1115 lines
32 KiB
C++
1115 lines
32 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): Based on original depsgraph.c code - Blender Foundation (2005-2013)
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/depsgraph/intern/builder/deg_builder_nodes.cc
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* \ingroup depsgraph
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*
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* Methods for constructing depsgraph's nodes
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*/
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#include "intern/builder/deg_builder_nodes.h"
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#include <stdio.h>
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#include <stdlib.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_string.h"
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#include "BLI_utildefines.h"
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extern "C" {
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#include "DNA_action_types.h"
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#include "DNA_anim_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_cachefile_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_effect_types.h"
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#include "DNA_gpencil_types.h"
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#include "DNA_group_types.h"
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#include "DNA_key_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_material_types.h"
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#include "DNA_mask_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_movieclip_types.h"
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#include "DNA_node_types.h"
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#include "DNA_particle_types.h"
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#include "DNA_object_types.h"
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#include "DNA_rigidbody_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_world_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_animsys.h"
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#include "BKE_constraint.h"
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#include "BKE_curve.h"
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#include "BKE_depsgraph.h"
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#include "BKE_effect.h"
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#include "BKE_fcurve.h"
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#include "BKE_idcode.h"
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#include "BKE_group.h"
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#include "BKE_key.h"
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#include "BKE_lattice.h"
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#include "BKE_library.h"
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#include "BKE_main.h"
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#include "BKE_material.h"
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#include "BKE_mesh.h"
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#include "BKE_mball.h"
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#include "BKE_modifier.h"
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#include "BKE_node.h"
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#include "BKE_object.h"
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#include "BKE_particle.h"
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#include "BKE_rigidbody.h"
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#include "BKE_sound.h"
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#include "BKE_texture.h"
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#include "BKE_tracking.h"
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#include "BKE_world.h"
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#include "RNA_access.h"
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#include "RNA_types.h"
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} /* extern "C" */
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_build.h"
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#include "intern/builder/deg_builder.h"
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#include "intern/nodes/deg_node.h"
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#include "intern/nodes/deg_node_component.h"
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#include "intern/nodes/deg_node_operation.h"
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#include "intern/depsgraph_types.h"
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#include "intern/depsgraph_intern.h"
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#include "util/deg_util_foreach.h"
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namespace DEG {
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namespace {
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struct BuilderWalkUserData {
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DepsgraphNodeBuilder *builder;
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Scene *scene;
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};
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static void modifier_walk(void *user_data,
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struct Object * /*ob*/,
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struct Object **obpoin,
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int /*cb_flag*/)
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{
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BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
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if (*obpoin) {
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data->builder->build_object(data->scene, NULL, *obpoin);
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}
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}
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void constraint_walk(bConstraint * /*con*/,
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ID **idpoin,
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bool /*is_reference*/,
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void *user_data)
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{
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BuilderWalkUserData *data = (BuilderWalkUserData *)user_data;
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if (*idpoin) {
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ID *id = *idpoin;
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if (GS(id->name) == ID_OB) {
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data->builder->build_object(data->scene, NULL, (Object *)id);
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}
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}
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}
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} /* namespace */
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/* ************ */
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/* Node Builder */
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/* **** General purpose functions **** */
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DepsgraphNodeBuilder::DepsgraphNodeBuilder(Main *bmain, Depsgraph *graph) :
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m_bmain(bmain),
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m_graph(graph)
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{
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}
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DepsgraphNodeBuilder::~DepsgraphNodeBuilder()
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{
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}
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IDDepsNode *DepsgraphNodeBuilder::add_id_node(ID *id)
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{
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return m_graph->add_id_node(id, id->name);
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}
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TimeSourceDepsNode *DepsgraphNodeBuilder::add_time_source()
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{
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return m_graph->add_time_source();
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}
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ComponentDepsNode *DepsgraphNodeBuilder::add_component_node(
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ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name)
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{
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IDDepsNode *id_node = add_id_node(id);
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ComponentDepsNode *comp_node = id_node->add_component(comp_type, comp_name);
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comp_node->owner = id_node;
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return comp_node;
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}
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OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
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ComponentDepsNode *comp_node,
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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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{
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OperationDepsNode *op_node = comp_node->has_operation(opcode,
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name,
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name_tag);
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if (op_node == NULL) {
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op_node = comp_node->add_operation(op, opcode, name, name_tag);
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m_graph->operations.push_back(op_node);
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}
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else {
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fprintf(stderr,
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"add_operation: Operation already exists - %s has %s at %p\n",
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comp_node->identifier().c_str(),
