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authorSergey Sharybin <sergey.vfx@gmail.com>2015-05-12 13:05:57 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2015-05-12 14:06:37 +0300
commitbac735380189c63d2b8824cba8e0398bb35e9af2 (patch)
treed9bc3e73a89520ef7e23782419d880964d1a4fb7 /source/blender/depsgraph/intern/depsgraph.cc
parenta09341469ee3874a0874492a7dcad79c2b99179a (diff)
Depsgraph: New dependency graph integration commit
This commit integrates the work done so far on the new dependency graph system, where goal was to replace legacy depsgraph with the new one, supporting loads of neat features like: - More granular dependency relation nature, which solves issues with fake cycles in the dependencies. - Move towards all-animatable, by better integration of drivers into the system. - Lay down some basis for upcoming copy-on-write, overrides and so on. The new system is living side-by-side with the previous one and disabled by default, so nothing will become suddenly broken. The way to enable new depsgraph is to pass `--new-depsgraph` command line argument. It's a bit early to consider the system production-ready, there are some TODOs and issues were discovered during the merge period, they'll be addressed ASAP. But it's important to merge, because it's the only way to attract artists to really start testing this system. There are number of assorted documents related on the design of the new system: * http://wiki.blender.org/index.php/User:Aligorith/GSoC2013_Depsgraph#Design_Documents * http://wiki.blender.org/index.php/User:Nazg-gul/DependencyGraph There are also some user-related information online: * http://code.blender.org/2015/02/blender-dependency-graph-branch-for-users/ * http://code.blender.org/2015/03/more-dependency-graph-tricks/ Kudos to everyone who was involved into the project: - Joshua "Aligorith" Leung -- design specification, initial code - Lukas "lukas_t" Toenne -- integrating code into blender, with further fixes - Sergey "Sergey" "Sharybin" -- some mocking around, trying to wrap up the project and so - Bassam "slikdigit" Kurdali -- stressing the new system, reporting all the issues and recording/writing documentation. - Everyone else who i forgot to mention here :)
Diffstat (limited to 'source/blender/depsgraph/intern/depsgraph.cc')
-rw-r--r--source/blender/depsgraph/intern/depsgraph.cc469
1 files changed, 469 insertions, 0 deletions
diff --git a/source/blender/depsgraph/intern/depsgraph.cc b/source/blender/depsgraph/intern/depsgraph.cc
new file mode 100644
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+++ b/source/blender/depsgraph/intern/depsgraph.cc
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+/*
+ * ***** 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): Sergey Sharybin
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ *
+ * Core routines for how the Depsgraph works
+ */
+
+#include <string.h>
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_listbase.h"
+
+extern "C" {
+#include "DNA_action_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_key_types.h"
+#include "DNA_object_types.h"
+#include "DNA_sequence_types.h"
+
+#include "RNA_access.h"
+}
+
+#include "DEG_depsgraph.h"
+#include "depsgraph.h" /* own include */
+#include "depsnode.h"
+#include "depsnode_operation.h"
+#include "depsnode_component.h"
+#include "depsgraph_intern.h"
+
+static DEG_EditorUpdateIDCb deg_editor_update_id_cb = NULL;
+static DEG_EditorUpdateSceneCb deg_editor_update_scene_cb = NULL;
+
+Depsgraph::Depsgraph()
+ : root_node(NULL),
+ need_update(false),
+ layers((1 << 20) - 1)
+{
+ BLI_spin_init(&lock);
+}
+
+Depsgraph::~Depsgraph()
+{
+ /* Free root node - it won't have been freed yet... */
+ clear_id_nodes();
+ clear_subgraph_nodes();
+ if (this->root_node != NULL) {
+ OBJECT_GUARDED_DELETE(this->root_node, RootDepsNode);
+ }
+ BLI_spin_end(&lock);
+}
+
+/* Query Conditions from RNA ----------------------- */
+
+static bool pointer_to_id_node_criteria(const PointerRNA *ptr,
+ const PropertyRNA *prop,
+ ID **id)
+{
+ if (!ptr->type)
+ return false;
+
+ if (!prop) {
+ if (RNA_struct_is_ID(ptr->type)) {
+ *id = (ID *)ptr->data;
+ return true;
+ }
+ }
+
+ return false;
+}
+
+static bool pointer_to_component_node_criteria(const PointerRNA *ptr,
+ const PropertyRNA *prop,
+ ID **id,
+ eDepsNode_Type *type,
+ string *subdata)
+{
+ if (!ptr->type)
+ return false;
+
+ /* Set default values for returns. */
+ *id = (ID *)ptr->id.data; /* For obvious reasons... */
+ *subdata = ""; /* Default to no subdata (e.g. bone) name
+ * lookup in most cases. */
+
+ /* Handling of commonly known scenarios... */
+ if (ptr->type == &RNA_PoseBone) {
+ bPoseChannel *pchan = (bPoseChannel *)ptr->data;
+
+ /* Bone - generally, we just want the bone component... */
+ *type = DEPSNODE_TYPE_BONE;
+ *subdata = pchan->name;
+
+ return true;
+ }
+ else if (ptr->type == &RNA_Bone) {
+ Bone *bone = (Bone *)ptr->data;
+
+ /* armature-level bone, but it ends up going to bone component anyway */
+ // TODO: the ID in thise case will end up being bArmature, not Object as needed!
