "hide_render");
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}
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else {
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BLI_assert_msg(0, "Unknown evaluation mode.");
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return false;
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}
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return cache_->isPropertyAnimated(&object->id, property_id);
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}
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bool DepsgraphBuilder::check_pchan_has_bbone(Object *object, const bPoseChannel *pchan)
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{
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BLI_assert(object->type == OB_ARMATURE);
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if (pchan == nullptr || pchan->bone == nullptr) {
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return false;
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}
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/* We don't really care whether segments are higher than 1 due to static user input (as in,
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* rigger entered value like 3 manually), or due to animation. In either way we need to create
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* special evaluation. */
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if (pchan->bone->segments > 1) {
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return true;
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}
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bArmature *armature = static_cast<bArmature *>(object->data);
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AnimatedPropertyID property_id(&armature->id, &RNA_Bone, pchan->bone, "bbone_segments");
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/* Check both Object and Armature animation data, because drivers modifying Armature
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* state could easily be created in the Object AnimData. */
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return cache_->isPropertyAnimated(&object->id, property_id) ||
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cache_->isPropertyAnimated(&armature->id, property_id);
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}
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bool DepsgraphBuilder::check_pchan_has_bbone_segments(Object *object, const bPoseChannel *pchan)
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{
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/* Proxies don't have BONE_SEGMENTS */
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if (ID_IS_LINKED(object) && object->proxy_from != nullptr) {
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return false;
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}
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return check_pchan_has_bbone(object, pchan);
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}
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bool DepsgraphBuilder::check_pchan_has_bbone_segments(Object *object, const char *bone_name)
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{
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const bPoseChannel *pchan = BKE_pose_channel_find_name(object->pose, bone_name);
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return check_pchan_has_bbone_segments(object, pchan);
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}
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/*******************************************************************************
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* Builder finalizer.
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*/
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namespace {
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void deg_graph_build_flush_visibility(Depsgraph *graph)
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{
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enum {
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DEG_NODE_VISITED = (1 << 0),
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};
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BLI_Stack *stack = BLI_stack_new(sizeof(OperationNode *), "DEG flush layers stack");
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for (IDNode *id_node : graph->id_nodes) {
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for (ComponentNode *comp_node : id_node->components.values()) {
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comp_node->affects_directly_visible |= id_node->is_directly_visible;
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}
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}
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for (OperationNode *op_node : graph->operations) {
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op_node->custom_flags = 0;
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op_node->num_links_pending = 0;
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for (Relation *rel : op_node->outlinks) {
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if ((rel->from->type == NodeType::OPERATION) && (rel->flag & RELATION_FLAG_CYCLIC) == 0) {
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++op_node->num_links_pending;
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}
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}
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if (op_node->num_links_pending == 0) {
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BLI_stack_push(stack, &op_node);
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op_node->custom_flags |= DEG_NODE_VISITED;
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}
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}
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while (!BLI_stack_is_empty(stack)) {
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OperationNode *op_node;
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BLI_stack_pop(stack, &op_node);
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/* Flush layers to parents. */
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for (Relation *rel : op_node->inlinks) {
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if (rel->from->type == NodeType::OPERATION) {
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OperationNode *op_from = (OperationNode *)rel->from;
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ComponentNode *comp_from = op_from->owner;
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const bool target_directly_visible = op_node->owner->affects_directly_visible;
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/* Visibility component forces all components of the current ID to be considered as
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* affecting directly visible. */
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if (comp_from->type == NodeType::VISIBILITY) {
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if (target_directly_visible) {
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IDNode *id_node_from = comp_from->owner;
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for (ComponentNode *comp_node : id_node_from->components.values()) {
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comp_node->affects_directly_visible |= target_directly_visible;
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}
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}
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}
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else {
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comp_from->affects_directly_visible |= target_directly_visible;
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}
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}
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}
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/* Schedule parent nodes. */
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for (Relation *rel : op_node->inlinks) {
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if (rel->from->type == NodeType::OPERATION) {
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OperationNode *op_from = (OperationNode *)rel->from;
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if ((rel->flag & RELATION_FLAG_CYCLIC) == 0) {
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BLI_assert(op_from->num_links_pending > 0);
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--op_from->num_links_pending;
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}
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if ((op_from->num_links_pending == 0) && (op_from->custom_flags & DEG_NODE_VISITED) == 0) {
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BLI_stack_push(stack, &op_from);
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op_from->custom_flags |= DEG_NODE_VISITED;
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}
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}
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}
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}
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BLI_stack_free(stack);
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}
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} // namespace
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void deg_graph_build_finalize(Main *bmain, Depsgraph *graph)
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{
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/* Make sure dependencies of visible ID datablocks are visible. */
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deg_graph_build_flush_visibility(graph);
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deg_graph_remove_unused_noops(graph);
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/* Re-tag IDs for update if it was tagged before the relations
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* update tag. */
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for (IDNode *id_node : graph->id_nodes) {
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ID *id_orig = id_node->id_orig;
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id_node->finalize_build(graph);
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int flag = 0;
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/* Tag rebuild if special evaluation flags changed. */
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if (id_node->eval_flags != id_node->previous_eval_flags) {
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flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
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}
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/* Tag rebuild if the custom data mask changed. */
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if (id_node->customdata_masks != id_node->previous_customdata_masks) {
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flag |= ID_RECALC_GEOMETRY;
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}
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if (!deg_copy_on_write_is_expanded(id_node->id_cow)) {
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flag |= ID_RECALC_COPY_ON_WRITE;
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/* This means ID is being added to the dependency graph first
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* time, which is similar to "ob-visible-change" */
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if (GS(id_orig->name) == ID_OB) {
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flag |= ID_RECALC_TRANSFORM | ID_RECALC_GEOMETRY;
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}
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}
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/* Restore recalc flags from original ID, which could possibly contain recalc flags set by
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* an operator and then were carried on by the undo system. */
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flag |= id_orig->recalc;
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if (flag != 0) {
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graph_id_tag_update(bmain, graph, id_node->id_orig, flag, DEG_UPDATE_SOURCE_RELATIONS);
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}
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}
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}
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} // namespace blender::deg
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