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op_node->identifier().c_str(),
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op_node);
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BLI_assert(!"Should not happen!");
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}
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return op_node;
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}
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OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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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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{
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ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
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return add_operation_node(comp_node, op, opcode, name, name_tag);
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}
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OperationDepsNode *DepsgraphNodeBuilder::add_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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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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{
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return add_operation_node(id,
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comp_type,
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"",
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op,
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opcode,
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name,
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name_tag);
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}
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bool DepsgraphNodeBuilder::has_operation_node(ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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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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{
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return find_operation_node(id,
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comp_type,
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comp_name,
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opcode,
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name,
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name_tag) != NULL;
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}
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OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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const char *comp_name,
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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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{
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ComponentDepsNode *comp_node = add_component_node(id, comp_type, comp_name);
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return comp_node->has_operation(opcode, name, name_tag);
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}
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OperationDepsNode *DepsgraphNodeBuilder::find_operation_node(
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ID *id,
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eDepsNode_Type comp_type,
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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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{
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return find_operation_node(id, comp_type, "", opcode, name, name_tag);
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}
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/* **** Build functions for entity nodes **** */
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void DepsgraphNodeBuilder::begin_build(Main *bmain) {
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/* LIB_TAG_DOIT is used to indicate whether node for given ID was already
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* created or not. This flag is being set in add_id_node(), so functions
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* shouldn't bother with setting it, they only might query this flag when
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* needed.
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*/
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BKE_main_id_tag_all(bmain, LIB_TAG_DOIT, false);
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/* XXX nested node trees are not included in tag-clearing above,
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* so we need to do this manually.
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*/
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FOREACH_NODETREE(bmain, nodetree, id) {
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if (id != (ID *)nodetree) {
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nodetree->id.tag &= ~LIB_TAG_DOIT;
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}
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} FOREACH_NODETREE_END
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}
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void DepsgraphNodeBuilder::build_group(Scene *scene,
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Base *base,
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Group *group)
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{
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ID *group_id = &group->id;
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if (group_id->tag & LIB_TAG_DOIT) {
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return;
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}
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group_id->tag |= LIB_TAG_DOIT;
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LINKLIST_FOREACH (GroupObject *, go, &group->gobject) {
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build_object(scene, base, go->ob);
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}
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}
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void DepsgraphNodeBuilder::build_object(Scene *scene, Base *base, Object *ob)
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{
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const bool has_object = (ob->id.tag & LIB_TAG_DOIT);
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IDDepsNode *id_node = (has_object)
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? m_graph->find_id_node(&ob->id)
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: add_id_node(&ob->id);
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/* Update node layers.
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* Do it for both new and existing ID nodes. This is so because several
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* bases might be sharing same object.
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*/
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if (base != NULL) {
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id_node->layers |= base->lay;
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}
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if (ob == scene->camera) {
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/* Camera should always be updated, it used directly by viewport. */
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id_node->layers |= (unsigned int)(-1);
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}
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/* Skip rest of components if the ID node was already there. */
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if (has_object) {
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return;
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}
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ob->id.tag |= LIB_TAG_DOIT;
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ob->customdata_mask = 0;
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/* Standard components. */
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build_object_transform(scene, ob);
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if (ob->parent != NULL) {
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build_object(scene, NULL, ob->parent);
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}
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if (ob->modifiers.first != NULL) {
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BuilderWalkUserData data;
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data.builder = this;
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data.scene = scene;
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modifiers_foreachObjectLink(ob, modifier_walk, &data);
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}
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if (ob->constraints.first != NULL) {
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BuilderWalkUserData data;
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data.builder = this;
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data.scene = scene;
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BKE_constraints_id_loop(&ob->constraints, constraint_walk, &data);
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}
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/* Object data. */
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if (ob->data != NULL) {
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/* type-specific data... */
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switch (ob->type) {
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case OB_MESH: /* Geometry */
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case OB_CURVE:
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case OB_FONT:
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case OB_SURF:
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case OB_MBALL:
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case OB_LATTICE:
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build_obdata_geom(scene, ob);
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/* TODO(sergey): Only for until we support granular
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* update of curves.
