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-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.cc19
-rw-r--r--source/blender/depsgraph/intern/builder/deg_builder_relations.h1
2 files changed, 20 insertions, 0 deletions
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
index 14f9db767a9..525f9e304cb 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.cc
@@ -1252,6 +1252,7 @@ void DepsgraphRelationBuilder::build_animdata(ID *id)
ComponentKey animation_key(id, NodeType::ANIMATION);
ComponentKey parameters_key(id, NodeType::PARAMETERS);
add_relation(animation_key, parameters_key, "Animation -> Parameters");
+ build_animdata_force(id);
}
}
@@ -1396,6 +1397,24 @@ void DepsgraphRelationBuilder::build_animation_images(ID *id)
}
}
+void DepsgraphRelationBuilder::build_animdata_force(ID *id)
+{
+ if (GS(id->name) != ID_OB) {
+ return;
+ }
+
+ const Object *object = (Object *)id;
+ if (object->pd == nullptr || object->pd->forcefield == PFIELD_NULL) {
+ return;
+ }
+
+ /* Updates to animation data (in the UI, for example by altering FCurve Modifier parameters
+ * animating force field strength) may need to rebuild the rigid body world. */
+ ComponentKey animation_key(id, NodeType::ANIMATION);
+ OperationKey rigidbody_key(&scene_->id, NodeType::TRANSFORM, OperationCode::RIGIDBODY_REBUILD);
+ add_relation(animation_key, rigidbody_key, "Animation -> Rigid Body");
+}
+
void DepsgraphRelationBuilder::build_action(bAction *action)
{
if (built_map_.checkIsBuiltAndTag(action)) {
diff --git a/source/blender/depsgraph/intern/builder/deg_builder_relations.h b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
index 39768b9fdb6..7f5e4cafeea 100644
--- a/source/blender/depsgraph/intern/builder/deg_builder_relations.h
+++ b/source/blender/depsgraph/intern/builder/deg_builder_relations.h
@@ -241,6 +241,7 @@ class DepsgraphRelationBuilder : public DepsgraphBuilder {
OperationNode *operation_from,
ListBase *strips);
virtual void build_animdata_drivers(ID *id);
+ virtual void build_animdata_force(ID *id);
virtual void build_animation_images(ID *id);
virtual void build_action(bAction *action);
virtual void build_driver(ID *id, FCurve *fcurve);