+ *type = DEPSNODE_TYPE_BONE;
+ *subdata = bone->name;
+ //*id = ...
+
+ return true;
+ }
+ else if (RNA_struct_is_a(ptr->type, &RNA_Constraint)) {
+ Object *ob = (Object *)ptr->id.data;
+ bConstraint *con = (bConstraint *)ptr->data;
+
+ /* object or bone? */
+ if (BLI_findindex(&ob->constraints, con) != -1) {
+ /* object transform */
+ // XXX: for now, we can't address the specific constraint or the constraint stack...
+ *type = DEPSNODE_TYPE_TRANSFORM;
+ return true;
+ }
+ else if (ob->pose) {
+ bPoseChannel *pchan;
+ for (pchan = (bPoseChannel *)ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ if (BLI_findindex(&pchan->constraints, con) != -1) {
+ /* bone transforms */
+ *type = DEPSNODE_TYPE_BONE;
+ *subdata = pchan->name;
+ return true;
+ }
+ }
+ }
+ }
+ else if (RNA_struct_is_a(ptr->type, &RNA_Modifier)) {
+ //ModifierData *md = (ModifierData *)ptr->data;
+
+ /* Modifier */
+ /* NOTE: subdata is not the same as "operation name",
+ * so although we have unique ops for modifiers,
+ * we can't lump them together
+ */
+ *type = DEPSNODE_TYPE_BONE;
+ //*subdata = md->name;
+
+ return true;
+ }
+ else if (ptr->type == &RNA_Object) {
+ //Object *ob = (Object *)ptr->data;
+
+ /* Transforms props? */
+ if (prop) {
+ const char *prop_identifier = RNA_property_identifier((PropertyRNA *)prop);
+
+ if (strstr(prop_identifier, "location") ||
+ strstr(prop_identifier, "rotation") ||
+ strstr(prop_identifier, "scale"))
+ {
+ *type = DEPSNODE_TYPE_TRANSFORM;
+ return true;
+ }
+ }
+ // ...
+ }
+ else if (ptr->type == &RNA_ShapeKey) {
+ Key *key = (Key *)ptr->id.data;
+
+ /* ShapeKeys are currently handled as geometry on the geometry that owns it */
+ *id = key->from; // XXX
+ *type = DEPSNODE_TYPE_PARAMETERS;
+
+ return true;
+ }
+ else if (RNA_struct_is_a(ptr->type, &RNA_Sequence)) {
+ Sequence *seq = (Sequence *)ptr->data;
+ /* Sequencer strip */
+ *type = DEPSNODE_TYPE_SEQUENCER;
+ *subdata = seq->name; // xxx?
