If multiple bones have a custom property with the same name, depsgraph didn't distinguish between them, potentially leading to spurious cycles. This patch moves ID_PROPERTY operation nodes for bone custom properties from the parameters component to individual bone components, thus decoupling them. Differential Revision: https://developer.blender.org/D13729
330 lines
13 KiB
C++
330 lines
13 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) 2013 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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#pragma once
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#include "intern/builder/deg_builder.h"
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#include "intern/builder/deg_builder_map.h"
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#include "intern/depsgraph_type.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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struct CacheFile;
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struct Camera;
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struct Collection;
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struct FCurve;
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struct FreestyleLineSet;
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struct FreestyleLineStyle;
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struct ID;
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struct IDProperty;
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struct Image;
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struct Key;
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struct LayerCollection;
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struct Light;
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struct LightProbe;
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struct ListBase;
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struct Main;
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struct Mask;
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struct Material;
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struct MovieClip;
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struct Object;
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struct ParticleSettings;
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struct Scene;
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struct Simulation;
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struct Speaker;
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struct Tex;
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struct VFont;
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struct World;
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struct bAction;
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struct bArmature;
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struct bConstraint;
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struct bGPdata;
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struct bNodeSocket;
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struct bNodeTree;
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struct bPoseChannel;
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struct bSound;
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namespace blender {
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namespace deg {
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struct ComponentNode;
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struct Depsgraph;
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class DepsgraphBuilderCache;
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struct IDNode;
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struct OperationNode;
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struct TimeSourceNode;
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class DepsgraphNodeBuilder : public DepsgraphBuilder {
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public:
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DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph, DepsgraphBuilderCache *cache);
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~DepsgraphNodeBuilder();
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/* For given original ID get ID which is created by CoW system. */
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ID *get_cow_id(const ID *id_orig) const;
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/* Similar to above, but for the cases when there is no ID node we create
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* one. */
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ID *ensure_cow_id(ID *id_orig);
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/* Helper wrapper function which wraps get_cow_id with a needed type cast. */
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template<typename T> T *get_cow_datablock(const T *orig) const
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{
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return (T *)get_cow_id(&orig->id);
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}
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/* For a given COW datablock get corresponding original one. */
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template<typename T> T *get_orig_datablock(const T *cow) const
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{
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return (T *)cow->id.orig_id;
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}
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virtual void begin_build();
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virtual void end_build();
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/**
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* `id_cow_self` is the user of `id_pointer`,
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* see also `LibraryIDLinkCallbackData` struct definition.
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*/
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int foreach_id_cow_detect_need_for_update_callback(ID *id_cow_self, ID *id_pointer);
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IDNode *add_id_node(ID *id);
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IDNode *find_id_node(ID *id);
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TimeSourceNode *add_time_source();
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ComponentNode *add_component_node(ID *id, NodeType comp_type, const char *comp_name = "");
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OperationNode *add_operation_node(ComponentNode *comp_node,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *add_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *add_operation_node(ID *id,
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NodeType comp_type,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *ensure_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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OperationNode *ensure_operation_node(ID *id,
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NodeType comp_type,
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OperationCode opcode,
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const DepsEvalOperationCb &op = nullptr,
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const char *name = "",
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int name_tag = -1);
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bool has_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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OperationNode *find_operation_node(ID *id,
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NodeType comp_type,
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const char *comp_name,
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OperationCode opcode,
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const char *name = "",
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int name_tag = -1);
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OperationNode *find_operation_node(
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ID *id, NodeType comp_type, OperationCode opcode, const char *name = "", int name_tag = -1);
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virtual void build_id(ID *id);
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/* Build function for ID types that do not need their own build_xxx() function. */
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virtual void build_generic_id(ID *id);
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virtual void build_idproperties(IDProperty *id_property);
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virtual void build_scene_render(Scene *scene, ViewLayer *view_layer);
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virtual void build_scene_parameters(Scene *scene);
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virtual void build_scene_compositor(Scene *scene);
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virtual void build_layer_collections(ListBase *lb);
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virtual void build_view_layer(Scene *scene,
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ViewLayer *view_layer,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_collection(LayerCollection *from_layer_collection, Collection *collection);
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virtual void build_object(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state,
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bool is_visible);
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virtual void build_object_proxy_from(Object *object, bool is_object_visible);
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virtual void build_object_proxy_group(Object *object, bool is_object_visible);
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virtual void build_object_instance_collection(Object *object, bool is_object_visible);
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virtual void build_object_from_layer(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_object_flags(int base_index,
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Object *object,
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eDepsNode_LinkedState_Type linked_state);
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virtual void build_object_data(Object *object);
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virtual void build_object_data_camera(Object *object);
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virtual void build_object_data_geometry(Object *object);
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virtual void build_object_data_geometry_datablock(ID *obdata);
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virtual void build_object_data_light(Object *object);
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virtual void build_object_data_lightprobe(Object *object);
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virtual void build_object_data_speaker(Object *object);
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virtual void build_object_transform(Object *object);
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virtual void build_object_constraints(Object *object);
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virtual void build_object_pointcache(Object *object);
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virtual void build_pose_constraints(Object *object, bPoseChannel *pchan, int pchan_index);
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virtual void build_rigidbody(Scene *scene);
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virtual void build_particle_systems(Object *object, bool is_object_visible);
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virtual void build_particle_settings(ParticleSettings *part);
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/**
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* Build graph nodes for #AnimData block and any animated images used.
