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blender-archive/source/blender/depsgraph/intern/depsgraph_build.cc
Sergey Sharybin ba5b792dd9 Depsgraph: Remove all layer bit flags related checks
These bits became obsolete with the new layer system, so we can
simplify some code around them or avoid existing workarounds which
were trying to keep things working for them.

There are still work needed to be done for on_visible_change to
avoid unnecessary updates, but that can also happen later.
2017-04-05 11:39:30 +02:00

405 lines
13 KiB
C++

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2013 Blender Foundation.
* All rights reserved.
*
* Original Author: Joshua Leung
* Contributor(s): Based on original depsgraph.c code - Blender Foundation (2005-2013)
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/depsgraph/intern/depsgraph_build.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph.
*/
#include "MEM_guardedalloc.h"
// #define DEBUG_TIME
extern "C" {
#include "DNA_cachefile_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_force.h"
#include "BLI_utildefines.h"
#include "BLI_ghash.h"
#ifdef DEBUG_TIME
# include "PIL_time.h"
# include "PIL_time_utildefines.h"
#endif
#include "BKE_main.h"
#include "BKE_collision.h"
#include "BKE_effect.h"
#include "BKE_modifier.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_debug.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "builder/deg_builder.h"
#include "builder/deg_builder_cycle.h"
#include "builder/deg_builder_nodes.h"
#include "builder/deg_builder_relations.h"
#include "builder/deg_builder_transitive.h"
#include "intern/nodes/deg_node.h"
#include "intern/nodes/deg_node_component.h"
#include "intern/nodes/deg_node_operation.h"
#include "intern/depsgraph_types.h"
#include "intern/depsgraph_intern.h"
#include "util/deg_util_foreach.h"
/* ****************** */
/* External Build API */
static DEG::eDepsNode_Type deg_build_scene_component_type(
eDepsSceneComponentType component)
{
switch (component) {
case DEG_SCENE_COMP_PARAMETERS: return DEG::DEPSNODE_TYPE_PARAMETERS;
case DEG_SCENE_COMP_ANIMATION: return DEG::DEPSNODE_TYPE_ANIMATION;
case DEG_SCENE_COMP_SEQUENCER: return DEG::DEPSNODE_TYPE_SEQUENCER;
}
return DEG::DEPSNODE_TYPE_UNDEFINED;
}
static DEG::eDepsNode_Type deg_build_object_component_type(
eDepsObjectComponentType component)
{
switch (component) {
case DEG_OB_COMP_PARAMETERS: return DEG::DEPSNODE_TYPE_PARAMETERS;
case DEG_OB_COMP_PROXY: return DEG::DEPSNODE_TYPE_PROXY;
case DEG_OB_COMP_ANIMATION: return DEG::DEPSNODE_TYPE_ANIMATION;
case DEG_OB_COMP_TRANSFORM: return DEG::DEPSNODE_TYPE_TRANSFORM;
case DEG_OB_COMP_GEOMETRY: return DEG::DEPSNODE_TYPE_GEOMETRY;
case DEG_OB_COMP_EVAL_POSE: return DEG::DEPSNODE_TYPE_EVAL_POSE;
case DEG_OB_COMP_BONE: return DEG::DEPSNODE_TYPE_BONE;
case DEG_OB_COMP_EVAL_PARTICLES: return DEG::DEPSNODE_TYPE_EVAL_PARTICLES;
case DEG_OB_COMP_SHADING: return DEG::DEPSNODE_TYPE_SHADING;
case DEG_OB_COMP_CACHE: return DEG::DEPSNODE_TYPE_CACHE;
}
return DEG::DEPSNODE_TYPE_UNDEFINED;
}
static DEG::DepsNodeHandle *get_handle(DepsNodeHandle *handle)
{
return reinterpret_cast<DEG::DepsNodeHandle *>(handle);
}
void DEG_add_scene_relation(DepsNodeHandle *handle,
Scene *scene,
eDepsSceneComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_scene_component_type(component);
DEG::ComponentKey comp_key(&scene->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_object_relation(DepsNodeHandle *handle,
Object *ob,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_object_cache_relation(DepsNodeHandle *handle,
CacheFile *cache_file,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&cache_file->id, type);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_CACHE,
description);
}
void DEG_add_bone_relation(DepsNodeHandle *handle,
Object *ob,
const char *bone_name,
eDepsObjectComponentType component,
const char *description)
{
DEG::eDepsNode_Type type = deg_build_object_component_type(component);
DEG::ComponentKey comp_key(&ob->id, type, bone_name);
DEG::DepsNodeHandle *deg_handle = get_handle(handle);
/* XXX: "Geometry Eval" might not always be true, but this only gets called
* from modifier building now.
*/
deg_handle->builder->add_node_handle_relation(comp_key,
deg_handle,
DEG::DEPSREL_TYPE_GEOMETRY_EVAL,
description);
}
void DEG_add_special_eval_flag(Depsgraph *graph, ID *id, short flag)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
if (graph == NULL) {
BLI_assert(!"Graph should always be valid");
return;
}
DEG::IDDepsNode *id_node = deg_graph->find_id_node(id);
if (id_node == NULL) {
BLI_assert(!"ID should always be valid");
return;
}
id_node->eval_flags |= flag;
}
/* ******************** */
/* Graph Building API's */
/* Build depsgraph for the given scene, and dump results in given
* graph container.
*/
/* XXX: assume that this is called from outside, given the current scene as
* the "main" scene.
*/
void DEG_graph_build_from_scene(Depsgraph *graph, Main *bmain, Scene *scene)
{
#ifdef DEBUG_TIME
TIMEIT_START(DEG_graph_build_from_scene);
#endif
