Among all the lines moved around, the general idea is quite simple. Actually, there are two ideas implemented there. First one, is when object itself is tagged for update, we tag its point cache component for evaluation, which makes it so point cache is properly reset. We do it implicitly because otherwise we'll need to go everywhere and add explicit tag in almost all the properties. Second thing is, we link all collider and force fields to a point cache component using special type of link. This type of link only allows flush if change is caused by a user update. This way reset does not happen when change is caused due to animation, but will properly happen when user causes indirect change to the objects which are part of physics simulation.
216 lines
7.2 KiB
C++
216 lines
7.2 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): None Yet
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/nodes/deg_node_component.h
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* \ingroup depsgraph
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*/
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#pragma once
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#include "intern/nodes/deg_node.h"
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#include "BLI_utildefines.h"
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#include "BLI_string.h"
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struct ID;
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struct bPoseChannel;
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struct GHash;
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namespace DEG {
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struct Depsgraph;
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struct OperationDepsNode;
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struct BoneComponentDepsNode;
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struct IDDepsNode;
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/* ID Component - Base type for all components */
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struct ComponentDepsNode : public DepsNode {
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/* Key used to look up operations within a component */
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struct OperationIDKey
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{
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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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OperationIDKey();
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OperationIDKey(eDepsOperation_Code opcode);
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OperationIDKey(eDepsOperation_Code opcode,
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const char *name,
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int name_tag);
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string identifier() const;
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bool operator==(const OperationIDKey &other) const;
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};
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/* Typedef for container of operations */
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ComponentDepsNode();
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~ComponentDepsNode();
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void init(const ID *id, const char *subdata) override;
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virtual string identifier() const override;
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/* Find an existing operation, if requested operation does not exist
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* NULL will be returned.
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*/
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OperationDepsNode *find_operation(OperationIDKey key) const;
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OperationDepsNode *find_operation(eDepsOperation_Code opcode,
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const char *name,
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int name_tag) const;
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/* Find an existing operation, will throw an assert() if it does not exist. */
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OperationDepsNode *get_operation(OperationIDKey key) const;
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OperationDepsNode *get_operation(eDepsOperation_Code opcode,
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const char *name,
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int name_tag) const;
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/* Check operation exists and return it. */
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bool has_operation(OperationIDKey key) const;
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bool has_operation(eDepsOperation_Code opcode,
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const char *name,
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int name_tag) const;
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/**
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* Create a new node for representing an operation and add this to graph
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* \warning If an existing node is found, it will be modified. This helps
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* when node may have been partially created earlier (e.g. parent ref before
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* parent item is added)
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*
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* \param type: Operation node type (corresponding to context/component that
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* it operates in)
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* \param optype: Role that operation plays within component
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* (i.e. where in eval process)
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* \param op: The operation to perform
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* \param name: Identifier for operation - used to find/locate it again
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*/
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OperationDepsNode *add_operation(const 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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/* Entry/exit operations management.
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*
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* Use those instead of direct set since this will perform sanity checks.
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*/
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void set_entry_operation(OperationDepsNode *op_node);
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void set_exit_operation(OperationDepsNode *op_node);
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void clear_operations();
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virtual void tag_update(Depsgraph *graph, eDepsTag_Source source) override;
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virtual OperationDepsNode *get_entry_operation() override;
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virtual OperationDepsNode *get_exit_operation() override;
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void finalize_build(Depsgraph *graph);
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IDDepsNode *owner;
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/* ** Inner nodes for this component ** */
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/* Operations stored as a hash map, for faster build.
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* This hash map will be freed when graph is fully built.
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*/
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GHash *operations_map;
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/* This is a "normal" list of operations, used by evaluation
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* and other routines after construction.
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*/
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vector<OperationDepsNode *> operations;
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OperationDepsNode *entry_operation;
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OperationDepsNode *exit_operation;
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virtual bool depends_on_cow() { return true; }
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/* Denotes whether COW component is to be tagged when this component
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* is tagged for update.
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*/
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virtual bool need_tag_cow_before_update() { return true; }
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/* Denotes whether this component affects (possibly indirectly) on a
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* directly visible object.
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*/
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bool affects_directly_visible;
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};
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/* ---------------------------------------- */
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#define DEG_COMPONENT_NODE_DEFINE_TYPEINFO(NodeType, type_, tname_, id_recalc_tag) \
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const DepsNode::TypeInfo NodeType::typeinfo = \
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DepsNode::TypeInfo(type_, tname_, id_recalc_tag)
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#define DEG_COMPONENT_NODE_DECLARE DEG_DEPSNODE_DECLARE
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#define DEG_COMPONENT_NODE_DEFINE(name, NAME, id_recalc_tag) \
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DEG_COMPONENT_NODE_DEFINE_TYPEINFO(name ## ComponentDepsNode, \
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DEG_NODE_TYPE_ ## NAME, \
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#name " Component", \
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id_recalc_tag) ; \
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static DepsNodeFactoryImpl<name ## ComponentDepsNode> DNTI_ ## NAME
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#define DEG_COMPONENT_NODE_DECLARE_GENERIC(name) \
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struct name ## ComponentDepsNode : public ComponentDepsNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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}
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#define DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(name) \
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struct name ## ComponentDepsNode : public ComponentDepsNode { \
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DEG_COMPONENT_NODE_DECLARE; \
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virtual bool need_tag_cow_before_update() { return false; } \
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}
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Animation);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(BatchCache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Cache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(CopyOnWrite);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Geometry);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(LayerCollections);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Parameters);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Particles);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Pose);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(PointCache);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Proxy);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Sequencer);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(Shading);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(ShadingParameters);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Transform);
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DEG_COMPONENT_NODE_DECLARE_NO_COW_TAG_ON_UPDATE(ObjectFromLayer);
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DEG_COMPONENT_NODE_DECLARE_GENERIC(Dupli);
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/* Bone Component */
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struct BoneComponentDepsNode : public ComponentDepsNode {
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void init(const ID *id, const char *subdata);
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struct bPoseChannel *pchan; /* the bone that this component represents */
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DEG_COMPONENT_NODE_DECLARE;
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};
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void deg_register_component_depsnodes();
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} // namespace DEG
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