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*/
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if (ob->type == OB_FONT) {
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Curve *curve = (Curve *)ob->data;
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if (curve->textoncurve) {
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id_node->eval_flags |= DAG_EVAL_NEED_CURVE_PATH;
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}
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}
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break;
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case OB_ARMATURE: /* Pose */
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if (ID_IS_LINKED_DATABLOCK(ob) && ob->proxy_from != NULL) {
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build_proxy_rig(ob);
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}
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else {
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build_rig(scene, ob);
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}
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break;
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case OB_LAMP: /* Lamp */
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build_lamp(ob);
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break;
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case OB_CAMERA: /* Camera */
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build_camera(ob);
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break;
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default:
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{
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ID *obdata = (ID *)ob->data;
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if ((obdata->tag & LIB_TAG_DOIT) == 0) {
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build_animdata(obdata);
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}
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break;
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}
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}
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}
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/* Build animation data,
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*
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* Do it now because it's possible object data will affect
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* on object's level animation, for example in case of rebuilding
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* pose for proxy.
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*/
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build_animdata(&ob->id);
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/* particle systems */
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if (ob->particlesystem.first != NULL) {
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build_particles(scene, ob);
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}
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/* Grease pencil. */
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if (ob->gpd != NULL) {
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build_gpencil(ob->gpd);
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}
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/* Object that this is a proxy for. */
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if (ob->proxy) {
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ob->proxy->proxy_from = ob;
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build_object(scene, base, ob->proxy);
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}
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/* Object dupligroup. */
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if (ob->dup_group != NULL) {
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build_group(scene, base, ob->dup_group);
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}
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}
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void DepsgraphNodeBuilder::build_object_transform(Scene *scene, Object *ob)
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{
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OperationDepsNode *op_node;
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/* local transforms (from transform channels - loc/rot/scale + deltas) */
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op_node = add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
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function_bind(BKE_object_eval_local_transform, _1, scene, ob),
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DEG_OPCODE_TRANSFORM_LOCAL);
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op_node->set_as_entry();
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/* object parent */
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if (ob->parent) {
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add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
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function_bind(BKE_object_eval_parent, _1, scene, ob),
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DEG_OPCODE_TRANSFORM_PARENT);
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}
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/* object constraints */
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if (ob->constraints.first) {
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build_object_constraints(scene, ob);
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}
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/* Temporary uber-update node, which does everything.
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* It is for the being we're porting old dependencies into the new system.
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* We'll get rid of this node as soon as all the granular update functions
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* are filled in.
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*
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* TODO(sergey): Get rid of this node.
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*/
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add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
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function_bind(BKE_object_eval_uber_transform, _1, scene, ob),
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DEG_OPCODE_OBJECT_UBEREVAL);
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/* object transform is done */
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op_node = add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
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function_bind(BKE_object_eval_done, _1, ob),
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DEG_OPCODE_TRANSFORM_FINAL);
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op_node->set_as_exit();
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}
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/**
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* Constraints Graph Notes
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*
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* For constraints, we currently only add a operation node to the Transform
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* or Bone components (depending on whichever type of owner we have).
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* This represents the entire constraints stack, which is for now just
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* executed as a single monolithic block. At least initially, this should
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* be sufficient for ensuring that the porting/refactoring process remains
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* manageable.
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*
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* However, when the time comes for developing "node-based" constraints,
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* we'll need to split this up into pre/post nodes for "constraint stack
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* evaluation" + operation nodes for each constraint (i.e. the contents
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* of the loop body used in the current "solve_constraints()" operation).
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*
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* -- Aligorith, August 2013
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*/
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void DepsgraphNodeBuilder::build_object_constraints(Scene *scene, Object *ob)
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{
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/* create node for constraint stack */
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add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
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function_bind(BKE_object_eval_constraints, _1, scene, ob),
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DEG_OPCODE_TRANSFORM_CONSTRAINTS);
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}
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/**
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* Build graph nodes for AnimData block
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* \param id: ID-Block which hosts the AnimData
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*/
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void DepsgraphNodeBuilder::build_animdata(ID *id)
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{
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AnimData *adt = BKE_animdata_from_id(id);
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if (adt == NULL)
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return;
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/* animation */
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if (adt->action || adt->nla_tracks.first || adt->drivers.first) {
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// XXX: Hook up specific update callbacks for special properties which may need it...