+ return true;
+ }
+
+ if (prop) {
+ /* All unknown data effectively falls under "parameter evaluation" */
+ *type = DEPSNODE_TYPE_PARAMETERS;
+ return true;
+ }
+
+ return false;
+}
+
+/* Convenience wrapper to find node given just pointer + property. */
+DepsNode *Depsgraph::find_node_from_pointer(const PointerRNA *ptr,
+ const PropertyRNA *prop) const
+{
+ ID *id;
+ eDepsNode_Type type;
+ string name;
+
+ /* Get querying conditions. */
+ if (pointer_to_id_node_criteria(ptr, prop, &id)) {
+ return find_id_node(id);
+ }
+ else if (pointer_to_component_node_criteria(ptr, prop, &id, &type, &name)) {
+ IDDepsNode *id_node = find_id_node(id);
+ if (id_node)
+ return id_node->find_component(type, name);
+ }
+
+ return NULL;
+}
+
+/* Node Management ---------------------------- */
+
+RootDepsNode *Depsgraph::add_root_node()
+{
+ if (!root_node) {
+ DepsNodeFactory *factory = DEG_get_node_factory(DEPSNODE_TYPE_ROOT);
+ root_node = (RootDepsNode *)factory->create_node(NULL, "", "Root (Scene)");
+ }
+ return root_node;
+}
+
+TimeSourceDepsNode *Depsgraph::find_time_source(const ID *id) const
+{
+ /* Search for one attached to a particular ID? */
+ if (id) {
+ /* Check if it was added as a component
+ * (as may be done for subgraphs needing timeoffset).
+ */
+ IDDepsNode *id_node = find_id_node(id);
+ if (id_node) {
+ // XXX: review this
+// return id_node->find_component(DEPSNODE_TYPE_TIMESOURCE);
+ }
+ BLI_assert(!"Not implemented yet");
+ }
+ else {
+ /* Use "official" timesource. */
+ return root_node->time_source;
+ }
+ return NULL;
+}
+
+SubgraphDepsNode *Depsgraph::add_subgraph_node(const ID *id)
+{
+ DepsNodeFactory *factory = DEG_get_node_factory(DEPSNODE_TYPE_SUBGRAPH);
+ SubgraphDepsNode *subgraph_node =
+ (SubgraphDepsNode *)factory->create_node(id, "", id->name + 2);
+
+ /* Add to subnodes list. */
+ this->subgraphs.insert(subgraph_node);
+
+ /* if there's an ID associated, add to ID-nodes lookup too */
+ if (id) {
+#if 0
+ /* XXX subgraph node is NOT a true IDDepsNode - what is this supposed to do? */
+ // TODO: what to do if subgraph's ID has already been added?
+ BLI_assert(!graph->find_id_node(id));
+ graph->id_hash[id] = this;
+#endif
+ }
+
+ return subgraph_node;
+}
+
+void Depsgraph::remove_subgraph_node(SubgraphDepsNode *subgraph_node)
+{
+ subgraphs.erase(subgraph_node);
+ OBJECT_GUARDED_DELETE(subgraph_node, SubgraphDepsNode);
+}
+
+void Depsgraph::clear_subgraph_nodes()
+{
+ for (Subgraphs::iterator it = subgraphs.begin();
+ it != subgraphs.end();
+ ++it)
+ {
+ SubgraphDepsNode *subgraph_node = *it;
+ OBJECT_GUARDED_DELETE(subgraph_node, SubgraphDepsNode);
+ }
+ subgraphs.clear();
+}
+
+IDDepsNode *Depsgraph::find_id_node(const ID *id) const
+{
+ IDNodeMap::const_iterator it = this->id_hash.find(id);
+ return it != this->id_hash.end() ? it->second : NULL;
+}
+
+IDDepsNode *Depsgraph::add_id_node(ID *id, const string &name)
+{
+ IDDepsNode *id_node = find_id_node(id);
+ if (!id_node) {
+ DepsNodeFactory *factory = DEG_get_node_factory(DEPSNODE_TYPE_ID_REF);
+ id_node = (IDDepsNode *)factory->create_node(id, "", name);
+ id->flag |= LIB_DOIT;
+ /* register */
+ this->id_hash[id] = id_node;
+ }
+ return id_node;
+}
+
+void Depsgraph::remove_id_node(const ID *id)
+{
+ IDDepsNode *id_node = find_id_node(id);
+ if (id_node) {
+ /* unregister */
+ this->id_hash.erase(id);
+ OBJECT_GUARDED_DELETE(id_node, IDDepsNode);