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
/* 1) Generate all the nodes in the graph first */
DEG::DepsgraphNodeBuilder node_builder(bmain, deg_graph);
/* create root node for scene first
* - this way it should be the first in the graph,
* reflecting its role as the entrypoint
*/
node_builder.begin_build(bmain);
node_builder.add_root_node();
node_builder.build_scene(bmain, scene);
/* 2) Hook up relationships between operations - to determine evaluation
* order.
*/
DEG::DepsgraphRelationBuilder relation_builder(deg_graph);
/* Hook scene up to the root node as entrypoint to graph. */
/* XXX what does this relation actually mean?
* it doesnt add any operations anyway and is not clear what part of the
* scene is to be connected.
*/
relation_builder.begin_build(bmain);
#if 0
relation_builder.add_relation(RootKey(),
IDKey(scene),
DEPSREL_TYPE_ROOT_TO_ACTIVE,
"Root to Active Scene");
#endif
relation_builder.build_scene(bmain, scene);
/* Detect and solve cycles. */
DEG::deg_graph_detect_cycles(deg_graph);
/* 3) Simplify the graph by removing redundant relations (to optimize
* traversal later). */
/* TODO: it would be useful to have an option to disable this in cases where
* it is causing trouble.
*/
if (G.debug_value == 799) {
DEG::deg_graph_transitive_reduction(deg_graph);
}
/* 4) Flush visibility layer and re-schedule nodes for update. */
DEG::deg_graph_build_finalize(deg_graph);
#if 0
if (!DEG_debug_consistency_check(deg_graph)) {
printf("Consistency validation failed, ABORTING!\n");
abort();
}
#endif
#ifdef DEBUG_TIME
TIMEIT_END(DEG_graph_build_from_scene);
#endif
}
/* Tag graph relations for update. */
void DEG_graph_tag_relations_update(Depsgraph *graph)
{
DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
deg_graph->need_update = true;
}
/* Tag all relations for update. */
void DEG_relations_tag_update(Main *bmain)
{
for (Scene *scene = (Scene *)bmain->scene.first;
scene != NULL;
scene = (Scene *)scene->id.next)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
}
}
/* Create new graph if didn't exist yet,
* or update relations if graph was tagged for update.
*/
void DEG_scene_relations_update(Main *bmain, Scene *scene)
{
if (scene->depsgraph == NULL) {
/* Rebuild graph from scratch and exit. */
scene->depsgraph = DEG_graph_new();
DEG_graph_build_from_scene(scene->depsgraph, bmain, scene);
return;
}
DEG::Depsgraph *graph = reinterpret_cast<DEG::Depsgraph *>(scene->depsgraph);
if (!graph->need_update) {
/* Graph is up to date, nothing to do. */
return;
}
/* Clear all previous nodes and operations. */
graph->clear_all_nodes();
graph->operations.clear();
BLI_gset_clear(graph->entry_tags, NULL);
/* Build new nodes and relations. */
DEG_graph_build_from_scene(reinterpret_cast< ::Depsgraph * >(graph),
bmain,
scene);
graph->need_update = false;
}
/* Rebuild dependency graph only for a given scene. */
void DEG_scene_relations_rebuild(Main *bmain, Scene *scene)
{
if (scene->depsgraph != NULL) {
DEG_graph_tag_relations_update(scene->depsgraph);
}
DEG_scene_relations_update(bmain, scene);
}
void DEG_scene_graph_free(Scene *scene)
{
if (scene->depsgraph) {
DEG_graph_free(scene->depsgraph);
scene->depsgraph = NULL;
}
}
void DEG_add_collision_relations(DepsNodeHandle *handle,
Scene *scene,
Object *ob,
Group *group,
unsigned int modifier_type,
DEG_CollobjFilterFunction fn,
bool dupli,
const char *name)
{
unsigned int numcollobj;
Object **collobjs = get_collisionobjects_ext(scene, ob, group, &numcollobj, modifier_type, dupli);
for (unsigned int i = 0; i < numcollobj; i++) {
Object *ob1 = collobjs[i];
if (!fn || fn(ob1, modifiers_findByType(ob1, (ModifierType)modifier_type))) {
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_TRANSFORM, name);
DEG_add_object_relation(handle, ob1, DEG_OB_COMP_GEOMETRY, name);
}
}
if (collobjs)
MEM_freeN(collobjs);
}
void DEG_add_forcefield_relations(DepsNodeHandle *handle,
Scene *scene,
Object *ob,
EffectorWeights *effector_weights,
bool add_absorption,
int skip_forcefield,
const char *name)
{
ListBase *effectors = pdInitEffectors(scene, ob, NULL, effector_weights, false);
if (effectors) {
for (EffectorCache *eff = (EffectorCache*)effectors->first; eff; eff = eff->next) {
if (eff->ob != ob && eff->pd->forcefield != skip_forcefield) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_TRANSFORM, name);
if (eff->psys) {
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_EVAL_PARTICLES, name);
/* TODO: remove this when/if EVAL_PARTICLES is sufficient
* for up to date particles.
*/
DEG_add_object_relation(handle, eff->ob, DEG_OB_COMP_GEOMETRY, name);
}
if (eff->pd->forcefield == PFIELD_SMOKEFLOW && eff->pd->f_source) {
DEG_add_object_relation(handle,
eff->pd->f_source,
DEG_OB_COMP_TRANSFORM,
"Smoke Force Domain");
DEG_add_object_relation(handle,
eff->pd->f_source,
DEG_OB_COMP_GEOMETRY,
"Smoke Force Domain");
}
if (add_absorption && (eff->pd->flag & PFIELD_VISIBILITY)) {
DEG_add_collision_relations(handle,
scene,
ob,
NULL,
eModifierType_Collision,
NULL,
true,
"Force Absorption");
}
}
}
}
pdEndEffectors(&effectors);
}