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/* actions and NLA - as a single unit for now, as it gets complicated to schedule otherwise */
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if ((adt->action) || (adt->nla_tracks.first)) {
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/* create the node */
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add_operation_node(id, DEG_NODE_TYPE_ANIMATION,
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function_bind(BKE_animsys_eval_animdata, _1, id),
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DEG_OPCODE_ANIMATION, id->name);
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|
|
// TODO: for each channel affected, we might also want to add some support for running RNA update callbacks on them
|
|
// (which will be needed for proper handling of drivers later)
|
|
}
|
|
|
|
/* drivers */
|
|
LINKLIST_FOREACH (FCurve *, fcu, &adt->drivers) {
|
|
/* create driver */
|
|
build_driver(id, fcu);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Build graph node(s) for Driver
|
|
* \param id: ID-Block that driver is attached to
|
|
* \param fcu: Driver-FCurve
|
|
*/
|
|
OperationDepsNode *DepsgraphNodeBuilder::build_driver(ID *id, FCurve *fcu)
|
|
{
|
|
ChannelDriver *driver = fcu->driver;
|
|
|
|
/* Create data node for this driver */
|
|
/* TODO(sergey): Avoid creating same operation multiple times,
|
|
* in the future we need to avoid lookup of the operation as well
|
|
* and use some tagging magic instead.
|
|
*/
|
|
OperationDepsNode *driver_op = find_operation_node(id,
|
|
DEG_NODE_TYPE_PARAMETERS,
|
|
DEG_OPCODE_DRIVER,
|
|
fcu->rna_path ? fcu->rna_path : "",
|
|
fcu->array_index);
|
|
|
|
if (driver_op == NULL) {
|
|
driver_op = add_operation_node(id,
|
|
DEG_NODE_TYPE_PARAMETERS,
|
|
function_bind(BKE_animsys_eval_driver, _1, id, fcu),
|
|
DEG_OPCODE_DRIVER,
|
|
fcu->rna_path ? fcu->rna_path : "",
|
|
fcu->array_index);
|
|
}
|
|
|
|
/* tag "scripted expression" drivers as needing Python (due to GIL issues, etc.) */
|
|
if (driver->type == DRIVER_TYPE_PYTHON) {
|
|
driver_op->flag |= DEPSOP_FLAG_USES_PYTHON;
|
|
}
|
|
|
|
/* return driver node created */
|
|
return driver_op;
|
|
}
|
|
|
|
/* Recursively build graph for world */
|
|
void DepsgraphNodeBuilder::build_world(World *world)
|
|
{
|
|
ID *world_id = &world->id;
|
|
if (world_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
build_animdata(world_id);
|
|
|
|
/* world itself */
|
|
add_component_node(world_id, DEG_NODE_TYPE_PARAMETERS);
|
|
|
|
add_operation_node(world_id, DEG_NODE_TYPE_PARAMETERS, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
/* textures */
|
|
build_texture_stack(world->mtex);
|
|
|
|
/* world's nodetree */
|
|
if (world->nodetree) {
|
|
build_nodetree(world->nodetree);
|
|
}
|
|
}
|
|
|
|
/* Rigidbody Simulation - Scene Level */
|
|
void DepsgraphNodeBuilder::build_rigidbody(Scene *scene)
|
|
{
|
|
RigidBodyWorld *rbw = scene->rigidbody_world;
|
|
|
|
/**
|
|
* Rigidbody Simulation Nodes
|
|
* ==========================
|
|
*
|
|
* There are 3 nodes related to Rigidbody Simulation:
|
|
* 1) "Initialize/Rebuild World" - this is called sparingly, only when the simulation
|
|
* needs to be rebuilt (mainly after file reload, or moving back to start frame)
|
|
* 2) "Do Simulation" - perform a simulation step - interleaved between the evaluation
|
|
* steps for clusters of objects (i.e. between those affected and/or not affected by
|
|
* the sim for instance)
|
|
*
|
|
* 3) "Pull Results" - grab the specific transforms applied for a specific object -
|
|
* performed as part of object's transform-stack building
|
|
*/
|
|
|
|
/* create nodes ------------------------------------------------------------------------ */
|
|
/* XXX: is this the right component, or do we want to use another one instead? */
|
|
|
|
/* init/rebuild operation */
|
|
/*OperationDepsNode *init_node =*/ add_operation_node(&scene->id, DEG_NODE_TYPE_TRANSFORM,
|
|
function_bind(BKE_rigidbody_rebuild_sim, _1, scene),
|
|
DEG_OPCODE_RIGIDBODY_REBUILD);
|
|
|
|
/* do-sim operation */
|
|
// XXX: what happens if we need to split into several groups?
