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blender-archive/source/blender/depsgraph/intern/builder/deg_builder_nodes_layer.cc
Sergey Sharybin 5d9a1b440b Depsgraph: Fix wrong ID remapping when armature object is constructed prior to it's targets
Previously it was possible to run into situation when armature is constructed prior to
objects which are used for it's constraints. This was causing wrong scene evaluation.

Now we create placeholders for objects used by armature in case they don't have ID node
yet, which ensures we have proper mapping from original to copy-on-write ID pointer.
2017-07-19 15:20:07 +02:00

129 lines
4.4 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/builder/deg_builder_nodes_scene.cc
* \ingroup depsgraph
*
* Methods for constructing depsgraph's nodes
*/
#include "intern/builder/deg_builder_nodes.h"
#include <stdio.h>
#include <stdlib.h>
#include "MEM_guardedalloc.h"
extern "C" {
#include "BLI_utildefines.h"
#include "BKE_layer.h"
#include "DNA_scene_types.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_build.h"
} /* extern "C" */
#include "intern/builder/deg_builder.h"
#include "intern/eval/deg_eval_copy_on_write.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"
namespace DEG {
void DepsgraphNodeBuilder::build_layer_collection(Scene *scene,
LayerCollection *layer_collection,
LayerCollectionState *state)
{
/* TODO(sergey): This will attempt to create component for each collection.
* Harmless but could be optimized.
*/
ComponentDepsNode *comp = add_component_node(&scene->id, DEG_NODE_TYPE_LAYER_COLLECTIONS);
add_operation_node(comp,
function_bind(BKE_layer_eval_layer_collection,
_1,
layer_collection,
state->parent),
DEG_OPCODE_SCENE_LAYER_EVAL,
layer_collection->scene_collection->name,
state->index);
++state->index;
/* Recurs into nested layer collections. */
LayerCollection *parent = state->parent;
state->parent = layer_collection;
build_layer_collections(scene, &layer_collection->layer_collections, state);
state->parent = parent;
}
void DepsgraphNodeBuilder::build_layer_collections(Scene *scene,
ListBase *layer_collections,
LayerCollectionState *state)
{
LINKLIST_FOREACH (LayerCollection *, layer_collection, layer_collections) {
build_layer_collection(scene, layer_collection, state);
}
}
void DepsgraphNodeBuilder::build_scene_layer_collections(Scene *scene)
{
#ifdef WITH_COPY_ON_WRITE
/* Make sure we've got ID node, so we can get pointer to CoW datablock. */
IDDepsNode *id_node = add_id_node(&scene->id);
Scene *scene_cow = (Scene *)deg_expand_copy_on_write_datablock(m_graph,
id_node,
true);
#else
Scene *scene_cow = scene;
#endif
LayerCollectionState state;
state.index = 0;
LINKLIST_FOREACH (SceneLayer *, scene_layer, &scene_cow->render_layers) {
ComponentDepsNode *comp = add_component_node(&scene->id, DEG_NODE_TYPE_LAYER_COLLECTIONS);
add_operation_node(comp,
function_bind(BKE_layer_eval_layer_collection_pre, _1, scene_cow, scene_layer),
DEG_OPCODE_SCENE_LAYER_INIT,
scene_layer->name);
add_operation_node(comp,
function_bind(BKE_layer_eval_layer_collection_post, _1, scene_layer),
DEG_OPCODE_SCENE_LAYER_DONE,
scene_layer->name);
state.parent = NULL;
build_layer_collections(scene, &scene_layer->layer_collections, &state);
}
}
} // namespace DEG