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* \param id: ID-Block which hosts the #AnimData
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*/
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virtual void build_animdata(ID *id);
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virtual void build_animdata_nlastrip_targets(ListBase *strips);
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/**
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* Build graph nodes to update the current frame in image users.
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*/
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virtual void build_animation_images(ID *id);
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virtual void build_action(bAction *action);
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/**
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* Build graph node(s) for Driver
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* \param id: ID-Block that driver is attached to
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* \param fcurve: Driver-FCurve
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* \param driver_index: Index in animation data drivers list
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*/
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virtual void build_driver(ID *id, FCurve *fcurve, int driver_index);
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virtual void build_driver_variables(ID *id, FCurve *fcurve);
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virtual void build_driver_id_property(ID *id, const char *rna_path);
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virtual void build_parameters(ID *id);
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virtual void build_dimensions(Object *object);
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virtual void build_ik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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virtual void build_splineik_pose(Object *object, bPoseChannel *pchan, bConstraint *con);
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virtual void build_rig(Object *object);
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virtual void build_proxy_rig(Object *object);
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virtual void build_armature(bArmature *armature);
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virtual void build_armature_bones(ListBase *bones);
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virtual void build_shapekeys(Key *key);
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virtual void build_camera(Camera *camera);
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virtual void build_light(Light *lamp);
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virtual void build_nodetree(bNodeTree *ntree);
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virtual void build_nodetree_socket(bNodeSocket *socket);
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virtual void build_material(Material *ma);
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virtual void build_materials(Material **materials, int num_materials);
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virtual void build_freestyle_lineset(FreestyleLineSet *fls);
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virtual void build_freestyle_linestyle(FreestyleLineStyle *linestyle);
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virtual void build_texture(Tex *tex);
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virtual void build_image(Image *image);
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virtual void build_world(World *world);
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virtual void build_cachefile(CacheFile *cache_file);
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virtual void build_mask(Mask *mask);
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virtual void build_movieclip(MovieClip *clip);
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virtual void build_lightprobe(LightProbe *probe);
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virtual void build_speaker(Speaker *speaker);
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virtual void build_sound(bSound *sound);
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virtual void build_simulation(Simulation *simulation);
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virtual void build_scene_sequencer(Scene *scene);
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virtual void build_scene_audio(Scene *scene);
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virtual void build_scene_speakers(Scene *scene, ViewLayer *view_layer);
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virtual void build_vfont(VFont *vfont);
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/* Per-ID information about what was already in the dependency graph.
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* Allows to re-use certain values, to speed up following evaluation. */
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struct IDInfo {
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/* Copy-on-written pointer of the corresponding ID. */
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ID *id_cow;
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/* Mask of visible components from previous state of the
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* dependency graph. */
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IDComponentsMask previously_visible_components_mask;
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/* Special evaluation flag mask from the previous depsgraph. */
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uint32_t previous_eval_flags;
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/* Mesh CustomData mask from the previous depsgraph. */
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DEGCustomDataMeshMasks previous_customdata_masks;
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};
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protected:
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/* Allows to identify an operation which was tagged for update at the time
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* relations are being updated. We can not reuse operation node pointer
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* since it will change during dependency graph construction. */
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struct SavedEntryTag {
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ID *id_orig;
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NodeType component_type;
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OperationCode opcode;
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string name;
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int name_tag;
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};
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Vector<SavedEntryTag> saved_entry_tags_;
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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};
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static void modifier_walk(void *user_data,
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struct Object *object,
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struct ID **idpoin,
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int cb_flag);
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static void constraint_walk(bConstraint *constraint,
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ID **idpoin,
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bool is_reference,
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void *user_data);
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void tag_previously_tagged_nodes();
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/**
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* Check for IDs that need to be flushed (COW-updated)
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* because the depsgraph itself created or removed some of their evaluated dependencies.
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*/
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void update_invalid_cow_pointers();
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/* State which demotes currently built entities. */
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Scene *scene_;
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ViewLayer *view_layer_;
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int view_layer_index_;
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/* NOTE: Collection are possibly built recursively, so be careful when
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* setting the current state. */
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Collection *collection_;
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/* Accumulated flag over the hierarchy of currently building collections.
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* Denotes whether all the hierarchy from parent of `collection_` to the
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* very root is visible (aka not restricted.). */
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bool is_parent_collection_visible_;
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/* Indexed by original ID.session_uuid, values are IDInfo. */
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Map<uint, IDInfo *> id_info_hash_;
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/* Set of IDs which were already build. Makes it easier to keep track of
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* what was already built and what was not. */
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BuilderMap built_map_;
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};
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} // namespace deg
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} // namespace blender
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