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authorSergey Sharybin <sergey.vfx@gmail.com>2018-11-14 13:24:54 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2018-11-14 16:08:39 +0300
commitd3c08b1aa62d0e6b373621cbd2da7342796f9625 (patch)
treee15edd7504ebb004611dff1fa2b283d306f88748 /source/blender/depsgraph/intern/nodes/deg_node.h
parent1d8db50538c4ba933d0a5faf97807ace1a9f6386 (diff)
Depsgraph: Fix missing point cache reset when physics changes
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.
Diffstat (limited to 'source/blender/depsgraph/intern/nodes/deg_node.h')
-rw-r--r--source/blender/depsgraph/intern/nodes/deg_node.h3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/depsgraph/intern/nodes/deg_node.h b/source/blender/depsgraph/intern/nodes/deg_node.h
index ef2a73258fd..7a837d17ceb 100644
--- a/source/blender/depsgraph/intern/nodes/deg_node.h
+++ b/source/blender/depsgraph/intern/nodes/deg_node.h
@@ -98,7 +98,8 @@ struct DepsNode {
virtual void init(const ID * /*id*/,
const char * /*subdata*/) {}
- virtual void tag_update(Depsgraph * /*graph*/) {}
+ virtual void tag_update(Depsgraph * /*graph*/,
+ eDepsTag_Source /*source*/) {}
virtual OperationDepsNode *get_entry_operation() { return NULL; }
virtual OperationDepsNode *get_exit_operation() { return NULL; }