|
|
OperationDepsNode *sim_node = add_operation_node(&scene->id, DEG_NODE_TYPE_TRANSFORM,
|
|
function_bind(BKE_rigidbody_eval_simulation, _1, scene),
|
|
DEG_OPCODE_RIGIDBODY_SIM);
|
|
|
|
/* XXX: For now, the sim node is the only one that really matters here. If any other
|
|
* sims get added later, we may have to remove these hacks...
|
|
*/
|
|
sim_node->owner->entry_operation = sim_node;
|
|
sim_node->owner->exit_operation = sim_node;
|
|
|
|
|
|
/* objects - simulation participants */
|
|
if (rbw->group) {
|
|
LINKLIST_FOREACH (GroupObject *, go, &rbw->group->gobject) {
|
|
Object *ob = go->ob;
|
|
|
|
if (!ob || (ob->type != OB_MESH))
|
|
continue;
|
|
|
|
/* 2) create operation for flushing results */
|
|
/* object's transform component - where the rigidbody operation lives */
|
|
add_operation_node(&ob->id, DEG_NODE_TYPE_TRANSFORM,
|
|
function_bind(BKE_rigidbody_object_sync_transforms, _1, scene, ob),
|
|
DEG_OPCODE_TRANSFORM_RIGIDBODY);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_particles(Scene *scene, Object *ob)
|
|
{
|
|
/**
|
|
* Particle Systems Nodes
|
|
* ======================
|
|
*
|
|
* There are two types of nodes associated with representing
|
|
* particle systems:
|
|
* 1) Component (EVAL_PARTICLES) - This is the particle-system
|
|
* evaluation context for an object. It acts as the container
|
|
* for all the nodes associated with a particular set of particle
|
|
* systems.
|
|
* 2) Particle System Eval Operation - This operation node acts as a
|
|
* blackbox evaluation step for one particle system referenced by
|
|
* the particle systems stack. All dependencies link to this operation.
|
|
*/
|
|
|
|
/* component for all particle systems */
|
|
ComponentDepsNode *psys_comp =
|
|
add_component_node(&ob->id, DEG_NODE_TYPE_EVAL_PARTICLES);
|
|
|
|
/* particle systems */
|
|
LINKLIST_FOREACH (ParticleSystem *, psys, &ob->particlesystem) {
|
|
ParticleSettings *part = psys->part;
|
|
|
|
/* particle settings */
|
|
// XXX: what if this is used more than once!
|
|
build_animdata(&part->id);
|
|
|
|
/* this particle system */
|
|
// TODO: for now, this will just be a placeholder "ubereval" node
|
|
add_operation_node(psys_comp,
|
|
function_bind(BKE_particle_system_eval,
|
|
_1,
|
|
scene,
|
|
ob,
|
|
psys),
|
|
DEG_OPCODE_PSYS_EVAL,
|
|
psys->name);
|
|
}
|
|
|
|
/* pointcache */
|
|
// TODO...
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_cloth(Scene *scene, Object *object)
|
|
{
|
|
ComponentDepsNode *cache_comp = add_component_node(&object->id,
|
|
DEG_NODE_TYPE_CACHE);
|
|
add_operation_node(cache_comp,
|
|
function_bind(BKE_object_eval_cloth,
|
|
_1,
|
|
scene,
|
|
object),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Cloth Modifier");
|
|
}
|
|
|
|
/* Shapekeys */
|
|
void DepsgraphNodeBuilder::build_shapekeys(Key *key)
|
|
{
|
|
build_animdata(&key->id);
|
|
|
|
add_operation_node(&key->id, DEG_NODE_TYPE_GEOMETRY, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Shapekey Eval");
|
|
}
|
|
|
|
/* ObData Geometry Evaluation */
|
|
// XXX: what happens if the datablock is shared!
|
|
void DepsgraphNodeBuilder::build_obdata_geom(Scene *scene, Object *ob)
|
|
{
|
|
ID *obdata = (ID *)ob->data;
|
|
OperationDepsNode *op_node;
|
|
|
|
/* TODO(sergey): This way using this object's properties as driver target
|
|
* works fine.
|
|
*
|
|
* Does this depend on other nodes?