+ }
+}
+
+void Depsgraph::clear_id_nodes()
+{
+ for (IDNodeMap::const_iterator it = id_hash.begin();
+ it != id_hash.end();
+ ++it)
+ {
+ IDDepsNode *id_node = it->second;
+ OBJECT_GUARDED_DELETE(id_node, IDDepsNode);
+ }
+ id_hash.clear();
+}
+
+/* Add new relationship between two nodes. */
+DepsRelation *Depsgraph::add_new_relation(OperationDepsNode *from,
+ OperationDepsNode *to,
+ eDepsRelation_Type type,
+ const char *description)
+{
+ /* Create new relation, and add it to the graph. */
+ DepsRelation *rel = OBJECT_GUARDED_NEW(DepsRelation, from, to, type, description);
+ return rel;
+}
+
+/* Add new relation between two nodes */
+DepsRelation *Depsgraph::add_new_relation(DepsNode *from, DepsNode *to,
+ eDepsRelation_Type type,
+ const char *description)
+{
+ /* Create new relation, and add it to the graph. */
+ DepsRelation *rel = OBJECT_GUARDED_NEW(DepsRelation, from, to, type, description);
+ return rel;
+}
+
+/* ************************ */
+/* Relationships Management */
+
+DepsRelation::DepsRelation(DepsNode *from,
+ DepsNode *to,
+ eDepsRelation_Type type,
+ const char *description)
+ : from(from),
+ to(to),
+ name(description),
+ type(type),
+ flag(0)
+{
+#ifndef NDEBUG
+/*
+ for (OperationDepsNode::Relations::const_iterator it = from->outlinks.begin();
+ it != from->outlinks.end();
+ ++it)
+ {
+ DepsRelation *rel = *it;
+ if (rel->from == from &&
+ rel->to == to &&
+ rel->type == type &&
+ rel->name == description)
+ {
+ BLI_assert(!"Duplicated relation, should not happen!");
+ }
+ }
+*/
+#endif
+
+ /* Hook it up to the nodes which use it. */
+ from->outlinks.insert(this);
+ to->inlinks.insert(this);
+}
+
+DepsRelation::~DepsRelation()
+{
+ /* Sanity check. */
+ BLI_assert(this->from && this->to);
+ /* Remove it from the nodes that use it. */
+ this->from->outlinks.erase(this);
+ this->to->inlinks.erase(this);
+}
+
+/* Low level tagging -------------------------------------- */
+
+/* Tag a specific node as needing updates. */
+void Depsgraph::add_entry_tag(OperationDepsNode *node)
+{
+ /* Sanity check. */
+ if (!node)
+ return;
+
+ /* Add to graph-level set of directly modified nodes to start searching from.
+ * NOTE: this is necessary since we have several thousand nodes to play with...
+ */
+ this->entry_tags.insert(node);
+}
+
+void Depsgraph::clear_all_nodes()
+{
+ clear_id_nodes();
+ clear_subgraph_nodes();
+ id_hash.clear();
+ if (this->root_node) {
+ OBJECT_GUARDED_DELETE(this->root_node, RootDepsNode);
+ root_node = NULL;
+ }
+}
+
+/* **************** */
+/* Public Graph API */
+
+/* Initialize a new Depsgraph */
+Depsgraph *DEG_graph_new()
+{
+ return OBJECT_GUARDED_NEW(Depsgraph);
+}
+
+/* Free graph's contents and graph itself */
+void DEG_graph_free(Depsgraph *graph)
+{
+ OBJECT_GUARDED_DELETE(graph, Depsgraph);
+}
+
+/* Set callbacks which are being called when depsgraph changes. */
+void DEG_editors_set_update_cb(DEG_EditorUpdateIDCb id_func,
+ DEG_EditorUpdateSceneCb scene_func)
+{
+ deg_editor_update_id_cb = id_func;
+ deg_editor_update_scene_cb = scene_func;
+}
+
+void deg_editors_id_update(Main *bmain, ID *id)
+{
+ if (deg_editor_update_id_cb != NULL) {
+ deg_editor_update_id_cb(bmain, id);
+ }
+}
+
+void deg_editors_scene_update(Main *bmain, Scene *scene, bool updated)
+{
+ if (deg_editor_update_scene_cb != NULL) {
+ deg_editor_update_scene_cb(bmain, scene, updated);
+ }
+}