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.
98 lines
3.0 KiB
C++
98 lines
3.0 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/depsgraph_eval.cc
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* \ingroup depsgraph
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*
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* Evaluation engine entrypoints for Depsgraph Engine.
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*/
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_utildefines.h"
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#include "BLI_ghash.h"
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extern "C" {
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#include "BKE_scene.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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} /* extern "C" */
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "intern/eval/deg_eval.h"
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#include "intern/eval/deg_eval_flush.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/nodes/deg_node_time.h"
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#include "intern/depsgraph.h"
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/* Evaluate all nodes tagged for updating. */
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void DEG_evaluate_on_refresh(Depsgraph *graph)
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{
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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deg_graph->ctime = BKE_scene_frame_get(deg_graph->scene);
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/* Update time on primary timesource. */
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DEG::TimeSourceDepsNode *tsrc = deg_graph->find_time_source();
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tsrc->cfra = deg_graph->ctime;
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/* Update time in scene. */
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if (deg_graph->scene_cow) {
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BKE_scene_frame_set(deg_graph->scene_cow, deg_graph->ctime);
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}
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DEG::deg_evaluate_on_refresh(deg_graph);
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}
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/* Frame-change happened for root scene that graph belongs to. */
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void DEG_evaluate_on_framechange(Main *bmain,
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Depsgraph *graph,
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float ctime)
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{
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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deg_graph->ctime = ctime;
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/* Update time on primary timesource. */
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DEG::TimeSourceDepsNode *tsrc = deg_graph->find_time_source();
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tsrc->cfra = ctime;
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tsrc->tag_update(deg_graph, DEG::DEG_UPDATE_SOURCE_TIME);
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DEG::deg_graph_flush_updates(bmain, deg_graph);
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/* Update time in scene. */
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if (deg_graph->scene_cow) {
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BKE_scene_frame_set(deg_graph->scene_cow, deg_graph->ctime);
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}
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/* Perform recalculation updates. */
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DEG::deg_evaluate_on_refresh(deg_graph);
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}
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bool DEG_needs_eval(Depsgraph *graph)
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{
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DEG::Depsgraph *deg_graph = reinterpret_cast<DEG::Depsgraph *>(graph);
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return BLI_gset_len(deg_graph->entry_tags) != 0;
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}
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