|
|
*/
|
|
op_node = add_operation_node(&ob->id,
|
|
DEG_NODE_TYPE_PARAMETERS,
|
|
NULL,
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Parameters Eval");
|
|
op_node->set_as_exit();
|
|
|
|
/* Temporary uber-update node, which does everything.
|
|
* It is for the being we're porting old dependencies into the new system.
|
|
* We'll get rid of this node as soon as all the granular update functions
|
|
* are filled in.
|
|
*
|
|
* TODO(sergey): Get rid of this node.
|
|
*/
|
|
op_node = add_operation_node(&ob->id,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
function_bind(BKE_object_eval_uber_data, _1, scene, ob),
|
|
DEG_OPCODE_GEOMETRY_UBEREVAL);
|
|
op_node->set_as_exit();
|
|
|
|
op_node = add_operation_node(&ob->id,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
NULL,
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Eval Init");
|
|
op_node->set_as_entry();
|
|
|
|
// TODO: "Done" operation
|
|
|
|
/* Cloyth modifier. */
|
|
LINKLIST_FOREACH (ModifierData *, md, &ob->modifiers) {
|
|
if (md->type == eModifierType_Cloth) {
|
|
build_cloth(scene, ob);
|
|
}
|
|
}
|
|
|
|
/* materials */
|
|
for (int a = 1; a <= ob->totcol; a++) {
|
|
Material *ma = give_current_material(ob, a);
|
|
if (ma != NULL) {
|
|
build_material(ma);
|
|
}
|
|
}
|
|
|
|
/* geometry collision */
|
|
if (ELEM(ob->type, OB_MESH, OB_CURVE, OB_LATTICE)) {
|
|
// add geometry collider relations
|
|
}
|
|
|
|
if (obdata->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
/* ShapeKeys */
|
|
Key *key = BKE_key_from_object(ob);
|
|
if (key) {
|
|
build_shapekeys(key);
|
|
}
|
|
|
|
build_animdata(obdata);
|
|
|
|
/* Nodes for result of obdata's evaluation, and geometry
|
|
* evaluation on object.
|
|
*/
|
|
switch (ob->type) {
|
|
case OB_MESH:
|
|
{
|
|
//Mesh *me = (Mesh *)ob->data;
|
|
|
|
/* evaluation operations */
|
|
op_node = add_operation_node(obdata,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
function_bind(BKE_mesh_eval_geometry,
|
|
_1,
|
|
(Mesh *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
op_node->set_as_entry();
|
|
break;
|
|
}
|
|
|
|
case OB_MBALL:
|
|
{
|
|
Object *mom = BKE_mball_basis_find(scene, ob);
|
|
|
|
/* Motherball - mom depends on children! */
|
|
if (mom == ob) {
|
|
/* metaball evaluation operations */
|
|
/* NOTE: only the motherball gets evaluated! */
|
|
op_node = add_operation_node(obdata,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
function_bind(BKE_mball_eval_geometry,
|
|
_1,
|
|
(MetaBall *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
op_node->set_as_entry();
|
|
}
|
|
break;
|
|
}
|
|
|
|
case OB_CURVE:
|
|
case OB_SURF:
|
|
case OB_FONT:
|
|
{
|
|
/* Curve/nurms evaluation operations. */
|
|
/* - calculate curve geometry (including path) */
|
|
op_node = add_operation_node(obdata,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
function_bind(BKE_curve_eval_geometry,
|
|
_1,
|
|
(Curve *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
op_node->set_as_entry();
|
|
|
|
/* Calculate curve path - this is used by constraints, etc. */
|
|
if (ELEM(ob->type, OB_CURVE, OB_FONT)) {
|
|
add_operation_node(obdata,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
function_bind(BKE_curve_eval_path,
|
|
_1,
|
|
(Curve *)obdata),
|
|
DEG_OPCODE_GEOMETRY_PATH,
|
|
"Path");
|
|
}
|
|
|
|
/* Make sure objects used for bevel.taper are in the graph.
|
|
* NOTE: This objects might be not linked to the scene.
|
|
*/
|
|
Curve *cu = (Curve *)obdata;
|
|
if (cu->bevobj != NULL) {
|
|
build_object(scene, NULL, cu->bevobj);
|
|
}
|
|
if (cu->taperobj != NULL) {
|
|
build_object(scene, NULL, cu->taperobj);
|
|
}
|
|
if (ob->type == OB_FONT && cu->textoncurve != NULL) {
|
|
build_object(scene, NULL, cu->textoncurve);
|
|
}
|
|
break;
|
|
}
|
|
|
|
case OB_LATTICE:
|
|
{
|
|
/* Lattice evaluation operations. */
|
|
op_node = add_operation_node(obdata,
|
|
DEG_NODE_TYPE_GEOMETRY,
|
|
function_bind(BKE_lattice_eval_geometry,
|
|
_1,
|
|
(Lattice *)obdata),
|
|
DEG_OPCODE_PLACEHOLDER,
|
|
"Geometry Eval");
|
|
op_node->set_as_entry();
|
|
break;
|
|
}
|
|
}
|
|
|
|
op_node = add_operation_node(obdata, DEG_NODE_TYPE_GEOMETRY, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Eval Done");
|
|
op_node->set_as_exit();
|
|
|
|
/* Parameters for driver sources. */
|
|
add_operation_node(obdata, DEG_NODE_TYPE_PARAMETERS, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
}
|
|
|
|
/* Cameras */
|
|
void DepsgraphNodeBuilder::build_camera(Object *ob)
|
|
{
|
|
/* TODO: Link scene-camera links in somehow... */
|
|
Camera *cam = (Camera *)ob->data;
|
|
ID *camera_id = &cam->id;
|
|
if (camera_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
build_animdata(&cam->id);
|
|
|
|
add_operation_node(camera_id, DEG_NODE_TYPE_PARAMETERS, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
if (cam->dof_ob != NULL) {
|
|
/* TODO(sergey): For now parametrs are on object level. */
|
|
add_operation_node(&ob->id, DEG_NODE_TYPE_PARAMETERS, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Camera DOF");
|
|
}
|
|
}
|
|
|
|
/* Lamps */
|
|
void DepsgraphNodeBuilder::build_lamp(Object *ob)
|
|
{
|
|
Lamp *la = (Lamp *)ob->data;
|
|
ID *lamp_id = &la->id;
|
|
if (lamp_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
build_animdata(&la->id);
|
|
|
|
/* node for obdata */
|
|
add_component_node(lamp_id, DEG_NODE_TYPE_PARAMETERS);
|
|
|
|
/* TODO(sergey): Is it really how we're supposed to work with drivers? */
|
|
add_operation_node(lamp_id, DEG_NODE_TYPE_PARAMETERS, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
|
|
/* lamp's nodetree */
|
|
if (la->nodetree) {
|
|
build_nodetree(la->nodetree);
|
|
}
|
|
|
|
/* textures */
|
|
build_texture_stack(la->mtex);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_nodetree(bNodeTree *ntree)
|
|
{
|
|
if (!ntree)
|
|
return;
|
|
|
|
/* nodetree itself */
|
|
ID *ntree_id = &ntree->id;
|
|
OperationDepsNode *op_node;
|
|
|
|
build_animdata(ntree_id);
|
|
|
|
/* Parameters for drivers. */
|
|
op_node = add_operation_node(ntree_id, DEG_NODE_TYPE_PARAMETERS, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Parameters Eval");
|
|
op_node->set_as_exit();
|
|
|
|
/* nodetree's nodes... */
|
|
LINKLIST_FOREACH (bNode *, bnode, &ntree->nodes) {
|
|
ID *id = bnode->id;
|
|
if (id != NULL) {
|
|
short id_type = GS(id->name);
|
|
if (id_type == ID_MA) {
|
|
build_material((Material *)id);
|
|
}
|
|
else if (id_type == ID_TE) {
|
|
build_texture((Tex *)id);
|
|
}
|
|
else if (id_type == ID_IM) {
|
|
build_image((Image *)id);
|
|
}
|
|
else if (bnode->type == NODE_GROUP) {
|
|
bNodeTree *group_ntree = (bNodeTree *)id;
|
|
if ((group_ntree->id.tag & LIB_TAG_DOIT) == 0) {
|
|
build_nodetree(group_ntree);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// TODO: link from nodetree to owner_component?
|
|
}
|
|
|
|
/* Recursively build graph for material */
|
|
void DepsgraphNodeBuilder::build_material(Material *ma)
|
|
{
|
|
ID *ma_id = &ma->id;
|
|
if (ma_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
|
|
/* material itself */
|
|
add_id_node(ma_id);
|
|
|
|
add_operation_node(ma_id, DEG_NODE_TYPE_SHADING, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Material Update");
|
|
|
|
/* material animation */
|
|
build_animdata(ma_id);
|
|
|
|
/* textures */
|
|
build_texture_stack(ma->mtex);
|
|
|
|
/* material's nodetree */
|
|
build_nodetree(ma->nodetree);
|
|
}
|
|
|
|
/* Texture-stack attached to some shading datablock */
|
|
void DepsgraphNodeBuilder::build_texture_stack(MTex **texture_stack)
|
|
{
|
|
int i;
|
|
|
|
/* for now assume that all texture-stacks have same number of max items */
|
|
for (i = 0; i < MAX_MTEX; i++) {
|
|
MTex *mtex = texture_stack[i];
|
|
if (mtex && mtex->tex)
|
|
build_texture(mtex->tex);
|
|
}
|
|
}
|
|
|
|
/* Recursively build graph for texture */
|
|
void DepsgraphNodeBuilder::build_texture(Tex *tex)
|
|
{
|
|
ID *tex_id = &tex->id;
|
|
if (tex_id->tag & LIB_TAG_DOIT) {
|
|
return;
|
|
}
|
|
tex_id->tag |= LIB_TAG_DOIT;
|
|
/* Texture itself. */
|
|
build_animdata(tex_id);
|
|
/* Texture's nodetree. */
|
|
build_nodetree(tex->nodetree);
|
|
/* Special cases for different IDs which texture uses. */
|
|
if (tex->type == TEX_IMAGE) {
|
|
if (tex->ima != NULL) {
|
|
build_image(tex->ima);
|
|
}
|
|
}
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_image(Image *image) {
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ID *image_id = &image->id;
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if (image_id->tag & LIB_TAG_DOIT) {
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return;
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}
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image_id->tag |= LIB_TAG_DOIT;
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/* Image ID node itself. */
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add_id_node(image_id);
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/* Placeholder so we can add relations and tag ID node for update. */
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add_operation_node(image_id,
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DEG_NODE_TYPE_PARAMETERS,
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|
NULL,
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|
DEG_OPCODE_PLACEHOLDER,
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|
"Image Eval");
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|
}
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|
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void DepsgraphNodeBuilder::build_compositor(Scene *scene)
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|
{
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|
/* For now, just a plain wrapper? */
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|
// TODO: create compositing component?
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// XXX: component type undefined!
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|
//graph->get_node(&scene->id, NULL, DEG_NODE_TYPE_COMPOSITING, NULL);
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|
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/* for now, nodetrees are just parameters; compositing occurs in internals of renderer... */
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|
add_component_node(&scene->id, DEG_NODE_TYPE_PARAMETERS);
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|
build_nodetree(scene->nodetree);
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|
}
|
|
|
|
void DepsgraphNodeBuilder::build_gpencil(bGPdata *gpd)
|
|
{
|
|
ID *gpd_id = &gpd->id;
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|
|
|
/* gpencil itself */
|
|
// XXX: what about multiple users of same datablock? This should only get added once
|
|
add_id_node(gpd_id);
|
|
|
|
/* The main reason Grease Pencil is included here is because the animation (and drivers)
|
|
* need to be hosted somewhere...
|
|
*/
|
|
build_animdata(gpd_id);
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|
}
|
|
|
|
void DepsgraphNodeBuilder::build_cachefile(CacheFile *cache_file)
|
|
{
|
|
ID *cache_file_id = &cache_file->id;
|
|
|
|
add_component_node(cache_file_id, DEG_NODE_TYPE_CACHE);
|
|
add_operation_node(cache_file_id, DEG_NODE_TYPE_CACHE, NULL,
|
|
DEG_OPCODE_PLACEHOLDER, "Cache File Update");
|
|
|
|
add_id_node(cache_file_id);
|
|
build_animdata(cache_file_id);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_mask(Mask *mask)
|
|
{
|
|
ID *mask_id = &mask->id;
|
|
add_id_node(mask_id);
|
|
build_animdata(mask_id);
|
|
}
|
|
|
|
void DepsgraphNodeBuilder::build_movieclip(MovieClip *clip) {
|
|
ID *clip_id = &clip->id;
|
|
add_id_node(clip_id);
|
|
build_animdata(clip_id);
|
|
}
|
|
|
|
} // namespace DEG
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